Creature (20) | |||
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$0.40€0.320.02 | |||
$0.41€0.410.03 | |||
$1.00€0.87 | |||
$0.99 | |||
$3.00€3.740.13 | |||
$0.15€0.040.03 | |||
Instant, Sorcery, Enchantment, Artifact (17) | |||
$0.84€1.64 | |||
$1.78€1.97 | |||
$1.12€1.08 | |||
$0.26€0.320.03 | |||
$0.84€1.53 | |||
$0.39€0.310.03 | |||
Land (23) | |||
$0.51€0.600.02 | |||
21
Island
|
$0.120.02 |
$0.25€0.13 | |||
$0.50€0.400.02 | |||
$0.20€0.16 | |||
3
Negate
|
$0.96€0.100.03 | ||
$0.39€0.310.03 |
$6.38 | |||
$3.00€3.740.13 | |||
$8.00€7.691.04 | |||
$14.24€17.794.24 | |||
$1.25€2.013.26 |
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The deck aims to disrupt opponents with counterspells and evasive creatures while drawing cards to fuel your engine. The key to success is maintaining tempo by basically dealing with threats while at the same time deploying your own, always keeping your opponent on the back foot.
Here is how I would break the deck down:
Threats like the ones pictures above are the bread and butter of the deck, especially with Curious Obsession. Without untapped creatures on board or spells resolving spells, even the smaller of these creatures are nightmares. Also, almost every creature has flash, too, so you can easily leave up mana for counter magic without issue.
Tempest Djinn is a powerful finisher that can dominate the game if played at the right time. Usually, you want to have a counter up to defend this, and it's game over. That said, just remember that you won't always play this on curve. On to interaction. As mentioned, almost everything on the deck is interactive. But still we play Counterspell, Archmage's Charm, Echoing Truth, and Vapor Snag to keep everything nice and under control.
Considering we play Tempest Djinn, we have primarily basics. However, two copies of Castle Ventress give us some more late-game options for card selection if it's needed.
The first major change I would make is removing all three Chrome Prowler and playing three Brazen Borrower instead. You still have Flash (and very similar stats), but now you'll have flying too, which is awesome. And that's only half the card. Making this change means we also have three coincidental extra bounce spells in Petty Theft. As a result, we can cut the main board copy of Echoing Truth and run a single Flare of Denial instead. Nothing says tempo like sacing a creature you've already used to counter something for free.
Next, we could cut two Sea-Dasher Octopus (it's a bit of a redundant effect with Curious Obsession) and play two more Spellstutter Sprite, which is simply more effective. If you ever hold this up as a counter, and they can pay for the tax (or don't play anything good), feel free to just flash these in on the opponent's end step for some pseudo-hasty flying attackers. That said, having two extra copies makes the "number of faeries you control" part harder to deal with.
Lastly, we have a singleton Hall of Storm Giants and Otawara, Soaring City, which you can remove two basics for. They both give the deck some reach and staying power and leave plenty of basics for the Djinn.
37 | 12 | 11 | 0 | 0 |
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6 | 7 | 2 | 0 | 0 |
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