GAME PLAN:
Make big Weird tokens with Experimental Overload and smash your opponent's face by throwing them in their face with a Kazuul's Fury. Before doing that, you must exhaust your opponent and fill your graveyard with instant and sorcery spells.
EARLY GAME:
Keep a healthy card advantage with Revitalize and Opt.
Control the board with Fire Prophecy and Thundering Rebuke.
Deny what you can with Jwari Disruption and/or Negate. (Keep in mind that you might want to keep a negate to protect your weird creatures).
MID GAME:
Maintain card advantage with Whirlwind of Thought. This card can be used to bait counterspells as well.
Control the board with Shatter the Sky, Blitz of the Thunder-Raptor and Shatterskull Smashing.
Fetch back spells and set small defense with Experimental Overload if needed (but don't waste them too much you need big guys).
Double cast 2CMC and less spells with Sea Gate Stormcaller and Lutri, the Spellchaser.
LATE GAME:
Double cast Experimental Overload with Lutri, the Spellchaser.
Triple cast 2CMC and less spells with Sea Gate Stormcaller.
Use Fling on a big Weird creature generated by Experimental Overload. If Fling is in the graveyard Experimental Overload can fetch it for you. It's always good to have a Negate on hand to protect the Weird creatures on board or to make sure your Fling is not countered. If you suspect the opponent wants to destroy your Weird token, wait for them to cast the spell and then cast Fling as a response. If you suspect the opponent can counter your Fling wait for a Negate or make sure they don't have the mana to counter it.
ADDITIONAL NOTES:
Don't hesitate to discard Kazuul's Fury when you don't need it. Experimental Overload can always fetch it back if needed.
Sometimes it is worth taking damage a turn or two if it means you can get additional value out of a spell with Sea Gate Stormcaller. Revitalize can be surprisingly good to keep your health high enough especially if you manage to double cast or even sometimes triple cast it with Sea Gate Stormcaller.
If you suspect the enemy will counter your Negate and have Lutri, the Spellchaser in hand, you can copy your Negate as a response (or you simply can copy the spell before it gets countered).
If you think the opponent runs Elspeth's Nightmare make sure that you preserve your counterspells because your Experimental Overload will become completely useless. If they hit you with it in the early game it's not the end of the world, but if they do in the end game and you do not have complete board control or at least a strong token in play you might as well just forfeit.
Most of the time rogue decks are surprisingly easy to deal with. They help you filling your graveyard and you can slow their milling power with all the control the deck has to offer.
Swift Response is mainly there to deal with big creatures. If you are certain the opponent won't run a creature over 4 or 5 toughness, you can use it for smaller ones.
Creature (6) | |||
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$0.47€0.430.02 | |||
$0.40€0.230.02 | |||
Instant, Sorcery, Enchantment, Artifact (37) | |||
4
Negate
|
$0.20€0.110.03 | ||
$0.490.03 | |||
$0.15€0.060.03 | |||
$0.25€0.130.03 | |||
4
Opt
|
$0.25€0.080.03 | ||
$0.20€0.110.03 | |||
$0.24€0.120.03 | |||
$1.02€0.770.02 | |||
$0.18€0.060.03 | |||
$0.15€0.060.03 | |||
$0.470.03 | |||
$7.143.91 | |||
Land (17) | |||
$0.30€0.200.02 | |||
1
Plains
|
|||
$0.35€0.280.02 | |||
$3.07 | |||
$6.39 | |||
$14.00€13.191.27 | |||
1
Mountain
|
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