Wednesday, January 6, 2016

How many copies of a card do I run? A sample deck: 1-land-spy

After our five week discussion about how many copies of a card to include in a 60-card deck we now look at an example deck.

Check out the original article here: http://mtgolibrary.blogspot.se/2015/12/1-ofs-2-ofs-3-ofs-and-4-ofs-and.html

This is the dreaded 1-land-spy combo deck from Pauper. The idea is to mill your entire deck into the graveyard by playing your single land, then playing a Balustrade Spy to mill yourself while generating a ton of mana, get your Haunting Misery back from the graveyard with an Anarchist and kill your opponent by casting the Misery. You can also put Haunting Misery back on top of your deck with Conjurer's Bauble.




Deck list: http://tappedout.net/mtg-decks/1-land-combo/

1x Anarchist
4x Balustrade Spy
4x Cabal Ritual
3x Conjurer's Bauble
4x Dark Ritual
4x Destroy the Evidence
4x Elves of Deep Shadow
1x Forest
4x Gitaxian Probe
1x Haunting Misery
4x Land Grant
4x Lotus Petal
2x Morgue Theft
4x Simian Spirit Guide
4x Songs of the Damned
4x Street Wraith
4x Tinder Wall
4x Wild Cantor

Sideboard
2x Basking Rootwalla
1x Crypt Rats
4x Duress
1x Flaring Pain
4x Fog
3x Ingot Chewer


1-ofs: Anarchist, Forest, Haunting Misery.
These are all part of the combo and you know that you will have your entire deck available to you when you combo out. Thus you only need single copies of these cards.

2-of:Morgue Theft
I am not sure why this is a 2-of. It seems that it could be a 1-of.

3-of: Conjurer's Bauble. This puts Haunting Misery at the bottom of your empty library which means it is the next card you draw. This is your usual way of winning which means that you need to find this card and play it (not put it in your graveyard). However, multiples in your starting hand do you no good. Thus a 3-of.

4-ofs: Everything else
You just want as many copies of possible of all these cards to get enough fuel for your combo and cycle through your deck as quickly as possible. Thus: 4-ofs.

Generally, having four of a card is the natural state of a card worth playing. You need a reason to go down from there. 

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