Post by tacomaster89 on Sept 18, 2006 20:32:48 GMT -5
Here is a new deck idea, so now I have 4 deck ideas floating around in ym head that I must make soon.
This idea however, I will reveal to you because its pretty cool.
Since my ground is covered in cards, I wake up this morning to the sight of two nice cards laying side by side:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=2120#
and
ww2.wizards.com/gatherer/CardDetails.aspx?&id=8784#
Yes a decent two card combo. Tapping the scorpion gives a player a poison counter (way old school) and if you can do it 10 times, you win.
BUt to make a good deck with this, I would suppose you could just throw in a bazzilion counterspells and boomerangs, along with the scorpions cousins to help out as the creatures:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=3096#
ww2.wizards.com/gatherer/CardDetails.aspx?&id=3626#
Those are two other decent creatues like the scorpion, but besides those there are only about 4 more.
So its another way to win, but it becomes better:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=2937#
Yep. Say you have two scorpions out and both with hermetic study. You give your opponent 2 counters, cast this spell, pay 7 and then give 2 more. Thats only 4 counters but wait, there is more:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=48159#
Put four of those in their too.
I would also make sure these would see play:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=45869#
Just in case your scorpion dies ( or if you make one commit suicide) you can quickly let your scorpions put in their counters, then once again once their brother goes into the graveyard.
And one of my fav's
ww2.wizards.com/gatherer/CardDetails.aspx?&id=87336#
Yes this works extremely well. A plausable example: One scorpion with a hermetic study on it, and this on it. With at least 2 island in play thats still 3 counters in one turn. Do that next turn, and next turn. Meanwhile keep playing islands to either counter things or make more counters for your enemy.
And ww2.wizards.com/gatherer/CardDetails.aspx?&id=19569# helps.
-Creatures-
4x Pit Scopion
4x Swamp Mosquito
2x Suq' Ata Assasin
-Other Spells-
4x Hermetic Study
4x Freed From the real
4x Tidal Bore
1x Faces of the Past
4x Counterspell
4x Mana Leak
4x Memory Lapse
4x Dreams Grip
-Land-
13 Island
8 Swamp
An Ideal hand turn one: Scorpion, Mosquito, Study, 2 island, swamp, tidal bore.
Play the island. Draw Dreams Grip.
Turn two play swamp, play mosquito. Draw dreams Grip.
Dont block with it.
Turn three draw tidal bore. Play island. Play Scorpion. Attack with mosquito.
Turn Four draw tidal bore. Play island.
In play
Swamp, Island, Island, Island.
Play hermetic study on your scorpion, give your opponent his second poison counter. Play Dreams grip, untapping scorpion. Then give him the third. Attack with the mosquito giving him the fourth. Now you should play one tidal bore untapping both guys, then tapping pit scorpion giving the fifth.
So by turn four you can give your opponent 5 counters, and he will be at 17. You could play another tidal bore giving him six, but it isnt worth it.
Turn five Say you were dealt 19 damage by now. Geez. Youre at 1. Well. Lets see if we can win.
Draw anything. Play island. Tap pit scorpion giving him the 6th. Gifts ungiven. 7th. Gifts ungiven. 8th. Attack with mosquito. 9th. Tidal bore, 10th. Your opponent dies.
Turn five you can win!!
This idea however, I will reveal to you because its pretty cool.
Since my ground is covered in cards, I wake up this morning to the sight of two nice cards laying side by side:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=2120#
and
ww2.wizards.com/gatherer/CardDetails.aspx?&id=8784#
Yes a decent two card combo. Tapping the scorpion gives a player a poison counter (way old school) and if you can do it 10 times, you win.
BUt to make a good deck with this, I would suppose you could just throw in a bazzilion counterspells and boomerangs, along with the scorpions cousins to help out as the creatures:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=3096#
ww2.wizards.com/gatherer/CardDetails.aspx?&id=3626#
Those are two other decent creatues like the scorpion, but besides those there are only about 4 more.
So its another way to win, but it becomes better:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=2937#
Yep. Say you have two scorpions out and both with hermetic study. You give your opponent 2 counters, cast this spell, pay 7 and then give 2 more. Thats only 4 counters but wait, there is more:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=48159#
Put four of those in their too.
I would also make sure these would see play:
ww2.wizards.com/gatherer/CardDetails.aspx?&id=45869#
Just in case your scorpion dies ( or if you make one commit suicide) you can quickly let your scorpions put in their counters, then once again once their brother goes into the graveyard.
And one of my fav's
ww2.wizards.com/gatherer/CardDetails.aspx?&id=87336#
Yes this works extremely well. A plausable example: One scorpion with a hermetic study on it, and this on it. With at least 2 island in play thats still 3 counters in one turn. Do that next turn, and next turn. Meanwhile keep playing islands to either counter things or make more counters for your enemy.
And ww2.wizards.com/gatherer/CardDetails.aspx?&id=19569# helps.
-Creatures-
4x Pit Scopion
4x Swamp Mosquito
2x Suq' Ata Assasin
-Other Spells-
4x Hermetic Study
4x Freed From the real
4x Tidal Bore
1x Faces of the Past
4x Counterspell
4x Mana Leak
4x Memory Lapse
4x Dreams Grip
-Land-
13 Island
8 Swamp
An Ideal hand turn one: Scorpion, Mosquito, Study, 2 island, swamp, tidal bore.
Play the island. Draw Dreams Grip.
Turn two play swamp, play mosquito. Draw dreams Grip.
Dont block with it.
Turn three draw tidal bore. Play island. Play Scorpion. Attack with mosquito.
Turn Four draw tidal bore. Play island.
In play
Swamp, Island, Island, Island.
Play hermetic study on your scorpion, give your opponent his second poison counter. Play Dreams grip, untapping scorpion. Then give him the third. Attack with the mosquito giving him the fourth. Now you should play one tidal bore untapping both guys, then tapping pit scorpion giving the fifth.
So by turn four you can give your opponent 5 counters, and he will be at 17. You could play another tidal bore giving him six, but it isnt worth it.
Turn five Say you were dealt 19 damage by now. Geez. Youre at 1. Well. Lets see if we can win.
Draw anything. Play island. Tap pit scorpion giving him the 6th. Gifts ungiven. 7th. Gifts ungiven. 8th. Attack with mosquito. 9th. Tidal bore, 10th. Your opponent dies.
Turn five you can win!!