Well I haven't gotten a chance to play much lately. After being gone for a weekend to test for Level 2, I've placed more priority on my home life. Then, I was asked at the last minute to sub for another local L2 at a TCGplayer event in Chicago, so I wasn't able to try out the Pauper Dredge list I've been excited to try out. But this last Tuesday, I finally got a chance to play some Standard. And I couldn't resist trying something different/new/exciting, so I sleeved up this:
Lands (25):
3 Overgrown Tomb
3 Watery Grave
3 Breeding Pool
3 Temple of Deceit
4 Temple of Mystery
4 Forest
2 Swamp
3 Island
Creatures (9):
4 Sylvan Caryatid
2 Courser of Kruphix
1 AEtherling
2 Sepulchral Primordial
Planeswalkers (7):
4 Kiora, the Crashing Wave
2 Vraska, the Unseen
1 Jace, Memory Adept
Spells (19):
1 Mana Bloom
3 Abrupt Decay
1 Ultimate Price
2 Cyclonic Rift
3 Read the Bones
2 Dissolve
2 Hero's Downfall
1 Inspiration
1 Urban Evolution
1 Gaze of Granite
2 Reap Intellect
Sideboard (15):
1 Jace, Architect of Thought
1 Unravel the AEther
2 Golgari Charm
2 Mistcutter Hydra
2 Drown in Sorrow
1 Bile Blight
1 Doom Blade
1 Dark Betrayal
2 Gainsay
1 Elixir of Immortality
1 (I forget?)
Yup, this is the "Makin' Krakens" (pronounced "kray-kins") list that Frank Lapore and Melissa DeTora have written about on TCGplayer.com (which in turn they got from someone on Magic Online). I tweaked it somewhat to match what I felt like playing, but the core is pretty much the same.
Basically, I want to control/survive the early game, hit a bunch of land drops, and then start landing haymakers with 7 mana in play. AEtherling, Primordial, planeswalkers, and/or the Timmah! combo of overloaded Cyclonic Rift followed up with Reap Intellect for a million.
Well, how'd it go? Read on ...
F- this Kiora in particular. |
Great roadblock vs. aggro. |
Apparently all those spells are blue vapors? |
Not new-player-friendly. |
So yeah, some rough going. Some tweaks are definitely needed, some of which I've already made. I moved Jace AOT into the maindeck, to give me some better game-one action against Control and Aggro. I'm thinking about moving Jace MA into the 'board for similar reasons. I don't really want to see him in game one against Aggro. I think the singleton Inspiration is really cute, but it's better suited to a more hardcore draw-go style of play, which I'm not really doing. I love Read the Bones, but that life loss can really add up, especially if I don't have Courser out. I'm not sure how I feel about Mana Bloom. Again, I suspect it's better suited for a draw-go style of play where you can take better advantage of the whole mana-on-both-turns thing.
So .. do I want to play draw-go? I don't think I do. At least not right now. I want to spend my early turns setting up. Caryatid, temple-scrying, spot removal (and sweepers post-board). And once I do get set up, I tap out a lot for planeswalkers and other threats. It's hard trying to establish a threat presence and leave countermagic up when need a million mana in order to do so.
But overall, I love the deck. It can be frustrating when I can't get much going, but it's a blast once the engine gets fired up. I really like how a lot of the key pieces pull doubple duty as disruption/control and potential win conditions. I'm gonna make a few tweaks, hopefully learn how to play the deck better, and see if I can release some Krakens. :)
Thanks for reading!
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