Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
Hi guys,
I play in a casual group (no real restrictions) and the deck does ok. A bit
slow getting started sometimes and can struggle against goblin (quick)
decks, but once it gets going it's not bad at all.
If you sageous folk can help fine tune, I'd be mightly appreciative. It's
probably too large (67?) but I don't know where to trim.
What works really well is when there's a Grave Pact, Cabal Archon and Sigil
in play I can B - sac a cleric (opponent loses 2 life, I gain 2 life), Sigil
to return cleric from graveyard to play and recast the cleric (hopefully a
cheap one) same turn. With the Grave Pact in play, the opponent loses a
creature (or two if both grave pacts are in play). I've only managed to get
that machine running twice. But it wins more than it loses as it stands, I
just feel that you people might be able to fine tune it even more, turn the
Ford into a Ferrari so to speak.
"Collingwood Clerics" (black/white)
Deck Size: 67
Land (25):
- 13 Swamp
- 10 Plains
- 1 Starlit Sanctum (sac clerics for life gain, or opponent life loss)
- 1 Ebon Stronghold (tap for B, sac for BB)
Creatures (22) :
Black:
- 4 Rotlung Reanimators (zombie factory)
- 4 Cabal Archon (B, Sac cleric to drain 2 life, gain 2 life)
White:
- 4 Daunting Defender (prevent 1 damage for each cleric in play)
- 3 Doubtless One (*/* = # clerics, damage dealt = life gain)
- 2 Whigrass Entanglers (1W to help prevent critters attacking in early
game)
- 2 Songstitcher (1W attacking creature with flying deals no damage,
flying can hurt this deck.)
- 1 Akromas Devoted (all clercis don't tao to attack)
Gold
- 2 Edgewalkers (lowers cost of cleric casting)
Spells
Black (12)
- 3 Misery Charm
- 3 Profane prayers (damage = # clerics in play, gain that much life)
- 2 Demonic Tutor (get stuff from deck)
- 2 Grave Pact
- 1 No Mercy (helps against flying)
- 1 Patriarchs Bidding (used to return all clerics from graveyard to
play)
White (7):
- 3 Disenchant
- 3 Glorious Anthem
- 1 Sigil of New Dawn (helps in the Cabal sac engine)
Artifact (1)
- Cryptic Gateway (tap 2 untapped clerics, put one into play)
TIA,
Tim
Hi guys,
I play in a casual group (no real restrictions) and the deck does ok. A bit
slow getting started sometimes and can struggle against goblin (quick)
decks, but once it gets going it's not bad at all.
If you sageous folk can help fine tune, I'd be mightly appreciative. It's
probably too large (67?) but I don't know where to trim.
What works really well is when there's a Grave Pact, Cabal Archon and Sigil
in play I can B - sac a cleric (opponent loses 2 life, I gain 2 life), Sigil
to return cleric from graveyard to play and recast the cleric (hopefully a
cheap one) same turn. With the Grave Pact in play, the opponent loses a
creature (or two if both grave pacts are in play). I've only managed to get
that machine running twice. But it wins more than it loses as it stands, I
just feel that you people might be able to fine tune it even more, turn the
Ford into a Ferrari so to speak.
"Collingwood Clerics" (black/white)
Deck Size: 67
Land (25):
- 13 Swamp
- 10 Plains
- 1 Starlit Sanctum (sac clerics for life gain, or opponent life loss)
- 1 Ebon Stronghold (tap for B, sac for BB)
Creatures (22) :
Black:
- 4 Rotlung Reanimators (zombie factory)
- 4 Cabal Archon (B, Sac cleric to drain 2 life, gain 2 life)
White:
- 4 Daunting Defender (prevent 1 damage for each cleric in play)
- 3 Doubtless One (*/* = # clerics, damage dealt = life gain)
- 2 Whigrass Entanglers (1W to help prevent critters attacking in early
game)
- 2 Songstitcher (1W attacking creature with flying deals no damage,
flying can hurt this deck.)
- 1 Akromas Devoted (all clercis don't tao to attack)
Gold
- 2 Edgewalkers (lowers cost of cleric casting)
Spells
Black (12)
- 3 Misery Charm
- 3 Profane prayers (damage = # clerics in play, gain that much life)
- 2 Demonic Tutor (get stuff from deck)
- 2 Grave Pact
- 1 No Mercy (helps against flying)
- 1 Patriarchs Bidding (used to return all clerics from graveyard to
play)
White (7):
- 3 Disenchant
- 3 Glorious Anthem
- 1 Sigil of New Dawn (helps in the Cabal sac engine)
Artifact (1)
- Cryptic Gateway (tap 2 untapped clerics, put one into play)
TIA,
Tim