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Lands:
11 Mountain
4 Great Furnace
4 Darksteel Citadel
Creatures:
None
Other Spells:
4 Volcanic Hammer
4 Lightning Blast
3 Hammer of Bogardan
4 Pyrite Spellbomb
4 Shock
4 Isochron Scepter
4 Shrapnel Blast
3 Pulse of the Forge
3 Fireball
4 Barbed Lightning
4 Magma Jet |
Light'em
Up!.
Description of deck by its author (quoted):
Tips on Playing the Deck
- Do the math. Sure, any trained monkey can point burn
at someone's dome, but you will truly look like a trained monkey if you
come up 3 points short. Of course, sometimes you will want to weigh in
the number of cards you will draw during the period of time you are
spending burning them. So if you can do 16 points and it will take you 3
turns, you will probably draw 4 points of burn in that period of time
according to our math.
- Burn their men or no? Again, consult the math.
Can you burn them out in time before they kill you with their guys? What
if they play more guys next turn? Generally, burning their men is the
correct play, since it will buy you more time to draw more cards, thus
deal more damage. If you don't think burning their guy will gain you 2
turns, it probably isn't worth doing it. Math will help, do it!
- Use your cards efficiently: keep in mind that
there are some tricks that the math didn't include beyond the Scepter –
Pulse of the Forge and Hammer of Bogardan. Now, it's tough to reuse the
Hammer often, but if you run out of steam from killing too many guys, it
can help. Also, in a racing situation, the Pulse can do some major
damage.
- Shrapnel Blast is your best card by far. Use it
wisely. If you don't send this card to their face, it sets you back a
lot.
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