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Metallurgic traphulk

Ingevoerd door:
Datum:
26-9-2016 08:15:00
Laatste wijziging:
14-10-2016 20:35:00
Kleuren:
Tournament type:
Standard (T2)
Deck type:
Control, Life gain, Toernooideck, Creatureless, Kaartvoordeel, Snelheid: traag, Lock, Prison

Omschrijving:

Control the Board early with cheap removal and counterspells. Abuse the Energy you get with the best Blue Draw spell printed in standard after dig through time. Here is my attempt to control the wild new format filled with creatures.

Glimmer of Genius, this card is gas. Every opener where i see this card and a removal spell is an Instant Keep. Scrying 2 and drawing 2 showed powerfull enough for 3 mana in the previous standard as read the bones. RTB even costed you 2 Life and wich you really cant miss in a word full of flighing machines of death. Not to say its a sorcery. Glimmer is an Instant wich is important because you cant fight smugglers copters by playing a lot of sorcery Speed removal.

Glimmer fuels the best removal spell in the deck: deadlock Trap. This card has so overpervormed for me. Against emrakul decks its awesome because it completely naturalizes emrakul by tapping it down Evert Turn and the opponent cant really destroy your life while mindslavering because Most of the spells in my deck are useless for them to play and i had often games with 5 cards in hand opponent cast emrakul and after Long thinking hè sadly passes my hand back. Deadlock trap is also great at locking down vihicles like fleetwheel cruisers whith is a nice way to protect your planeswalker. The card also does an awesome Job at locking planeswalkers whith the deck is quite vulnarable to because of the low creature count. It is also an artifact wich is awesome for summonings.

You get More Energy from aether hub, this land is awesome, you play a 2 colour deck with 26 lands so you can afford to play colourless lands and can fix you in a pitch. We also play a blighted Cataract in the deck for some extra gas late Game when you flood out.

The last energy related card is aether Meltdown. I know the card is not great but it performed pretty ok. It gives you some extra energy and nutralizes Most creatures. The drawback of the card is that it is an enchantment which you cant play too much of because we try to Win with metalurgic summonings. This is why we try to play as much Instant sorceries and artifacts as possible.

We also play the awesome planeswalker dovin Baan. This Guy is just great and Always buys you a lot of cards and a lot of life. This guy just does it All for a control deck. He cant really Win the Game on its own and the ultimate looks pretty weak but the other 2 abilities are good enough.

You also Will play a one off quarantine Field as a catch All. I littaraly Mean catch all even when All is 3 scary permanents in the late Game or just on turn 4 to kill a planeswalker.

I like 3 mana counterspells and void Shatter is the Most reliable one. Exiling cards is important these days when a lot of cards interactieve with the graveyard. The other counter is negate, its a Pet card of Mine and i Always want one in my control deck.

Skywhalers Shot is a Decent spell and the scry is sweet.
Blessed alliance is cool with the lifegain so i added it but i like choosing the creature i want to kill not a traben inspector so my go to removal spell for the early game is immolating Glare.

We top it of with 3 WOG effects in fumigate you play control so you want boardwhipes wich cost 5 now in standard wich is play because we gaan life while cleaning the Board.

Torrential Gearhulk does it All. It Draws cards counters spells removes creatures it suprise blocks your opponent or play it End of turn to kill a planeswalker. Oh and did i mention its an artifact for metalurgic summonings?

Okay now we did nothing we gained some life we Drew cards and they are locked down. They killed your Hulk after killing their last creatures. How do we Win? Metalurgic summonings does some broken Stuff, Lets see. Whenever you play an Instant or sorcery you get an x/x equal that spells cmc. This means you get creatures to kill walkers, Block or kill them. It you Have 2 this gets out of hand in no time and your opponent would Have a hard time to Win. Especially with this weird little subtext on the card. 2U3 sac: return All Instant and sorceries from your graveyard to their hand you can only activate this when you control 6 or More artifacts. This is not hard to do with hulks traps and a deck full of instants and sorceries. After that you basicly won.

The deck is a Blast to play a Challange to play against and pretty cheap. I Hope control makes a comeback and this i my Game on it. Good luck and Have fun exploring kaladesh!