Tuesday, July 31, 2012

We Could Bring The Apocalypse

I feel like I've got a Zen koan at this point: If I build a Death Cloud deck and, every time I cast Death Cloud, I can't win, then is it really a Death Cloud deck?

Take a look at that boardstate. This is against a R/G/W Birthing Pod thing that stonethorn was playing. This is also after I have cast Death Cloud at least once.

Yet it's clear that he's got the advantage. Why?

Part of this does have to do with a bit of luck: I was unable to recover after casting the Death Cloud as fast as he was. However, this flaw was to be repeated at least twice over the course of the evening (the second time was against a U/R deck using Bonfire of the Damned) and again last Friday when I played pickup games between Sealed deck events.

Now I have to ask myself: what am I doing wrong here?

It seems to me that I'm playing this deck wrong: Death Cloud is my nuclear option, the thing that I do when all other hope is lost. However, that's not how I've been playing it: I've been using Death Cloud like one would Pox; cast it as often as you can, whenever you can.

I don't think it is supposed to work that way. Maybe I need to put pressure on and then save the Cloud for the time when I get in trouble.

New list:
9 Swamp
1 Thran Quarry
9 Forest
4 Woodland Cemetery
3 Penumbra Bobcat
3 Penumbra Spider
4 Bone Shredder
4 Tukatongue Thallid
3 Tilling Treefolk
3 Vorapede
2 Puppeteer Clique
2 Viridian Emissary

2 Golgari Signet

4 Search for Tomorrow 
4 Death Cloud
3 Unmask
I think I'm going to try replacing the Tukatongue Thallid with some discard and I may do the same with Bone Shredder. The idea will be to take this deck into a 'gouge away' direction, where I don't need the Death Cloud to win: I just get card advantage and pre-emptively rid my opponent of threats. Anything they do get, I can sweep away with the Death Cloud while still attacking with better green creatures than they have. The Golgari Signets will help me survive a big Death Cloud while giving me the chance to cast the Treefolk if needed and get back my lands.

That's one thought. The other is to put in some of the "Hidden" enchantments from Urza's block, like Hidden Stag. Rider's suggestion of Blood Artist is also worth considering, since it might help give this deck some reach, though it does leave my potential disruption package light.

2 comments:

  1. Replies
    1. That's a pretty accurate summation of the games. Though I don't remember pulling game 1 off.

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