What a mess this one was/is.
4 Energy Chamber
3 Engineered Explosives
4 Pentad Prism
3 Clearwater Goblet
2 Golem Foundry
2 Lux Cannon2 Treasure Hunter
4 Etched Oracle
4 Skyreach Manta3 Inexorable Tide
2 Clockspinning
2 Swamp
1 Vivid Crag
1 Vivid Creek
2 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Academy Ruins
2 Mountain
2 Island
6 Forest
2 Plains
2 Tolaria West4 Rampant Growth
I get what the concept is: just abuse the ability to put counters on things to win. But whoa, what a bunch of nonsense. So many 'well it'll be neat if it works!' ideas without dedicating to an idea that would work.
It'll be good to dismantle this one: it is just so clunky. The manabase is all over, the consistency just isn't there and at no point is this deck truly doing something powerful.
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