Mother Sea, Sister Wind

by Grapplehanger on 23 April 2010

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

This deck was built around the two Wrexials I managed to draw when opening random packs.
The idea is to negate instants and sorceries, Snap creatures and Regress lands, and then pull out a Wrexial and use their own instants and sorceries against them. Only works against a few kinds of decks, but fun to play nonetheless.
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Contaminated Ground and Spreading Seas mess with my enemies' mana pool while giving a clear shot for Wrexial. Mask of Riddles does a similar thing, but lets me draw cards.
By the time I get out Dralnu, I really have very little to worry about. Burn cards are usually wasted on Faeries.
Sprites and Prowlers help Secluded Glen, and Telepathy lets me know when it is tactically advantageous to use the Prowler. The Sprite, like the Seas, let me draw.
Countersquall puts big sorceries on shutdown. I used to roll with Dispels, but they're only good early (when I'm in the midst of doing something else).
Regress, like the enchant lands, attacks a mana base. Snap is used for creatures, so only use Regress for that in an emergency.
Foresee and Halimar Depths allow me to control what I get, which is nice in this deck.

Deck Tags

  • Control

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0301800

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mother Sea, Sister Wind

I have a blue/black deck that features a Wrexial. I only have one though. I use most forms of counterspells, some bounce, ponders and two or three sphinx of jwar isle for my blue. Discard in the form of inquisition of kozilek and perish the thought for black and a few Vamp nighthawks for good measure.

I also threw in Spreading seas to mess up their early game, card drawing and to ensure wrexial can do his thing if he comes out to play. I tried a version with contaminated ground as well but it seemed too much of a similar function.

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Posted 03 July 2010 at 23:12

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I threw in Contaminated Ground because I had to have the black mana on hand in case I needed to use it, but I wanted to use the mana. Plus, any extra damage I can throw in this deck is a plus.
Nighthawks are too much black mana for me.
Bounce is good. I have scry and draw in this deck.
Why a Sphinx? Sphinxes are enders, but you already have an ender in your Kraken.
Use to roll with discard. Found the main bonus was seeing the hand and got that with telepathy.
Got counterspells for sorceries/instants, free boomerang and land return.

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Posted 03 July 2010 at 23:57

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They are there because I needed something more. One Wrex just felt like too little and there's always the chance I wouldn't pull him, or even a tutor in time. The deck I use does need some revamping though... or maybe I just need more experience playing control haha. The Nighhawks are a little costly on the black side but they usually serve me pretty well. I should probably throw telepathy in mine too. I use to use it a lot but for some reason I haven't worked it in a deck in awhile.

I would love to use snap, that card seems incredible, but I play standard mostly.

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Posted 04 July 2010 at 00:26

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Yeah, Snap's a bitch. Especially with dual lands like the Aqueduct.
What kind of Sphinxes do you roll? I normally use beaters like Goliath Sphinx, but most of my friends like more subtle, "blue" ones like Jwar Isle and Magister.
If you want to splash white, you can also roll with a Sphinx Sovereign and a Sphinx Herald. I used to do that, but I counldn't stand my Esper deck. So I broke it apart.

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Posted 04 July 2010 at 00:48

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Sphinx of Jwar Isle. I feel like the shroud gives me breathing room. Wnstead of using counter magic to protect my creature I can use it to disrupt the opponent and protect myself. I do have a few Goliaths and Magisters I wanted to work into decks though.

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Posted 04 July 2010 at 00:55

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