Idle Hands (U/R Already Dead v..

by ArmadonRK on 11 February 2012

Main Deck (56 cards)

Sideboard (10 cards)

Sorceries (3)

Instants (4)


Artifacts (3)

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Deck Description

Counter-Burn Version 2
I always loved my counter-burn deck, even though it was seriously lacking in power. It had no late game strategy, and no real synergy. And I learned, from my Tezz deck and my Arcane deck,the importance of card advantage. And so this was born. It's a lot of draw power and a lot of control, waiting for a game ending Devil's Play.

Important notes about the mana curve: I consider Into the Roil to be CMC 4, because it's best with the draw power. I also don't consider Devil's Play to be CMC 1. The way I see the curve is:
(1) 4
(2) 11
(3) 13
(4) 4
(5) 2
(6) 1
(7+) 2

The option to play ItR and DP at alternate mana costs is still there, but not always the ideal use of those spells. Still, I see the option as an advantage, while still holding to a stronger mana curve.

Update: Prophetic Bolt is too good whereas Curiosity is not so much. Pulled Mirari for a fourth Electrolyze. Also replaced the Incinerates with Magma Jets, and I'm trying to get a Slagstorm or two to put in, as well as an Evacuation.
Testing Evacuation in place of the second Prophetic Bolt, and Slagstorm in place of a Magma Jet. Might change that to an Electrolyze or Into the Roil, depending. Still have to get my hands on those two cards though.

Deck Tags

  • Control

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0230240

Card Legality

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

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