Spells
Sanity Grinding (4)
This is our win condition. The deck has enough blue cards that Sanity Grinding will likely be milling the opponent for a good portion of their deck.
Twincast (4)
Makes your win condition very potent. Twincast is very important here. Usually you're using it with your Sanity Grinding to finish off the game, but a lot of times it can make things go very well for you in offbeat scenarios. Imagine if your opponent ever plays a Cryptic Command—this card becomes absolutely absurd. I think playing a full four of this is extremely important to the archetype.
Cryptic Command (4)
Best control card in the format, also is triple blue.
Dream Fracture (4)
Control that helps your opponent draw more cards, bringing you closer to milling them.
Broken Ambitions (3)
Good counter spell, that also mills your opponent. Broken Ambitions is a very reasonable counter in any deck. It's especially strong in this deck because the clash actually becomes relevant.
Time warp (4)
This spell gives you that extra turn to set things up.
Sleep (4)
Slows your opponent down.
Jace Beleren (4)
A very important card, it helps you draw two cards a turn, and distracts your opponent, as the game goes on, he gets easier to protect, and can win the game with his ultimate, or stop them from winning in their upkeep with a burn spell, by making them draw in your turn.
Labels: Trading Card Game, twInsanity
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