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Title: Need Expert Advice: Plagiarize deck
Date Posted: Tue Jun/05/12 at 11:00pm

Skybreak22
Posts: 327
Joined: 01-Feb-10

Have been working this out for over a week, and wanted to post it to see if anyone might have some suggestions. I know someone out there has built a Plagiarize deck before and may have some good input. Gonna be buying all the cards for this deck, so I kinda wanted to get it mostly straight before I spend the money.

Cards (40)

Wheel of Fate             x 4                       Spellboook                       x 4
Plagiarize                    x 4                       Increasing Vengeance    x 2
Molten Psyche            x 4                       Delay                               x 4
Spiraling Embers         x 3                       Mana Leak                       x 3
Runeflare Trap           x 3                        Devastation Tide            x 3
Reforge the Soul        x 2                       Whiplash Trap                  x 3
                                                               Inner Fire                         x 1

Lands (20)

Reliquary Tower          x 2
Darksteel Citadel         x 2
Spinerock Knoll            x 1
Sulfur Falls                   x 2
Mountain                      x 6
Island                           x 7

The main weaknesses I see are:  No life-gain and no milling defense. I may try to sneak in a Feldon's Cane, Elixir of Immortality, or Quest for Ancient Secrets depending on what changes I might need to make.  I appreciate any ideas to help this deck out.
Date Posted: Wed Jun/06/12 at 8:53pm

gericault5
Posts: 2788
Joined: 13-Oct-09

You might be trying to stay away from creatures but psychosis crawler is ideal for this. 

as for the deck itself I don't see the point of inner fire and am assuming windlash trap is a meta choice, but are they really necessary.  switching them out for elixer would give you the life gain to keep you alive as well as the mill prevention especially at the rate you will beable to draw them. 

Personally I'm not a fan of molten psyche, (because of the shuffle and limitation of the draw,)  I would play mystic retrieval instead

Why darksteel citadel?  2 more reliquary towers would work better
Date Posted: Wed Jun/06/12 at 11:19pm

Skybreak22
Posts: 327
Joined: 01-Feb-10

Yeah, I was looking at Psychosis Crawler as well as Laboratory Maniac ( for the self-milling that may be an issue), but I decided to avoid creatures and use the Whiplash Traps and Devastation Tides to keep the board relatively clear.

What's not to like about the Molten Psyche's? When Wheel of Fate goes off I have two options....

1: Cast Plagiarize to effectively draw 14 cards and empty my opponent's hand, giving me card advantage and allows me to play Spiraling Embers for damage.

2: Cast Molten Psyche instead, damage my opponent for the 14 cards they drew, and if the mana and cards are available, follow up with a Runeflare Trap for 7 more damage. Can also cast Increasing Vengeance on the Molten Psyche, which would ultimately amass 35 total damage after the Wheel of Fate goes off.

Due to the Molten Psyche's metalcraft ability, I need three artifacts in play for it to trigger. I realized I'm only running 4 artifacts, Spellbooks, so I wanted to add a couple of Darksteel Citadel's to increase my artifact count.  And with 4 Spellbooks and 2 Reliquary Towers I don't think my hand size will be a factor. 6 sources seems good.

As far as Inner Fire, I just threw that in for the Plagiarize combo. Once I have 14 cards in hand, an Inner Fire would create the mana to pull off Spiraling Embers, with Increasing Vengeance, and likely flashback on that Vengeance. ( about 36 damage?)

I mean, is my thought process messed up? I may need to squeeze in the Elixir's, I do see that. Life-gain is tough to get in U/R.   
Date Posted: Thu Jun/07/12 at 1:18am

Skybreak22
Posts: 327
Joined: 01-Feb-10

Ok, did a slight rebuild to balance some things out....lands are the same, but I added in the Elixir's for life-gain and graveyard salvage. Replaced Whiplash Traps with Wash Out's to give me 6 total board removal spells. Look any better?

Wheel of Fate               x 4                  Increasing Vengeance   x 2
Plagiarize                      x 4                  Delay                              x 4
Molten Psyche              x 4                  Mana Leak                      x 3
Spiraling Embers           x 3
Runeflare Trap             x 3                   Devastation Tide            x 4
Reforge the Soul          x 1                   Wash Out                       x 2

Spellbook                      x 3
Elixir of Immortality       x 3
Date Posted: Thu Jun/07/12 at 1:08pm

SirZapdos
Posts: 329
Joined: 21-Jun-11

I'm not an expert, but have you considered using Remand instead of or in tandem with Mana Leak? It's a hard counter, gets you a card and keeps your opponent's hand fuller for Runeflare Trap.
Date Posted: Thu Jun/07/12 at 2:20pm

Skybreak22
Posts: 327
Joined: 01-Feb-10

Yeah I looked at a lot of counterspell options. My Delay's and Mana Leak's are mainly for early game to stop those early beaters and then to counter any response when I drop Plagiarize on the Wheel of Fate.
Emptying my opponent's hand is the primary focus, once I have card advantage I can pretty much run the gambit.  I'd run the Molten Psyche/Runeflare combo on the 2nd Wheel of Fate drop, when my opponent has less to respond with.

I never really have cared for Remand all that much. It has its uses, but it gives the countered card back to the opponent. If I cast a hard counter, I want that spell to be gone, period. Remand makes you have to deal with that same spell again. Not a fan. 



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