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Megrim Deck

PostPosted: 10 Mar 2009, 03:04
by Marty
Hey Everyone,

I was just pouring over the Enchantments and came across a card that I wasn't familiar with - Megrim. I decided to try to piece together a deck that forces the opponent to draw (Howling Mine) and then have the Megrim(s) in there to kill it off. I played against the AI with mixed results and would love some recommendations for mods to this deck. Also, is it usual for the AI to have negative life for half a turn?

Thanks.

60 Total Cards

8 Creatures
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4x Shield Sphere
4x Will-o'-the-Wisp

25 Spells
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4x Ancestral Recall
4x Demonic Tutor
2x Echoing Truth
2x Evacuation
4x Howling Mine
4x Megrim
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire

27 Land
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12x Island
15x Swamp

Re: Megrim Deck

PostPosted: 10 Mar 2009, 03:18
by DennisBergkamp
The negative life happens sometimes, since there's not enough places in the game where a check is done on win and lose conditions.

In your deck, I would definitely add in cards like Hypnotic Specter, Duress, Hymn to Tourach, maybe Cunning Lethemancer? 27 lands is a LOT, especially if you have a bunch of Moxes in the deck too. Recoil would be a decent card for this deck as well, but I don't think it's coded yet.

Re: Megrim Deck

PostPosted: 10 Mar 2009, 07:19
by Mr.Chaos
Ok, here is my, admittedly quickly put together Megrim deck:
Make opponent draw cards and bounce everything you can back to his hand, then force a discard.
No creatures, no life gain, I decided to live dangerous with this deck. :wink:
Playtested it against a random generated deck and actually won. :D
60 Total Cards

0 Creatures
-------------

43 Spells
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4x Ancestral Recall
3x Boomerang
4x Demonic Tutor
3x Distress
4x Echoing Truth
2x Evacuation
3x Funeral Charm
4x Howling Mine
4x Hymn to Tourach
4x Megrim
1x Mox Jet
1x Mox Sapphire
3x Regress
3x Repulse

17 Land
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5x Island
4x Swamp
4x Underground Sea
4x Watery Grave

Re: Megrim Deck

PostPosted: 10 Mar 2009, 11:09
by Chris H.
Mr.Chaos wrote:4x Howling Mine
The Font of Mythos looks interesting, but it costs 4 rather than 2 mana.

Re: Megrim Deck

PostPosted: 10 Mar 2009, 21:14
by Marty
Thanks for the input! I like those ideas, although, I decided against things like Hymn to Tourach and Hypnotic Specter because I wanted the opponent to get as many cards in the hand as possible and have to discard a lot at the end of the turn. It would be harder for that to happen if you kept making the opponent discard.

Re: Megrim Deck

PostPosted: 11 Mar 2009, 07:00
by Mr.Chaos
If you want to put cards in opponent's hand, why add a touch of blue?
Add Boomerang, Repulse and other such cards to just bounce anything that comes into play back to his hand.
Ancestral Recall also is usefull to fill upopponent's hand. :wink:
But as far as discard goes, as long as Megrim is in play, it does not matter when they discard, each discard hurts. :)

Re: Megrim Deck

PostPosted: 11 Mar 2009, 07:05
by GandoTheBard
I think his idea is one of style, not function. IE the deck doesn't work right if your opponent is forced to discard with discard cards...it only works to his satisfaction if the player has to discard from too large a hand. (Cat & Mouse type player)

Re: Megrim Deck

PostPosted: 11 Mar 2009, 23:45
by Marty
That's pretty much what I was going for. It's an overall weak deck that doesn't stand much of a chance against a well-formed deck, even in the hands of the AI...but I enjoy playing it against the AI "random" decks just for fun.

I added the Font of Mythos, some Sheild Spheres and cut the deck down to about 45 cards. There are some cool enchantments that haven't been coded yet that would also be fun to use.