Monday, November 24, 2008

Challenge of the Week: Galepowder Mage

4x Bitterblossom
4x Tidehollow Sculler
4x Esper Charm
4x Kitchen Finks
2x Jace Beleren
4x Mulldrifter
4x Cryptic Command
2x Ajani Goldmane
2x Elspeth, Knight-Errant
2x Liliana Vess
3x Galepowder Mage
25 lands

This deck is meant to confuse your opponents into submission. Early game is control and draw and life-gain. Late game is dependent on what you draw, but the basic idea is to get down a planeswalker (protected by bitterblossom) and next turn galepowder mage. It is kind of a tool-box approach; you can either go aggro or control at that point. Giving the galepowder mage and your other fliers vigilance and putting +1/+1 counters on them (with Ajani Goldmane) is pretty pimp. Drawing an extra card for four turns is pretty hot (with Jace). Bitterblossom + Elspeth, Knight Errant equal win. Liliana Vess + Esper Charm can make your opponent discard three cards.

Its kind of a novelty approach, but it might work enough to be amusing.

7 comments:

Shirolotus said...

Hmm galepowder really doesn't have much at all to do with the combo in this deck other than bouncing a finks, and mulldrifter.

Seems like a plainswalker deck that got the mage threw in just because I made you, haha.

well I'll give the mage a really try, then focus on what I can do for your one-up plainswalker challenge

Sean said...

I think the galepowder is bad egg in the deck. He bounces a couple of my guys around letting me gain life or draw cards or look at my opponents hand, but what you're not considering is his most basic function--to bouncy my opponents creatures. I think he makes a pretty solid addition. Maybe I didn't explain his role in this deck very well, so it looks random.

DRokRoss said...

Thats the way I looked at Galepowder mage myself, a 3/3 flyer that removes one blocker temporarily.

= win-con

Shirolotus said...

I just see him as a convenient way to use creature creating "when comes into play" effects, so you produce threats, or for removal & discard effects from others, and the best of all pumping counters to make the threats you produce grow into substantial one's. You guys are probably right that your builds are way more solid than what I would do, but I think if what I'm thinking works on occassion it is way worth loosing just to do something that makes the other guy go "huh waaaaat?"

Sean said...

I tried to find a way to make marsh flitters and the devour guy that lets you draw cards fit, but I don't think devour is a winning mechanic in most decks, so i opted to go another direction. Marsh flitter is still good, and its in my color, and my deck here might be better off with it instead of messing around with planeswalkers, but i figured I'd try to apply some out of the box thinking to it.

Shirolotus said...

devour is a tough mechanic to pull off because of such a heavy risk involved with messing with your own creatures, you only want to sack persist creatures or one's you know will come back. at least devour +2 for 1 and you get that many creatures back instantly (if he survives a turn) doubles your creature count.

Sean said...

Thats true. With persist creatures it makes more sense. I was trying to find a way to use scout's warning and the devour draw card guy (giving him flash) to be reactive to wrath of god (where he'd die, but i'd get lots of cards) or pyroclasm, firespout, etc. (where he'd probably survive and be a big surprise) but I couldn't come up with anything I though was good enough to play.