Hello my dears, I'm Betão and this time I'm bringing the deck of the moment: Cascade Walls. That's right, a deck that combines all the power of the Walls Combo with the strength of the Cascade skill.
Today, three decks are using Cascade as their game plan: Tron, Land Destruction and our deck today, in which we will address Cascade Walls. So with no more to add, let's go to the deck tech.
The deck uses fourteen forests, since most of the cards are green, and there are ways to generate mana other than green when necessary. So we can see that the mana base is very standard.
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That card decreases the need for many lands in the starting hand. Very synergistic with the entire deck, as you can untap a mana-generating creature, and still play the land again, if you haven't already. One of the key cards in the deck. Uses four copies.
One of the elves with the deck's ramp function, also one of the targets of the Quirion Ranger. It will generate green mana to help with high CMC spells. Just one copy, since the green mana source is wide on the deck.
Another elf cost one that generates green mana. It could be two from the previous one or two Llanowar, however, this ensures that only one is destroyed in the case of Echoing Decay, or returns to the hand with Echoing Truth.
One of the ways to generate colored mana other than green. It has a good toughness. It doesn't need land to generate the colored mana from the mana ability, just another untapped creature.
The player sacrifices it and adds two red manas, and does not need to tap, so it has great synergy with Saruli Caretaker, being able to generate three manas in just one move.
One of the pillars of the deck. The main reason for setting up a tribal of defenders. Generates one green mana for each creature with Defender you control. It still has a very good body, what makes it not die to Lightning Bolt, and be a great option to block against aggressive decks.
That's deck finisher. When Walls generate a lot of mana, eight to pay for it's skill won't be a problem. Does not dies for Fiery Cannonade, but can be hit with a Lightning Bolt and can help remove threats if necessary.
Can activates it's ability without tapping, which is great for the deck, and this skill also serves as a card select, looking for more creatures to get more advantages and resources in the battlefield.
It helps to defend against flying creatures, and still gives Haste to your creatures, and these creatures can generate mana as soon as they enter the battelfield, greatly accelerating the combo process. Interacts very well with the rest of the deck because it is a Wall, and the body is reasonably good.
The Mulldrifter could not be missing here. One of the kings of card advantage, great when cast with a Cascade. One of the best cards on decks that can generate a lot of mana quickly, or in some controls. No need for larger presentations. You who have played against Tron know how much of the game is lost when this flying fish enters the battlefield. It is still an excellent fairy blocker.
Creature with good toughness and Defender ability, which helps when checking to generate mana according to the number of creatures with defender.
One of the two creatures with Cascade. Can cast all the other creatures we've mentioned here with it's Cascade. It has Haste, something that helps in generating mana, and it also takes a high amount of life from the opponent. Good body, but also dies for the Lightning Bolt.
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With a cost of seven mana, it will cast almost all cards from the deck, at least all the cards we've seen so far, except the lands. It has an absurd power and resistance that avoids much of the format's removals. It will stop flying attacks, as it has Reach; everyone he blocks will die, so the opponent needs a very full field to choose to attack. And if it weren't enough, it still has Trample, so you can attack too to help end the game. Not a Defender to help with Overgrown Battlement, but whoever cares about it, with a dinosaur like that.
This is already an old acquaintance. Extremely oppressive on the battlefield. You become the target of all your opponent's efforts to kill it, so believe me, this is something very important. Taking that target off the back of our combo. If the opponent chooses to aim other of our defenders, or just cannot deal with this beautiful Eldrazi, just by attacking, it already makes the opponent sacrifice two permanents, and it hurts too much. As if it were not enough, still hits 8. It's only problem on this deck, is its cost Do not allow interaction with the Cascade creatures.
It has been used a lot on green decks. Great after you already have enough land to not choose this type of card, because putting creatures on the graveyard, especially in game one, and not being able to return them, is not a good game. When choosing creatures, you will have more creatures available, allowing you to bring the battlefield to your advantage quickly.
This one takes five cards. It can happen to be five creatures. Regardless, it's great for rotating the deck and filling your hand. Well fitted, precedes the combo. Just be careful with counters, because depending on the moment, it can end your turn.
These are the cards in the main deck.
In most games the posture is to ramp as fast as possible, because when you face decks with removals or counters, at a certain point in the game, you will have so many resources to play, that you will naturally beat these problems.
It is a deck that plays alone, mainly in game 1. It will not interact with the opponent, except to block in strategic moments, and this is important to keep in mind. DO not block out quickly, life is a resource, and a great feature.
Important Tips
1. If one of your creatures with Cascade is cast, the opponent may want to counter it. But don't worry, the ability will still resolve. Only after resolving it, the creature will be countered.
2. When you find the spell within the legality, that is, with a lower cost than the spell with Cascade, this spell can be countered if you want to cast it.
Example: The active player casts Annoyed Altisaur, triggers the Cascade, it resolves first, removes cards and the eligible card is a Mulldrifter, if the player wants to play Mulldrifter, the opponent, when receive priority, can counter the Mulldrifter. He can also counter Annoyed Altisaur, if he want and can.
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3. The player can cascade the Cascade. What is that?
Let's take another example:
The active player, who is you, Cascade Wall player, casts an Annoyed Altisaur. The first eligible card, that is, with a lower cost than Annoyed Altisaur and is not a land, is the Boarding Party. You can cast it. It will place the removed cards on the bottom and play Boarding Party, and it will trigger Cascade from the latter one, and remove it again, and cast a new eligible card, if desired.
This was Cascade Wall's tech deck, I hope you enjoyed it. See you all next time!
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