Gates of Hades

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CrimsonBrawler
Posts: 399
Joined: Fri Feb 13, 2009 1:55 pm

Gates of Hades

Post by CrimsonBrawler »

Creatures (18 Gravity, 13 Ice, 31 Total):
4 x Parli --- [cost 2 Ice]
4 x Ikoro --- [cost 2 Gravity]
3 x Mesmera Cobra --- [cost 3 Gravity]
4 x Undertaker Promenetus --- [cost 4 Ice]
4 x Sentient Gorge --- [cost 4 Gravity]
3 x Nightmare Echo --- [cost 4 Gravity]
2 x Berbel --- [cost 5 Ice]
3 x Aegia Expi --- [cost 6 Ice]
2 x Thirteen --- [cost 6 Gravity]
2 x Dark Lord Oprix --- [cost 8 Gravity]

Spells (5 Gravity, 4 Ice, 9 Total):
2 x Hypothermia --- [cost 2 Ice]
3 x Wormhole --- [cost 2 Gravity]
2 x Arrhythmia --- [cost 3 Ice]
2 x Impel End --- [cost 5 Gravity]

Cost info:
1 :
2 : II II II GG GG GG G
3 : II GG G
4 : II II GG GG GG G
5 : II GG
6 : II IG G
7 :
8 : GG

Average cost = 3.775

Creatures / Spells / Runes: 31/9/0

0 Radiance, 0 Wind, 17 Ice, 0 Water, 23 Gravity, 0 Earth, 0 Fire, 0 Lightning

My new Ice/Gravity deck that was inspired after my deck Right Hand of Mars back in the DM days. After starting out rough it definitely developed into its own after some willpower to dig a bit deeper and bring out what the deck is meant to do. Despite what it can do, it isn't a dedicated Tempoburn. The Tempoburn is just a means for me to build up field while my opponent struggles to keep up with my development. Particularly useful because my attacking force doesn't carry much power early on. The deck has been successful, but getting out Ikoro or Parli out turn 2 is crucial because as you can see, the 3 cost spot is limited. Even though the deck is strong creature wise, the spells do their job of keeping the opponent at bay, which is what they are here for.

A Couple Progressions:

Parli-> Undertaker Promenetus -> Sentient Gorge

Main progression. This is the progression I strive for every game. Particularly devastating if I go first. If I pull it off, it leaves my opponent with 1 tempo (2 at the start of their turn) and me with 3 (going to 4 on my next turn), putting me 2 tempo ahead which is all around awesome because it allows me to keep developing because the meat of the deck is 4 cost and above.

Ikoro -> Nightmare Echo -> Thirteen

This progression is helpful if I don't get the main progression above because Echo still cripples my opponent early and allows me to be a tempo ahead in essence going forward until I can burn some Tempo on my own and keep my opponent scrambling.

Parli -> Undertaker Promenetus -> Artis Expi/Berbel

I like this progression because it lets me keep 3 creature on the board and keep my momentum flowing. I can use this to get a Gorge type burn from Parli if my opponent played a 4000 powered creature for Expi to exhaust and Parli to suicide into.

Revival:

Revival is an important part to keep things going, especially Gorge looping. Thirteen is great for deterring removal away from other things, the problem is that getting it back is hard because he draws removal himself because he's a big threat. But once established, he does damage. Oprix is my finisher and a big threat on his own. I hardly get off his deplete, but he's mainly there for attacking force and getting one creature back is usually enough to satisfy me. Between the two I haven't felt the need to add more revival here. I have considered Indigo in here but I don't think it would be any better/I don't know how to fit it in.
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