Jenius
04-10-2009, 03:34 PM
I'm just typing this up from memory so I may change the decklist when I get home.
Helix of Aeons - 60
Lands (22)
4 Seat of Synod
4 Darksteel Citadel
13 Islands
1 Forest
Accel (4)
4x Wayfayer's Bauble
Draw/Tutors (11)
4x Gifts
4x Thirst for Knowledge
1x Fabricate
1x Dizzy Spell
1x Drift of Phantasm
Counter/Stall (14)
4x Remand
4x Leak (considering switching to Delay)
3x Hinder (considering switching to the 1UU counter where both you and opponent draw a card, dream fracture or something)
3x Repeal (considering switching to 4 repeal, 2x hinder)
Lolcombo (8)
2x Walk the Aeons
4x Mystic Speculation
2x Spellweaver Helix
Win condition (1)
1x Pinnacle Helix
Thoughts: I've only really played casual magic with it (that is to say the casual room on modo, which is pretty terrible) but I've ran into a few decent decks of various types.
Aggro: By far my wost matchup, I'd say most of my board would have to deal with this, I don't really play competitive magic anymore so I dunno if there's a prominent aggro deck in the environment, but it could be a problem. Depending on how many repeals, remands, and leaks I draw that matchup can be pretty bearable, but starting hands are significantly less forgiving here. The general gameplan is to stall what I can and go off as soon as possible, which will usually happen turn 6 +/- 1, so if I have a couple remands and repeals I can do it, but if I have a stall-light hand I'm pretty much boned.
Control: It's iffy, I can play through counters because I have low cc ones that are pretty hard (remand vs 3cc+ counter for example is pretty annoying for them to deal with) and one of my reasons for thinking of running delay over leak. Otherwise this matchup goes pretty smoothly, most people won't really expect helix to hit play game 1, and game 2 I'll have gigadrowse or something from board to go off undisrupted.
Combo: Depending on the combo type I think I have the advantage here, counters and bounce are nightmare disruption for most combo I've seen, and my win condition is usually less piece intensive so I'm harder for them to disrupt.
General thoughts, pinnacle is a weird win condition, I run it because it's untargetable and dizzy spell can grab it for me, but there are probably better options out there, for now it was just a budget solution because it doesn't matter much. Gifts may or may not be necessary, I've gone off without it, though it's nice because people normally dump walk into the graveyard so I don't have to worry about playing it first and having it countered or something (which would waste a turn as it's 6 mana).
Board is going to prolly be 4x gigadrowse and misc stuff, I'd say aggro is what I lack the most defense against, but I'm not sure what to put in there for mono blue.
This deck isn't really that srs, but I kinda like pretending it is.
Helix of Aeons - 60
Lands (22)
4 Seat of Synod
4 Darksteel Citadel
13 Islands
1 Forest
Accel (4)
4x Wayfayer's Bauble
Draw/Tutors (11)
4x Gifts
4x Thirst for Knowledge
1x Fabricate
1x Dizzy Spell
1x Drift of Phantasm
Counter/Stall (14)
4x Remand
4x Leak (considering switching to Delay)
3x Hinder (considering switching to the 1UU counter where both you and opponent draw a card, dream fracture or something)
3x Repeal (considering switching to 4 repeal, 2x hinder)
Lolcombo (8)
2x Walk the Aeons
4x Mystic Speculation
2x Spellweaver Helix
Win condition (1)
1x Pinnacle Helix
Thoughts: I've only really played casual magic with it (that is to say the casual room on modo, which is pretty terrible) but I've ran into a few decent decks of various types.
Aggro: By far my wost matchup, I'd say most of my board would have to deal with this, I don't really play competitive magic anymore so I dunno if there's a prominent aggro deck in the environment, but it could be a problem. Depending on how many repeals, remands, and leaks I draw that matchup can be pretty bearable, but starting hands are significantly less forgiving here. The general gameplan is to stall what I can and go off as soon as possible, which will usually happen turn 6 +/- 1, so if I have a couple remands and repeals I can do it, but if I have a stall-light hand I'm pretty much boned.
Control: It's iffy, I can play through counters because I have low cc ones that are pretty hard (remand vs 3cc+ counter for example is pretty annoying for them to deal with) and one of my reasons for thinking of running delay over leak. Otherwise this matchup goes pretty smoothly, most people won't really expect helix to hit play game 1, and game 2 I'll have gigadrowse or something from board to go off undisrupted.
Combo: Depending on the combo type I think I have the advantage here, counters and bounce are nightmare disruption for most combo I've seen, and my win condition is usually less piece intensive so I'm harder for them to disrupt.
General thoughts, pinnacle is a weird win condition, I run it because it's untargetable and dizzy spell can grab it for me, but there are probably better options out there, for now it was just a budget solution because it doesn't matter much. Gifts may or may not be necessary, I've gone off without it, though it's nice because people normally dump walk into the graveyard so I don't have to worry about playing it first and having it countered or something (which would waste a turn as it's 6 mana).
Board is going to prolly be 4x gigadrowse and misc stuff, I'd say aggro is what I lack the most defense against, but I'm not sure what to put in there for mono blue.
This deck isn't really that srs, but I kinda like pretending it is.