Sunday, October 30, 2005

Glare of Subdual

Glare Info I'm not a big fan of the whole token movement, and I hate convoke, but Glare of Subdual is some good. The casting cost is very reasonable for control, and even better for green. The Opposition decks of Urza's Destiny had the advantage of locking down lands, but lacked the synergy with green needed for acceleration and token generation. Now you have the makings of a GW Lock with green tokens and white removal. Here's one idea posted to the StarCity Forum:

Glare Control

Creature 23:
4x Birds of Paradise
4x Llanowar Elves
4x Loxodon Hierarch
4x Watchwolf
4x Selesnya Guildmage
3x Seedborn Muse

Spell: 15
4x Glare of Subdual
4x Devouring Light
4x Fists of Ironwood
3x Scatter the Seeds

Land: 22
4x Temple Garden
4x Brushland
6x Forest
5x Plains
3x Vitu-Ghazi, the City Tree


(Quoted from the Post)
I wouldve gone GWU for this build, but this seems pretty decent. I would add Loxodon Gatekeeper and Nature's Will, though. He's a walking soft lock by himself, and with Glare, he's even worse. Nature's Will has great synergy with your idea, allowing you to actually turn aggro into control.

A point on strategy: I think you should focusing on getting Glare out first, and maybe attacking some, defending some, but mostly getting to the point where you can tap blockers, attack unblocked, then tap lands with Nature's Will.

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