This is the deck I used for all my meaningful games in the current beta league, as well as a few others. I think that, even with the changes that have already been made, it is still a little too strong. It went 9-2; the only two losses were to other MF decks, who had many of the same cards and it basically became a race to who could play fissure first.
Buildings: (8x) 5x Dwarven Hall 3x Astridian Geographic Society
Creatures: (9x) 3x Astridian Diplomat 3x Faceless Lord 3x Yarl Chieftain
Enchants: (8x) 2x Gaze of the Tyrant 3x Psychotic Break 3x Valley Fog
Spells: (15x) 3x Fissure 3x Negate 3x Volcano 3x Cull the Weak 3x Earthquake
Total: 40
The basic game plan is to hide in a corner and rush to 3 domain, ideally as Dwarven Hall, Faceless Lord, Astridian Diplomat (as MF). Then use the variety of spells to take out all my opponent's domain. I've put some notes about particular cards below.
Astridian Geographic Society - In combination with a Negate is brutal on my opponent after an Earthquake. Making the domain 2 doesn't even help since I usually have 2 domain through creatures. Raising the flux cost a little would help.
Valley Fog - The increase in domain doesn't bother this deck at all. In 3 games I managed to get it in play as part of a combo with Earthquake, so my opponent was forced to have a domain building cancelled before he could play anything. This is devastating not just from the loss of the building, but because he is also only getting 2 flux a turn while he doesn't control anything. I still think it needs some sort of change so it doesn't effect the basic domain giving buildings (say only affects cards that cost less than 5 or doesn't affect domain zero cards)
Cull the Weak - One potential weakness is my opponent getting out a bunch of creatures out before I get to 3 domain. This fixes that since almost all such creatures have 2 health or less. My creatures are immune to the card (unless damaged). I still think this card needs some downside. Giving the controller of each creature it damages something seems to fit with the flavor of the card. For example, give 1 flux or draw one card for each creature it damages that dies this turn. Although these might actually lead to combos where you intentionally kill off a bunch of your creatures. Another option might be to require you to sacrifice a creature when you cast it. That would make it stay the same if it is damaging both of you (since you just sacrifice a creature it would kill anyways), but prevents deck designs like this where the caster is basically immune.
|