Pages

Friday, 8 June 2012

Doomsday Log 1

During my testing with the Doomsday deck, I had found the deck to be much more skill intensive than I had imagined it to be, to the point whereby I would mess up or not create a satisfying situation.

The deck, if not mana screwed, has a large number of options and plays available to it that allow it to create at least one scenario whereby you can win in an incredibly small window that you can still very easily mess if you are not careful or if you did not plan your game properly and this can result in a loss very easily since Doomsday locks up your possible play sequences.

It was very amazing that I could race dredge with a turn 1 Doomsday and sculpt a hand that could finish the game on turn 2 although I had to take into account for the state of the game in order to create a game winning pile.

It becomes more interesting when there are scenarios whereby you have outs by simply changing your plan. It's incredibly flexible.

I think that workshop decks, possibly the worst matchup, can be dealt with. Right now I have Hurkyl's Recall and a Sol Ring in the sideboard to help against the matchup. It should be a manageable matchup once I figure out the proper plan to play through sphere effects to which Sol Ring is one of the answers I came up with since I did not need storm count to win and I can slowly take my time to cast singular spells and ,win.
I wonder how much time I would need before I get the hang of Doomsday to make cooler piles...

No comments:

Post a Comment