“I jumped up, fired my pistols, and I shot him with both
barrels.”
In the early days of pistols, this had a distinct meaning.
It meant that if you were lucky enough to carry two pistols, you most likely
did not fire both of them at the same time for a few reasons.
First reason: The accuracy of the early pistol in that day
and age was horrible. Anything outside of 10 feet from an opponent, your
chances of hitting the target you were aiming for drop exponentially. Usually
the first shot was to force your opponent into a bad position where you could
get on top of them and use the second pistol to fire the final blow.
Second reason: Gunpowder and peripherals for firing a pistol
were expensive. Firing both pistols at once and hitting your opponent twice was
a waste of resources. The size of the shell in the early pistols dwarfs modern
day projectiles. A hit from an early pistol shell would mean death, or at least
a lot of pain. Today we go for quantity not size.
Third reason: The element of surprise can turn the tide in
even the bleakest battles. Fire once, hide, let your opponent think you are
loading, and you have created a spider trap for the fly.
Therefore, what I learned from deck testing on MTGO with a
curses deck is a new level of patience.
Here is the deck list.
Auras
3x Curse of
Misfortunes
3x Curse of
Death’s Hold
2x Curse of
Oblivion
4x Curse of
Thirst
1x Curse of
Exhaustion
(13)
Spells
4x Day of
Judgment
3x Black
Sun’s Zenith
2x Choking
Fumes
3x Tragic
Slip
3x Lingering
Souls
4x Despise
(19)-(32)
Creatures
3x Solemn Simulacrum
(3)-(35)
Artifacts
2x Ratchet
Bomb
(2)-(37)
Lands
8x Plains
9x Swamps
4x Isolated
Chapel
2x Ghost
Town
(23)-(60)
Sideboard
2x Curse of
Oblivion
1x Curse of
Death’s Hold
2x Curse of
Exhaustion
2x Ratchet
Bomb
4x Nihil
Spellbomb
4x Revoke
Existence
(15)
First
reason: It is a combo deck and it is based on getting your opponent in enough
of a disadvantage early that you can, overwhelm them with enchantments late
game that lock them out of creatures and/or resources.
Second
reason: All but one of the curses in white and black are 5 converted mana. The
choice to extend the resources needed and keep a backup plan takes almost
impeccable timing. That timing is different against different opponents. With a
green rush deck(Pod or Ramp), I need to wait till the coast is clear, as
opposed to UB zombies which can explode in an instant, but tends to ramp out
damage with only a few creatures (Geralf’s Messenger) that are semi-manageable.
Countermagic is also an issue. Although Death’s Hold is the only multiple
black, it is expensive to get them out and working around Mana Leak and
Dissipate is difficult, but not impossible at the rate they are run in the
current environment.
Third
reason: Death’s Hold is almost a staple
in the UB and BW decks at this point. It is expensive, but running one or two does
not hurt the curve for them and it is an extreme advantage late game. Death’s
Hold is a card that I usually hold until I get the one via the Misfortunes. In
fact, I hold most of the curses until I can “fetch” one with the Misfortunes to
double the Thirst fun. Enchantment removal and O-Rings do hurt the deck, but
with multiple of each out, I can still accomplish my objective a little slower.
The
environment is riddled with slowly elevating creatures or fast, pinging threats
that this deck fares well with considering the all mass removal it contains.
Early in testing, I would slam down as Oblivion followed by a Thirst so I could
deal some damage with the Thirst only to find myself dead the next turn. I have
since learned that sometimes holding for a turn or two or dropping the Death’s
Hold first is the key. It is slow, but as long as I choose when to use the
barrels, it works much smoother.
As a side
note, one match in particular came down to the last few cards in the third
game. My opponent was playing URG with graveyard dump, some Runechanter Pikes,
Beast Within, and a Swiftfoot Boots or two. I waited until almost lethal to
play AND use the Nihil Spellbomb. Usually I just drop it early when I have the
mana and use it whenever. What I learned from this particular long experience
is that sometimes the use of all your mana and resources each turn may not be
the best plan.
Enjoy!
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