Magic Duel Deck Mind vs. Might
The battle of brains and brawn is one of nature's classic recurring struggles, and at the core of this struggle is time. Does brains have enough time to concoct a clever plan and outwit brawn before it gets pummeled into an unrecognizable mess of disappointment and viscera? This conflict that can easily swing in favor of either side with just the slightest change in circumstances, which is what makes it such a gripping competition. If you've been looking to play out the delicate balance of this rivalry in a Magic game, then look no further: it is the spirit of this eternal battle that spawned the upcoming Duel Decks: Mind vs. Might, and you'll see that spirit come through every time the cards hit the table.
The face of "Mind" is appropriately Jhoira of the Ghitu, one of the greatest minds we've seen spring from Dominaria (which is saying a lot, given that both Urza and Teferi call the plane home). As a former student of the prestigious Tolarian Academy, Jhoira is a master artificer and was even the original captain of the skyship Weatherlight. As such, she is known for her skills at inventing new devices and tinkering with existing ones. Due to her experiences at the epicenter of some significant temporal disasters and her background with time mages Barrin and Teferi, Jhoira also harbors a deep understanding of chronomancy, the magic of time manipulation.
These talents with chronomancy are center-stage in Mind, an instant-and-sorcery-matters deck with ridiculous levels of synergy woven throughout its constructions. With no artifacts present, Jhoira's skills as an artificer take a backseat in this brew. Instead, the deck focuses on controlling the tempo of the game and auto-generating an army of nuisances until it can execute one massive, game-shifting turn that either leaves the opponent completely destroyed or in enough of a mess that it only takes one or two more turns to clean up the rest. And when I say that turn is massive, I'm not exaggerating.
Leading "Might" is another denizen of Dominaria: Lovisa Coldeyes, an imposing warrior who fights with a shield and a massive axe. As chieftain of Balduvia, Lovisa is a natural leader of Barbarians and Warriors from all backgrounds, and her mere presence on a battlefield is enough to inspire a surge of strength and vigor in her allies. In short, Lovisa is an eminent combatant and a fitting symbol of brawn for the face of this deck.
Fittingly, Lovisa's deck aims to deliver a constantly escalating beatdown. As +2/+2 lord to Barbarians and Warriors (she also helps Berserkers, but they are absent from this brew), Lovisa Coldeyes can be a devastating drop when played as part of a steady curve. And it doesn't stop there; the deck also packs some mana acceleration with Rampant Growth and Burning-Tree Emissary to make your front lines that much more intimidating early in the game. To exemplify the tribal nature that Lovisa brings to the formula, Coat of Arms can join the party and support your Barbarians and Warriors even further.
Once you've got the opponent on the ropes, it'll be time to hit them with your finisher. The one-two punch of Increasing Savagery with Sylvan Might to make any creature into a trampling monstrosity should be enough to finish off anyone who has lived long enough to see you accumulate enough mana to make it happen. Not that you'll even need trample if all your opponent’s creatures are Cowards.
Mind vs. Might
Of course, these decks don't get to execute their plans without interruption. These are Duel Decks! They were made to interrupt each other's plans as much as they were made to carry out their own.
On the other side of the table, Mind will be trying to slow down Might long enough to get to that sweet (hopefully uncountered) finale. Between tempo advantage from Snap and more permanent burn removal from Rift Bolt, Mind can often keep the constant threats at bay long enough to gain the upper-hand. Nivix Cyclops offers up a strong, longer-lasting means of defense as well, and can often keep the opponent from swinging in due to the fear of a buffing combat trick (since any instant will do). Finally, Mind has a couple late-game board swingers in the forms of Volcanic Vision and Sage-Eye Avengers. If these hit the stack, Might will need to conjure up a quick answer or the game will be done soon.
|Brand||Wizards of the Coast|
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