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Drew Carter

In 2018, Drew joined the Adelaide Eternal team, mainly playing blue-white-red control, blue-white-red aggro and colourless ramp. By day, Drew works as a Research Fellow in Ethics in the University of Adelaide's School of Public Health.

How to build better decks in 7 Point Highlander: Lock, or Prison

How to build better decks in 7 Point Highlander: Lock or Prison

In this article, I analyse a macro-archetype that players tend to love or hate: Lock, also known as Prison. If you could lock your opponent out of the tennis court, then you could win at leisure (provided the umpire was on board!). You can sort of do this in Magic, locking your opponent out of the game. Your opponent is at the table, but not meaningfully participating. Given this unconventional aim, Lock decks tend to require off-beat deck building and earn the ire of opponents. Reading this article will give you insights into how to approach building and beating Lock decks. First, I identify the key features of Lock according to Patrick Chapin, then I examine two Lock decks that have succeeded in 7 Point Highlander.

Deck primer: UW Miracles (Bourbon and Coke) in 7 Point Highlander

Bourbon and Coke is a UW Miracles-like control deck centred on Balance and Entreat the Angels that once had bourbon and coke spilled all over it.  It started as a blue-white-red control deck around 2015, when I switched black for red to play Dack Fayden and Young Pyromancer.  Earlier I had played blue-white-black control, porting the Vintage deck with which… Read More »Deck primer: UW Miracles (Bourbon and Coke) in 7 Point Highlander