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Eternal Formats / Miscellaneous / [article] MIT DEM RAVAGER GEBEATDOWNT!
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on: April 02, 2004, 06:32:06 pm
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I liked your article, my favorite thing about it was that it was a short read with no useless introduction like most articles. Honestly, how many "short" stories do we need to hear about some guy and his friend, why they call him Soda Pop, how your car sucks, and why McDonald's McGriddles are the best thing for breakfest since pancakes in order to understand a (usually) already developed deck or card you're pointing out to us?
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3
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Eternal Formats / Creative / [Deck Discussion] A new breed of combo? Affinity based
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on: April 02, 2004, 02:34:55 pm
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I think that 4 Disciples and 4 Ravagers are needed, even if this isn't combo.
Frogmites and Helms are slow, clog up the deck and are unnecessary.
Thoughtcasts can easily replace Meditates.
Fastbond looks unneeded.. Instead, a combination of fetchlands, duels, and probably Workshops are. You also should run Grim Monolith and Mana Vault.
I still think that with an efficent manabase, Steelshapers are junk, especially if you run 2 crop rotations.
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4
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Eternal Formats / Miscellaneous / [Decklist] Aggro-Combo: Another progressive step for T1
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on: April 02, 2004, 02:29:04 pm
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I still like Moonvessels more than Arcbounds by a lot, simply because when I am going off, I need to keep my colored mana, and they let me do so. I don't think there's any possible way I could fit both of them into the deck at once, though. You're right, it is a tempo loss, and when I draw no creatures or drawing spells from it, I'm sort of screwed by it, but at least then I cycled through 2 meaningless cards.
Combo: This is where I need to work on the most, I think Planar Voids should be playtested some more, but the Tangle wires are great, but probably not MD worthy yet. Aggro: This is an easy matchup and I'm not worried about it. Control: I think I also did generally well, a lot better than I expected, in here too. I probably need another sideboard card against null rods.
The updated decklist..
Creatures (16) 4 [card]Disciple of the Vault[/card] 4 [card]Arcbound Ravager[/card] 3 [card]Goblin Welder[/card] 3 [card]Myr Moonvessel[/card] 2 [card]Phyrexian Processor[/card]
Utility (18) 4 [card]Skullclamp[/card] 3 [card]Thoughtcast[/card] 3 [card]Genesis Chamber[/card] 1 [card]Timetwister[/card] 1 [card]Tinker[/card] 1 [card]Demonic Tutor[/card] 1 [card]Wheel of Fortune[/card] 1 [card]Memory Jar[/card] 1 [card]Time Walk[/card] 1 [card]Windfall[/card] 1 [card]Ancestral Recall[/card]
Artifact Mana (10) 1 [card]Mox Sapphire[/card] 1 [card]Mox Pearl[/card] 1 [card]Mox Jet[/card] 1 [card]Mox Emerald[/card] 1 [card]Mox Ruby[/card] 1 [card]Black Lotus[/card] 1 [card]Sol Ring[/card] 1 [card]Mana Vault[/card] 1 [card]Grim Monolith[/card] 1 [card]Mana Crypt[/card]
Land (16) 4 [card]Mishras Workshop[/card] 4 [card]Glimmervoid[/card] 3 [card]Underground Sea[/card] 2 [card]Volcanic Island[/card] 2 [card]Polluted Delta[/card] 1 [card]Tolarian Academy[/card]
Sideboard (15) 4 [card]Tangle Wire[/card] 3 [card]Coffin Purge[/card] 2 [card]Smother[/card] 2 [card]Shatter[/card] 2 [card]Red Elemental Blast[/card] 1 [card]Pyroblast[/card] 1 [card]Goblin Welder[/card]
Latest concerns for the deck:
Is Planar Void better than Coffin Purge?
Are 2 smothers enough? I only now SB them vs welders, dryads, shamans or togs, vs aggro I don't need them, but not having 3 may hurt against dryad/tog decks.
Should Tangle Wire or Mindslaver be considered for maindeck? It slows this down but helps against the decks I have trouble most against in some cases, but sort of hurts against the matches I already easily have (aggro and non-tog control), and significantly slows my combo down.
Are 3 welders enough MD? So far I like but there are a few cases where I like 4. I almost always SB it in just to get away from artifact hate or hate on other artifacts, vs almost all decks.
On another note, next Saturday I'll be taking this to McClair's Card Shop (unlimited proxies), so I will let you know how it goes.
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Eternal Formats / Miscellaneous / [Decklist] Aggro-Combo: Another progressive step for T1
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on: March 31, 2004, 08:10:44 am
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This isn't aggro, in fact I rarely go aggro with it, I consider it more of a combo since I almost always either just win by disciple damage or 10 disciple damage and a 10/10 ravager, or a processor swinging with ravager back up. I think as long as I run welders, and I'm able to go off soon enough, I should be safe against slaver, or processor should at least. That card is just too cool to cut.
And as far as worker/moonvessel, I prefer moonvessel by a lot, because keeping the clamp engine going is more important than adding a few counters along the way, and I don't want to tap colored mana to spend on clamping so I'll have it to play with once I draw.
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8
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Eternal Formats / Miscellaneous / [Decklist] Aggro-Combo: Another progressive step for T1
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on: March 30, 2004, 10:32:05 pm
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Some of the stranger card choices I am considering and why: [card]Phyrexian Processor[/card] - Remember this bad boy? He disapeared rather quickly, never living up to his true value, but with the workshop acceleration and some quick life loss or beatdown, a 15/15 can easily speed this up quicker than a Phyrexian crusher, and since they cost the same I am starting to test replacing this (-2 crusher, +2 processor). I'll let you know how it goes. [card]Dark Ritual[/card] - I know I dropped this earlier, but I am beggining to draw too many lands, however I don't think I'll make this change. If [card]Fastbond[/card] weren't green.. oh well, it still would be a dead card too much. I also +1 Underground Sea -1 Volcanic Sea with the loss of Wheel of Fortune. [card]Gorilla Shaman[/card] - Still gonna playtest, but the more I play this card the less I like it. If anything, it can be a sloppy replacement for Moonvessel, but I doubt it. Well, the main new card I like is Phyrexian Processer. I've never had much trouble against aggro, so it's not a key factor there. VS combo it's basically an automatic win, and almost so against control. I want to up it to 3-4 and I think I will drop crushers and 1 gen chamber for it. I also dropped Wheel of Fortune for Timetwister, red mana is scarce and needed to be left open after SB. BTW, anyone who wants to watch this deck get updated with card tags can see it at EM's site, the link is http://www.essentialmagic.com/Decks/View.asp?ID=247864 , it basically just shows an easy way to look at the deck.
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Eternal Formats / Miscellaneous / [Decklist] Aggro-Combo: Another progressive step for T1
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on: March 30, 2004, 04:29:21 pm
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After some more playtesting and reading your advice, I think the deck has taken a major developing step. Here are the changes I made:
Creatures - I added more creatures and more utility creatures. This deck is now more aggroish, but that's okay, it also has more skullclamp targets.
Utility - With red, Wheel of Fortune was added, which is a great card in this deck. I also dropped the helms.
Mana / Land - Changed to fit in 4 Glimmervoids and accomadate red.
Sideboard - Changed to accomate red.
Now, before the decklist, I'd like to post some answers to your questions.
"The Helms don't fit in this deck, and in my opinion, neither do the workshops. This deck doesn't need to power out lots of artifacts first turn, it needs mana for activated abilities. Ancient Tomb or City of Traitors would work better in this case, for Skullclamp activations. Also, you need more creatures."
I have been extensivly testing the helms, and if I don't run the workshops I will put the helms back in. Without the helms, it costs more to play skullclamp targets than it does to target them, so that is just sort of an akward comment. I also added more creatures now. Thanks!
"Why only one artifact land?? The reason that the deck is called ravager affinity is you play affinity for artifact dudes for virtually free, then beat the crap out of the sad looking opponent. Frogmites and Myr Enforcers NEED to be in here, as well as some seat of the synods. "
I dropped all artifact land in the current build, basically it's just too much of a target in T1. By ravager affinity I didn't mean anything to do with affininty actually, in fact other than Thoughtcast, nothing in here has affininty. Sorry about the misunderstanding.
"What is this decks' answer to an opponents turn one looking like "land, sol ring, null rod, go"? If you're playin T1 at least run mana leak and/or force of will, because every smart T1 player that isnt running an artifact based deck will have at least 2 null rod in the board, and a deck like this DESPERATELY needs an answer to that. "
The only decks that run null rod maindeck are fish and suicide black, one is a dead archetype and the other is overwhelmed by beatdown, after sideboard I have some answers. I don't think this needs counters, as mentioned in the first post, my answer to the combo failing is to go aggro instead of disruption or control.
"A rather overlooked card that goes by the name of chromatic sphere is amazing in this deck. "
I actually sort of like this and tested it in the spot of Genesis chamber. If I get a skullclamp, than this card is basically useless, it's just a cycling card better off as something else in most cases. Without a clamp, though, it's either a good card or I wish it would turn up to be a crusher. In the end I couldn't find room for it but I will test it in the genesis's place and crusher's place some more. Thanks!
"Genesis Chamber and Arcbound Crusher both are great in this sort of deck. Using power your Crushers come down fast and Chambers give them lots of fuel and Skullclamp food as well. With Crushers and Ravagers you run two threats that can easily get to 10/10 or bigger (EDIT: and throw their +1/+1 counters onto another creature in the event that they are killed). Hell, in my budget version (no power and with Culling the Weak) i had an attacking 13/13 Crusher on turn three. "
I now run these, but you'd have to hold a gun to my head for me to run a Culling the Weak, even in a budget build. Thanks!
"All of Dozer's advice"
Thanks, I appreciate that and got a lot from it, it's pretty big so I didn't want to post all of it.
"Anyone saying workshops don't belong"
I don't see how they don't, especially without helms, they are a key component in this deck and I can't find any reason to drop them.
"How fast is your deck? In which turn does it kill (if the oppenent has blockers)?"
It just depends. If I don't get disrupted and draw a clamp early enough, I usually win by 2nd turn, although the genesis chambers sort of slow me down. If I fall back on aggro it can take up to about 12th turn (i.e. I get no clamp or disciples out). If I have a ravager and disciple out, it usually just takes 1-2 more turns after they're out to win.
And now, for the updated decklist...
Creatures (17) 4 Goblin Welder 4 Arcbound Ravager 4 Disciple of the Vault 3 Arcbound Crusher 2 Myr Moonvessel
Utility (18) 4 Thoughtcast 4 Skullclamp 3 Genesis Chamber 1 Wheel of Fortune 1 Tinker 1 Demonic Tutor 1 Memory Jar 1 Time Walk 1 Windfall 1 Ancestral Recall
Mana (9) 1 Mox Sapphire 1 Mox Ruby 1 Mox Pearl 1 Mox Jet 1 Mox Emerald 1 Black Lotus 1 Sol Ring 1 Mana Crypt 1 Mana Vault
Land (16) 4 Mishra's Workshop 4 Glimmervoid 3 Volcanic Island 2 Polluted Delta 2 Underground Sea 1 Tolarian Academy
Sideboard (15) 4 Duress 3 Coffin Purge 3 Smother 2 Rack and Ruin 2 Pyroblast 1 Red Elemental Blast
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Eternal Formats / Miscellaneous / [Decklist] Aggro-Combo: Another progressive step for T1
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on: March 30, 2004, 12:33:20 am
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This is my T1 Ravager deck, and although not the first of it's design nor the last, I hope we can get a lot of discussion going on Aggro-Combo, since FCG and Darwin Elves has become popular amongst budget players, I think it's time the well-funded expierence aggro-combo too.. Basically, it aims to win by 2nd to 3rd turn with either a huge ravager or, more likely, damage from a disciple. Instead of using disruption maindeck, it instead has a fall back plan to go aggro, and this is why.
AggroCombo vs AggroControl can genuily win in this case because the ravager beatdown is as big as most beefy creatures, which is AggroControls biggest problem since the counters will be matching my drawing.
AggroCombo vs Combo is a tough matchup, but this decks reliability means even if key cards are countered, it should have an aggroish build to it, which puts the clock on the combo player.
AggroCombo vs Control means if you counter one of my plans, I will just fall back on another.
Usually this deck is pretty succesfull, although I would like to add red for maybe Goblin Welders and Wheel of Fortune, but haven't found the mana for it.
Creatures (16) 4 Myr Moonvessel - AKA free skullclamp target. 4 Disciple of the Vault - Normal win card. 4 Arcbound Ravager - Seconday win card/synergy. 3 Arcbound Worker - This is where the welders would go, had I a better mana base. As it is, I can't think of anything else to put in this spot, though.
Utility (19) 4 Helm of Awakening - I play free. 4 Thoughtcast - Cheaper than Meditate in most cases, and better if I fall back to aggro. 4 Skullclamp - Great draw engine. 1 Tinker 1 Demonic Tutor 1 Memory Jar 1 Time Walk 1 Ancestral Recall 1 Windfall 1 Yawgmoth's Will
Mana (11) 4 Dark Ritual 5 Mox 1 Grim Monolith 1 Sol Ring 1 Mana Vault 1 Mana Crypt 1 Black Lotus
Land (12) 4 Mishra's Workshop 4 Underground Sea 2 Glimmervoid 1 Tolarian Academy 1 Vault of Whispers - Originally a LoA, possibly a potential Polluted Delta though.
Sideboard (15) 4 Duress (I'd like to MD these if I had room) 3 Defense Grid 3 Coffin Purge 3 Smother 2 Hurkyl's Recall
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Eternal Formats / Miscellaneous / [Decklist] New School Aggro-Control Meets Old-School Hate
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on: March 28, 2004, 10:38:34 pm
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Thanks for fixing the tags. That's a good point about the kegs, although I see more sligh and weenie (as I mentioned in earlier posts I play mostly vs scrubby decks if I play irl at all) so the kegs are more helpful. All I can say is that to beat Oshawa I have to rely on countering the threats in time to drop a morphling, but if you see a lot of Oshawa or Show and Tell type decks, then Waterfront Bouncer is most definetly an interesting card to run, providing it will only stall for a few turns to draw up a morphling or counter, it's the best I can think of. I would've included it at least in my SB if I saw more bulky creature decks. Then again, when as aggro-control ever really had that great of a chance against aggro? And since when has aggro become very prominent in T1? The closest thing to aggro I see being played is usually a workshop deck which is easily shut down by B2B and null rod, and aggro-control which this deck can usually keep up with in time to drop a B2B and laugh at the other player who thought splashing red and white would be such a great idea  .
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Eternal Formats / Miscellaneous / [Decklist] New School Aggro-Control Meets Old-School Hate
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on: March 28, 2004, 08:08:34 pm
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The deck, named Hsif (fish backwards) relies on maindeck hate and can turn to a more conventional permission deck after sideboarding, therefor it is sort of played backwards from fish, hence the name.
"Hsif.dec V1.o"
Hate (6) 3 [card]Back to Basics[/card] 3 [card]Null Rod[/card]
After Fact or Fiction was restricted and BBS disapeared among the ranks of trix and skyrocket, [card]Back to Basics[/card] rarely saw play. However, with almost all decks relying on either 4 manabase (Tog), special lands (Dragon, Workshop, 3-4 color Combo), this deck is still perfectly viable in fish, and is well worth the trade off losing Fire/Ice and with Null Rod maindecked, the loss of gorilla shaman is durable.
Draw (8) 4 [card]Standstill[/card] 1 [card]Mystical Tutor[/card] 1 [card]Deep Analysis[/card] 1 [card]Merchant Scroll[/card] 1 [card]Ancestral Recall[/card] (proxy in budget)
Even without attack lands, Standstill still seemed like the best card drawer in this deck. I am still testing out [card]Curiosity[/card] and [card]Accumulated Knowledge[/card] and would like input on this. Other than that, and the rest are typical blue draw. I figured Fact or Fiction ca be just as useful as [card]Deep Analysis[/card], but against a deck heavy with counters you will quickly change your mind, but I may replace the analysis with a [card]Fact or Fiction[/card]. I left out the [card]Brainstorm[/card]s because I couldn't find room for them, and the deck doesn't have many dead cards in a powered environment. I was gonna leave out the merchant scroll -or- mystical tutor
Utility (4) 3 [card]Powder Keg[/card] 1 [card]Time Walk[/card] (proxy in budget)
Typical.
Counters (8) 4 [card]Force of Will[/card] 4 [card]Mana Drain[/card] (proxy in budget)
With back to basics maindecked, the [card]Stifle[/card]s don't seem neccesary. Originally I ran 3 drains and 1 misdirection, but decided it wasn't reliable enough in just 1 copy.
Creatures (12) 4 [card]Spiketail Hatchling[/card] 4 [card]Cloud of Faeries[/card] 3 [card]Morphling[/card]
I know, I know, morphling, too old to keep up in T1 these days, right? Well, it works pretty well with landstill, which lets me get out enough mana for it, and I didn't want to rely just on weenies. It also can get me out of tough situations, it can handle karns and juggernauts.
Land (23) 18 [card]Island[/card] 4 [card]Wasteland[/card] 1 [card]Strip Mine[/card]
18 lands seem to be enough, and they can't really fall victim to back to basics.
Sideboard (15) 3 [card]Anull[/card] 3 [card]Tormods Crypt[/card] 2 [card]Misdirection[/card] 2 [card]Stifle[/card] 1 [card]Hydroblast[/card] 1 [card]Blue Elemental Blast[/card] 1 [card]Powder Keg[/card] 1 [card]Back to Basics[/card] 1 [card]Null Rod[/card]
Other considerations include [card]Daze[/card], Nev's Disk, and [card]Chalice of the Void[/card], but I can't find room.
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Eternal Formats / Miscellaneous / [Discussion] Should the number of proxies be increased?
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on: March 27, 2004, 10:30:51 pm
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None, this is T1, if you can't make the investment then go pick another hobby/game, i'm 17 and I worked to get all my Power. If a 17 year old runt with no job can do it then almost anyone can. And no, my parents did not help pay for my cards..
Yes, a jobless 17 year old unfunded by his parents aquired $5,000 for cardboard cards, because you don't need to eat lunch, wear clothes, or go to movies. I have a job, I'm 16, and I get in about 16-20 hours a week, but there's no way I could possibly buy magic cards, they're too expensive for anyone who isn't rich or has a life, which is why I only play on-line.
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Eternal Formats / Miscellaneous / [Single Card Discussion] Hurkyl's Recall
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on: March 21, 2004, 06:57:15 pm
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[card]Hurkyl's Recall[/card] 1U Instant All artifacts in play owned by target player are returned to target player's hand. Any enchantments on those artifacts are discarded. Cannot be played during the damage-dealing phase of an attack.
(Current Rules Text: Return all artifacts target player owns to his or her hand. [Oracle 2000/02/01] )
This post is for the discussion of this card and other cards that may replace it or be replaced by it.
Since Welder Prison has been so big, more and more artifacts have seen play. Artifacts that limit play, provide mana, and just in general are annoying. With the exclusion of [card]Null Rod[/card] in Gay Fish, there is not near enough artifact hate maindecked. The biggest excuse for this is [card]Cunning Wish[/card], but [card]Hurkyl's Recall[/card] cooperates with this quite well too.
Let's take a look at a few scenarios..
You [card]Cunning Wish[/card] for, or draw into a [card]Hurkyl's Recall[/card], by 3rd turn and are able to play it on your 4th turn.
The mandatory [card]Mana Vault[/card]s, [card]Mana Crypt[/card]s, [card]Grim Monolith[/card]s, [card]Black Lotus[/card]s, and, of course, Moxen every combo deck runs, and most any deck with the exception of [card]Mana Crypt[/card] and [card]Grim Monolith[/card], a 5th turn [card]Hurkyl's Recall[/card] will almost always return at least 2-3 artifacts. But why is this better than, say, [card]Rack and Ruin[/card] aside from the obvious mana cost? Returning Moxen doesn't matter much aside from stopping a random [card]Mana Drain[/card] via [card]Mox Sapphire[/card], but there are even advantegous exceptions for this. Say your opponent has out 3 mox and 1 other mana artifacts and 6 cards in their hand. Not uncommon at all for a tog deck or draw7 or even charbelcher. If you return 4 cards right before their discard phase ends, they'll end up losing 3 cards due to discard, meaning cheaper 2 artifact deaths (or 2 card deaths none the less) than [card]Rack and Ruin[/card].
With combo, if a [card]Hurkyl's Recall[/card] is played against a trinisphere, you can go off that turn and not worry about a chalice (if say a sphere, trini, and chalice are all out). Also, [card]Hurkyl's Recall[/card] can more easily avoid [card]Chalice of the Void[/card] in tog.
Comments, questions, death threats?
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Eternal Formats / Miscellaneous / [Deck Discussion] Platinum Angel
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on: March 21, 2004, 04:31:24 pm
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I think you missed the whole point.
Yes, it is a bit shaky but this is just a rough draft. Anyways, the way to win is get angels in play, then get both players to 0 lives or 0 cards in the library, sac an angel so you won't be at 0 life, then it's ability no longer matters so your opponent dies (he's technically been dead except for the angel).
Tell me what you think of the concept if you hate the deck.
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Eternal Formats / Miscellaneous / [Deck Discussion] Platinum Angel
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on: March 21, 2004, 02:43:10 pm
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Most of you are probably familiar with [card]Platinum Angel[/card]. So far, it's been used mostly as an emergency utility card, left in play until you can get the game under control. But it also can be played as a win condition. With more combo and more lockdown, less and less creature removal is being played. If you were able to protect this card until the opponent was at 0 life or had no cards in their library left, and then go to at least 1 life and remove it, you would win. So, I present to you..
//NAME: GOING PLATINUM! // Win 3 Platinum Angel 1 Worthy Cause // Staying Alive 3 Lightning Greaves 3 Trinisphere 1 Regrowth 1 Balance 1 Yawgmoth's Will // Control 4 Mana Drain 4 Force of Will 3 Duress 2 Misdirection // Utility 4 Brainstorm 1 Tinker 1 Cunning Wish 1 Demonic Tutor 1 Mystical Tutor 1 Ancestral Recall 1 Time Walk // Mana 4 Underground Sea 4 Polluted Delta 3 Wasteland 3 Flooded Strand 1 Volcanic Island 1 Tundra 1 Strip Mine 1 Mox Sapphire 1 Mox Ruby 1 Mox Pearl 1 Mox Jet 1 Mox Emerald 1 Sol Ring 1 Black Lotus // Sideboard SB: 1 Diabolic Edict SB: 1 Haunting Echoes SB: 1 Lim-Dul's Vault SB: 2 Red Elemental Blast SB: 1 Pyroblast SB: 2 Coffin Purge SB: 2 Disenchant SB: 1 Abeyance SB: 1 Hydroblast SB: 1 Blue Elemental Blast SB: 2 Hurkyl's Recall
The idea of the deck is simple: keep your opponent under control and then keep a platinum angel on play. Usually you should have 2 out at once, lightning greaves will pretty much save it vs anything becides smokestacks and diabolic edicts, which can just be countered. As soon as it's out, just get your opponent to 0 life or empty his or her library.
Sounds hard, huh? But think about it. How many decks actually run direct removal to get rid of plat angel after a lightning greaves is on it? You have enough counters and duresses to stop combo, trinisphere stops aggro, and you can counter and hukryl's recall via cunning wish long enough to keep prison at par and get out an angel, which can then get them to 0 and be sacrificed for a win.
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Eternal Formats / Miscellaneous / Need Help With a First Design for Aggro-Control
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on: March 20, 2004, 11:02:33 pm
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Mana Base-25- Mishra's Workshop X4 Tolarian Academy Mox Jet Mox Pearl Gilded Lotus X3 <------ Way too slow for T1. This is where your Mana Crypt, Mana Vault and Sol ring fit in (also Grim monolith should fit in somewhere around here). Tundra X4 <----- White isn't worth adding here. I'll explain when I get to those cards. In fact, let me just cover all of your land here. White has no place in workshops, the only thing I can think of would be disenchants, but welders can be just as good or better in some cases. Green also isn't worth adding, treetop villager doesn't justify anything. In fact, it just slows this deck down. You also should run Ancient tombs to help accelerate things. Flooded Strand X4 Tropical Island X4 Island x3
The Lock-12- Trinisphere X4 Sphere of Resistance X4 Chalice of the Void X4
Right here is also a big problem. Trinisphere and Chalice should be in copies of 3 IMO because once you play a 2nd copy, it's worthless. You also don't have tangle wires or smokestacks, which are both important to prison.
The Kill-15- Treetop Village X4 Mishra's Factory X4 Faery Conclave X4 Decree of Justice X3
Treetop and conclaves are too slow for this deck, so are decrees, too expensive. YOu also don't have welders, which is nuts, and I would personally run 2 karn 1 trisk, but then it'll look netdeckish.
The Draw-5- Standstill X4 Ancestral Recall
Standstill works against this deck. You want to lock them up so they can't play, then be forced to play? It'd be better to run a more cooperative lock (smokestack and tangle wire) instead of standstill.
Get out of Jail-1- Balance
This also will turn out against you in most cases becides weakening their hand and possibly creatures.
Combo-2- Channel Fastbond
WTF?
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Eternal Formats / Miscellaneous / English Breakfast - Are We Still Tasting the Rainbow?
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on: March 17, 2004, 04:57:17 pm
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This is my old FEB decklist. I only ever made it on apprentice but it may be useful to you.
Engine: 4 [card]Survival of the Fittest 3 Volrath's Shapeshifter
Creatures: 4 Birds of Paradise 3 Phage the Untouchable 1 Viridian Zealot 1 Hypnox 1 Iridescent Angel 1 Xantid Swarm 1 Squee, Goblin Nabob
Utility: 4 Duress 2 Diabolical Edict 1 Mind Twist 1 Living Wish 1 Regrowth 1 Ancestral Recall 1 Time Walk 1 Yawgmoth's Will 1 Demonic Consultation 1 Demonic Tutor 1 Vampiric Tutor
Lands: 4 Polluted Delta 4 Windswept Heath 4 Tropical Island 4 Bayou 3 Wasteland 1 Strip Mine
Artifacts: 7 Sol Ring/Lotus/Mox
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Eternal Formats / Creative / [Deck Discussion] Psychatog (with some strange card choices)
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on: March 07, 2004, 07:11:01 pm
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This is my psychatog/hulk deck, since it's already a developed archgetype, I will just post card choices. You may think that some of these choices are strange or wrong, but please, PLEASE playtest this before commenting if you are going to knock it.
One-for-One: 4 Brainstorm 4 Force of Will 3 Duress 3 Cunning Wish 1 Intuition 1 Demonic Tutor
I included only 1 intuition because after cunning wishes or psychatogs are fetched, there's not much else to intuition for, and it takes too much mana where drawing something else would be better. I wanted 4 duresses but decided to run 3 since I included more discard in the maindeck. I run 3 cunning wishes because I feel at least 3 are needed, with 2 or less this loses the keeper-style control it needs to be competetive in T1.
Two-for-One 2 Hymn to Tourach 2 Misdirection 1 Contagation 1 Deep Analysis
I know what you're thinking. Hymn to tourach? Well, this is where you need to test it out. I feel that hymns are just as important as cunning wishes in this deck vs any other type of control or lock deck. VS aggro it can just be sided out or used as another card to toss to Pyschatog. Contagation and Misdirection are good for this deck, which IMO needs more pitch cards than just FoW to keep up in T1. Deep Analysis is good but I couldn't find enough room to include 2 or 3, which is okay. Contagation is great for getting welders, for the 3/3's that this deck sees, well the contagations are sort of useless. That's why I may drop 1 for a diabolical edict.
Lots-for-One 4 Accumulated Knowledge 2 Shadowmage Infiltrator 1 Ancestral Recall 1 Mind Twist
All obvious choices, I know shadowmages are sort of noobish but when you have one in play you usually will easily wing way hard with a tog. And the multicolor means it can be pitched to anything in here.
Utility 2 Isochron Scepter 1 Yawgmoth's Will 1 Time Walk
Isochron Scepter is just too good to not include. I at first wanted just one and I may go back to that, I need to do some more testing first. Win 2 Pyschatog 1 Gorilla Shaman
If you run volcanic islands, you may as well, right?
Land 4 Wasteland 4 Underground Sea 4 Polluted Delta 2 Volcanic Island 1 Tropical Island 1 Flooded Strand 1 Strip Mine 1 Black Lotus 1 Sol Ring 1 Mox Ruby 1 Mox Emerald 1 Mox Pearl 1 Mox Sapphire 1 Mox Jet
Sideboard 3 Coffin Purge 2 Fire / Ice 2 Pyroblast 1 Berserk 1 Rack and Ruin 1 Hydroblast 1 Mystical Tutor 1 Naturalize 1 Artifact Mutation 1 Misdirection
So what do you think?
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Eternal Formats / Miscellaneous / [Single Card Discussion] Sword of Fire and Ice
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on: March 05, 2004, 02:43:04 pm
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In my opinion, this card isn't good enough for T1 at the moment. The main thing is there's no cards I would take it out for. In normal aggro, it's too slow and works against null rod, in MUD/Stacker/Stax, there's nothing worth taking it out for, and Fire/Ice much more easily solves the problem in most cases. It is a good card IMO, but in a non-budget T1 deck it can't compete for a spot as well as different cards.
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25
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Eternal Formats / Creative / Affinity in Type 1
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on: March 02, 2004, 11:01:24 pm
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I think that affininty may be able to work on an aggro based level competetivly in type one. Why? It can outplay TnT with better draw and use the artifacts to its advantage to get out hulky creatures even when under lock. Verse combo it can sometimes outdraw and has draw 7s, verse combo it can SB tormod's crypt and jester's cap and counters. For those who don't know, affininty just uses about 8-12 draws and tries to get out big creatures by 3rd turn with lots of cheap artifacts, namely moxen.
Draw 4 Accumulated Knowledge 4 Thirst for Knowledge 2 Thoughtcast 1 Ancestral Recall
Creatures 4 Myr Enforcer 3 Cathodian 3 Broodstar 2 Frogmite 1 Karn, silver golem
I left welder out because this doesn't have much to weld other than mana for creatures, but I think just drawing into creatures is often better.
Utility 2 Fire and Ice 1 Windfall 1 Wheel of Fortune 1 Memory Jar 1 Tinker 1 Time Walk 1 Mindslaver
Mana 4 Wasteland 4 Mishra's Workshop 4 Seat of the Synod 2 Great Furnace 2 Polluted Delta 2 Volcanic Island 5 Mox 1 Sol Ring 1 Black Lotus 1 Mana Crypt 1 Mana Vault
Sideboard 4 Tormod's Crypt 3 Rack and Ruin 3 Pyroblast 3 Hydroblast 2 Jester's Cap
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26
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Vintage Community Discussion / Casual Forum / [Deck Discussion] Offerings.dec
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on: February 26, 2004, 10:11:44 pm
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I will just explain the card choices as I go along.
Combo: 4 Ashnod's Alter 4 Zombie Infestation 4 Skullclamp 1 Kaervek's Torch
This combo works by playing all 3 cards out and making 1 zombie, then making a zombie, equipping a skullclamp to it, then sacrificing it to alter for 3 mana, thus drawing 2 cards. Continue this until you have Kaervek's Torch in your hand and Talisman of Indulgence in play, then simply torch them for 20 life.
Search: 4 Impulse 4 Brainstorm 2 Impulse 1 Vampiric Tutor 1 Demonic Tutor
No spoils of the vault or demonic consultation because of only 1 dominance and 1 torch, other than that I think this is the typical choices for combo searching.
Utility: 4 Mana Leak 4 Duress 1 Last Word
Last word for combo insurance, the rest is typical, I may switch mana leaks to counterspells though.
Mana: 4 Dark Ritual 4 Polluted Delta 4 Underground Sea 4 Island 4 Swamp 1 Talisman of Indulgence 1 Talisman of Tolerance 1 Lotus Petal 1 Grim monolith 1 Sol Ring 1 Mana Vault 1 Mana Crypt
The basic stuff, petal and tolerance are used for the torches.
Usually this gets 4th or 5th turn kills with 5 disruption cards, it's not all that competetive but is fun for it's cheap price to make (considering you have deltas and seas).
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27
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Eternal Formats / Creative / [Deck Discussion] A new way to use Chalice of the Void
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on: February 24, 2004, 07:47:30 am
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Eddie, yes you are missing something, I ment 8 mana for 4 counters, or 12 for 6 (karn), 8 mana IMO would not be that hard to achieve, 2 mishra's workshops a land and a mox, that's 4th turn chalice, even faster with black lotus or sol ring / mana vault / grim monolith / ect.
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28
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Eternal Formats / Creative / [Deck Discussion] The Solution
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on: February 23, 2004, 09:38:37 pm
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I thought the creatures were fast kill. 4 Attacks with Negator or 4 attacks with 1 lion + 1 beast. The control is for after it hits the board, as is anything without counterspells. It does have some lock (5 wastelands, vindicate, duress), but I don't know how to get draw out of these cards. Well, I would appreciate some suggestions, and I think you are underrating this personally, so if you want to play apprentice give me a time and your IP please.
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29
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Eternal Formats / Creative / [Deck Discussion] The Solution
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on: February 23, 2004, 08:38:11 pm
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Once again, I was running ideas through my head. I was toying with the idea of the 12 creature rule deck, and trying to ignore red. Well, anyways, for those of you who go to tournaments, you usually run across at least one rogueish deck with decent creatures and some utility, but they usually lack two things: a smart player, and enough removal. The biggest thing about these are there are 3 colors for them (usually) (I mean 3 colors that work, not a 3 color deck). I try to avoid red and blue, as red turns into stax or mud or sligh, and blue counters aren't what I'm looking for. So that leaves white, black and green. With StPs and disenchants, it can give TnT or similar decks a run for its money. Duress and negators are good against combo or control, and of course savannah lions, but the 3rd creature type was hard for me to chose. I finally broke down and chose Phyrexian War Beast for lack of innovation.
4 Savannah Lions 4 Phyrexian Negator 4 Phyrexian War Beast
Next was utility, where I think this deck shines more than most rogueish or 12 creature decks. Being BW gives vindicate, which I definetly wanted to include. Originally I ran Diabolic Edicts (2 and 2 kegs) but I have been using kegs lately for mox control.
4 Vindicate 4 Swords to Plowshares 4 Powder Keg 4 Duress
And finally the single copies, included for mostly obvious reasons.
1 Vampiric Tutor 1 Demonic Tutor 1 Mind Twist 1 Balance 1 Yawgmoth's Will 1 Disenchant (tutor target if necessary)
So, in the end, this is what the deck looks like
Creatures (12) 4 Savannah Lions 4 Phyrexian Negator 4 Phyrexian War Beast
Utility (16) 4 Vindicate 4 Swords to Plowshares 4 Powder Keg 4 Duress
Singles (6) 1 Disenchant 1 Vampiric Tutor 1 Demonic Tutor 1 Balance 1 Mind Twist 1 Yawgmoth's Will
Mana (26) 4 Scrubland 4 Wasteland 4 Mishra's Factory 4 Dark Ritual 3 Flooded Strand 3 Polluted Delta 2 Swamp 1 Plains 1 Sol Ring 1 Strip Mine
Sideboard (15) 4 Diabolical Edict 3 Disenchant 3 Coffin Purge 3 Funeral Charm 1 Worship 1 Masticore
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30
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Eternal Formats / Miscellaneous / [Deck Discussion] Stax Alarm (Intruder alarm with 12 prison)
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on: February 22, 2004, 04:05:08 pm
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The same frequent poor quality threads with little thought and no testing put into them will lead you to the same fate, even if it wasn't you.
Translation for other forum readers: The failure to bend down and worship netdecks like the almighty gods they are will lead you to a miserable fate of never being as competetive as I am.
I did test this out, about 50 games worth actually, maybe you should try it out too before posting your "oh so helpful advice". I added Alarm to help vs other lock decks (stax, tnt, ect) that can play with the lock, not to make this more powerful against RG beats or something like that, but uh, I can understand how that can be hard for you to get, considering IT WAS ONLY EXPLAINED IN THE POST JUST ABOVE YOURS. Now do you understand why I get frustrated when I keep getting the same comments thrown at me over and over when they simply aren't true?
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