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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: March 14, 2009, 07:04:40 am
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Have you already played your bazaar version in serious games? I’d hate to test strictly inferior cards to it if you know more than I. That said, below is the new list I would try.
Some remarks: without Bazaar (because I still like Swarms), I’m less Stag-oriented. I stand by a pair of Words at the moment, as diversifying and deciding if/how many tokens to get is good. Also, Stag still is a hefty 3 mana to activate, and in the secondary color.
In the mana base, I propose Temple garden over fetch because of root maze, and just two because I want to maximize the number of basics (resilience, safer with Sprawl).
Win 8: 3 gibbons 2 words of wilding 3 hoofprints
Mana 22: 8 forest 2 temple garden 4 savannah 4 utopia sprawl 4 elvish spirit guide
Engine 9: 4 argothian enchantress 4 sylvan library 1 enlightened tutor
Disruption 21: 1 strip mine 3 wasteland 3 chalice of the void 3 null rod 3 root maze 3 plow 3 xantid swarm 2 seal of primordium
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: March 13, 2009, 08:57:24 am
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Very interesting suggestions, people. You guys seem to know much better where to take the deck. Could very well have its own thread.
I second the remarks on the mg version: the win is lacking, and there is a hole in the disruption. I think white is the mandatory splash. I like the idea of Stag, but I wouldn’t dismiss green Words immediately because this card actually improved my testing results. Yes, it eats draws, but otoh spreading your threats can be an advantage.
The reason for me to at least try it alongside is that I feel the threat density of your list, boogie, is a little low. That was also a problem in the mg deck.
Some first thoughts: could you elaborate in the loams? I would play more StP over these (tied #1 reason to splash).
Bazaar clearly has some synergies. But apart from it being expensive, do you need a second engine more than you need a way to beat counters, like swarms?
You may be right, but I would start testing, coming from the MG perspective, by making relatively few changes. Living wish seems a bit exotic in enchantress.
Finally, I’d have to play the deck unpowered, so I’d put in 4 utopia sprawls instead. A good thing, because the new ench. count without it is quite low for enchantress.
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: March 08, 2009, 05:40:15 pm
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If all the suggestions are leading toward splashing another color (probably white), then it’s time wrap up the monogreen idea.
First, what would actually be the reason to play it this way? The stable manabase and the ability to make root maze more one-sided. But also to make the deck faster than a polychromatic version, which tends to be more controllish. Finally, an old school style enchantress deck would get rolled by combo.
Does MG accomplish what it tried for? More No than yes. It certainly is more disruptive, with rod+chalice+maze+seal. But even the option of the maindecked chokes is not enough to get combative with bluebased combo. Basically, Tinker kills this deck. So chokes were not as hot as they promised, and too slow (or maybe I was just unlucky). On the other hand, other combo is not so scary; chalice for 1 is quite possible and very one-sided.
The problem is, if the standard disruption cards give this deck a chance, it has no relative advantage by itself. Swarm and grass are ok, but only the engine might justify the deck (over other disrupting strategies). Sylvan library helps a lot, I can’t believe I forgot about that. Then maybe I got carried away by the thought of multiple bears per turn, but I will have to test a little more. If the effect is too weak, then I’m out of MG ideas.
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: March 06, 2009, 08:15:41 pm
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Funny that you mention it, today I picked up the deck again and noticed it draws too inconsistently to be good. Library would fix this, so we’re thinking alike boogie. It has some nice synergy with words of wilding too, think I’ll put that back in. This at the expense of the beatdown plan B (or just pure beatdown, no combo) which has been failing, lacking support: the reason for this can be found in my last post.
I have also made a 180 on the seals of primordium. They are very essential. I will post a revised list along with some results after I get some testing done, starting hopefully tomorrow.
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: March 01, 2009, 08:16:48 pm
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@Zeus: I was wondering about Ad nauseam, I will include that instead of Elves because Elves is no interesting match as it doesn’t care about my disruption (only about the totem in the board).
A few thoughts about this deck in general: why this deck? I’m seeing it as a place for several underplayed green hate cards, so in general it is a hate deck and nothing else. The kill just happen to entail enchantments for synergy reasons.
The problem with the deck so far is that the hate isn’t very focused, and the window of opportunity gained is too small to be taken advantage of in time. I will try to see if the deck is strategically flawed:
- Ground seal, grass, swarm and perhaps a laid down seal of p. are strategic counters, consequently (best case) allowing you to do something on unopposed terrain. I am reminded of a line from the ‘Art of War’: “for successful attack, attack where there is no defence”.
- Stuff like choke, maze and rod attack the mana base and give a tempo advantage, for a while, because we’re always fighting for mana development.
I respect Xmas beatings for focusing so much on attacking the mana base, it can overpower defence. But it has to battle the entire game for this. Now, unless you play coinflip combo, there’s always such a battleground. Fighting over mana is a must when spells have vintage powerlevel, so in my green deck I can’t go without the above cards like maze.
During the time bought with the mana denial (if that is not your strategy), it’s time to set up a strategic threat. A beater is always a beater, but only a good one if it forces the fight to center in the combat phase, and you have made sure you’re stronger there. The thing with the ‘strategically disruptive’ green cards is, in my opinion (and I concede there are much better players or theorists out there), that they are defensive in nature, they discourage battles on certain ground (ground seal for graveyards, grass for combat, etc.). But you can’t win without getting your hands dirty. Just make sure you strike where there is inadequate defence. A thousand squirrels is such a strike. Two gaea’s blessings can be as well. But it has to work together with the mandatory resource war, it has limited time to be executed.
That’s why squirrelcraft could work as a finisher; it requires a two-turn window, which might just be expectable. But the two-card combo gives it inconsistency issues, and with so much space devoted to temporary enablers, there is little room to improve your odds.
Now, rod, maze, seals, grass, swarm and choke (and possibly totem) are efficient at their job. So if there’s no great way to fill up 7-8 slots to win, then this deck IS strategically flawed. But if the win is ok, then let’s figure out what kind of battles must be prohibited and optimize the strategic disruption. (At present I have enough faith in it to continue my efforts, obviously)
This could be done in many colors. So why restrict ourselves to green at present? Well, it has some unique effects, and it just has to be TRIED. Anyone who has played chess long enough to know mayor openings to a bore can sympathise.
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: February 28, 2009, 08:55:23 pm
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Today we decided to test against at least the following decks:
Goblins (i.e. straight aggro), Elves combo, GWU fish, UR landstill, Parfait, Hellkite Oath, MUD Stax, TPS, and a Tezzeret build. We chose some of the toughest opposition the deck may face, but if some deck has been forgotten, please, do point out.
Time is limited, but the goal is to get at least two dozen games in per testdrive, no sideboards yet. We’ll get there eventually.
The first numbers concern GWU fish. It’s a nightmare, 25-75 in their favor. They ran Meddling mage, Hierarch, Predator and Goyf, and plow. This matchup was totally warped by the mage. When it hit, it was easy for predators etc. to mop up. Hierarch was quite helpful, otherwise they’re slow to stop me. But without mage, swarm/maze push fish around. So all in all, since mage isn’t played that much, this may actually be a sign of encouragement. That’ll be much needed when going in against that 4 aura of silence deck…
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: February 27, 2009, 11:21:49 am
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Thanks for all the reactions guys! This deck may have some potential then. About all the good suggestions:
@wiley: thanks for the link, those reads were a ‘Blast from the Past’. Indeed the deck is more Squirrelcraft than Enchantress, but I think that’s an edge.
About your list: of course it can do stupid things if allowed to setup for two or three turns, but that is very optimistic. Your mana base in particular is so light. I did like those ESG for powering out the 3cc spells. May have to try that too, as extra’s instead of land.
@boogie man: we agree that goyf is an amazing card. And running it as a secondary gameplan would require opponent’s spending resources, thus reinforcing the primary winning strategy.
The question I was asking was this: since my first question in deckbuilding is ‘How to win?’, if the answer (in green, otherwise you select the more broken colors) is Tarmogoyf, than I wonder next what the best shell would be. Then one could go the beatz route. I have no problem with running goyf here too however. I just try to keep an open mind.
But instead I will try to make a 2-card combo work. It may not be the most efficient out there, but if the upside of that trade is dodging hate (the mana base is solid, for example) and utilizing underused hate cards, it is worth a try.
Finally, swarm seems a must to me. Not just to protect the combo, but any annoyance you wish to throw out.
@Smmenen/overseer: brave call on MD-ing Chokes. I’ll try it, but to be fair, against what % of decks will it be dead? So the question becomes: what is a representative gauntlet to run this decklist in?
Win/10 4 earthcraft 3 squirrel nest 3 tarmogoyf (will imagine goyf<>grass)
Draw/7 4 argothian enchantress 3 ground seal (see first post)
Disruption/20 3 null rod 3 chalice 3 root maze 1 strip mine 3 wasteland 3 choke (this is lots more, right?) 4 xantid swarm
Mana/23 4 ESG 4 wild growth 15 forest
It will take quite some time to really come to results, but in the meantime keep up the good ideas!
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Eternal Formats / Creative / Re: Going rogue: monogreen Enchantress needs you!
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on: February 26, 2009, 11:05:59 am
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Thanks for chipping in boogie man. Today I sleeved up my list and played some games. Now it is time to comment on your suggestions. Right after opening this thread, I happened to read the nice primer on Christmas Beatings, and found your suggestions related. So I’ll get back to that too.
The obvious: Wasteland: I didn’t put it in my first list because I like to testrun the bare concept first. But of course, wasteland is a must, probably as a 3-of because of the number of green sources. Does anybody have the exact numbers of probability (of color screw)?
ESG: I had been thinking of this in advance, but it really is no replacement for a stable mana source like land. I’m not actually fast, I need mana over turns. That’s also the reason why wild growth is better. And growth has some synergy too.
Loam: an easy no for me. Loam and ground seal don’t go together, as seal is actually a good foil for it. Ground seal fits better in the deck’s idea.
The other approach: You mentioned beaters. Now, ESG is no beater and neither are swarm and enchantress. That leaves Tarmogoyf and possibly rancor. When you said it would make enchantress dangerous, did you think of Yavimaya enchantress? Because I can’t imagine scaring my opponent with 2/1 flyers. But this stuff is inconsequential because Tarmogoyf is the more efficient beater anyway.
Yes, I had thought about goyf. The thing is I don’t think this is the deck for him. First, this deck doesn’t feed him very much. And second, I’m trying to win with a combo instead of beating over several turns. The deck runs lots of disruption, so it will probably lose to dedicated creature decks. So in the time this deck buys, it has to well, win. You need either more threats or a combo.
So I feel that if you want to go the beatdown route, it’s a just step to take to go to Christmas beatings. That way, you’ll be dedicated to disrupting the whole game, which gives you the window to beat down. Both approaches have their pros and cons. What I like about this monogreen deck is that it may dodge some common anti-strategies, so it hopefully finds a niche - just perfect for the occasional play.
Lastly, two prime suggestions: Chalice: Good call, I’d forgotten about running this alongside too. I tested with 3 of these over the totems and the domain because those are indeed the most doubtful choices (although I will certainly keep totem with the 75 cards). Yes, it sometimes filled the holes between rod and maze. Still, I’m not sold. Basically you want to drop it at 0 or you’ll hurt yourself. This means even more dead cards in the topdeck mode. Or on the play, even. I’m wondering if it isn’t an overcommitment to the best decktype (bluebased combo-control)? And if I’m doing this, is this drifting to Beatings again?
Seal of Primordium: haven’t gotten around to test it yet. I need to play more games before I can tell whether Seeds makes the difference I hope it does, otherwise Seal as an enchantment is just better.
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Eternal Formats / Creative / Going rogue: monogreen Enchantress needs you!
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on: February 25, 2009, 08:58:04 pm
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Well, hello first of all, and let me give you a little background information.
While I have been spending most of my time on drafting in years past, occasionally I like to think about and play a little Vintage. And so, as the Zombies rightly put it, it’s the time of the season again, and I want to develop my own deck for match play once in a while. The reason I’m posting is because with the information I’ll be giving you, I would like to know if I’m on the right track. Is my first thought, Enchantress, suited for the things I want a deck to do?
My touch with vintage has waned so I don’t really know what the fundamental turn is these days. In order not to be humiliated, I’d just play safe and add a lot of hate cards.
That said, deckbuilding starts with the winning concept. It would have to be an efficient finish, reasonably fast/resilient. And since it’s Vintage, an ‘oomph’ effect would be nice.
Next, it would have to be reasonably cheap to assemble. And finally, it would have to make for strategically interesting and interacting games.
Sounds a little too casual? Let’s talk cards then:
Win/8 4 earthcraft 3 squirrel nest 1 words of wilding
So there’s the combo win, well known but hardly played. And if that’s stopped, a words is in here just in case.
Mana/24 20 forest 4 wild growth
Basically, those forests are just the number of devoted slots. I could see adding some acceleration but this is the basic idea.
Draw/8 4 argothian enchantress 1 enchantress’s presence 3 ground seal
Presence is slow as molasses, but there’s not much else, and I’m already counting the seals as draw because that they’ll do for certain, though against certain decks they will be disruptive.
Disruption/10 3 null rod 2 cursed totem 1 strip mine 4 root maze
The deck isn’t very fast, so let’s drag the opponent down into the swamp. While mazes are obvious (and also the reason for lack of fetch), I think a mix of rod and totem might be good because decks that dodge one will likely be caught by the other.
Essential defense/10 4 xantid swarm 4 elephant grass 1 tranquil domain 1 seeds of innocence
Swarms and grass will not stir up much debate. But let’s look at the ‘get out of jail’ cards. While I noted the seemingly fitting seal of primordium, I don’t like it because against decks that warrant such defense, likely there’s more than one threat to be taken down.
Tranquil domain cleans house while sparing my wild growths. And if I can muster the mana, seeds can be a softlock breaker. That’s more of a solution than trading 1 for 1.
To summarize: so far this is but a sketch but I think it might fit my needs. But I am by no means set on this deck yet. I would appreciate it if you would either point out possibilities in Enchantress that I overlooked, or perhaps suggest another decktype.
For my part, your suggestions will be taken to heart, and if you post your improvements I can test it with my friends. Any suggestions on what our gauntlet should look like to resemble decent competition? Thanks for reading and getting me started!
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