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1  Eternal Formats / Creative / Re: Goblin Sligh help requested on: September 20, 2005, 03:12:03 pm
lol, tps and dragon is NOT slower than fcg, ok?

I dont believe i ever said that either of those decks were slower than FCG...i dont even recall talking about either of those decks?
Maby, because you didnt! read above answers plz..

Quote
fcg wasnt built to race other combo decks, it wast build to play against control decks.
Quote
a single fow will destroy your chances of comboing out, so will a duress etc.
I am sorry but those two statements just dont make sense together, either deck loses to control or it was built to beat control?


no, you got it wrong(and I put it in a bad way!), what Im trying to say, is that FC is a win more card. Imo the deck should be a sligh with just creatures.

How dangerous is a fow or a duress when playing just lands and creatures?and when playing with FC?

I still think that fcg was built to play against control decks, and it does so very good. I just think that including FC is suboptimal.

Imo the bad matchups for this deck, is combo decks, and to IMPROVE the combo matchup, try some metagamed hate instead of FC.
2  Eternal Formats / Creative / Re: T1 Replenish Combo Deck on: September 17, 2005, 06:26:18 am
Hermit druid+crop rotation is another gameplan, much faster and more cool. Very Happy
3  Eternal Formats / Creative / Re: Goblin Sligh help requested on: September 16, 2005, 05:08:00 pm
lol, tps and dragon is NOT slower than fcg, ok?

a single fow will destroy your chances of comboing out, so will a duress etc.

a white splash for stp & maby disenchant may be good, but i think its very meta dependent.(3c is not an option!)

fcg wasnt built to race other combo decks, it wast build to play against control decks.

it ther is alot of combo decks in your meta, I would not play this deck.
4  Eternal Formats / Creative / Re: Goblin Sligh help requested on: September 14, 2005, 07:25:16 am
I agree with Arvid.

foodchain isnt wort it.
if you want to play combo, play somthing else.

noncreature spells isnt good either.
take a look at Arvids list.

the chance to random combo out with foodchain is not a good argument.
imo, those matchups, you would have won anyway.

/spawn


5  Eternal Formats / Miscellaneous / Re: The Lack of Tog in the U.S. on: September 11, 2005, 07:20:08 pm
@the boogie man:

I agree with you that red is the better coulor to run, and 4c is not an option.

green gets you:
oxidize
naturalize
berserk
groundseal

while red gives you:

fling(in my opinion, in many ways better than berserk)
Rack&ruin
Lavadart/fire(good against welders)
shaman
red elemental blast

also, i think library sucks.(in almost every deck)

Smmenen: "I think Tog is now a terrible card.  Tog has gone from being, in my view, the best creature in type one to mediocre."

-Has tog ever been better than Goblin Welder??

@xrizzo:

I think its VERY bad just to run 1 win condition(tinker/dsc)
any deck should run a secondary win condition, tog is the best suitable win after tinker/dsc.
althogh 3 togs is too much.

I dont see any reason for not including tinker/dsc in any deck that uses 8solomoxencrypt.

I think 4 cunning wishes is needed, and a big wishboard.
And I think deep analysis is way too slow(in a combo meta), it could be sided in against control maby.

/spawn
6  Eternal Formats / Miscellaneous / Re: Masknought: A List and Some Thoughts on: August 24, 2005, 05:05:14 am
I think one of the main problems with this deck is that you dont draw enough cards, and therefor cant establish a threat fast enough.

Ive tested a similar build against cs and tog, both were BAD matchups, since the both draw much more cards than u.

draw more cards-get more counters...

If you cant win against control, its crap, right?

second, imo, any welder based deck would be a really bad matchup. If you get an artefakt in the GY your fried, so I think one alternative is to run a mask deck with 2 combos, such as ninjamask or ghoulmask.

or you could play with welders and thirst, but as someone else said earlier this looks like an cs, only a more inoptimal build.

also, the card synergi in this deck isnt so good, if you have double blue second turn, and are holding mask/drain+more, what should you do?

what makes mask decks bad, is the fact that the cards are dead if you dont draw them together with the second combo card. what you want to do, is to build a deck with as few dead cards as possible and as good synergi as possible. and I dont think this is the deck., look at survival or ghoul.

/spawn
7  Vintage Community Discussion / Rules Q&A / Re: Phyrexian Dreadnaught HARDCASTED! on: August 20, 2005, 07:54:21 am
Ive been told by a judge that as long as you cant sacrifice for 12, you dont sacrifice anything.

/spawn
8  Vintage Community Discussion / Rules Q&A / Re: Yet Another Phyrexian Dreadnought Question on: August 20, 2005, 07:45:15 am
this is wrong!

Ive been told by a judge that as long as you cant sacrifice 12 in power, you dont need to sacrifice anything.

so this whole wrath of god thing is false.

/spawn
9  Eternal Formats / Miscellaneous / Re: making Ninja-Mask playable. on: August 15, 2005, 05:28:16 pm
Ive been thinkin alot about the four duress, yes they are prety good against combo first turn or so.
root maze is also good, but it messes up your own deck to(I think).
meddling isnt wath you want either.

swords to plowshares is really good, and another card Ive been thinking about is misdirection.
maby it sound crazy running misd in ninjamask, but it works good in gifts deck, right?
its blue, it can counter and it can protect your guys from removal.

what about it?

also, Im having some problems with platinumangel pre sideboard, maby some sort of removal should be included i main anyway.

maby cutting gigapede, and try with gilded drake, and cut duress for misdirection..

/spawn

10  Eternal Formats / Miscellaneous / Re: making Ninja-Mask playable. on: August 08, 2005, 05:52:18 am
thanks for all the replies, its nice to see that so many people are interested in this deck!

I totally agree with all of you that Uktabi has to go, its better to just go for the win asap.
Akroma is overkill.
and tutors are unneccesary.

Kowal/kl0wn@ I really like your list, but thers one small problem ive noticed is that you dont always get 2mana first turn, and therfore cant play mask or survival until next turn, thats really bad if your opponent gets drain mana or plays chalice for 2.(which happens alot in workshopp matchups)

of course it dosent kill you, and this is one of the reasons you play fow and duress, but upping the mox count to 5 wold solve this problem, right?

I know offcoulor moxes isnt that good in this deck, almost every spell costs 1blue, or 1green, but you can still play 1st turn survival or mask with a mox and a land.
Esg would probably do the same, it gives you green, but its not permanent..


About Hypnoxx: its a really good creature in this deck, but I feel thet its just as much overkill as akroma.
you have to have 1 survival or 1 shifter in play(in order to get hyppo to the grave)when playing a shifter to make the trick happen.feels like, if you can do that, why just not win instead?

Gilded drake is really nice, im thinking of putting this sweet thing in, with all the welders, colosses and titans this creature could steal you the game.

/spawn Smile


edit: what about sylvan library? wouldnt it fit in the deck wery well?
11  Eternal Formats / Miscellaneous / making Ninja-Mask playable. on: July 26, 2005, 07:40:38 am
Ive been playing this deck for a while now, but I feel its not quite as compeditative as other serious builds.
I would like your help to tune this deck into perfection Smile

I know its not the best choise if you want a good deck, but I think its one of the funniest deck to play, and I`m sure
its possible to make it very good aswell.

this is my current list:

Combo: 17
4 Phyrexian Dreadnought
4 Illusionary Mask
4 Survival of the Fittest
4 Volrath's Shapeshifter
1 Squee, Goblin Nabob

Utility creatures: 6
1 Psychatog
1 gigaped
1 phage the untouchable
3 quirion ranger

serch: 6
4 Brainstorm
1 Ancestral recall
1 Timewalk

Disruption: 8
4 Duress
4 Force of Will

Mana: 25

1 Black lotus
1 Mox jet
1 Mox emerald
1 mox sapphire

3 Birds of Paradise

4 Wooded Foothills
4 Windswepth Heath
4 Tropical Island
4 Bayou
2 Forest

60 cards
--------------------------------

Combo: 17
4 Phyrexian Dreadnought
4 Illusionary Mask
4 Survival of the Fittest
3 Volrath's Shapeshifter
1 Squee, Goblin Nabob

the combo needs no explanation, i think.
you basicly wants to put a mask or a survival on the board and follow up with nought or shifters.


Utility creatures: 7
1 Psychatog
(cleans your graveyard and makes cute and deadly tricks with a shapeshifter i play)

1 gigaped
(protects your shapeshifters from all sorts ot removal and can Occasionally be used as a beatdown creature)

1 phage the untouchable
(kills your opponent with a shifter in play)

2 quirion ranger
(these guys are really important to protect you from wastelands)

1 uktabi orangutang
(absolutley needed to take care of annoying artefakts like chalice, nullrod and so on)

1 akroma, angel of wrath
(gives your shifter haste and flying, making it possible to win one tur earlyer, maby its a win more card?)


serch: 8

4 Brainstorm
(a importnt serch card that should be played)

1 Ancestral recall
(magics best card)

1 Timewalk
(not to bad if you have a fat guy on the board)

1 Vampiric Tutor
(good serch if you need to find somthing important)

1 Demonic Tutor
(same as above)


Disruption: 7

3 Duress
(its good to play a duress then drop a mask or survival 1turn, and its great against combo)

4 Force of Will
(this card must be played, in fact I think its the only possible counter to play in this deck, besides maby
manaleak,and man leak dosnt fit the playstile of this deck, since you will be tapping out much,or? one problem her is the
low count of blue cards in the deck)


Mana: 24

1 Black lotus
1 Mox jet
1 Mox emerald
1 mox sapphire
1 Sol ring
1 Mana crypt

3 Birds of Paradise

3 Wooded Foothills
2 Windswepth Heath
4 Tropical Island
3 Bayou
3 Forest

(im not sure about tha manabase, maby ist better to run the offcoulor moxes aswell.
but i think its ok)


as you can see its 62 cards right now, and force is barley playable with only 14 cards.

I really want to make it playable and Im listening to all tips.

obv 2 card has to be cut, I think Akroma and vamp tuta has to go.


Whats your thoughts about this deck?


//Spawn
12  Eternal Formats / Creative / Re: The Gambler on: July 24, 2005, 08:25:05 am
i dont want to be rude, if you want to run a reanimate/lockdown deck, do so.
but i belive it will be a much better deck if you make it look like a real staxx.
first of all, why run black and red(besides of welder) and not blue instead.
if you cut all the cards ive suggested above the deck will improve big time.
just take a look at my proposed decklist and prosbloom225`s.
the synergy between the two decks cant even be compared, so ofcourse you want to run all lockdown artefakts like sphere, chalice, trini and so on.


@b-tings,
I really dont think you are beeing fair to memory jar in your, since this is a lockdown deck(as it should look!, not with black an bad red cards).
from my experiences with this deck, i can say that most of the time youve got your opponent under some kind of lock(trini/sphere/smoke/tangle+waste).
therfore hardcasting jar, tinkering it or welding it in from a thirst for knowledge is the bomb. with your opponent beeing badly disrupted he cant afford to counter anything, or as most 1 spell with force.
In situations like this you will always benefit from jar, if you have a welder in play and got a couple of lockdown artefakts in play/graveyard its almost always gg.

I really dont think the contro matchup is somthing that needs to be focused on. its not at all a bad matchup.considering staxx MANY early threaths the control player most of the time cant counter all lock artefakts. if you get a sphere, wire or smokestack on the board its looking bright for you.
/spawn

13  Eternal Formats / Creative / Re: The Gambler on: July 23, 2005, 06:20:04 am
I really think you should consider running blue instead of black. it feels like blue has alot mor to offer to the deck than black.
cards like tinker is a bomb in this deck, ancestral and thirs for knowledge isnt to bad either..

I also think that running to many red cards is the wrong call, a deck like this wants to abuse workshop to the maximum.
Therfore having alot of red cards instead of broken artefakts like; Sphere of Resistance, Chalice and Trinisphere seems totally wrong.

in my point of wiew, the only red card in this deck should be goblin welder(some semipowerd builds may run wheel aswell).

I also agree with Dandan about including memory jar.

so I suggest that you do these changes:
-1 Yawgmoth's will
-1 demonic tutor
-4 gamble
-2 trash for treasure
-3 animate dead
-3 cabal therapy
-1 wheel of fortune


+4 Sphere of Resistance       
+3  Chalic of the void
+1 trinisphere
+1 ancestrl recall
+1 tinker
+1 timewalk
+3 thirst for knowledge
+1 memory jar
       
ofcourse the manabase needs to be fixed to..

/spawn

       
edit: sry, i didnt notice that your deck wasnt fullpowerd Confused ,but I still think my changes is the right way to go.
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