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1  Eternal Formats / Creative / Lock and Key (Solitary Confinement. awesomeness) on: April 20, 2006, 12:27:33 am
I always thought that solitary confinement had some serious potential.  A 3-mana enchantment thats the closest thing to platinum angel you could get without playing welder.  heres the list ive been toying with.

Lock and Key (Minus the Key)

3 Squee
2-3 Acadamy Rector
4 mox (no ruby)
1 lotus
1 Enlightened tutor
3 sterling grove (I'll save you a Gatherer trip:  GW enchantment; other enchantments you control cannot be the target of spells or abilities; 1, sac: search your library for an enchantment card and shuffle, then put the enchantment on top)
4 Leak (i wasnt sure if the deck could handle the double colors of drain, and in the light testing i did thus far, i wasnt able to conclude, see below)
3 confinement
1 Demonic Tutor
4 Duress
3 Therapy
4 Force
1 Time Walk
1 Recall
4 Brainstorm
1 Vamp Tutor
2 Millstone

The main problem i encountered was just drawing dead for a bunch of turns.  The beginning is usually amaziing where i strip their hand with a counter or two for back up, but then i just start drawing dead for a bunch of turns. 
I mulled over the kill card, and even considered having none at all and just waiting for them to deck, but i was worried about timing issues, especially if i was down a game.  Millstone should work, but like i said, i havent had much time to test it out.  I considered Death Spark, cause its a bitch to get rid of, they need grave removal.  But again, it takes forever.  I think this need some more consistancy and a better kill.  Any ideas?


2  Eternal Formats / Creative / Re: bomberman: SCG list and improvements... maybe. on: January 06, 2006, 03:38:38 pm
what should be in the board?  i have a rough sketch:
2 disenchant
2-3 tormod's crypt
1 engineered explosives
1 shadow of doubt
3 e-flux
1 pithing needle
4 blank

what else? i play 2 echoing truth in the main.

The reason i put the explosives in the board is cause when i search with tinker mage, i want to find a combo piece, not anything else.

EDIT:  How many mana sources do you think are nessesary?
DOUBLE EDIT:  One problem i have had is determining what to take outfor the sideboard.  The deck is quite tight when you onlly run 2 spellbombs.
3  Eternal Formats / Creative / Re: bomberman: SCG list and improvements... maybe. on: January 04, 2006, 08:28:51 am
Quote
I am running the pyrite win simply because it is cleaner and easier to pull off. I am running a volcanic island so pyrite is not completely useless.

I agree with the fact that spellbombs aren't that good when you draw them, so i dont really see a point to running the volc to use the spellbomb.  when the combo goes off, you have all the mana you need.  I can probably fit in those moxen though.

UR:  I like the intuition idea.  It digs for salvager and the combo.  How many do you play?  I think i could probably drop some furnaces/spellbombs
4  Eternal Formats / Creative / bomberman: SCG list and improvements... maybe. on: January 03, 2006, 09:33:50 pm
After I read the announcement for the Mana Drain Open 8, I wanted to dust off my FoWs and Duals and play some good, quality vintage.  So, in looking for a deck-list of some idea i might want to try, I came across this:

Maindeck:

Artifacts
3 Aether Spellbomb
1 Black Lotus
1 Engineered Explosives
1 Lion's Eye Diamond
1 Mox Pearl
1 Mox Sapphire
3 Phyrexian Furnace
1 Sol Ring

Creatures
4 Auriok Salvagers
4 Meddling Mage
3 Trinket Mage

Instants
1 Ancestral Recall
4 Brainstorm
2 Disenchant
1 Fact Or Fiction
4 Force Of Will
4 Mana Drain
2 Thirst For Knowledge

Sorceries
1 Time Walk

Basic Lands
6 Island
1 Plains

Lands
4 Flooded Strand
1 Library Of Alexandria
1 Polluted Delta
1 Strip Mine
4 Tundra

Sideboard:
1 Tormod's Crypt
2 Exalted Angel
4 Energy Flux
3 Abeyance
2 Misdirection
1 Shadow Of Doubt
2 Swords To Plowshares

I liked the idea of the salvagers combo (I havent been active lately, but some may recollect my 3-tourney top-8 streak with salvagers oath, starting with the Mana Drain Open 6 Wink), so I decided to give it a shot.  There are three problems I dont like, and I think I have some solutions:

Number One:  The combo
I think its missing the pyrite spellbomb.  With this list, you can still get infinite mana and draw your deck, then play your creatures and time walk and swing, but i dont like that plan very much.  I think pyrite spellbomb is a much cleaner kill card, and you still have the big swing to fall back on if you need it.  I just need to figure something to cut for it.  maybe one of the Aether spellbombs

Number Two:  Where the hell is salvager?
In goldfishing the deck, I have had quite a bit of trouble in finding the salvager.  Lotus and an artifact to recur are easy enough with trinket mage, but finding the salvager is a tougher endevor.  The card draw can sometimes find it, but it is not consistent enough.  This is one problem I dont have an answer to.  This is something i need help on.

Number Three:  Resolving Salvager
If playing with Salvagers oath taught me something, its that a deck like this hates counters.  Even with the full 8, you have to play the combo piece (this time its upped by two mana, albiet you dont have to cast it by turn 1 or 2) and leave drain mana open.  So I came up with a quirky fix:  Orim's Chant.  I got the idea from the Abeyance in the board.  My logic behind this is that casting it on your turn means you can cast salvager and go off without interruptions against a deck with counters.  But against a deck without counters, you can use it as a time walk, or as a counter to yawg's will or some storm count deck.  So its not really a dead card in too many matchups.

I would appreciate any help you can give me, and am open to suggestions.
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