TheManaDrain.com
December 21, 2025, 12:48:35 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: [1] 2
1  Eternal Formats / Creative / Re: The Pinnacle/Ideal 10 Proxy Budget Oath Build - No Mana Drains on: May 28, 2005, 08:40:33 am
Thanks for the suggestions, I cut a color.

I'm not cutting black b/c...

Black gives me the three best tutors in magic, and this is meant to be a faster more comboish build of Oath, hence why I think even Daze may work.

Black gives me duress which is better than Counterspell, and even Mana Leak in some cases.

You can easily support three colors. 2 Island, 2 Trop. Island, 2 Underground Sea, 3 Polluted Delta, 2 Flooded Strand

Why cut Tinker? Tinker-->Colossus can be Game a lot of the time.
2  Eternal Formats / Miscellaneous / As a card, I don't see how Aether Vial can be justified in Fish. on: May 28, 2005, 08:07:37 am
From what I can tell, traditional fish ran on average...

4 Factories, 14 creatures and 3 Null Rod

Vial fish is forced to run...

4 Factories, 12 creatures, 4 Aether Vial, 4 Chalice of the Void, -3 Business Spells found in Rod fish.

This just isn't worth it for the following reasons...

Null Rod is far superior to Chalice of the Void because Chalice of the Void is a dead card unless you're going first, and have it in the opening hand. Any other situation, it's close to worthless. Fish plays too many 1 drops and 2 drops to get a significant advantage by setting Chalice to anything but 0.

Fish's creatures traditionally suck. Your opponent is more concerned about your Force of Wills and even Dazes countering his key board clearers and card draweres than he is about your creatures. I can see how Ninja Stax maybe able to justify Vial though the deck isn't anything great IMO, but to play crappy creatures like Flying Men, Spiketail Hatchling, Cloud of Fairies, Icatian Javenleers, Weathered Wayfarer, how can anyone justify playing Vial? And no, a 1/1 that becomes a 3/3 after the fifth turn or so if you're lucky isn't much better. Countering key spells (and mana denial) is how Fish wins games, those 1/1s could be replaced with any generic win condition for all I care.

As you can see above, in Vial fish, you're only running ~12 creatures (not counting Factories since they can't be vialed out). That means that in your opening hand, you'll see maybe one creature. And eventually, over the course of several more turns, you may see 2 more creatures or so. Why in gods name would playing a crappy cheap creature every 3rd turn or so justify Vial in a deck that has nothing else to do with it's mana anyways?

If fish ran some 20+ creatures, or if it ran a lot of cards that use up mana forcing you to have to play your creatures for free, Vial maybe justified. As it is, it's not.

If you're really worried about your 1/1 flyer "threats" being countered, those 3 business spells you're cutting could be replaced with free counterspells (stuff like Misdirection, Daze or even Disrupting Shoals) to outcounter your opponent. And no, 1/1s and 2/2s that may become 3/3s and 4/4s after the fifth turn or so if you're lucky are still crappy creatures.

Ninja of the Deep Hours is one of the best fish creatures printed in a while. But it can't be played with Vial, so the only way to run it is to cut the number of creatures that can be vialed out, to an even lower number, like 10 or something. It just seems dumb to devote 4 slots to a card that makes 10 cards in your deck marginally better.

Fish's problem wasn't having it's threats countered. Fish's problem has always been having it's threats Lava Darted, or Fire/Iced, or Old Man of the Seaed (yes, those are verbs :p). Vial does nothing to address these problems. You're adding a solution to a problem that wasn't a big concern (having threats countered) by cutting business spells (free counterspells) that did address the bigger concern (cards like Fire/Ice and Old Man of the Sea)

In short, you're cutting your threats to an insanely low number, to the point where some hands you crap out and don't draw any threats, and even those hands that you do, you stand a good chance of having your one or two threats Fire/Iced or Swordsed or something because Vial does nothing in those situations. And you're also cutting business spells, just for a card that after a turn or two lets you play more than one creature a turn in those ever so rare hands where you actually draw more than one creature at a time. Am I the only one that sees a problem with this?

So what am I missing? Are all these good players advocating the use of Vial a part of some secret unified attempt to bring down Fish because they are sick of having there $3000 decks lose to a crappy $30 deck?
3  Eternal Formats / Creative / The Pinnacle/Ideal 10 Proxy Budget Oath Build - No Mana Drains on: May 28, 2005, 07:25:55 am
Here is the ideal 10 Proxy Budget Oath Build IMO. The 10 proxies are the 6 Jewelery, Ancestral, Time Walk, LoA, and Imperial Seal. Tell me what you think needs to be changed?

11 Mana Sources
4 Forbidden Orchard
5 Moxen
1 Black Lotus
1 Library of Alexandria

1 Ancestral Recall
1 Time Walk
1 Imperial Seal
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Tinker

4 Oath of Druids

1 Gaea's Blessing
1 Darksteel Colossus
1 Akroma, Angel of Wrath

4 Duress
4 Force of Will
2 Misdirection
2 Pithing Needle/Chalice of the Void

4 Brainstorm
4 Impulse
4 Serum Visions/Ideas Unbound/Lim Dul's Vault/Mana Leak/Daze - Which cards deserve this slot the most?

The deck is more comboish dedicated to getting the combo pieces in place by turn two consistently. If you already have the combo pieces, the tutors are great for grabbing FoWs or Duresses.

Mystical Tutor is there since it can grab a tutor or a Duress, or best of all a Tinker for Colossus in those cases where you're really far from having your combo in place.

Imperial Seal is for when the card becomes legal. It's essentially identical to Vampiric Tutor, which makes it the 3rd best tutor ever printed and a must play in any Oath build splashing black.

PS: This is my first Oath deck so cut me some slack.
_________________
Edit: Updated with better explanations and a better manabase based on the first two replies I go.
4  Eternal Formats / Miscellaneous / Re: [Article] Set Free: Saviors in Vintage on: May 26, 2005, 09:08:48 pm
give the deck I posted a shot. It's not grow, it draws a lot more cards for one thing, but I think you'll be pleased with the results.
5  Eternal Formats / Miscellaneous / Re: [Article] Set Free: Saviors in Vintage on: May 26, 2005, 08:27:07 pm
Pretty good review overall.

I very much agree with you that Erayo sucks in combo (since you have to go off somewhat the turn you flip him, and waste resources, just o counter one spell the turn you do go off when FoW, or Duress or a billion other cards would give you the same effect.) X. Swarm is far better as is FoW, Duress, or just about anything else. And the Arcane Lab combo think just sucks. There are far better combos out there.

The only use for Erayo is in Gro decks, which have yet to do decent in a tournament in a long time, or a faster fish variant. But it is definately one of the funnest cards to try out though.

Like I said in this thread, http://www.themanadrain.com/forums/index.php?topic=22784.0 virtually as soon as this card was revealed oh so long ago...

That deck would have a field day with this with some modifications, I would imagine a list somewhat like here...

4 Tundra
4 Flooded Strand
3 Polluted Delta
2 Island
1 Plains
1 Library of Alexandria
1 Mox Jet
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus

1-2 Umezawa's Jitte
1-2 Disrupting Shoal
2-3 Daze
2-3 Misdirection
4 Force of Will

1 Ancestral Recall
1 Time Walk
4 Curiosity
4 Brainstorm

4 Cloud of Faeries
4 Flying Men
4 Meddling Mage
4 Erayo
3 Ninja of Deep Hours

Sideboard:
4 Seal of Cleansing
4 Null Rod
4 Swords to Plowshares
2 Urijatwe's Jitte
1 Disenchant

I've had very little problem flipping Erayo in the build when I can get it. But even without Erayo, the deck is solid because it's very fast, draws a TON of cards, and plays a ton of countermagic that you card drawers will keep letting you draw into. But since I've had to cut key draw spells like Mask of Memory for Erayo, I think Erayo really is key to the deck.

I am considering in cutting Flying Men or something to play some dryad to make it Gro, only because I've had to cut Mask of Memory, which was a major reason I insisted on playing so many flyers in the first place.

But whether you opt to stick with a fish variant or gro, atleast there's a list now for everyone to play around with for a bit.
6  Eternal Formats / Creative / Re: Salvagers Oath... Help me build my first Oath deck. on: May 26, 2005, 12:21:39 am
Thx.

My main questions are...

Does this build seem perfect or is there something you would recommend that I change?

Do you think replacing the Colossus with Platinum Angel was a wise choice or a dumb move?

Does Timetwister even warrant inclusion in this deck?

Does Regrowth warrant inclusion in this deck?

What do you think of the mana base, do I run too much mana, too much colorless mana ie. LoA etc? Should I cut some mana for more business spells?

Here's what I love about the build...

It's 10 proxy, doesn't use Drains and yet I think is every bit as powerful due to it's greater speed as any other Oath build.

It uses Tinker giving you in effect 5 cards with which you can combo out with and also includes black's tutors giving you a very good shot at comboing out fast each game.
7  Eternal Formats / Creative / Salvagers Oath: Mana Drainless by Nature. It's faster and better too (IMO). on: May 24, 2005, 01:16:51 am
Credit goes to Tom Lee whose report (http://www.starcitygames.com/php/news/article/9492.html) I ran into on SCG inspiring me to build his deck, with slight modifications...

Maindeck:

Artifacts
1 Black Lotus
1 Lion's Eye Diamond
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
2 Pyrite Spellbomb

Artifact Creatures
1 Platinum Angel

Creatures
2 Auriok Salvagers


Enchantments
4 Oath Of Druids
1 Seal of Cleansing

Instants
1 Ancestral Recall
4 Brainstorm
1 Enlightened Tutor
1 Mystical Tutor
4 Force Of Will
4 Impulse
1 Vampiric Tutor

Sorceries
1 Balance
1 Demonic Tutor
4 Duress
1 Time Walk
1 Timetwister
1 Tinker

Basic Lands
1 Island
1 Plains

Lands
2 City Of Brass
4 Flooded Strand
4 Forbidden Orchard
1 Tropical Island
1 Tundra
1 Underground Sea
1 Volcanic Island
1 Library of Alexandria   

Sideboard:

1 Claws Of Gix
2 Tormod's Crypt
1 Iridescent Angel
1 Pristine Angel
1 Mystical Tutor
1 Orim's Chant
1 Rack And Ruin
1 Ray Of Revelation
2 Red Elemental Blast
1 Swords To Plowshares
1 Gaea's Blessing
1 Yawgmoth's Will
1 Strip Mine


I subbed out Darksteel Colossus in favor of Platinum Angel. Why? Because it sucks tinkering or oathing up Darksteel Colossus against a fellow combo deck or against an aggro deck that has you low on life. Platinum Angel prevents the opponent from winning long enough for you to Oath up Salvagers. I figure Platinum Angel is just as good against Fish and such as Darksteel Colossus is.

Regrowth, does this card merit inclusion in the deck?

Also, I was curious if you guys thinks Ideas Unbounds might be any good in Salvagers Oath. It lets you dig up three cards to try and search out your combo. I think the card may be somewhat strong in this build.

If Timetwister merits a spot in the deck, doesn’t Wheel of Fortune and other similar cards merit playing as well. I’m not sure if Timetwister does merit a spot in the deck though. Do you guys think it does? If not, what are some possible replacemtns.

Considering the large amount of mana this deck runs, should some of it be cut for cards like additional Seals of Cleansing or Misdirections to deal with Counterspells, Pithing Needles, Chalices and such.

I added Library of Alexandria to the list because this deck has little trouble having 7 cards in hand, even after tutoring and such. But I am considering taking it out if testing proves that it’s never worthwhile. What are your thoughts on this?

I am also interested in hearing any ideas you guys have on new tech that might work well in this deck.

And for you question, yes, I tested Intuition, Mana Drain and TfK. I found all three to be too mana intensive and unneeded.
8  Eternal Formats / Miscellaneous / Re: Single card discussing: Weathered Wayfarer on: May 23, 2005, 10:25:35 pm
I've played stifle. Stopping welder or Oath for one turn means jack a lot of games. Yes, sometimes, delaying them for one turn is okay. But I would much much rather play more counters or swords or something thats relevant in all matches and actually significantly improves your position rather than something like stifle thats really only worthwhile against a bad tendrils player or against fetchlands.

wayfarer isn't taking stifles spot. stifles spot is being taken by swords, or daze, or misD, even disruption shoal is less conditional with all the one drops and two drops you play.

wayfarer is subbing in for javenleers which by WuTang's own admission were pretty much worthless the whole tournament. by playing wayfarer, you can run more swords, and they kill welders just as well.

fish has no problem sitting around killing all your opponents lands esp considering that it's buying you card advantage each time you use it.

I LOVE games where you lay down a wayfarer turn one, counter any relevent one drops (there aren't many), and just sit around on turn two onwards just killing land after land until the opponent is mana screwed and you drew a couple of extra cards. That's buying tempo in every sense of the word. I didn't even go into wayfarer's usefulness at fetching LoA, or factories under standstill or when you're threat low or it's synergy with ninja.

In short, I think wayfarer is an auto include in most every UW fish build.
9  Eternal Formats / Creative / Re: Single Card Discussion: Pithing Needle on: May 23, 2005, 10:09:31 pm
Null Rod is a bomb against combo. Pithing Needle is only good against a few combo decks. It's a great SB card, but it'll never replace null rod. Null rod is still the number one option if you want to beat combo.

Seriously, are there ANY viable combo decks (other than dragon (you have swords for that)) that Null Rod doesn't hate out. I can't think of any.
10  Eternal Formats / Creative / Re: Single Card Discussion: Erayo, Soratami Ascendant on: May 19, 2005, 10:31:20 pm
I don't see this card being great in storm combo. Xantid Swarm etc. are usually better options. It costs too much mana and takes too many resources (have to play 4 cards) just to combo off next turn. If you can play that many cards and you're playing combo, you can often go off that turn, and by not trying to, you're wasting resources (4 cards), just to counter 1 spell the turn that you do try to go off?

If you're doing all this for one turn (the turn you go off) to stop one counterspell why not just play FoW or Duress instead, they're more reliable otpions, and Xantid swarm is pretty much superior.
11  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 16, 2005, 04:10:14 pm
This is a tangent but I could see the below card finding a home in this deck...

Erayo, Soratami Ascendant 
Legendary Creature - Moonfolk Monk 
Flying
When four spells are played this turn flip Erayo, Soratami Ascendant. 
1/1
/// FLIP ///
Erayo's Essence
Legendary Enchanment
Counter the first spell each opponent plays each turn.
#35/165

This is all theory but...

This deck has the capacity to play 4 spells in one turn (thanks to cloud of faries, free spells like daze (you can fizzle it if you want), cheap spells like curiosity, all the cards it draws, the power/free moxen etc.).

If it does, then you have an incredible lock on your opponent most turns.

If it doesn't, you have a 1/1 flyer for the same cost as spiketail (which isn't as effective without the mana denial strategy anyways).

Obviously, this is all still early, but what do you guys think?
12  Eternal Formats / Miscellaneous / Re: Single card discussing: Weathered Wayfarer on: May 16, 2005, 03:16:37 pm
I don't understand your logic. Stifle is WAY more conditional than this card.

This comes on a 1/1 body so it's never dead. Against top decks, what creatures do you have to worry about that may block?

Against those rare few aggro decks, you can use it to get mishra's factories as 3/3 blockers or 4/4 blockers (if you get 2).

Ignoring it's ability, a 1/1 1st turn is still great with curiosity, ninja, standstill etc.

But it's ability can often be used, esp. under standstill to get either factories or to kill lands.

Stifle absolutely sucks by comparison now that the best combo decks are no longer tendrils based anyways.
13  Eternal Formats / Creative / Re: [Discussion] Blue Fork -- will it see play? on: May 16, 2005, 11:54:52 am
It's good, extremely good, against control decks.

Against aggro, it's worthless. Against Workshop it's worthless. Against combo, it's probably worthless (unless you copy a duress or something).

How is it's interaction with storm spells? I know the copy would resolve first, but do you get storm copies too.

Atleast with Fork, you could copy your own burn spells if you're not playing against control. There aren't many instants/sorceries of your own worth copying in a control deck, , counterspells, ancestral recall and skeletal scrying. And in all three situations, I would rather have a MisD which I wouldn't need to leave mana open to be able to cast.

Anyways, I could see it being playable in control heavy metas, but that's about it.
14  Eternal Formats / Miscellaneous / Re: Single card discussing: Weathered Wayfarer on: May 16, 2005, 08:26:45 am
Strengths:

Under Standstill, can search out Mishra's Factories.

A one drop that can thus facilitate a second turn Ninja of Deep Shadows.

Can tutor up Wastelands to make sure your opponent can never go above 1 land early game, or 2 lands mid game (all the lands that Fish ever needs). Great in conjunction with Null Rod to mana screw players.

Can search out Factories against Aggro.

I don't see how this isn't superior to Stifle. It comes with a 1/1 body, doesn't have to be used at any specific time, and can kill mutiple lands, not just 1.

Other options in it's slot include...
Icatian Javenleers (only useful in about half the games you play, the same reason I advocate cutting Stifle).

Mother of Runes (1 or 2 copies can serve to protect your MM lock, and let Ninjas get past an blocker to draw you cards, can even get curious flyers past Akormas to draw cards)

Cloud Sprite - Pretty much just as good as Flying Men. Work great with Ninjas, Standstill, Curiosity since can be dropped 1st turn.

The problem with stifle is that you have to leave blue mana open, and pray the opponent has a fetchland in hand that they want to break. Else, it's dead (or only a weak delay tactic) against 80% of the decks out there.

For reference, here's the Null Rod Fish list I run (I have a non Null Rod fish build as well that I love too)...

3 Swords to Plowshares
3 Weathered Wayfarer
2 Cloud Sprite
4 Meddling Mage
4 Flying Men
3 Ninja of the Deep Hours
4 Standstill
3 Daze
4 Force of Will
1 Ancestral Recall
1 Time Walk
3 Curiosity
3 Null Rod
1 Mox Pearl
1 Mox Sapphire
1 Strip Mine
4 Wasteland
4 Tundra
4 Flooded Strand
3 Polluted Delta
3 Mishra's Factory
2 Island

SB:
1 Null Rod
1 Swords to Plowshares
1 Seasinger
2 Orim's Chant
2 Arcane Lab
2 Energy Flux
3 Seal of Cleansing
3 Meta choices
15  Eternal Formats / Miscellaneous / Re: [Report] 4/30/5 WU TANG Fish Wins Waterbury VI on: May 12, 2005, 11:59:13 pm
Cutting the 4th Ninja is probably a good idea.

I'm not sure about cutting a fetch for a factory though. A nonnegligable % of the games I played found me drawing no colored mana sources even after the mulligan. It stings mulliganing to 5 (where the chances of being mana (or creature) screwed are even higher) in a tempo deck. The 4th factory seems like overkill. It's not as vital since Ninja is even better than factory under a standstill and this deck plays so many more one drops than most fish decks so standstilling 2nd turn is a piece of cake. In fact, I can't really recall having a standstill and not having a use for it. This deck has more ways to break standstill than most previous version of fish even with 3 factories.

I did swap out a fetchland for a black lotus though.

In addition, Weathered Wayfarer is great for fetching factories whenever you need them or when you're under a standstill.

Even with 8 1 drops, I still sometimes feel like I need more (to truly abuse both Ninja and Standstill). That's what I'm doing with the 4th Ninja Slot.

I am now trying (Javenleers are not useful too often to justify running maindeck, the same reason I cut stifle)...

2 Weathered Wayfarer
2 Cloud Sprite
1 Mother of Runes

Hoping the Wayfarers more than easily compensate for the cut factory.
16  Eternal Formats / Miscellaneous / Re: [Report] 4/30/5 WU TANG Fish Wins Waterbury VI on: May 11, 2005, 11:29:00 pm
Congrats Rice. You built a great deck there. I would love to hear your thoughts on my modifications to it...

When I tested the deck, I realized that the Flying Men were incredible but the Javenileers hardly came in handy. If you read Rice's report, he'll mention that the only time he used Javinlenner's ability was once the whole tourney, to sac itself to preven an oath activation. I always found myself wishing the Javenlener's were flying men so I swapped them out.

I considered Suntail Hawk over Cloud Sprite, but the basic islands means that I have better chance of being able to play it turn 1. Plus, late game when it's not as useful, it can pitched to FoW.

8 turn 1 flyers suggested that Curiosity would work well, and testing proved that to be very true. Since I only thought the stifles were useful less than half of the times that I drew them, I swapped them out for Curiosity.

WuTang Redux

3 Swords to Plowshares
4 Cloud Sprite - Javenleers, Mother of Runes, and Weathered Wayfarer are all great utility creatures that work great in this slot, based on your meta. So I recommend trying out all 4 here and seeing which works best in your meta. Mother's Advantages - Protects your curious flyers, your meddling mage lock, makes sure your ninjas can't be blocked - thus drawing you cards, and can ensure that your curiosu flyers and such can get past Akorma's and Exalted Angels so you can try and draw into a Swords. Wayfarer - Lets you draw into all 5 wastelands each game to really screw over your opponent's manabase. Javenleers - Great antiwelder and antifish tech. But that's about it. Cloud Sprite - Can be pitched to FoW late game unlike Suntail Hawk. Also more likely to have access to blue mana turn 1 than to white mana.
4 Meddling Mage
4 Flying Men
4 Ninja of the Deep Hours
4 Standstill
3 Daze
4 Force of Will
1 Ancestral Recall
1 Time Walk
3 Curiosity
3 Null Rod
1 Mox Pearl
1 Mox Sapphire
1 Strip Mine
4 Wasteland
4 Tundra
4 Flooded Strand
3 Polluted Delta
3 Mishra's Factory
2 Island

SB:
1 Null Rod
1 Swords to Plowshares
1 Seasinger
2 Orim's Chant
2 Arcane Lab
2 Energy Flux
3 Seal of Cleansing
3 Stifle (If I was running Weather Wayfarer, I would swap these for something else).
17  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 11, 2005, 11:24:08 pm
Normal fish is all about Tempo, bc. it really can't draw enough cards to keep up in the mid game otherwise.

Jitte does buy you tempo, it just takes a turn or two to do so but the tempo advantage you gain from detering the opponent from attacking and clearing the opponent's board of creatures is enormous. And you were never supposed to play it turn 2. You're best off doing it when you have the mana to cast and equip it the same turn, and preferly take down a creature that same turn as well. The same applies to all your equipment. You shouldn't waste two turns to cast it. You should be drawing two cards off Mask the same turn you play it, sort of like a mini skeletal scrying, but one that stick around to draw you more cards each and every turn after.

In terms of dealing with Aggro SOFI is severely limited in the types of aggro decks it can deal with. Toad said it best at SCG: Minishocks maybe good against mirror matchups and Welders, but they do jack against stuff like Workshop Aggro and Madness.

But this is an irrelevent discussion, if I said it once, I've said it a hundred times. This deck isn't fish. I even said that in my opening post. Dralock hit the nail on the head. This is a u/w control deck. This is the reason it runs Mana Drains/Mana Leaks/Jitte and such. What's the difference? Fish's strategy is mainly delay tactics, hence tempo. This deck instead wants to start drawing 3-6 cards each turn, well before control can Scrying or Intuition/AK so that it can reliably draw the countermagic to stop any key spells (such as Scrying and AK) from resolving and thus maintain control. Jitte is critical in letting it do that because a resolved Jitte can completely stop aggro in it's tracks and reduces the amount of time control has to resolve something significant past your coutner spells.

You want to play a tempo deck, that suits your playstyle more. Fine. Play something like this...

WuTang Redux

3 Swords to Plowshares
4 Cloud Sprite - Flying Men were just so much better than Javenleers in most situations that I couldn't resist running 8. But Javenleers, Mother of Runes, and Weathered Wayfarer are all great utility creatures that work great in this deck based on your meta. So I recommend trying out all 4 here and seeing which works best in your meta. Mother's Advantages - Protects your curious flyers, your meddling mage lock, makes sure your ninjas can't be blocked - thus drawing you cards, and can ensure that your curiosu flyers and such can get past Akorma's and Exalted Angels so you can try and draw into a Swords. Wayfarer - Lets you draw into all 5 wastelands each game to really screw over your opponent's manabase. Javenleers - Great antiwelder and antifish tech. But that's about it. Cloud Sprite - Can be pitched to FoW late game unlike Suntail Hawk. Also more likely to have access to blue mana turn 1 than to white mana.
4 Meddling Mage
4 Flying Men
4 Ninja of the Deep Hours
4 Standstill
3 Daze
4 Force of Will
1 Ancestral Recall
1 Time Walk
3 Curiosity
3 Null Rod
1 Mox Pearl
1 Mox Sapphire
1 Strip Mine
4 Wasteland
4 Tundra
4 Flooded Strand
3 Polluted Delta
3 Mishra's Factory
2 Island

SB:
1 Null Rod
1 Swords to Plowshares
1 Seasinger
2 Orim's Chant
2 Arcane Lab
2 Energy Flux
3 Seal of Cleansing
3 Stifle (If I was running Weather Wayfarer, I would swap these for something else).

If you're ready to try something new though, give the original decklist I posted a shot. Like I said, cut the Yawgie's Will and some other cards for 2-3 Ninja of Deep Shadow. If you insist, throw in some StP too, just don't cut Jitte to do it. The deck's a lot of fun, and once you get the hang of how to play it properly, you can do very well with it.
18  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 11, 2005, 12:17:12 am
Quote
I guess given your views on the fact that Null Rod is "obsolete," a response like that could be a given.

Why don't you actually read what I said before you post. I never said that Null Rod is obsolete, just that it's not as powerful as it once was since more decks are ready for it. I never said that this was objectively better than u/w fish, just better in certain metas.

Quote
REB>you creatures, F/I>your creatures, STP>your creatures.

The same is true for all fish decks and pretty much all aggro control decks including the majority of which which run 4-6 fewer creatures than you. There is a reason you play so many counters, b/c control runs those cards in the sideboard. The reason they do is because they have a hard time against aggro control. Those are all sideboard cards anyways except for STP and STP trading one for one with one of your numerous creatures can sting a bit but is certainly not gameending.

Quote
I'm also not understanding exactly how Jitte is an autowin against Workshop Aggro, Madness or Threshold.

Then you need to play the deck more.

Quote
Madness runs as many/more counters as you do

No it doesn't. Most builds run 4 FoW and 3 Daze. You run 4 FoW, 4 Mana Leak/Drain, 4 Spiketail Hatchling, 4 Meddling Mage, 2 Tutors + Tons of card drawing to get you more cards.


Quote
Nimble Mongoose>Jitte.

Lol, that's funny. A 1/1 that becomes a 3/3 sometime around turn 5 (if you have a mental note handy) is somehow better than a card that with acceleration can usually kill off the 1/1 and something else on turn 3, or turn 4 at the latest, and doesn't even need to get thru to kill off your creatures. If I had to choose between facing 2 3/3 Mongoose with a Jitte equipped flyer or facing the Jitte equipped flyer with 2 Mongoose, I would choose the Jitte flyer in a heart beat. If you can't figure out why, you need to read the card more carefully.

Quote
A resolved Null Rod essentially nullifies your deck strategy.

Just like any resolved big creature nullifies most aggro control decks that don't play MD Jittes. The fact is, every deck has certain cards that it can't let the opponent resolve. There's a reason this deck play 12 hard counters, 4 soft ones, 2 Tutors, andso much card draw.
19  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 10, 2005, 10:15:11 pm
Fair enough, but the statement still stands, against the majority of aggro decks that run rampant, r/g beats creatures, most madness creatures, ww/u, sligh etc. etc. Shadowmage is significantly better than Ophidian.

Jitte is better than just okay against aggro. It's practically an autowin in situations (Workshop Aggro, Madness, Threshold etc) where SOFI falls significantly short. And Jitte is no where near useless against control. It's a threat they must remove asap or they die. It comes out a turn earlier, which can often be the difference between whether or not they get a welder active. Test both cards better and then let me know if you feel the same way. As for Null Rod, yes, it's a card that you can't let them resolve, usually the only card you have to be concerned about when playing the majority of aggro since Jitte can deal with most everything else, hence why you have 12 cards that prevent them from playing it, and 4 more than prevent them from playing it early.

If you played this deck against combo, you would realize that combo is a great matchup. If you parised to a decent hand, you shouldn't lose unless they drew a god hand. Post board, the match just gets that much better.

I undestand perfectly how aggro control works. I also understand that this deck draws more cards, plays more creatures, and yet isn't really any more reliant on it's creatures to win than typical aggro control. I never said that this deck was objectively better than standard u/w fish, there's no such thing as objectively better. They're different decks, with their own strenghts and weaknesses for different metas. Now that so many decks are better prepared for null rod and nonbasic hate, I think this deck is a better choice, but that's playstyle and meta dependent. In certain metas, I would definately advocate standard u/w fish over this in a heartbeat.

I've tried vial, I didn't like it. It's reduces both the number of threats and the amount of disruption you can play. Plus vial isn't meant for decks that run fast, free/incredibly cheap creatures like cloud of faries or flying men. It belongs in a deck like ninja mask so that the deck can maindeck cards like withered wretch.

And I can't figure out why you posted the vial list you did. Are you honestly advocating running cards like dundan maindeck. Why does the deck even run vial, or cards like rootwater theif in this meta?

Like I said, I might not be able to post for a few days after tonight. If you guys get the chance, try out/lmk what you think the 3c mana denial version using null rod, stifle, wastes, and vindicate(extremely versatile and kills lands too if mana denial is working, else can take out creatures, oaths, chalicies etc).
20  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 10, 2005, 07:38:01 pm
How can you possibly complain about 16 creatures when Bird$hit ran and won with a grand total of 10 creatures and WUTang fish won with a grand total of 12 creatures that didn't need another creature in play already in order to be played? Neither of these decks had any way to win other than creature beats either. Nor did they have much card drawing. And much of their disruption/counterspells were only good in the early game. So basically, they had to win mostly with the creatures that they initially drew into and win fast. If they didn't, control would outdraw them, play a bomb and win. So that means, that while this deck only needs one creature to out draw the opponent and win, they needed to play enough creatures early on to bring the lifetotal down to 0, before they were outdrawn. They need more creatures in play than this deck does in order to win. And yet they still did so. That's because the number of creatures they ran were sufficient to keep one of them in play. So how can you argue that this deck, which plays 4 more, won't be able to.

Even Ninja Sword, only runs 13 creatures that don't need another creature already in play to be worth playing. And of those, the 2 gilded Drakes are extremely conditional and can't even be played in a lot of situations. And keep in mind that Vial is only good if you are consistently drawing and can thus play creatures for free while Mask needs only one creature in play to be worthwhile.

If all these decks are winning with so few creatures and you guys are still complaining that a deck that runs 4-6 more creatures than them isn't running enough, then that ought to tell you something about your understanding of aggro control or atleast how you're playing it..

Like I said, if you are worried about drawing only two creatures in your opening hand on avg. Cut a will and a mana leak and bring the count up to 18 if you want. That's more than any aggro control deck has ever ran. Heck that's even more than most pure aggro decks, including r/g beats have ever run.

Mongrel, Why don't you just play the deck-- or your statements wouldn't be so blatantly wrong.

If the only decks I expected to face were control and combo, I probably would run ophidian and wouldn't bother with Jitte. But my meta isn't that narrow. Not every player plays either Control Slaver, Oath, or Tendrils. And thank god for that, or that would be the most boring meta ever.

Even in competitive metas, people still do play some Workshop Aggro, Madness, R/G Beats, WW/u, etc. And when you run into those matchups and your Curious  (or Masked) Ophidian is facing down a Wild Mongrel or a juggernaut or something, you're going to be pissed that you took out Shadowmage. This deck does fairly well against aggro, it runs 2 Jitte, 2 tutors, and a crap load of card drawing so getting a Jitte when you need one isn't a problem. And Jitte singlehandedly wipes the floormat with any aggro deck. So... No, it's not a weak choice.

How the heck can you claim that a card that draws you two cards every single turn is an incredibly weak choice? In a deck like this with evasive creatures, it's the best unrestricted card drawer in the game, hands down.

And don't even get me started on your statement that a deck that draws on avg. 3-4 cards each turn is sacrificing card advantage.

I'm still on my trip, just posting from a lab, so I might not be able to post for a while. Keep the discussion going.

And dralock, keep up with the quality tech and testing.
21  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 10, 2005, 05:49:22 pm
Dralock, great post, I agree with much of what you said, and would be interested to hear the response to your question as well.

Don't misinterpret me. I never said that this deck can't win a tournament. It has almost as good if not just as good a shot at winning a tourney as any of the so called tier one decks. You can't expect this deck to win 60% of the time against every archeatype, you can't ask that of any deck. Every top tier deck has some good matchups and some bad matchups, on avg, they probably have a 50% chance of winning any match against another top tier deck, which my testing reveals is true for this deck as well if you play reasonably well (name the right cards with mage etc) and include postsideboard games. Thus, the winner of any tournament with top tier decks is decided by luck, and playskill more than anything. If you came in here looking for a deck that is very likely win you a tournament, you're out of luck, none of the decks do that. The main reason CS makes so many top 8s is b/c so many people play it. If just as many people played this deck, I guarentee you'll see it top 8 a lot more frequently too.

And no matter what you say, there's a world of difference between 16 creatures and 12.

16 is probably the most number of creatures any viable deck in vintage currently plays. It means you avg. 2 creatures per opening hand. Mask of Memory isn't the only card reliant on having a creature out, standstill, and ninja, both of which are often used in other decks in place of the Mask of Memory, are only decent if you have out a creature capable of attacking unblocked as well.

But like I said in my opening post, this is a very flexible deck. MDing Swords and Ninja of Deep Shadows is certainly a possible option.

So my current recommendation...

Swap out the 4 Spiketail Hatchling for 4 Flying Men
Cut 1 Yawgie's Will and 1 Mana Drain for 2 random creatures (I recommend Ninja of Deep Shadows but I that needs creatures to be good too)
Considering swapping the mana drains with mana leaks.

There, now the deck is a bit faster, and runs 18 creatures. But note that ninja only shines if you have noncurious flying man or a noncurious cloud of faries in play. That's why I originally didn't include the card. But WUTang has no problem supporting 4 Ninja so this deck should easily be able to handle 2.

Shadowmage is insanely good, just like Mask of Memory, I think he's greatly underrated.. He has 3 toughness and can deter attackers the turn he comes into play. He has evasion and is thus an excellent equipment target. Plus, he comes with a curiosity already. He can squeeze in past Exalted Angel, Akorma etc, rack up Jitte counters, and deal lethal damage while your flyers just sit there. He's just too good a card not to run.

While Mask of Memory (IMO, the best unrestricted card drawer in the game in any deck that can use it) and Jitte (the best antiaggro card in the game in any deck that can use it) are both incredible cards, I'm now considering a null rod variant of this. Instead of equipment it uses shadowmage, ninja, standstill and curiosity to draw cards, and daze, spiketails, nullrod, wastelands, cruicible, stifle, and vindicate (can destroy lands too!) to really put pressure on the opponents mana base. I'm even toying around with the notion of playing a few sinkhole since the strategy has proven to be very effective. I am trying to support as many manlands as possible bc of the standstill but am having trouble.

The build's main weakness seems to be against aggro, since Standstill isn't that great against aggro and Jitte was such a huge bomb against all forms of aggro.

I know vindicate seems like an odd choice. Yes, vindicate isn't the best at anything. Swords is better at creature kill, Sinkhole and Stifle are the best at land kill, Seal of Cleansing is the best at enchantment/artifact kill. But vindicate does the job of all of these cards, for only one more mana! I just thinks that's extremely versatile. If a timely stifle, null rod, and wastelands are putting pressure on their mana base, vindicate can add to it, if not, vindicate can be used to kill annoying stuff like Oath, chalice for 2, crucible to hurt your mana denial strategy, tog or exalted angel, or even goblin welder.

I have the build somewhat tuned in my head but don't want to post it b/c I haven't been able to test it, I'm still out of town, and I know the manabase isn't perfect yet, it's hard to play 3 colors, wastelands, factories, and all the business spells I mentioned above. I think I would have to cut factories, and some standstill to make room for everything.

I'm not sure if it can be as good as this deck, but I convinced that it'll be just as fun. So I would appreciate help tuning it. Thanks.
22  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 09, 2005, 09:24:40 am
I don't understand. Why would you post a deck idea and then when someone has a very valid point you get so offended that you can't even take what they said into consideration. you can't just run 12 creatures with all these creature enhancement spells, it's just WAY off balance.

"12 creatures"

Please atleast read my decklist, or any of my posts, before posting about my decklist, and my posts. You clearly haven't if you think I run 12 creatures. Just posting what other people saying to me, without even reading my response, or my decklist, doesn't seem like a great approach.

Anyways, I have to head out of town for a few days. I'll respond to any posts when I get back.
23  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 09, 2005, 09:17:37 am
But that's precisely the point. In normal fish, it doesn't matter if you draw 4 cards etc b/c your spells are weak. This deck instead packs numerous hard counters, broken stuff will Recall and Time Walk, tutors for hard counters etc, and Yawgie's Win which completely swings games. In fact this deck, if you compare it to 3c control - which does fine against combo and a lot of aggro, has very similar broken cards (just sub in Jitte for 3c's creature control slots), plus this deck has a lot more card drawing, and tons of creatures which really annoy control, one of 3c's weaker matchups.

The deck just doesn't seem broken because the cards are somewhat rarely used in type 1. But if you consider that every Mask of Memory is almost a recurring Thirst for Knowledge etc., it starts to be more apparent. A great example of such a card is Jitte.

Jitte is also a powerhouse that absolutely hoses every aggro and every welder deck if you get it out. With all the tutoring, card drawing you do, it's not difficult to get it out in the early-midgame. And Jitte is a powerhouse against Welders, Fish, Tog and Artifact Aggro and pretty much all other creatures in the meta. I have on more than one occasion accumilated enough counters to be able to deter even Akorma from attacking or blocking the equipped creature, and then proceeded to accumilate enough counters to kill the Angel completely, or even more enjoyably, reduce it to a mere 1/1.

The sideboard is also especially good at compensating for the deck's worser matchups, like Oath.

The deck is also very flexible. Based on your meta, feel free to run MD Withered Wretch, Ninja of Deep Hours, Swords to Plowshore, Daze, or MisD. They're all great cards in the deck against certain metas.

Also, losing 7 out of 10 random games against the best decks in magic preboard, doesn't mean the deck is bad. 10 games is hardly indicative of the deck's general performance. You may have gotten some unlucky draws, or run into some of the deck's worser matchups, like Oath. I find that the deck has closer to a 45-50% win ratio against the top decks and very good players that understand your deck as well, which I consider pretty dang good for a rogue deck. The roguish nature of the deck, the fact that not every deck you run into is a top deck, and the fact that some of your opponents sometimes just plain suck, means that you stand a fair shot of doing pretty well in a competive environment if you play well.

In addition, keep in mind that this deck get's a lot stronger postboard since it packs tons of great hate, while most of the cunning wish decks out there are left with far fewer options. You would agree that losing about 5 out of 10 games against the best decks in magic post board would be considered pretty strong right. Or is there some deck that wins 7 out of 10 times against the top decks, because then I don't see why every single person wouldn't play that deck exclusively.
24  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 09, 2005, 08:21:17 am
While that game anaylisis looks good on paper, it's actually such a rare scenario in real life. The number of problems with your analysis, I think would go away if you tried out the deck, and I'll explain why below...

I predict one of the main reasons for this mistake is that you seem to have misread my decklist and assumed that I only play 12 creatures, when in reality, I play 16. Thus I have on average 2 creatures in my opening hand, not 1. Secondly, you seem have a misconception of the deck. The vast majority of the time, you're playing a draw spell before your opponent. Whether or not it gets thru, I often find that in the long run the best strategy for you, is the counter their draw spells. That's how the best players play, prevent the opponent from getting card advantage thru their counters, and hope that their oppoent can't do the same. In that sense, this deck is far better off. Even if your opponent manages to resolve an early Ancestral (worst case scenario), it's still just a one shot 3 card draw spell. Any of the 12 cards (inc. Shadowmage but excluding all the broken draw stuff like Ancestral) that draw you cards, if they resolve, give you card advantage every turn. In two turns, Mask of Memory becomes superior to Ancestral Recall. You also seem to be seriously underestimate the brokenness of Mask of Memory. It effectively draws you not 1 but 2 cards each and every turn, because you're discarding crap cards in your hand that you don't need to play anyways. Two cards a turn is just nuts. Mask on Shadowmage is a Thirst for Knowledge, every single freaking turn. Just fathom for a moment how good that is.

Also importantly, it's very infrequent that your opponent has a creature removal spell early on. Cunning Wish makes up for this, but that card is very often played, a turn or two after you resolve a draw spell. Probably about the most maindeck creature removal you run into is 3c Control, which plays around three and usually needs a few turns to be able to search them out. The few hands where I do only have one creature, I usually have a. Sure, Meddling Mage doesn't have evasion. But if you haven't noticed, that doesn't really matter much in type 1, atleast against the majority of decks where having your creatures removed is a concern. The only exception is probably sligh. But you can beat sligh if you play smart.

This is why I say, try the deck out. A lot of your initial concerns disappear once you start playing the deck properly.
25  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: May 09, 2005, 01:06:59 am
I updated the original post. For reference, here was the original post info...

Here's the list I'm proposing - Feel free to post your modificationss

Viktory by Flight - Can't really be called fish anymore.

4 Flooded Strand
4 Tundra
3 Polluted Delta
2 Island
1 LoA
5 Moxen
1 Black Lotus

1 Ancestral Recall
1 Time Walk
4 Curiosity
4 Mask of Memory
2 Standstill/Brainstorm

2 Urijatwe's Jitte
1 Sword of Fire and Ice
1 Enlightened Tutor

2 Misdirection/Mana Drain
3 Daze
4 FoW

4 Meddling Mage
4 Spiketail Hatchling
3 Cloud of Fairies
4 Flying Men

Sideboard
1 Swords to Plowshore
1 Tinker
1 Platinum Angel
1 Disenchant
2 Arcane Laboratory
2 Dust to Dust
3 Swords to Plowshore
4 Seal of Cleansing

Standstill vs. Brainstorm question comes up a decent amount to the people I've had try this list out. Standstill is great against many decks in the current meta. But if you play in a field with even some aggro, you should definately opt for Brainstorm instead.

The mana base depends on your style of play. This deck has an extremely low mana curve. You rarely want more than 2-3 mana sources. Some people are comfortable running an 18 mana source base and throwing back a lot more hands. One of my friends opted to do that with this deck to run Brainstorms. This is actually a fine strategy for aggro control since you run on such a low mana curve anyways so once you have two mana sources, you don't want many more. Just be willing to paris aggressively. You'll make up for lost cards the second you get your draw engine online.

The same person who opted to cut standstill and a land for Brainstorm also opted to cut both MisD and a Jitte for 3 Mana Drains. It's largely personal preference, playstyle dependent and meta dependent which of these cards you use but I can attest that the deck can definately support 3 Mana Drains and they seem to work fairly well most of the time. So if you insist that you want a bigger hard counter base, I definately recommend trying out Mana Drain in the list.

The deck has a bigger counter base than Oath (counting Spiketail) for the first several turns before Dazes and Spiketails lose their efficacy. But thanks to the moxen and the invulnerability to mana screw, these few turns of being able to play threats is all you need. Drop a evasive creature, use it set up a solid recurring draw engine (or use Standstill to find one), and by turn 2-3, you are drawing so many cards that you'll almost always have a solid counter when you need one while you always have something to do with extra dazes whether pitching to the FoW or to Mask of Memory.

Urijatwe's Jitte is an absolute bomb that adds much needed versatility to Fish. It slaughters aggro decks, Welders, Fish mirrors and even Oathed up Akormas and Spirit of the Nights! Makes your deck resilient to annoying Lava Darts Also significantly speeds up your clock to that of Bird [Censored] level (BS has to wait to reach threshold afterall). Found them to be far more useful against far more decks than Swords to Plowshore and Grim Lavamancer combined which is eventually why I ended cutting all the Swords to the sideboard.

After more extensive testing, we've found the alternate build, the one utilizing mana drain and brainstorm, stronger in some of the tougher matchups (Workshop Aggro running Chalices, Spheres, Stax, AND Tangle Wire - The wire can really hurt if you haven't got your draw engine online yet) but slightly weaker against control (which still remains a strong matchup, Standstill was great against control though). So the below build may be even better for this meta.

4 Flooded Strand
4 Tundra
2 Polluted Delta
2 Island
1 LoA
5 Moxen
1 Black Lotus

1 Ancestral Recall
1 Time Walk
4 Curiosity
4 Mask of Memory
4 Brainstorm

1 Urijatwe's Jitte
1 Sword of Fire and Ice (Can play a second Jitte here instead)
1 Enlightened Tutor
 
3 Mana Drain
3 Daze
4 FoW

4 Meddling Mage
4 Spiketail Hatchling
4 Cloud of Fairies
3 Flying Men

Sideboard
1 Urejatwe's Jitte
1 Tinker
1 Platinum Angel
1 Disenchant
2 Arcane Laboratory
2 Dust to Dust
3 Swords to Plowshore
4 Seal of Cleansing


I didn't really play post sideboard games as much since I wanted to spend my time on tweaking the main body of the deck before worrying about the sideboard. But the games I did play, the current sideboard seems to work well enough with plenty of tools against some of it's worser match ups. But the sideboard could probably use some work though.

I want to get a good sideboard discussion going...






--------------------------------Pre-edit reply to some of the criticisms below)----------------------------------

To the user who recommended Kowal's Ninja Sword. I proxied it up and tried the deck out a decent bit, and IMO, it seems like the deck has many serious weaknesses. Ninja Sword IMO tries to play far too many colors. It's also very vulnerable to crucible lock since it can only get out one island under it and can't play any of it's threats with it. Sure Vial can help smooth out the multicolored creature base, but I would rather not have to rely on one card to smooth this out. Also the creature base isn't very good either IMO. None of the creatures have evasion. So I don't see why Ninja of Deep Hours is even played since they're no guarnetee you can get a creature to go unblocked. Yes Withered Wretch is a bomb no question, and Shaman is sometimes very useful. But Old Man of the Sea is only worthwhile against a few decks, it's not worth maindecking and should be left in the sideboard. The same can be said for Gilded Drake. It's only reasonably useful against Oath. And even then, it only works some of the time. Say you steal their first Oathed creature, they'll Oath up their second one and the two will probably end up killing each other most of the time. So upon Oath's next activation, both cards get shuffled back into their library via Gaea's Blessing and you're right back where you were, but now you have a 3/3 flyer to worry about too. In addition, the deck's card draw pales in comparison to this. And the countermagic is also 1/3 of what you play. So the deck has card drawing, a worse counterbase, and most of the creatures are pretty situational anyways. It also doesn't kill any faster than this deck. So I can't see one reason why I would want to play Ninja Sword over this. If a normal forum user rather than Kowal posted that list, I would've bet that it would be moved to Vintage Newbie by the end of the day.

To the user who suggested that BBS is similar to this deck but better in every way. I played BBS, and that's simply not true in the least. This deck draws more cards, a heck of a lot more cards than simply any other control deck I've ever played.

More importantly, it starts drawing cards a few turns earlier than all other control decks. That's a huge strength against control. It means you can draw into more countermagic in time to counter their card drawing spells. Mana isn't the most effective resource to attack Control at if you can't kill them by midgame. Stopping control's card drawing has a far more devastating effect.


It's a mistake to think that this deck doesn't attack your opponent's resources. It doesn't attack your opponent's mana base, because that strategy while effective early on is useless by midgame and later. Also that wasteland you used up or that turn you took to play Null Rod could've been used to set up your draw engine to draw into counters. But it attacks each deck at it's achelles heel. It attacks controls card drawing by letting you get your card drawing online fast enough to find more counters to stop their card drawing. It attacks key combo cards with it's counterbase. It attacks aggro decks with counters to stop big threats and Jitte/SoFI to stop their creatures. And if a Workshop player can't stop your draw engine thru your initial counter wall fast enough, your card drawing will allow you to draw land and permanents faster than they can destroy them.

Yes it is dependent on creatures, and that is a weakness. But it's worth what you gain. Besides there are only 6 pure creatures which are insanely cheap/free, the rest function as countermagic themselves (Meddling Mage and Spiketail). U/R Fish rarely had too big of a problem keeping it's curious flyers in play, it just couldn't win fast enough. This deck plays a decent bit more countermagic counting Meddling Mage, 2 more evasive creatures, and a lot more card drawers (that are equipment too). It also plays equipment that protects its creatures. Protecting your creatures isn't too big of a problem.

Add it up, you're playing 19 counterspell, almost double the number of a lot of control decks. But for arguments sake I won't count Spiketail since its a creature and it sometimes must be used in combo with Daze to counter a spell. But to compensate I will count Daze as a hard counter though because it's always useful early on and when used with Spiketail almost never fails. So that's 15 hard counters you're running, 1/4 of your deck. So on average, you have two hard counters in your opening hand (or the turn after) and one more for every 4 cards you draw. Plus you starting drawing cards usually by turn 2 and at worst by turn 3. What control deck can boast that. By turn 5, you're drawing a ridiculous number of cards by the time most control decks are just starting their card drawing (excluding Brainstorm which technically doesn't draw any cards). By that time, you should be in a position to counter most of controls major draw spells. And that's a very good position to be in. As for making sure your draw engine resolves and can is up and running early, you're effectively playing with 19 counters to let you do that since both Daze and Spiketail are very effective early on.

Yes Chalice for 4 kills this deck. But if a chalice for 4 ever resolves against this deck, you almost certainly either kept a hand you shouldn't have or you seriously misplayed the hand.

Don't get me wrong, I'm not saying that Fish is a bad deck by any means, just that this may be a direction well worth exploring.

After more testing, we decided that a black splash for shadowmage infiltrator and broken stuff is worthwhile.

Here's the list we're toying around with...

4 Underground Sea
3 Tundra
3 Flooded Strand
3 Polluted Delta
1 Island
1 Library of Alexandria
1 Mox Jet
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus
1 Vampiric Tutor
1 Demonic Tutor
1 Ancestral Recall
1 Time Walk
1 Yawgmoth's Will
2 Umezawa's Jitte
4 Curiosity
4 Mask of Memory
4 Mana Drain
4 Force of Will
4 Cloud of Faeries
4 Spiketail Hatchling
4 Meddling Mage
4 Shadowmage Infiltrator

Sideboard:
4 Seal of Cleansing
3 Swords to Plowshares
3 Withered Wretch
2 Arcane Laboratory (Or 1 Tinker/1 Platinum Angel)
1 Disenchant
1 Dust to Dust
1 Vedalken Shackles

The deck now plays 12 hard counters (assuming you know how to use Meddling Mage properly). Plus it runs more and more resilient creatures as well as an even better card drawing engine. And to top it all of, it runs a ton of broken tutors. The Shadowmages can hold off weenies in a pinch long enough for Jitte to seal the deal and rape the board. I strongly urge trying this version out. In the late game, Will just outright wins.

Ninja of Deep Hours is definately a card that warrants more testing. The same applies to Swords to Plowshores. Both could easily be metagamed into the maindeck.
26  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: April 23, 2005, 07:49:16 pm
One of my friends/team mates, the same one who cut standstill and a land for a brainstorm, reports strong results by cutting MisD and a Jitte for Mana Drain. I can attest that the deck can indeed support Mana Drains and depending on your playstyle and meta, you may have better luck using them over MisD.

That Standstill vs. Brainstorm question comes up a decent amount to the people I've had try this list out. It's rare to run into a situation where you don't have a flyer out with countermagic to protect it by turn 1 or 2 (when you want to play standstill). And standstill is great against many decks in the current meta. But if you play in a field with even some aggro, you may opt for Brainstorm.

Actually it's a pretty rare situation for this deck to run out of lands to fetch. Well before then, you've either won or lost (this is aggro control afterall). And considering the mana curve is soo incredibly low, and that each game, you draw 2-3 artifact mana too, can you even come up with a thoertical situation where you already have 6 lands and artifact mana out and actually want to be able to play more land. I've never ran into such a situation, I can't even think of one, and I've been playing this deck a lot.

There are several people I've given my deck out to try, and though a few brought up the fetchland issue before playing it not one of them has complained about the mana base after taking it for a spin. But others have commented that it some times feels you're drawing too much mana.

If I were to replace the fetchlands with countermagic as you're suggesting (and others have suggested as well), I'm opening up my deck to mana screw unless I'm willing to throw back a lot more hands. But I guess it's really up to your style of play. Some of my friends are comfortable running an 18 mana source base and throwing back a lot more hands. One of my friends opted to do that with this deck to run Brainstorms. Bird $hit's original list was built with that in mind. It's actually a fine strategy for aggro control since you run on such a low mana curve anyways so once you have two mana sources, you don't want many more.

So tell you what, cut a fetchland and an island, cut both Standstill, and throw in 4 Brainstorm, and let me know if the deck starts working better in your meta. (Brainstorm is definately better in a meta with even some aggro.) Just be willing to paris aggressively. You'll make up for lost cards the second you get your draw engine online.

Edit

After more extensive testing, we've found the alternate build, the one utilizing mana drain and brainstorm, stronger in some of the tougher matchups (Workshop Aggro running Chalices, Spheres, Stax, AND Tangle Wire) but slightly weaker against control (which still remains a strong matchup, Standstill was great against control). So the below build may be even better for this meta. Note: The deck now plays 18 counters instead of 17, giving as many if not more counters than any other control deck I know of supplanted by a more powerful draw engine than the vast majority of decks out there.

4 Flooded Strand
4 Tundra
2 Polluted Delta
2 Island
1 LoA
5 Moxen
1 Black Lotus

1 Ancestral Recall
1 Time Walk
4 Curiosity
4 Mask of Memory
4 Brainstorm

1 Urijatwe's Jitte
1 Sword of Fire and Ice (Can play a second Jitte here instead)
1 Enlightened Tutor
 
3 Mana Drain
3 Daze
4 FoW

4 Meddling Mage
4 Spiketail Hatchling
4 Cloud of Fairies
3 Flying Men

Sideboard
1 Urejatwe's Jitte
1 Tinker
1 Platinum Angel
1 Disenchant
2 Arcane Laboratory
2 Dust to Dust
3 Swords to Plowshore
4 Seal of Cleansing
27  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: April 23, 2005, 01:11:15 am
I can see where you are coming from. If this was your standard control deck, I would agree with you 100%. But I think you would understand and appreciate the mana base a great deal more, once you take the deck out for a spin. The deck by it's very nature has very little use for lands after the 3rd one or so, especially considering the artifact mana you play. You only play the lands that you do because you want to consistently get to 3 mana very fast, preferably by turn 2. Once you get to that point, lands aren't really that important. That dead card scenario only comes in place once you've played out all 6 of your lands (excluding the library - which is to be fair also a land). At this point, that 7th land you draw to play is a dead card, whether you play it or not, simply because it serves no purpose. So in reality, playing more fetches in this deck doesn't mean you're playing more dead cards, the land would have been worthless anyways.

This is precisely why the fetchlands are sooo important. Because they ensure that by the time that you get to the three or so lands that your deck actually wants to run well, you'll have filtered out enough lands with fetches that you would be drawing a lot more business spellls, which is a great thing. Had you not filtered them, and draw into lands that don't help you much if any at all, in place of a business spell, then you truly are playing with more dead cards. Also, the fetches are critical for smoothing out your manabase, without them, you would risk being mana screwed a lot more often.

And why am I still so insistent about this deck's power, could it just be me. Because I've had multiple, some close friends and some distant relavtives,  prairse me because of  how poerful the deck ended up beiing. It plays a lot more than it looks like on from the men
28  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: April 22, 2005, 05:00:37 pm
An year and a half ago, I would be on your side, Null Rod is a must. And that Fish is better than this deck for that meta. But the way you're talking, it's sounds like you haven't tried playing Fish competitively for the past several months.

Now you can't afford to go Fairie Conclave go and waste a turn. You can't play a Null Rod second turn and expect to ride it to victory. Now, decks are prepared for Null Rods and Wastelands. Right now, Null Rod is little more than a tiny speed bump to most decks.

Drawing 2 cards off Mask of Memory second turn and every turn after that to keep your hand full of counters is a lot better than a card like Null Rod that slows them down for a turn or two. Esp. considering that by the very act of playing Null Rod in stead of power, you slowed yourself down by the same amount.

Now if a deck can't win by turn 3, it better be at a significantly better board position (and I'm not talking life totals) by then. That means running a comparable counterbase and still being able to outdraw the avg. control deck. This is why fish is dead. This is why decks like Ninja Swords and Bird $hit won't get very far without more tuning. None of these decks have a draw engine that justifies not being able to win by turn 3.

What I don't get is why people are getting hyped up over a hate deck with out a draw engine (Ninja Sword), when hate decks have always been destined to fail. Why are people getting hyped up over stompy with slightly bigger creatures and some counters without a draw engine (Bird $hit). If you're not playing a draw engine, you better be playing combo.

This deck isn't fish. It's better suited for the current environment, if you proxy it up and play it in a semicompetitive field you would see why I'm saying that.
29  Eternal Formats / Miscellaneous / Re: {New Deck} U/w aggro-control on: April 22, 2005, 11:40:44 am
I updated the decklist just a tiny bit more.

Any doubts you have about the deck will be assauded the moment you proxy up a list and take it for a spin. I guarentee it. Plus, it's a blast to play. Just try it out. And then post how you did here.
30  Eternal Formats / Miscellaneous / Re: {New Deck} Fish's fundamental weakness in the current meta and dealing with it. on: April 20, 2005, 11:22:15 pm
You make it sound like every single card control slaver is an absolute bomb that must be countered, like every single game, the player is going to open with Welder, Thirst, Thirst, Gifts. That's simply not the case. In reality, counting draw spells, there are maybe 9-10 bombs that you should probably counter. But even if some of them get thru, it's certainly not the end of the game for you. In fact, if you just keep Welder off the table, you are probably in a solid position. Doin't take my word for it, try the match up yourself. CS is a great deck, but your example makes it sound it runs 40 bombs and 20 land b/c that's the only way you're going to consistenly have 4 bombs in every opening hand.

The thread title is misleading (edit: a mod seems to have edited the title, thank you), by now, I've abandoned trying to calling this a Fish deck. This is a very different deck all it's own. I don't about Fish, but this deck is a control deck more than an aggro deck. It uses creatures mainly as a draw engine. Fish needed mana denial (which already loses it's efficacy with each passing turn) but the metagame adjusted and this denial was no longer as effective. Simply put, Fish started sucking by the mid-late game. This deck is a very different story.

The number of hard counters was a concern for me to (if you recall i originally posted a 62 card list with 2 mana drain). After extensively playing the deck though, I've become convinced that it has just a few more than it needs. The reason is that you seriously can't comprehend how many cards you actually end up drawing by midgame if you learn to play the deck properly. The soft counters are awesome early on, by midgame, if you played properly and kept a good hand, you'll have drawn so many cards that you'll usually have a counter whenever you need one. Just remember to name Mana Drain with your Meddling Mages.

But me telling you isn't going to change your mind, the only way you'll be convinced is if you proxy up the list and try it yourself.

So just try the deck against Oath, Stax, Slaver and whichever other matchups you're concerned about, and I am can virtually guarentee you'll be pleased with the list.

For every suggesting I take out the equipment in favor of null rod and cut spells to make room for wasteland. You want to play a fish deck, you're welcome to. See how far you get in the current meta. Then come back and give this list a try.
Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.262 seconds with 18 queries.