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1  Eternal Formats / Creative / Herpes, the revision and reports on: December 09, 2004, 05:56:49 pm
Hahahahahahaha!!!!

That is in no way what I said. I said that the people who play WW havent found a way to give it a niche in the meta. I said he does well, but thats mainly cause its just faster than what people are used to. He averages 6 creatures turn 3 and a turn 4-5 kill. No pump or nuthin, but he hasnt played the good decks such and you and myself. He has only played at the store, and he knows what to do against certain decks. He is a competent player, but he hasnt played real decks, just the local ones. He loses to long, herpes, dragon, mono blue, tog, GAT, and ven his brothers crappy madness deck. He just is too fast for most other decks to handle, which is the idea of weenie decks i think....He is stil making it better also. It is hard for decks like Herpes and sometimes long, due to the extensive life loss(long has bargain and necro). Its just really fast and no one prepares for it. For a while, when white was more popular, i sided 4 glooms and got no worse than 2nd each time.
Not bad, just fast. Think about it, dont make assumptions. You are putting words in my post(thats a cleached metaphor type thingy that I modified...)
2  Eternal Formats / Creative / Herpes, the revision and reports on: December 09, 2004, 04:23:50 pm
When I said that WW and stompy were good, I meant that I thought they were awsome. I dont care if they make alot of top 8s, since that isnt what makes a deck good or bad. They are good decks, just not optimized for the meta.
As for RnR vs Slaver. HOW THE HELL DO THEY GET THE SLAVER BACK IN PLAY EACH TURN?!?!?!!?!?!?!?
If I kill 2 artifacts, that is 2 less slavers for me. If i kill 4, for less slavers for me. And so on. Apparently none of you guys realize that Slaver needs artifacts to get others into play. Less artifacts means less welding, less mana, less of everything. And not to mention, BONE SHREDDER!!!!!! This card is primarily for decks with welders, as welders hurt me. If they have no artifacts and no welders, then they dont do anything. You guys do know how the deck works right? And again, considering I havent lost to it yet, I am going to play it the same way as always. RnR goes in, I win.

As far as the deck name, it was a random commodety that my friend came up. Want the conversation? Here it is.

Me- I just need to think of a name for the deck.
Ben- Yea, and it has to be catchy and sound kind of threatening. Maybe scare them a bit
Steve- Herpes are scary...

And thats it. And by the way, only one person plays a ww deck in the tourney, who happens to be doing well. It cant be to bad if it has beaten death long and FCG. Just because YOU think it isnt valid doesnt mean its no good. And I dont see how the meta can really suck with the decks I listed. Oath, that crappy deck that WON SCG. Long, that crappy deck that got 2nd at TMDO4. Cerebral, one of the worst decks there, which happened to win hadley or something. FCG, which I beleive won THMD 3 or 4... Crappy decks? Fish, which was dominating the playing field over the summer. And is turboland no good anymore? I could have sworn it had like 2-3 decks in the top 16 at TMDO4. Am I mistaken? I DIDNT THINK SO!!!!!
That 4 peice combo is quite easy to get at with all the draw. How many does dragon have. lets see here, the Dragon, Animate dead, Bazaar or laquatus/Queen in the yard, plus all it has to do to set up, with the fear of going off and losing all permanents due to a swords, stilfe, disenchant, chain of vapor, edict, blue blast, terror and other black kill spells. This deck is safer to combo of with than dragon or long, not to mention it can easily reset the next turn. Dragon is done after it gets killed( as in the dragon gets killed). Herpes isnt.

And I also would like to know how this previously ended up in the Vintage forum... I guess Toad Fixed it.
And for the Umpteenth tim, I am going to play this deck at TMDO if I can make it. Otherwise, I will play it at the next major tourney I get a chance too. See ya there pals. And expect some modification from this current build, as 10 proxies makes a difference. I am yet to experiment with that many as of late.

EDIT- YAY!!!!! I finally made this a popular topic. Thanks to those fo you who actually cared to respond, even if you disagree with me. And thanks to Toad and Zherbus for allowing me to re-open discusion. Im surprised no one brought back how this deck is bad against, but has never lost to 3sphere. For a while, and now again in spite of my diffuculties with long, I may actually put it in. What do you guys think, as it doesnt hurt me too much.

Quote
Im surprised no one brought back how this deck is bad against, but has never lost to 3sphere.

What do you guys think?
3  Eternal Formats / Creative / Herpes, the revision and reports on: December 08, 2004, 01:29:59 pm
Again, to many things that I dont feel like quoting...

Eventually Slaver will run out of artifacts to weld. And its not like they save all the artifacts for welding until they get the slaver either. The deck is also moderately slower than Herpes.
As for other combo decks, they are also mouch more expensive to make. I dont have any power. My local store runs 4 proxie, now 5, tournaments. Long is no doubt faster, but it has great potential to stall. As for disruption, duress doesnt do to much against my deck, even though it does agianst others. For any combo type deck I sideboard the Plat. The only one I have had trouble with so far is deathlong, which I have beaten before in bigger tournaments.
As far as the kobolds and ww and stompy, those decks are awsome. WW has been showing up in TMDO tourneys for the past year. Stompy decks make alot of random top 8s as no one expects them. Those decks also can win like turn 3. As for kobold tendils/ freeze, how was that never a good deck? In the Italian Nationals or something, half the top 16s out of about 200plus people were kobold decks. 2 of the top 8 were kobold decks. The deck that won was a kobold deck. I play tested a kobold deck that won 2nd-3rd turn everytime, so dont say it was never good as it clearly was. Just no one over here plays it.
And again, as far as better combo decks, there is way more disruption. Having 1 card countered in this deck isnt gonna kill you. But with long or D-Day, it may end up yor biggest mistake. This deck also has an alternate win condition in the creatures. I should win against any other artifact deck. I have a good chance against things like dragon ad D-Day. I beat control rather easily. Long is one of the worst match-ups that is still played, but that is lessening more and more. With the current direction of this metagame, this deck will be viable. Like I said, I will be playing this, if I make it, at TMDO5. I guess your all gonna have to wait if you still doubt me...
4  Eternal Formats / Creative / Herpes, the revision and reports on: December 07, 2004, 05:50:13 pm
OK....

There are to many things for me to quote that I dont feel like quoting. Starters...
Ashnods Alter vs. KCI- The Ironworks is fro sacking off an artifact, which are plentiful in the deck. Alter is for creatures, which die the turn they come into play for card draw. The 1 mana is of no relavance, as the Ironworks allows you to tap a mox and sack it for extra mana. Sacing a creature means you lose out on 2 cards. Think about it.

Addolorisi- This deck can win turn 1. Although it is not as fast as other combo decks, it is easier to play and gets the job done. Like dragon, once you start to combo, it wont end they break it or die. And it can reset the next turn. Long can be stifled, misdirect 1(as most players go to 9 and then TENdrils), or counter the bargain or twister type stuff. And after all, the deck averages a win by turn 4 and almost 50 percent of the time on turn 3, which is usually fast enough in todays metagame, as most decks are setting up by those turns. The decks I listed are good regardless of what anyone thinks. If they arent winning now, they all were at one point. Just because people stop playing them doesnt mean they are no good. Alot of people have converted over to control such as shop or 4cc type things. Otherwise they went to combo like TPS, long, draw 7... They are just underplayed, not bad. When all those decks were in their prime, people would show up and be hoping not to play those decks. The last several tourneys I have gone to have all greatly sported Fish and Tog. Like I said, they are good, just underplayed.
And what everyone happens to feel like forgetting is that boneshredders kill welders. RnR kills artifacts. They have their own purpose in the deck, as in any deck. And think about it. If they have no artifacts in play to weld anything back into play with, then they have no chances for slaving me. I know what I am talking about, as I have played all of these decks just like you guys. And its not like its the game winner either. If I slow them down a turn, that may be all I need. Considering I havent lost to it yet, I think I know what I am doing, but if any of you are still persistent, then let you respond.
Toad, im not quit sure what you are talking about so...
5  Eternal Formats / Creative / Herpes, the revision and reports on: December 05, 2004, 07:42:43 pm
Quote
MSR9889 wrote:
You dont know how the deck if you think that is true. For starters, titan is only 8 mana, which is castable on turn 2-3.

Which is when Dragon wins the game.


He can be tinkered in and then beats.  

So you're saying Tinker is good. We all know that. That's why it's restricted.


The furnace is the real hate, as you went on to quote.

But not as good as Tormod's Crypt, no matter what you may think. 0cc is better than 1cc.


Also, the furnace is gonna lock them down completely. If they have no cards in the yard, then as soon as the dragon hits the yard, they are done. This ends squee bazaar drawOnce you have this lock, bring in a plat or titan for primary kill. Otherwise beat it to the combo.

Because obviously no Dragon player would plan to play around Phyrexian Furnace. Are you even aware of Necromancy?

I play dragon. I know how it works. Tormods crypt i better when you have a welder to get it back. Furnace out turn1 means dragon had no yard. it stops bazaar squee, and plux the dragon they target. Necromancy costs 3 mana, do you know what it is? You need 5 mana to animate and necro in the same turn. That and getting the cards needed to combo off will take atleast 4 turns unless you get an exceptionally good hand.  And by then, I may have won or set the win up. By then, you will have a small yard. By then, I will be set up to steal the dragon you target by removing it from the game.

Quote
Slaver- I refuse to lose to a heavy artifact based deck. Go all in, side out the combo. Every card in the SB but plat./ Titan (based on build) and the PB in most cases should go in. So much fun watching them scream on the inside .  


You do know that Slaver isn't an artifact based deck. It is a control deck that happens to use artifacts. Blue and counter hate is much more effective than artifact hate. Rack and Ruins are pretty worthless until they already have you slaved/killed.

Slaver is an artifact base deck. Maybe not the ones you play or have seen, but the ones i have are. They use things like Pentavus, Crucible, moxes, Slaver!!!, Plats, and some Titans, trisks, and duplicants. That is all the reason i need to side in RnR. Also, I wasnt only focusing on Control Slaver, as shop slaver runs massive amounts of artifacts. To be honest, the category is supposed to be mixed with the Stax section. The only deck artifact based that I have lost to was TnT. They got out a turn 1 Heretic followed by a 3sphere. This was also against a primitive version of Herpes, not what it is now.

Quote
So you played against a t2 deck, monored goblins, GW aggro, a little kid, and more randomness in 3 small tournaments?

I don't see how this counts as relevant testing of this deck, let alone my feelings about the list.


Do you know anything about t2 ravenger? It is extremely fast, winning on turn 3 sometimes. I have 8 lands in the deck that deal me damage, along with alot of artifacts hitting the yard for their disciple. Mono red goblins-aka Sligh...? GW aggro was the new kid, not little. He knew what he was doing, just didnt have cards to stop me. And if you didnt care to read anything else, I face decks such as FCG and just fast mono-red goblins, death long, Cerebral Assasin, TurboLand, Gro-a-Tog and Hulk, Stax, Trinistax, Staff of Domination, White Weenie, Cobold Freeze, UR fish, Mono-blue both good and bad versions, stompy, oath. These are all real good decks that are showing up in top 8s everywhere. I dont know what you consider relavent testing, but It is very extensive. I consider all of these decks good, as they all have great potential. And when keith was playing the deck, he ran more search with the plunge, so more life loss. He was beating decks like slaver and 4cc on a regular basis, but he prefers to play TPS, draw 7, and deathlong. I am going to be playing this at TMDO5 if I can make it, so I guess everyone will see what it does then, if you still doubt me. If you want, any of you guys can ask keith and sam and ahren who have all won or placed in rather good sized tourneys. Keith has had several 2nd placings, Ahren won Pittsfeild, and Sam won the Mana Drain in the side tourney at Newington. Those are just the accomplished players.
My friend brian plays stax and clamp freeze decks. Sean and Dan play all control and some combo. They all think the deck is awsome, considering they have lost to it. If you want to continue your plea, go ahead, but I think I win.
6  Eternal Formats / Creative / [Deck] Zoo. Updated and ready for budget play. on: December 05, 2004, 06:55:31 pm
Pppfffff!!! Amatuers. My friends and I have been fine tooning R/G beats for quite some time now. Here is the deck list of my friend, who is the Weenie God.
Roscoe and Nates G/R Beats...

Creature
4 kird ape
3 gorilla shaman
4 river boa
3 red slith
2 skyshroud elite
2 evlish scrapper
1 druid lyrist
2 horned kavu

tools
4 lightning bolt
4 chain lightning
2 incinerate
1 crop rotation
2 sylvan library
2 land grant
4 rancor
4 giant growth

Lands
4 tiaga
4 wooded foothills
1 windswept heath
1 mountain
1 forest
1 strip
1 waste
2 factory
1 barbarian ring

SB
1 scrapper
2 lyrist
2 waste
4 REB
4 HydroBlast
2 lava dart

Trust me on this, as I said, my friend is a Weenie God. Thats all he has ever played.  am also stealing Roscoes elf deck that is insanely fast, so look for my primer on it. PM me for more weenie tips.
7  Eternal Formats / Creative / Herpes, the revision and reports on: December 05, 2004, 05:58:14 pm
You dont know how the deck if you think that is true. For starters, titan is only 8 mana, which is castable on turn 2-3. He can be tinkered in and then beats. The furnace is the real hate, as you went on to quote. Titan is for more of a lock and to apply pressure. As with any deck, if you see a big ol' 7-10, your gonna get nervous and make some mistakes. And apparently you play an inferior dragon, as Witness builds arent that great. Maybe you dont have a problem with a play, but good dragon decks do so... Also, the furnace is gonna lock them down completely. If they have no cards in the yard, then as soon as the dragon hits the yard, they are done. This ends squee bazaar drawOnce you have this lock, bring in a plat or titan for primary kill. Otherwise beat it to the combo.[/quote]
8  Vintage Community Discussion / Card Creation Forum / Pursuit Cycle on: December 05, 2004, 02:13:43 pm
Pursuit of Nature
Enchantment G

Whenever a creature comes into ply under your opponents control, put a counter on PoN. When PoN has 3 or more counters on it, sacrafice it and search you library for a creature card and put it into play.
9  Eternal Formats / Creative / Herpes, the revision and reports on: December 05, 2004, 01:09:38 pm
SHUT UP DAVE!!!
hahaha

That is the Dave from the report, in case anyone cares.
10  Eternal Formats / Creative / Herpes, the revision and reports on: December 05, 2004, 12:17:04 pm
HERPES, co-created by myself and Keith Johnson.

For those of you who care to know, chances are that you yourself have one or more of the 7 different kinds of herpes
Now for the article...

With the permission of Zherbus, I am posting this repost of my previous article, and it has some new modifications that I would like to be discussed, along with 4 TOURNAMENT REPORTS.

I have been working on a deck list for a new and possibly good Type 1 deck. It is combo and aggro to an extent. The idea of the deck is based on getting out the 4 combo pieces:Krark-Klan Ironworks, Myr Retriever 2x, and Disciple of the Vault. You sacrifice the Retriever, they lose 1 life and 2 mana float. Play the other retreiver and sacrafice him, return the other, they lose one more. Repeat until victorious.
This is most definetly a deck list for 5 proxie tournament play.

HERPES, the deck list:

Land
4 CoB
2 Glimmervoid
4 Gemstone Mine
4 Ancient Tomb
1 Tolarian Academy
1 Stripmine

Creatures
4 Myr Moonvessel
4 Myr Retriever
3 Boneshredder
3 Disciple of the Vault
2 Gorilla Shaman
1 Darksteel Colossus

Draw
1 Ancestral Recall
1 Wheel of Fortune
1 Tinker
1 Jar
1 Windfall
1 Scroll Rack
4 Skull Clamp
2 Chromatic Sphere

Tools and Such
2 Krark-Klan Ironworks
2 Helm of Awakening
1 Vamp. Tutor
1 D.T.
1 Mystical Tutor
1 Black Lotus
1 Mox Ruby
1 Mox Saphire
1 Mox Jet
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Grim Monolith

SideBoard:
4 Rack n Ruin
2 FTK
1 Sundering Titan
1 Platinum Angel
3 Xantid Swarm
2 Phyrexian Furnace
2 Plaguebearer

Cards of Choice:

The Land Base- This is now a four color deck. It collaberates well with todays metagame, as far as the sinister Sundering Titan. The lands are most affected by Back to Basics and Waste-Crucible. Otherwise, you can tough it out. The Ancient Tomb is in place of the Workshop, originally run by Keith. I prefer the Tomb, do to its ability to get off a second turn Wheel/Windfall and for clampage. All other lands correspond with the need of multiple colors, with the exception of the Tolarian and the Stripmine. I wanted to put in City of Traitors for more excel, but is doesnt collaberate with the need for mass mana for turn 3-4 kills. Plus, Stripmine has won me many a game, whether its saving colored mana, or killing a Workshop and blowing through a Trinisphere.


Creatures-

Myr Moonvessel- Aka baby suchi, he is great for clamping. The clamp basically wins you the game, seeing as how you draw through a third or more of your deck by turn 3. With things such as the helm, you can play him free and clamp him for the backup colorless. In addition, his is a one drop for the aggro in the description.

Myr Retriever- This guy makes the deck possible. He is the combo himself. Not to mention he fetches back a lost Skull Clamp, Jar, Helm, or Ironworks. Great under the Helm for optimum draw with the Clamp. Clamp the suchi, get him back, clamp the suchi. Under helm, this costs 3 mana for 6 cards and happens quite often.

Bonshredder- I hate welders and all other goblins that matter. I hate dryads and other green weenies. i hate angels in most forms. I hate fish of any kind other than salmon and tuna(with tomato soup). This guy kills them all. He is a flying blocker and is clampable also at a 1/1. Originally, this slot was for Myr Servitor, but i always side him in and those guys out, EVERY DAMN TIME. This is just easier, and increases game one wins. 3 mana is hardly a problem. This guy is easily first turn and even easier second.

Disciple/ of Wrath- The other combo creature. If they play artifacts too, then goody. I have won many a game under the 3sphere due to him. Simply get him and ironworks out and win. There is always a way, unless they get a Platinum(worst case senario).

Gorilla Shaman- This guy is simply the shit, so take a big wiff. He can eat up moxen, rings and vaults. He can take out a sphere or wire on an empty stomach, and has been known to get his iron from stax. Some people want to main deck disruption for some reason, and he solves the problem with this decks lack of it. And you guessed it, hes clamp food and a weenie turn one. He grabs attention from the Clamp and Ironworks cause he is the shit. He is mainly for the Chalace for 2 and moxen/ crypts. Definetly a must have.

Colossus- aka The Alternate Win. The best combo today in type one is Tinker- Colossus. Hes turn one and in this deck, castable by turn 4-5. He'll shut up a titan or blow through a sphere. Hes the big guy behind it all. He has won me many a game, as im sure he has for most of you reading this. He subs out for the titan or platinum.

Draw

Ancestral- Blue, one mana, instant. Self explanitory.

Wheel of Fortune- Helps your opponent on their next turn, wins you the game on your immediate turn...choices, you get alot of them. A great target for mystical or vamp. Generally taken if opponent has no cards for a Windfall.

Windfall- A great card drawing machine in any combo deck it seems. Restricted for a reason. I have so very often Jar-ed, tutored or searched/ dug for a Wheel or Winfall and played it turn 3. Not to hard. Usually, drawing 14+ cards in a combo deck wins you the game, if not next turn. You apply pressure with all of the widespread card draws. It doesnt add up like AKs or Brainstorms and such. It gets you the cards right away, same as the Wheel.

The infamous Memory Jar- This is the card tinkered for so very often. This card sets up the win or the lock (in this case, win). 7 cards are great. Running into other draw cards after that is amazingly fun. Also hard castable turn 2-3 for the win turn 3-4.

Tinker- Scariest card in the game. What are they gonna get? Jar is for win. Colossus is for first turn or last resort. Gets out the plat and titan easy. Gives more search for a retriever or ironworks.

Chromatic Sphere- This is in place for the conjurers Bauble. I needed ways of getting more colored mana, while being able to draw a card. Click.

Scroll Rack- This is reat for getting cards out of the way. After shuffling, you reset and tutor more. Great on a Jar hand for saving cards or just digging.


Tools and Such

Ironworks- The combo itself. This will win you the majority of your games. Kills artifacts for the disciple and produces mana for a hardcast colossus or to kill a mana crypt. Only 4 mana for an easy 2nd turn casting.

Helm of Awakening- Only 2 so not to help your oppenent so much, but enough to be considered broken. Cast this turn 1, and follow with a free clamp, creature, creatue/ bauble. Very handy indeed. Allows for the creation of infinite mana with the ironworks and 2 retrievers, and draw your deck with the clamp. Cancels out the lesser-played SoR. Nuff said...

Tutos of all kinds- Self explanitory. Step 1- get card needed to win. Step 2- win. Gets you out of a one land senario with an ancestral or clamp. Even a monkey can be fetched with these bad boys. As in any combo deck, a must.

Mana excel of all kinds- Sadly, type 1 is all about speed. The longer a control deck drags the game out, the better the chance of it winning. You dont want this deck to be dragged out if ever possible to prevent. Mana means first turn possibilities. So fast, makes your opponent furious. The rest is plainly understood as cards for winning.

SideBoard:

What i think is the weakest part of the deck, i am open to any and all suggestions for this segment. I struggle in general with SBs, and this is a hard deck to SB with. Im thinking about taking out the PBers, and trying Cran. Extractions. As far as im concerned, those are 2 empty slots. As for the rest...

Titan- side in for colossus to stop tog/ dryad and 4cc or maybe even Fish.

Platinum Angel- For other combo and weenie. The ultimate game staller. A tinker choice for sure.

Rack n Ruin- in almost every red SB for a reason. I kill not one but to artifacts in my way for only 3 mana. Perfect for your opponents first-second turn blow your mind crap. GOD against any workshop/aggro artifact deck. Known to win games all in itself.

FTK- As we all have either read or posted about, 5/3 is HUGE. This guy is for basically this type of deck. I have been known to go all out and kill the combo for complete control of my opponents field with my permanents. Kill control if you will, or not.

The Furnace- I think this is under rated and better than a crypt. Great for Dragon, going all in, and vs tog-ish decks. First turn idea follower, and you can get a card out of it. I may develop this further in another post/ arguement.

Xantid Swarm- This was a Defense grid, but the deck has evolved into a new phase. Rather than make spells cost more, I stop them all together. He is clampable and turn 1 flyer. He came into the board for 1 FTK and Defense Grids, since i never knew what to side out for those. Now I just take out either Shamans or Moonvessels, and maybe a Shredder.

THE MATCH-UPS:

Not many tough match-ups
Honestly, the hardest 2 would be 4cc and Mono Blue. Kegs and Counter hurt. Fish is tough, but nullrod has nothin on DC.

Ravager- Perfect if you get the disciple out quick. Normally a win.

Stax of all kinds- I tend to go all in sideboarding depending on the game count and type of deck. In any case, RnR powns all. Shred the welders and your set. You'll have many more permanents then they will for the wire and/ or stax.

Cerebral Assasin- 50-50, it depends on whether or not they can get the portal lock on or not. Side in the plat., since they tend to use the dragon in this case.

Long/TPS/D-DAY- Tendrils in general, side out the helms. Definetly the plat. comes in. This is the best you can do. Watch the draw 7s and such, until you have the win. Chances depend on hand and player. Usually a win by turn 7-8 with caution if you last that long, otherwise by turn 4. But like I said, it depends on both players hands.

The tough match-ups- Side in FTK for anything PHID, maybe fish. Plaguebearer for fish and decree 4cc. Fich and chips/tokens= full tummy for the sick one.

Tog/Dryad(if anyone still plays this)- Let it be. Nuthin but the titan and Xantids go in, unless they have some abstract version of the deck. You are about 70-30 for win percentage. This is still a good deck today, but no one plays it, so you will always run into it..

Slaver- I refuse to lose to a heavy artifact based deck. Go all in, side out the combo. Every card in the SB but plat./ Titan (based on build) and the PB in most cases should go in. So much fun watching them scream on the inside .

Dragon- Just gets the titan and/or plat. and furnace. So simple, yet so good. Easy win. about 70-30 depending on both hands and whats in the SB.

Oath- Clamp the tokens and your set till you go off. Side in the grids and titan. Play this carefully, a tough matchup for any deck.

As far as extra slots go for SB, I was thinking maybe maindeck Xantids for the Moonvessel, and throwing in REBs for B2B and Energy Flux. What do you guys think?

THE REPORTS: just for the doubtful ones.

These come from my local store, where it has mostly younger kids with less experience, but then a separate group of us who always dominate. The decks I run across are things like FCG and just fast mono-red goblins, death long, Cerebral Assasin, TurboLand, Gro-a-Tog and Hulk, Stax, Trinistax, Staff of Domination, White Weenie, Cobold Freeze, UR fish, Mono-blue both good and bad versions, stompy, oath. And thats just the good decks.

Report No1.

Game 1- Fast Goblins

A quick start for him, with 4 goblins out turn 2. I played a wheel out of despiration and he won the next turn.
I side in nothing, as in this case the PBs slow me down. I get the worst 3 first hands i have ever had. I paris down to 4 cards of: Ancestral, Sol Ring, Petal, and Tolarian. I go on to win turn 2 after exploding into clamps and mana excel.
Game 3 I had a slow hand to start, but drew into everything i needed. I win trn 4 before he would have killed me the following turn.

1,0- 2,1
A little kid who got a lucky win first round. Over in 2 quick games. Thank God he understood the combo.

2,0- 4,1

Round 3 was against my friend sam, at the time playing GAT.
Game 1 I have  quick start and was about to win turn 3. He top decks a Deed and I clamped my disciple the turn before, as I was going for the immediate win.  loose it all and then the Glimmervoids die. He goes on to berserk a rather large Tog.
I side in Titan and out Colossus. This was when i was playing Grids, so i put those in too. I have a quick start, but he Misdirects my turn 1 Ancestral. I get out a clamp, but he forces the tinker on turn 2. I draw into nothing but creatures and shred his dryad. I draw and eventually win like turn 10 or something. whew.
game 3 he starts off with land, mox, lotus, dryad x2 and duress. He takes a clamp and says go. I draw into another clamp and play- tomb, helm clamp, moonvessel, mana vault, draw 2 into retreiver/ land. I play and clamp the retriever and return the moonvessel. I end up winning turn 5 after he draws no counter of a jar i forced thru.

3,0-6,2
Ahren with stax. To start of he plays first turn 3sphere. I gave up turn 2 after he lpayed crucible waste.
Game 2 i go all in and slaughter him. My opening hand was amazing. I went tomb, ring, clamp-go. He plays welder 3shpere. Turn 2, i play city and then rack n ruin the 3sphere an his mox. I shred his welder off a jet and clamp it with the tomb, taking a burn. He plays another welder, but i FTK and go on to beat for 5 after clamping. He plays more stuff like a plat. but in the end it all gets RnRed.
Game 3 was almost identical, other than his first turn was land lotus most welder sphere. Tomb go, nothing, city RnR. I win, as he drawes more than crap. The monkey took his toll, taking out a mox and vault. No mana= No permanents.

Entering Finals of top 4, no1 seed at 4,0-8,3

I play the goblins from round 1 again, as he made 4th see. Dryad beats Trinistax, and i play Sam again.

As usual, he tutors for a deed and slaughters me game 1.
Game 2 he counters everything and kills with 3 dryads. OUCH!!! My only loss of the day is a sweep. It was for store credit, so i walked away with 20 off a 5dollar entry fee

Report no2

Round 1- Josh with t2 ravenger, as that is all he really plays.
I get out a disciple. Then 2. Then tutor for No3. He gets out 2 ravengers, but i Tinker in Ironworks and sac off 4 artifacts for the win.
Round 2 in somes RnR. He goes first with Aether vial, Thopter, Frogmite-go. I empty all but 1 card in my hand, which was the Ancestral, as I had no blue mana. He PLays ravenger and worker thru the vial. swings for 2. I draw creature, after creature, after creature of the clamp. I drew into a GSM and RnR. I decided to play the Mine and wait for his turn. He plays Nexus and a cranial plating. Upon his attack, i play the RnR after he sacked off the thopter and worker and took out the frogmite and ravenger. He had mana open and made the nexus a creature to transfer the counters. I draw tolarian and go on to  combo off turn 4.

1,0-2,0
Goblins again, same from report No1. He starts off slow, but the tomb and 2 citys take their toll and he goes on to pummle me.
Game 2 is like the oposite, as he starts off fast and i kill him the turn before he had me. He was pissed.
I paris to 5 and he goes to 6. He reqested i go first after seeign his hand, but i didnt object, since he hadtn sideboarded anything in. I play city, ring, clamp, vessel with land in my hand. He plays land goblin. I clamp and clamp off a retreiver, returning the moonvessel. I play a tomb and play and clamp the vessel, going into another vessel. He attacks and plays another 1/1 goblins. I decide to vamp during my upkeep and snag the stripmine to shut him down, but he draws a land next turn anyways.  clamp the vessel and shred a goblin. Clamp the shredder and play a saphire. He hist gfor 1 and is done. At this point im at like 7 with the tomb and city and his 3 attacks for 1. I draw wheel and use it. Tolarian, crypt, vault, jar= win, so I did.

2,0-4,1
some new kid i have never met with GW weenie. Easy win for me, as he had no disenchants or natrualize. He gets in 1 win, as I had out 2 tombs and a city.

3,0-6,2

Ahren again, but with modified stax, as he tends to do this.
I start with a massive amount of mana and disciple retriver iron works. I play tomb, jet, monolith, disciple. He plays shop, mox, 3sphere. I draw into a retriever, as i said would happen now and we all had a good laugh. I strip his shop and he screams, as he had no other mana in hand but the jet. I play the iron works and end the turn after swinging for 1. He plays another shop, but only has 4 mana, rather than 7, which is why he kept the hand. He is done and does nothing but play land for the next 2 turns. I in the meantime play the retriever and another disciple. He plays a welder and then welds out the sphere for a titan. I say I win after he does this, which he proceeds to play another 3sphere and says" the hell you ddo." Again, i say i win, but he doesnt belive it. He is at 15 from the welding  and attacking. I draw and begin to do stuff. I sac off the monolith for 2 mana. Then sac the retreiver and return it. He has lost 4. I play the monolith and use the mana and sac. 5 floating, sac other retriver and retrn retreiver. I play again and sac again. Tap sac jet and play and sac retreiver again. He screams.
Game 2, all in and win as usual.

4,0-8-2

Finals  see Sam again, along with Keith and Ahren. I play Ahren again and win as the monkey had his way with everything. Keith beats Sam, who is now running death long, and I go on to face keith. I end up losing to his death long in 2 very close games, as in both he stalled and killed me the turn before I had him. What a pisser.
Less people, so only 17 credit, but not bad. Sam and Keith do a draft as they always do, and keith wins as he always does.

Report No3.

Ben and Steve came down, so we have some new competition. Brian is back from college, so we have a huge gathering of all the supperiors, other than Keith and Ahren.
Round 1 is my best match-up of FCG
He starts off with turn 1 recruiter, but no FC in hand. He piles out the creatures 3 a turn, but i get him turn 3 off a lucky topdeck of tinker into the perfect jar hand. I drew no lands that delt me damage this game. This surprised me alot.
Game 2 h sides in lie 10 cards, while I put in the plat. Sure enough, I have the turn 2 kill, when he Mutates the Ironworks and proceeds to beet for alot a turn. Game 3, same thing on turn 5, except after the mutation, I tinker for the other ironworks. Soooo close.

1,0-2,1
Now its Sam with Long again. He goes on to beat me twice on turn 1. i dont want to talk about it.

1,1- 2,3
A rookie in his like 4th tournament. I felt bad after winning, as i had perfect hands to match his 1 drops that could fly. *tear*

2,1-4,3
I face steve with fish. OMG this was awful. Turn 1 nullrod, and he forces my tinker turn 3, so i scoop.
Game 2, he brings in the Flux, i bring in the grids. I get a grid out turn 2, and slowly beat him down with weenie creatures. The shredder got a few fish, and in the end I hard cast the colossus, as he drew no card draw after i killed his 2 creatueres with curiosity.
Game 3 he just goes wild. Turn 2 3 fairies followed by a standstill. i break it and he plays turn 3 flux. I hold out till he plays the rod and shows me 5 counter in his hand.

2,2-5,5
I make 4th seed by  a GP. I play Sam, and Ben played Steve. I pulled a win out of my ass in 3 games and Ben beat Steve, since FCG does that to fish. I lose to Ben in 3, as he kills me turns 2 and 4.
17 in credit and a sigh of releif. Sam should have had me.

So thats how Herpes performs. And for all you doubters, if I can go, I am playing Herpes at TMDO5.
Leave feedback on the Xantids in the board vs main vs any at all, as i did this after those 3 reports.

Here is from this friday at the store.
report No4.

HERPES, the deck list:
This is what I played today, adn it seemed to run well. The one time I drew the FB, is won me the game.

Land
4 CoB
2 Glimmervoid
4 Gemstone Mine
4 Ancient Tomb
1 Tolarian Academy
1 Stripmine

Creatures
4 Myr Moonvessel
4 Myr Retriever
2 Boneshredder
3 Disciple of the Vault
2 Gorilla Shaman
1 Darksteel Colossus

Draw
1 Ancestral Recall
1 Wheel of Fortune
1 Tinker
1 Jar
1 Windfall
1 Scroll Rack
4 Skull Clamp
2 Chromatic Sphere

Tools and Such
2 Krark-Klan Ironworks
2 Helm of Awakening
1 Fastbond
1 Vamp. Tutor
1 D.T.
1 Mystical Tutor
1 Black Lotus
1 Mox Ruby
1 Mox Saphire
1 Mox Jet
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Grim Monolith

SideBoard:
4 Rack n Ruin
2 FTK
1 Sundering Titan
1 Platinum Angel
3 Xantid Swarm
2 Phyrexian Furnace
2 Plaguebearer

Round 1
I play the most annoying kid i have even met. I am trying to focus, counting numbers and all, and he askes me all these stupid questions. Game 1 he wins, since i did 18 damage to myself in 3 turns. He attacked twice with a 1/1. How gay is that.
game 2, i kill him turn 4 or 5 as I made several mistakes. I played and used a jar, and fell short on the combo by a disciple. He asked me what the point of even using the jar was, and i explained next turn as i top decked a disciple.
Game 3 is a repeat, only i tinker in a Colossus, after hard casting the jar.

1,0-2,1
Game 2 is against another newer kid to th store. He new i had the win and mocked himself for trying.

2,0-4,1
Sam yet again, as 3 of us were undefeated and we had equal points. He wins game 1 on turn 2 after i have an insane turn 1 and would have had him turn 3.
Game 2 i start off with a fastbond i put in right before the start of the tourney. I play the bond, 3 lands one of which was the tolarian, 1 a strip. I play vessel and clamp him and draw into more land. I strip his and save my 2 in hand. He stalled so badly he couldnt get out, so i draw and draw until I HARD CAST the colossus turn 4-5. Game 3 he savagely beats me on turn 1.

2,1-5,3
I play some one i cant seem to remember, but i win 2-0

3,1- 7,3
Finals, Madness knocked out white weenie, so it was me,Sam, Madness, and Dave playing Mono-blue. We had 18 ppl for the tourney, so we decided to split for 19 each rather than play it out. Afterwards, I went on to eat an amazing chicken-parm sub from the pizza place next door. i bought some packs and traded until my ride came.

Thats it for now. And again, leave feedback on the Xantids and such. Tell me what you think of the Scroll Rack and fastbond.
11  Eternal Formats / Creative / Blue, Green, Red Food Chain Goblins! on: December 02, 2004, 07:39:13 pm
Before, for those of you who didnt know this, the deck contained Intuition, which i told him was way to slow and unneccesary. I said to add windfall, wheel and twister if blue at all, since it is combo. It really isnt necesary, but its the only real reason i think that there is to add blue.
Also, I would like to point out that this post is inaccurate amounst the match-ups list. For starters, I am the only person, unless someone liked my deck, who plays Herpes. I have never lost to goblins of any kind, and I never will. He has never played Herpes. He added this to anger me(You Succeded, Congrats). And as far as TnT and Stax. Goblins really shouldnt Beat either of these decks, especially when inferior such as this build. Both of them run the 3sphere. Stax has TangleWire and Smokestack to lock this deck down completely. TnT, as you know since you play this deck Steve, has things like Razormane and The Original to get rid of weenies, in addition to the Trisk and Pentavus. And the key basis of FCG is to get out a quick Lackey or Recruiter. Turn 1 fattie vs. a Lackie- Fattie wins. Turn 1 3sphere vs any goblin period- turn 1 3sphere. And as far as Tog goes, this is anything but an easy win for goblins. It has counter for starters. And that 1 blocker has a back-up called Pernicious Deed, which is only for powning Goblins and nothing else. It isnt quite the best match-up you think it is Steven. Good effort though...
12  Vintage Community Discussion / Card Creation Forum / Flood Light on: November 23, 2004, 07:06:32 pm
Sorry guys. I wasnt paying attention. Its supposed to be remoce 1 target creature. Ill fix it now. Embarassed
13  Eternal Formats / Creative / Black still a good choice in oath? on: November 23, 2004, 06:16:59 pm
This post isnt very elaborate. What decks have you tested against? What does the deck do well against? There isnt enough info. Add more than a decklsit for better feedback.
14  Vintage Community Discussion / Card Creation Forum / Flood Light on: November 23, 2004, 05:01:53 pm
How about now? What do u guys think?
15  Eternal Formats / Creative / [deck] cerebral assassin much? on: November 22, 2004, 04:35:57 pm
no no no no no.

Leave in the DT.
Take out the Duplicant for another Titan.
Take out the underground seas and put in rivers. Same with the volcanics for the Shivans. Also, leave the squees in. The portal lock is key to this deck, as it is set up like turn 2-3ish usually. Take out 1 GSM and a CoB for 2 glimmervoid.
TRUST ME!!! The deck will pown like this.
16  Vintage Community Discussion / Card Creation Forum / Flood Light on: November 21, 2004, 09:55:02 pm
The wording is the way it is to enforce that it must have a target. the way you put it, the can just play it for the card.
17  Vintage Community Discussion / Card Creation Forum / Flood Light on: November 21, 2004, 06:02:07 pm
I saw the drawback as being having to target a creature, so you cant just draw the cards. Ill edit it to be more fair.
18  Eternal Formats / Creative / Bruised Fish, a chance for a comeback... on: November 21, 2004, 12:48:27 pm
actually, incase you missed this in the post itself, I originally had the Factories in, but cut them for desire of more colored mana. I took out the DT, which you apperently missed, since I think the other 2 tutors are vital, in that they get me literally any card I need in the deck. I put in 3 Factories, since I really want more colored mana. Im considering taking out the conclaves for a 4th factory and another Island. Also, I'm playing in the late game area, in thinking that the game may not just end on 5-10 turns, as Fish as fast as it is, ins't that fast.Cconsidering you can go through 1/2 of your deck in only a few turns with all the extensive draw, getting 2-3 Warlords is very easy. And also, they are in for more power and being unblockable, not for immediate kill, but more to apply pressure and put the opponent on a clock.
Also, you think black is weaker, but i think it is stronger in an environment without FCG, which is dieing down all over the place. other than the UW or UG if it had natralize, black is the only other formatted version of fish that can kill a Colossus or Titan, which are in every workshop deck in todays metagame. It can kill welders on turn 2 before they even go into use, and take out regeneration in green, which is making moe appearences everywhere. It also takes out a Morphling, and even a Phid, which UR fish couldnt handle too well.
19  Eternal Formats / Creative / Bruised Fish, a chance for a comeback... on: November 21, 2004, 09:38:59 am
For those of you who still seem to doubt me on the Warlord vs. the Horror, just think about it. Fish has about 10 draw cards, that all produce more than 1 card, i.e.: Standstill, Curiosity, Ancestral, and LoA. I have never gone a game without getting 2 Warlords into my hand. No one really seems to think they are a big deal, when thy dont realize they cant stop him once hes been enchanted with a Curiosity or Sigil of Sleep. The chances of drawing 2 of him is extremely high. For those of you who have played any version of fish before, you know that you will draw more than 1 of each creature, unless only 1 is in the deck. So again, I rest my case until someone can prove it wrong.
I enjoy argueing, so keep'em coming!!!
20  Eternal Formats / Creative / Bruised Fish, a chance for a comeback... on: November 20, 2004, 09:18:55 pm
WOW!!!, this is great feedback. Thanks to all of you out there, and keep them coming.

A lot of things were mentioned, some that I hadn't even thought about.
The Warlord vs the Horror. Trust me on this one. 2 Warlors =2 Horrors or slayers. 3 Warlords= 4.5 Horrors/Slayers. Through extensive testing, I have found the Warlords to be quite a bit better.
For things i hadnt thought about, the Petal and the Real Lotus. I had never even realized that these could be welded out for the Rod. Very good call on that. I will definetly change that.
Also, the moer i think about it, the better the factories seem to be. I may take out the Conclaves, so leave ffedback about this also.
The tutors are moreso for obtimizing draw. I have been playing around with them, and may take out the demonic due to it being a 2 mana sorcery. Look for the edited version of the deck, as i will aply these comments into the deck list.

Thanks again you guys.
21  Vintage Community Discussion / Card Creation Forum / Flood Light on: November 20, 2004, 12:48:25 pm
Flood Light
1UW
Instant
Remove atleast 1 and up to 2 target attacking creatures from the game. Draw 2 cards.
The invaders were spotted at a distance, and the lives of many were saved.

I think this could be a viable card, considering not many people play UW other than 4cc. It would defietly be good in t2, but i think would make stright UW viable in the current metagame, as it stops many different creatures. With the drawback of atleast 1 creature, the card seems fair to me.

Flood Light
1UW
Instant
Remove 1 target attacking creature from the game. Draw a card.
The invaders were spotted at a distance, and the lives of many were saved.
22  Eternal Formats / Creative / Bruised Fish, a chance for a comeback... on: November 20, 2004, 12:19:11 pm
Bruised Fish
           Created by myself, Matt Ramos, and my friend Steve Capetta (there you go Steve)

Bruised Fish consists of the colors blue and black. Gay Fish/ U/Rfish was a huge sucess. Im trying to reinvent it with my friend Steve. It basically consists of the basis of any standard fish deck, but could black be the evolution necessary? Lets find out...

Lands:

4 Underground Sea
4 Polluted Delta
3 Wasteland
1 Stripmine
1 Library of Alexandria
3 Mishras Factory
2 Faerie Conclave
1 Swamp
2 Island

Creatures:

3 Cloud of Faeries
4 Dauthi Warlord
4 Spiketail Hatchling
2 Voidmage Prodigy

Draw/Utility:

2 Null Rod
4 Standstill
4 Curiosity
4 Diabolic Edict
4 Force of Will
2 Daze
1 Demonic Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Ancestral Recall
1 Mox Jet
1 Mox Saphire
1 Timewalk
1 Crucible of Worlds

SideBoard:
3 Stifle
2 Suq'Ata Firewalker
(i think this is the right spelling)
2 Nullrod
2 Energy Flux
2 Control Magic
2 BEB
2 Sigil of Sleep


Card Choices

Lands-obviously the Undergrounds are in for Volcanics. We are running 3 basics, since everyone is playing wastes these days. And B2B is incredibly annoying. The one thing we choose not to run, were the Factories. Now these are good in multiples, but we now have the Warlords for attacking and accumulating as a whole. The Conclaves are still there incase they should happen to be out with the Standstill. They also fly and hit/ block for 2 damage. 3 wastes are self explanatory, as is the strip.

Creatures- The deck has the basics of any Fish deck, such as the Hatchling, Voidmage, and the Faeries. Here is how they add up...

Spiketail Hatchling- This guy is annoying. An attackin creature with flying and the ability to sac for a counter. Very handy in the early game for countering what your opponent has just enough mana for.

Cloud of Faeries- Yet another attacking flyer for 2. Not only does it allow you to play a creature turn 2, but you untap 2 lands and play more of them, or others such as the Rod or Standstill. And to make them yet even better, they cycle while the Standstill is in play.

Voidmage Prodigy- A 2/1 for UU. Hardly a problem. And again, a beatstick under the SS, who sacs for a counter also. Not to mention morph, if anyone has ever played him through it.

Dauthi Warlord- This guy is incredible. Who plays shadow in t1? Exactly. More than one of them, and they all do more damage. So he's unblockable and self pumping. He enjoys being curious, and sometimes sleepy(see the SB).

The Tools-

Nullrod- Again, the basics of any fish deck are appearing. A total of 4 of these badboys and 3 Energy Flux. Nuff said...

Ancestral, Standstill, and Curiosity- A MUST HAVE, no matter what. 9 draw cards, all giving you more than 1 card per use. Again, they work around all the creatures in the deck.

Force and Daze- Once more in all fish builds, both can be used for free with a minor setback of 1 card or an Island. Outstanding counter when your playing it, although it doesnt seem like its too much.

Tutors- Aka: Ancestrals 2,3, and 4. 2 of them get anything, while the other gets what you are usually tutoring for, at the cost of 1-2 mana.

Edicts- Can U/R fish kill a darksteel colossus? Can it kill a Platinum Angel with ease? Does it get around things like 5/3, Titan, or Morphling/Phid? Didnt think so. Well our build does, and for this reason we think it to be better than Gay Fish. Destroying a rather large obstacle at instant speed, for only 2 measily mana.

LoMox- Mana excel is in every deck, so naturaly we put it in here.

SideBoard-

As in all the decks i happen to make, the SB may need some work. This deck may be the exception, as it has everything needed to win, as far as i can tell.

Stifle- Mainly for Dragon, but it has other uses that I have used it for, so we run 3.

Firewalker- This is for any opposing fish match-ups, as you can kill all their fishes and they cant kill him. He pings the enemy as to add more damage. He picks off welders and weenies, so it was hard not to run him maindeck. The Voidmages may come out for 2 more of him, and the SB may then be adapted moreso than it is now.

Nullrod and Energy Flux- Already explained above, they pown artifact decks in general. Any Workshop deck has come across multiples of these and knows how much damage they actually do, so we have 6 total.

Control Magic and the Sigil- These are for creature removal and control. I enjoy playing with a welder every now and then. Angels are amazingly helpful in your possetion. Take a Colossus and beat them down after they Tinker him in. Awsome choice, as is the Sigil. He bounces, and on a Firewalker is impecably good vs. Dragon and big artifact creature type decks and such. You get the point.

This sums up everything in the deck. So as with my last post of an innovated decklist, I am still looking for suggestions on the SB. And as with any other article, leave a post or PM me with feedback and questions.

I just edited the deck according to some suggestions. Thanks again.
23  Eternal Formats / Creative / Trinisphere, is it really that good? on: November 17, 2004, 10:12:02 pm
As we all have come to know and love/hate Trinisphere, we have all had it dropped turn one against us. I myself have come up against this probably about as much as anyone else reading this article. But is it an automatic game winner? Why is it that when this hits the board, so many decks start to scream on the inside? With the wishes and all the maindeck hatred for artifacts, why is this so hard to surpass? And also, when you consider how many decks have blue for maximum draw and counter effects, how is it so easily dominant. 3 mana is do-able by any means with all the power running amuck in todays metagame.

I think that the Sphere of Resistance needs to come back. I think its better in stacks just for its ability to tap to the Tangle Wire. It also slows down your opponent, but not you. Granted the 3sphere is more of a 1 shot KO, which is better? Consider that before the 3sphere, the SoR was running amuck. Also consider that the SoR is only 2 mana, more easily turn 1 than the 3sphere.  it also stacks up, such as a turn 2-3 SoR to follow the turn 1-2. And again, it stops turn 1 threats and allows for you to be acticve turn 2.

Post your opinion and please leave feedback a to why you choose your opinion. I know that someone out there has to think that SoR is just as good, and better in stacks.
24  Eternal Formats / Creative / Attempting to Break the meta. MonoU with Orchards sb. on: November 17, 2004, 08:42:15 pm
Silly Mike. This was a deck he had before the SCGs tournament. He just added the new cards, but the deck is very similar. Id imagine he'd side akroma and SOTN now. Possibly.
25  Eternal Formats / Creative / HERPES, a deck and disease on: November 15, 2004, 07:50:00 pm
i will bet the deck that it wont die completely to a turn 1 trinisphere. it is only slowed down. if they happen to win owe well. but again, going all in has never failed either. more control than keeper in that matchup.
for those of you who havent read it yet, I WILL NEVER LOSE TO AN ARTIFACT BASED DECK EVER!!!!!. control slaver, shop slaver, stax, what ever. they all have nothing on this deck. if you haev something like MWS or apprentice, test it out. or even make the deck if you have the cards. it wont die to anything artifact but the PLATINUM ANGEL. anyone who wishes to challenge this can refer to those who have lost to it or wait and see it in action. i plan on entering the next power tourney i can, and i will post a report. im garunteeing(spell check) no worse than top 16. if you would care to play a game or to at some tourney, i try to make it to all TMDOs so see ya ther. if you still wish to continue this arguement, keep posting new senarios or PM me with another trinisphere embelishment. it doesnt beat every deck. if yours cant handle it, im sorry. but i will never role over and lose to trinisphere. keep um comin Twisted Evil
26  Eternal Formats / Creative / HERPES, a deck and disease on: November 15, 2004, 07:29:32 pm
"I'm not saying that there isn't some synergy there, but this combo is way too clunky to work in T1.  It is a simple matter of:

1) Control decks exist (see clunky 4 card combo).
2) Null Rod exists.
3) Faster combo exists.
4) Decks that drop turn 1 Trinisphere exist (Ancient Tomb isn't going to magically save your ass, either).

and in order for this deck to be viable, you have to expect to dodge all four of these pitfalls, which isn't going to happen."
                                                VideoGameBoy

you couldnt be more wrong about what you just said. all you did was state the senarios of what MAY or MAY NOT come up. as i said before, I refuse to lose to an artifact based deck. Ask anyone who has played or played against this deck before. ANCIENT TOMB IS GOD. Trinisphere has nothing on this deck at all. even if they get the sphere out before you have had a turn, it has nothing at all. I have never lost a match due to trinisphere, ever. Like i stated in the post, the only challenges this deck faces is counter and mass distuction, aka fish, 4cc, and Mono Blue. if i had money to bet, i would take this deck over any non-counter deck in a tournament. In the lat major tourney i entered with this deck, I started off playing my 2 worst match-ups in URphid and 4cc. and even then, if you ask them how the match went, they both went late into the round and deep into the third game. this deck isnt completely stopped by anything except the Platnum Angel. Nullrod is just a nuesence, but doesnt make you say 'i cant win so im quiting". as far as faster combo decks, again it depends on both players hands. i can win just as fast as them, with a possible turn 1 win and a difficult turn 2 win. I have lpayed deathlong 3 times with this deck, and i have lost 1 of those times, due to playnig wisely and usng the sideboard. the sideboard, as weak as it is, is what wins games 2 or 3.
I have hit every topic brought up. I ask that you dont critisize the deck without reading the WHOLE POST. From what i can tell, i clearly answered these problems before, just not in this detail. my worst loss ever came to fish with a nullrod and energy flux out. and again, thats why the colossus is in the deck. hes the alternate win if i cant get off the combo. this deck will only roll over and die to a plat. that is ALL. Keep em comin.
NEXT!!!
27  Eternal Formats / Creative / HERPES, a deck and disease on: November 15, 2004, 03:48:32 pm
thanks to who ever unlocked the post and allowed me to fix it. im assuming it was toad or zherbus, but either way, thanks a lot.
MORE DISCUSION!!!!!!!!
28  Eternal Formats / Creative / HERPES, a deck and disease on: November 13, 2004, 04:58:49 pm
it is not as fast as something like dragon or long which wins 2-3 turns in every time, but i would say that this deck holds its own in a speed matchup. but as in any case, it depends on both players hands. u just have to watch what you play. dont use any draw 7s until neseccary. you should still go off by 5-6th turn. this deck is very consistent, especially with the ability to draw massive cards off 2-3 mana. this is why the plat. is in the board. you also have the furnaces to dominate. i posted most of the match-ups i have played against, and how they fair. scroll back up and look
29  Eternal Formats / Creative / HERPES, a deck and disease on: November 13, 2004, 12:18:33 pm
the cards in the deck almost all do something by themselves. KCI makes more mana fast, and gets rid of things killing me like crypt and vault. it is also a target to go after by my oppenent. disciple can fend for himself. all decks use artifacts, and a good portion use massive amounts. he attacks, clamps, and kills them with ther own dying artifacts. the retreivers do the best of all 3 by themselves. they get back other artifacts that have been lost. they attack, block and clamp. and if u get one, u only need 1 more to win. also, the clamp is only for draw and possibly setting up the combo. it isnt part of the combo, but it creates a combo in itself.
dont critisize the cards individually until youve seen them together. the 4 cards are easily gotten. as i said earlier, the deck wins as fast as turn 2 on a regular basis.
30  Eternal Formats / Miscellaneous / Herpes, a deck and disease on: November 13, 2004, 11:26:18 am
HERPES, co-created by myself and keith johnson.

for those of you who care to know, chances are that you yourself have one or more of the 7 different kinds of herpes :shock:
now for the article...

i have been working on a deck list for a new and possibly good Type 1 deck. it is combo and aggro to an extent. the idea of the deck is based on getting out the 4 combo pieces:krark-klan ironworks, myr retriever 2x, and disciple of the vault. you sacrifice the retriever, they lose 1 life and 2 mana float. play the other retreiver and sacrafice him, return the other, they lose one more. repeat until victorious.
this is most definetly a deck list for 5 proxie tournament play.

How we came up with the name: actually, it was neither of us. originally, we referred to it as ironworks. but i felt that if we are gonna attempt to make this a type1 deck, then it needs a name for people to remember. myself, along with 2 of my friends were thinking, and Ben said" the name has to be catchy, scary, and something people will remember". this is when Steve said "herpes are scary." and thats how it came about, and we stuck with it. i posted this cause steve wanted credit for it. HERE YOU GO STEVE.

HERPES, the deck list:

Land
4 CoB
4 Glimmervoid
2 Gemstone Mine
4 ancient tomb
1 tolarian
1 stripmine

Creatures
4 myr moonvessel
4 myr retriever
4 boneshredder
3 disciple of the vault
2 gorilla shaman
1 darksteel colossus

draw
1 ancestral recall
1 wheel of fortune
1 tinker
1 jar
1 windfall
4 skull clamp
2 conjurer's bauble

tools and such
4 krark-clan ironworks
2 helm of awakening
1 vamp. tutor
1 DT
1 mystical tutor
1 black lotus/ lotus petal (if ur poor like me)
1 mox saphire
1 mox jet
1 mox ruby
1 mana crypt
1 mana vault
1 sol ring
1 grim monolith

SideBoard:
4 rack n ruin
3 FTK
1 sundering titan
1 platinum angel
2 defense grid
2 phyrexian furnace
2 plaguebearer

cards of choice:

lands- this is a three color deck. it collaberates well with todays metagame, as far as the sinister Sundering Titan. the lands are most affected by back to basics and waste-crucible. otherwise, you can tough it out. the ancient tomb is in place of the workshop, originally run by keith. i prefer the tomb, do to its ability to get off a second turn wheel/windfall and for clampage. all other lands correspond with the need of multiple colors, with the exception of the tolarian and the stripmine. i wanted to put in city of traitors for more excel, but is doesnt collaberate with the need for mass mana for turn 3-4 kills. plus, stripmine has won me many a game, whether its saving colored aman, or killing a workshop and blowing through a trinisphere.


creatures-

myr moonvessel- aka baby suchi, he is great for clamping. the clamp basically wins you the game, seeing as how you draw through a third or more of your deck by turn 3. with things such as the helm, you can play him free and clamp him for the backup colorless. in addition, his is a one drop for the aggro in the description.

myr retriever- this guy makes the deck possible. he is the combo himself. not to mention he fetches back a lost skull clamp, jar, helm, or ironworks. great under the helm for optimum draw with the clamp. clamp the suchi, get him back, clamp the suchi. under helm, this costs 3 mana for 6 cards and happens quite often.

bonshredder- i hate welders. i hate dryads. i hate angels. i hate fish of any kind other than salmon and tuna(with tomato soup). this guy kills them all. he is a flying blocker and is clampable also at a 1/1. originally, this slot was for myr servitor, but i always side him in and those guys out, EVERY DAMN TIME. this is just easier, and increases game one wins. 3 mana is hardly a problem. this guy is easily first turn and even easier second.

disciple- the other combo creature. if they play artifacts too, then goody. i have won many a game under the 3sphere due to him. simply get him and ironworks out and win. there is always a way, unless they get a platinum(worst case senario)

gorilla shaman- this guy is simply the shit, so take a big wiff. he can eat up moxen, rings and vaults. he can take out a sphere ot wire on an empty stomach, and has been known to get his iron from stax. some people want to main deck disruption for some reason, and he solves the problem with the decks lack of it. and you guessed it, hes clamp food and a weenie turn one. he grabs attention from the clamp and ironworks cause he is the shit. he is mainly for the chalace for 2 and moxen/ crypts. definetly a must have.

colossus- aka the alternate win. the best combo today in type one is tinker colossus. hes turn one and in this deck, castable by turn 4-5. he'll shut up a titan or blow through a sphere. hes the big guy behind it all. he has won me many a game, as im sure he has for most of you reading this. he subs out for the titan or platinum.

draw

ancestral- blue, one mana, instant. self explanitory

wheel of fortune- helps your opponent on their next turn, wins you the game on your immediate turn...choices, you get alot of them. a great target for mystical or vamp. generally taken if opponent has no cards for a windfall.

windfall- a great card drawing machine in any combo deck it seems. restricted for a reason. i have so very often jared, tutored or searched/ dug for a wheel or winfall and played it turn 3. not to hard. usually, drawing 14+ cards in a combo deck wins you the game, if not next turn. you apply pressure with all of the widespread card draws. it doesnt add up like AKs or brainstorms and such. it gets you the cards right away, same as the wheel.

the infamous memory jar- this is the card tinkered for so very often. this card sets up the win or the lock (in this case, win). 7 cards are great. running into other draw cards after that is amazingly fun. also hard castable turn 2-3 for the win turn 3-4.

tinker- scariest card in the game. what are they gonna get. jar is for win. colossus is for first turn or last resort. gets out the plat and titan easy. gives more search for a retriever or ironworks.

conjurer's bauble- not the best choice you'd think, but you're wrong, not me. this is another turn one draw/search card. he gets a card to the bottom of the deck for re-tutoring, or to replace a lost disciple or ironworks. fixes the jet/lotus inplace for when you draw your whole deck and need the 1 black for the win. better than it seems by far. try it.


tools and such

ironworks- the combo itself. this will win you the majority of your games. kills artifacts for the disciple and produces mana for a hardcast colossus or to kll a mana crypt. only 4 mana for an easy 2nd turn casting.

helm of awakening- only 2 so not to help your oppenent so much, but enough to be considered broken. cast this turn 1, and follow with a free clamp, creature, creatue/ bauble. very handy indeed. allows for the creation of infinite mana with the ironworks and 2 retrievers, and draw your deck with the clamp. cancels out the lesser-played SoR. nuff said...

tutos of all kinds- self explanitory. step 1- get card needed to win. step 2- win. gets you out of a one land senario with an ancestral or clamp. even a monkey can be fetched with these bad boys. as in any combo deck, a must.

mana excel of all kinds- sadly, type 1 is all about speed. the longer a control deck drags the game out, the better the chance of it winning. you dont want this deck to be dragged out if ever possible to prevent. mana means first turn possibilities. so fast, makes your opponent furious. the rest is plainly understood as cards for winning.

SideBoard:

what i think is the weakest part of the deck, i am open to any and all suggestions for this segment. i struggle in general with SBs, and this is a hard deck to SB with. im thinking about taking out the PBers, and trying Cran. Extractions. as far as im concerned, those are 2 empty slots. as for the rest...

Titan- side in for colossus to stop tog/ dryad and 4cc or maybe even fish.

platinum angel- for other combo and weenie. the ultimate game staller. a tinker choice for sure

rack n ruin- in almost every red SB for a reason. i kill not one but to artifacts in my way for only 3 mana. perfect for your opponents first-second turn blow your mind crap. GOD against any workshop/aggro artifact deck. known to win games all in itself.

FTK- as we all have either read or posted about, 5/3 is HUGE. this guy is gor basically this type of deck. i have been known to go all out and kill the combo for complete control of my opponents field with my permanents. kill control if you will, or not.

the furnace- i think this is under rated and better than a crypt. great for dragon, going all in, and vs tog-ish decks. first turn idea follower, and you can get a card out of it. i may develop this further in another post/ arguement.

defense grid- for counter of any kind. this turn one is game by turn 4. another part of all in vs. Control Slaver and other such decks. sooooooo good. FoW target, along with RnR and shatter type stuffs.

Please dont leave posts about ashnods alter being better as in the newb forum. it isnt better in any way shape or form. trust me. this deck has won me many tournaments at my local store, so i think im doing it right.

THE MATCH-UPS:

not many tough match-ups
honestly, the hardest 2 would be 4cc and mono blue. kegs and counter hurt. fish is tough, but nullrod has nothin on DC.

ravager- perfect if you get the disciple out quick. normally a win.

stax of all kinds- i tend to go all in depending on the game count and type of deck. in any case, RnR powns all. shred the welders and your set. you'll have many more permanents then they will for the wire and/ or stax.

cerebral assasin- 50-50, it depends on whether or not they can get the portal lock on or not. side in the plat. since they tend to use the dragon in this case.

Long/TPS/D-DAY- tendrils in general, side out the helms. definetly the plat comes in. this is the best you can do. watch the draw 7s and such, until you have the win. chances depend on hand and player.

the tough match-ups- side in FTK for anything PHID, maybe fish. plaguebearer for fish and decree 4cc. fich and chips/tokens= full tummy for the sick one.

tog/dryad(if anyone still plays this)- let it be. nuthin but the titan and grids go in, unless they have some abstract version of the deck. you are about 60-40 for win percentage. this is still a good deck today.

slaver- i refuse to lose to a heavy artifact based deck. go all in, side out the combo. every card in the SB but plat. and the PB should go in. so much fun watching them scream on the inside  .

dragon- just gets the titan and furnace. so simple, yet so good. easy win. about 70-30 depending on both hands and whats in the SB.

oath- clamp the tokens and your set till you go off. side in the grids and titan. play this carefully, a tough matchup for any deck.

FCG- a tough matchup for any deck, especially when some of the lands deal you damage. but you can still win by 4th turn or throw out blockers. shredder kills lackey and such, so you should be sittin fine. like 90-10 win percentage.

turboland- with the added draw of the horn, you should have this game. just watch out for the crucible- waste combo. this is by far worse than a lousy trinisphere.

landstill- basically try to blow through the standstills and be wary of the disc. remember that you can always reset with a retreiver or bauble.

for a tip on playing this deck, paris and clamp aggresively. dont be affraid to kill of a disciple or monkey. and if u can, almost always clamp a creature for possible kill that turn.
this about sums up HERPES. I am still looking for suggestions on the Sb, so leave a post or PM me with your thoughts. THANKS!!!

P.S.- dolphins are the best team 1-8. ask anyone.
p.S.S- i was thinking Xantids either main or SB. leave feedback on this also.

You posted this before, I don't understand why you're starting a second thread on the same topic.

Hyperion
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