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1  Eternal Formats / Creative / [Deck] Cadav-something on: November 05, 2004, 05:55:14 pm
FIrst of all, I did think about why this deck is and is not better for me to play than TPS or deathlong. I weighed my options, and as much as I like winning, I wanted to play something of my own. That said, I cannot give basis as to why others would play this over other combo; personal preference is my answer.

Now, whether or not this will do as good as those is the question, I cannot answer because of what I have stated before. The little testing I have done has proved in favor of me playing this deck, as it does have amazing game sometimes, and other times, I'm very disappointed.

@atwa2002

I don't want to play discard, and thus why I did not choose Mind Twist. Those 7 discard that I do have are protection for my combo, being cheap and effective, while Mind Twist would be clunky and costly here. I do not have the constant card source to pay for a powerful Twist, and mana to go off.

I had thought of removing white completely, except that it was game in a lot of situations. If I did though, it would only be for 2 cards, as I cannot remove the Heath because it is the only way to search for the needed green land. Making it all dual lands would distort games that feature B2B or Blood Moon. (I understand leaving 2 islands and a swamp is not making it all dual, but if they do remove that green source, I'm w/o it.)

So, here it seems:
-1 Mox Pearl
-1 Enlightened Tutor

+1 Fact or Fiction
+1 random card

Fastbond I did not include because the deck was and is really tight at the moment. Until a finely tuned version is compiled where 2 or 3 cards are interchangable, I cannot add it. Even if I did, I forsee the life loss as being too substantial to take full advantage of fetches, necro/bargain, Night's Whisper, if ever include, and Vamp Tutor. All of which equates to a lot of life loss to begin with.

To think of it, FoF hadn't even occurred to me as I'm only playing with cards I have readily available. Acquiring one probably wouldn't prove difficult, but I just didn't have one here.

I'll probably try a Stroke in place of braingeyser.

I appreciate the comments that have been given, and please, realize that with this deck and what I gain from your comments, I use it all and better myself for a real Type 1 scene, someday. Again I say, help a true deck-building newbie out.
-lol (laughoverlunch)
2  Eternal Formats / Creative / [Deck] Cadav-something on: November 05, 2004, 01:11:50 am
First of all, I would like to state I'm on no team and my area's metagame is undeveloped, as I live in Florida, and there is virtually no Type 1 scene. So, I present this deck under the pretenses of very little testing of top-tier decks, which is why I bring it to this community. I believe that everyone here could help alot more than those in my area, and even if to say what scrap my deck is. Without further ado:

Cadav-something (60 cards)

// disruption
4 Duress
3 Unmask (just started testing and is a life saver)

// random draw / tutoring
4 Brainstorm
1 Gush
1 Yawgmoth's Bargain
1 Necropotence
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Ancestral Recall
1 Time Spiral
1 Timetwister
1 Tinker
1 Memory Jar
1 Enlightened Tutor

// yawg's will
1 Yawgmoth's Will

// win
3 Cadaverous Bloom
3 Orochi Leafcaller
2 Braingeyser

// mana
4 Dark Ritual
4 Elvish Spirit Guide
1 Black Lotus
1 Lion's Eye Diamond
1 Mox Sapphire
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
2 Swamp
2 Forest
2 Island
3 Underground Sea
3 Polluted Delta
1 Windswept Heath

The premise of the deck is to get a quick Cadaverous Bloom out with an Orochi Leafcaller to effectively make the deck 'tick,' if you will. First, you start drawing cards and the extras (lands, dead combo pieces) to make mana. Using the green or black (whichever you make doesn't matter except you must make green at least once to cycle for blue to keep going.) Keep playing out your draw spells until you have accumulated a sufficient amount of mana, and Braingeyser.

You might think, how is this deck better than other combo? Well, see, thats where I need you guys. I understand that posting this without results from testing is frowned upon, but no matter how many times I play against decks on Apprentice, no matter how much I play it out IRL by myself, I never get a grasp for real life situations that may occur.

I am not going to make up stats, because I know that is also deemed as bad around here. So, onto card choices:

Duress/Unmask: They serve the same purpose, and that is to rid my opponent's hand of anything that can hinder me going off. I originally ran only Duress, but when I saw others running Unmask, I decided to test it, and turned out to be a necessary addition.

Standard draw/tutors: No need for explanation except maybe Enlightened Tutor, Gush, and Memory Jar. The tutor is to get a Bloom if you can't seem to find one, Gush is excellent when tapped out and you need mana AND cards, you can just scoop up two islands and gain 4 mana plus two potentially helpful cards. Otherwise, you scored 8 mana. Memory Jar has finally found a safe place in a deck, as it allows you to dump your previous, ungood hand for mana, and draw 7, which you can then use to draw more cards.

Kill: I always wanted to make a combo deck with Cadaverous Bloom, but I always got stuck with a lot of black mana, and not a lot of good black draw spells. (barring Necro/Bargain) I wanted draw now cards, so I splashed blue, and found the problem of not having enough blue to keep going. When the Orochi was printed, I found an out and used it. This allows me to either win with a huge Braingeyser (my choice) or a drain life spell, such as Consume Spirit.

Mana: Auto-include of certain power cards --5mox (diamond include, ruby exclude), lotus-- and Lion's Eye Diamond, which is synergistic with the deck premise, and rituals. ESG I added for the early game green mana added to my low count of green sources, and they can become 2 green later with Bloom.

Now, enough of that, I'm sure the deck is pretty straight-forward. What I would like: Questions (relevant to the deck), comments, and things I should replace. (I would like what to add and what to remove, as this will help me and my growth) and if the overall deck concept is decent at best / good / bad / etc. I would like to point out that my earliest turn kill was turn 3, and playing the deck at least once will not justify it because it can have sub-optimal draws, and does fairly often. (I would say more than other decks because of the CC of some of the cards, and mostly the combo piece.)

Thanks for whatever you can give me in terms of help, and I don't want to look bad at my first real attempt at making my own deck that might be playable in a metagame stuck on dragon and deathlong.
Sincerely,
lol (laughoverlunch)
3  Eternal Formats / Creative / A look at a deck.. on: October 29, 2004, 04:31:50 pm
Quote
your deck will never win a big type 1 tournament with a semi-advanced metagame.


Now, I believe I said this, and also:


Quote
But this deck looses to tons of things:

Trinishpere
chalice
Mana drain
force of will
daze!


If you read what I wrote, I knew these things. I didn't need that to be pointed out. You, I am done with.

@Oyzar

I did try Skullclamp at first. And yes, it is a bit mana intensive, and I can give you the reason MaGo didn't include them in his build either. Theres no mana to support it. And if I did add them and mana, it would in fact be a much weaker clampkobold deck. I appreciate the idea.

Also, about Serum Powders. I just missed them I guess. I was just copying the basic idea, I didn't get all the details of it. I am going to continue to run this thing so I can play it soon. Thanks for bringing those back up.

@Cpt_Ginu

Think I should just do a G/B version instead of R/G and have Mox Jet replace Ruby, Tendrils replace Bombardment, and Bayou replace Taiga. I understand I'd still need better draw as not to stall, but I don't want to dilute the manabase (color wise) too much. I might just have to do a 3-color.

@Necrologia

I can see what you are saying, and I did notice this myself. What would you suggest I replace with certain cards? Since I probably won't be relying on Bombardment as a kill anymore, I can stand less on creature amount (still needed though, since it is the base of the combo) and more on utility/overall use of cards. Any ideas are appreciated!

Thanks guys for the positive responses .. I'm sure you can all understand the need to play some stupid shit every now and again.
-lol (laughoverlunch)
4  Eternal Formats / Creative / A look at a deck.. on: October 28, 2004, 09:54:34 pm
As I was reading magicthegathering.com as part of my routine every day, I got around to Mark's column. In it was a deck that I noticed was very interesting and so I put it together. It goldfishes turn 1 and turn 2 consistantly. I changed a few cards to make it more suitable to me, to make me more comfortable, and here is what I've gotten:

4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobolds of Kher Keep
4 Elvish Spirit Guide
4 Ornithopter
4 Phyrexian Marauder
4 Phyrexian Walker
4 Shield Sphere
4 Myr Servitor
3 Vine Dryad

4 Glimpse of Nature
4 Land Grant

2 Bombardment

4 Taiga
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Fastbond

The point of the deck is to get an early (at the latest turn 2) Glimpse of Nature and to start laying the cheap creatures. As you draw cards, you will run into more mana, allowing you to play Fastbond to lay down other lands to eventually drop the Bombardment kill.

I have played 20 games with this so far and no later than turn 3 did it win, or it flopped. The problems I see are Duress(ing) my starting hand Glimpse, Cranial Extraction for the Glimpse, or countering my Glimpse or even Bombardment. I wish I had a way to secure this deck against them, but decks that run them, I just lose to.

Now, you might ask why I would run this deck? I like the deck because its combo-esque and relatively cheap to throw together. The Black Lotus and two on-color moxes are very nice to have, as they enable a much easier turn 1 kill, however, they are not needed. I'll cover some choices other than the obvious Glimpse + free creatures:

Myr Servitor: I decided to run a set of these, albeit reluctantly, because even if I draw dead hands, each turn, I can bring them back and reuse them. If nothing else, they are a quick 1 damage to take care of welders.

Paradise Mantel: I chose to run these to fix my mana. If I am somehow getting screwed and need red mana, I can toss an ESG for the mana to equip it and tap that creature (if it doesn't have summoning sickness.) These can be replaced, but I've yet to find a replacement.

Goblin Bombardment: This is the kill of the deck. After playing all those free creatures and drawing cards off them, I can drop this and sac all those creatures to finish the opponent, or to kill some creatures that might have me on a short clock.

Overall, the deck is enjoyable, although after a few runs, the deck can get redundant because of the straight-forwardness. If you have any insight on what to play instead of what, I'm open. This deck is not supposed to be a major contender, I just want to play it, and thus, my asking for your opinions.
-lol (laughoverlunch)

edit: Envelop absolutely shuts this down. All it took was U to shut me down. =(
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