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Eternal Formats / Creative / Re: vintage White Weenie
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on: August 28, 2005, 10:42:41 pm
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Just played at the T1 tourney at the Beanie Exchange. As I feared, Ninja of the Deep hours is bad. Really bad. I ended up drawing one card off this guy after 6 rounds. It would have been so much better as a Whipcorder. i really wish there was some card that came close to swords to plowshares. I found myself wishing for swords to plowshares in my hand all day today. Vengeful dreams is OK, as is Exile, but the guys have to be attacking. Sometimes you just need to destroy a creature! Like goblin welder. Or pesky irksome waterfront bouncer. Afterlife comes to mind, but doesn't remove it from the game. Reciprocate is OK, but has the limit that you must have been dealt damage by the creature. Not good. Avengel En-dal seems OK. They attack and gain life equal to the guys toughness. Not a bad two drop either. You do have to discard a card. Better than exile. The list goes on and on of terrible swords imposters. They reprint Hypnotic spectre, but not swords to plowshares? Wizards had got their heads so far up their rear ends. OK, I'm ranting here. I digress.
Anyways, t's irrevelant to me. I'm again taking a break from magic. Probably for a year. Maybe longer. I have to focus on more important things in life. Thank you all for your help. I wish you all the best. Thank you.
Best regards, John Paul Blanchette
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2
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Eternal Formats / Creative / Re: Coma White
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on: August 24, 2005, 04:16:53 pm
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Rigt. armor has no place in the deck w/o land tax. Jitte is the way to go. Just have some way to deal with your opponents' jitte maindeck or you'll lose to the mirror or fish. You will lose to fish even though your guys are better. I've seen this happen. You just can't keep up. If you insist on jitte, then I'd run abolish even w/o tax. Its that good. Personally, I go w/o Jitte and play null rod and just shut down all artifacts.
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3
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Eternal Formats / Creative / Re: Secret Force II
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on: August 24, 2005, 04:12:44 pm
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Hold on a minute, Survival and Natural order is a savage beating. I've seen masticore survivaled up for some nasty results with all that elf mana floating around. Other ideas are survivaling up fatties so you can drop them with that green myojin dude. You'd have to hard cast it, so that may not be the best plan. hmmm probably living wish for masticore or I don't know, ukatabi would be good. You could also go grab a cradle, stripmine, etc. Yes, I think that's a better idea than survival.
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4
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Eternal Formats / Creative / Re: Secret Force II
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on: August 21, 2005, 11:24:43 am
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If you're worried about being swarmed by FCG then maybe Spikewever could help. Another Verdant Force alternate is Sekki, seasons guide. Not much besides Swords To plowshares can get rid of this guy. Phantom nishoba is a safe bet as well.
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5
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Eternal Formats / Creative / Re: vintage White Weenie
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on: August 19, 2005, 01:08:19 pm
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The reason that I'm sold on wayfarer is because I can go grab Ancient Tomb basically. Then can pop out a quiker Angel or Tradewind. Also, wayfarer is a creature which can be used with the tradewind. Land tax is an enchantment and will just sit there. Chalice for zero is going to screw up my angel beats! I guess tradewind will just have to bounce it. 
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6
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Eternal Formats / Creative / Re: vintage White Weenie
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on: August 18, 2005, 08:52:43 pm
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I swear that these people saying that Exalted and Tradewind are too slow are trying to get me to not play them so I'll do worse with cards like Lantern kami. i really wonder sometimes. Exalted angel is the best creature in the game in my opinion. If it gets mana drained, guess what? They get zero mana. It's not a casting cost. That's tight. Tradewind can deal with hhmmmm...ANYTHING! Well, that isn't pro-blue or can't be touched, but who plays cards like that? Anyways, I can't believe that I've got a list on here with Null rods and mana accelerators in the same build. This is stupid and I need to have my head examined. I think playing the Wayfarers and Ancient tombs will do. The wayfares are so much better than land tax. Well here's the less moronic, spedy build: T-A Tradewind-Angel or "Venkman burn in hell!" Yes, that is a Ghostbusters reference.
4 Wethered wayfarer 4 Savannah lions 4 Meddling mage 4 Samurai of the pale curtain 4 True believer 4 Ninja of the deep hours 4 Exalted angel 4 Tradewind rider 4 Null rod 4 Swords to Plowshares 4 Ancient Tomb 4 Tundra 4 Flodded strand 1 Island 7 Plains
I think I may go to 61 cards for a Karakas against Oath's legends. A maze of ith would help out too. When I was testing, I noticed that I'd be dumping out my hand so fast that the Empyrial armors were useless, so I cut it. More guys for Tradewind to interact with. I know what you're going to say. That I should have Aether vials instead of Null rod to put out more weenies for tradewind quiker. Well, I say I'd rather shut off my opponents resources than their counters. Why? Bescuse the counters won't kill me. The stuff that happens from their artifacts do. Besides, I've got so many threats that they really have to counter its irrevelant. Null rods, tradewinds, Swords TP, Meddling mage, True believer maybe, and Angel maybe.
OK the sideboad is eluding me
4 Serenity-more artifact/enchantment hate 3 Kami of ancient law- Specific Oath hate 4 Parallax wave-against fish this will be huge-bouncing this with tradewind will be fun. I was also thing of Mistblade shinobi may be tighter. Comments? 4 Rule of law-I guess I should have this.
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7
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Eternal Formats / Miscellaneous / Re: Tidal Gifts -- High Tide Combo
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on: August 17, 2005, 10:47:07 am
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No, I really meant extract. And yes RFG effects are really good against these combo decks. There was this one Tinker deck that made it to the top 8 at a Star city games T1 tourney and it's lone win condition was DSC/tinker. This got me thinking. Getting through the counters is difficult, but I'd rather deal with mana drain than a DSC or Tendrils for 40. Burning wish can get back Tendrils, but you usually see cunning wish played. Cranial extraction is just too expensive at 4ccc for T1. It's also a sorcery. Then again, let's be thankful for that, because it would be in every deck if it were less. Of course the really bad part about cards like extract, jester's cap and others is that it it doesn't effect their hands. Just what' s in their deck. Chances are good however that the key card is in their deck still first turn. And be prepared to force their force/mana drain. In the current metagame with all the combo, you could argue that extract is justifiably a main deck card. You can take oath's two creatures or their salvager, you can take tendrils, a mindslaver, a DSC, and so on. Taking a jitte from a fish deck isn't that bad either. You can misdirect extract. That player can remove nothing from their deck or some dead card if they're smart however.
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Eternal Formats / Miscellaneous / Re: Tidal Gifts -- High Tide Combo
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on: August 15, 2005, 09:11:35 pm
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So If someone randomly goes 1st turn EXTRACT and you don't have Force, you lose, right? I suppose you've got cunning wish for brain freeze still, but watch out. DSC will be there for you I guess. Or will he? 
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9
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Eternal Formats / Creative / Re: vintage White Weenie
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on: August 15, 2005, 08:43:47 pm
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One thing to consider in this format is speed or disruption. I don't have the speed, so I'm going disruption. The problem with Savannah lions and Lantern Kamis is that they're not disruptive at all. The kitties have two power, so they're in. Kamis do fly which combos w/ the Empyrial armors, but that's it. I think I'd rather play wethered wayfarer or those javelineer guys. Another thing to consider about wethered wayfarer is that they can go grab ancient tombs. That option right there is outstanding. That can ramp up to angel or a tradewind very fast. Or a ninja. The ninja of the deep hours however have a lot of potential. I have to try them out. It's too bad there aren't any white ninja's.  What does everyone think of mistblade shinobis in the board? OK how about echoing truth AND mistblade shinobi in the board then? Yes? Alright let's compromise: 4 Wethered wayfareer 4 Meddling mage 4 True believer 4 Samurai of the pale curtain 4 Ninja of the deep hours 4 Tradewind rider 4 Exalted angel 4 Null rod 4 Sword to plowshares 4 Empyrial armor 1 Mana crypt 1 Mox sapphire 1 Mox pearl 1 sol rig 1 Black lotus 4 Flooded strand 4 Tundra 7 Plains 4 Ancient tomb=60 Now we're getting the speed down. An early Tradewind as we all know is game over for a lot of decks. No oath, no welder, no smokestack, and so on. An empyrial armor on an angel is crazy. I can't resist that. Sorry. I took out the abolish and put in the tradewinds as a cure all. The deck can search out the ancient tombs w/ wayfareer for early angelbeats or tradewind lock. The only thing I'm concerned about is having more 1 drops for the tradewind to interact with besises the wayfarers. I may take out the Samurai and have them be Kitties instead. I'm excited about this build. Thanks guys. Let's keep it up.
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10
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Eternal Formats / Creative / Re: vintage White Weenie
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on: August 14, 2005, 08:35:55 pm
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OK. You have raised some interesting points. Removing abolish because of the null rods makes some sense. However, if an opponent gets an Oath out, I may be screwed. Kami of ancient law is in the board for this reason. The abolish is never a dead card. It will always blow up something of the opponents. Usually some mox or sol ring. They usually never see it coming as well, which is huge. "What's that card do?" Is the usual response. Cutting the land tax for...Lantern Kami? Cutting Exalted angel for...Ninja of the deep hours? I can see you tried to match up the casting costs, which is a nice touch, but Lantern Kami over land tax? I can understand how Exalted costs 4 and is slow for T1 and I will definatly try to test the ninjas out. Maybe I should cut the Land tax for some more mana accelleration. Sol ring, mana crypt, and ancient tombs. Then I could reasonably justify adding tradewinds and Exalted angels. Here's an idea:
4 Savannah lions 4 Meddling mage 4 Samurai of the pale curtain 4 True believer 4 Exalted angel 4 Tradewind rider 4 Null rod 4 swords to plowshares 1 mana crypt 1 mana vault 1 sol ring 1 Black lotus 1 mox saphire 1 Mox pearl 4 Flooded strand 4 Tundra 1 Island 8 plains 4 Ancient tomb
I think this is the speed that everyone is talking about.
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11
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Eternal Formats / Creative / Re: A Small Question about Monoblue Control
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on: August 14, 2005, 12:09:44 pm
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You are missing the point. The premise is that Ophidians are drawing yoou extra cards and you simply need a win condition at that point with a fistful of counters. Morphling is not a bad card at all. I was trying to think of cards that can win in a swift manner that have reasonalble casting costs. Morphling will take 4 turns to win if you pump it. Soramaro will most likely be at least a 7/7 at that point in the game. Probably even bigger. It is reasonable to win in three turns with this guy if not in two. Morphling never let you draw cards I'd like to point out, which is the point of the deck. Yes, morphling can be untargetable, but it won't matter at that point in the game anyways. Meloku is a good idea, and bringing four or five lands back to your hand shouln't screw you over late game.
I'm not so sure about COW in a MU deck. You could use it with fetches and strip/wastelands, but wouldn't playing with Thawing glaciers jsut be better? Anothert land that came to mind are Cephalid coliseum. You pay U when you have threshold and target player draws three cards then discards three. The only problem is that you have to take one damage when you tap it for U. Dust bowl would have no drawback with COW basically.
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12
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Eternal Formats / Creative / Re: Coma White
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on: August 14, 2005, 11:27:47 am
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Trample tricks? What does that mean? Also, don't add scroll rack. If you don't have a means to shuffle constantly, its really bad. Its great only with Land tax. Otherwise, its horrible. I disagree with sphere of resistance AND glowrider in the same deck. I'd cut the spheres. If you have glowriders that should be enough. They would be better served as more creatures. Add True believers to the deck. They never cease to amaze me. I'd put the kami of ancient law into the board and add 4 Samurai of the pale curain. So with the Ancient Tombs, you can get out a quicker Angel and glowrider and maybe pump up a chalice for some reason? Is ancient tomb really that helpful in a deck w/ so many guys with WW in their casting cost? If you go with ancient tomb, then I'd add Jittes or maybe Sword of fire and ice. Actually, that's exactly what I'd do. Cut the spheres and make them 4 Jitte. 17 guys in the deck is low. I'd at least go with 20.
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Eternal Formats / Creative / Re: A Small Question about Monoblue Control
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on: August 13, 2005, 04:49:19 pm
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more win conditions to consider: Wand of the elements tap-sac an island put a 2/2 blue elemental token creature into play with flying. tap-sac a mountain put a 3/3 red elemental token into play. This should speed up the kill a lot. A swarm of 2/2 flyers in a few turns with Ophidians doing their thing is a very tough lock to get out of. What I like about the wand is that you just tap it for free. no acticvation cost. 4 mana is a bit pricey. For the same price you could go w/ masticore, which may be a better idea anyways. How about 1 masticore and 1 wand? I'd go 2 Masticore 2 Wand. mmmm maybe three Masticore and 1 wand. Oh, I don't know. The wand has potential. Masticore is better than Trike. He sticks around.
Sererdib Djinn is only 2UU to cast and is a 5/6 flyer. You've got to sac a land during your upkeep, however. I guess this doesn't exactly combo w/ the wand. hur hur. If you sac n island it does 3 damage to you. Oh well. At that point you're winning anyways and should have some non island lands around. An extremely effecieant creature.
Kira glass spinner is basically untargetable and would make your phids almost untargetable too.
Soramaro, first to dream would be friggin huge if you've got phids running-and you can draw even more cards off him. He flys too. 4UU is tough, however, but does it matter at that point in the game? I must confess, this one I like the most. That's all for now.
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Eternal Formats / Creative / Re: A Small Question about Monoblue Control
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on: August 12, 2005, 08:35:27 pm
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I'd lose the tinker/DSC and the two shackles completly.I'd seriously consider runninng 3-4 Isochron scepter. Probably 3 and then add a cunning wish if you haven't already. A mana drain, ancestral, mystical tutor, or even brainstorm is great. Hurkyll's recall on a stick is hot. You may also consider splashing red for Fire/ice if you go w/ the Isochron. This can tap DSC, draw a card, kill off welders or just kill off the opponent. Of course, this means you're no longer MUC, but hey. An opposing DSC is a big problem. Shackles wasn't going to help against DSC, anyways. Bouncing it or tapping it is the best solution. Stealing it is mana intensive and played at sorcery speed, which is bad. No, I'm not going to even suggest Ray of command or Dominate! NO!
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Eternal Formats / Creative / Re: Coma White
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on: August 12, 2005, 08:01:56 pm
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So having a 9/9 true believer courtesy of Empyrial armor/land tax is a bad thing? How does Control slaver deal with this monster? They cant slaver lock you and they will have to chump with Trike and shoot it after damage on the stack. Better yet, in my version if you get a 9/9 meddling mage naming goblin welder without one out, they're in a tough situation. Of course they'll just tiker for DSC, but STP is always there. If you are playing with Null rod trike just gets run over anyways. Land tax is the worst card in the deck, but it does have its uses. Yes, I realize that Land tax isn't outstanding unless you have the Armor. It's very helpful otherwise. It's not going to slow the deck down, that's for sure. Playing a threat and blowing up an artifact w/ abolish for free is huge. Nobody ever sees it coming. Land tax can help with that. With all the stripmine effects running around Land tax will make sure you won't get screwed. And who doesn't like drawing a key spell when you need it rather than a land? Its not there for sentimental value it's highly functional. I personally play 3 Land tax and one Enlightend tutor in place of the fourth. Grabbing Null rod, armor, or Serenity from the board is more important almost always anyways. So I'm agreeing. You shouldn't build a deck around Land tax, its just a very helpful card and should be included in WW.
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Eternal Formats / Creative / Re: Coma White
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on: August 12, 2005, 10:59:16 am
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Hello. I've got decent experience with WW in T1 now. You may want to check out the other WW thread on here I started for some deck ideas. My version is W/U, but that's only because of Meddling mage and Tradewind riders in the SB. I also run 4 null rod main. No jitte. You could argue either way, but it's my experience that getting Slaver locked royally sucks. 1 have 3 Land tax in the deck and they work wonders with Abolish, Empyrial armor, and help get Exalted angel online. The Land tax is the weakest card in the deck, but it helps keep up the pace w/ the other decks. I also have 1 Enlightened tutor main to grab a null rod or Empyrial armor. I also have 4 serenity iin the board, so it's like a 5th. The glowriders area great addition. That basically should ruin combo's day. War wage isn't as good as Null rod. However, null rod can't be vialed out either. The Armors in the sideboard may be better served as other guys. Like whipcorder for instance. DSC is game over if you don't have swordsTP or it gets countered. Whipcorder will just tap it. At first I was thinking about topple for this problem, but there just aren't that many creatures to worry about. I personally am counting on Tradewind to solve many problems that may arise, like DSC, welder, Oath, etc. I think that you are playing too many guys. I understand how glowrider works, but more disrupion elements are called for. I'd cut the war wage from the main add 3 to the board and add 4 null rod or jitte if there's a heavy creature metagame in your area. Personally, I like Null rod. I doesn't have an immediate synergy with the deck, but it does solve huge thereats to the deck like opposing Jittes, Triskellion, Mindslaver, Belchers, powder kegs(i think), engineered explosives, and so on. I'd keep your board and just add 3 war warge to it. Other than that great work and keep it up.
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Eternal Formats / Creative / Re: U/W Vial Fish
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on: August 11, 2005, 02:20:23 pm
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play 4 umazawa's jitte. This card is so game breaking its stupid. I'd actually say that it is much more important than the vial actually. Together, it's crazy. I also reccomend cloud of faries. That may be the wrong name. The 1/1 flyer that lets you untap 2 lands when it comes into play. You have to play it from your hand to get the untap mechanic to work, however. There is errata on the card. Waterfront bouncer is better than wethered wayfarer. Possibly better than the javelinerrs. The bouncer can deal with DSC and a welder. Javelineer can only deal with welder. I understand that you are trying to play the ninja off a one drop, but there are better guys to play. I think you are playing too many lands. I'd run 20 at most. With the ninjas, ancestral, and standstills you will be drawing into land. No disenchants? No chalice of the void? So here's what I'd do: -1 misdirection -1 library of Alexandria +2 Jitte -2 javelineers +2 waterfront bouncer -4 spiketails +4 cloud of faries
a chalice set at two will ruin your day, but the aether vial will help. And 4 jitte is incredible. I got wrecked by jitte a few weeks ago. Between the swords, bouncer, and jitee opposing creatures are hard pressed to deal. Try it out.
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Eternal Formats / Creative / Re: solitary
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on: August 11, 2005, 01:59:14 pm
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Your welcome. The more I think about it, the more I think that there should be misdirections in the main. I'd take out the Enlightened and either the Pursuit or forbid to add two misdirections. This should give the deck the edge it needs over other drain decks. Well, that and ophidian. The chalice of the voids are better served as null rods because there are no artifacts in the deck that require an activation cost. My big concern is that the win conditions are ophidians and 1 eternal dragon. There should probably be something like a couple exaled angels, a decreee of justice, or a permanent that makes guys. Like mobilize, keldjoran outpost, or even some zany cards like pegasus refuge to use squee with. Card disadvantage is rally bad in T1, however. Decree is best of course.
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Eternal Formats / Creative / Re: solitary
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on: August 10, 2005, 10:49:42 pm
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Your deck is going to get destroyed by the other T1 deck prevalent in T1 tournaments. You need disruption elements.
Solitary confinement, to me, is one of the most infuriating cards in magic. Just how goo dis this card, really? Small problem is keeping up with discarding a card and not drawing a card for your turn. The other most obvious problem is that it doesn't beat the opponent in and of itself. You also need to build a deck around this card. It is 100% defensive. You can build a control deck and have the usual agenda of killing their guys and countering their stuff, but it occurred to me that building a deck to maximize the limits of the card. It lets you dicard a card each turn for free each turn. This works well w/ reanimation themes. You get to skip your draw step. OK, this really sucks, but what other cards have nasty drawbacks during your drawstep that you can forget about when confinement is in play? Chains of mephistopheles won't effect you with confinement in play, since you skip your draw step already. That would mean al your card drawing is basically shut off too, so that's out. Necropotence is a good fit, but such a defensive card doesn't really fit in a necro deck if you ask me. You could go W/G madness, but that is stupid to not play blue with it and are better off playing U/g madness splash W for confinement, so that's out. Basically, this card is best played in control and that's it. That's the way it's designed. It's just not a spashable card.
This deck is best suited to be U/W control with lots of mass card drawing. Brainstorm, Intuition, AK, ancestral, Fact or fiction, and gifts ungiven. Also there should most definatly be a persuit of knowledge in the deck. Just 1 should do. The win condition would be best served as Eternal dragon. The usual drill; plaincycling for a tundra early game and then later get it back to win. Decree of justice as well. Meddling mage so you can name mana drain or force is a must. Naming anything else is dumb. Goblin decks excluded. I'd prbably name fireblast in that scenario. ANYWAYS...A dismantling blow would be a nice touch. Land tax is obvious. I thought about Genesis, but adding G just for him is silly. Squee works too well with intuition, so 2 would work well. You can also gifts to go grab it. 1 enlightened tutor to go grab the confinement is very good. Skeletal scrying doesn't exactly work well with Squee. Oh well. Ophidian would be very nice in this deck.
Speed is a huge concern here, so the disruption must be there. 4 swords 4 mana drain 4 force of will 3 misdirection 3 chalice of the void should do it.
Her's how I'd do it:
4 Tundra 4 Flodded strand 2 volcanic island 4 plains 4 Island 5 moxes 1 lotus 3 chalice of the void-may be even better as null rod actually, furnace would ruin you. 1 enlightened tutor 2 Squee 1 Eternal Dragon 4 gifts ungiven-get squee either way 1 Fact or fiction 1 intuition-get squee 4 brainstorm 1 forbid-because you can randomly forbid lock opponents with ophidian 1 Pursuit of knowledge-draw lots of cards 1 Ancestral recall 4 mana drain 4 force of will 4 ophidian-totally necessary. You must draw cards 2 swords to plowshares-kill blockers! 3 solitary confinement-it's only good when you get the mass card drawing going.
Ther's probably a better build out there somewhere, but this seems solid to me. A mystical tutor should be in there I think.
The confinement is only good when you are drawing lots of cards. If you are just recurring squee and tossing it, the opponent will just tutor for echoing truth or some bounce spell and then kill you. If you are drawing tons of cards AND recurring squee then you should win. Although your build was very original, it had no disruption. Other decks will just tear it apart with theirs. You basically have to justify yourself as a player when it comes to decks like yours. Do you want to have fun with this highly original deck or do you want to win more consistantly? It sounds like you want to win, so I'd keep the confinement and just build it differently. With more cards that have proven themselves over hundreds of games, it should fare better. How many games have been won with Opal Caryatid? Think about it.
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Eternal Formats / Creative / Re: Secret Force II
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on: August 09, 2005, 09:02:47 pm
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I agree w/ Xantid swarm in the board. They can be sacrificed to Nattty order and therapys. Also, this gives you yet another reason to play Kamahl in the main. Pumping up those flyers and making them little bolts is good. Masticore in the board would be good against Fish and especially against any goblin deck. The main concern in fish would be their waterfront bouncer, because they can bounce your fat. The jitte is also a huge threat. If they get that on cloud of faries, its game over. They'll start killing off everything. Spellbane centaur is an excellent answer to any bounce spells opposing decks may have or side in. The usual bounce spells are either echoing truth or chain of vapor and are both blue, so you do the math. This one should beat combo gifts type decks really bad. Ichneumon Druid: GG1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Rubinia oulsinger can steal creatures and is green. You may choose not to untap Rubinia Soulsinger during your untap step. 2UWG casting cost, which is irrevelant. Tap: Gain control of target creature as long as you control Rubinia and Rubinia remains tapped. Seedtime also may give the deck that one turn it needs to win. I'm not so sure about bind. It's too bad that pernicious deed would kill all of the elves. Bad synergy. Oh well. I'd have the board like this:
4 Seeds of innocence-destroy all artifacts! 4 Xantid swarm-can't counter our stuff 3 spellbane centaur-you can't bounce the fat 1 rubinia soulsinger-steal their guys 2 ichneumon Druid-combo's demise 1 gigapede-control's least favorite guy
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22
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Eternal Formats / Creative / Re: Secret Force II
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on: August 08, 2005, 01:22:05 pm
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Isn't Kodama of the north tree better than Gigapede? if you order Kodama into play the opponent can't chump block with his weenie creature to kill it off. It strikes me as a more aggressive card as well. Built in trample is a sure way to deal damage in this format. Gigapede may be best suited for the sideboard. 3-4 masticores may be needed for some much needed creature removal. They can't be ordered out, but cards like welder, meddling mage, salvager, etc are basically game over for this deck. Speaking of the sideboard, which, How does Primal order do these days in T1? I thought Seeds of innocence could be good. Primal order is more true to the decks aggressive side while Seeds of innocence is strictly disruptive. They also gain life from seeds of innoccence, but it will most likely be zero from their moxes! Ground seal would be nice against graveyard recursion decks, but doesn't do anything against Yagmoth's will or oath. It does shut off welder decks, which is huge. AND you draw a card. nice.
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Eternal Formats / Creative / Re: Secret Force II
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on: August 07, 2005, 10:48:12 am
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No I didn't start that B/R dragon thread. The only concern I can think of with Symbiotic wurm is that without cabal therapy, Verdant force is just better. Also, you can flash back therapy and sac a verdant token and keep the 7/7 verdant force body intact. If you are testing this deck, you should give Verdant a try. Kamahl, fist of Krosa should be in here for overrun action if anything. I still think Gargantuan Gorilla shold be in for creature kill. A tinkered out DSC is a problem, but a bunch of overrunned elves is game over for them anyways.
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Eternal Formats / Miscellaneous / Re: Ironworks
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on: August 07, 2005, 10:34:09 am
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As far as disruption goes, with all the cheap/free artifacts this deck plays, Tangle wire would be a fit. A bunch of the artifacts still work when tapped, like skullclamp. You could always borrow control elements from Control slaver decks. Not their counter-magic however. With all those guys you'll be making, Opposition is an idea. Tapping all of your opponents permanents seems to be good disruption. The 2 U may be tought o achieve with the cureent mana.
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25
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Eternal Formats / Miscellaneous / Re: Ironworks
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on: August 06, 2005, 03:30:38 pm
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voltaic construct works well with metalworker and goblin welder if you don't like the staff for some reason. Playing both isn't bad idea. Is fabricate a bad idea for this deck? You're most likely going to tutor for an artifact anyways. How is Trike a better win condition than just stroking them out? Also, there is
Magma mine: Casting cost: 1
Card text: 4: Put a pressure counter on Magma Mine. TAP, Sacrifice Magma Mine: For each pressure counter on it, Magma Mine deals 1 damage to target creature or player. I still think stroke is better, however.
Even more fun- Voodoo doll: artifact 6 At the beginning of your upkeep, put a pin counter on Voodoo Doll. At the end of your turn, if Voodoo Doll is untapped, sacrifice it and it deals damage equal to the number of pin counters on it to you. XX, T: Voodoo Doll deals X damage to target creature or player. X is the number of pin counters on Voodoo Doll. This card is silly and purely a win condition with little/no synergy with the deck other than it's an artifact. a better idea is
Viridian longbow: 1 Equipped creature has "T: This creature deals 1 damage to target creature or player." Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.
equip it onto the metal worker or some guy you have out and ping them to death, untapping the guy with the staff over and over. This is also a cool way to keep opponent's welders in check.
I don't know how you win in one turn with Trike when you combo with the staff. How is this done?
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26
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Eternal Formats / Creative / Re: Secret Force II
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on: August 06, 2005, 09:48:27 am
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First of all NWI, I don't appreciate your attitiude. Comments like "wow, nice strategy". Grow up. Secondly your suggestions on the deck are decent. Chalice of the void would help more than root maze. I completly forgot about Rofellos. That will help tremendously. I disagree with force of nature. Verdant force is so superior. The Force of nature ties up your mana. Gigapede will drive control nuts. I'd go up to 3 Deranged hermits, because 5 mana isn't hard for a deck like this. I think rancor may be better served as more creatures of even more disruption. I'd leave them as the Preist of Titania. I'm not sure why the symbiotic wurm is in there, but its a nice addition. The land is fine, except I'd add 1 swamp. You won't have nasty run- ins with blood moon etc. Easy of the nasty comments, OK bro?
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27
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Eternal Formats / Miscellaneous / Re: Ironworks
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on: August 06, 2005, 09:25:21 am
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Decklist deleted. If you want to propose changes to a deck, just say that you're cutting these three cards for those three cards--we don't need to see the whole list again. -Jacob
This way you can have the staff in the deck and stroke them out. I added a chromatic sphere, to ensure that you can get that 1 U mana in a pinch. These pieces have a synergy with the deck as well. I think gifts ungiven should be in a combo deck as well. You are already playing goblin welder and myr retriever, so that would help get back Gifts cards.
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28
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Eternal Formats / Miscellaneous / Re: Ironworks
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on: August 05, 2005, 03:32:43 pm
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I saw this Metalworker combo deck a year ago. It basically needed 3 artifacts in hand w/ metalworker and a staff of domination in play.
To refresh your memories: Staff of domination Card text: 1: Untap Staff of Domination. 2, T: You gain 1 life. 3, T: Untap target creature. 4, T: Tap target creature. 5, T: Draw a card.
4 mana from the metal worker untaps the staff and untaps metal worker. See where this is going? You stiil have 2 mana floating soon to be 100 zillion. You then proceed to gain billions of life, tap all their guys, and draw the rest of your deck. I forgot what the win condition actually was. I think it was a stroke of genius. An artifact would be a better win solution. You could play something hilarious like Rod of ruin for the win. You can always untap it with the staff and all that mana. Anyways, Thought this combo would be worth your consideration.
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30
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Eternal Formats / Creative / Re: Secret Force II
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on: August 05, 2005, 11:23:27 am
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I agree with all of silvernsil's suggestions except regrowth. That could be an Eternal witness. The Gargantuan gorilla is totally necessary. It can snipe(more like smash) Akroma and Spirit of the night. It can also have trample when you sac a snow-covered forest. The creatures you Order up should have a specific reason for being in there. Not just that they're fatties with trample. Hmmm. How much would this deck cost to bulid anyways, 50 bucks? ha ha
also if you look at the original Secret Force deck, it had tons of mana generating guys, cradles, fatties, and natural order too. The big difference is this one has outstanding card drawing through skullclamp. The synergy the deck has is excellent. Besides, in T1 speed is essential. This deck has the speed and disruption elements as well. The latest:
4 Natural order 4 Root maze 4 Birds of Paradise (much better than elves) 4 llanowar elves 4 duress 4 cabal therapy 4 Yavimaya elder (eternal witness maybe?) 1 Verdant force 1 derranged hermit 1 Rith, the awakener (might be better as second recurring nightmare)kamahl, fist of krosa would be a great addition if you don't like gold cards 1 woodripper 1 gargantuan gorilla 1 recurring nightmare 1 demonic tutor 1 vampiric tutor 1 Eternal witness 3 Skull clamp 1 Gaea's cradle 4 Bayou 3 llanowar wastes-this is probably a bad idea...( maybe consider land grant or more basics) 4 wasteland 1 stripmine 6 snow-covered Forest 2 swamp
Now we're getting somewhere.
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