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1  Eternal Formats / Creative / Re: let's build BWR Fish! on: June 10, 2006, 07:50:36 am
Right now, I'm testing this:



// Lands
    2  Windswept Heath
    2  Scrubland
    1  Mountain
    1  Swamp
    4  Bloodstained Mire
    3  Plateau
    1  Badlands
    5  Plains

// Creatures
    4  Thundersong Trumpeter
    4  Samurai of the Pale Curtain
    4  Gorilla Shaman (1)
    4  Dark Confidant
    3  Kataki, War's Wage

// Spells
    3  Umezawa's Jitte
    3  Blood Moon
    1  Vampiric Tutor
    1  Demonic Tutor
    3  AEther Vial
    3  Hide/Seek
    1  Black Lotus
    3  Swords to Plowshares
    4  Duress

// Sideboard
SB: 3  Chalice of the Void
SB: 3  Red Elemental Blast
SB: 3  Pyroblast
SB: 3  Tormod's Crypt
SB: 3  Pyrostatic Pillar




I found the idea in this thread:
http://www.starcitygames.com/phpBB2/viewtopic.php?p=589639#589639

Against random decks (black control with Nekrataal... random aggro) I had some problems...
But I just played against Gift and OWNED it Smile Vialed out a turn 2 Gorilla Shaman which ate 2 moxens, then later played a Hide/Seek for Yawg Will in response to Gift Very Happy Post board, the REB's are gold!

I'm going to test it some more.
2  Eternal Formats / Creative / Re: abyssal decks on: May 20, 2006, 05:50:08 am
Interesting.


I definitely have too much Null Rods in the deck, it should be 3.


I think you are right, because the only reason I run green is for Root Maze... But still, Root Maze is really great!

White could work well, with Kataki against artifacts, True Believer against combo, StP, Disenchant.

But I still want to play Root Maze! I might try a white AND green splash? Problem will be the manabase.



I think the same about Land Grant, I should get rid of them, because:
a) they give too much information about my hand to the opponent
b) when I am mana screwed with a land grand, and the opponent sees that, he can counter it and I'm screwed



An idea would be to run, like you said, 1-of's of Rancor/Choke/Chains, and run mure tutors to find them. Choke is just great in today's metagame, and when the opponent does not play islands, I can just side them out! I think I saw maindeck Chokes in one of Smennen's Stax lists, and I was trying them out.




The problem with my deck is that I basically play a lot of hate cards as a way to disrupt the opponent while I beat him down with my creatures, and this strategy depends a lot on the metagame, which is bad against random decks.


Thanks for the advice, I might try to modify the deck and post it in a new thread, because I don't want to change the subject of this thread, even though my deck has a lot of cards in common with the decks talked about here.
3  Eternal Formats / Creative / Re: abyssal decks on: May 19, 2006, 06:49:12 pm
First post here :p Hellllloooo all !

It's interesting, because I just started testing some B/G Aggro/Disruption deck, which as a lot of similar cards.

My current decklist (keep in mind I'm still testing, this is why I have 1-ofs, I want to feel if they are good or not):


// Lands
    1  Strip Mine
    9  Swamp
    1  Forest
    2  Overgrown Tomb
    4  Bayou

// Creatures
    3  Nantuko Shade
    3  Withered Wretch
    4  Dark Confidant
    3  Skyshroud Elite
    3  Hypnotic Specter

// Spells
    4  Null Rod
    4  Duress
    3  Cabal Therapy
    4  Dark Ritual
    4  Land Grant
    4  Root Maze
    1  Chains of Mephistopheles
    1  Demonic Tutor
    1  Choke
    1  Rancor

// Sideboard
SB: 1  Null Rod
SB: 1  Choke
SB: 3  Chalice of the Void
SB: 4  Diabolic Edict
SB: 2  Umezawa's Jitte
SB: 4  Naturalize


I play a green splash for ROOT MAZE, which I find is really good:
-with it, fetches need 2 turns before producing mana (this is the reason why I play Land Grant instead of fetches myself... but it might not be the best choice, because it reveals my hand)
-it slows down decks like slaver/combo
-tendril combo has a harder time comboing off without artifacts (and they can't just EOT rebuild it, because it is an enchantment Smile ).

I play the Overgrown Tomb because it is good, and if you have Root Maze in play, you don't care about the drawback.



This deck is quite good against combo, because of the discard, the Wretch (good against Yawg Will), the Root Maze, the Null Rod... (combo has a hard time comboing of with Root Maze + Null Rod in play.. of course they can try the Cabal Ritual plan, but it is still hard).

Against stax, the Wretch is great against welders. Moreover, I think Rancor can be good against Smokestack, because it gives one permanent every turn.. Finally, we have lots of basic lands, which makes a Wasteland + Crucible lock harder for them.

Things like Tormod Crypt or Jester Cap do nothing against this deck.

Against Ichorid, we have Wretch and creatures to block.

Against Control, we have a lot of discard, Confidants, Root Maze + Null Rod + Choke to own their manabases, and some really effective beaters (if they let a Nantuko Shade hit play, they are dead in a few turn).

Right now I am testing Rancor, Chain of Mephistopheles, and maindeck Choke. Choke is great in today's metagame, where blue is very often played.



I'm not sure about the Skyshroud Elites, because even though it does apply early pressure, it has no other ability. I'm also not sure with the SB Jitte, I think it is good against random aggro decks, though...

We might also need to use maindeck Diabolic Edict, to counter Tinker->Colossus.


Thoughts?
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