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Author Topic: The Coming Global Superstorm  (Read 1711 times)
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« on: July 01, 2003, 03:51:21 pm »

First, here's the deck...

//NAME: The Coming Global Superstorm
// The Win (2)
1 Jester's Cap
1 Brain Freeze

// Utility (4)
1 Time Walk
3 Temporal Fissure

// Card Drawers (8)
1 Ancestral Recall
3 Impulse
4 Brainstorm

// Super Card Drawers (8)
1 Mind's Desire
1 Yawgmoth's Win
1 Timetwister
1 Time Spiral
1 Wheel of Fortune
1 Windfall
1 Memory Jar
1 Future Sight

// Tutors (8)
1 Demonic Tutor
1 Vampiric Tutor
1 Regrowth
1 Relearn
1 Crop Rotation
1 Mystical Tutor
1 Tinker
1 Merchant Scroll

// Mana-like Stuff (30)
1 Fastbond
1 Candelabra of Tawnos
4 Helm of Awakening
1 Black Lotus
1 Lotus Petal
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Mox Diamond
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Grim Monolith
1 Volcanic Island
2 Underground Sea
2 Tropical Island
4 Polluted Delta
1 Island
1 Tolarian Academy
1 Library of Alexandria

// Sideboard (15)
4 BEB
1 Temporal Fissure
3 Tormod's Crypt
4 Hurkyl's Recall
3 Defense Grid

I was running 1 Long Term Plans to keep things going...but what I found out is that Long Term Plans is almost always worse than any other card you could have in that spot. I thought with all the draw I'd be able to make it usefull. But as it turns out the most common actual use for it was to increase my spell count before a storm spell. A 3rd Impulse is WAY better! I really need cards that put cards in my hand.

Now the only cards that I feel are sometimes not pulling their weight are Fastbond, Future Sight and Yawgmoth's Will. This is because in Goldfishing they are almost always either dead cards or "win more" cards.

But I'm still afraid to cut them without some more RL testing against my metagame. Because I can see them being good when faced with Sui and such.

Now overall, the big thing that gives this deck an advantage over traditional Academy is the low land count and the ability to disrupt control in a practically uncounterable way. (Temporal Fissure)

Now some have questioned whether they are really enough...but what I've found in playtesting is that you wait for a few turns until you're sure you can set up one big turn. And then drop a bunch of "never countered" spells and then Fissure...and then you only need to usually have 2 big draw spells to play after. 2 FoW's is very rare.

It's really not hard. My succes rate vs. Keeper is very good. And they are not going to win any time soon anyway. So the only real fear you have is Mind Twist. But if played right using Brainstorms and tutors to set up your next draw...you can sometimes even overcome that.

So what do yall think? Really I would like people to help me playtest. Playtest it yourself against anyone who will help you. I don't really have much time to playtest anymore...but in the games where I have... this deck looks VERY promising.
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SummenSaugen
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« Reply #1 on: July 01, 2003, 04:37:18 pm »

I goofed around a little.  It's pretty neat against aggro.

Combo runs disruption.  Disruption makes you lose.  Soundly.

Control runs Force of Will and other I Say No spells.  These also kill you.  All they have to do is counter your Desire, Will, and draw sevens.  You have no real disruption of your own, and the three grids in the board don't cut it.

It's kinda fun though.
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Jebus
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Jeabus64
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« Reply #2 on: July 01, 2003, 05:00:17 pm »

I don't see how countering Desire accomplishes anything, unless it is the only spell he played that turn.
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waSP
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« Reply #3 on: July 01, 2003, 05:20:41 pm »

Whenever anyone says that they are countering a desire, I believe they mean that they are stifling it, so can we please stop assuming that the posters on this board don't understand storm.
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SummenSaugen
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« Reply #4 on: July 01, 2003, 05:23:39 pm »

Besides, even if I didn't, that's one spell in the entire deck that could get out of hand, and all it's going to do is at best find a draw seven (or two, but that's unlikely) that will meet a counter.
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Browser
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« Reply #5 on: July 02, 2003, 12:56:59 am »

First of all, from the Post 1July decks I've seen none have run more than 1 Stifle and it was SB.

So saying I run "no disruption" doesn't seem to understand...Temporal Fissure.

1 Way Upheavals are good.  So if one resolves (storm included) then there is only ONE counter I'm concerned with.  FoW.

And since my deck includes...

Quote
Quote // Card Drawers (8)
1 Ancestral Recall
3 Impulse
4 Brainstorm

// Super Card Drawers (8)
1 Mind's Desire
1 Yawgmoth's Win
1 Timetwister
1 Time Spiral
1 Wheel of Fortune
1 Windfall
1 Memory Jar
1 Future Sight

// Tutors (8)
1 Demonic Tutor
1 Vampiric Tutor
1 Regrowth
1 Relearn
1 Crop Rotation
1 Mystical Tutor
1 Tinker
1 Merchant Scroll

...plus a Jester's Cap...it seems to handle those 4 FoW just fine.

Now if decks really do start running 4 Stifles MD or even after SB...things will need to be reconsidered...

But since 4 Stifle and 4 FoW = 8 counters that result in card disadvantage...I'm not convinced yet that that will be enough to stop this deck.
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SummenSaugen
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« Reply #6 on: July 02, 2003, 02:37:38 am »

Running one cap is hardly a reason to not fear Force of Will.  That's a fairly shoddy argument, no insult intended to you.

And Temporal Fissure is not that good.  It just doesn't end up being solid disruption when it counts.
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Browser
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« Reply #7 on: July 02, 2003, 02:59:38 am »

I don't think you really understood my arguement.  I wasn't saying Jester's Cap is a great way to handle FoW's.  I'm saying 24 spells that either draw LOTS of cards...or get me cards that do...(plus Jester's Cap, meaning it's one more additional thing to counter) is a good way to take care of FoW's after they have no more permanents.

In the original post I said...

Quote
Quote Now some have questioned whether they are really enough...but what I've found in playtesting is that you wait for a few turns until you're sure you can set up one big turn. And then drop a bunch of "never countered" spells and then Fissure...and then you only need to usually have 2 big draw spells to play after. 2 FoW's is very rare.

So playing against Control can be done with this if you develop at a measured speed for the first few turns (casting permanents that cost mana...saving those that don't for the big turn...and doing an occasional Brainstorm/Impulse to get things into shape)  And then on turn 3 or 4...making a big play with a Fissure.  Followed by a big draw spell or two.

Did you play it like that when you playtested vs. Keeper or Urphid?  I'm not saying the win % with it is 100 vs. Keeper but it's better than traditional Academy.
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