Clown of Tresserhorn
Dip Dub Deuces
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Needs more Cowbell
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« on: February 19, 2004, 02:58:08 am » |
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After playing a few matches with Draw7.dec, it has become apparent to me that combo, especially in the form of draw7.dec, can be a bomb in certain metagames. Besides, any deck playing swarms and MASSIVE draw spells has to be somewhat broken, right? Here's my decklist (aka, Smennen's decklist) for reference:
4 Gemstone Mine 4 City of brass 2 Glimmervoid 1 Tolarian Academy 5 Moxes 1 Sol Ring 1 Black Lotus 1 Mana Crypt 1 Mana Vault 1 Lotus Petal 1 Lion's Eye Diamond 4 Dark Ritual 4 Elvish Spirit Guide -30 Mana Sources
1 Mind's Desire 1 Necropotence 1 Yawgmoth's Will 1 Yawgmoth's Bargain 3 Diminishing Returns 1 Timetwister 1 Wheel of Fortune 1 Windfall 1 Tinker 1 Memory Jar 1 Ancestral Recall 1 Time walk 1 Vampiric Tutor 1 Demonic tutor 1 Burning wish 1 Tendrils of Agony 4 Brainstorm 4 Force of Will 4 Xantid Swarm 1 fastbond -31 MD bombs
The SB is pretty random except: 1 Tendrils 1 Primitive Justice 1 Diminishing returns
yes, the deck is 61 cards...LED is too good to not include.
This deck plays out much like academy. Drop a bunch of mana sources, cast a draw seven, rinse, lather, repeat, until you hit a huge storm count and simply win. I played a few matches vs. Keeper, Slavery, Tog, landstill, and aggro. The deck is resilient, but it sometimes just fizzles. Many times, I've cast a draw7 only to have my new 7 cards be total ass. This makes me believe that the deck needs more bombs. Unlike long, this deck does not have the luxury of 5 demonic tutors (aka burning wish). Plus, it has to rely on draw7s to gain any sort of advantage (most of the time atleast), making the deck somewhat random and inconsistent (as opposed to long, where a resolved will means game).
Another problem with this deck, is it's speed and inability to deal with hate. So far, I've only had 1 turn 1 kill, the rest being around turn 3. Without the boost of 4 LED, the deck simply cannot go apeshit and just win on turn 1. When playing vs. Slavery, I lost the majority of the matches simply due to a chalice for 1 in their first 2 turns. The deck is very reliant on dark ritual, and a chalice for one is devastating. Again, with Long, there were 4 burning wish, effectively giving you 4 MD solutions to a chalice. I could even see a null rod being a problem for this deck.
For these reasons, I'm currently testing hurkyl's recall MD. Chain of vapor is cute, but hurkyl's recall is better, IMO. Chain is only superior when you have a fastbond in play and have cast yawgWill, in which case, you are in a winning position. Hurkyl's recall, on the other hand deals with workshop decks (a somewhat unfavorable matchup), plus, it's great just by itself. Has anyone else had success with these? I know TPS ran 1 chain and 1 recall. Also, has anyone considered Impulse? It's like a minitutor and has many advantages over brainstorm. It's CC can be a problem though. I feel that it is better than time walk though. The card simply isn't broken, and only stalls the game. Plus, if you impulse into a mox, you've pretty much "time walked" anyways.
Also, I'm really missing chromatic sphere, although it may not be absolutely necessary. There have just been too many times where I'm 1 blue mana short of casting that desire, or returns. Ofcourse, I would have no idea what to cut for them.
Aside from that, I think this deck is fantastic. It's got a great shot of winning the control matchup simply because of the MD swarms and Forces. Keeper is a tough matchup because it runs removal and counters (not to mention stifle, shaman, and wastes), but I find tog an easier matchup. A resolved swarm is HUGE, as the tog player doesn't run removal, except in the form of deed or wish--->smother, both of which won't matter too much because of the mana requirement. This deck runs soo many threats that control decks are hard pressed to counter or deal with them all. The workshop matchup, however, is a nightmare. Chalice is a pain, sphere is a pain, and trinisphere is basically game over. The other matchups (ie, aggro) are really irrelevant, as you race them with ease. I played r/g beats, sligh, and big O (on MWS), and those decks only win when either 1) they resolve some form of hate like chalice (null rod isn't as bad, as you still have fastbond + academy + ritual + ESG) or 2) I keep a crappy hand. Admittedly, I have not tested the TnT matchup, though this machup may be harder as they have blood moons and pillars.
So with all that out of the way, how does everyone feel about this deck?
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