"At the academy, 'show and tell' often becomes 'run and hide.'"
Team Reflection has been working on a deck as of late and we feel that it is ready to be revealed in it's current state. So I get the pleasure of showing you our latest monstrosity. Matt originally took the initiative here with Darksteel Colossus and Show and Tell and created several starting lists which we have tested, refined, and reshaped to the list currently presented. I'll try to cover some debates our team has encountered, limited matchup analysis, card choices, and other various things.
Show n' Tell Day. aka
"STD"Maindeck 4 [card]Darksteel Colossus[/card]
4 [card]Show and Tell[/card]
2 [card]Future Sight[/card]
1 [card]Tinker[/card]
1 [card]Time Walk[/card]
1 [card]Yawgmoths Will[/card]
4 [card]Force of Will[/card]
4 [card]Duress[/card]
1 [card]Damping Matrix[/card]
1 [card]Mind Twist[/card]
2 [card]Cunning Wish[/card]
4 [card]Brainstorm[/card]
2 [card]Impulse[/card]
1 [card]Ancestral Recall[/card]
1 [card]Demonic Tutor[/card]
1 [card]Vampiric Tutor[/card]
1 [card]Mystical Tutor[/card]
7 SoLoMoxen
1 [card]Mana Crypt[/card]
1 [card]Mana Vault[/card]
4 [card]Underground Sea[/card]
5 [card]Island[/card]
1 [card]Swamp[/card]
4 [card]Polluted Delta[/card]
2 [card]Flooded Strand[/card]
Sideboard 3 [card]Chalice of the Void[/card]
2 [card]Damping Matrix[/card]
3 [card]Hurkyls Recall[/card]
1 [card]Stifle[/card]
1 [card]Fact or Fiction[/card]
1 [card]Echoing Truth[/card]
2 [card]Skeletal Scrying[/card]
1 [card]Demonic Consultation[/card]
1 [card]Echoing Decay[/card][/list:u]
Relevant discussions:
STD vs Masknought This is an obvious debate. I believe Matt explains it best, so I have taken a quote from our notes:
"1. It's immune to artifact kill and combat damage. I recall being able to kill a Naught with Madness on multiple occasions. Had that been a DC, the game would not have even been close.
2. DC can be used with more than one card in the entire game, and those cards can be used with more than DC. Show and Tell works with any high-cc permanent. Mask only works with Naught. Imagine if you could run 4 Masks, and four more Masks against aggro. This gives it a high consistency, without needing resorting to:
3. Running Spoils of the Vault, which can randomly lose you the game.
4. 4x Force of Will is better than 4x Unmask by a wide margin.
5. It's not a lost cause against control by any means. This deck runs as much draw power and counters (Duress as a counter) as control decks do, and plenty of board-control too. You win the same way Tog wins versus Keeper - outdraw, outcounter, buy a turn or two, and capitalize on that."
Re: Green Early on the deck utilized green spells. Green gives us Pernicious Deed, Oath of Druids (which is marginally useful), Regrowth/Reclaim, Naturalize/Oxidize, Xantid Swarm, Sylvan Safekeeper, Steely Resolve (which turned out to not work), and Berserk among other things. With the addition of green, you are much more open to color screw and land hate. However, green makes the sideboard toolbox oh so much stronger. All in all, the color just didn't make the cut in the end. The deck certainly has room to evolve and include green, but that is not the path we chose to take with the deck.
Re: Oath of Druids This card has sparked quite a bit of debate among us. Oath is great vs aggro. This deck isn't necessarily worried about aggro though. The aggro decks it has the most problems with seems to be TNT and FCG. TNT has the deadly welders and FCG can just combo out on you like nothing. Oftentimes, the time and resources the deck needs to cast Oath gives FCG enough time to set up and kill you. There are stronger options available to fight TNT than the painfully symmetrical Oath of Druids. Oath of Druids also puts artifacts into your graveyard for annoying Welders to ruin your day with.
1 Damping Matrix yes, just 1. There is a truckload of search in the deck. One is the perfect amount. It just solves so many problems and gives many decks a serious hassle while not affecting any of it's own cards.
Nevinyrral's Disk There is obvious synergy with Colossus. A big factor in deciding to use this card is vs. Goblin Welder. Disk can remove pesky Welders, but if you have no artifacts in your grave, then it is not needed. If they have a Welder and you have an artifact in your graveyard, then Disk is essentially dead. Therefore, Disk is too situational and not optimal.
Re:Cunning Wish/Mana Drain Cunning wish is a double edged sword, so it seems. Sometimes you just need an answer to the unforeseen weakness in a given matchup. Wish looks like the best answer to any such problem. Unfortunately, the Wish system is quite costly in this deck, especially without Mana Drain. So why not run Drains? Short answer: they are cumbersome. Mana Drains are just too reactive. This deck would rather poop out a Colossus right now than claim board position first. Mana Drains were originally used in conjunction with Nevinyrral's Disk but were dumped for Future Sight and other elements to just push through the opponents board, similar to what Psychatog does.
Impulse vs. Lim Dul's Vault This is another issue that has been debated since the beginning of it's conception back at the end of January. The Moxen in the deck make Impulse a virtual 1cc spell without losing any card advantage. LDV might slow the combo down a little bit but the tempo gained from getting a Colossus out generally negates any tempo or card loss. Impulse is slightly better vs. control for finding answers, whereas LDV is superior at setting up awesome topdecks. It's a tough call.
Accumulated Knowledge + Intuition Not a bad engine at all here. AK would probably work well with Mana Drain in the deck, but Brainstorm has been chosen in this build. Brainstorm is often the better choice because of the lack of Drains and synergy with Future Sight. AK is great with Lim Dul's Vault and has merits as well.
In this particular build, the slots that are most open to change are the Wishes. With that, the 2 slots of Impulse/LDV/Consultation. This is probably where the most change and innovation could happen.
MatchupsTOG: STD 'smash' Hulk. Generally, Showing out a Future Sight over a Colossus is the safer play
if your opponent is expecting your deck and is prepared. Once the Future Sight gets rolling, getting a Colossus out every turn is not even difficult. Often you can play on the fact that the opponent doesn't know that you run Future Sight. The Tog player may allow Show and Tell to resolve, expecting DC because he gets to put out his Tog/Deed thinking he can Wish for StP or bounce. With FS instead, you just simply have more trump cards. Gro decks play out very similar, but are generally easier due to the higher number of creatures. If you think they are not prepared, drop an indestructible and counter any bounce/rfg.
FISH: The mana denial coupled with the counters can be devastating. Spiketail Hatchlings, Stifle, and Strip effects go along way to slowing you down. It all comes down to the counter war as their dudes are generally harmless to you and pale in size. If you get Colossus out, they generally gotta scoop.
LANDSTILL: Similar to fishy decks as far as mana hate goes, it may give you more problems if they are also running white for Swords to Plowshares. Disk can be annoying, but doesn't kill 11/11 indestructibles, of course. The fact that STD is 2 colors helps vs. all their Wastes.
KEEPER: When has combo ever had an easy time vs this deck? The best advice we can give is to force thru an early Show and Tell if you can. Keeper has Wish, StP, Humility, sometimes Edicts and a whole bunch of counter and draw. Do your thing and don't let them capitalize on drawing. Play the card advantage game in every way possible, since it's very difficult to simply combo them out. More card-drawing comes in after boarding in the form of Skeletal Scrying. A tough matchup.
EBA: Initial testing shows that this matchup is not pretty. EBA has Force of Will, Mana Drain, Duress, Vindicate, Swords to Plowshares, Mind Twist, and Meddling Mage. It's a combo nightmare.
SLAVER: It has welders AND counters. This can be another difficult matchup. Control Slaver is by far more difficult than Workshop Slaver here. Damping Matrix is good here because it shuts off their stuff, obviously. Normally, Slaver would just lay down the fat vs Matrix and run you over, but you have Colossus. Matrix is better hate in
this deck than it is in other decks because of this. Game 1 is in your favor. After sideboarding, they can bring in REB, Shaman, and often Trinisphere. You side in extra Damping Matrix, but their odds increase overall.
DRAGON: If they don't have anything besides Laquatus maindeck, the odds are in favor of STD. Otherwise, dragon is usually faster, but since Colossus shuffles it turns their 1 turn clock into a 3-4 turn clock. If Damping Matrix comes in, all of their non-Verdant ways to win are shut off. Considering Colossus is bigger than Verdant, that's a good thing. Not much to board in here.
FCG: It's a race. Food Chain Goblins splits pretty evenly. As noted above, casting an Oath is really just giving FCG time to set up. Suggested sideboarding right now is to take the Damping Matrix and Future Sights out for Echoing Truth, Echoing Decay, and Demonic Consultation. This weakens Cunning Wish, but Future Sight is often quite dead vs FCG.
TNT: This
can be one of the more difficult matchups, it depends on the build. On one hand, you have Survival/Welder which can kill DC
if you have an artifact in your grave for welding. Showing can be problematic, you don't want to see your opponent Show out a Duplicant or Platinum Angel. Cunning Wish shines here by fetching Skeletal Scrying, Echoing Decay, and Hurkyl's Recall. Trinispheres make life difficult. You have the faster deck, combo out and force them into the control position.
MADNESS/STOMPY: Limited testing has shown that STD is favored. Waterfront Bouncers and Root Maze give you large headaches though. These style of aggro decks don't hate this combo deck nearly as efficiently as they do other decks. Luck of the draw (getting more brokenness) is probably the determining factor here. You have the faster deck, be the beatdown.
In general, use common sense and magic experience to tell you how the deck will fare in a given area. It's a combo deck at heart, so blue cards will likely give you the most trouble. One of the real strengths of this deck is it's surprise value. I took this to a full proxy tournament here in Minnesota and no one knew what to expect, much less how to SB against. So, if you are somewhat sadistic like me when it comes to magic, and you like combo decks that smash people hard with enormous, 11/11, trampling, indestructibles then this might be the deck for you.
For those interested, a
report of a first place finish in Minnesota.
This is where I get to name names for all the great work!
Hyperion, Matt, Methuselahn, Rico Suave, Vegeta2711, and Wu.