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Author Topic: [deck] Random 3-Color Control  (Read 1215 times)
Gort32
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« on: March 13, 2005, 11:41:09 am »

I am trying to tweak my current control deck a bit and was hoping that someone had some suggestions:

Deck
4 Brainstorm
4 Force of Will
4 Mana Drain
3 Cunning Wish
1 Mystical Tutor
1 Hurkyl's Recall
1 Ancestral Recall
4 Exalted Angel
1 Decree of Justice
2 Swords to Plowshares
1 Sacred Ground
1 Moat
1 Disenchant
2 Skeletal Scrying
1 Demonic Tutor
1 Yawgmoth's Will
1 Engineered Plague
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
1 Tormod's Crypt
1 Cursed Totem
1 Crucible of Worlds
4 Tundra
4 Underground Sea
4 Flooded Strand
4 Wasteland
1 Strip Mine
1 Island
1 Library of Alexandria
Sideboard
1 Vampiric Tutor
1 Swords to Plowshares
1 Skeletal Scrying
1 Disenchant
1 Misdirection
1 Sphere of Law
1 Sacred Ground
1 Tormod's Crypt
1 COP: Red
2 Energy Flux
1 Vision Charm
1 Echoing Truth
2 Hurkyl's Recall

Yes, there are a LOT of older choices here.  One might think that I should just forget the past few years and go back to Moat/Abyss/Morphling....  However, I have found that some of these choices are powerful in my local metagame - About half of the guys are younger players playing U/G Madness, Goblin (multiple types), or something elf-based.  I have *no* Control Slaver in my area.  I seem to do pretty well against most of the local field, but before I put in the Sacred Gounds and Jinxed Idols Stax just raped me - I've gone like 1-7 against Stax and that 1 was from god hands.   Sundering Titan hurts me bad.   I have yet to play with the Jinxed Idols and Sacred Gounds though so I don't know how well they are going to do.

I suppose some explination of some of these odd choices are in irder:

4 Exalted Angel
I find that having 4 copies lets me worry less about just throwing them out there either as a hope that my opponent doesn't have a quick answer or to draw fire.  I am open to alternatives however.

Sacred Ground (1 Main, 1 Sideboard), Crucible of the Worlds
Like I said, Sundering Titan hurts.  I have a rather unstable mana base and figured that these would be the best ways to defend it.  Sacred Ground also messes with Smokestacks as well - I get to target my lands and nothing really happens.

Cursed Totem
Slaps Goblin Welder around like a little sissy.  Works very well against some other odd decks too - Madness, Affinity, etc.

Moat
What can I say, I like it!  It is a very solid card in my metagame, but I just wish that I could pull of the WW a little easier (especially with 4 Exalted Angels).

2 Skeletal Scrying, 1 Sideboard
This deck tends to be a little slower and takes a bit of damage before taking over.  I've found that I have trouble with having more scryings, but I have played with Ivory Tower and Words of Worship but cannot find room for them in the current build.

Tormod's Crypt.
I haven't decided on this or Coffin Purge, but my current build runs this one.  You know the drill - it hoses Goblin Welder and Yawgmoth's Will.

Engineered Plague
This is actually a very handy card.  Besides laying waste to any kiddie deck, it eats Goblin Welder (can you tell that I don't like Goblin Welder yet?).  This has saved me more than once in a longer game.


As far as strategy goes I usually hunt for Moat, Engineered Plague, Sacred Ground, or Crucible as quick as possible, depending on what I'm playing against.  I usually try to drop an Angel very early as well - with 4 of them I can afford to throw one out there as FOW-bait or if I'm lucky it wil net me a little bit of life which I always seem to be in short supply of.

Like I said, enemy #1 is Stax for me, but with Sacred Grounds and Jinxed Idol are newer tech for me against it.

I know that I may seem stuck in the past but this style deck is really the only type that I feel comfortable with and enjoy playing.  I would appreciate any commentary or suggestions that anyone may have about this list - feel free to tear into it![/b]
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cane
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« Reply #1 on: March 13, 2005, 05:11:56 pm »

what I don't like about the deck are its situational cards:

-engineered plague only does something if the opponent plays with multiple creatures of the same type (i understand you hate welder, but there are better solutions)

-tormods crypt, yes, it can save your ass, or it can do nothing at all, don't think it should be maindeck

-moat, you assume they'll hurt you with non flying creatures, and that you are not already dead until you can cast this....

-jinxed idol; i can see how this could possibly win games, prob is, you have to sac a creature, eiher you have to sac your angel, wich is much faster and nets you life or you have to cycle decree, that are 2 cards, a token and at least 6 mana for a very slow clock wich doesn't have to be permanent, and if you use it to mess with welder, why don't they just weld it?

-with 5 strip effects, I think 1 crucible isn't enough, also, maybe some extra mana accelerant

-4 exalted.....I just don't know, it can be a great creature (if you can cast/flip it) but people are running cranial extraction these days, one of those and all you're angels are gone, if you like oldschool, why not put in a morphling?

but hey, this is just me talking, I've been wrong before
the important thing is that you enjoy playing
hope I could be of help
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Disburden
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TheSkyScreams
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« Reply #2 on: March 13, 2005, 11:42:40 pm »

To me there seems like there's a few wrinkles that could be ironed out on this list, but nothing much except for changes which rely mostly on opinion

cunning wish-  I would run two, I always find one copy to be too little and three just way too many for me to use, especially early game without a force of will to pitch it to.

exalted angel - I agree four is too many. I would use two at the most. Maybe you should add more decree of justice, I actually use these over exalted now 100% of the time. I just think they're that much more effective.

the Tormod's Crypt shouldnt be maindecked. I mean not every deck you play is going to abuse the yard all the time, yes dragon, CA, and other welders do, but nothing much else is worth running tormod's against. This also looks like alot of the deck from this point is just hate for a bunch of different decks, which can make it very unfocused.

1 crucible is pretty much useless. You'll probably either get lucky and draw one once every 10 games, or you'll need to tutor for one with demonic when you want it when you should be looking for another/more important threat.

engineered plague is cool and you'd get mad props on originality for running it in a 3cc build maindeck, but if you're that worried over Welders then why not just run BEB main? they can pitch FOW.


I dont know if you've seen Zherabus' 3CC build of recent postings, but it's great and if not I would check it out. Not saying you should netdeck, just to look at it and admire it's kick-ass-ness.
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warble
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« Reply #3 on: March 14, 2005, 10:06:23 am »

I'd have to concur, cut the crypt.  You've got a fish build for 3cc, very metagamed, and the thing you don't understand is that for YOUR deck, metagaming so heavily is more detrimental then beneficial.  Consider the "other" control deck, control slaver.  If you cut all of the broken'ness of control slaver just to put in a bunch of situational cards, you make the deck have "more answers" but this is NOT GOOD.

Example:
Say you cut memory jar, demonic tutor, 1 thirst and 1 welder from CS.  Then, you put in 1 tormod's crypt, 1 fire/ice, 1 arcane lab and 1 engineered plague.  What have you lost and gained?  If we assume a game takes approximately 4 turns to resolve the winner/loser, then we have lost a large portion of draw power, part of our combo, and a tutor.  We gain "answers" to technical questions that the deck can be posed, but were any of the answers "likely" enough to appear to warrant this change?  If we play against combo 30% of the time, and we draw lab another 40% of the time in 4 turns, and we actually get to resolve our lab 50% of the time, you have increased your win percentage against combo by 20%, increasing your overall deck win percentage on round 1 of the match by 6%.  Looking at each situational card in this light (MOAT would definitely meet the criteria and is even less "useful" in the metagame) our guess has to meet the following two criteria:
1) The deck you are metagaming against must LOSE against the card in question.
2) The deck you are metagaming against must comprise at least 30% of your opposition in the tournament in question.
This is to gain the measley 6% for each card you are adding.  The expense to your deck is a dead card, a loss of draw power, and a loss of deck utility.  For control slaver, being a combo-esque deck, you can't afford to lose a tempo or a card.  However, let's see now if 3cc can manage with this.

What makes 3cc different from slaver:
3cc seeks to remove all of the opponent's threats before the opponent can win with them.  It does not care if the opponent resolves threats, as long as 3cc has a reactionary turn or play against the threat.  If 3cc cannot control the threat or 3cc's retaliation, 3cc knows it will lose.

If we are going by this justification, then the following 6 cards from your list:
1 Hurkyl's Recall
1 Sacred Ground
1 Moat
1 Engineered Plague
1 Tormod's Crypt
1 Cursed Totem
in some form or other violate this constraint.

For cursed totem and engineered plague, what you are doing is making the deck you play against play around the card.  You're hoping to delay the inevitable.  Moat, crypt, sacred ground and recall all use this as a "delay" tactic, meaning you are going to try to win with exalted angel beatdown almost 100% of the time.  With these cards maindecked and exalted angel being your "win" condition, you don't need Decree of Justice anymore, and in fact cards such as lightning greaves and sword of fire/ice that protect your exalteds can be a focus of your exalted angel beatdown deck.  However, to maindeck 6 situational answers because you think exalted angel beatdown can win in type 1 is not the correct choice.  Instead, you should focus on your win condition and stop thinking that life gain will win in type 1.  The only situation that exalted angel beatdown should come into play is if you maindeck 4 mana leak's as well, which costs you 4 of the 6 situational cards you are maindecking.  If you chose to play another 2 duress (almost never a dead card) then you have lost all of your situational cards, but what have we gained from this?
1) your deck is now a true control deck.  Instead of having situational answers, you now have more counterspells then 90% of the decks out there.  You are allowed this because you have a meager creature base (4 exalteds is probably too many)
2) your deck can now double-counter on turn 1.  This brings you 1 turn closer to fighting with the decks you thought you needed to answer.  One of the best plays on the first turn is a leak, and it is truly painful to have to force a mana leak only to have your threat plowed the following turn.

If you do decide to transform your exalted beatdown deck into a true control deck, you need to stop thinking the only answer is to threats on the board, and start thinking of an intelligent cunning wish sideboard for that.  When you can answer everything your opponent plays with your board, you may be more comfortable increasing your counterspell count and decreasing your "dead card" count.  I know this is a long post, and it is long because your fundamental deck construction is flawed.  You have taken what is a beautiful thing (3cc) and transformed it into a beatdown deck with a lot of situational answers.  I know people have pointed out other 3cc decks they know are better but have not expressed in a post what is "better" about them.  Just consider that if your "guess" is EVER going to be wrong, or even if you want more consistency with your deck, once you and your opponent sideboard you will almost never remove your mana leaks, and the other cards will meet sideboard-post-match-one a good 70% of the time.  Less dead cards, more counterspells, that's the 3cc motto.  My old CoP build had 6 dead cards against artifacts, and that was enough for me to scrap the entire deck.  You can't afford to have dead cards in a control deck, unless you're talking about Swords to Plowshares.  If you want dead cards, put 4 of those in there and we'll talk.

Edit: Also, please do let us know what the fundamental turn is for your metagame.  If you are allowed to draw over 60% of your deck, some of this post is in error for your metagame.  However, this is a very Atypical metagame and it would be vital to also learn what cards in STAX, now that Trinisphere is gone, are hurting your deck.
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