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Author Topic: Tinker-Based Deck  (Read 1206 times)
Gleemax
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« on: December 24, 2004, 08:28:47 pm »

// Mana
    3 Ancient Tomb
    3 Polluted Delta
    2 Flooded Strand
    2 Island
    2 Volcanic Island
    1 Tolarian Academy
    1 Mox Pearl
    1 Mox Ruby
    1 Mox Jet
    1 Mox Sapphire
    1 Mox Emerald
    1 Black Lotus
    1 Sol Ring
    1 Mana Crypt
    1 Mana Vault

// Creatures
    4 Goblin Welder
    4 Squee, Goblin Nabob
    4 Su-Chi


// Draw/Search
    4 Bazaar of Baghdad
    4 Brainstorm
    4 Intuition
    3 Transmute Artifact
    1 Tinker
    1 Mystical Tutor
    1 Ancestral Recall
    1 Time Walk

//Tinker Targets
    1 Possessed Portal
    1 Triskelion
    1 Platinum Angel

// Permission
    4 Force of Will

// Sideboard
SB: 1 Transmute Artifact
SB: 1 Sundering Titan
SB: 1 Crucible of Worlds
SB: 1 Pentavus
SB: 1 Strip Mine
SB: 3 Wasteland
SB: 1 Mindslaver
SB: 1 Eon Hub
SB: 1 Ensnaring Bridge
SB: 4 Mishra's Workshop

The primary objective of this deck is to achieve a Possessed Portal hard lock with either Goblin Welders or Squee, Goblin Nabobs in a Cerebral Assassin-like fashion.  This can be accomplished in two ways; you can either weld the Possessed Portal into play or Tinker/Transmute Artifact for it.  When this lock is not enough for success, Platinum Angel and Triskelion can also serve as viable targets and function as answers to most of the problems the deck could face (opposing Goblin Welders, imminent victory for the opponent, for example).  The sideboard is largely untested, but is essentially a transformation into a Mishra’s Workshop-based Tinker deck with a much larger number of options for the Tinker, including Sundering Titan, Crucible of Worlds, Pentavus, etc.  This is very much open to change, based on the metagame, and the high SB land count is likely unnecessary, if one assumes that the maindeck Ancient Tombs are sufficient to exclude the SB Workshops.  Card-by-card:

Mana
    Ancient Tomb
Ancient Tomb is the most versatile of lands that produce more than one mana.  Because it is not limited to artifact use only, it is frequently used in this deck to pay for Intuitions and Transmute Artifacts as well as Su-Chis and the (rare) hardcast Squee.  This versatility, as well as the not-immediately-apparent need for fast mana of this type, make Tomb necessary, but the pain associated with it and the relatively low curve of the deck make it fall short of a four-of.  Drawing more than one of these is rarely wanted, and drawing all three is never necessary.

    Polluted Delta/Flooded Strand
Fetchlands find Island and Volcanic Island, are immune to land destruction, and reshuffle after Brainstorm.  Auto-include.

    Island
Because this deck is almost mono-colored, basic lands are almost always better than their nonbasic counterparts because of their immunity to Wasteland and the associated Crucible of Worlds.

    Volcanic Island
These are present in the deck solely to cast Goblin Welders.  It is  only necessary to have one in play at a time, and because they can be found by either fetchland, they are also an obvious inclusion.

    Tolarian Academy
Better than Island in almost every situation, Tolarian Academy is simply incredible.  Often, though, this won’t appear; when it does, it powers out spells which otherwise would be uncastable.

    SoLoMoxen, Crypt, Vault
Welder targets, Tinker fodder, fast mana.  Invaluable and broken; the heart of the deck.

Creatures
    Goblin Welder
A star player – he messes with opposing strategies, destroys combat math, reanimates your artifacts, generates mana (with Su-Chi), and breaks otherwise unbreakable cards and locks.  The only reason red is present in the deck.

    Squee, Goblin Nabob
Bazaar fodder, as well as the key to the Portal lock.  The minimum to run is two (one for your turn, one for the opponent’s turn), but in order to find two, four is a requirement.  They make a frequent Intuition target, and often end up being the kill mechanism.  If necessary, they function as recurring chump-blockers.

    Su-Chi
The only beatdown present in the deck, it combos with Transmute Artifact to find any artifact.  It provides mana when welded out; really, obvious.

Draw/Search
    Bazaar of Baghdad
Bazaar is a discard outlet as well as a draw engine.  It works with Squee and Goblin Welder impeccably; without Bazaar, the deck would be much less efficient.

    Brainstorm
The worst situation for this deck is to be holding the artifact target and a Tinker at the same time.  Brainstorm solves this problem, and provides general utility in a way Thirst for Knowledge cannot.

    Intuition
Intuition finds Squees for the hard lock or Bazaar, and is a tutor for almost any card in the deck.  It can also serve to put one or more of the artifact targets into the graveyard.  It is stronger than Thirst for Knowledge because it has a similar effect with a tutor attached.

    Transmute Artifact
Present only in three because of the need for either a large amount of mana or a Su-Chi to be efficient.  Since it has a prerequisite, having only three allows it to be found after one of these is met; it is still available to be Intuitioned if absolutely necessary.

    Tinker
Finds anything.  For nothing.

    Mystical Tutor
See Tinker.

    Ancestral Recall
One blue mana.  Three cards.

    Time Walk
Time Walk, while remaining an incredibly potent cantrip and extra turn, isn’t as useful here as in some other decks.  Regardless, it is invaluable.

Tinker Targets

    Possessed Portal
Hard lock with Squee/Squee or Welder/Welder.  The deck’s primary win condition.

    Triskelion
Deals with opposing Welders and the occasional Grim Lavamancer.  It beats down; it can be Tinkered or Transmuted out for less than Portal, and is just generally useful.  More good synergy with Welder and a viable win condition.

    Platinum Angel
He just wins.  Well, he stops you from losing.  And then he just wins.  This guy pulls his share of games out of nowhere; invaluable.

Permission
    Force of Will
This is a blue deck, and needs to both protect its own threats and stop opposing threats or answers.  It has more than enough support, and is backed up by Brainstorm and Intuition.

Sideboard
The sideboard is a mish-mash of power and utility artifacts.  It changes the deck from a one-trick pony into a Swiss army knife; the Workshops can probably be replaced with a fourth Wasteland and either more artifacts or Gilded Lotus.  Highly customizable.

Matchups
I haven't been able to test the deck extensively, which is why I've posted it in the open forum.  It has performed well in most games, though; I cannot offer anything specific.
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Kowal
My name is not Brian.
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« Reply #1 on: December 24, 2004, 09:10:17 pm »

Untested lists should be in newbie.  Moved.
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Marton
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« Reply #2 on: December 25, 2004, 04:23:44 am »

while the deck mixes cerebral assassin and transmute artifact deck, I do not see how it does so in an efficient way. The general idea is there, but some details seems to keep the deck unstable.

The first thing is that you cannot cast your su-chi in an efficient way. This is pretty much like foregoing the transmute artifact deck usual playstyle. the transmute deck really likes consistent turn 1/2 su-chi followed by turn 2/3 transmute into some monster, usually either sundering titan, triskelion (damn those welders) or memory jar. I can understand that you don't want to play it the same way transmute artifact deck does, you don't want to play aggro. I understand that, but I will come back later into this.

the second major issue is that you play the absolute most minimal number of blue mana source. I can see that you don't really plan to play those transmute artifact much, but with the number of non-blue-producing lands in there, in addition to the bazaar of baghdad really makes them seem very horrible at best. the fact that you can't reliably transmute is very important since your deck is based around possessed portal, and god knows just how horrible intuition is at tutoring just one card.

the third issue I have just said it. intuition for one card, which your deck is based around, is just horrible.

the fourth issue is that your have too few ways to get a red mana for your welders. it's like you took cerebral assassin and made it inefficient. cerebral assassin is good because it can do: turn 1 welder, turn 2 bazaar dump uncastable fat artifact. Your deck cannot do this reliably. remember that if you can't play your welder, you CANNOT cast your possessed portal in ANY WAY, essentially meaning that you have no hope of winning. sure theres the su-chi beatdown, but as I said earlier, you cast them wayy too slow.

the fifth issue is the force of wills. it's not a bad choice but seems so out of place. It was my personal belief that the very reason transmute artifact deck was soo good was that it didn't need force of will because it has so many tinkers that it can find an answer to everything. I know it's very very far-fetched to say this, but personally I prefer tinkering/transmuting into an answer rather than force of willing it, if the deck can support option 2 more synergistically. That doesn't mean that force of will is not good, that means that you can 'cut' them because I believe that they feel like 'extra (unnecessary) fat'. I know I would love to have 4 free spots.

the sixth issue is the amount of intuitions. Why 4? I cannot see how you justify such a number. I clearly see that the use for intuition is to intuition for squees primilarily, for the bazaars. However, should you try to actually play any deck with bazaar of baghdad against a skilled opponent you will notice that bazaar of baghdads have like a huge 'WASTELAND ME PLEASE' mark in bold red all over it. If your opponent wastes your bazaars then your intuition for squee becomes a very poor play. Sure intuition for '3 fat things' pick-your-poison standard play with welder is very typical, but it also seems a bit sub-optimal considering that you can't seem to be able to have the mana for your welders. Personally I would definately go down to 2 or 3, but again this is purely the result of first impressions.

the 7th issue i have is one that possibly can't be fixed. Your deck is a lockdown deck with possessed portal. Beatdown is clearly the ultimate last resort considering the slow speed at which you play su-chis. Let's be honest. You have a possessed portal deck, but very few reliable way of getting it into play. The way you put it into play is rather slow and pack almost zero answer to whatever your opponent does (I mean besides the triskelion and platinum angel and force of will). You are far too vulnerable to (basic) disruption. Just tell me how your deck responds to the opponent killing your welders. Basically you have only those choices: force of will (opponent is prepared for this), get a tinker and tinker for the portal, go to plan B. And god knows how your plan B is slow.If you can't use your welder, you can't get your kill with portal. If you lose your welders, your deck has no chance to survive. The other issue is that not only you REQUIRE a welder in play to win, but also that all the 'setup' cards to get your kill are too many and too slow, resulting in easyness to disruption your combo. Heck, even tormod's crypt rapes your deck. If you can't kill the welders, then remove either the possessed portal from the game, or the squees.

the 8th issue is probably the worst. You can't reliably address your opponent threats. One of the most crucial principle in magic is: there are no bad threats, only bad answers. Your only answers are slow and too few, considering the speed at which your deck 'kills'.

Theres also the mystical tutor which I can't quite decide wether it's good or not. Nice tech considering the bazaars in addition to brainstorms. I can see it's like the uber tutor, I just personally don't like the fact that you over-stress your blue mana with tons of blue cards yet have such a shaky blue mana base (and as well as a red one, but thats not as relevant).


If I were to work on hybridising both transmute artifact and cerebral assassin I would probably try to recoup the best plays from both decks.

Cerebral assassin likes reanimating titans consistently. You need animate dead to make this good, because they supplement gracefully your deck. Please note that possessed portal is only a trick, not the focus. Bazaar of baghdad is a must which cannot be cut.

Transmute artifact likes having a full toolbox of answers. And it likes to play it aggro. I don't think you could play this deck without mishra's workshops.

To mix both deck you would probably need 4x bazaar of baghdad and 4x mishra's workshop for starters. Both decks like playing aggro, so we should put the focus there. Animate dead should be a real bomb because it could be use to reanimate the fat you transmuted or reanimating the uncastable stuff your bazaar discarded. bazaar + welder/animate dead = big fatty quick. And transmuting big fatty = another big fatty (with the advantage that you can animate the transmuted creature, and that you can abuse the 'sacrifice/leaves play' ability of said transmuted creature). Transmuting fatty essentially means that you get 4 mana from su-chi or that you get another round of land-blowing from your sundering titan. I don't think you will ever be able to find place for intuition (and I don't think you should ever need them with 4/5 tinkers). That means you can't do the intuition for squees to set-up the possessed portal. This isn't a big issue since both decks have an aggro nature which we should combine. If you can't rely on getting 2 consistent squee, then instead you can turn your head over another source of permanent for your possessed portal...... say, like, crucible of worlds. 1x squee and 1x crucible of worlds seems so much easier to get rather than doing the clunky intuition for 3x squee. It should be clear at this point that we gave up on the 5x strip mine plan. We would probably end up with 0/3 strip effects because it seems clear to me that sundering titan will be a key card in such a deck (and it doesn't kill nonbasics).

So well, here's what the *base* of the deck should look like, if I was to couple cerebral assassin and transmute artifact. THIS IS NOT A DECKLIST, ONLY THE CORE CARDS:

4x mishra's workshop
4x bazaar of baghdad  (looks sooo much like VGB's goblin's bazaar deck so far Smile
1x tolarian academy
2/4x volcanic island

4x squee, goblin nabob
2x crucible of worlds (2x is probably the right number with 4/5 tinker)

1x sol ring
1x mana crypt
1x mana vault
1x black lotus
1x mox sapphire
1x mox ruby
1x mox jet
1x mox emerald (maybe)
1x mox perl (maybe)

1x tinker
3/4x transmute artifact
1x ancestral recall
1x time walk
4x brainstorm
1x memory jar
1x possessed portal
(1x mindslaver - maybe)
(2x gilded lotus -  maybe - good transmute target)
2/4x animate dead

4x goblin welder
4x su-chi
1x sundering titan
1x platinum angel
1x triskelion


many cards are not listed, like lands, demonic tutor, yawgmoth's will and other stuff. But the list above should be the starting point for such a discussion.[/b]
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