jCoKn
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« on: March 14, 2005, 02:49:40 am » |
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I've been off TMD for a while now, and due to a move I now live in a small (but growing) T1 community. Over the past few months, however, I've been developing a resource denial based control deck that has had a lot of success in testing and at tournaments.
Without further ado,
3c Scepter
The Lock 3 Isochron Scepter 3 Orim's Chant
Nay-Sayers 4 Force of Will 2 Mana Drain 1 Counterspell
Resource Control 3 Gorilla Shaman 2 Crucible of Worlds
Draw and Utility 4 Accumulated Knowledge 1 Intuition 1 Fact or Fiction 2 Disenchant 3 Fire / Ice 1 Ancestral Recall 1 Time Walk 1 Mystical Tutor 4 Brainstorm
Finisher 1 Exalted Angel
Manabase 4 Wasteland 1 Strip Mine 4 Flooded Strand 3 Tundra 2 Volcanic Island 1 Library of Alexandria 3 Island 1 Mox Ruby 1 Mox Pearl 1 Mox Sapphire 1 Black Lotus 1 Sol Ring 1 Library of Alexandria
Sideboard 1 Exalted Angel - Shines vs. aggro 3 Meddling Mage - Hurts Oath, Combo, etc. 3 Rack and Ruin - Necessary WS aggro and stax inclusion 1 Balance - Dominates the control mirror 3 Swords to Plowshares - Oath, randomness 2 Lava Dart - Control Slaver 2 Red Elemental Blast - Control mirror and TPS
The maindeck is solid, and cutting cards is next to impossible. Cunning Wish, more intuitions, more angels, more crucibles, ophidians, and many other options were all tried, but after months of tournament play and testing we think we've found a solid maindeck. The sideboard has pretty much evolved with the metagame switch to control slaver but could still use revision (I'd really like to see 4 REB's there). Essentially I'm posting this list for suggestions, but also to hear what the rest of the community has to think about this... scepter decks have been tried in the past but get hurt bigtime by Null Rod, but this one doesnt due to the presence of maindeck disenchant and Fire / Ice for the fishies. Is scepter not viable? Can it be tier 1?
The general idea here is to control the early game with a barrage of counters, mana denial and permanent destruction. When ready, throw a threat down on a scepter and go into hyper mode wrecking their men, drawing infinite cards, or just outright making their spells uncastable. In certain situations, an early scepter-chant can simply end the game, but leaves you vulnerable to it being destroyed, a huge tempo loss. From my limited testing of scepter/chant in extended, it's the same way: generally you should have already won by the time you play scepter.
As for card choices,
Only 3 moxes? It actually isnt all important to play out your whole hand on turn 1, and to add moxes I'd be cutting basics, something not advisable in most circumstances. I'll leave it at 3.
2 Drains, 1 Counterspell? Logically, if your opponent sees drain and cspell they might overestimate the amount of counters you're playing and assume you're playing a MonoU-esque control. I can't find room for more drains, however hard I try. Also, counterspell is usually always better on scepter.
1 Angel? It started with 3, and at one point there were 2 Angels, 3 meddling mages and 3 Shamans all MD but creatures suck unless they cost R, so we'll keep the shamans and the 1 angel, only cuz she's hot.
Mystical Tutor? This deck hates card disadvantage, so why bother with its inclusion...? Because while holding a scepter it can give you that silver bullet you need against X.dec whether it be more cards, more kill, or more control. We've tried cutting it, but miss it always.
No Cunning Wishes? The SB seems ripe for a wish heavy MD but yet it is so clunky and mana intensive, especially with only 2 Drains. Plus, 90% of the solutions you'll need can be found MD and the other 10% can often be worked around. We tried, but this failed.
1 Intuition? It's golden! I love it myself but some teammates disagree, opting for either a 2nd angel MD or Balance in there, but I swear that Intuition has won me so many games it's not funny. So why not more then? No, it has cunning wish syndrome, you want to be replaying wastelands, not using up all your mana to establish control when you already should be in another fashion. But this card is too good not to be in here and works super nice if crucible is in play.
2 Crucibles? I want 3. I really do. There's nothing I can cut! Help?
Matchup Analysis
Oath - depends on the draw, usually if they get the god draw of mox, orchard, oath (with counter) it will naturally be tough to deal with. Originally there were Gilded Drakes in the SB but then most of the meta shifted away from Oath, more towards CS so the SB was changed but regardless this deck has a strong matchup. If Oath will give you enough time to throw chant down on a stick of even disenchant, you've pretty much won. He has a lot of counters, but as soon as this is started, it's huge card advantage for you. If you can't win game 1 for some reason, SB wins the match.
Stax / WS aggro - Crucible is your worst enemy here. Even trinisphere can be dealt with, so long as crucibles can be kept from resolving, this matchup is a huge advantage for you. Gorilla Shaman is huge in this matchup, as are the disenchants. A scepter-chant is always game over** and the spot removal for welders is huge. Juggernauts are bad, but killable via chump + Fire or disenchant, etc. Just kill his manas and go for the win.
Aggro/Fish - Fire / Ice is the win and especially vs. Fish, crucible is gg. This is a favorable matchup in most situations, but FCG poses a bit of a problem as its solid manabase and fast fast creatures overwhelm pretty quicky. Scepter/chant is golden here (as is in most cases, but..) and exalted angel is the cream on the keg.
Combo (TPS, Deathlong, SX, all inclusive) - It is sometimes necessary, as is in most situations, to mull into a force, or an elsewise powerful hand. Against decks packing Duress, it is super hard to recover from barring a draw and counter heavy hand. TPS here is actually a marginal matchup, going slightly in the favor of this because a single cast orim's chant can win once he hits 7-8 spells. Keep him away from your hand and everything should go fine.
Slaver - If you can't resolve your scepter, you're in a bad spot. On the other hand, should you resolve a scepter on Fire / Ice you've essentially won. Without welders, CS can't go anywhere. Slaving you once cant be too disastrous if you prepare properly for it (use up disenchants, etc.) and Platinum Angel is easily taken care of. The Gorillas are huge in this matchup too, and overall this deck has a strong game vs. CS. Post board you get Darts, and potentially mages which help out the cause even more.
Other control (4c, tog, GaT, etc) - Mana denail is huge! If they're basic heavy, monkey will eat their moxen and card draw on the stick is GG. Not a hard matchup, and every time you get card advantage you get one step closer to the win in the match. REBs in SB come in and Balance is a bomb.
I think that's pretty much it, I'd appreciate feedback on what you think of the deck, what you think could change and what results you get, if any, from testing with or against this.
For those intetested, this deck has posted reults of 2 Top 8's, 1 Top 4, and a 3-2-drop finish at medium-large events (40+ people, 5 proxy, power events) in recent memory and state of deck.
Peace Jon
**(unless you're Ben Kowal and/or you're a psychic metagame predictor, who maindecks Rack and Ruins @ GP Boston and torches my crucible... with strip in grave... and my scepter... GG)
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