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xrobx
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« Reply #3 on: April 07, 2005, 01:23:13 am » |
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Hey man, I was recently thinking that exact same thing... I was playing around with blue, black and red, and my girlfriend asked me to make her a deck with this neat card she saw in a shop called "Jester's Cap." I was like "Hmmm??" Then I got around to some playtesting, and basically tried to optimize something that would be simple, yet fun, and had some originality to it. I basically came to the same conclusions that those cards that were mentioned in the above article were the optimal choices for the colors given.
Welder say merrit in any deck, because he simply is the king of artifacts. No explanation needed.
It seems customary that there be atleast 4x mana drains and 4x FoWs in any deck these days for it to be control, yes?
2-4x Duress simply makes this matchup better against anything but aggro, and there really isn't a large amount of competitive aggro showing its head these days in the metagame. This helps greatly with combo matchups, as well as control, and is 1cc and easy to drop first turn for a neglidgeable card advantage.
It is of course necesarry to then include the moxen, and other artifact mana as the backbone to the manabase, and to leave it heavy blue feeling was a must. It had to get around nonbasic hate with a drop like 'island, mox sapphire, go...' so we keep basic land to avoid hate. The natural selection would be fetch, and UR + UB for duals, and why not include the powerful blue academy...
Manabase is looking nice, and then I notice he mentions TfK and brainstorm, and the obvious card advantage,and synergies that exist between the two and the rest of the deck. The importance of dropping cards in the graveyard early on to increase welder's power ever so more. 4x TfK + 4x Brainstorm
The obvious advantages of blue and black is that they provide the most efficient fetch in the game, which in any deck is great to have, so they cannot be omitted. The tutors show their heads here, as well as FoF, Tinker, and Will, which are all simply game breaking/ending.
This pretty much is standard for a basis to blue control, with red and black. Now the fun part. I had to include her damn artifact...
I thought, well, this looks neat and playtested the deck with this as a primary base, and included 2-3x Jester's Cap, and an old man of the sea.
I love the idea of the win cond (creature base, because let's face it, we're basically playing aggro/control here...we use turn 1 creatures that recur damage/lock potential each turn...hence, the same effect of putting the opponent on a clock) being: 4x welder, 1xold man. That in itself made the deck interesting, and the idea of the synergies behind ripping them with a cap, well that was just sick.
The results showed that cap proved to be as effective, if not more effective, than a slaver itself. Yes, a slaver lock means game over, I take all your turns, blah...this basically had the same effect, but on a faster clock. The cap allowed me to play it for the same mana cost, but the activation cost was...2 cheaper...interesting. I quickly relized that with 2 mana, an early welder + tfk often meant a turn 2/3 cap on the field. By this time, I would know what my opponent was playing, and may have countered/duressed multiple times. When I swapped in the cap with the welder, I found these results and was quite pleased:
1) My opponent seemed to be playing psychatog, and ran 2 togs main deck. Since it was only turn 4/5, he had not yet drawn into one. I took his 2 togs, he conceded immediately.
2) My opponent looks to be playing fish, with lots and lots of counter. Shit, this looks like I lose if he hits 2 mana...I notice the light manabase of the deck, and note the number of lands in library left. '4 fetches, 4 tundra, 2 island, 1 mishra's factory, 1 sapphire...' neat...so there are really only 7 coloured mana left in his library, I can do my cap twice and I'll have taken almost 90% of his manabase...ha! I continue to cap him, and on my turn (turn 3) I swap the mox out (tapping for mana to pay..) and tap volc to add two into my pool, i tap the welder, and eat a moxen for the cap, which i cap him with again. Nice...so even against a deck like fish, I can use cap effectively to immobilize the opponent. He continued to draw into blue cards with only a mox pearl on the table after his tundra was wasted. Conceded after a third, then 4th cap off a few moxen/artifact mana.
I don't know if I've answered your question though man, but here is how I feel about the Ubr deck requirements:
-some sort of draw engine be needed, be it brainstorms, ak's, scryings, TfKs, gushes, facts, restricted brokeness that allows a massive card advantage (or disadvantage to opp; ie. twist, duress, etc.). This is simple, and wouldn't make sense not to have this sort of handicap.
-the best available mana in the game, and free mana off artifacts. Indeed, we should include welder here, along with the whole blue manabase setup. We talked about the lands to play, and they simply are the best available.
-disruption is great, and we have amazing access to it. We have now disruption, manabase, and draw engine. Now all we are basically saying is, "Well, what 2-3 cards would you like to include to win with?"
That's basically what it comes down to I think...
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