LotusHead
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Team Vacaville
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« on: December 08, 2005, 05:22:36 am » |
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PhantomTapeWorm piloted Sex.dec, an Eternal Witness-Timewalk recursion deck, at an SCG P9 serious about 6 months ago (maybe longer). On SCG.com, someone wanted to break Recollect from Ravnica, perhaps in a Sex.dec build or whatnot.
A few months ago, I proxied up his build online, and added Mana Drains (I love Drains) instead of other chaff. My build was fun, crazy and still had Birds of Paradise (not Vintage worthy, I found out again.)
Anyways, in playing the build on MWS online, I eventually faced someone who built/developed my deck based on our few games (Ixxixxi is the name, I have no idea where he's from and is the only one who doesn't assosiate me with Auriok Salvagers). His version spouted 6 basic lands instead of my revolutionary 4 basic lands (2 Island, 2 Forest, 4 wastables plus Moxen/Wearbears).
I was impressed with his build (which ran only 4 Eternal Witness beatdown for the kill), and I adopted his build of my build of PhantomTapeWorm's build. (CSSAmerican fits into this chain of events somehow.). I re-instated the Wearbears, and tested Mark of Eviction (from another Sex.decish built), found it lacking (read:sucking) unless I was already winning. Sunscape Familiar (which I now own) fits a slot once tested through Helm of Awakening (which helps my opponent way too much).
Behold, for discussion/critique/suggestions/innovations I present:
Uh...Sex.dec (I didn't invent the name) presented in MWS format for those who use it.Â
This deck is very skill intensive, and very enjoyable to play. It is not more broken than any other deck, but can compete with the other decks (especially if the sideboard gets tweaked more)
// Lands   2  Forest   3  Island   3  Polluted Delta   4  Tropical Island   2  Windswept Heath<==----Edit   1  Tundra
// Creatures   4  Eternal Witness   4  Werebear   1  Sunscape Familiar
// Spells   4  Accumulated Knowledge   1  Ancestral Recall   1  Black Lotus   4  Brainstorm   2  Echoing Truth   4  Force of Will   3  Intuition   1  Mox Emerald   1  Mox Jet   1  Mox Ruby   1  Mox Sapphire   1  Mystical Tutor   1  Nostalgic Dreams   1  Sol Ring   1  Time Walk   1  Mox Pearl   4  Mana Drain   1  Regrowth   1  Engineered Explosives   1  Merchant Scroll   1  Fact or Fiction
// Sideboard SB: 1 Â Engineered Explosives SB: 1 Â Naturalize SB: 3 Â Seeds of Innocence SB: 2 Â Tormod's Crypt SB: 1 Â Stifle SB: 2 Â Extract SB: 2 Â Energy Flux SB: 1 Â Tranquility SB: 2 Â Misdirection
The goal is to counter anything relavent, resolve a few Eternal Witnesses and/or Wearbears, and resolve a whole lot of Time Walks. Built in is a way to recur infinite Time Walks (2 Witness, UUGG3 mana availiable, Time Walk and Echoing Truth), but infinite Time Walks is not neccessary to win.
Explanation of card choices:
Mana Base:   2  Forest           Basic lands are Tech. Witness has GG in casting cost. Deck could survive with 1 Forest due to presence of 4 Wearbears.   3  Island            Basic Lands are Tech. The more the merrier.   3  Polluted Delta      Fetches Tropical Islands, Islands and the lucky Tundra   2  Wooded Foothills   Fetches Tropical Islands, Forests and do help with Brainstorm shuffling tasks.   1  Tundra            Exists for your lucky Sunscape Familliar (your Blue and Green spells cost 1 less to play)   4  Tropical Island      This deck runs only Blue and Green spells. Could be 3 Trops and 1 more basic/fetch if thats your style...
  1  Black Lotus         SoLoMoxen (SOl ring, LOtus, MOXen for those who don't know). This deck is powered and   1  Mox Emerald        benefits fromt he full suite of jewelry. Intuitions/AK, etc.   1  Mox Jet   1  Mox Ruby   1  Mox Sapphire   1  Mox Pearl   1  Sol Ring
// Creatures   4  Eternal Witness     Recurs Ancestral Recal, TimeWalk, FoW, Drain, Brainstorm, Fetchlands, other Witnesses, etc   4  Werebear         Taps for green mana, beats for 4 with threshhold (threshold is easy in this deck)   1 Sunscape Familiar    My tech for the deck. Could be Mark of Evicition, Demonic Tutor, Echoing Truth #3, etc. If it appears, a Tundra, Mox Pearl, Pollutted Delta or Black Lotus can provide mana for it. Basically, Intuition/AK engines that cost 1U and U are cool. Eternal Witnesses that cost GG is cool. Recuring infinite time walks for U: Time Walk, GG: Eternal Witness, U: Echoing Truth on said Witness. Wearbears that cost G is cool. And it blocks Goblin Lackeys.
// Spells   4  Accumulated Knowledge   Draws cards, is part of Intuition/AK draw engine. Could be something else for those who don't like AKs.   3  Intuition              With Witness X4, Regrowth and Nostalgic Dreams, Intuition can fetch anything out of the deck. Complete goodness. I often run 4 maindeck. WereBears beat for 4 with Threshhold.   1  Ancestral Recall           D.U.H.   4  Brainstorm             D.U.H.
  4  Force of Will            D.U.H.   4  Mana Drain             This deck benefits from Drain Mana (Intuition, AK, Explosives, etc). Could be Duress if you like Demonic Tutor and hate keeping UU open.
Tutor/Tools/Answers:   1  Mystical Tutor           Finds Time Walk (important), Ancestral Recal (important), Regrowth, Force, even Brainstorm. Pitches to Force of Will.   1 Nostalgic Dreams        for GG: Discard some cards, you regrowth some cards. I keep only 1 in the deck, cuz it can be way broken, but 2 is too many in my oppinion.   1  Time Walk            This deck casts Time Walk for a lot of attack steps. Witness and Werebears, oh my.   1  Regrowth             Tutors for a card in your graveyard. Finds Ancestral and TimeWalk.   1  Engineered Explosives    Deals with small problems (Welder, Gorilla Shaman, opponent's moxen, Tormod's Crypt, etc.)   1  Merchant Scroll        Down to one. Finds Ancestral (important), Echoing Truth (for the win/answers) and FoW/Drain (a form of Time Walk). Can even get Mystical Tutor for the Time Walk for the win. This build had 3 Merchant Scrolls at one point.   2  Echoing Truth         Deals with Akroma, Welders, whatever. Is used to bounch Eternal Witness to get Time Walk/Ancestral/AK for 4/etc). With 2 Witnesses in play, can bounce Both of them, which in turn get back Time Walk and Echoing Truth to repeat and attack.   1  Fact or Fiction         Was Merchant Scroll #2. I aquired a DCI Foil one recently. That's all. Could still be Merchant Scroll. Decent handfiller and combo's with the deck's 6 regrowth effects nicely.
// Sideboard                  All Meta's are different. Side as you wish. Some explanations:
SB: 1  Engineered Explosives    1 Maindeck is nice, so 1 in the board is nice too. SB: 1  Naturalize SB: 3  Seeds of Innocence     Holdover from original Sex.dec build. Nice against Stax SB: 2  Tormod's Crypt        Nice against Gifts/Welder/Will.dec SB: 1  Stifle SB: 2  Extract             Nice against decks with few win conditions. Combo's with Eternal Witness. SB: 2  Energy Flux          Attempts to deal with Stax even more, useless against MetalWorkers. SB: 1  Tranquility SB: 2  Misdirection          Will probably be Claws of Gix in the future, or Spawning Pit for the Oath matchup.
Cards tested and discarded: Burning Wish: Neat, but I like a stable mana base better. Time Walk is not vital to deck. Casting AK for 3/4 a couple of times is just as good. Gifts Ungiven: Only gets so good when Intuition/AK is already present and Tendrils/Tinker is not maindeck. Or black mana or red mana. Mark of Eviction: Sorry. Demonic Tutor: Neat, but I like a stable mana base better. If I am splashing black for 1 card, it better win me the game. However,  Sunscape Familiar(the one white card in the deck) cuts all my spells casting costs in half. It could likely give me a tempo boost as all my spells are green and blue. 20 cards in the deck are affected by Sunscape Familiar (not counting FoW or sideboard cards) Tinker/Colossus: I hate having Colossus in hand. In my other deck (Oath Salvagers), I could be thrilled to have Colossus in hand, because I can then certainly Oath up a Salvager. Not so in this deck. Not needed. If I have a threat out (Werebear/Witness) and resolve Time Walk, then I am on my way to winning already.
This build playes a standard control role which is stay alive long enough to get a threat on the board, a full hand and 5-7 mana sources on the field. This is the same game plan as all non-prison/ decks.
Matchup analysis will have to wait, but I play this deck in a field of Vroman Stax builds (scary, but doable), Gifts/Duress builds, Oath/Duress builds, Dragon, Control Slaver, Workshop Aggro, and so forth. Many of these builds maindeck Tormod's Crypt (haters!) which is why I am confidant that Time Walk isn't vital to winning in this deck.
Enjoy and discuss!Â
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