Harlequin
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« on: July 07, 2006, 09:12:17 am » |
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Phantom Menace
Lands -- 21 4 Tundra 4 Flooded Strand 3 Island 3 Plains 3 Tropical island
4 Mishra's Factory
Insane Draw -- 4 Hatching Plans 3 Perilous Research 3 Intuition 4 Accumulate Knowledge
Combo Cards -- 10
3 Phantatog 3 Berserk
2 Cloak of Invisibility 2 Wonder
Control -- 16 4 Force of will 2 Misdirrection 3 Daze 4 Swords to plow 3 Orims Chant
Normal Sideboard -- 2-3 Ground Seal 3-4 Seal of Cleansing 2-3 Oxidize 3-4 Seal of Removal 0-1 Orim's Chant 0-2 Misdirection 0-4 Meddling Mage 0-3 True Believer / Ivory Mask
The "A New Hope" Sideboard 4 Nimble Mongoose 4 Meddling Mage 4 Wearbear 3 Life from the Loam
Note: I would probably include wooded foothills and a basic forest or 2 in the maindeck If I went with this sideboard. Possibly dropping the Factories.
---------------------------------------- Less known cards:
Phantatog 1UW Creature - Atog Sacrifice an Enchantment: +1/+1 until EOT Discard a card: +1/+1 until EOT 1/2
Perilous Research 1U Instant Draw 2 Card, then sacrifice a Permanent
Hatching Plans 1U Enchantment When Hatching Plans is put into your graveyard from play draw 3 cards.
Cloak of Invisibility U Enchantment - Aura Enchant Creature Enchanted creature gains Phasing and cannot be blocked accept by walls.
Well first I should say, this deck is untested. So more or less anything I say is based on conjecture.
Phanatog Vrs Psychatog (and White vrs Black in general) By droping black you loose Duress. That's by far the biggest hit to the deck. By adding white you gain, Swords to Plow, and Orim's chant. Plow for Duress is almost a wash... both are situationally amazing, and cover polar opposite sides of the control spectrum. So rather than focusing countermagic on creatures, this deck focuses the counters on Non-creature spells (and thus the inclusion of MisD). Orim's Chant ensures a smooth win. Typically in goldfishing I would cast a Chant on my turn right before I "go off."
Phatatog - Pro: Enables Hatching Plans, and surprise factor. Cons: Slower, needs a bit more precise of a set up for the win. Almost always requires a berserk to win, and also allows for minimal opportunities to "partially pump" the auratog to have him survive direct damage or blocking. How the Cons are handled: Because the color tree is more focused, the deck can run Factories as blockers, The deck has both PR-HP, AND Int-AK draw engins. So a hand of 12+ when "going off" is not-uncommon. The deck runs plenty of active control as well as pro-active Orim's chant to ensure that when you're ready to combo, you can do so un-iterupted.
Psychatog - Pro: Fast, Well established, versatile / resilient, can remove 2 or 4 cards in the yard without breaking a sweat to sluff off direct damage or blocking Con: Vulnerable to graveyard hate.
Wash: Both can be REBed
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Notes on Synergy: Parilous Research + Hatching Plans = 2 mana over 2 turns for -2 cards + Draw 5 ==> card advantage +3
Phantatog + Hatching Plans = +4/+4 -to- +1/+1 and 3 Card Advantage
Intuition + AK = Well known
Phatatog + Wonder = Flyer
Phatatog + Cloak of Invis = Unblockable accept by walls, then after blockers are declared he can eat the cloak for +1/+1.
Parilous Researh + Opponent's Destruction spells = Lets you recoup a neutral card advantage when your opponent destroys something of yours. For example in response to Sinkhole, Wasteland, or Vindicate.
Cloak of invisibility + Opponent's Creature = Delay an attack for one turn, and means they can only attack every other turn. Definitely not as good as swords to plow, but It can be used to stall a game slightly. Also there is a chance that your opponent will attack into your auratog thinking that their creature is "unblockable" then you just eat the cloak after attackers are declared and block with the tog. -----------------------------------------------
Sideboard plan. I really wanted to fit meddling mage in the main. But I simply could not afford the space. The nice thing about mage in the board is game 2 and 3 he is generally more effective than game 1, becuase you know what their deck is packing. That lead me to consider a transformational sideboard into Threshold. The manabase can be adapted to be more Green friendly, and all the pithing needles, targeted removal, and extra discard they added will be more or less worthless against your new Fish-style army. Also it is likely they sided out any and all maindeck graveyard hate after game 1. However this plan gives you very little actual reactive control as in no Seal of Cleansing or whatnot. It does however give you a better game against Homebrew in game 2 and 3 I would immagine. something like +4 Mage +4 Goose +4 Bear +3 Loam
-2 Cloak of Invis -3 Berserk -3 Phantatog -4 Hatching Plans -3 Something else (1 Orim, 1 Daze, 1 Perilous Research - maybe?) -------------------------------------------------------
So What do you all think?
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