The past few days I have been trying to think of a deck designed to abuse winter orb. Here is what I've come up with so far.
4 Chalice of the Void
4 Tangle Wire
3 Winter Orb
3 Crucible of Worlds
3 Orb of Dreams
1 Trinisphere
2 Solemn Simulacrum 3 Juggernaut
1 Triskelion
1 Karn, Silver Golem
4 Simian Spirit Guide
4 Goblin Welder
2 Gorilla Shaman
1 Shattering Spree
1 Sol Ring
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Crypt
1 Black Lotus
4 Bazaar of Baghdad
4 Mishra's Workshop
4 Mountain
3 Wasteland
1 Strip Mine
1 Barbarian Ring
1 Tolarian Academy
PROPOSED SIDEBOARD FOR NEW ENGLAND4 Pyroblast
3 Slice N Dice
3 Jester's Cap
2 Duplicant
2 Tormod's Crypt
1 Shattering Spree
The primary objective of this deck is to achieve a lock between Winter orb and Tangle Wire, while sustaining it with goblin welders. All of the atypical workshop lock pieces and creatures are included, but here is a rundown anyway.
Chalice of the Void: Played for 0 on the play, whatever # is best on the draw.
Gorilla Shaman: Eats artifact permanents.
Crucible of Worlds: Recurs strips and barbarian ring.
Orb of Dreams: Slows down opponent dramatically -- included primarily to make fetchlands horrible.
Winter Orb: Since this deck is designed to rely primarily on artifact mana and the free red provided by Simian Spirit guide winter Orb, in conjunction with Orb of Dreams and Tangle Wire will assure that your opponent will be tapped down to a minimal amount of resources while this remains in play.
Goblin Welder: The meddling backbone of any mono red shop deck.
Simian Spirit Guide: These are included for a few reasons.
- With this and a shop in hand, you can play a turn one welder/shaman after dropping a 3 mana lock piece.
- They speed up opening hands that don't have shop or moxen (although, depending on the hand drawn, would most likely be a mulligan).
- They help you cast your finishers more quickly.
- They help you cast spells under the lock.
- Multiples + mountains make shattering spree awesome.
- Enable "Force of Pyroblast"
- When you don't need the mana ability, they are a castable beater.
Triskelion: Anti-fish weaponry.
Karn: Gorilla Shaman #3, and enables your lock pieces to become men, for a quick finish.
Solemn Simulacrum: To me this slot is questionable, since their comes into play ability is somewhat negated by the lock in the mid- late game, but they are excellent at helping you develop early, are a beater and draw you cards.
Cards I would love to play, but haven't found room for (or probably don't belong):Juggernaut: It's my favorite card of all time. It ends games quickly. It's easy to cast. Unfortunately, they're only good when you have 3-4 in the deck. If they come down too late, they won't win.Sphere of Resistance: I generally try to fit these into every shop deck I play. They are wonderful at slowing down combo, and taxing mana-tight decks. I just think that including these in the deck is not only lock piece overkill, but would also dilute the already minimal amount of threats.
Thought Prison: These would most likely be in the sideboard. I heart duress big and much. But since the deck is mono red, this is probably the only similar answer available.
Mishra's Factory: Another great multi-purpose card. The problem with it is that it isn't very synergistic with winter orb. It rules with crucible, however.
Sundering Titan: The focus of the deck is to tie up the opponents resources so that they can't cast spells. Titan blows up lands, I understand. But what's the point of blowing up lands that won't untap anyway?
The sideboard is mainly aimed at hurting gifts, although many of the cards are splashable for different archetypes. For a New England meta of fish, gifts and combo, I think would work. You do have to watch out for the occasional Dread Return Ichorid or oath, but the chances you run into them are pretty minimal. If you can get Cap off against oath, then you've probably won. Ichorid is only horrible if it's the Dread Return variety. You can stall with your strips, slice n dice, and trike, until you find a crypt. I'd even board in duplicants so that you can (hopefully) weld them in against whatever beast they decide to animate.
I would really like to make this deck work. Workshops need to step up in New England. Thanks in advance for any input.