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Author Topic: [Deck's Discussion] - MaxxMatt : Zherbus = 4C-C : 3C-C  (Read 9807 times)
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« Reply #30 on: April 19, 2007, 03:34:32 pm »

Quote
- Running mana crypt is a bit questionable. The kill conditions in the deck, baring the quick tinker games, are not very fast. Couple that with the 4 skeletal scrying scrying and it seems like the deck puts itself at unnecessary risk. The addition of mana crypt doesn't seem particularly crucial either considering the highest casting cost category is four (excluding DSC) with only one card (fact or fiction). It's true that there are 10 cards with X in the casting cost, but taking into account what the cards actually are (4 repeal, 4 scrying, 1 mind twist, 1 DoJ), only 6 of them will be cast where X may be more than 2 in a normal game.

Crypts risks are real, but I added it because of possibly good Skeletal-Repeal interactions. I have tons of way to bounce back Crypt when it can become a pain, while it let me have an additional boost for largeer Skeletals since my first turns and it is a good way to auto-create a target for my own Repeals in which matchups where they can be easily cicled, feeding grave and letting you see more cards.

I realize how slow DoJ is compared to other killing conditions months ago, but, keeping white maindeck, I flet the need to optimize it as much as I can. DoJ + Balance are still two  must have in a control deck if you are going to play the *Control* role. DoJ isn't small or slow during the midgame. The deck can develop a good amount of mana during the match and DoJ can both feed Angels or Soldier for a 2-turn-kills. Duresses and Mindtwist let me keep ToA in touch. There are really fewer deck that could produce so much selfdamage such as this one: I HAVE to discard from their own hands both Tutors and ToAs as soon as I can. If I can constantly accomplish this goal, both Skeletals damages and slow winners aren't that much crucial: I have tons of cards in hand and tools to deal with any non-storm threat.

Quote
- Running 3 flooded strand and 3 polluted delta is the wrong configuration; it should be 4 delta and X strand. The decklist contains a basic swamp, therefore 4 delta should be a requirement

That's my bad. I don't correct my manabase according to the last addition made: Swamp. Thanks for the hint.


Quote
- Running crucible of worlds in the sideboard doesn't seem very impressive in this deck. Even if the decklist were modified to include a strip mine in place of the mana crypt, the level of synergy isn't very impressive to include it in the sideboard. Including it maindeck with 2-3 wasteland or not playing it at all seems to be better.

You are true on this issue, CoW is one of the *so-so* cards added to sideboard. There is, indeed, a logic behind this choice: I wanted to both add more Tinker targets with
different porpouses and add another way to stop Fish or MW.dec to possibly lock you. As you can easily see, aside mana and lands, the deck doesn't produce permanents at all. I will enable me to possibly  *escape* from fast lock in the largest variety of possible ways. I added both Sacred Ground and CoW, but I can switch S.Ground#2 for PithingNeedle#1, for the same porpouses too. If there will not be a better choice, I will leave CoW in, especially if I will be able to put a Stripmine somewhere... It isn't the *best* winning plan of the deck, but it is a strong possibility to simply autowin, slower matches ( CotVs + CoW+ Strip + Duresses ).


Quote
Why play this deck over any others?  Especially in today's Meta which is dominated in large part by Gifts, Fish, and Combo?  Gifts packs a similar array of disruption in the form of FoW, Mana Drain, Duress etc... (not always together) with a better card drawer namely Gifts which allows the player to win now...  Fish is aggro (which traditionally beats control which is a reason exalted angels were added to old lists) and packs stp to deal with DSC if u get him out.... and Combo is combo which, although may be tough, can often force their game plan through and prevent your disruption through their own duress/FoW...
In essence, I don't understand why you took a list that looks similar to Gifts, added in a lot of repeal, balance, mindtwist and take out scrolls/gifts which are great draw engines that provide a signifant clock to compete against aggro as well as a way to find specific answers/cards when need be and expect it to be viable...

Sorry, but, even with the kindest intent of the world, I cannot see any significative similarity with Gifts.
Or... if yuo see similarities and are going to comparise those two decks because of *some cards in common*, you will be able to refer to ANY control deck as a *Gifts deck without cards X, cards Y and so on..."

This deck have 6/7Drawers and 4/5Duresses and both hand control and board control.
Gifts have a pletora of Tutors, and a lot of ways to pull out as effectively as it can, or 10-spells and a ToA or 20-tokens and a Walk.

On the other hand, while totally different, this decks can be preferred to Gifts itself for several reasons.
-Heavy hand control, let you castigate combo decks better than with Gifts
-CotVs or M.Mages, coupled with the rest of the deck, will even leave fewer space for victories to both Combo and Control-Combo decks in general
-Balance, Decree and Repeals, coupled with Duresses and Drains are good way to set up *Controllish* victories against Aggro and AggroControl decks. I don't mention TPC against them, only because it isn't *politically correct*. On the other hand, its effectiveness is stellar, even nowadays Wink
-Control-Combo decks, a large part of the field, will be kept in touch with ease playing this deck: you will Duress them first, then Drain out things, then thin the deck in some way with Repeals/BS/Fetches and Draw tons of cards with Skeletals. This partial *control* will be reiterated unitl DoJ or TPC can be tutored for the win. Setting up wins in this way, is really SOLID, difficultly hatable and opponents cannot *rise* winning percentages against you post side with *some new sideboard spell* because you don't rely on nothing particulary.
-Stability and not-Red-able spells are KEY ways to possibly win.

Those arguments can apply to Gifts.dec too, but almost POST side and with this GREATER difference: they are going to win anyway when Gifts will set up victories and their grave *can* be crucial ( depending on the player piloting the deck ). 3C-C doesn't rely on special-effects-Kaboom to win. It simply... put pressure, draw cards and then, when needed ... win .. and in NO particular order!!!.


Quote
In other words, while I understand the viability of 3c and 4c control... I agree with zherbus that they ahve to be metagamed correctly to not only avoid splash hate but also so that they can work on his little 4 step planning system...  The problem is that this version doesn't seem viable b/c you are using arguably a worse draw engine, to achieve the same win condition, and are packing a minimal differenc in disruption.

Take into account I read your entire post, agree with some parts but, the conclusions quoted really destabilize me a lot.
The list proposed here, isn't written in stone, is mine approach to that game-design and it performs *well* ( for what *Well* means, I FULLY FULLY FULLY remand you on Zherbus arguments: This list performs really well with me. I'll hope you all can have the same good result, I'm having now with it ), with results being totally dependent on playskills' players and foresighting sideboard adaptations. I'm really astonished AGAIN on the comparisation with Gifts.

Drain + FoW + Mis-D arent' equal AT ALL to Drain + FoW + Duresses
No M.Scroll + Repeals + C.Wish + Balance aren't equal AT ALL to M.Scroll +  Chain + H.Recall
Skeletals + Restricted aren't equal to Gifts + Restricted
TPC + DoJ are different from ToA + EtW

Why, on hearth, are you ALL going to compare those DIFFERENT knd of decks?
Have you compared Tog to Keeper in the past?
Is Tog, Keeper without Green and White and with other drawers and other winning conditions? ...of course... NO!

I'm not saying that there aren't similar components, playing Gifts or 3c-c, but THEIR OWN projection onto the game is COMPLETELY different.

3C.C is proactive as soon as he can with disruptions, it can sit down a bit in order to maximize drawers and counters and then it can reiterate those sequences until it can win.

Gifts is proactive as soon as he can with tutors, it can't sit down too much in order to maximize drawers and counters and it try to kill with his sequence of bombs+counterspell as soon as it can.



That said, if I start first, I can Duress M.Scroll or Gifts away, leave them resolve BS+Fetch, leave them gain quality again while I'll surf through my deck with EoT spells.
Duresses are really good to disrupt solid but NOT flexible decks. As much as Balance and Mindtwist are ( the latter after a Duress' check is deadly ).
Skeletals aren't Blastable and my only regret against Control.Combo are their own broken hands, against which, really few decks can say to survive.
These are different thoughts from yours, but both of us can be true in the right game situation: I'm sure about my opponents as much you are sure of yours.
More, I'm sure to be able to play this deck near perfectly. So I can be sure of being able to foresight the worst game scenario, avoiding auto-lose.
I'm going to describe things in a better shape.

Against Fish, I tend to gain time thanks to Repeals and Drains. Duresses can avoid them to replay bounced back threats. Am I going to suffer something particular from them? Not at all. Their own best spell ( D.Confidant ) can be bounced back almost forever and they are consuming entire turns in order to regain a better board position. All their threats are killed by a single shot a well protected Balance and C.Wish can help you keeping opponent down on resources with a good instant choice. Skeletals aren't the best thing to resolve, especially if you are greedy and don't think about going around their own Dazes. Shutting Dazes down ( drawing one card less is enough ), you are facing 4 FoW with 4 FoW, 4 Drains and 3/4 Duresses. Aside from unexpected STRONG and UNUSUAL winning race, Fish cannot compete with the cards drawing from your own first or second Skeletal. You better answers ( board control, hand control, drawers ) are ALWAYS 1 for X while their answers are, usually 1 for 1. This gap, if you are able to build a stable mana base, is KEY for every win. I don't underestimate Fish, but I know they aren't going to win too easily against you. You, instead, will lose if you keep low mana hands.

Against MW.dec, there are 2 or 3 key spells to search for and resolve.
Balance is the end all. You are going to win negating, in a single shot, both their own Welders and their fatties. No switches are possible. You are going to regain board parity with a single parity. If you built your play in a *pretty standard monoU style*, MW.dec will not easily destroy your mana base ( post side, it is nearly impossible ). CotVs aren't effective ( aside from being played at 1, negating Repeals on them ) and their own worst threats can be answered with mana and C.Wish. If they are smart, they can put a quick CotV@1 to steal you a lot of spells. Preside, you have to be lucky to hit C.Wish or playable tutors as soon as this situation comes down. Post side, you have tools and protections to escape from almost any lock. You winners, slow and fats are good too. DoJ can give you time creating tokens even under their own lock and with only mana at your disposal while TPC simply put them on a tremendous clock. Is this game winnable? Yes. Is it easy? No, but I'm not advocating a simple or linear decks at all

Against Control.Combo decks, you have to check out for ToA and Y.Will with your Duresses ( or cheaper bombs, of coourse ) as soon as you can. There are really few things to do when you are low on life and they can simply play 2 moxen and win with a stupid ToA. Their own aggressive strategy can be antisinergic with your own drawing strategy, but you should not abuse of it blindly. Disrupt their hand first, gain a bit of time and capitalize your resources. Then you can Scry for some new fresh cards, depleting your life points but being sure that you will not die to freequently from opponents' *random topdeck*. If you are wise, you can win. If you are too predictable, you can only lose.

Against Speed.Combo decks, Duresses and good hands are required. Drains + Duress can be simply TOO MUCH for them to recover. Duress aways something and counter their own slower threat. Are they going to topdeck better things AGAIN? Maybe you have FoW or Answers for their own lucky draw. Belcher is a cool opponent but, aside from first-turn-kill or broken hands, your deck can manipulate enough to survive and win. Against TPS or Long or Dragon, you need more more more foresight and ... a good sideboard. Any skeletal you resolve is a gift for them. You are going to give them free spells and every draw you *miss* is another walk towards splendid losses. On the other hand, they won't win soon ALWAYS and you are going to start games meanly 50% of the times. Games descriptions are really difficult without any actual data, but there are a lot of hidden hints through this words.

The optimal rule to apply forever, while playing this deck is *DON'T TAP YOU OUT* while his own best corollary is *BE WISE!!!*.

You cannot underestimate opponents.
Almost never!

On the other hand, you have tools and resources to win.
Almost always!

Repeat with me:
DON'T TAP YOU OUT!
BE WISE!
Smile

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« Last Edit: April 19, 2007, 05:17:31 pm by MaxxMatt » Logged

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« Reply #31 on: April 23, 2007, 07:28:34 am »

Maxx, Balance vs artifact.deck cannot gain parity because doesn't affect artifacts, I mean, you can reset creatures count (but they play only some welders, and few other creatures, i think 4...karn, trisk, titan maybe...), but what about the smokestack, wires, ecc... that are in play? without red for rack and ruin, or energy flux (which personally I don't like because I hate sacrifice/tap my mox in this matchup), or rebuild+storm.... How do you feel? I feel bad... Smile

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« Reply #32 on: April 26, 2007, 10:11:53 pm »

With respect to Repeal...

How do you find this working. Admittedly for 1 and  and even the what I find to be the more common 2, Repeal is fairly good. I Had basically dropped out of the format for awhile so I didn't even know the thing existed until I saw this list and had to look it up. However I often find myself holding onto this thing and just pitching it for FoW, which I guess isn't that poor of a fate for a bounce effect with an attached cantrip. I suppose in the build presented at the top, you play four so you can get this off on an early EoT to created some tempo control, with the added benefit of a late to mid game easy option for board control? Or am I just going about this the wrong way. I've cut down to two and been messing around with some other choices for the remaining two slots. However, I suppose I should take into account that I am playing in a very "Dork" heavy meta so choices like Engineered Explosives have been working well, as well as a Darkblast in the board. I suppose I am wondering what lead you to run four of these if by above Assumption was incorrect. My apologies if I am totally off base, I really haven't played other than very casually in over a year. Im Just now finishing up some testing this week for an upcoming event.
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« Reply #33 on: April 26, 2007, 10:45:04 pm »

I haven't been too impressed with Repeal... not when you're also running white and red, with Cunning Wish, in a format with access to every card. It's against Chalice, but Chalice isn't great against you.
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« Reply #34 on: April 26, 2007, 10:48:46 pm »

I'd hazard a guess that the 4 Repeals were added by way of providing a form of board control that wasn't completely dead against decks like Gifts and Long (they can be 'cycled').  If you play "in a very 'Dork' heavy meta" I would much prefer Swords to Plowshares.

I've tested Street Wraith in 3cc (in numbers of 4 and 2) and found it suprisingly playable in spite of all the Scryings and fetches.  The life loss does force you to try and 'combo out' aggro with Balance/Twist/Will though, and although this approach has long been effective it is not always possible (or even optimal).  For a range of reasons I think Decree is finally a lot better than Wraith in 3cc.  I hate Brainstorming into Wraith - he gets in the way.  People don't play Repeal purely for the thinning effect so I don't think Wraith cuts it either on that score, at least in control where 2 life is sometimes more precious than a blue mana.  (Obviously in fast combo decks this is rarely the case.)  So if Wraith is to be used in control he has to sometimes be played to good effect, and next to Decree there he's way too clunky.  Such has been my experience anyway.  I'm still trying him (4 Wraith, 2 Decree) as part of a balls to the wall attack on Gifts and Long though.  I don't think he'll make the final cut though.  Anyone else tried him?

@Zherbus.  You’re playing red?  For what cards?  The only I’d really want is REB (and possibly Rack & Ruin for game 1 v. Stax).
« Last Edit: April 26, 2007, 10:57:45 pm by Pave » Logged
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« Reply #35 on: April 27, 2007, 08:51:49 am »

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@Zherbus.  You’re playing red?  For what cards?  The only I’d really want is REB (and possibly Rack & Ruin for game 1 v. Stax).

My apologies, I didn't mean it literally, but more generally for the archetype on the whole. My current sleeved version is UBw. If I played red, the first card to try to make it in would be Gorilla Shaman.
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« Reply #36 on: April 27, 2007, 10:18:31 am »

@max & Zherbus: I would really love a match analysis, is it possible?
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« Reply #37 on: April 28, 2007, 08:50:09 am »

I need a build I believe in first!

A matchup analysus based on the principle of XcControl is easy: it can beat anything. Throughout history, at least as long as I've been involved with it, you tweak the build to beat the decks that you're going to face. The challenge is making sure you give enough UMPH to all of them to be able to do it. Since XcControl's strategy is so dynamic (as opposed to Tog, for example), it's one of those decks that's usually able to be made viable.
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« Reply #38 on: April 30, 2007, 10:36:04 am »

I've waited a bit to comment on this, but here goes:

- As far as your list goes, I'm not a fan of 4x repeals for a "wide open" metagame. Perhaps if I knew I'd be facing a lot of some matchup where its good (and I can't think of any where its all that stellar) I'd consider it. However, especially right now, bouncing their mox eot when they've got a full grip is close to your best play. It's only a free card draw if you've got a blue source, and I'd rather pay blue eot for something better (like a mystical for balance, or decree or something along those lines). Hell, I might go as far as to say, I'd rather play with a merchant scroll and a few different kinds of blue bounce.

- Speaking of mystical, have you ever considered swapping it for the vamp in the side? I understand its somewhat of a sacred cow, but I've never had an issue slaughtering sacred cows in the name of testing. Back when I was playing, Vamp used to fetch needle, and angel as well as all the stuff that Mystical fetched. Especially since it can fetch you ANYTHING.
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« Reply #39 on: May 02, 2007, 01:55:26 pm »

Like orgcandman, I've been waiting to see if this thread was going to reveal something surprising that would more strongly justify it being 'brought back from the past'.  So far, for me, it hasn't.  Don't get me wrong, I have lots of respect for MaxxMatt and Z, but I haven't seen evidence here that convinces me MCC is a viable strategy.

This may be because I still can't understand a difference between
Quote
A decks playskill level. A decks playskill cap.
.  I understand how some decks offer play decisions that, when made correctly, offer greater advantages to the players that can make them (compared with easier decisions in decks that can't be leveraged).  Which of the two above concepts does this apply to?

Also, although I've probably read them, I don't know exactly which articles Zherbus is referring to that he wrote 2 years back.

What I do understand is these threats facing a MCC strategy:

1) T1's increasing importance on the early game which favors pro-active decks
2) A diverse format, full of 'fast' decks, that requires too many diverse answers, too early in the game
3) A lack of a good finisher.  DSC just isn't fast enough; it seems finishers in control decks must now disrupt as well (a la Fish), so I'm thinking more something like Sundering Titan

The thing I keep hearing from the deck's supporters is that the deck succeeds through playskill and metagaming:

Quote
it can beat anything. Throughout history, at least as long as I've been involved with it, you tweak the build to beat the decks that you're going to face. The challenge is making sure you give enough UMPH to all of them to be able to do it.

Perhaps this is true.  If so, what would the build look like that would be metagamed for Myriad Games?  I figured this would be a good litmus test since both Z and MaxxMatt (and the rest of the community) is probably aware of the T8 results.  I can even make it more concrete and list a probable expected metagame:

1/3 Gifts/Bomber/Slaver
1/3 Fish & TMWA
1/6 Fast Combo (Belcher, Long)
1/6 Residual (Ichorid, Oath, Shop)

I'm willing to be proven wrong, but I don't know how you build a deck that will effectively contain all of those strategies preboard.  This leaves the dilemma of hedging the maindeck against one matchup (when there isn't really a dominant deck) or expecting your sideboard to hold you through (re: starting many matches 0-1).

In a more narrow metagame, it's quite possible to imagine a MCC list that corners the highly played decks.  At this point, however, MCC effectively becomes a hate deck, or at least a mere metagame deck, which isn't really material for this forum.  Moreover, the more mature metagames don't seem to have this problem, which leaves little reason to play this outside of being a skilltester.
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« Reply #40 on: May 02, 2007, 02:51:53 pm »

Quote
Like orgcandman, I've been waiting to see if this thread was going to reveal something surprising that would more strongly justify it being 'brought back from the past'.  So far, for me, it hasn't.

I'm not fully convinced either, GI. I've been playing with builds, both extremely out in left field compared to older builds and one that's only a few maindeck slots off. It's been 'fine'. By fine, I mean I know I can take this to a playtest session and play against anything and at least split with the gauntlet overall. What I am not conviced of is that if that's good enough to take to a Vintage tournament. I just haven't gotten that level of comfort yet.

But on the flip side, look at the gauntlet of decks now. For the most part, decks A, B, and C do okay against each other. Fish doesn't autowin against Tendrils doesn't autowin against Gifts doesn't autowin Stax, and so forth with any other combinations. The format is as fast as ever, and nothing is really that reliable. If it were, we'd probably know it by now.

So considering both my point against it and for it, I'd probably just shrug and play 3cControl at a tournament TONIGHT if I had to make a call. This is a personal decision due to, as you know, my extensive time put in with the deck. I know it, I know the right things to do, and I'd rather rely on that personally. Everyone else? I don't know what to tell you other than show up with what you play the best...

Quote
This may be because I still can't understand a difference between...

A playskill LEVEL, is generally how hard the deck is to pilot while a playskill CAP is how much you can eek out of the deck by superior play. Let's say one can maximize a Balance more than a typical player could, for example. And using extremes to make a point (meaning: Yes, I know there is no such deck), give that same player cards like vanilla creatures and Null Rod and see how much "bang-for-buck" you get out of that players ability.

Quote
What I do understand is these threats facing a MCC strategy:

1) T1's increasing importance on the early game which favors pro-active decks
2) A diverse format, full of 'fast' decks, that requires too many diverse answers, too early in the game
3) A lack of a good finisher.  DSC just isn't fast enough; it seems finishers in control decks must now disrupt as well (a la Fish), so I'm thinking more something like Sundering Titan

1) Right - and I actually think that's quite okay that XcControl isn't proactive. A proactive strategy to play X, Y, and Z to win the game 'proactively' can be answered (from a metagame perspective) with A, B, or C. Also note that coming up with a NEW and VIABLE proactive strategy is a very hard thing to accomplish. X, Y, and Z will establish itself as the top proactive strategy, and take away viability for most anything else. Because of this we can assume X, Y, and Z will around a long time until something better ousts it. Because X, Y, and Z will be around for a long time. A, B, and C will be used quite often.

For example, I left the game for 2 years and Stax, Gifts, and Tendrils were the three top proactive strategies then. That hasn't changed now. The A, B, C strategy has been available for all that time. But when you look at a deck that's main strategy is to survive, it becomes harder for A, B, C to answer (especially when it's not asking the questions like X, Y, and Z) while having to worry about X, Y, and Z.

EDIT: I apologize if the above is as confusing as hell. I'm trying to say in a short few paragraphs what a whole article on theory is trying to say. Hopefully the brevity won't make my point come out as poop.

2) I'm not sure that a diverse format is necessarily an issue. It is important to have 3cControl set up not to get hit with by A, B, or C (splash hate or cards that are generally just devistating to both 3cControl and X, Y, or Z OR the protection that X, Y, and Z runs).

3) I disagree here. I don't think artifact fatties are good enough for XcControl strategy as I know it. Decree is good because you can throw it away if you're not ready, or win quick enough when you are.

I do think you left out a #4: Control's real challenge is to run diverse enough answers to not only X, Y, and Z's questions but A, B, and C's answer/questions as well. If you can build it to do so, then you have a winner on your hand. If you can't, then it's not worth playing.

This is the particular area I am uncertain of, but I blame not-enough-testing for not knowing one way or the other. I've been involved in too much else, but I better figure it out quickly. This, GI, is why I cannot answer the rest of your post because if I tried, I'd be partially bullshitting you. My answer right now is that I just don't know yet. It might be kinda bad, it might be really good. And you're right, there's no question a XcControl deck can be tuned to beat a narrower metagame.
« Last Edit: May 02, 2007, 02:59:35 pm by Zherbus » Logged

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« Reply #41 on: May 04, 2007, 07:09:57 pm »

Okay, So after scrubbing out at Eudemonia last weekend (due in part to being new there, not playing for a year, some play errors, and an interior build), I’ve taken the week to reflect on the deck and test some changes.  I believe I’ve come up with a pretty non-standard build, taking innovations from control players far greater than myself, and including changes, which I believe make the build very reslient.

Mana(23)
5 Moxen
1 Mana Crypt
1 Sol Ring
1 Black Lotus
2 Polluted Delta
2 Flooded Strand
3 Underground Sea
2 Tundra
3 Island
1 Tolarian Academy
1 Strip Mine
1 Library of Alexandria

I really really wanted strip mine, but other than that I think this is pretty standard. I defiantly found myself in situations where I wished I could hit a strip in the past, so for now keeping it included. I’m not a huge fan of Petal in control, so I cut it in nearly all my lists, which also makes getting both a strip and LoA in easier. Pretty standard, pretty safe, moving on.

Draw/Search/Tutor(16)
4 Brainstorm
3 Skeletal Scrying
2 Deep Analysis
2 Dark Confidant
2 Cunning Wish
1 Demonic tutor
1 Mystical Tutor
1 Ancestral Recall

After reading the 4cc thread by MaxxMatt, and seeing him in action at Eudemonia, I was very impressed with the potential that Dark Confidant holds. However, I wasn’t comfortable with having him as a primary draw source, especially with a fair amount of fishies still flopping around. With respect to deep analysis, I never see this getting run anymore, but I find it to be a suitable drain sink, and pretty good long term choice.

Disruption/Countermagic(11)
4 Mana Drain
4 Force of Will
3 Duress

Moving on?

Board Control(4)
2 Engineered Explosives
1 Crucible of Worlds
1 Balance

Engineered Explosives? Yes. Its good against oath, fish, a random Empty the Warrens, and I’ve busted combo by for blowing it for 0. It can be played proactively, or be a pretty solid answer to a fish that came out strong in the first two turns. Whateva? I like the utility it brings, especially to game 1.

Broken(3)
1 Time Walk
1 Mindtwist
1 Yawgmoth’s Will

Yep.

Win(3)
1 Tinker
1 Platinum Angel
1 Decree of Justice.

I think Platinum might not be the right choice, but It certainly synergizes well with dark confidant. It certainly isn’t bad turn 1 tinker against combo or Belcher…

Anyway. It’s by no means a final list, but I just thought I would toss it out there for critique.

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If you haven't played "Hunt the Wumpus" then you can't really call yourself a gamer.
ump
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« Reply #42 on: May 09, 2007, 05:33:37 pm »

In my opinion, you run 4 of a card you would like to see of early and often, 3 of a card you would like to see early but not often (or in multiples), 2 of a card you would like to see sometime but preferably not too early, and 1 of a card that is so good it's probably restricted (why else would you want a random card in your deck).  With that in mind, I see no reason to go less than 4 Duress and 4 Skeletal Scrying.

I like Engineered Explosives because it can help control the board and a variety of threats with only 1 card, but I would want to run 3 of them to ensure I get it early enough to make a difference.  However, I don't know the metagame, so draw your own conclusions.

I don't like Lotus Petal in a control deck because it's probably not worth sacrificing long-term board position for a possible early short-term acceleration (you probably won't draw it in the first turn).

I don't want to like Extirpate, especially maindeck, because it doesn't affect board position and it will likely miss the hand also.  However, it might be useful in some matchups, so it might be a worthy 3-of in the sideboard.

If I were to run a control deck these days, I would probably run something like this...

Lands - 17
4 Polluted Delta
2 Flooded Strand
3 Underground Sea
3 Tundra
3 Island
1 Swamp
1 Library of Alexandria

Mana Artifacts - 7
1 Mox Sapphire
1 Mox Jet
1 Mox Pearly
1 Mox Ruby
1 Mox Emerald
1 Sol Ring
1 Black Lotus

Counters - 8
4 Mana Drain
4 Force of Will

Disruption - 5
4 Duress
1 Mind Twist

Draw - 6
1 Ancestral Recall
1 Fact or Fiction
4 Skeletal Scrying

Search - 4
1 Mystical Tutor
1 Demonic Tutor
2 Cunning Wish

Filter - 4
4 Brainstorm

Board Control - 4
1 Balance
3 Engineered Explosives

Rest - 5
1 Yawgmoth's Will
1 Time Walk
3 Decree of Justice
« Last Edit: May 09, 2007, 05:49:02 pm by ump » Logged
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