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Author Topic: Helm of Obedience and Leyline of the void combo deck  (Read 4220 times)
CHOZO
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« on: September 03, 2008, 02:23:02 am »

Here is what I was thinking would be a good deck to put this combo in. Obviously it needs a lot of work. But I think this combo is really neat and could actually be really good, if a deck is built around it. So what do people think?
All I did was take 4 leyline of the void and 4 helm of obedience and put a lot of mana acceleration and card drawing with it. The serum powders are so you can get leyline easier. The ancient tombs are so you can play helm faster. It's all pretty self explanatory. Any help I can get on the deck would be greatly appreciated.

// Lands
    4 Ancient Tomb
    4 Underground Sea
    4 Polluted Delta
    2 Island

// Creatures
    1 Sundering Titan

// Spells
    4 Thirst for Knowledge
    4 Force of Will
    4 Mana Drain
    1 Demonic Tutor
    1 Tinker
    4 Accumulated Knowledge
    1 Vampiric Tutor
    4 Leyline of the Void
    1 Sol Ring
    4 Helm of Obedience
    4 Serum Powder
    1 Black Lotus
    1 Mana Crypt
    1 Mana Vault
    1 Time Walk
    1 Mox Emerald
    1 Mox Jet
    1 Mox Pearl
    1 Mox Ruby
    1 Mox Sapphire
    1 Ancestral Recall

« Last Edit: September 03, 2008, 02:39:18 am by CHOZO » Logged
asi
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« Reply #1 on: September 03, 2008, 04:22:29 am »

I don't like AK'S in there.Why Titan over Colossus (besides hardcastability)? Maybe you should cut Thirst for Knowledge, because discarding artifacts doesn't really help here much, besides getting rid of Serum Powder (which I would maybe cut as well). Brainstorm/Ponder  would make good additions, I think.
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CHOZO
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sheepoflunacy
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« Reply #2 on: September 03, 2008, 01:43:20 pm »

What would you replace for the cards you suggested I take out with?
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asi
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« Reply #3 on: September 03, 2008, 03:34:26 pm »

Yawgmoth's Will, Brainstorm, Ponder, Dark Ritual, Duress, Echoing Truth, Imperial Seal, Fact, Gifts, Merchant Scroll etc. are all worth testing. Sorry for not providing any "tech"; maybe you could try running Belchers as well.
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Tabasco
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« Reply #4 on: September 03, 2008, 07:49:27 pm »

Running Welders and Intuitions might help for consistency
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misslehead3
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« Reply #5 on: September 03, 2008, 11:04:51 pm »

you also have to ask yourself how is this better then 2 Land Belcher

it falls short to pithing needle just like belcher and belcher has a consistant turn 2 win in competant hands. i aggree with asi that this could become a rebel combo deck if stuff like dark rit was added and maybe with a lot of tweaking it may become as consistant as belcher
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Neonico
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« Reply #6 on: September 04, 2008, 04:54:43 am »

you also have to ask yourself how is this better then 2 Land Belcher

it falls short to pithing needle just like belcher and belcher has a consistant turn 2 win in competant hands. i aggree with asi that this could become a rebel combo deck if stuff like dark rit was added and maybe with a lot of tweaking it may become as consistant as belcher

What about protection ? Belcher is really an all-in deck in the control matchup, at least pre board, when this deck can more easily fight control matchup with a good attrition war. That said, the list posted get to much dead cards, i really aggre with all the suggestions Asi made, especially, more combo tutors and cantrip is better than serum powder, but i wouldn't remove Thirst, as it's a really strong draw engine, and you get some cards you will want to discard, even if they are not artefacts (read leylines...)

also, Colossus is a better tinker target if you keep Thirst, because not playing welder means a discarded titan gives you without any plan B tinker target.
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misslehead3
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« Reply #7 on: September 05, 2008, 02:05:56 am »

control is not neccasarily a good match for belcher or for this it seems. it seems like when playing this deck there would be no way you could play the control role against a hardcore control deck like Slaver, this deck runs a total of 8 spells that could have any control over what your opponent does. what im basicly trying to say is with this deck and kinda belcher you have to just go all in as fast as possible in the control matchup and hope for the best and get your xantid swarms ready which is another thing this deck cant even play because right now its mono-blue. also i think some sort of bounce spell is in order here because what happens when your opponent says mana crypt island tinker--> DCS go. I dont think this deck is fast enough to win against that. I also dont like the theory behind ancient tomb, shops would accelerate this deck a lot also because helm is an artifact and shops do that. so tombs should be cut for shops, i know people are gonna say now that tombs can help play TFK's  but thats honestly it really.
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Neonico
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« Reply #8 on: September 05, 2008, 04:54:37 am »

Its not what i said.... I said this deck can apply pressure on a control deck, with almot more must counter spells that belcher get, often going allin T1 and getting Forced of Echoinged when played EtW.... Belcher can allmost never recover of a fist failed attempt, where i think this deck  can....

Additionnally, leyline maindeck makes control players having only one path to victory : tinker or having to deal with leyline. If the list is built to fight tinker, the control matchup can become really easy, and not just trying to resolve your win conditions.
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