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Author Topic: [Peasant] Stinkweed Pimp  (Read 4904 times)
bonethug9000
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« on: May 09, 2010, 03:37:47 am »

Stinkweed Pimp, a deck for the Peasant Format

Engine
4 Tortured Existence

Dredge
4 Golgari Brownscale
4 Stinkweed Pimp Imp

Beatdown
2 Psychatog (U)

Toolbox
4 Spellstutter Sprites
2 Wonder (U)
1 Drift of Phantasms
1 Crypt Rats
1 Mulldrifter

Spells
4 Careful Study
4 Brainstorm
4 Deep Analysis
4 Accumulated Knowledge
1 Buried Alive (U)

Land
4 Dimir Aqueduct
8 Swamps
8 Island

Sideboard
3 Crypt Rats
4 Blue Elemental Blast
4 Ostracize
4 Hymn to Tourach

Swing across the board with a huge Psychatog.
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Nefarias
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« Reply #1 on: May 10, 2010, 10:24:12 am »

A second Buried Alive over the second Wonder seems strictly better.

Unearth is worth considering. It gets Psychatog if it's been Dredged away and cycles so you can Dredge some more.
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bonethug9000
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« Reply #2 on: May 10, 2010, 01:34:51 pm »

I feel pretty unsure about the use of Unearth in this deck. The space is very tight in this deck, some I am unsure what I could take out for the Unearths. Maybe Brainstorm or Careful Study? I am hesitant to do this because I am worried about watering down the extremely consistent draw power that is contained in this deck. I find that this deck basically just needs to survive until it can get a Tortured Existence on the table and then I just start dredging as much as possible and get a Psychatog into play as soon as possible or stall my opponent with lifegain from the Golgari Brownscale/Tortured Existence combo.

In regards to your comment about buried alive, I agree with 100%. When I was play testing last night I found myself constantly wanting the ability to drop some Spellstutter Sprites, Wonder or Psychatog into the yard.

In play testing last night, I discovered what I lacked more than anything was creature removal. I've been thinking about adding in a Fleshbag Marauder to deal with this. Being able to recur a creature which forces my opponent to sac a creature would be huge for this deck. The only problem is that Fleshbag Marauder is an uncommon and as of right now I already have 5 Uncommons (2 'Tog, 1 Wonder, 2 Buried Alive). I've been think that it would be nice to include something creature that could act as targeted creature destruction but the only one I know of would be Nekrataal. Abyssal Gatekeeper is a common that would work well but it has a bad interaction if my opponent kills it and I have another creature in play, like Psychatog.

Another possible choice would be Man-O-War. Only draw back to this is that once I play it, unless my opponent kills it, I have no way of getting back in my graveyard.

Basically, I need to get some targeted creature removal.

Another possible addition I thought of was Lighting Greaves. The only drawback to this is that if Lighting Greaves ends up in the graveyard as a result of dredging I have no way to get it back.
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Ephraim
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« Reply #3 on: October 09, 2011, 10:47:00 am »

If you need additional creature kill, you could maindeck one or even two more Crypt Rats.  My initial opinion of this list is that you could probably do without Tortured Existence #4 and Deep Analysis #4.  You've tested the deck so you would know better than I do how often you end up throwing them away by dredging.

Any multiples of Tortured Existence are dead draws, though.  Even if you've already got one in hand or on the board and they're showing up in your dredging, they're just getting in the way.  With 3 copies, I don't think you're overly likely to throw it away.

Deep Analysis is a harder cut to make but since you are also using a Mulldrifter engine, I wouldn't be heartbroken to see one go to shore up a weakness you've observed.  

Alternately, think hard when you cast Buried Alive.  You mention Wonder, Sprite, and 'Tog.  You did not, however mention Crypt Rats.  They're as close to Pernicious Deed as you're going to get in the Peasant variant of this deck.

One final consideration.  If a third Psychatog and a second Buried Alive are appealing to you, I think that you could possibly get by without Wonder as one of your uncommons.  I've had great success with Traitor's Clutch in a Pyschatog deck.  When you win, do you tend to have one huge turn in which you deal 15+ damage to your opponent?  If so, I think that Traitor's Clutch would be a suitable replacement for Wonder.
« Last Edit: October 09, 2011, 11:59:47 am by Ephraim » Logged

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Wagner
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« Reply #4 on: October 10, 2011, 07:38:57 pm »

I think Shadow Rift sounds much much better than Traitor's Clutch, mostly cause it costs 1 and not 5. It also cantrips if you need to dig, so you can easily play 2-3 if needed.

With the high draw and dredge count, I think you could use a couple of Halimar Depths so you know when to dredge or not.
« Last Edit: October 10, 2011, 07:41:51 pm by Wagner » Logged
Delha
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« Reply #5 on: October 11, 2011, 12:55:32 pm »

I think Shadow Rift sounds much much better than Traitor's Clutch, mostly cause it costs 1 and not 5. It also cantrips if you need to dig, so you can easily play 2-3 if needed.

With the high draw and dredge count, I think you could use a couple of Halimar Depths so you know when to dredge or not.
Shadow Rift can't be played if you're just unlucky and dredge them away. If the reverse happens (Traitor's Clutch in hand), you can just pitch it to the Tog you'd cast it on anyway. With that in mind, it really should cost 2 at any time you need.

That said, I agree entirely that cantripping is huge. Beyond digging for Tog like you mentioned, being able to make him evasive and dredge further at the same time is pretty sweet.
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Wagner
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« Reply #6 on: October 11, 2011, 06:26:39 pm »

Other thing is the surprise effect. With Traitor's Clutch in the graveyard, your opponent will almost always be able to count how big Tog can get. With Shadow Rift, you get a free dredge and surprise effect. I think 1 Clutch and 2 Rift would be a good balance. You free 2 Uncommon for more buried alive.

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Delha
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« Reply #7 on: October 11, 2011, 06:57:59 pm »

Other thing is the surprise effect. With Traitor's Clutch in the graveyard, your opponent will almost always be able to count how big Tog can get. With Shadow Rift, you get a free dredge and surprise effect. I think 1 Clutch and 2 Rift would be a good balance. You free 2 Uncommon for more buried alive.
I don't think surprise counts for much past the first game (or past the first Rift, assuming you used it to dig for a Tog in the first place). I'd consider it a very very small factor (and easily balanced out by the fact that Clutch is immune to hand destruction). TBH, I wouldn't be suprised if a veteran opponent was able to blind call that you run something to make the Tog evasive. There's a reason people ran Berserks with him back in the day.

I do think either (or a split, as suggested) is probably preferable to Wonder.
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