|
Anonymous
Guest
|
 |
« on: December 30, 2002, 07:36:54 pm » |
|
This is the deck I've been working on for over two years, ever since somebody introduced me to the Academy/MOM archetype that was around before it got almost completely banned and restricted (unless otherwise noted, there is 1 copy of each card). I win with it much more than I lose with it. I have, to date, only lost one match with this deck (out of the 10-20 I've played worthy of being mentioned), although I very frequently go 2-1 with this. All of the playtesting I get is online play, although I did play this deck once with the real cardboard and I won that match 2-1. Anyway, here's the deck:
Artifacts (11) Scroll Rack 5 Moxen Mox Diamond Grim Monolith Mana Vault Mana Crypt Sol Ring
Land (18) Tolarian Academy Strip Mine 2 City of Brass 4 Tundra 4 Underground Sea 3 Tropical Island 3 Volcanic Island
Drawing and Searching (19) Frantic Search Stroke of Genius Braingeyser 2 Opt Fact or Fiction 4 Impulse Time Spiral Windfall Timetwister Ancestral Recall Wheel of Fortune Treasure Trove Crop Rotation Vampiric Tutor Demonic Tutor
Other Stuff (12) 2 Gaea's Blessing 2 Orim's Chant Balance Regrowth 4 Arcane Denial Mind Over Matter Time Walk
Sideboard (15) 4 Blue Elemental Blast 3 Swords to Plowshares 2 Disenchant 3 Chill 3 Moat
(The winning combo is Tolarian Academy + MoM + Treasure Trove + Braingeyser/Stroke)
Now I guess I'll just go through the list and explain it all.
Scroll Rack: I don't think an explination is needed. Renewing my hand gets the combo out anyhere between one and ten turns faster, and that's all that matters. Mana Artifacts: These power the Academy besides accelerating the deck by themselves. Grim Monolith and Mana Crypt I've considered taking out a few times, but they usually help a lot more than they hinder. I take out the crypt if I'm playing slow control - it does too much damage in these cases, and I take out the monolith when I play a very fast deck such as dragon. Land: I'm set with everything except the Cities of Brass. I've been thinking of switching them for the two duals I don't have 4 of, but when I do that I always seem to get bad draws. If speed isn't too important against the deck I'm playing, I usually end up siding either one or both cities out for something more useful. Card Drawing Instants: The basis of this deck is to tear through the library as quickly as possible. Frantic Search is essentially free and works well with Academy. FoF is good too, although sometimes I find it a bit costly. Impulses work wonders, tucking junk far, far away. They also are good with scroll rack. I've thought about the Opts quite a bit, as they aren't much more than a cantrip. The reason I keep them over superior cards such as brainstorm is the extra card that gets cycled to the bottom of the deck. With brainstorm, although an extra card is drawn, if no card is needed from those that are drawn, than it doesn't accelerate the deck as much as opt. I've thought about Slight of Hand, too, but I've been sticking with this version for a while just to see how it plays out. Ancestral Recall needs no elaboration. Searching: Tutors and Rotation get the combo faster. Hand Renewal: (See above) Treasure Trove: I usually keep this in my hand until the combo is ready, but I've played it a few times in midgame where it's very helpful. It's not completely useless, but there is no replacement for the combo that I've been able to find. Balance: Used with MoM as a Mind Twist, always used as a Wrath of God, a few times used as an Armageddon (if I draw lots of moxes and not so much land). Orim's Chant: I've been a lot happier with this than with abeyance. Aside from preventing counters on the combo turn, it stops creatures for that extra turn needed. I've found myself using this a lot on turns two and three against aggro, buying myself the time needed to build the combo. Gaea's Blessing: This is the card that I am never sure about. It's here "just in case" - if my academy burns to an early Wasteland, if the other guy brings out a Disk, etc. I can't ever name a single time when it has won me a game, but I usually find myself relieved to have it. When there's nothing to resurrect, I play it without touching my graveyard in order to shuffle the library for a fresh draw with Scroll Rack and a cantrip. 4 Arcane Denial - Of all the counters out there, I am happiest with these. The colorless cost helps a lot when I get a dual and a non-blue mox, but mainly it's the extra card that helps. I don't care much what the other guy draws, as long as it's not something that woudl tear me apart. Usually it isn't, since there are only a few cards that I really need to worry about, and they are generally not present in great quantity in any deck I have played. Regrowth, Time Walk, Mind Over Matter - All of these are staples in here.
The Sideboard is engineered toward Sligh, although the Swords to Plowshares are good against targetable Morphlings. Sligh has given me the most problems of the decks I've played, but the sideboard usually shuts that deck down pretty well. I'm not sure what to do against Dragon, if anything. My combo comes out faster sometimes, and sometimes it doesn't. I'm not sure how this does against something with heavy in counterspells. I haven't run across any monoblue decks for some reason... either my good luck for not being beaten a whole lot, or my bad luck for not getting any experience against counters.
I was thinking about mainboarding 2 disenchants and taking out the Gaea's Blessings altogether, but I still want to playtest this a bit more before I switch them. Same about switching Opts for Sleight of Hand.
So, that about sums it up. Any suggestions would be very much appreciated., especially if I've missed some card that's very obviously superiour to what I've thrown together.
Oh, lastly, this deck needs some sort of catchy name.
Thanks!
|