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Author Topic: By now, everyone knows about the Mana Severance/Goblin Ch...  (Read 2234 times)
Falc
Guest
« on: December 07, 2003, 02:43:13 am »

By now, everyone knows about the Mana Severance/Goblin Charbelcher combo, so I won't go over how it works.  I play in a totally unpowered metagame that is usually full of Aggro decks (Goblins, Black Aggro, G/B Monger, etc).  I've been working on putting a Mana Belcher deck together, but it's a little slower than I want.  Currently, it goldfishes at Turn 3 or Turn 4, with the kill never coming later than Turn 5.  I would really like to lower all those numbers by one turn.  Please take a look at my build and give me some suggestions:

// Falc's Mana Belcher_Type1
//
    4  - Goblin Charbelcher
    4 [TP] - Mana Severance
    4  - Force of Will
    4  - Counterspell
    4  - Brainstorm
    4  - Impulse
    1  - Mystical Tutor
    1  - Demonic Consultation
    1 [RV] - Demonic Tutor
    1  - Vampiric Tutor
    1  - Tinker
    1  - Fact or Fiction
    4  - Dark Ritual
    1  - Mana Crypt
    1 [RV] - Sol Ring
    1  - Mana Vault
    1  - Grim Monolith
    1  - Chrome Mox
    1  - Mox Diamond
    1 [TP] - Lotus Petal
    1  - Tolarian Academy
    4  - Polluted Delta
    4  - Underground River
    4 [RV] - Underground Sea
    2  - Island
    2  - Seat of Synod
    2  - Swamp
    1  - Vault of Whispers

I included the FoW's and Counterspells to help protect the combo and give me a fighting chance if the game drags out.  Brainstorm and Impulse obviously dig for combo pieces, but Brainstorm also protects my hand from Duress and Hymn (very popular in my meta).  The rest of the deck is pretty self-explanatory with all the tutors and fast mana I could find.

Can this deck be sped up to kill reliably on turn 2 or turn 3 without power?  Or should I just accept this as a bad deck and go back to playing Oath?  

Thanks,

- Falc
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Vegeta2711
Guest
« Reply #1 on: December 07, 2003, 03:17:23 am »

4 Ancient Tomb and a Mana Crypt. Now. Possibly add City of Traitors.
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Falc
Guest
« Reply #2 on: December 07, 2003, 04:52:17 pm »

Oh, I'm stupid.  That Mana Cylix is supposed to be a Mana Crypt.  I'll change it.  As for Ancient Tomb, what lands should I take out for it and do you think that'll leave me with too few colored lands?

- Falc
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Vegeta2711
Guest
« Reply #3 on: December 07, 2003, 05:21:17 pm »

Cut a Swamp, Island and either 2 artifact lands or 2 rivers. All your colored cards require only one U or B mana so fitting the color requirements is pretty easy with the remaining lands.
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BaronSengir
Guest
« Reply #4 on: December 07, 2003, 08:57:53 pm »

if you have the mula, try getting Mana Drain. Draining fat targets (anything above 3 or so) will add a huge tempo boost on your favour to pull off the combo

also, are you running blue artifact lands for just the cool factor? nothing in your deck interacts with artifact lands, you could cut those for tombs/city possibly.
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Falc
Guest
« Reply #5 on: December 07, 2003, 09:27:03 pm »

Unfortunately, I don't have the cash to sink into Mana Drains.  

The artifact lands are there to help both Tinker and Academy.  I realize it's only two cards, but they're both very powerful.  In my playtesting, I've sac'd many an artifact land to Tinker.

- Falc
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