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Author Topic: [Deck]- Mono-R Control: lattice based  (Read 891 times)
symphony
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« on: July 12, 2004, 10:33:19 am »

I've been recently (these lasts months) toying with a mono-R control deck. It was created for a heavy control enviroment, though I've seen it has really fair matchups against the rest of the field. I would like to share this deck list with all of you and ask for constructive critizism.

How it works? Well, you have the classical welder tricks, and quite a good amount of acceleration. Depending on your play style and your opening hand you can go the lattice-rod, lattice-shamman way or try to go, beatdown-control mode. This deck is designed as control with a hard lock built in.

//NAME: MONO-R-LATTICE
        11 Mountain
        4 Ancient Tomb
        1 City of Traitors
        3 Wasteland
        1 Strip Mine
        1 Grim Monolith
        1 Mana Vault
        1 Mana Crypt
        1 Black Lotus
        1 Mox Sapphire
        1 Mox Ruby
        1 Mox Pearl
        1 Mox Jet
        1 Mox Emerald

// ARTIFACT CONTROL
        2 Viashino Heretic
        3 Gorilla Shaman
        4 Goblin Welder

// DRAW-TUTORING
        4 Gamble
        1 Wheel of Fortune
        1 Memory Jar

// CONTROL ELEMS.
        1 Firestorm
        2 Chalice of the Void
        2 Null Rod

// DO NOTHING ON ITS OWN CARD
        3 Mycosynth Lattice

// BEATDOWN-CONTROL
        2 Myr Enforcer
        2 Sundering Titan
        1 Mycosynth Golem
        3 Masticore

SIDEBOARD:
        4 Red Elemental Blast
        4 Pyrokinesis
        2 Blood Moon        
        2 Tormod's Crypt
        3 free slots???????

Any comment is appreciated,

symphony
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riggy
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« Reply #1 on: July 12, 2004, 10:41:21 am »

This isn't entirely relevant, but it's close. This was a thread I started a while ago about a U/R lattice prison deck.

You'll find that Null Rod + Lattice means that you need to have a creature on the board or you'll simply lock the board position with only 2 win conditions in your deck. I would up the count of Myr Enforcers by 2 and drop the Sundering Titans.

Also, without blue, your draw is so minimal that you'll have trouble getting your Lattice and getting it to resolve. The deck allows the opponent too much time to develop and get situated.  If they drop a welder first, you're going to be pretty hosed as you don't have any removal for them except for the cores and firestorm (and firestorm hurts you more with your already minimal draw) . You need something for earlier in the game.

Just a couple of thoughts. Hope it helps.
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symphony
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« Reply #2 on: July 12, 2004, 11:09:55 am »

I read the thread a while ago while I was toying with the lattice idea, though I must concur with you that there is not much draw, gamble really helps in this slot, though it is card disadvantages it usually fetch the card i need. The idea of the deck is not simply to set the lattice-rod lock as fast as possible than to control the mana sources in general. Anyway, I wanted to stay mono-R for color consistency and blood moon issues.  I've tried versions of the U/R and I feel much confortable than with the mono-R deck, since it seems that with U you are racing to lock down your opponent.  mycosynth golem, is a 4/5 affinity that gives affinity to your creatures thus helping to develop your beatdown under the lock if necessary.

I usually mulligan to have a 1st turn welder, except some brokeness happens. And except I get flooded with mana sources, I usually have enough answers or threats for the opponent to worry about.

Thanks for your comments,

symphony
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Jacob Orlove
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« Reply #3 on: July 12, 2004, 02:40:41 pm »

Closed. See 1, 4, and 5
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