If you have ever wanted to play a deck with super-secret-squirrel tech (and the steepest pricetag in T1), then I have the deck for you; VGB's Goblin's Bazaar.
What I am asking for is suggestions as to what would best fit the 4 x Tangle Wire slot, as I have been dissatisfied with them lately, especially against aggro. I am open to any and all suggestions, but I would like the slot to remain artifact and costing 3 or less, unless sombody finds something simply amazing for the slot.
//NAME:
Goblin's Bazaar//NAME: Goblin's Bazaar
// CREATOR: V.G.B.
// CREATED: 10/5/2004 3:30:00 PM
// FORMAT: Classic
// Lands
2 Mountain
4 Bazaar of Baghdad 2 Bloodstained Mire
2 City of Brass
4 Mishra's Workshop 1 Strip Mine
3 Volcanic Island
3 Wasteland
// Creatures
1 Platinum Angel
3 Sundering Titan
1 Triskelion
3 Squee, Goblin Nabob 4 Goblin Welder
// Spells
1 Ancestral Recall
1 Timetwister
1 Tinker
1 Wheel of Fortune
1 Yawgmoth's Will
// Artifacts
3 Crucible of Worlds 1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Sol Ring
4 Tangle Wire
4 Trinisphere
1 Lightning Greaves
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
// Sideboard
SB: 1 Duplicant
SB: 1 Mindslaver
SB: 4 Null Rod
SB: 2 Razormane Masticore
SB: 4 Red Elemental Blast
SB: 3 Tormod's Crypt //metagame slots
Explanation of deck strategy/card selection:To sum up this deck in one sentence: Goblin's Bazaar is strong against opposing Null Rod, weak to graveyard hate, and abuses Goblin Welder like nobody's business. To this end, it plays as follows:
Turn 1: Drop artifact acceleration and Goblin Welder.
Turn 2: Lock down the board with Trinisphere, Play Bazaar, discard brokenness, Weld said brokenness into play, win.
Trinisphere is crucial in that it locks out opposing spells the hardest and with the most immediacy turn 1. Hands down, it is the premier T1 disruption spell as of the current card pool and metagame. Other lock components have the benefit of always being good draws, however the drawback of 3Sphere not being good in multiples is compensated by it being Welder exchange fodder and Bazaar discard bait.
Draw Sevens - this deck plays nothing but threats and acceleration, thus maximizing the draw per-mana-invested is the general rule of thumb. Timetwister may seem antithetic to the Welder inherent strategy of the deck, and also asynergistic to playing Bazaar + Squee, but it is crucial for 2 main reasons: dead Welder recursion, and anti-decking (which can be an issue with multiple Bazaars/discard D7's in a drawn-out game). The potential loss of Squees is counterbalanced by the fact that Bazaars and draw sevens love each other quite emphatically. It is also an excellent defensive card against Tog and versus other graveyard dependent decks such as Dragon and other Welder decks.
Crucible of Worlds - bringing back lands that tap for 3 mana, draw cards, and destroy other lands is quite nice.
Sundering Titan is the beatdown. Remember, you are the beatdown.
The last issue to address is simply the lack of FoW. Well, play experience has shown that it simply doesn't work in this deck. The hand decimation hurts too much what with Bazaar discards already biting huge chunks out of your hand; there isn't nearly enough room for the blue card contigent to support the pitch cost, and see Sundering Titan. Plus, the decks and cards this deck worries about are addressed in other ways (see Trinisphere, Crucible, etc.).
Also, gentle reader, if you care to view a small sliver of deck history, you can venture
here.
Explanation of sideboarding strategy and cards:vs. 4CC:This is one of the most difficult matchups, and is generally in their favor post sideboard - what makes the matchup winnable, though, is this deck's ability to get broken starts. After game 1 they are bound to bring in BEB to combat REB and kill Welders, as well as Rack and Ruin and potentially graveyard hate as well. Their strips and Shaman play hell with your manabase, so it would be a viable strategy to side as follows:
out - Mana Crypt, 1 to 3 Bazaar, 1 or 2 Squee, 0 or 4 Trinisphere (depends on whether you are playing or drawing, respectively).
in - Razormane, Duplicant, and REB to increase the threat density.
If you expect a predominantly control meta, I would consider sideboarding/maindecking additional Crucible of Worlds, as it is gold against 4CC, Fish, and Landstill.
vs. DragonGod, this matchup is terrible, but thankfully the dreaded Dragon has been rather quiescent lately. Post sideboard, the fact that this deck can quickly and consistently find Tormod's Crypt is a huge saving grace, though. CoW + Strips is also a huge headache for the Dragon player. Titan + 3Sphere can also help keep the Dragon player from ramping to the mana to cast an animate effect.
out - 0 or 4 Trinisphere (again, depends whether you are playing or drawing, and whether your Power Aura is turned on), 1-4 x Wire
in - Tormod's Crypt, Duplicant
vs. FishFish is generally a decent matchup, as their only real threat is Grim Lavamancer, and maindecked Null Rod gives them dead slots. CoW sticking to the table is a major blow to Fish, and is what has really improved this matchup.
out - Triskelion (count on them getting Null Rod), Mana Crypt
in - Razormane, REB
vs. Hulk/GaTThis deck plays like 7/10-Split against Tog, and performs quite well. They have no answer for an early Welder or Trinisphere except Force (and a later Deed or Cunning Wish), and apply enough threats early and something devastating is bound to eventually break through. Ph33r the almighty Artifact Mutation, however - except that Tog decks seem to be dropping Red in the current metagame cycle.
out - Mana Crypt, 4 x Wire (doesn't really hurt Tog, what with all the instants), 1 x Fetch (no Strip/Wasteland pressure)
in - REB, and possibly Tormod's Crypt versus Tog to combat Will, Intuition->AK/Deep Anal, and Tog itself.
vs. SlaverSlaver used to be a
terrible matchup against this deck, due to its greater explosiveness and the fact that an activated Mindslaver spelled game over (and still does). Sideboarded Null Rod is of great help if you can keep their Welders off the table. This is still the most difficult matchup, however.
out - Trinisphere, Wire, Triskelion, Mana Crypt, and whatever else that can stop you from hurting yourself. Trinisphere might stay maindecked versus Drain Slaver, however, especially if you are going first.
in - virtually everything, but save REB for Drain Slaver :/
vs. Brown Aggro (7/10, TnT, Man Show, Crusher, etc.)This deck can simply go broken much faster than these other decks, due to the fact that they have very little in terms to answers to a resolved Welder, and this deck can abuse Welder more than any other deck in existance.
out - Trinisphere can come out, as opposing Workshop makes it kinda bleh. Squee is awful due to speed considerations in these matchup. Duplicant and Titan can often suck, too, due to lack of good assassination targets - but this deck needs win conditions. Needless to say, sideboarding for these matchups is tricky.
in - Crypt for opposing Welders (if any), Razormane Masticore if opposing Juggernauts.
Stax/MUDThese are generally very favorable matchups for the Goblin's Bazaar player, as their Welders aren't nearly as broken as ours. Nontheless, this is a matchup that can often be determined by the coin flip - but hey, this is T1, broken shiite happens.
out - varies
in - varies
RuG MadnessThis is generally a favorable matchup, as they don't have strip effects to deal with your lands, they have very little creature hate, and all their artifact hate is sideboarded. Mulligan aggressively for Trinisphere and Welder, and you should be kewl. Watch out for occasional Gilded Drake tricks, though :/
out - Tangle Wire (OMGWTF - actually, Wire really sucks in this matchup, due to most of their spells being so damn cheap - Bazaar usually let's them dig for a land and a mox, which generally let's them cast or madness out most things in their deck)
in - Razormane, Duplicant, and possibly Crypt for Squee
Potential maindeck cards:1) Shivan Reef/Ancient Tomb
Trinisphere makes Ancient Tomb really shine, and with maindecked tomb, the need for extra permanent U/R sources is stressed.
2) Darksteel Colossus
The colossus simply wins games - I eschew it currently for more maindeck utility and discard/welder synergy. I don't think it really has a place in the deck, but I may be wrong. Usually I Tinker for Titan, and rarely would I rather it be a Colossus.
3) Fire/Ice
Decks without maindeck answers just don't exist anymore, and what this deck fears most is opposing Welders. Fire/Ice is often a 2 for 1 or a Time Walk, and would fit nicely into the deck.
4) Sphere of Resistance/Smokestack/Chalice of the Void
This deck currently eschews the above lock components due to the fact that this is less a prison deck and more a Welder combo deck. The only lock components left is the strictly best one for this deck's strategy, Trinisphere and possibly Tangle Wire - but Tangle Wire has been sucking sweaty balls, so give me some ideas, people.
5) Powder Keg
Keg was dropped due to the philosophy of "playing threats is better than playing answers", and this deck plays threats that are also answers (Duplicant, Titan, Crucible). Keg is great against cheap aggro and powered decks, but the prevalence of Null Rod has made it suck terribly lately.
6) Tolarian Academy
Combined with mucho artifacts and CoW tricks, this card can be quite disgusting.
Potential sideboard cards:1) Blue Elemental Blast
This is a very strong card against Welder decks and Dragon, two of this deck's toughest matchups.
2)
