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Author Topic: Break Open The Crucible  (Read 1698 times)
CaptainPlanet.dec
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« on: November 02, 2004, 09:02:47 pm »

TheCrucible.dec

Kill///5
1 Darksteel Colossus
2 Treetop Village
2 Fairie Conclave

Lock///10
4 Crucible of Worlds
4 Wasteland
2 Dust Bowl

Grab///16
R Tinker
R Fastbond
R Crop Rotation
R Ancestral Recall
R Time Walk
2 Exploration
3 Living Wish
4 Impulse
4 Trade Routes

Control///10
2 Mana Leak
4 Force of Will
4 Mana Drain

Mana///18
R Black Lotus
R Sol Ring
R Mox Sapphire
R Mox Emerald
R Mox Diamond
4 Tropical Island
4 Island
1 Forest
4 Polluted Delta

Sideboard///15
R Strip Mine
R Library of Alexandria
1 Fairie Conclave
1 Nantuku Cultivator
1 Morphling
1 Meloku, the Clouded Mirror
1 Memnarch
4 Back to Basics
4 Blue Elemental Blast

This is a new creation. The Crucible lock has proven itself potent in the Type 1 metagame.  What happens when you can consistantly draw the lock?

Choices

Dust Bowl - Turn all my lands into Wastelands untill I draw Crucible. With Crucible out, it's a mock-fastbond.

Living Wish - Makes sure I can grab Strip Mine or a creature win when I need one.

Trade Routes - Discard land, draw card, play land. It's a nice draw engine and can protect your manlands.

Nantuku Cultivater - With a good amount of mana, you can Wish for it, return lands with Routes, and play a big Tuku and draw a bunch.

The deck draws broken hands like

Mox Sapphire, Tinker, Sol Ring, Wasteland, Force of Will, Impulse, Forest

But theres exceptable hands like

Trade Routes, Tropical Island, Polluted Delta, Mana Drain, Living Wish, Mox Diamond, Island

You play like MonoBlue but you can drop the Crucible lock quickly and then beat with recurring manlands or a random DSC if you need to.

I've had decent matchups after sideboarding with Welder decks. Lots of land destruction for Shops and Bazaars, BEBs for Welders.

Control such as 4CC and MonoBlue is harder because I can't always drop the lock, but manlands can swing through and Wasteland+B2B kills 4 color decks.

Combo is basically "did I draw FoW?", meh.
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Hi-Val
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« Reply #1 on: November 02, 2004, 09:05:10 pm »

Is Trade Routes better than Horn of Greed in this deck? How is this better than regular turboland?
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« Reply #2 on: November 02, 2004, 09:21:49 pm »

mox diamond should be a normal mox, even with trade routes and CoW it's still not worth the loss it gives you.  would it wreck your manabase to horribly to use Factory over Village and conclave?
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CaptainPlanet.dec
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« Reply #3 on: November 02, 2004, 09:44:23 pm »

Quote from: Hi-Val
Is Trade Routes better than Horn of Greed in this deck? How is this better than regular turboland?


I'm still experimenting with Horn and Routes. Routes is harder to remove, and saves lands. But it does cost more to use. It's better because it does not need to combo out, it just simply gains control and then beats with manlands or a cool creature.

Quote from: Smelly Type 1 Player Who I Hate
mox diamond should be a normal mox, even with trade routes and CoW it's still not worth the loss it gives you. would it wreck your manabase to horribly to use Factory over Village and conclave?


The problem is Diamond would turn into an OFF-color Mox...

I can prob do that. I'll test.
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andrewpate
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« Reply #4 on: November 03, 2004, 04:21:31 pm »

With a Living Wish sideboard, you should definitely be running Glacial Chasm, probably in place of Memnarch (who will rarely ever win you anything you couldn't have won with something else you have).  Chasm is insane with Fastbond, especially once you start comboing out.  With Meloku, those two cards can make infinite tokens.

My bottom line here, however, is that I just don't see the virtue of this 2-color Turboland over builds that have access to things like Enlightened or Vampiric Tutor.  With enough ability to get Fastbond consistently, you can cut Explorations and really focus on going off.  Your current build is like a weird hybrid that can't stall out for a manland kill as well as Landstill or get a Colossus down as well as Oath.  You have less countermagic than either of those decks, and you have less card drawing until you are actually going off, at which point you should be winning.  I can't see why you would play this over either of those decks.
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CaptainPlanet.dec
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« Reply #5 on: November 03, 2004, 06:32:13 pm »

Quote from: andrewpate
With a Living Wish sideboard, you should definitely be running Glacial Chasm, probably in place of Memnarch (who will rarely ever win you anything you couldn't have won with something else you have).  Chasm is insane with Fastbond, especially once you start comboing out.  With Meloku, those two cards can make infinite tokens.

My bottom line here, however, is that I just don't see the virtue of this 2-color Turboland over builds that have access to things like Enlightened or Vampiric Tutor.  With enough ability to get Fastbond consistently, you can cut Explorations and really focus on going off.  Your current build is like a weird hybrid that can't stall out for a manland kill as well as Landstill or get a Colossus down as well as Oath.  You have less countermagic than either of those decks, and you have less card drawing until you are actually going off, at which point you should be winning.  I can't see why you would play this over either of those decks.


I'm definitly adding the Chasm. I forgot all about it.

There isn't alot of an advantage. It's just a little more consistant than Oath and TurboLand because as long as it draws Crucible, it can win. All it needs is a Crucible + Routes/Waste/Wish and I basically can turn the tables in my favor. I have a 1 in 12 chance of drawing Crucible or Tinker with alot of fuel to draw, so I draw it pretty consistantly. Once Crucible hits, theres a 13 in 60 chance that I'll have something to combo with it...roughly 1 in 4 cards I've drawn should do something great, and I'm not counting Fetches or Manlands. The counters are there to keep threats off the board before I can get the soft lock or start drawing into a whole bunch of brokeness. It's fairly simple yet effecient.
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« Reply #6 on: November 05, 2004, 11:08:54 am »

I don't see any reason not to have the Strip in the main deck.  Two lone islands are very much a possibility to get dropped against you once your gameplan is realized, and even if it's only a 1 in 60 chance to draw it in the first game in such a situation, it won't be a dead draw against someone playing all duals/nonbasics.  Strip in your opening hand would break a heavy/mono blue player, or give you the opportunity to after the first turn.
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« Reply #7 on: November 05, 2004, 11:22:34 am »

Intuition >> Living Wish

Not that you shouldn't play Living Wish, but Intuition is just so much better, as it finds Exploration, CoW, and Strip Mine.

I would sideboard Wasteland rather than Strip.
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Tristal
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« Reply #8 on: November 05, 2004, 02:05:44 pm »

How do you get rid of the Colossus if you draw it?  Would Thirst for Knowledge be decent?
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No longer a DCI Level 1 Judge.  Just a guy who likes rules knowledge.
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