After going over the recent results of the Starcity Power 9 Tournament- Chicago(
http://www.starcitygames.com/php/news/expandnews.php?Article=6182), I tried to think of a deck that would sucessfully combat the top 8 decklists. While reading the Affinity report, I was reminded of how an early null rod completely shuts down the deck. With that in mind, I looked over the top 8, and null rod sucessfully combats most of the win conditions. And we all know that Dampening Matrix is almost exactly the same. But what deck can get an early rod/matrix down consitently? Fish can, yet second turn is sometimes even to slow. The matrix and the rod can both easily be cast off a Mishra's Workshop, which was my conclusion. This also alowed for additional artifact lock componants to be easily cast, many of which do not require an activated ability. Abities such like that of Uba Mask (which I admit is a card that I just plain like) and Chalice of the Void are fairly universal answers to a huge amount of the field, and can slow them down enough for 5/3's namesake creatures and their ilk to take down an oppoant quickly and efficiently. A quick brianstorm came up with the following lock cards:
Uba Mask- A card that hinders many of the slower decks in the field, but also makes a bad game worse for an opponant once you have their resources taxed.
Tangle Wire- Buys you early game time against many decks
Orb of Dreams- Makes many of your almost hard locks cards (waste-crucible, Smokestack, etc.) into hard locks, while also slowing down win conditions so that they may be delt with.
Crucible of Worlds- This is a gimme, allowing for not only infitie strips, but locks with somkestack and making city of traitors more effective.
Sphere of Resisance- Serves a similare purpose to Orb of Dreams while also buying you a lot of time early game and slows down combo decks.
Trinisphere- No explenation neeeded.
Chalice of the Void- Against combo and fish-like decks, this will be a game winner if you set it correctly early on.
Defense Grids- Helps in the control matchup, but usually unneeded.
Smoke Stack- Another lock card that will buy you a lot of time.
Null Rod- Extreemly effective vs. a large portion of the meta.
Dampening Matrix- Not effecitve vs. combo, more effective vs. control
After I compiled that list, I tried to think of win conditions:
Juggernaut- Fast and powerful, rarely it does run into stuff
Duplicant- Removal and a beatstick wrapped up into one. I really want one of these incase an opposing colossus or platinum angel makes it onto the field.
Platinum Angel- Once on the field compliemented with locks, it should win you the game regardless of an opponants win conditions.
Synod Centurion- 4/4 whose drawback usually does not occur
Myr Enforcer- 4/4 that is sometimes cheaper than the others with no drawback
Su-Chi- 4/4 whose drawback usually does not occur.
Once I had that list, I threw together a quick decklist:
//Locks
5 Spheres
2 Orb of Dreams
4 Null Rods
4 Chalice of the Void
3 Uba Mask
3 Crucible of Worlds
4 Smokestack
//Creatures
2 Platinum Angel
3 Duplicant
4 Juggernaut
//Memory Jar
1 Memory Jar
//Mana
7 SoLoMoxen
1 Tolarian Academy
4 Mishra's Workshop
4 City of Traitors
4 Ancient Tomb
5 Strips
//Board
3 Eon Hub (vs. Oath and other upkeep dependent decks)
3 Razormane Masticores (vs. Fish and decks in which a given wincondition is not effective)
3 Dampenint Matrix (vs. Control, and effect reliant decks [Belcher, etc.])
4 Tangle Wire (When early control is needed)
2 ???
I have not had a chance to really test the deck yet, but I though I'd post it for suggestions. One thing I'm afraid of is TPS decks and their ability to Rebuild and win. A chalice set at 3 and one at 1, or an early crucible/sphere/waste lock is all I can think of. I have not tested, but I'll post my predicitions of matchups:
Slaver: And early null rod or crucible or uba mask should win you the game, or slow them down enough to run them over. Post board, matrix will come in, along with razormanes for angels. An early matrix completely kills them, and you have enough consistancy to disregard Rack and Ruins.
TPS/doomsday/slow combo: This a match I'm afraid of. With their amount of artifact bounce, they could just win out of nowhere. Uba Mask, spheres, and chalices are your best friend in these matchups.
Oath: No matter the version, you have the tools to beat them. Crucible, mask, duplicants, and rods against the salvager builds all mean victory, and they really have no way to deal with an angel. Post board, eon hub shuts them down.
Belcher (gifts): Rod destroys their win conditions. Try baiting out counters first, and an early beat stick should be able to take the game.
Affinity: Try to mulligan into a first turn rod. If you can they loose. Matrix in the board makes the matchup a walk in the park.
Stax: You are resiliant to most of their locks, as you are using them yourself. The rod and matrix give you the advantage, and razormanes and matrixs will make game 2 in your advantage.
7/10: The rods really hurt them. Their titans don't affect your mana, and you are able to duplicate them.
Dragon: Orb of Dreams is the card to get. Your locks will slow them down, and your creatures will steal the victory, hopefully.
Fish: Your locks should slow them down enough for your beats to run them over. Duplicants go out for Razormanes.
Meandeck Tendrils/Belcher/fast combo: If you survive turn 1, then your locks should steal the game for you. Spheres are the most important to get out, as are null rods.
That makes up most of the meta. Remember that I did not actually test any matchups yet, but I will get back to you on that. Any suggestions would be greatly appreiciated.