Since the restriction of Trinisphere, there has been an emergence of a (semi) stable metagame (as long as there's no Fish). This is exactly the type of environment that 4cc/3cc/killyouwithdecreetokens.dec thrives in, brining fortune and glory to
35th Level Site Admins and
High Rolling Dutchies everywhere.
Being a sucker for Old School Charm, I immediately sleeved up a version to test. The deck plays exactly the way I imagined. Having only 7 (non-mana) singletons, it's consistient as hell! It stalls the game in it's own favor and seals the deal when the time is right. The problem is that it/I have serious embarassment against Staxx. If anyone has serious experience playing control (no posers plz - this means you, Milton), and can help me with a few quick questions, I would appreciate it.
1) What is the win/loss percentage that 4cc/3cc typically has against Staxx game 1?
2) What is the basic plan for game 1 (how do you expect to win)? What are you looking to keep from an opening hand? What gets mulliganed away? What are the key cards to tutor/wish for?
Note: When the deck first became undisclosed, Ashok (M.E.T.H.O.D.) explained to me that it was as simple as, "Force something, Drain something, cycle Decree". That tactic works against everything else except Staxx, where they empty their hand on turn three. After all the counterspells are exhausted, Staxx topdecks Balance, Tinker, Trisk. Also, because Decree of Justice is sooo mana intensive - the exact weakness that Workshop Prision mises on - there needs to be a PlanB.3)Is there anything, besides Welder and Smokestack, that qualifies as a "must counter"? A well-timed Chalice certainly sucks alot.
4)What should be in the sideboard if the expected meta is about 1/3 assorted Prision (rainbow/dual-colored, with/without Welder, with/without Uba Mask, with/without Metalworker)?
Thanks in advance!