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Author Topic: Affinity Transmute  (Read 806 times)
vartemis
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« on: September 16, 2005, 11:59:25 am »

Creatures  (14)
4   Frogmite   
4   Goblin Welder   
3   Myr Enforcer   
2   Ornithopter   
1   Platinum Angel

Spells  (7)
1   Crop Rotation   
1   Demonic Tutor   
1   Tinker   
3   Transmute Artifact   
1   Vampiric Tutor 

Artifacts  (17)
3   Aether Spellbomb   
2   Cranial Plating   
2   Crucible of Worlds   
1   Grim Monolith   
1   Jester's Cap   
1   Mana Crypt   
1   Mana Vault   
1   Memory Jar   
1   Mindslaver   
1   Sol Ring   
3   Talisman of Dominance

Lands  (22)
2   Darksteel Citadel   
2   Gemstone Mine   
3   Glimmervoid   
3   Great Furnace   
4   Seat of the Synod   
1   Strip Mine   
1   Tolarian Academy   
2   Vault of Whispers   
4   Wasteland 

Now b4 everyone says add power, proxy power etc... My local tournament (Listowel) is a no proxy, no power tournament (although ironically top prize is usually a red or green mox).  As well, they do not allow sideboards.  Other than that, they do use the vintage B&R list.

The deck is very similar to existing transmute lists, other than I utilize the Affinity mechanic instead of su-chi, because this saves me mana and gives me more targets to use.

Without a sideboard, I have to put my bullets main decked.

I count my bullets as:

1   Platinum Angel
2   Crucible of Worlds   
1   Jester's Cap   
1   Mindslaver

These pretty much answer anything in my local field.  The big decks are oath, dragon and masknaught.  Obviously many common vintage decks like slaver and stax just arent that effective  without power.  It can be done, but just not as well as these.

Angel, Slaver, and the Crucibles are good in any situation, and the cap I use against oath and dragon.

Originally the spellbombs were thoughcasts as it wasnt hard to get the mini-ancestrals up turn 3, but I realized playtesting that I didnt have any way to deal with opossing creatures.  It also allows me to drop my creatures  faster, cheaper, and I am really only loosing 1 card, but I can draw using colorless mana.

I have been flipping between the talismans and ingots, and the talismans are just better as far as my playtesting shows.  I liked the indestructablility of the ingots incase i get the rare shatterstorm to the dome destroying everything, but that extra mana required can be really hard to come by and doesnt allow a second turn double frogmite drop.

there are lots of ways to win with the deck.  You can go a little aggro with fast creatures and the 2 platings (swinging with a 10/2 orni is not uncommon, and the ability to move the +10 power as an instant is great), you can go lockdown with either the mindslaver or the crucible/strip/wasteland.  You can deck your opponent using caps and/or jar, or just use the cap to remove their win condition(s).  It really depends on the deck you are facing. Obviously if I am playing against dragon or welder decks, jar kill is not a great idea (on a side note I did win a game against dragon because my opponent forgot I had a jar in the yard when he went off.  He bazaar'd his deck into his grave, and then dumped all his mana into a hellkite.  In response I welded in the jar and popped it, killing him). My first transmute target is usually always a crucible as it sets me up for 2 locks, either strip/waste or mindslaver/welder/artifact land.

I think the deck itself is about as tweaked as I can get it, unless you think otherwise.  I am still concerned about my mana base.  Can't afford workshops, and don't think they is enough here to make em worth while.  The artifact lands are very useful.  They tap for 2 for affinity.  Give my platings +1, are welder targets, and in a pinch are tinker/transmute targets. Tolarian is useful early game, especially for firing off a 3 or 4th turn slaver, but after turn 5/6 it becomes mostly useless, providing way more mana than I need.  What about my ratio of glimmervoids to gemstones?  I have a playset of each, so that can be switched up. darksteels are nessesary for land destruction.

As well, this is the first time I have ever used memory jar.  I would like some tips on popping it.  When should I pop it, assuming my resources are all untapped?  I have been toying with both my upkeep and beginning of first main phase.  Upkeep gives me essentially an 8 card hand to work with, but if I cant cast most of it, its one more card that I lose.

Unfortunately I do not have my play results as I misplaced them, but I do remember having a difficult time with weenie decks like elves (yes quite a few people play it)  and monoblue control.

Oath is easy since the addition of the spellbombs and the waste/strips.

against other artifact decks welder is good.  It's funny how a little weenie goblin can keep a masknaught player in check as he doesnt want weldering out his naught or better yet, weldering one back in and killing whatever he had in play.

Although not a totally original idea,  this is the first time I have built a deck from scratch.  I had been foolin around with it since i found some transmutes in a binder when mirrodin came out and had never see the card b4, let alone a deck using them.  Now they are becoming more popular, but 99% of the ones I've seen use su-chis.  I tried it, but they keep gettin killed on me and I burn for 4.

cant think of much else right now.
« Last Edit: September 16, 2005, 12:35:57 pm by vartemis » Logged
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