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Author Topic: [Deck's Discussion] - 5C-$t4k$- 2007 - Cool Locks, Cool Wins  (Read 3827 times)
MaxxMatt
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« on: March 05, 2007, 06:28:52 am »

Hi all,

I try here to discuss and improve my new version of 5c-$t4k$.
The starting versions are the ones proposed in this thread on TMD.
You can click to see where and when I build up those ideas around the deck.

Old Thread

My decisions to progressively switch from that old version to this one come up around some real life game evidence:
1) a lot of sideboard cards were more game breaking than maindecked ones.
2) enchantments are far less hated out than anything else in Vintage.
3) cheap and unexpected threats, coupled with more mana available during the initial turns of the game are crucial for the win.


In this thread, we are discussing about meta-choices, meta-decks and anything involving hating out or power up Y.Will.
Both storm deck and control ones have their best porpuse on killing via Y.Will
Some black based aggro.control decks have Y.Will maindecked and even MW.dec with black cards can add it only because it is to gamebreaking not to add it as a *random.bomb*.
The remaining meta-decks are both random or hate.dec

This deck, I'm going to propose to you, starting from the aggro.control perspective, mute itself trying to be able to stop ANY top.tier.deck with beatiful sinergies and cheap control.lock threats.

My old sideboard involve playing Root Mazes, Pyrostatic Pillars and Gorilla Shamans ( aside with Seals of Cleansil and Choke ).
They gave me an hot spin against Gifts, Slaver, Storm decks, Ichorid and any other MW.deck too.
Any time I swap out things from maindeck for them, the deck started to perform unexpectely better.

First turn Root Maze prevent opponents' brokeness
Pyrostatic Pillars are key to build up a locking strategy that would avoid huge chains of spells
Gorilla Shamans can ruin opponents' board really fast, rebuidling edges or recovering from bad board positions.

When you singlehandly play each one of them, you cannot fully understand their inherent WHOLE power.
Things come in tapped and unused, you can eat them and if you can't bounce pillar at anytime, you are locked to few mana sources and my other beaters would kill you as fast as they can.

Is this deck only a 3-cards-type interaction and nothing more?
HELL, NO!!!

You must power up this interaction with other cheap and fast locking threats to build up nearly unbeatable hard-locks.
Chalices, Wires and Strips are your winning choices.

Things come in tapped, you cannot easily chain spells, I would eat your resolved board AND NOW, I can prevent you from playing other spells, force you to tap out really frequently and usually depriving you of your last resource: lands.

If you can think about a better way to progressively slow down opponents' and contemporarily munch at their life, I would applaude to you for almost forever Wink

Now it is time for details.
The last list I tested and supported amongs my teammates is this one.


(24) _ Mana
4 City of Brass
3 Mishra Workshop
3 Gemstone Mine
3 Wasteland
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
1 Stripmine
1 Tolarian Academy
 
(16) _ Lock
4 Chalice of the Void
4 Pyrostatic Pillar
3 Tangle Wire
3 Root Maze
2 Crucible of Worlds
 
(13) _ Beaters
4 Dark Confidant
3 Juggernaut
2 Gorilla Shaman
1 Sundering Titan
1 Karn
1 Triskelion
 
(7) _ Restricted
1 Ancestral Recall
1 Time Walk
1 Demonic Tutor
1 Vampiric Tutor
1 Crop Rotation
1 Tinker
1 Balance
1 Trinisphere

(15) _ Sideboard
4 Leyline of the Void
4 Phyrexian Negators
4 Viashino Heretics
2 Crucible of Worlds
1 Pyroclasm / Darksteel Colossus / anything else good against Aggro

There are plenty of thngs to say about choices and quantities.
24 Mana fonts are enough to resolve almost any spell really quickly ( if you exclude these 3-tinker-hypercosted-targets ).
CoW+CotV+Wire are really strong but they become even better if Pillar or Maze come down to the board with them.
Tutors are added for Academy or MW or STRIPMINE but they can catch any restricted and gamebreaking card, too.
I fall in love for Balance and Crop after playing this deck extensively. The first is a winning spells both when winning or losing. You can restore board's parity or force a lot of asimmetric situation. It is cheap and strong. Crop search for denial at instant speed. It is a good counters' bait and it is usually game ending when you search for Strip and the rest of the deck is doing his job.

CoWs and other artifacts are added to improve deck's consistency and sinergies with MWs.
You usually have 2 or 3 mana since your first turn and you are able to chain at least two or three threats.
A smart use of your spells would prevent opponent from *doing anything*.
While timing is really important here, tutors improve deck's resilience and avoid a lot unluckly draw.

Aggrocontrol decks can be a pain in the ass if they started first and play two or three cheap threats soon. Anyway, their possibility to resolve spells are quickly reduced to not more than a single threat every turn that must compete with Trisk, Titan and Karn or trade with other beaters. CoWs are  the spells that you need to resolve as fast as you can against them to let you build up an unbeatable board position. No game is lost until you can tutor and resolve a tutored Balance. You would instantly recover from any bad position and start winning from here.

Control decks with a lot of bouncers and more basic lands ( more than 5 ) can be a bad matchup, but usually you are going to face Gifts or C.Slavery with a lot of fetches and not more than 4 or 5 Islans. On the other hand, they are so mana hungry or so much tempo hungry that any turn spent waiting for permanents to untap, is a quick walk through the final victory. I won entire games with Mazes and Wires alone. They cannot think about winning   through storm without dealing with the first or killing you with the latter without bounceing back Wires. If you add to the board OTHER different threats, you are in a really good position. Even a single Confidant or Shaman can give you the victory from this position.

Combo decks or control.combo decks are really wounded by CotVs, Pillars and Mazes. They cannot think about winning bouncing their own things without being able to kill your board before. My deck's threats are realyl hard to deal when in mutiples. You must spent more bouncers than usual to recover and win. Not a single Rebuild or a single Chain could give opponents' fast and simple wins. You have, perhaps,  to use E.Truth on multiple copies of th esame spells AND then kill differently choosen threats AND then deal with my artifacts. No way to storm with Pillars or Mazes in play.

MW.decs are a tight matchup, because you have good threats and good cards, but their own aggro-mode start can ruin your own elegant start. If they play slow games you are always going to win because none of your key spell against them is artifact based and your board control is usually better than their own. Post side, you can add Heretics to clear their entire board and go to the distance.

While Mazes are game ending ( or sort of ) against Ichorid, I found that adding Leyline of the Void is inherently better: rising threats ' density is sintomatic of easier wins. If denial + leyline is applied to Ichorid, even the best player around the world would usually scoop.

Other ideboard choices are highly metagame dependent. I had more control and less aggrocontrol decks to face. Negators' choice is based on this reasoning. You can easily trade them for additional removals or spells. I played Choke in the past specifially against Control decks, but they seemed to me a bit overkill. I noticed that, excluding GoBBo, I can opt to add Negators even against any form of Fish.deck to improve my own race against them. Choke would have not covered this *dualistic* role, so I decided to go for them.

Feel free to adapt the entire sideboard to your own needs, because it is your only way to gain edges against specific threats.
Smart opponents can slow play against you, waiting for real threats to bounce back to your hand, if you have a bad start.
Mulligan as much as you can. This deck have far more strong starts rather then bad ones even with 5 or 6 cards in hand. Think about you as the one can abuse of the deck's spells more than opponents can. Resolve Mazes or Confidants or Pillars as fast as you can. Any one of this cards would give you more and more as far as the game proceed.

Feel free to ask me anything about deck's choices and possible other insertions
I'm sure that this gaming-days are good for this deck and that it could be considered a really good tournament choice at now.
You cannot be hated out easily and there are really few decks prepared and well equipped to deal with your threats.
None would expect this cards' configuration and toptiers are horribly wounded by it.



Enjoy!
MaxxMatt
« Last Edit: March 05, 2007, 06:38:43 am by MaxxMatt » Logged

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« Reply #1 on: March 05, 2007, 07:46:06 am »

MaxxMatt,

first let me say that I always enjoy reading your posts. You have some original and innovative ideas.

I can't really comment on the deck because I haven't tested it or anything although I guess you want 4 Root Mazes because you really want to drop that one first turn.

Besides that I can really agree with these two points:

2) enchantments are far less hated out than anything else in Vintage.
3) cheap and unexpected threats, coupled with more mana available during the initial turns of the game are crucial for the win.

First, being an enchantment is great in Vintage. Although Pyrostatic Pillar's effect is great against control & combo, it's biggest pro is its non-artifact status. They totally have to revise their "wait-wait-wait-EoT Rebuild-kill" strategy. On your second statement I've also experienced that you want a lot of cheap threats (0, 1 and 2 cc) in the first turns to drop 2 locks in one turn and bust through counterwalls. Inspired by Harlequin's latest builds I'v been playing a monored Stax with Pillars, Orb of Dreams (replacing your Root Mazes), Blood Moons, ... The list is still changing but the skeleton is this:

4 Chalice of the Void
4 Null Rod
4 Pyrostatic Pillar
4 Blood Moon
4 Orb of Dreams
1 Trinisphere

4 Viashino Heretic
4 Solemn Simulacrum

...

Although this list is mono-red it's philosophy compares to yours. Orb of Dreams (or Root Maze), Pyrostatic Pillar, Viashino Heretic (or Gorilla Shaman) and Blood Moon form a whole different lock than the traditional stuff like Tangle Wire, Sphere of Resistance, Smokestack. I'm not sure at the moment this strategy is better or worse (although I'm really dissapointed in Smokestack at the moment). In testing the list showed some promising results against Gifts, Long and Stax (although this one is thanks to Heretic and Simulacrum instead of the "locks"). The main problem at the moment is a proper draw-engine and faster win-condition but that's something for another thread.

Anyway, succes with the deck and I'm sure going to test something like this out when I have some time. Root Maze seems really promising in this metagame.

WhiteWolf
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« Reply #2 on: March 05, 2007, 11:15:53 am »

Interesting build.

When I played 4/5c Stax, it seemed to me that the main focus was to get Stripmine in play and reccur it with Crucible.  Since you do run Demonic/Vamp Tutor and Crop Rotation, why only 2 Crucible in the main deck?  Not to mention Gemstone Mine's late game suckiness with no Crucible.

I have always liked Pyro Pillars because they come down easy enough and if you have some permanent damage on the board, they can win the game for you.  Juggs can actually provide a decent clock again with a Pillar on the board.  That being said, have they tested better than other 2cc cards such as Null Rod or Sphere of Resistance? 

So in your opinion, Confidant is better than Goblin Welder in this deck, correct?  What is your defence against an early Tinker->Colossus? 

I do like your aggro approach, it seems you would rather make the opponent focus on your threats than finding answers to theirs.  I guess it seems pretty hit-or-miss.  Maybe thats a good thing though, you can't always have answers to every card your opponent plays.  Good luck

Mike
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« Reply #3 on: March 05, 2007, 12:05:04 pm »

Is the Karn necessary in this build?  I understand that it can be used like gorilla shaman, to eat moxes and chalices and whatnot, but you don't have many artifacts of your own to animate.  In my experience, Karn is better used to animate crap and give stax a clock.  Since you already have one with the juggernauts and confidants, why not use a Duplicant in that slot.  If anything, it will give you a maindeck answer to Tinker > Colossus.

Another good item for that slot could be an Engineered Explosives, to take out random problem cards, or ETW tokens.
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« Reply #4 on: March 05, 2007, 02:48:02 pm »

only 3 workshop? If you have so few 3c+ artifacts that multiple workshops are actually redundant cards, then you should cut workshop entirely for ancient tomb. which means cut karn and trike too. for another shaman and darkblast
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MaxxMatt
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« Reply #5 on: March 06, 2007, 06:50:47 pm »

hi all,

I waited a bit for some feedbacks to feed more this topic.
Here I am. Wink

Quote from: whitewolf

I'm glad you like my writing and decks' ideas.
Thanks! Wink

I tested MonoRedLock version you referred and I found it really good.
His control of the game is strong.
On the other hand, the lack of possible *quick and hard beating* pulled me away from it.
I ended a lot of games in a complete lock but without too many efficient ways to seal games.
My beaters of choices are usually first or second turn plays and they apply pressure to opponents since the start of the game, almost killing fast coupled with the remaining lock pieces.

In summary, this is the more interesting and crucial difference between monored and 5colored version of *new-age* MW.decs
Artifacts are less crucial and they HAVE to be coupled with other strong spells to be able to lock opponents.
RootMazes, BtB and BloodMoons are all different and good ways to approach this problem, especially because, as usual BlueBasedDeck are winning all around to world!



Quote from: vroman
only 3 workshop? If you have so few 3c+ artifacts that multiple workshops are actually redundant cards, then you should cut workshop entirely for ancient tomb. which means cut karn and trike too. for another shaman and darkblast


The cutoff MW#4 have been a last minute change.
I was sick of drawing into them when uneeded and added CoB#4. While I hate drawing into them in multiples, until now, I felt cutting them entirely would be worst then having a fewer number.  If you play the deck as it is presented here, there is a good rate to hold a 3cc card or an higher cc card into hand during the first turn. Without MWs, you are slower. MWs could assure you a strong first colorless first turn play, while Ancient Tomb would help you in a lesser manner on this intent.


But I appreciate the suggestion and tried to optimize this possible change, maximizing the sinergies between AncientTombs and the rest of the deck.
The best play you can perform holding a CoB and an AncientTomb would be playing a first turn piece of lock ( Maze or Pillar or CotV ) and then putting some pressure to your opponent with a Beast ( D.Conf, Shaman, Juggy, Fatties ). You can easily exchange the spell's sequence between first turn and second turn play without too many differences on board.

IMHO,THE ONLY INTERESTING THING here consist on trying to optimize things with NOT MORE than two lands, in order to be able to do good plays even with the fewer mana at your disposal. If you include moxen in multiples you are referring to really good hands, so they didn't count too much, statistically speaking.

The best way to kill *statistical unlucky gme situations* is to add beaters/locking pieces that would be on board quickly and frequently.
On this isssue, while 5/3 and Karn/Trisk are good, there are other subtle and even stronger substitutes that can be played into the deck when cutting MWs for Ancient Tombs.

If you look at my sideboard, you see that I have Negators too. They put the same Juggy's clock but they don't need THAT POSSIBLY UNFREQUENT forth mana to be resolve on your second turn. You can lead with both CoB or Tombs and be able to resolve ANYONE of your spells. This is HUGE. REALLY HUGE!
I underestimate Tombs' strength to let you resolve EVEN non artifacts' spells with ease and AT NOW this addition is PURE GOLD, when acting changing maindeck beaters configuration as I refer on my last lines!

Regarding possible choices, both Negators or Grunts are good maindeck additions but I suggest you not to play Grunts, because of the frequent little number of cards in your grave. You cannot mill through you grave/deck too much and almost any threat would be a good board addition that usually will not finish into the grave aside from being countered. Negators are good against all the matchups all around, excluding RedBurnDecks that are not so frequent at now. You can get around burn with ease thanks to Chalices and Wires.

Darkblast addition would add another tutorable bomb. I have it in my sideboard during my last weeks' sessions until I swapped it for Pyroclasm first and then DSC ( because of maindeck Tinker ). Making some maindeck space for it  would add an additional tool that can be easily tutored and played multiple times.

24 mana fonts would be enough to resolve almost anything with a minor mana investment and the lower mana curve would save you precious life points when D.Confidant is in play for a long time. Cutting Triskelion, Karn and Juggies would let you leave in play even 2 Confidants without fearing too much nasty autokills.

Quote from: thebutcher
Is the Karn necessary in this build?  I understand that it can be used like gorilla shaman, to eat moxes and chalices and whatnot, but you don't have many artifacts of your own to animate.  In my experience, Karn is better used to animate crap and give stax a clock.  Since you already have one with the juggernauts and confidants, why not use a Duplicant in that slot.  If anything, it will give you a maindeck answer to Tinker > Colossus.
Another good item for that slot could be an Engineered Explosives, to take out random problem cards, or ETW tokens.

In the end, I always use Karn as an HypertrophicShaman#3 that could be Tinkered out when needed.
Cutting Karn, Triskelion and maybe Juggies would leave the deck with so few artifact's targets to force me thinking to cut even Tinker itself.

Making such decisions and, on the wave of the last sentences written after vroman feedback and yousr, I can optimize a bit better the number of maindeck singletons.
E.E. is an extraordinary weapon in a no-Rod-filled metagame. Mine isn't so much Fish based but there are lot of different decks that can play or add Rods post side and with different goals. You would have a good answer to EtW and any deck playing the latter would not play Rods, so I feel confidant on it a tutorable tool.

SenseiDiviningTop and/or PithingNeedle could be other possible maindeck additions. I would love playing entire games with Top in play coupled with Confidants or stop Welders from switching things, but I feel that those scenarios would be some too much random or tutor-based game situations.

On the other hand, Balance, Darkblast, E.E. and Tutors would mix their great strength and different usefulness in a perfect way to let you deal with almost anything among opponents' possible weapons. Wires would buy me time against DSC or other greater fatties, when needed. Multiple Duplicants could be sideboard addition if DSC is a frequent problem in your area.


Quote from: mike
Interesting build.
When I played 4/5c Stax, it seemed to me that the main focus was to get Stripmine in play and reccur it with Crucible.  Since you do run Demonic/Vamp Tutor and Crop Rotation, why only 2 Crucible in the main deck?  Not to mention Gemstone Mine's late game suckiness with no Crucible.

This is true. I started with 4CoW, then 3, finishing playing only 2 of them. I like them really a lot against fish for defensive reasons. On the other hand, drawing into them in multiples is really boring. The first is good during turn 2 or 3 and usually CoW#2, #3 and #4 are dead draws. During turn 2 or 3 you can use a tutor to catch both Strip or CoW with ease and optimize your previous strong plays ( Maze, Pillars, CotVs ). At now, I feel that the aggro approach of the deck would not reward an high number of CoWs. They are perfect if you play a control MW.dec that must optimize all his resources and that can slow down you almost only with board control. This deck, on the other hand, is a good mix of cheap threats AND good beaters. You would not give to opponents too time to recover. Hard locks are almost uneeded and a single Stripmine shot is usually enough to deprive opponents of a precious single turn and give you the needed time to attack with a 5/5 or a 5/3 and some weeines.

The additional CoW#3 in side have been added almost only because of Fish and mirror matches, when opponent's Wastelands are too strong against you to be undestimated.



Quote
I have always liked Pyro Pillars because they come down easy enough and if you have some permanent damage on the board, they can win the game for you.  Juggs can actually provide a decent clock again with a Pillar on the board.  That being said, have they tested better than other 2cc cards such as Null Rod or Sphere of Resistance?

There are a lot of game situations during which Rods and SoR would autolock you too much.
You mana base consist of a lot of Moxen and artifact accelerants, your lands are hatable and you need 3 or 4 mana to resolve spells. You  need anyone of your mana on board during the entire game. I would add SoR/Rod only against COmbo decks but the matchup against them is really good even without their usage. There are too many things that would prevent opponents from abusing of cheap spells and y.will to add MORE hate against this strategy.
Deckbuilding things that could apply some real pressure to opponents' manabase is every day more difficult because any good deck is hard to hate out with simple denial strategies. Mazes and Pillars would cover this gap really well because they would prevent too much abuses of opponents' fetchlands and one shot free mana.

With a Shaman in play RootMaze enable you to think that opponents would not have any artifact ready to be played at all.
With a Pillar in play, Mazes and CotV would slow down the game of more than a single turn.
With a Wasteland in play, any Fetchland could be killed without letting opponents to search for those damned basic lands.

I'm really interested on your feedbacks about this argument, because I feel that it is a core statement among the ones possible around this deck.
Even if this lock is difficult to achieve with an opponent's CotV@1 in play, the deck's structure would reward you under any other game situation.
Your board would grow and opponents' one would thin for different reasons.

Quote
So in your opinion, Confidant is better than Goblin Welder in this deck, correct?  What is your defence against an early Tinker->Colossus?
I do like your aggro approach, it seems you would rather make the opponent focus on your threats than finding answers to theirs.  I guess it seems pretty hit-or-miss.  Maybe thats a good thing though, you can't always have answers to every card your opponent plays.  Good luck
Mike

These are two good questions.
Welders are good in an artifacts filled deck's structure. In this deck, I prefer to draw more cards and resolve threats quickly. I cannot recycle too many crucial lock pieces and there are few reasons to play Welders here instead of Confidants. Confidants is a better clock for the opponents when the soft lock is going on and two cards every turn are crucial for the win. The best two plays of this deck are a lot of mana and Mazes or a first turn Confidant. Both of them would not seal the game, but they usually are great bait counters and help you building straightforward winnings.
Welders could recur too few things here. I'm sure that Welder can get rid of blind Tinker for DSC, but smart opponents would not let you switch DSC with Moxen so easily ( y.will or skeletals are good ways to avoid switches ). Needles and T.Crypts are all around so I cannot think about playing Welders cutting COnfidants.

I usually kill opponents' DSC shutting it down with Tangle Wire. My board is usually better and I can play 2 or 3 turns without fearing its attack. I can tutor for them or draw into them with good percentages. Tinker for Dup is another good way to deal with DSC, but during last game sessions, I realized how few players play DSC blindly or prefer it to other winners. EtW, ToA and Freeze are good DSC replacements and in my area 11/11 wins are unfrequent at now. Wires and Tutors are always enough to get rid of it. As I previously said, Duplicants in multiples in side are perfect to deal with it and other fatties.


This is the list that you can deduce from my previous written words.




(24) _ Mana
4 City of Brass
3 Ancient Tomb
3 Gemstone Mine
2 Wasteland
1 Ghost Quarter

1 Stripmine
1 Tolarian Academy
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
 
(17) _ Lock
4 Chalice of the Void
4 Pyrostatic Pillar
4 Root Maze
3 Tangle Wire
2 Crucible of Worlds
 
(11) _ Beaters
4 Dark Confidant
4 Phyrexian Negators
3 Gorilla Shaman

(9) _ Singletons
1 Ancestral Recall
1 Time Walk
1 Demonic Tutor
1 Vampiric Tutor
1 Crop Rotation
1 Balance
1 Trinisphere
1 Darkblast
1 Engineered Explosives


(15) _ Sideboard
4 Leyline of the Void
4 Viashino Heretics
1 Crucible of Worlds
1 Tinker
1 Darksteel Colossus
1 Sundering Titan
1 Mindslaver
1 Pithing Needle
1 Ghost Quarter



Sideboards' additions are singletons Tinker's targets and another way to deal with basis lands.
G.Quarter can kill opponent's mana base when coupled with RootMaze. They fetch their basic lands tapped, you kill their Islands, they can fetch for other lands that come into play tapped again virtually negating the Quarter's drawback.
Sideboards without Tinker and Tinker's targets can be done, as well. I tested both M.Mages or J.Grunt in their slots with good results.
For a mixed metagame, I consider not losing the strength of Tinker at all. His addition from side, when needed is stronger against specific opponents and decks.
Slaver/Titan are good against control, Colossus against aggro and Needle can be good against Ichorid/WelderControls, as well.


This new version of the deck has new spins and a lot of possible interesting results and evolutions based on local metagames.
Not to mention that it is an unexpected and strong build that can force opponent's decks to concede games really fast.
I really like the 5colors approach because it gives me any possible pearl. Any color has something to show to you.
This deck let you play them all... quick and lethal... Wink

Maxx



« Last Edit: March 06, 2007, 07:04:46 pm by MaxxMatt » Logged

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« Reply #6 on: March 06, 2007, 07:21:46 pm »

Why Negator over Jotun Grunt if you've got a rainbow mana base already? Also not running Hide/Seek seems kind of odd when running the correct colors. Finally I'd suggest another set of 'do something' creatures over Pyrostatic Pillar. It's good when you've established yourself as winning the game, but it does very little when in an equal board position or if you've fallen behind.
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« Reply #7 on: March 06, 2007, 07:50:46 pm »

This is the list that you can deduce from my previous written words.

(24) _ Mana
4 City of Brass
3 Ancient Tomb
3 Gemstone Mine
2 Wasteland
1 Ghost Quarter

1 Stripmine
1 Tolarian Academy
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
 
(17) _ Lock
4 Chalice of the Void
4 Pyrostatic Pillar
4 Root Maze
3 Tangle Wire
2 Crucible of Worlds
 
(11) _ Beaters
4 Dark Confidant
4 Phyrexian Negators
3 Gorilla Shaman

(9) _ Singletons
1 Ancestral Recall
1 Time Walk
1 Demonic Tutor
1 Vampiric Tutor
1 Crop Rotation
1 Balance
1 Trinisphere
1 Darkblast
1 Engineered Explosives


By my calculations, this decklist has an average casting cost of:  1.0492, which seems to be fine, even running 4 Dark Confidants.  Just throwing it out there so people realize it isn't crazy to run 4 Bobs Smile
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« Reply #8 on: March 07, 2007, 07:30:57 am »

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By my calculations, this decklist has an average casting cost of:  1.0492, which seems to be fine, even running 4 Dark Confidants.  Just throwing it out there so people realize it isn't crazy to run 4 Bobs

this is good mathematical evidence supporting my own previously tested gameplay and real life tests.
In order to put some more hints about strategies and possible game's approaches, I recommend you to try to resolve first turn Confidants instead of anything else. Subsequent turns will be consistently more aggressive. You don't have Fetchlands or other thinning effects, so there are really few possibilities to avoid dead draws aside from massive Confidants' draws.

The deck has two different possible approaches on the game. A lock based one and an *aggro based* one. The first is really solid and you need only one or two enchantements to achieve a solid starting point. The second one leave you a bit *nude* during the few first two turns, but if coupled with a good chain of mazes or pillars or wires is really more effective because 5/5 kill fast and 2/1 draws a lot of cards.

Depending on the opponents, you can choose to act aggro-like or aggro-controllish.
Experience would help a lot approaching the game in the right direction.


Quote
Why Negator over Jotun Grunt if you've got a rainbow mana base already? Also not running Hide/Seek seems kind of odd when running the correct colors. Finally I'd suggest another set of 'do something' creatures over Pyrostatic Pillar. It's good when you've established yourself as winning the game, but it does very little when in an equal board position or if you've fallen behind.

There are a pletora of different game situations where Negators or Grunts can exchange each other and give you an edge over your opponents. Grunts aren't my preferred choice only because I found that they don't survive on board as much as Negators and they don't kill players with the same clock. A full turn more, isn't good, IMHO and Grunts without a full grave to abuse of isn't the best creature available.

On the other hand, if you feel that your own metagame would not support maindecking Pillars, there are no problems ADDING Grunts over Negators, Shamans and Confidants. I realized Pillars, a single creature and a single locking piece are enough to lead the game from your side. A single pillar isn't nothing more than a Repeallable board control spell, but it inherently slow down the game a bit more than anything else. I don't like it only against Fish and WuTang, when their own aggro approach on the game and their little mana investment needed every turn, would reduce the impact of the rest of your deck against their own defences.

H/S are good, they can be played switching Wires for them but I like the idea of being able to tap out opponents, reducing even more the mana at their disposal every turn an making relly difficult bouncing back things every turn. H/S is good against the decks that have two or three winning conditions and a good way to deal with DSC. Wires' sinergies with the rest of the deck and the easiness needed to resolve them, forced me to think to cut H/S in their favour.

More on this issure, H/S typically needs two CoB/Mine in order to be resolved, negating a bit the *optimization* done until now on mana base. I want Tombs to resolve all the other spells and I don't want too many double casting costs. Wires are more crucial and more sinergic with the deck. IMHO, H/S can be sideboard choices when in the proper meta.
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« Reply #9 on: March 07, 2007, 04:23:52 pm »

With a Shaman in play RootMaze enable you to think that opponents would not have any artifact ready to be played at all.
With a Pillar in play, Mazes and CotV would slow down the game of more than a single turn.
With a Wasteland in play, any Fetchland could be killed without letting opponents to search for those damned basic lands.

I always liked playing with Orb of Dreams in my Workshop decks.  It's simlilar to Root Maze, and great if you get your Wasteland out before your opponent drops a Fetchland.  Late game it sucked though, unless I put Karn in my builds.  I can imagine how bad Root Maze gets the more turns go on as well, but it's so good on the play 4 are needed, just a shame you cant animate enchantments huh?

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I'm really interested on your feedbacks about this argument, because I feel that it is a core statement among the ones possible around this deck.
Even if this lock is difficult to achieve with an opponent's CotV@1 in play, the deck's structure would reward you under any other game situation.
Your board would grow and opponents' one would thin for different reasons.

CotV@1 is no reason not to run 1cc spells.  Just make sure the deck has enough diversity in case, though.  I think your logic is sound, and I like that Chain of Vapor isn't going to get all your enchantments.  Workshop decks strengths are also it's weaknesses (wow, thats deep huh?), too many artifacts and EOT bounce.  4 Chalice/Rootmaze/Pillar seems like pretty cheap disruption to me.

I can see how Dark Confidants can be better than Welders in this type of deck.  Since you don't run Bazaar's Welder, only brings back countered artifacts.


@ the new list
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4 City of Brass
3 Ancient Tomb
4 Pyrostatic Pillar
4 Dark Confidant

Ouch man, that hurts just reading those cards together.  Thats a lot of damge to yourself.  I can't see how a Fish deck wouldn't be able to get the upper hand on you.  Negators vs. Jotun = bad for you.


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This new version of the deck has new spins and a lot of possible interesting results and evolutions based on local metagames.
Not to mention that it is an unexpected and strong build that can force opponent's decks to concede games really fast.
I really like the 5colors approach because it gives me any possible pearl. Any color has something to show to you.
This deck let you play them all... quick and lethal... Wink

Maxx

I don't know about taking out the Workshops, it seems the deck will evolve into a Fish variant, but without Force of Will.........  But test it out and see what happens.  I still like Juggs over Negators though.  What decks are you mainly testing this against?  What decks beat you the worst, and what are easy matchups?

Keep Innovating

Mike
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« Reply #10 on: March 07, 2007, 04:37:26 pm »

I worked on a deck like this a while back. Things may have changed, but I'll throw in my two cents.

1) Demonic consultation. This card is so busted. Unlike stax, you have multiple win conditions, so RFGing a creature is fina nad dandy. Consulting for chalice, maze, whatever and playing it the same turn is the nuts.

2) Tangle wire (which you have as a 3-of) is much better than pyrostatic pillar (which you have as a 4-of). Pillar effectively does nothing to combo or control so long as they have life. Since your creature base is not threatening, the pressure put on by pillar probably isn't good enough. This leads me to my next point,

3) Workshop is amazing. Everything in your list can be cast with 2 5c lands or 1 5c land and a mox. When you start adding cards like crucible, wire, and chalice (or even sphere of resistance), shops become great.

4) Phyrexian totem is probably better than negator.

5) I never got it to work, but maybe some combination of winter orbs would be hot. Maze/Tangle wire/Chalice + Worb sounds ridiculous.

Good luck with the deck,

-Bob
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« Reply #11 on: March 08, 2007, 01:16:33 am »

Would In the Eye of Chaos work better than Pillar in here? Tomb + Pillar + CoB seem like it really be taxing on your life total.
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« Reply #12 on: March 08, 2007, 08:55:10 pm »

Quote from: kobefan
Would In the Eye of Chaos work better than Pillar in here? Tomb + Pillar + CoB seem like it really be taxing on your life total.

In my metagame, combo and combo-control decks are really frequent.
Against them ( 40+% of the fireld ) there are really few things that can contemporarily deals damages and stop them from winning.
When low on life points, they have to wait for enchantment bouncers or die killed by my own critters.

Mazes, Wires and Pillars let you guide the game when you are ahead as none spell can.
I think that IteoC is really good, but doesn't help you too much on *killing* people.
I can think about adding it as a singleton, maybe cutting Pillar#4 or Maze#4, but I cannot think about entirely exchanging it with a full set of other spells.

Since this perspective, ItoC#1 can be easily switched for Pillar#4.
It is safer to kill the fourth Pillar rather than losing a gamebreaking first turn Maze#4.


Quote from: clownoftresseorn
1) Demonic consultation. This card is so busted. Unlike stax, you have multiple win conditions, so RFGing a creature is fina nad dandy. Consulting for chalice, maze, whatever and playing it the same turn is the nuts.

hi, Bob. as you underlined in this line, there are really few things that I miss really much because of the extreme redundancy of the deck in his skeleton: Demonic Consultation. i can think about adding it, but, at now, the space I can consider *sacrificable* is really little. E.E. and maybe Pillar#4 or MAze#4 are the only things that I can think about cutting. Not sure if i could be convinced so easily, but I realize ( as you ) that D.Consultation is the best tutor available for this deck and I missed it a lot.


Quote
2) Tangle wire (which you have as a 3-of) is much better than pyrostatic pillar (which you have as a 4-of). Pillar effectively does nothing to combo or control so long as they have life. Since your creature base is not threatening, the pressure put on by pillar probably isn't good enough. This leads me to my next point,
3) Workshop is amazing. Everything in your list can be cast with 2 5c lands or 1 5c land and a mox. When you start adding cards like crucible, wire, and chalice (or even sphere of resistance), shops become great.

This is the point where I want to conduct people as smart as you.
Pillar alone does nothing.
Maze alone does nothing.
Critters alone do nothing.

On the other hand, sinergies and STRONG wins come down when coupling one or two of them really far more consistently than I could think building up this deck for the first time. Their life cannot be saved for almost forever, often people tend to be aggressive with spells and life points: Pillar would munch at their life in a permanent and lethal way. If they do nothing, waiting for solutions or winning, I would kill them fast and continue protecting me and slowing down him with other spells If Pillar goes to distance, it is more locked than me.

I know that Pillar does its bet when you are ahead, but there are really a lot of decks that would be instantly slowed down by a single Pillar and some few threats during the subsequent turns. I coupled Wires, Mazes and Pillars for this reason: he has to beg to you to let him stap something or do something to you with so few open resources. Don't read my words correct or completely correct if I'm going to face a pletora of Aggro.Control decks. Their problem have to be solved post side.



Quote
4) Phyrexian totem is probably better than negator.

I don't understand why. Aside from adding black mana, it is another "rebuildable" threat on board.
Which are the inhrent differences between Totem and Negator? Opponent can eat or bounce things back maybe to your hand but maybe without being able to win AND your Negator would be on board ready to kill again! Totem would make Rebuild and H.Recall far more stronger against yoiu. I leave it in test, but this theoretical elements, leave me conviced that Negators are really good and stronger, too.




Quote
5) I never got it to work, but maybe some combination of winter orbs would be hot. Maze/Tangle wire/Chalice + Worb sounds ridiculous.
Good luck with the deck,
-Bob

Both OrbofDreams and WinterOrb are insane in decks like these ones. I continue repeating me that I have to stop adding control elements to this deck, because the only approach that I want to strengthen is the aggro.denial one. If I was intereste on this argument, I can continue trying to test a different selection of good artifacts in order such as them to weight pros/cons in a better way.



Quote
I don't know about taking out the Workshops, it seems the deck will evolve into a Fish variant, but without Force of Will.........  But test it out and see what happens.  I still like Juggs over Negators though.  What decks are you mainly testing this against?  What decks beat you the worst, and what are easy matchups?

With MWs out, I reduced the entire cc of the deck. Killing all 4cc, 5cc and higher, there is almost no need of playing with a land that aside giving you 3 mana on board, it would do almost nothing with things on board. I consider stronger to be able to tap lands for threats and or applying pressure for abilities on board. Cutting MWs, completely open you to be able to tap any mana fonts to eat with Shaman, tap lands to contemporarily resolve negators and piillars at the cost of life points.

This is the adjusted list at now.

(24) _ Mana
4 City of Brass
3 Ancient Tomb
3 Gemstone Mine
3 Wasteland
1 Stripmine
1 Tolarian Academy
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
 
(15) _ Lock
4 Chalice of the Void
3 Pyrostatic Pillar
3 Root Maze
3 Tangle Wire
2 Crucible of Worlds
 
(11) _ Beaters
4 Dark Confidant
4 Phyrexian Negators
3 Gorilla Shaman

(9) _ Singletons
1 Ancestral Recall
1 Time Walk
1 Demonic Consutation
1 Demonic Tutor
1 Vampiric Tutor
1 Crop Rotation
1 Balance
1 Trinisphere
1 Darkblast
1 Engineered Explosives
1 In the Eye of Chaos

(15) _ Sideboard
4 Leyline of the Void
4 Viashino Heretics
1 Crucible of Worlds
1 Tinker
1 Darksteel Colossus
1 Sundering Titan
1 Mindslaver
1 Pithing Needle
1 Fastbond

All the changes and uses are selfexplanatory after our words/questions.


Enjoy Smile
Maxx
« Last Edit: March 08, 2007, 08:59:34 pm by MaxxMatt » Logged

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