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Author Topic: Let's do the time warp again  (Read 5250 times)
OfficeShredder
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« on: December 30, 2006, 05:02:54 am »

This is inspired by Recollect.  The idea is that between recollect and regrowth, you have 5x copies of a card "busted" enough to be restricted.  If that fails, you're playing green, so you'll have the surprise factor.  With regrowth, you can use cards like gifts ungiven to much more extreme measures.... gifts for ancestral, time walk, tinker, and regrowth becomes absolutely devastating because you will have acess to two out of three for ancestral  tinker and time walk, and odds are you'll pull a recollect out of your library to grab the last one.  This is similiar to how recoup is being used today.... the difference?   You get more uses out of a card.  Time walk.  Recollect.  Time walk.  Recollect.  Time walk.  Regrowth.  You can go broken a lot easier.... which is exactly why regrowth was restricted in the first place. 

Is this too slow for type 1 now though?  I know somebody is going to go something like "well, elven cache is a regrowth, and it sucks!".  Well, so does diabolic tutor, but grim tutor only has a deck named after it.  Of course, if we're playing U/G, the first instinct is to put fastbond and gush into the deck, and the johnny player inside me throws zuran orb and crucible of worlds in to complete the unholy trinity.  Obviously the deck wants to get its restricted cards somewhere fast.... either the graveyard or the hand will do, as your green cards become replicas of demonic and grim tutor, the deck is going to hum (if it's good that is).  So Gifts ungiven seems like a natural inclusion... although so does intuition.  Which one is superior is up in the air, though I suspect it's gifts (since I actually own the card, I guess I'm biased).  I'm tempted to put a mirari in for the regrowth+time walk + mirari hard lock, but I think that would be pushing it  :lol:  I'm also thinking quirion dryads here... if you keep playing spells off recollect, you keep putting tokens on the dryad.  Although you would need to choose between the dryad and the CoW combo, since they're probably not both needed.  A third color could be splashed.... black would give vampiric and demonic tutor, which could then be regrowthed or could get cards you want to regrowth, while white would give enlightened tutor, which can be used to find the shining combo pieces, along with some more synergistic cards like balance (balance+zuran, balance+crucible, balance+brokenness, balance+regrowth effects), whereas yawg win would just remove the cards you want to cast.  So a rough start for the list:

4x Force of Will
4x Mana Drain
4x Brainstorm
3x Merchant Scroll
3x Gifts Ungiven
2x Cunning Wish
1x Fact or Fiction'
1x Ancestral Recall
1x Time Walk
1x Mystical Tutor
1x Gush
1x Braingeyser


4x Recollect
1x Regrowth
1x Fastbond

1x Crucible of Worlds
1x Zuran Orb

7 SoLoMoxen
4 Tropical Island
5 Fetchlands
1 Library of Alexandria
1 Strip Mine
6 Island
2 Gemstone Mine/City of Brass (or more islands, who knows)

The sideboard would include goodies for cunning wish like misdirection, stifle or trickbind, and of course stroke of genius for another kill condition.
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LotusHead
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« Reply #1 on: December 30, 2006, 03:06:09 pm »

Eternal Witnesses may be a better route than Recollect, as they beat down for 2 and chump block.
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« Reply #2 on: December 30, 2006, 04:18:09 pm »

Eternal Witnesses may be a better route than Recollect, as they beat down for 2 and chump block.
The only problem I see with Witness is that it has GG in the cost while you need to have UU open for Mana Drain, so it could pose problems there; I'd be inclined to have 2 of each of 3 Recollect and 1 Witness.

Just my opinion though; nice looking deck! Very Happy

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« Reply #3 on: December 30, 2006, 06:20:15 pm »

You understand that if your opponent removes one part of your combo you dont have a way to win in the deck correct? Thats why traditiional Gifts list run Tinker -> Colossus, i'd suggest running something to the liking.
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« Reply #4 on: December 30, 2006, 07:29:43 pm »

The only problem I see with Witness is that it has GG in the cost while you need to have UU open for Mana Drain, so it could pose problems there; I'd be inclined to have 2 of each of 3 Recollect and 1 Witness.

Just my opinion though; nice looking deck! Very Happy

  netherspirit

Spot on with my thoughts too.... I figured the difference between eternal witness and elven cache can't make or break a deck... it's just the colorless in the casting cost, and cache has certainly been around long enough to be broken.

I don't know about the artifact count for tinker-> colossus.. while I agree getting hit by a seek can kill the deck, it's a tough call.  I could add mana crypt, but I don't know about mana vault.  You really want your mana to untap if you're going to be playing a sorcery.  Maybe lotus petal, mox diamond, and/or chrome mox too.
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« Reply #5 on: December 30, 2006, 09:25:34 pm »

Here is a thread about Shortbus's old Sex.dec, a deck built along the same lines as what you're talking about.  It includes the tech of Nostalgic Dreams, which I always thought was really the star of that deck.  I'd recommend giving it a look.
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meadbert
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« Reply #6 on: December 31, 2006, 12:10:15 am »

I love Turboland but this is a no go.  Zuran Orb dies to Chalice, Null Rod, Shaman, Welder and a host of other commonly played cards that hose moxen.  Uba Stax has something like 13 turn 1 drops that practically win the game on the spot.

For Turboland.dec I recommend Glacial Chasm instead of Zuron Orb.

Another interesting card is Academy Ruins to get back countered Crucibles and Zuran Orb.

I tried to build a UGW Gifts list that ran 4xGifts and 4xIntuitions along with Regrowth, Argivian Find, Crucible and Fastbond.

For the win condition Cephalid Colliseum is nice with Fastbond + Crucible since you can deck your opponent.

Tinker->DSC certainly helps.

A very difference dec I made was basically Ancestral Recall.dec.  It had a ton of those g cc spells that put a card in the yard on top of your library.  It also ran 4x Misdirection and 4x Force along with a ton of tutors for Ancestral.  The idea was to tutor up Ancestral and then start playing it every turn.  The win conditions were Eternal Witness (4 of) and Tinker->DSC.

You might want bounce to save yourself from random enchantments like Planar Void and Rootmaze which totally wreck the turboland combo.

I realize what I have said so far sounds negative but I actually think you might be on to something.  This is a good idea with some flaws in the current list.

Good luck with you deck.  I do think Recollect and Winess can be broken.  This might be on track.
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OfficeShredder
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« Reply #7 on: December 31, 2006, 01:54:41 am »

For Turboland.dec I recommend Glacial Chasm instead of Zuron Orb.

The point of the orb is it goes infinite with crucible and fastbond for mana and life

Quote
Another interesting card is Academy Ruins to get back countered Crucibles and Zuran Orb.

Also, if you gifts and include crucible and orb in the pile, you're assured getting them since you can put them back on top of your library... that's 2/3s of the way into the infinite combo right there.
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meadbert
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« Reply #8 on: December 31, 2006, 01:59:31 pm »

Glacial Chasm allows you to produce an infinite amount of mana with Fastbond, Crucible and Strip Mine out.  You do not gain infinte life but if you have infinite mana you should win anyway.

The problem with Zuran Orb is what I mentioned earlier.  There are just too many cards that hate on it.  It gets all sorts of splash hate from Moxen.

Chalice of the Void
Null Rod
Gorilla Shaman
Goblin Welder
Engineered Explosives
Powder Keg
Damping Matrix
Seal of Cleansing
Disenchant
Ancient Grudge
Rack and Ruin
Oxidize
Naturalize
Shattering Spree
Pernicous Deed
Pithing Needle

These are common cards that hate on Zuron Orb.

Basically nothing hates on Glacial Chasm.  Yes you can Waste/Strip it but if you already have Fastbond + Crucible out then you replay it and win anyway.

Zuran Orb has one significant saving grace and that is the life gained versus Tendrils.  Glacial Chasm does nothing to protect from Tendrils.  With Zuran Orb you can sometimes gain just enough life to survive.
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« Reply #9 on: December 31, 2006, 02:04:11 pm »

The most successful build of Turboland I've built (and granted, I haven't spent a whole lot of time on the archetype) had a full set of 5 Wasteland effects and hinged very much on getting Crucible of Worlds into play.  Gifts Ungiven for Wasteland, Barbarian Ring, Glacial Chasm, and any other card deals infinite damage with Crucible and Fastbond in play.  I ran Enlightened Tutor in that build to get Fastbond, Crucible, or Zuran Orb.  I would also recommend Cephalid Coliseum because it lets you filter through your deck very fast if you have Crucible and Fastbond (especially if you also have Glacial Chasm), and it allows you to win immediately if you have Zuran Orb along with them.

Essentially, I see Vintage Turboland as a deck built around a lot of synergies, where you do broken things with small groups of cards until you happen to have a group of them that wins the game.  For this reason, I would suggest playing whatever colors you want and relying on Crucible and potentially Fastbond to protect you from Wasteland.  You can also run a couple of off-color basics.

Taking a lot of extra turns with Regrowth effects is certainly neat, and Turboland is a deck that does more and more insane things every turn.  It really builds up momentum over the course of a game.  That's actually why it doesn't do better:  the deck can't set up quickly enough.  Using a Sex.dec-style recursion engine may be a way to get that extra time, and it also allows you to abuse Gifts Ungiven more properly (I used to use Intuition; Gifts is better).  I think I may take this for a spin.
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zeus-online
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« Reply #10 on: January 01, 2007, 11:19:38 am »

I wonder if people have forgot what the original turbo-land deck was all about, oh Zvi where are thou?

It just sucks that everytime someone makes a deck based around lands, they call it "Turboland".

It sucks that everyone I meet calls me Bart. Let it go. (in other words: under our rules, initiating discussions on deck names is prohibited).
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« Reply #11 on: January 01, 2007, 02:48:52 pm »

If you are afraind of Zuron Orb hate, then Dark Heart of the Woods is a way to turn land into life.  Granted, only Tropical Forsests can be sacced to gain life, but it deals with Null Rod and Chalice.

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Evol daN
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« Reply #12 on: January 01, 2007, 05:16:43 pm »

I just realized that your 1 win condition is Misdirectable, on top of being a 4 card combo of which all are 1xs, which IMO is just to much, and the recollect/regrowth is to mana intense to play a reactive Drain style strategy.

Since I am not alone in the recommending a reevaluation of your win condition, you should definitely look at your options and let us know where you plan on taking this.

You should definitely look in the Archives to Lotushead’s discussion of the witness deck. I believe he references one of my old builds and there is a link to a list in the reply by Methuselahn. The basics of that deck and the deck you post here are similar… that is they are both built on recursion of under costed bombs and the Drain.dec chassis.

I found that Intuition was a little better than gifts simply due to the 1 cost difference, although today I would probably run 1 of each or 2 Intuition/ 1 Gifts. Another Important card not in your list is Accumulated Knowledge. I found AK to be a bomb in the matches where the opponent is sporting Misdirection, or where you simply start with (Intuition, AK) or AK for 3 into Merchant Scroll.

I feel the need to agree with Lotushead regarding Eternal Witness. I think it is superior to Recollect as it adds a win condition, yet I think both deserve space in the deck. My build ran........... although admitedly i had a different win condition.
4 x witness (I would probably run 3 these days)
2 x recollect
1 x regrowth
3 x echoing truth
1 x basic forest
2 x Windswept

My opinion of Nostalgic Dreams started extremely low, peeked, and ended where it started. Sure if I get a Dreams into hand and RESOLVE it I probably win. The GG cost is bad, but not terrible it is the discard as part of the cost that really nails you. Most of the time in my testing it did not resolve, and that hurts so much it is like playing Roshambo with 2 people, one in front and one behind… they go first. OMG I lose!!!

If you do splash a third color I would definitely try white and black. I would try White primarily for Sacred Ground, abeyance/chant on the board. If you do end up splashing Black do not fear Yawg’s Will. I play Will in my Bomberman which confuses so many people. So what if I cannot sack my Lotus during the Will, I am still playing a land, Ancestral, that Mox, Brainstorm, Tinker, a Spellbomb, etc. ad infinitum.
Is Yawg’s Will NOT SO GOOD that it accidentally trumps your fears that you might accidentally not think and accidentally, while getting 6 cards for your Will, remove your win condition as an accident while not paying attention to the fact that this is an obvious and accidental mistake? Am I wrong here?
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OfficeShredder
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« Reply #13 on: January 01, 2007, 09:05:20 pm »

I like glacial chasm.  I don't know if I like 26 lands.  Maybe something like...

4x Force of Will
4x Mana Drain
4x Brainstorm
4x Accumulated Knowledge
1x Gifts Ungiven
2x Intuition
2x Cunning Wish
1x Ancestral Recall
1x Time Walk
1x Mystical Tutor
1x Braingeyser


3x Recollect
2x Eternal Witness
1x Regrowth
1x Fastbond
1x Living Wish

3x Crucible of Worlds

7 SoLoMoxen
4 Tropical Island
5 Fetchlands
1 Strip Mine
3 Island
2 Glacial Chasm
2 Wasteland

SB Targets:
Glacial Chasm
Stroke of Genius
Eternal Witness
Barbarian Ring
Cephalid Coliseum

Changes:
The multi-color lands are gone.  Whether it's a good idea, I don't know, but it's only a two color deck.  I think the fetches can handle it, especially with crucible of worlds

I added a second crucible to get it faster, and in case the first one is extracted.  Obviously, this deck doesn't care if something gets countered as much as some decks do, but having a second one means you can take more risks with it.  Plus, it's nice to have against wastelands.

I noticed I didn't put x's in front of the land counts.... maybe it's a sign.

I cut library of alexandria.  The deck has a ton of draw power already.  I also cut the gush since you need fastbond to use it effectively, and if fastbond is in play, you want to be winning.

It feels like I have too many ways to win, and they all hinge on fastbond.  Is there another way to replicate its effect for the purposes of this deck?  Otherwise it's the vulnerable point in the deck... if it's removed from the game, winning is tough
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meadbert
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« Reply #14 on: January 02, 2007, 10:55:53 am »

I don't know if this would work in your list but the following Intuition/Gifts piles can be good although a bit slow in the current meta.

Intuitioning for Bazaar of Baghdad, Strip Mine and Life from the Loam is solid.

You get to see 2 cards a turn.  You can either keep both or keep 1 and a Strip Mine.  This is not redundant with Crucible because with Crucible out you can just draw 2 a turn and keep them.  Then play Strip from the graveyard.  Bazaar, Strip Mine and Loam are all good indiviedually.  Bazaar is a nice draw engine with Loam or Crucible.  Strip is great and already in your list.  Loam is not great on its own but if you can use it to recur wasteland that right there is pretty good.  The same engine can work with Cephalid Colliseum if you can get threshold.

Bazaar also can act as a Barbarian Ring.  Once you have Fastbond + Crucible + Glacial Chasm + Wasteland you can use Bazaar to mill your entire deck till you find Cephalid Colliseum.  Once you have Colliseum you can deck your opponent.

It used to be that this gifts pile was pretty good versus Stax and very good versus Gifts (Back in the Belcher days.)

In the current meta Long will laugh at you and even Gifts is equipped to combo out before you get the engine going.  Still, it does put a lot of pressure on your opponent to win soon.

A nice Gifts pile is:
Bazaar of Baghdad
Strip Mine
Life from the Loam
Squee, Goblin Nabob

This allows you to keep Strip Mine and whatever 2 cards you draw.  It is redundant with Crucible though so if you are running 3+ Crucibles it is usually not worth adding Squee to your list.

Eternal Witness works fine as a backup win condition if you can Strip lock your opponent.  Darkblast can be a problem.

Tinker->DSC is always a great win condition.

« Last Edit: January 02, 2007, 10:58:27 am by meadbert » Logged

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« Reply #15 on: January 02, 2007, 12:21:45 pm »

The best way to use an engine like this is in the fashion of bomberman.  The reliance on time walk is not a hard win, but it could become one with the inclusion of a few 2/2 and 2/1 beaters, or even a pumpable beater over a few turns.  I'd say the eternal witness combo fits this strategy quite nicely, and another acceptable direction would be towards a combo deck like the scepter-chant lock decks of non-vintage (hello, panoptic mirror)  The issue you'll have to grapple with, and which will likely symey you for at least a few weeks, is how to get the clock running so you can effectively win on turn 2 without protection and turn 3 with protection.  Even the deck posted is far inferior to a combo deck such as grim long, and the fact that your deck is also hosed by arcane lab and chalice of the void doesn't give it any advantages.  One other note: blue decks have exactly one way to answer the board: bounce it back to the opponent's hand.  Green decks have far more versatile answers, so a blue/green control deck should inherently want to utilize those answers or at least play a few bounce.  I would think echoing truth and chain of vapor comboing with eternal witnesses would be a great place to start.
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« Reply #16 on: January 02, 2007, 01:58:54 pm »

The infinite Barbarian Ring kill is actually not hosed by any commonly played card except a removal spell for Crucible of Worlds or Fastbond (which doesn't really "hose" you in the sense of Blue Elemental Blast against Dragon or Stifle against Grim Long).  It's an incredibly stable kill if you can get it going.  The problem (and the problem with Turboland decks in general in Vintage) is that Fastbond is needed.  This is why I have argued before that Enlightened Tutor cannot be unrestricted:  reliable access to Fastbond is too strong.  This deck is sort of the best we can do with unreliable access to it, and yes, the Extract vulnerability is quite troublesome.  Golden Wish ftw?
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OfficeShredder
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« Reply #17 on: January 02, 2007, 02:09:11 pm »

Quote
Golden Wish ftw?

It's mana intensive, but might be the only solution.  Alternatively, I can wish for a mirari and brute force infinite turns in case everything goes to hell late game  :lol:

I'm going to think about what the deck needs.... I keep feeling like there's some obvious solution to the problem, but can't figure out what the solution is.  Sterling grove would be a good way to keep fastbond in play, and to find fastbond, but still doesn't solve extract, which kind of sucks.
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meadbert
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« Reply #18 on: January 02, 2007, 03:52:26 pm »

Turboland can combo off with Explorations instead of Fastbond.  What you do is play 4xExploration.  Then play 4 lands.  Then bounce all 4 explorations and sac the lands with Chain of Vapor and repeat.  This works best with Combo oriented decks using Horn of Greed that have the Timetwister Regrowth loop.  I usually use Echoing Truth instead of Chain of Vapor because Echoing Truth can bounce Chalice@1.

A friend of mine loves Hide/Seek.dec and maindecks 4 Hide/Seek as well as several Chalice of the Voids so I use this backup win all the time.  I either generate obscene amouns of mana using Academy for a lethal Braingeyser or if I have a Horn of Greed out I draw my whole deck and win with Sickening Dreams.

Other backup win conditions I use are:
Cephalid Colliseum recursion
Tinker->Colosus
Tinker->Titan if using a rainbow mana base
Words of War if running 4 Bazaars
Trygon Predator versus SS and Oath if running U/G fetch base.
Vinlasher Kudzu versus fish.  I actually do not particularly like Kudzu but as 2cc creatures go he is a good.
Mishra's Factory beats.
Use one Factory to infinitely pump another Factory.
Use Centaur Garden to pump Azusa, Lost but Seeking to 10/11 each turn.
Elvish Spirit Guide beats.
Words of Wilding if running 4 Bazaars and playing versus Stax.  Yeah, Stax doesn't like it when you can play 3 creatures a turn without playing a spell.  You can put these creatures into play under Uba Mask, Tanglewire, Trinisphere and Sphere of Resistance.
Gorilla Shaman beats.
A decent sideboard card can be Roar of the Wurm.  A 6/6 for 4 is a pretty big deal.
Karn Silver Golem turning Crucibles into beaters.
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OfficeShredder
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« Reply #19 on: January 08, 2007, 08:57:25 pm »

Something slightly on topic (U/G combo I guess...) is an oath deck with no creatures in it... instead, you can run krosan reclamations, time walk, and oath your deck out, followed by putting back a time walk and reclamation.  You'd need a way to draw an extra card every turn, but that could be an easier way to take infinite turns... plus, you can reclamate fastbond+crucible and win the game right there if you can draw the second card.  I feel like such a deck must have been designed before though; does anyone know?  Because it seems like a potent way to win (although it's vulnerable to card draw, ironically enough).  And if fastbond gets countered, just reclamate it again... 3 reclamates would let you loop turns if you want, or power through countering fastbond by just bringing it back.  Obviously, it would be a vulnerable strategy, but you can theoretically win on turn two with the right hand (turn one orchard, mox, oath, turn two bring the fastbond back with the orchard and mox, play a black lotus and land, and play fastbond+crucible from hand).  That's only 5 cards you need in hand, though granted one of them is a one of.

Thoughts?   I understand we've left the realms of the original deck for the most part, but you could definitely include elements besides just the win combo, such as eternal witness off a living wish if you decide to go for the infinite turn win (which is backup in case fastbond gets extracted), and still use the regrowth engine for when you aren't doing an awesomely delicious oath to mill your deck
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« Reply #20 on: January 09, 2007, 08:41:16 am »

You are missing the almighty Holistic Wisdom: having ancestral and walk in the grave plus HW and some mana means 90% you draw your deck and play an awesome number of turns. Overall, I think HW is enough for exploiting multiple recursions (also does so at instant speed: very good to recur cards EOT or take drains/fow/misdi just when they are needed): the problem running multiple regrowth effects is that they are dead cards unless you have something strong in your grave, and that's untrue in the very beginning of the game or if your opponent use grave hate.

I tried something similar in a Tyrant Oath deck running Gift and 1 holistic, 1 regrowth and 1 Witness/recollect (witness gets oathed, recollect no, and that has good and bad sides); if you look at my old topics you should see it. The good thing playing such oath build is that you don't lose to grave hate, which is something you really risk playing a deck which just work around the grave, and has a bunch of dead cards if your graveyard is empty.
« Last Edit: January 09, 2007, 08:50:39 am by Malhavoc » Logged

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meadbert
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« Reply #21 on: January 10, 2007, 02:19:16 pm »

Rather than hijack this thread and I am going to post a mini primer on Type 1 Turbo Oath that takes infinite turns.
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« Reply #22 on: January 16, 2007, 12:08:26 am »

Quote
You'd need a way to draw an extra card every turn, but that could be an easier way to take infinite turns

Living wish for archivist if it's the infinite turn route (yes, I know that's 2x living wishes being cast, but you can reclamate the pair of them and then.....)

Think Twice to draw the second reclamated card on your first turn.  One copy gives you all the wishes that you need to set up the infinite turns next turn (although I concede that's brutally slow), but more importantly it lets you get fastbond + crucible that same turn.

Alternatively, Library of alexandria can be used if there's a quick fix plan for filling the hand up to seven.... then I wouldn't need to cast a creature
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« Reply #23 on: January 24, 2007, 10:48:47 am »

New suggested "Turbo-Oath" decklist (it should be noted the original time warp theme is lost  :lol: )


The new: Let's do the time warp again (aka flashback.  I admit, it's lame  :lol: )

1x Think Twice
3x Krosan Reclamation

4x Brainstorm
4x Force of Will
4x Mana Drain
2x Cunning Wish
1x Stroke of Genius
1x Ancestral Recall
1x Time Walk
2x Intuition (tutor for the needed lands to win with fastbond+crucible in play)

4x Oath of Druids
3x Living Wish
1x Fastbond

3x Crucible of Worlds

8x SoLoMoxenCrypt
4x Forbidden Orchard
4x Tropical Island
4x Fetchland
1x City of Brass
1x Library of Alexandria
1x Glacial Chasm
1x Barbarian Ring
1x Cephalid Coliseum
1x Strip Mine

SB:
1x Stroke of Genius
1x Archivist
1x Glacial Chasm
1x Barbarian Ring
1x Misdirection
...
other wish targets I suppose

fI can't test the deck ATM since I'm struggling to find a free online magic service that works on my computer (I'm so close! Arg...), but I might just find some ghetto way to proxy it for the sake of goldfishing.

Also, it occured to me that oathing your deck and reclamating a yawgwin was powerful, but then I realized you couldn't fastbond combo that turn since yawgwin would steal your win conditions.  Maybe another idea to win off that?  Oath-long?  I think that might be stretching it though

Even if your fastbond gets removed after you oath, you can go 2x reclamate with an archivist off living wish for infinite turns(first reclamate gives living wish and reclamate, then you reclamate reclamate and time walk every turn).  So you can sloooooowly kill them with barbarian ring.  It's all good though

Alternatively, you can just play fastbond and crucible of worlds.  The deck isn't very good at getting fastbond though (I think it would be superior if it was easy to force them to counter fastbond, then play oath and force them to counter that, since it puts a lot of pressure on them to have a nuts hand).

Thoughts?  Criticisms?  The decklist is obviously theoretical at this point, and probably very rough.  The idea though is just to see if the oath-reclamate engine is worth running
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meadbert
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« Reply #24 on: January 24, 2007, 11:31:48 am »

You can win with Will.  What you do is just play Will.  Then play Fastbond.  Then play every land out of your deck.  Then play Timewalk.  Then regrowth Crucible.  Next turn play Crucible and win.  Time Walk is important for this.  If you really want to create infinite mana that turn then you can use Tolarian Academy and Trade Routes.  In that manner you just repeatedly bounce Academy with Trade Routes and replay it.  As long as you have at least 2 artifacts in play you generate infinte blue mana so you can win off a lethal Stroke of Genius or whatever your heart desires.
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« Reply #25 on: January 24, 2007, 04:19:06 pm »

You can win with Will.  What you do is just play Will.  Then play Fastbond.  Then play every land out of your deck.  Then play Timewalk.  Then regrowth Crucible.  Next turn play Crucible and win.  Time Walk is important for this.  If you really want to create infinite mana that turn then you can use Tolarian Academy and Trade Routes.  In that manner you just repeatedly bounce Academy with Trade Routes and replay it.  As long as you have at least 2 artifacts in play you generate infinte blue mana so you can win off a lethal Stroke of Genius or whatever your heart desires.

I forgot about time walk.  Obviously that ends the will effect and lets me go off without all my lands being removed from the game.  :lol:
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Rittler
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« Reply #26 on: January 25, 2007, 06:04:02 pm »

Quote
4x Force of Will
4x Mana Drain
4x Brainstorm
4x Accumulated Knowledge
1x Gifts Ungiven
2x Intuition
2x Cunning Wish
1x Ancestral Recall
1x Time Walk
1x Mystical Tutor
1x Braingeyser


3x Recollect
2x Eternal Witness
1x Regrowth
1x Fastbond
1x Living Wish

3x Crucible of Worlds

7 SoLoMoxen
4 Tropical Island
5 Fetchlands
1 Strip Mine
3 Island
2 Glacial Chasm
2 Wasteland

SB Targets:
Glacial Chasm
Stroke of Genius
Eternal Witness
Barbarian Ring
Cephalid Coliseum

Do you guys think this could stand a chance in a 32 players tourney with most of the field beeing Fish, Staxx, Gifts and Long-Variants?
I ask this, cause I think the deck looks very interesting and I would really enjoy playing it, but for this tournament I'd really want to play something competitive.
A thing I think I also have to add is - I won't get a Lotus for that tourney, so I would substitute it with Mana Crypt and I would substitute one Glacial Chasm with Bazaar of Bagdad, also I think I'd add Hollistic Wisdom and Tinker-->DSC as an alternative win condition - just don't know what to take out yet.

So I really appreciate your work on the deck, as I think it's something different and I really like the different kind of decks...

Finally I'd like to add some experiences I had with a deck very similar to this one...
It played Oath + Battlefield Scourger to win with infinite Time Walk or the Fastbond route...
I played it only one time at a tournament of around 50 people and went 6th...it was quite OK but sucked against Long, since those were much faster, also it had some trouble with fast Aggro...

Let me know your thoughts...

Thanks

Rittler
« Last Edit: January 25, 2007, 06:07:11 pm by Rittler » Logged

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meadbert
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« Reply #27 on: January 26, 2007, 02:12:16 pm »

I don't have much experience playing with Mana Drain in Turboland decks.  I have done it with Gifts based Turboland and then it was great.  In that deck I think I only ran 1 Crucible.

Just looking at this list I would say that you don't need two Glacial Chasm.  Cephalid Colliseum is probably better since it is a win condition that can dodge Needle on Barbarian Ring.

Also 2 Cunning Wish does not seem right.  If you can already win with Colliseum or BarbarianRing then the whole Stroke of Genius plan is fine as a third win condition but no need to run 2 Cunning Wish.  I say add a Merchant Scroll.  With so many Regrowths it is nice to be able to Scroll up Ancestral and replay it a few times.  Also, Yawgmoth's Will is just so busted that it is really tempting to find room for it.

Trygon Predator is a decent sideboard card.  You can wish for it and it is a strong card versus Fish.  It also destroys annoying cards like Chalice@1 and Planar Void.
Also you probably need ways to deal with Chalice @1.  Maybe Naturalize in the sideboard or Uktabi would work.  Normally I want 5 ways to either deal with or ignore Chalice@1.  I guess between Living Wish, Cunning Wish, Scroll->Cunning Wish, and 2xWitness that you have 5 ways.  I realize you have witness beats as a backup win condition, but that could be tough to pull off.  Maybe not if you are replaying AK for 4 though.
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« Reply #28 on: January 29, 2007, 12:10:31 pm »

Cutting the intuitions and AKs for gifts ungiven and merchant scrolls seems to have sped the deck up greatly.  Gifts ungiven can grab fastbond, crucible, some regrowth effects and win you the game, or other similiar broken piles.  One gifts isn't an autowin, but it really does put you in a position to win most of the time.

EDIT: It also gives the deck the most explosively counterrific mirror match I've ever seen.  Basically, it's two decks hauling ass with recurred recalls in an attempt to force so many must counter situations that one of them can sneak a fastbond/crucible in and go for the throat.

I've found the cunning wishes to be subpar with more than one in the deck, and will probably be going to one.  I'll post a new decklist later today
« Last Edit: January 29, 2007, 12:54:29 pm by OfficeShredder » Logged
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