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Author Topic: One more idea for regionals  (Read 2327 times)
Ben Kossman
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« on: May 23, 2007, 01:07:21 pm »

This is the most intriguing deck I've played in a while. It's based around turn advantage generated by Walk the Aeons and Recollect fueled by Howling Mine and Rites of Flourishing to make the extra turns worth six mana. Most of the versions I've seen run some cards like Exhaustion and Reclaim that I feel hurt the Control matchup and make the deck tier two or three. My version differs because I took a differrent route building the deck. I've always liked the idea of Tron with Walk the Aeons and as it turns out the combination is quite potent. So I took some of the cards from the walk decks I've seem floating around and put them in a deck with Tron and Mirari. This gives the deck the ability to go infinite late game once one walk and a recollect are in the yard and Mirari and another recollect are in hand. Note this game state isn't easy to acheive but the deck functions effectively long before it ever has the option of going infinite (two or three turns in a row should be enough to generate an insurmountable advantage in any game). At the moment the kill I'm using is simply using the same infinite recursion to get back Compulsive research and cast it targeting the opponent about 6-8 times. I like the concept a lot and have won games versus my one friend I get to play against. I'm just interested to hear whether or not anyone here thinks it has potential...

Artifact:10
2 Mirari
4 Howling Mine
4 Simic Signet

Blue:16
4 Walk the Aeons
4 Compulsive Research
4 Remand

Green:14
4 Wall of Roots
4 Rites of Flourishing
4 Recollect

Land:22
2 Tolaria West
12 Tron
4 Yavimaya Coast
4 Breeding Pool
« Last Edit: May 23, 2007, 02:51:32 pm by Ben Kossman » Logged

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« Reply #1 on: May 23, 2007, 04:59:56 pm »

I'm sorry to report that it fell short in all of my test matches. We've tested this against several decks and the problem is that it is no better than the Wild Sliver deck (not a deck you want to play against competant players, believe me). We did test a slightly different list though (it had Locket of Yesterdays and Harmonize in it for instance). I like the addition of Tolaria West and a tron engine, but does it really speed up the deck or does it just shift focus?

We also used Gaea's Blessing. Have you tested it and if so, how do you feel about it?
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Ben Kossman
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« Reply #2 on: May 23, 2007, 07:54:27 pm »

I hate drawing it. It's kind of useless until the library is empty. Another build I've actually been winning versus my friend with is a little different and relies on Wurmcalling to end the game. It's a little more controllish but still has the same long term goal of going infinite but eschews the symmetrical draw engine for Compulsive Research and Tidings. It's slow but once it reaches the late game the other player simply stops playing. It reminds me of Wake in a way. If you can Mirari Walk the Aeons then it should be game over...

Artifact:6
2 Mirari
4 Simic Signet

Blue:20
4 Walk the Aeons
4 Tidings
4 Compulsive Research
4 Remand
4 Repeal

Green:10
2 Wurmcalling
4 Wall of Roots
4 Recollect

Land:24
12 Tron
2 Tolaria West
1 Urza's factory
1 Ghost Quarter
4 Coast
4 Breeding pool

It is suboptimal with Mine and Rites because it gives the other player cards make the Card advantage one sided and the deck is a bit more stable I think...

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« Reply #3 on: May 23, 2007, 08:16:14 pm »

I'm simply curious: what does that deck do against Dragonstorm?  Seeing as how Dragonstorm is #1 in the online meta and will likely be the most popular deck at Regionals this year, I don't quite understand how 4x Remand can win.
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Ben Kossman
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« Reply #4 on: May 24, 2007, 08:54:15 am »

As far as I can tell this deck rolls over and dies horribly to Dragonstorm game one. I'm going to play Shadow of Doubt and Trickbind in my sideboard but even that probably won't help. This deck is more effective versus mid-range control and aggro-control.
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« Reply #5 on: May 25, 2007, 06:21:37 pm »

Quote
I hate drawing it. It's kind of useless until the library is empty.

Absolutely true, but it allows you to play a different kill. You can 'infinite turn' yourself and play Thallid Shell-Dweller as a win-condition. This means you'll have more time to set up against aggro.

Forget the dragonstorm matchup... it is a hopeless cause. I wouldn't even devote sideboard slots to it and just accept the loss. Sideboard for the matches that might make a difference. This would be the definition of a glass cannon. Just don't get paired against Dragonstorm and lucksack your way though Teferi decks Wink.
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Ben Kossman
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« Reply #6 on: May 27, 2007, 12:09:45 pm »

Here's what I've got put together at the moment. I've decided to focus on a more controllish build because the deck doesn't really go off fast enough to go sui/combo style. Wake was an effective deck because it had a powerful control element. So my line of thought today involves splashing a third color. Their are two options...

1. White for Wrath and maybe Condemn/Faith's Fetters. This also gives me access to dawn Charm versus Dragonstorm from the Sideboard as well as COP red from the sideboard...

2. Black for Damnation and also Dralnu. Dralnu is pretty busted with the various sorceries available. This also gives me access to Nightmare Void which is actually better versus Dragonstorm than Gigadrowsable stuff...

Has anyone else pondered 3 color tron? It's doable, It just requires running eight Signets as opposed to six like most builds have...
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« Reply #7 on: May 28, 2007, 09:06:37 am »

You do realise that Dawn Charm prevents only combat damage right? You'll still take 20 from the Hellkites. Luminesce would be better in that slot. CoP: Red can easily be played around by Dragonstorm players so I wouldn't bet on it too much. At best it stalls them a turn or two (which can be enough but you can't sit back and relax).
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