Mindstab_Thrull
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« on: May 13, 2007, 07:11:44 am » |
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So, Grand Prix Montreal is looming and I need to come up with a playable deck for the GP (which I plan on attending anyways) and the Trials. I'd seen Teferi's Moat get timeshifted in Time Spiral and had that stored in the back of my mind. But I really didn't pick up on the idea of Keeper/'The Deck' for block until the Future Sight spoiler showed us Magus of the Moat and Magus of the Abyss. Additionally, having attended the Future Sight prerelease the next day, I found myself playing UG to a record of 3 wins and a tie (second place in our flight, coming back with 11 packs, and my best showing ever at a prerelease), and commented to myself that it felt somewhat like playing Keeper. As a result I had the idea that a Keeper-style deck might be viable in Block. So for my first draft I came up with this:
3 Ancestral Visions 2 Aeon Chronicler 4 Delay 4 Cancel 3 Spell Burst 2 Pact of Negation 2 Serra Sphinx 4 Disenchant 2 Magus of the Moat 4 Judge Unworthy 3 Magus of the Library 4 Chromatic Star 3 Prismatic Lens 4 Lotus Bloom 4 Terramorphic Expanse 4 Gemstone Mine 3 Plains 3 Island 1 Forest 1 Horizon Canopy
As a note: I plan on putting Teferi's Moat in the sideboard against decks that can take out the Magus easier (such as with burn or Delve or the like).
Granted this is a really bad rough list, but again it's a first draft. I know the list looks really bad so I have to figure out how to tune it to make it playable. And I didn't realize that Magus of the Library was double-green *frowns*.
Any suggestions?
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UR
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« Reply #1 on: May 14, 2007, 12:19:39 pm » |
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As a note: I plan on putting Teferi's Moat in the sideboard against decks that can take out the Magus easier (such as with burn or Delve or the like). Any deck in the format that isn't white weenie can deal with the Magus. Whether it be via Rift Bolt, Void, Damnation, Stormbind or some other means. Creatures are very, very vulnerable so they either have to finish the game or be expendable. Magus is neither so I think the Teferi's Moat would be a better call (which also completely wrecks WW because Kestrel is usually only in the board). I think we can come up with a better kill than Serra Sphinx. I'm not really sure on what to use, but Angel of Salvation just seems better. I know it doesn't have the Serra Angel feel to it though  . There is no reason to run Disenchant maindecked. Stormbind is pretty much the only important target you'll see (maybe Sacred Mesa but they'd need to have some serious cojones to run that with all the Sulfur Elementals running around). At least... that is the way it is now.
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Zombie Shakespeare
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« Reply #2 on: May 14, 2007, 03:41:14 pm » |
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You may want to take a look at the UBx control decks that did well at PT Yokohama. Mark Herberholz's deck in particular had several silver bullets for the field that gave it a nice old-school Keeper feel. Overall I think Damnation, Sudden Death and Tendrils of Corruption are much better at dealing with creatures than Magus of the Abyss or Moat.
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"My fellow Americans, as a lad I dreamed of being a baseball. But now I say we must move forward not backward. Upward not forward. And always twirling, twirling, twirling towards freedom." - Kodos. Citizen Kang - Treehouse of Terror VII
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Mindstab_Thrull
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« Reply #3 on: May 15, 2007, 07:04:55 am » |
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UR: Re: Magus of the Moat vs Teferi's Moat: Interesting.. I'd thought of it the other way around, actually. * White has access to Disenchant and Cloudchaser Kestrel, Green has Seal of Primordium; White's only real way to handle noncombattant creatures in block would either be Magus of the Tabernacle or Magus of the Disk, the first of which really won't be effective against decks with a low creature count. That left Black and Red as the real concerns, as Green can't really do anything about it (barring mixing with another colour eg Red for Stormbind, as you mentioned, which I completely forgot about). * Teferi's Moat costs five mana in two colours, whereas Magus of the Moat costs four mana in one colour. Depending on how your manabase is set up, the colour scheme may or may not be an issue, but the extra mana occasionally is. * Teferi's Moat also only stops a single colour's nonflying creatures from attacking. The main concern here is that some decks rely on more than one colour's creatures for their beaters, or sometimes noncoloured creatures (Morphs, Epochrasite or Urza's Factory tokens, for example). Thus, you may need two in play to be effective, and that might not even be enough. I agree with you on the Serra Sphinx idea. A second draft of this deck (UB, will post it shortly) runs Tombstalker for its key win condition, and has as an available option (2) Urza's Factory and (1) Akroma's Memorial. Obviously I don't rely on *those* for my win conditions, but I also run Magus of the Abyss in that one. Will put up the decklist shortly. I'll take your word for the maindeck Disenchants. I tend to find that formats with lower numbers of available sets have a greater tendency to rely on artifacts and enchantments than 'broader' formats. Of course, this isn't necessarily a given, merely a tendency. They do also, however, have a greater tendency to be more a beatdown format than 'broader' ones. Would Kestrel be a better choice, and slap it in the side?
Zombie Shakespeare: After the initial post but before I saw any responses, I started looking at who else built decks like this for the format. I admit that Mark's deck also caught my eye, and got me thinking about the UB route. Draining Whelk makes for a fine win condition, and maybe that's what this deck needs. The question when a new set comes out is always how to handle deck design with respect to pre-existing decks. I admit the Haunting Hymn kind of throws me, although perhaps it's the closest to a Mind Twist in the block. As I said to my response to UR, I'll post my other version shortly, as it's on another computer. Perhaps it'll feel more like what you're referring to.
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UR
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« Reply #4 on: May 15, 2007, 07:19:53 am » |
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If you are going to run black (which sounds better actually) I'd suggest Plague Sliver. Not only does he have the cool Juzam Djinn feel, but he is really good vs. Mono-R and RG decks because he comes down early and is twice as big as their guys forcing them to at least 2-for-1 themselves to get rid of it. The cards you mentioned vs. the Moat are all post-bord cards so they are irrelevant in game one. Thus, you may need two in play to be effective, and that might not even be enough. Even then it will never stop the colorless creatures you mentioned but playing it naming Green, Red or White will usually be enough vs. aggro decks. Most other decks will try to finish you with a Hellkite or something anyway. I'll take your word for the maindeck Disenchants. I tend to find that formats with lower numbers of available sets have a greater tendency to rely on artifacts and enchantments than 'broader' formats. Of course, this isn't necessarily a given, merely a tendency. They do also, however, have a greater tendency to be more a beatdown format than 'broader' ones. Would Kestrel be a better choice, and slap it in the side? As the format is right now, Stormbind is the only card you should worry about and from what I've heard it is very, very slow and only really effective against the Damnation decks. Ofcourse some other artifacts are played but mostly it is Prismatic Lens and Triskelavus (which will come back time and again via Academy Ruins). The Kestrel is a pretty good choice, but if you are going to run it I wouldn't run it together with Teferi's Moat because there will be a chance the Kestrel will get stuck in your hand because there are no other targets and you'll have to blow up the Moat if you cast it.
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Mindstab_Thrull
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« Reply #5 on: May 16, 2007, 02:24:50 am » |
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First off: As promised, the second list I'd been toying with.. Blue 3 Ancestral Visions 3 Aeon Chronicler 4 Cancel 4 Delay 2 Pact of Negation 3 Fathom SeerBlack 2 Augur of Skulls 2 Magus of the Abyss 4 Damnation 4 Tendrils of Corruption 2 Tombstalker Artifact 1 Akroma's Memorial Mana 4 Prismatic Lens4 River of Tears 4 UB Storage Land 6 Island 4 Swamp 2 Urborg, Tomb of Yawgmoth 2 Urza's Factory EDIT: After typing this up in Apprentice for playtesting yesterday, I found the deck only had 57 cards. At the moment, I am trying out Fathom Seer for the extra three slots.One available option with this deck, of course, given the Tendrils and Damnations, is Phyrexian Totem. It's a creature that generally lives through either, as it usually would be used to power them - and then swing the next turn. UR: * Well, the only strike I have against Plague Sliver, really, is that he doesn't have flying, which is something I want to make sure I can handle against anything in the air (of which I'm sure there'll be enough, such as Deepcavern Imp for instance). Thus, at this point, I'm looking at Tombstalker and Angel of Salvation (both of which can come down on the cheap). * So you're saying I have my assumption backwards re: Magus of the Moat vs Teferi's Moat  Fine, I can accept that. Still, I prefer the idea of stopping all ground assaults vs potentially only some of them. I feel the Magus is the better Game 1 choice, at least until I can see what I'm facing, as they won't be able to swing without removing him first, and if someone tosses Utopia Vow on him, that makes him even more useful to me  * Your comments about Kestrel make sense. Which of the two (Kestrel vs Disenchant) do you feel is a better option? EDIT: Everything below - new comments - rather than make a new reply.So I've tested the second deck (UB) three times now vs a RG build and thus far it's won all three games. Urborg + Tendrils definitely helps a lot. It's hard to tell with the first two games as my opponent was mana flooded even with all the land search he had. However, I haven't found any dead cards yet. Some suggestions that have been thrown at me: Upgrade to 4 Urborg River of Tears -> Terramorphic Expanse Take out Akroma's Memorial Pact of Negation -> Spell Burst * I'm not sold on 4 Urborg in this deck yet, as it really only wants it for Tendrils; with the rest of the deck, two sources of black mana is plenty. And my biggest concern with 4x Urborg is the fact that it's Legendary - you really don't want two in your starting hand (which is more likely with four-ofs). But I would be comfortable enough going to three. * I'd considered Terramorphic Expanse before, and an earlier sketch of the deck ran it. There's 26 lands in this deck as is, though, and after playtesting I've kind of got used to River of Tears. It's not as bad as many people think, although obviously it's no Watery Grave. * I saw Akroma's Memorial and it definitely has the ability to swing a game. The top 8 at Yokohoma, from what I recall, were all Red, RG, or UB, some splashing white and some not. While this isn't a good enough reason to play AM on its own, I decided to give it a shot, and suddenly most of the removal my opponents had access to were dead cards against my creatures. Vigilance and haste are good, of course, and everything else was just icing, as they never saw play. That being said, it's *not* a card to rely on, but it would probably fit where Demonfire in Ravnica block would: the card you play that swings the game for you. I'm not sure UB really has anything else that fits that spot that allows you to come from behind and suddenly win. * Pact of Negation vs Spell Burst is a tossup. The issue I have with Spell Burst is that most of the cards that you'll want to counter in this format have high numbers in the top right corner (or, possibly, top left now). Greater Gargadon is a good example of this. If suspended on turn 1, it can come down on turn 6 without much difficulty. Spell Burst really can't handle that, let alone be able to buy it back. Pact of Negation, by then, can stop it in its tracks. Spell Burst requires you to be one mana ahead of your opponent's spell at least. It's a much better card when you have a mana advantage over your opponent. That being said, I don't think in any of the three games I've actually played the Pact due to being unable to pay the upkeep. This doesn't really make one. Perhaps there's another counter that would be better in this position. * Also brought up was Augur of Skulls. What I see this as, mostly, is a 'slower', cheaper Mind Rot that can block, and occasionally attack. Thus, if I'm using it, I'd like to bring it up to four. Thinking about it now, maybe I can swap Pacts out and put two more Augurs in instead.
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« Last Edit: May 18, 2007, 03:40:48 am by Mindstab_Thrull »
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UR
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« Reply #6 on: May 20, 2007, 12:04:14 pm » |
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I feel Disenchant is better than the Kestrel in this type of deck because you want to keep your options (read: countermana) open and respond at instant speed rather than sorcery speed.
As for the Spell Burst it is actually quite a good card because block games tend to go on forever and you'll come to a point where you'll have plenty of mana. Also, it counters morph guys for just one mana (and morph is seeing quite a bit of play in block at the moment).
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Mindstab_Thrull
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« Reply #7 on: May 21, 2007, 01:12:22 am » |
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UR: The way these decks are looking, the UB deck seems much more solid than the UWg deck. UW seems too weak in the early game the way it's set up as is. Do you think it can be fixed? If so I'd like to hear any suggestions you have. Incidentally, I've never had an issue (at least on Apprentice) with being able to drop a Magus of the Library, although I haven't come across any decks running Magus of the Moon yet. That being said, if the UW deck can get off the ground, I'd be interested in seeing how things shape up between Disenchant and Kestrel, as Kestrel is also a 2/2 flyer and thus is affected by neither Moat. I hadn't thought of the Spell Burst vs Morph issue; I completely forgot all about Morph, actually. What do you think of Spell Burst vs Pact vs the extra two Augurs? And if I'm not upgrading Augurs to four, should I trade them in for something else? I notice Haunting Hymn sees play as a common one-of, at least pre-FS.
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UR
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« Reply #8 on: May 21, 2007, 05:39:29 am » |
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I'm not sure you can fix the tempo-loss without Damnation. So UB is probably the way to go if you plan on taking this deck to tournaments with an unknown (or only partially known) metagame.
Haunting Hymn is only good in a Teferi based control deck that runs on Mystical Teachings. It can be tutored for with the Teachings and then cast in your mainphase for +3 CA and an almost guaranteed win vs. anything that is sorcery-speed control (such as Frank Karsten's deck or Big Mana RG).
I like Spellburst really, the problem is that you never really want to see one in your opening hand unless you are either playing against Pickles or you are on the play against mono-R or WW. So two or three seems the right number.
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Mindstab_Thrull
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Squee must die!!
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« Reply #9 on: May 21, 2007, 09:10:24 am » |
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UR: * Well, here's the thing. When I was at the FS prerelease, I went UG. It basically boiled down to gumming up the ground well enough to stop any ground attacks (much like how Moat operates) so my flyers could get in and hit, countering any real threats. That 0/5 wall that spits out Saprolings every three turns for 1G is *really* good for that. Surely UW (or UWg) has a similar idea available? * I understand why Haunting Hymn sees play; I guess what I'm thinking of is an analogue to Mind Twist. This brings me back to Augur of Skulls. With four in a deck, you have access to a blocker plus Mind Rot with Suspend 1, essentially. (Of course, *if* this deck ran Teferi, you could drop the Augur on your upkeep and sac it right away. But I digress..) They can stop anything without evasion and live, with 1B open. Mr Gargadon comes to mind, as do most of the big boys in this format. Thus part of why I'm considering Augurs instead of Pacts. Running the 8 counters seems to be enough in this deck, what with Tendrils and Damnation playing too. I don't disagree Spell Burst is good, I'm just wondering what should go in that slot, and how much juggling needs to be done. Ideally I'd like to be able to run a full set of each of Augurs, Delays, Cancels, and a pair of Spell Burst (since, if you buyback them, you don't need more than one). Hmmm..
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UR
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« Reply #10 on: May 24, 2007, 06:18:49 am » |
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I've been giving some thought to the Augur of Skulls in this deck. The problem I see is that if you want to have a discard effect Stupor would be a better card and if you want to get rid of huge creatures you can do so without having to double Stone Rain yourself. Even Melancholy would only Stone Rain you once and could get rid of Spectral Force and Bogardan Hellkite (I'm not advocating playing Melancholy btw). Because the problem is that he doesn't actually stop ground assault but merely ties up your mana. Mana you could have used for drawspells and/or counters.
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Mindstab_Thrull
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« Reply #11 on: May 24, 2007, 07:05:15 am » |
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UR: Took me a moment to figure out what you meant by 'double Stone Raining yourself', till I realized you were referring to setting aside regeneration mana.  I guess what I see in it is a 2-for-1 deal: the ability to gum up the ground (from anything nonevasive, obviously) and the ability to make the opponent discard cards. I think what this deck probably needs more though is a way to shut down creatures. I'm looking through what might help in that respect: Snapback Wipe Away Assassinate Big Game Hunter Second Wind Frozen AEther helps somewhat, and if this deck was more like the first one I'd suggest Pongify (as a 3/3 token vs Moat is essentially useless). Reality Strobe could help too, and somewhat feasibly come down on turn 4 (storage land + Prismatic Lens). But realistically I think I'm probably looking at either Assassinate or Second Wind as creature control. As for discard, I agree, Stupor is better than an Augur of Skulls. Instead of Akroma's Memorial, perhaps Haunting Hymn or some such would be better. Alternatively.. what about maindecking Extripate instead of Augurs? Extirpate B Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library. It can have the same effect as what I'm looking for with the additional bonus that it removes *all* copies of that card from the game. The only concern is shutting down something Suspended first. And it seems like White has the best way to handle that - which brings me to either splashing or trying something more like the first deck, as many of Black's tools are covered in Blue as well now.
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Mindstab_Thrull
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« Reply #12 on: May 26, 2007, 12:38:58 pm » |
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At this point, this is my current decklist:
4 Think Twice 2 Aeon Chronicler 4 Cancel 4 Delay 3 Fathom Seer 4 Augur of Skulls 3 Magus of the Abyss 3 Damnation 4 Tendrils of Corruption 2 Tombstalker 1 Akroma's Memorial 4 Prismatic Lens 3 River of Tears 4 Dreadship Reef 3 Terramorphic Expanse 4 Island 4 Swamp 2 Urborg, Tomb of Yawgmoth 2 Urza's Factory Sideboard: 4 Extirpate 4 Pull from Eternity 4 Plains 2 Flagstones of Trokair 1 Terramorphic Expanse
The sideboard is mostly aimed at:
Detritivore 2RR Creature -- Lhurgoyf */* Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X-X3R. X can't be 0. Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land.
since uncounterable (effectively) LD is always a concern in any deck that runs more than one colour and even some monocoloured decks. The Extirpates I think are good in general but don't really need to be maindecked, as any reanimation deck or something I have to fight to get rid of should find a way to disappear. [Case in point: Draft yesterday, opponent built a quite decent Sliver deck including Pulmonic. An inability to be able to shut down a Pulmonic Sliver means game loss basically, as all Slivers are suddenly all but Indestructible. Said player came in first place in our draft.]
Personally, if this block had the mana flexibility that Ravnica block does, I'd be going for three colours easily, maybe even four, as only Red seems to not have enough of *anything* for this style of deck. But it doesn't, so two, maybe three.
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Mantis
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« Reply #13 on: May 27, 2007, 05:00:00 am » |
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Shadowmage Infiltrator is a card you might want to consider. It always absorbs at least 3 damage against aggressive decks but can singlehandedly steals games if an opponent fails to deal with it.
Your sideboard seems very mediocre, if you need Pull from Eternity so bad just sideboard a couple of Mystical Teachings along with 1 or 2 Pulls. As a 4-of you will otherwise find the Pulls to be dead in hand a lot. This also allows you to cut some Extirpates in favor of other cards. More questions about the sideboard; why is there a Terramorphic Expanse there when you can just maindeck one more. With 4 Expanses, 4 Lenses and a Plains from the board you shouldn't have trouble finding the Plains to cast Pull from Eternity.
To give the deck a more Keeperisch approach, Tolaria West could be nice. Usually you will just play it tapped on turn one as you have no plays that turn anyway but at times you could Transmute it to find Slaughter Pact, Pact of Negation, Urborg, Urza's Factory or the Plains in the SB. Perhaps Pact of the Titan could also be on that list. I'm not sure if you can find the room for it and have the blue mana available but it's just a thought.
Good luck with the deck and care to share some test results against the most played decks such as UG Morph, Mono Red, UBx Control, RG Ramp, WW etc.
Later, Mantis.
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Mindstab_Thrull
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« Reply #14 on: May 29, 2007, 01:03:08 am » |
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Mantis: * SMI did cross my mind, actually, though only very recently. A three-point body doesn't hurt, and being unblockable against likely more than half the decks is nice (out of GP Strasbourg T8, only three could block it; PT Yokohoma T8, only two would be able to block it), thus you could probably assume on average being able to net two cards before it died. * Agreed the sideboard is *very* bad; something concepted together *very* quickly. Detritivore is, of course, the biggest concern, but if I can handle that I should be fine. I do notice, however, that with the Strasbourg T8 lists, only one deck didn't run green or be essentially monocoloured, and that was UBw, splashing for a maindeck Pull, with a second Pull and a Disenchant in the side - the maindeck Dralnu helps here, obviously. Agreed about the 4th TE, of course; it's always a question of what to take out. The deck seems to want a little more land, so what spell comes out? * Yeah.. the more I look at this deck, the more it wants some kind of search - Mystical Teachings or Tolaria West or something - or at least multicard drawing, like Careful Considerations at least. And Green keeps sticking its nose in, saying, "Can you find a home for me? Somewhere? Huh? Maybe? Pleeeeeeeeeeeease??" mostly due to cards like Wall of Roots, Thallid Shell-Dweller, and Harmonize. Would Dreamscape Artist be *that* bad of an idea? I've not done much in the way of playtesting; the first *real* test will be this weekend at the GPT for Montreal. There's another one a couple weeks later, and then GP Montreal I think a week after that. Hopefully by the time the GP rolls around I will have this in useable shape.. but I can use the GPTs to help me figure out what's really wrong with this. Magikarp has been good enough to help me with playtesting, which I very much appreciate, and once his input gets past my denseness, I'm usually in better shape 
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Mindstab_Thrull
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« Reply #15 on: June 04, 2007, 01:06:02 am » |
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WARNING: Quite long
So this is the build I ended up playing this weekend:
4 Dreadship Reef 4 Terramorphic Expanse 8 Island 4 Swamp 3 Urborg, Tomb of Yawgmoth 1 Urza's Factory
4 Prismatic Lens 4 Cancel 2 Delay 2 Spell Burst 3 Think Twice 2 Aeon Chronicler 4 Fathom Seer
4 Tendrils of Corruption 2 Damnation 2 Magus of the Abyss 2 Tombstalker 2 Augur of Skulls 1 Darkness
1 Dralnu, Lich Lord 1 Akroma's Memorial
Sideboard: 2 Calciform Pools 2 Plains 1 Flagstones of Trokair 1 Urza's Factory 1 Vesuva 1 Teferi's Moat 2 Pull from Eternity 2 Disenchant 1 Vesuvan Shapeshifter 2 Psionic Blast
First things first: This is a slow deck. As such, anything that gets out of the gates fast will likely trounce this. The longer a game goes on, the more time you have to stablize and turn things around. I did *very* badly - worse than I expected, actually - but I learned a few things.
1. This deck would *love* to be more colours. I'm actually considering switching this deck around to be more in Vorosh's colours: GUB. It can make great use of Green's walls (Wall of Roots and Thallid Shell-Dweller) in the early few turns, as well as deck thinning (Search for Tomorrow, etc) and Harmonize. Black would be fairly easy to support with a couple Urborgs to support Tendrils or, barring that, something a la Terror/Dark Banishing. Magus of the Abyss, incidentally, turned out quite well, and IMO worth a second look. Blue would be relegated to a minor role, and might even be able to be taken out altogether if I'm willing to forgo countering. I also have the option (which might be more feasible) of taking the Teneb route (GWB), which gives me access to Disenchant and Pull from Eternity, as well as having a couple counters of its own to deal with. Augur il-Vec would be able to handle any small quick shadow creatures like Looter il-Kor or Nether Shadow. In fact, Red's case seems to be the weakest, with only AEtherflame Wall and Goblin Skycutter really looking for a home, possibly to be joined by (of all things) Browbeat.
2. This deck severely needs a way to survive the first few turns. Fathom Seer got Morphed exactly *once* in the 8 games I played, and that was only because I was swinging with it and an AEon Chronicler and the morph was going to die anyways, so it let me get an extra four damage in with the Chronicler (from 6 straight to 10). Another turn and I would have won that game *frownage*. The Seer's main job in this deck is simply to be a wall, and *occasionally* be able to draw cards. But it seems I'd have better luck with Dream Stalker which, although I lose out on tempo by a turn, can make up for it by having a body that's tough to take out without requiring at least two cards (five toughness is a *lot* in this format, surviving even Sudden Death). As for Augur of Skulls.. well let's just say Drudge Skeletons would have been more effective. I never managed to sacrifice him once. Again, I primarily needed him as a blocker (cue UR's 'double Stone Rain' comments). Again, Green seems to have the best ways to do this, although AEtherflame Wall is also very good at taking out opposing creatures.
3. This deck also needs some way of getting what you need sooner - either card drawing (Harmonize, Careful Considerations), tutoring (Demonic Collusion, Mystical Teachings), or library manipulation (Sage of Epityr, scry spells). At this point, the only reliable cards I have for 'digging' are the Think Twices and the pair of AEon Chroniclers - definitely not enough. Sage of Epityr seems like it would be useful, as it's at least a 1/1 for U, and you get to rearrange the top four cards of your library. Even later in the game, Sage + Terramorphic is somewhat analogous to Brainstorm + Fetch, allowing you more selection.
4. The singleton Darkness did as well as anticipated, buying me an extra turn of survival here and there, and even helped swing a game for me. (Note, for those that might still misunderstand: Teferi, Mage of Zhalfir's ability of "Each opponent can play spells only any time he or she could play a sorcery" does *not* counter a spell that's already on the stack, as the spell is *already* played by then. This is a similar case as Orim's Chant and Abeyance before it. This came up because my opponent was under the impression that playing Teferi mid-combat would counter the Darkness that I'd played to counteract the dozen or so damage I would have taken from his attack.) Dralnu never saw play once, largely due to the amount of burn available. He was sided out every game. Akroma's Memorial play was the other card that swung the same game I just mentioned, as having Magus of the Abyss + Akroma's Memorial in play together means you'll never sacrifice a creature so long as the artifact is in play. That being said, if I had a less expensive way of giving all my creatures protection from black that was in colour, or a good UBw way of making tokens (a la Sprout Swarm - damn those green cards wanting in!!), I'd likely consider it.
5. Half my sideboard was boarded in vs every matchup. Teferi's Moat and the white mana sources were always going in, and Disenchant usually was as well. Pull from Eternity wasn't a worry since the biggest Suspends were either WW creatures or cards like Search for Tomorrow. But Teferi's Moat was the biggest reason to go into the sideboard most of the time, and that tells me it should at least be maindecked. Perhaps pull two Islands for Plains, an Urborg and Urza's Factory for Calciform Pools, and Teferi's Moat can replace Dralnu, possibly a second one replacing a Fathom Seer. Urza's Factory, in this deck, was close to useless as anything more than another land, and three Urborgs actually seem too many for this deck.
So, that being said, at this point I'm considering switching over to this:
4 Dreadship Reef 2 Calciform Pools 4 Terramorphic Expanse 6 Island 4 Swamp 2 Plains 2 Urborg, Tomb of Yawgmoth
4 Prismatic Lens 4 Cancel 2 Delay 2 Spell Burst 3 Think Twice 2 Aeon Chronicler 4 Sage of Epityr
4 Tendrils of Corruption 2 Damnation 3 Magus of the Abyss 2 Tombstalker 1 Darkness
1 Akroma's Memorial 2 Teferi's Moat
Sideboard TBA.
Realistically, once the Sage hits play, he's already done his job by letting me semi-Scry for 4. The Akroma's Memorial is staying in for now, as I've found it's very much like a (more expensive) colourless Moat - once it hits play, your opponent is pretty unwilling to try and attack into whatever you have. I am, however, considering putting Lotus Bloom back in the deck as a result.
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« Last Edit: June 04, 2007, 01:08:34 am by Mindstab_Thrull »
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