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Author Topic: Working title: glue.dec  (Read 3818 times)
Robert the Swordsman
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« on: August 24, 2007, 06:09:28 am »

Hi.

Roughly a month ago, I put together an aggro-esque deck based on taking advantage of Gush and other cost-effective blue spells. Turns out that Gush actually didn't end up helping at all, but the rest of the deck turned out to be playable, so here is the current version.

glue.dec (green + blue; clever, no?)

4 Quirion Dryad
4 Tarmogoyf
4 Wild Mongrel

2 Rancor

4 Daze
4 Force of Wil
3 Repeal

4 Brainstorm
3 Street Wraith
2 Merchant Scroll
1 Mystical Tutor
1 Ancestral Recall
1 Time Walk
1 Regrowth

4 Polluted Delta
1 Flooded Strand
4 Tropical Island
1 Breeding Pool
1 Island
2 Wasteland
1 Strip Mine
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal

Sideboard
4 Chalice of the Void
4 Leyline of the Void
2 Energy Flux
2 Null Rod
3 Oxidize

A few explanations:

No Gush?
Unfortunately, as I was saying, Gush was not what this deck seemed to want to do. Ideally, the pilot would want to be able to cast a Brainstorm and a Grizzly Bears on each of the first four turns, and this is not a strategy that Gush perpetuates. In testing, it would set me back at least a land-too-many in most cases, and threats would be coming down a turn later than they ought to have been. In addition, Daze really is extremely valuable, though admittedly, four may be excessive.

Still, I am very much considering running one Gush as a Merchant Scroll target.

Dryad
Although obviously not as potent as it is in GAT, it can easily see three or four counters by turn three or four, and this is generally enough to make it effective. On the other hand, Dryad is probably the last creature you want to see when pulling cards off the top late game. In the end, I've yet to be too disappointed by it.

Tarmogoyf
Drop-dead awesome. I'm kinda' in love with this card; easily a 4/5 on turn two, and in multiples, it's even more beastly.

Hounds
I was actually pretty convinced that these were only temporary for the sake of getting the deck going, and that they'd eventually be replaced, but I've actually grown fond of Mongrels. Early game they're almost guaranteed to be bigger than whatever is on the other side of the table, and thus you can fend off Creature - Human Wizards all day long or swing pretty safely, though the damage can be underwhelming. Late game, a topdecked Mongrel can win you a game against an opponent who is at five or six life. So far so good.

Rancor
I won't defend it. Well, maybe a little... Rancor usually makes your creature better than your opponent's creature, and trample can actually save me some time. It probably won't make the final cut, which is a shame because it's so cool.

Street Wraith
Good synergy with Tarmogoyf; I've never had a problem with this card, and I've kinda' tended to run it in everything I've built since its creation. Three seems to be the right number due to previously discussed reasons (Brainstorms and mulligans; Street Wraith, vile temptress! You'll probably cycle in to a land... right?)

Repeal
This ended up being added later, and somewhat in Gush's place, and I've ended up liking it. It ended up being a reasonable answer to Chalice 2, which was instant-game-loss if played early enough. In addition, it cantrips, pumps Dryad, and clears out defending creatures when making essential swings. Three might be too many, though.

Wasteland / Strip
To my surprise, two Wastelands and one Strip have been pretty cool; I'm very much all-or-nothing when it comes to Strip effects, and had planned on pulling them for something / increasing their number as time went on, but currently, I'm satisfied (this is subject to change). If I did up them, though, I'd also like to run Null Rod... just something to consider.

Matchups / Conclusions / Notes

One problem I've encountered is that there are still some things that the deck auto-loses to, and I hate that. Salvagers + EE = autoloss, as well as Chalice 1 + Chalice 2.

Bomberman is really tough, and this is something I'd like to improve on; I've only played a few boarded games against it, but Engineered Explosives is a house, and I end up playing really conservatively due to that.

Stax is an interesting matchup, and even as far as I can tell (and tends to be a tiny little bit in my favor against Tangle Wire-less builds). The deck can recover from having its board wiped if it holds back at times, and Tarmogoyf can go toe-to-toe with Triskelions and Karn'd artifacts. Also, Rancor is tech against Smokestack...

Tendrils combo, as sparse as it is within the metagame, is definitely tough. I've been trying to see what I can do about it, but luckily, I don't run into it particularly often.

As it just so happens, I've yet to play a single game against either GAT or Flash. The latter would probably readily destroy me (at least pre-board, or so I hope; I'm running the 8 "of the Void" plan), and I'm pretty eager to try it out. Moreso, I'm curious about how this deck will fare against Gro-a-Tog, and the more fear-inducing question: why play this over GAT? Luckily for me, I don't have an answer for or against it yet.

EDIT:

Results

Last weekend, I played it in the last two tournaments in the Eudemonia series. Saturday was for a 'Twister, and Sunday was for a Lotus. The first day wasn't much to speak of, and I honestly don't remember much about it. The second day, however, proved to be far more successful, so here is a mini-report for integrity's sake.

In the first round, I played against a u/B aggro deck running Sarcomancy, Negator, and draw spells (I believe the player recently posted it on one of these forums, though I totally forgot his name and I apologize for that). I went 2-1, and recall that Negators and Flesh Reavers aren't too fond of Tarmogoyf. For the record, though, this player ended up doing better than I.

1-0

In round 2, I played teammate Chris Tolar playing Stax. Game one went to me, with Daze stopping what would have been an extremely timely Balance. I believe I lost the second game, and I got the third by an extremely close margin, with much credit going to Energy Flux. I love that card.

2-0

In round 3, I played Brett Allen with Bomberman. Amazingly, I ended up winning this (what I assumed to be my worst matchup) 2-0; the first game involved a bit of back and forth, but the second involved two turn-one Tarmogoyfs off a Lotus. Preeetty lucky.

3-0

Round 4, I played 3-color fish, and experienced an even more broken first turn, which included Lotus, Mox, Land, Ancestral, 'Goyf + Mongrel, followed by another Mongrel. Unfortunately, that would be the limit of my success, and though I thought I had a pretty good game against Fish, I proceeded to lose the next two games at the hands of superior removal spells and Human / Bird Wizards.

3-1

In round 5, I was paired against teammate John Hodge playing GrimOath (a deck of his own devise, one which I'm a big fan of and can be found in the Eudemonia top-8 lists), and our records were identical. I ended up conceding in order to guarantee him a top-8 spot (he deserved it a bit more than I), and it worked out pretty well.

3-2

Round 6, I played Goblins. I don't remember much except that, game one, off one Mountain, my opponent played Lackey three times and had it bounced three times, and if I'd found a green source, I could've put an end to it (this prompted the addition of Breeding Pool, which I'm actually very happy with). Game two, I have no excuse; I lost handily.

Final: 3-3

Thoughts?

Thank you very much.
« Last Edit: August 24, 2007, 06:32:39 am by Robert the Swordsman » Logged

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netherspirit
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« Reply #1 on: August 24, 2007, 06:24:58 am »

Why do you have two Time Walks? Wink

Anyway. I think Null Rod would be really good in here if you were to adjust your mana base a bit (ie cut the off color moxen); it would give you more speed over decks running full power.

Fastbond could be useful, giving you a chance to speed ahead and it may even mean you can use Gush.

Really good looking deck though!

Good Luck.

netherspirit
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TheKing23
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« Reply #2 on: August 24, 2007, 07:36:25 am »

wow this is an extremely clever list! in fact, if flash gets restricted, i may end up testing with this.
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The Demon
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« Reply #3 on: August 24, 2007, 07:42:30 am »

I actually like your list a lot, and who knows what could have happened if you you didn't scoop to your buddy.  I think you could improve your a lot of your matchups by taking out the regrowth, the rancors and adding in pithing needles.  You would be surprised what a fast clock, strip effects and needle naming fetches can do to a lot of decks.  Plus against Salvagers it can name EE.   
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« Reply #4 on: August 24, 2007, 09:50:15 am »

Do you have enough pitches to FoW to justify its inclusion?  How set on the disruption engine are you?

Maybe you could sub out the FoW's for drains?  That would help get goyf on the board faster, though the two blue could be tough.  Maybe mana leak even.  I guess I only count 17 pitches to FoW (not counting Timewalk and Ancestral).  That seems like bare minimum, but if it's working for you than nevermind.

I like daze against stax, and I see that it helped you pull out the win, but with your pretty fragile mana base against opponents running waste/strip/blood moon, what is your strategy?  Having to return an island to your hand against stax and having only 1 basic seems pretty difficult.

The street wraiths are just plain awesome, nice inclusion with that.  One of the better decklists I've seen lately!
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« Reply #5 on: August 24, 2007, 11:15:35 am »

The main problem with this deck right now, is as you said yourself, why play this over GAT? GAT's men are larger, GAT draws cards way faster and they got more disruption..

I think the rancor's should become 1 tutor/1 berserk or something similar....or just cut for more draw or disruption.

/Zeus
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« Reply #6 on: August 25, 2007, 12:59:04 pm »

Seal of Removal, in my opinion would be a much greater addition to this deck then Rancor.  Not only is it an excellent pro-active card versus a variety of decks but it also grows Goyf.
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Robert the Swordsman
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« Reply #7 on: August 27, 2007, 03:56:32 pm »

Why do you have two Time Walks? Wink

Gracias, sorry about that.

Quote
Anyway. I think Null Rod would be really good in here if you were to adjust your mana base a bit (ie cut the off color moxen); it would give you more speed over decks running full power.

Fastbond could be useful, giving you a chance to speed ahead and it may even mean you can use Gush.

Really good looking deck though!

Good Luck.

netherspirit

I've always liked Null Rod in this style of deck, but currently, the idea of adding more small blue spells seems more appealing than a mana denial strategy, especially given the current meta. If I were going to use Null Rod, I'd play three of them and all five Strip effects (like I said, all or nothing). However, to accomplish this, I'd be cutting artifact mana due to obvious lack of synergy, and I think the speed it grants is too valuable to lose.

Still, I wouldn't mind trying a few games with +3 Null Rod and all five strips as a sort of alternate version; I'll let you know how it turns out if I do.

wow this is an extremely clever list! in fact, if flash gets restricted, i may end up testing with this.

Thanks!

I actually like your list a lot, and who knows what could have happened if you you didn't scoop to your buddy.  I think you could improve your a lot of your matchups by taking out the regrowth, the rancors and adding in pithing needles.  You would be surprised what a fast clock, strip effects and needle naming fetches can do to a lot of decks.  Plus against Salvagers it can name EE.   

Pithing Needle actually seems like a cool idea; it's an inexpensive answer to a lot of things that give this deck trouble (such as the aforementioned Explosives). At the very least, it could probably be a legitimate Wasteland replacement. I'll check it out.

Thank you very much.

Do you have enough pitches to FoW to justify its inclusion?  How set on the disruption engine are you?

Maybe you could sub out the FoW's for drains?  That would help get goyf on the board faster, though the two blue could be tough.  Maybe mana leak even.  I guess I only count 17 pitches to FoW (not counting Timewalk and Ancestral).  That seems like bare minimum, but if it's working for you than nevermind.

Have double blue up is pretty difficult, and it is even less likely that either of those mana sources would be untapped on an opponent's turn. Force of Will is pretty much always okay (and even so, it seems awfully necessary), though if I end up with Force + Force + blue card in hand, I'll generally pitch one Force to the other because I don't count on seeing an additional blue card to make the second FoW useful.

I actually tried Mana Leak in the beginning, but even then it was rare that I had the resources to make use of it (that's okay, though, Tarmogoyf is the green Duress). By turn three, Leak may be decent.

Quote
I like daze against stax, and I see that it helped you pull out the win, but with your pretty fragile mana base against opponents running waste/strip/blood moon, what is your strategy?  Having to return an island to your hand against stax and having only 1 basic seems pretty difficult.

The deck is actually somewhat mana-source-heavy for an aggro deck, and thus far, Stax has been fairly race-able; if you can get down a high-power creature (or two) early, it alone can be enough. Tangle Wire is pretty dangerous, though, and a Moon towards the beginning of a game is difficult to deal with, so if this becomes more prevalent, the mana may require some adjusting.

Quote
The street wraiths are just plain awesome, nice inclusion with that.  One of the better decklists I've seen lately!

Thank you very much.

The main problem with this deck right now, is as you said yourself, why play this over GAT? GAT's men are larger, GAT draws cards way faster and they got more disruption..

I think the rancor's should become 1 tutor/1 berserk or something similar....or just cut for more draw or disruption.

/Zeus

After some thought, I've managed to come up with a few reasons.

- As far as I can tell, GAT is the only deck in the history of Magic to run five creatures and still be called "aggro" (though "aggro-control" is pretty fitting). This deck is not very similar to Gro-a-Tog in the sense that it plans on playing multiple small creatures on the first few turns defended by free or cheap spells, and in my opinion, it's actually much more comparable to Fish (though a lack of pro-active elements like mana denial and a seemingly different intent separate it from the archetype).

- Partially due to the above, the deck seems to have a better game against Stax and matchups that are traditionally difficult for GAT.

It certainly isn't better than GAT (though I haven't given up), but I think it can excel in areas where GAT might have some trouble. This is to be continued, however.

--

So far, I’ve made one change, which is as follows:

- 1 Wasteland
+ 1 Gush

That means I’ve got one Wasteland that seems pretty random, and so this is what I’d like to test in the future

- 1 Wasteland
- 2 Rancor
+ 3 Serum Visions

Like I said before, I’ve kinda’ been wanting more small blue spells, especially ones that draw cards, and Serum Visions is useful for growing both Dryad and Tarmogoyf (sorcery), though I’m open to any suggestions regarding an alternative.

Unfortunately, school has just started, so I’ll have a little less time to devote to the deck, but I will keep it up as best I can.

Thank you all very much for your input, and I’d be happy to hear any more thoughts you may have.
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« Reply #8 on: August 27, 2007, 08:36:48 pm »

Instead of playing Serum Visions, would it be better to play Portent? Digs 1 card deeper and still lets you fix your draws. The drawback is the delayed draw.
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« Reply #9 on: August 27, 2007, 11:57:31 pm »

Nifty deck idea. What about Root Maze in your deck? It allows you to slow most decks down, and you can up the basic land count against Stax. I love Root Maze in that it makes fetchlands so much less amazing. I also like Seal of Removal in the deck it seems broken because you can drop it turn one and sac it to get rid of the red Sliver or Quiron Dryad or Tog, and you don't have to leave mana open for Repeal which is nice. The cantrip on Repeal can be good, but i just like Seal's effectiveness.

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« Reply #10 on: August 28, 2007, 01:24:21 pm »

Seal is a much better addition then Repeal. Which is garbage when compared to Chain of Vapor anyway, not to mention this deck isn't even looking for storm count. If you are worried about Chalice at two you should try rushing river as it also grows Goyf when the kicker cost is paid and is a much better spell as far as removal comes.

1. Seal is blue it pitches to FOW.
2. Its an enchantment that grows Goyf.
3. Its an excellent pro active card vs Oath, GAT, STAX, or any deck that runs creatures for that matter.
« Last Edit: August 28, 2007, 03:35:20 pm by Commandant » Logged

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Robert the Swordsman
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« Reply #11 on: August 30, 2007, 11:15:56 pm »

Instead of playing Serum Visions, would it be better to play Portent? Digs 1 card deeper and still lets you fix your draws. The drawback is the delayed draw.

Unfortunately, the delayed draw is too much of a disadvantage in my opinion, but thanks for the suggestion... if Serum Visions ends up being ineffective, I may give this a shot, but I'm not so sure if it'll be able to stand up to other options like Sleight of Hand and Opt.

Nifty deck idea. What about Root Maze in your deck? It allows you to slow most decks down, and you can up the basic land count against Stax. I love Root Maze in that it makes fetchlands so much less amazing. I also like Seal of Removal in the deck it seems broken because you can drop it turn one and sac it to get rid of the red Sliver or Quiron Dryad or Tog, and you don't have to leave mana open for Repeal which is nice. The cantrip on Repeal can be good, but i just like Seal's effectiveness.

Brennen

Root Maze is a possibility, but since I'm already running five Fetchlands (and I kinda' like it that way), it might not be ideal. In addition, this deck might not be able to take advantage of it speed-wise in a way that other decks might.

Seal is a much better addition then Repeal. Which is garbage when compared to Chain of Vapor anyway, not to mention this deck isn't even looking for storm count. If you are worried about Chalice at two you should try rushing river as it also grows Goyf when the kicker cost is paid and is a much better spell as far as removal comes.

1. Seal is blue it pitches to FOW.
2. Its an enchantment that grows Goyf.
3. Its an excellent pro active card vs Oath, GAT, STAX, or any deck that runs creatures for that matter.

While I agree that Seal is pretty good, I don't think it is simply better than Repeal. While Repeal might not be useful against a Tinkered or Oathed creature, I think it is considerably more versatile than Seal. It's never a dead card (cycle it by targeting a Mox) and can grow a Dryad at instant speed, making it useful for defensive combat tricks (in addition, Repeal still fits two of the items on that list; blue, bounces Oath, bounces Dryad, bounces Welder / Chalice). The fact that it does deal with Chalice is really too important to ignore.

I'm surprised that Seal has so much support, as I hadn't really considered it prior to it being mentioned. In light of that, I will test it out next time I play the deck (probably Saturday), but I have a feeling it won't quite do the job that Repeal does. I could definitely be wrong, though, and it wouldn't be the first time.
« Last Edit: August 30, 2007, 11:36:28 pm by Robert the Swordsman » Logged

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