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Author Topic: [Deck] The Italian Job - Shop Affinity Combo  (Read 3587 times)
Rock Lee
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« on: December 08, 2007, 08:18:42 pm »

Here's a history, decklist, and discussion of my Shop Affinity Combo deck.

With Gush's unrestriction and the rise of GAT combo, I was given the choice of enlisting in GAT, or fighting it outright. Fighting is more fun, so here I am. The greatest weakness of the GAT combo is their combo is fueled, and therefore restricted, by their life total. In testing, a fast aggro deck (tested with affinity and goblins) that could bring an opponent to 7-8 life in 3 turns consistently, would hinder GAT. Affinity had the better clock and better disruption, so it won out.

After testing mono black builds of affinity for duress, thoughtseize, tutors, & draw. I realized it was horrible. I moved from black to MUD and haven't looked back.

I opted for a Metalworker Staff combo, fueled by Skullclamp, and reinforced by the adaptability of Myr retriever and the savageness of Trike and Ravager.

After going over tournament reports I saw another deck designer doing very well with a Tanglewire version with a similar theme. This designer "Serra" and I corresponded via emails and ended up merging our decks towards a similar result.

Without further ado, here's the deck in its current form.

Lands
    1  Tolarian Academy
    1  Strip Mine
    4  Mishra's Factory
    4  Mishra's Workshop
    2  Ancient Tomb
    4  Wasteland

Creatures
    4  Myr Retriever
    4  Arcbound Ravager
    4  Metalworker
    4  Frogmite
    2  Duplicant
    3  Triskelion

Spells
    4  Skullclamp
    3  Staff of Domination
    1  Mox Jet
    1  Mox Pearl
    1  Sol Ring
    1  Memory Jar
    4  Chalice of the Void
    1  Mana Crypt
    2  Lightning Greaves
    1  Mox Emerald
    1  Mox Ruby
    1  Mox Sapphire
    1  Black Lotus
    1  Mana Vault

Sideboard
SB: 1  Triskelion
SB: 3  Pithing Needle
SB: 2  Tormod's Crypt
SB: 2  Orb of Dreams
SB: 1  Trinisphere
SB: 3  Sphere of Resistance
SB: 3  Crucible of Worlds

The kill methods in order of priority are as follows.
1. Triskelion + Ravager
2. BeatDown
3. Metalworker + Staff of Domination
4. Crucible of Worlds + Mine(Wasteland)
5. Meta card(Jester's Cap, EonHub, Duplicant)

The Crucibles and Caps used to be on the main. I have opted for less security against staxx in lieu of better answers against combo.

The deck deals very well to changing situations, counterspells, and duress affects. At the same time it provides an unmolested turn 3-5 kill, and with disruption it still pulls out turn 4-6 kills.

A question this deck begs to be asked is why not run Thorn of Amethyst? The Deck doesn't get slowed down much by thorn. Honestly though, I feel like its a poor answer. The threats of decks that get hurt by thorn are the creatures.

My teammates often chide me on the fact that Chalice only beats bad players, but I feel it is amazing in a meta dominated by  {1} CC spells. The only spells you cut off with Chalice on  {1} is Vault and Clamp. All the symmetric spells hurt less with ravager's ability to remove them at critical times.

Greaves, as a newer addition, allows for faster kills and provides key resilience to destruction. Also, the fast clock this deck possesses requires your opponents to use their Hurkyl's/Rebuilds defensively instead of the turn before going off. Greaves lets you win out of the gates as if nothing had happened, or at least gets you swinging or activating metalworker one turn faster.

I ran 3 kegs on the side per Serra's advise for awhile, but found that it was too slow against GAT, I didn't need Warrens protection, Needle worked better against Welders & Mox Monkies, and ultimately you can't remove Leyline with Keg. Still, an opposing chalice for  {1} is annoying, although honestly you obliterate anything that can cast Chalice on  {1}.

Of the 6 tournaments I've been to since making it MUD Shop Affinity Combo, I've won one of them, and gotten 2nd place 3 times. It is possible that people underestimated the deck or haven't figured out how to fight it yet, but it is both relentless and busted.

Known Weaknesses:
Leyline of the Void actually hoses this deck. Clamp, modular, retriever all get turned off. Also when the game plan against Staxx is Crucible, you've just sided in another card that is useless. FORTUNATELY, your aggro plan and combo plan still work, your smoothing mechanisms are just turned off. Often against decks running minimal counters & duress affects. So you're good!
Null Rod obviously turns off alot of the deck. While this is crippling, I have won games where it gets lain simply by becoming shop aggro.
Energy Flux can be rough, but honestly, keeping open 2 mana is easy, and dumping modular counters onto a factory is hotness.
NO noncreature removal Needle, Trike, & Tormod's have to go the distance and they do their jobs well. However. Ramped smokestacks, large amounts of tanglewires, opposing chalices & spheres are permanent problems, literally. Putting in Kegs can solves this problem. Often the deck does NOT have problems with noncreature permanents, but if you're goldfishing be aware of this glaring blindside.

2 of either of the above mentioned is obviously devastating, but usually one is mange-able.


::EDIT:: Apparently a deck similar to mine won a recent large tournament in Spain, MTG Gamblers: Vintage Open
I'll keep this post updated with their comparable decklist soon! ^_^

::EDITx2:: I changed the title/name of the deck from 'The French tickler' to "The Italian Job".  {1} because 'The French Tickler' makes some people squeamish, my initial reason for naming it thus.  {2} Because this deck is a pile of JANK that whoops people silly. ie. Italian.  {3} Because Michael Caine is a king among kings!
« Last Edit: December 22, 2007, 06:06:34 pm by Rock Lee » Logged

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« Reply #1 on: December 10, 2007, 06:55:03 pm »

Here's the deck that won MTG Gambler's open. similar conceptual deck.

1º David Beduzzi - Aggro MUD
"Thorn in my Main"

4 Metal Worker
3 Triskelion
3 Karn, Silver Golem
3 Arcbound Ravager
4 CHalice of the Void
4 Thorn of Amethyst
4 Sphere of Resistance
4 Tangle Wire
3 Sword of FIre Ice
1 Trinisphere
1 Black Lotus
1 Mox Pearl
1 Mox Ruby
1 Mox Sappire
1 Mox Emerald
1 Mox Jet
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Tolarian Academy
1 Strip Mine
2 City of Traitors
3 Wasteland
3 Mishra's Factory
4 Ancient Tomb
4 Mishra's workshop

SB:
3 Powder Keg
3 Crucible of Worlds
3 Pithing Needle
3 Spawning Pit
3 Tormod's Crypt

This build seems similar to the decklist Serra ran to fight a Gifts meta. It clearly works for a GAT meta as well, which is faster than Gifts. Chalice can always go on One, and reliably drop Chalice or Sphere on turn one; either of which hoses GAT.

Obviously this is purely shop aggro, with the potential for a trike-ravager win.

No combo wins, but with huge amounts of spheres, you substitute combo for lock. The Spawning pit is great tech, as Oath is basically a scoop for this deck. Also, although the Spawning Pits will improve your Oath matchup, its still abysmal, and seems dangerous with so many plats oath and tyrant oath running amok.

I will be thrilled to see decks like this rising up, as my shop combo deck has great game against it. Creature removal is the specialty of my Shop Combo deck.

I would caution anyone that running this deck against a traditional Staxx variant that includes a smokestack and tangles, or a mono red staxx build will get creamed. Currently, disruption is at a minimum, so this deck is a great choice. However, if you add in some destruction, you'll be hurting here whereas the Shop Combo deck above can easily pull out.
« Last Edit: December 13, 2007, 10:17:57 pm by Rock Lee » Logged

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« Reply #2 on: December 21, 2007, 03:38:21 am »

After some extensive playtesting (read: 200+ games against tier1 decks), I realized the slot of 2x Lightning Greaves & 2x Duplicant has many metagame specific options.

I had chosen Greaves & Dupes as an answer to what I had anticipated as a heavy staxx meta. But there are more options of course. Here are a few.

Staxx heavy meta: Lightning Greavesx2 & Duplicantx2 -- You still get relevant cards against other matchups, and you're protected against trikes, opposing dupes, welders, shattering sprees, and viashino's. You also have the ability to comeback from a nasty Hurkyle's with Greaves, and Dupe isn't 100% dead against GAT, especially since they're siding in goyfs.

Combo heavy meta: Thorn of Amethystx4 -- Obviously this kicks the teeth into anything that uses cheap spells. When you can side into 4x Thorn, 3x sphere, , trinisphere, x4 Chalice, combo just rolls over. The thorns on the main let you win game one, so you're guaranteed a turn between game two and three. Thorns on the main do make your Shop matchup pretty pishposh.

Aggro/Fish heavy meta: Trikex1 & Duplicantx3 -- If you control the board, you control aggro. Going 2 for 1 against aggro makes them scoop. I haven't seen an aggro-heavy meta in a long long time. Maybe European builds would need this.


Considering that GAT is basically combo, and I'm not concerned about my Staxx matchup as much, I'll be changing the maindeck the 4x thorns and trying it out. I'll update with my results this weekend. ^^
« Last Edit: December 21, 2007, 05:42:28 am by Rock Lee » Logged

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madmanmike25
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« Reply #3 on: December 21, 2007, 03:57:05 pm »

Quote
Lands
    1  Tolarian Academy
    1  Strip Mine
    4  Mishra's Factory
    4  Mishra's Workshop
    2  Ancient Tomb
    4  Wasteland

Creatures
    4  Myr Retriever
    4  Arcbound Ravager
    4  Metalworker
    4  Frogmite
    2  Duplicant
    3  Triskelion

Spells
    4  Skullclamp
    3  Staff of Domination
    1  Mox Jet
    1  Mox Pearl
    1  Sol Ring
    1  Memory Jar
    4  Chalice of the Void
    1  Mana Crypt
    2  Lightning Greaves
    1  Mox Emerald
    1  Mox Ruby
    1  Mox Sapphire
    1  Black Lotus
    1  Mana Vault

Lucy, you've got some 'splaining to do!  Dude, where's my maindeck Trinisphere?  No reason at all that this should be a SB card.  None.

Typically the land base for these kind of decks is:

4 Shop
4 Tomb
4 Waste
2 City
1 Tolarian
1 Strip

I was just wondering how much of a benefit you get from running 4 Factories when instead you could be seeing more first turn Metalworkers(read: 3mana on turn 1) with the above configuration.  You don't run Crucibles main, so they can't act as permanent attackers/blockers for very long.  You don't have any aggro equipment either, so how do you justify 4 Factories in this deck?

I think 3 Staff's is too many since the card basically blows on its own.  You can easily go down to 2 and free up a card slot.  If you really want to go the janky route, keep all the Staff's and add some Serum Powders to go for the combo.  I don't recommend that, but it is an option for you.

Frogmite.  At the end of the day he's still a 2/2.  Even if you don't pay mana for him, thats pretty weak.  I would rather see an Enforcer in here.  You should probably do a split though with 2-3 Enforcer and more maindeck disruption.  Or, keep the Frogs and add some Sword of Fire and Ice's/Cranial Plating in.

Speaking of maindeck disruption, you only have 4 Chalice's(with a soon to be added Trini, hopefully).  Is that enough?  Spheres/Thorns maindeck will help you not lose so often to Flash and Tendrils based decks game 1.  A turn 1 Metalworker with Staff in your hand for a turn 2 win won't mean squat if they combo out first.

Greaves.  I like the card, I really do, but there is better equipment out there(like Sword).  Even Metalworker can become a threat with a Sword attached to him.  Greaves is good for protecting Metalworker if you have your combo lined up, but again if that is your primary focus then Powders might be needed.  If you could equip at instant speed Greaves would be the way, the truth, and the light for MWShoppers.

Good luck,
Mike

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Rock Lee
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« Reply #4 on: December 21, 2007, 05:25:59 pm »

Thank you for Posting Mike. I appriciate your comments and hopefully I address my opinions of them well. Keep me informed of your opinions of my opinions =)

What I guess I neglected to mention above, and should stress now, is that the GOAL of the deck is really to just draw MILLIONS of cards via Clamp. WAY more than is a reasonable amount. Its the Kowal-Plan, but instead of Blue I use Colorless. With millions of cards you can win countless ways.

Lucy, you've got some 'splaining to do!  Dude, where's my maindeck Trinisphere?  No reason at all that this should be a SB card.  None.
I can understand the confusion about no MD Trinisphere. Its a busted card, and to run without it seems odd at best. I think you and I have different "plans" of the deck. If I were to take your advise and cut frogmite and a staff, I could understand a MD Trinisphere. It hinders my combo plan pretty heavily. I don't mind seeing it hit the table, but often I'm not the one casting it. Against combo though, its an obvious-in. But I only put it in against combo, ie. the sideboarded nature of it.

As an aside, If I expected lots of combo, I would MD the Trinisphere and drop one Frogmite.

Quote
Typically the land base for these kind of decks is:

4 Shop
4 Tomb
4 Waste
2 City
1 Tolarian
1 Strip

Couldn't agree more, if this was that type of deck. This isn't MUD Domination, its Shop Affinity Combo. ^^

Quote
I was just wondering how much of a benefit you get from running 4 Factories when instead you could be seeing more first turn Metalworkers(read: 3mana on turn 1) with the above configuration.  You don't run Crucibles main, so they can't act as permanent attackers/blockers for very long.  You don't have any aggro equipment either, so how do you justify 4 Factories in this deck?
Factory plays a very odd role in this deck, but a highly valuable one nonetheless. He's rarely a blocker, VERY rarely. Often he is an uncounter-able clamp creature. I often play him, tap him to activate, Clamp, chomp. Double Clamp on Factory often means "gg". Factory is also incredible against most of the hate you'll see, and holds onto Modular counters for when Ravager gets the can.

Quote
I think 3 Staff's is too many since the card basically blows on its own.  You can easily go down to 2 and free up a card slot.  If you really want to go the janky route, keep all the Staff's and add some Serum Powders to go for the combo.  I don't recommend that, but it is an option for you.
Again, if you were going with the goal of randomly having Worker-Staff-Win, I could see this, but when this deck starts chugging, it wants a staff, STAT. I have tested with 2 staffs in the past and greatly regretted it. Staff blows on its own, with no mana. I'll admit, sometimes it just gets eaten by a Ravager. But with more than 3 colorless mana, its relevant. At least 1 out of 10 matches I win just from its tapping ability. Two, obviously, are horrible. Which is the main reason I only run 3.

Also, dont' get me wrong. I call this deck Janky, but I have won the equivalent of 4 pieces of power with it, and any New England Player can tell you I'm not the most focused player. (Ask Outlaw about how I let him almost pull out with a huge Yawg while I had a Tormod's Crypt in play the whole time). I call this deck Janky because often your opponents not respecting and underestimating your deck's more unknown cards like Skullclamp, Retriever, and Frogmite will cause them to misplay and just hand you wins.

Quote
Frogmite.  At the end of the day he's still a 2/2.  Even if you don't pay mana for him, thats pretty weak.  I would rather see an Enforcer in here.  You should probably do a split though with 2-3 Enforcer and more maindeck disruption.  Or, keep the Frogs and add some Sword of Fire and Ice's/Cranial Plating in.
I'm not even kidding, if Frogmite were a 3/1 I probably would not play him. His ability to be double clamped, or Add counters to a Ravager with one clamp are often highly valuable. Similarly with the Factory concept, I rarely attack with these buggers. Often they are simply free creatures. Recurring free creatures with retriever is often better than recurring another retriever that costs 2 mana to cast. This guy goes hand in hand with why I don't run a MD Trinisphere.

Quote
Speaking of maindeck disruption, you only have 4 Chalice's(with a soon to be added Trini, hopefully).  Is that enough?  Spheres/Thorns maindeck will help you not lose so often to Flash and Tendrils based decks game 1.  A turn 1 Metalworker with Staff in your hand for a turn 2 win won't mean squat if they combo out first.
I did post on the option of Thorns on the main in a combo meta in the post before yours. Its an option for sure, one which I've been testing out recently. It will be very unlikely that Trinisphere will go on the main though. Although it does merit more testing.

Quote
Greaves.  I like the card, I really do, but there is better equipment out there(like Sword).  Even Metalworker can become a threat with a Sword attached to him.  Greaves is good for protecting Metalworker if you have your combo lined up, but again if that is your primary focus then Powders might be needed.  If you could equip at instant speed Greaves would be the way, the truth, and the light for MWShoppers.
Again, I agree with you completely, if this deck was a pure shop aggro deck. Check out the 2nd post before yours to see a decklist of a pure shop aggro version that won the MTG Gambler's Vintage Open. I also expound upon some of Greaves's merits in the post above yours.

Additionally, Instant speed is not necessary for any hate that's going to mess your Metalworker up. Ie. Hurkyle's. Flux is not a problem with a Metalworker.


I greatly appreciate your ideas! Keep 'em coming!

Support the evolution of the Combo Deck that wins through sphere and doesn't care!
« Last Edit: December 21, 2007, 09:51:01 pm by Rock Lee » Logged

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« Reply #5 on: December 22, 2007, 04:18:31 am »

I built something extremely similar on MWS a while back. Here it is,

Land (17)

4 Mishra's Workshop
4 Ancient Tomb
4 Wasteland
3 Mishra's Factory
1 Strip Mine
1 Tolarian Academy


Creatures (20)

4 Arcbound Ravager
4 Frogmite
3 Triskelion
3 Metalworker
3 Juggernaut
3 Myr Retriever


Spells (23)

5 Moxen
4 Thorn of Amethyst
4 Skullclamp
3 Cranial Plating
3 Chalice of the Void
1 Black Lotus
1 Mana Vault
1 Mana Crypt
1 Sol Ring


Sideboard

4 Leyline of the Void
3 Sphere of Resistance
3 Pithing Needle
3 Duplicant


I haven't done too much testing with it (or other decks, holidays + school = no magic), but I am enjoying the maindeck Thorns, especially against the tons and tons of combo that is overrunning MWS. Juggs are always funtastic in shop decks. He provides the most consistent clock ever, as we all know.

I really like the deck, and think it shows alot of promise. I also love the Greaves (the concept of the Greaves at least Very Happy ).

Oh, what are your thoughts on Cranial Plating? It's been pretty good to me. Always nice to have a 9/2 Frogmite at the ready Smile
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« Reply #6 on: December 22, 2007, 02:44:32 pm »

RE: Trinisphere

You seem to think Trini only hinders combo decks....not the case.  Turn 1 Trini is as broken as Shop decks can get, and while it is infrequent it DOES happen and flat-out wins you games.  It is useful against all decks.  It even stops Ichorid's Dread Return and Therapy thereby greatly reducing Bridge tokens.   Winning is the goal, and I don't think that we have different "plans" with the deck in that regard.  How can you say Trini hurts only combo and run 4 Chalice?  Both those cards affect pretty much every deck out there.  Hell, if don't want to change the list much AT LEAST take out 1 Chalice for Trini.  Besides, CotV @ 1 and 2 seem like they hurt you plenty.  Do you just set it at 0? (yes, I realize that Ravager can eat Chalice, but if you don't see him....)  The point of that rant is that I don't think it is possible for you to convince me that Trini belongs as a SB card in any Shop deck.  I couldn't care less that it makes you have to pay for Frogmites(as per your example).  If you are ready to 'combo-out' why not just feed Trini to Ravager when the time is right?  But do as you wish. 

When I play decks like this I notice one thing;  the deck pretty much fizzles if they counter your Clamp(and they usually do counter it if they can).  Why does it seem to fizzle?  Because so many cards are dependent on others.  i.e. Ravager alone is only a 1/1, Frog is a 2/2, Retriever without Clamp or Ravager is lame, etc. 

You say you are double-clamping Frogs and Factories?  Kick ass then, it never went that way for me the majority of the time.  Sometimes I felt fortunate to have one Clamp in play, it usually was countered or taken from my hand.

I was going to suggest Blinkmoth Nexus, but since you typically get 2 Clamps out then stick with Factory.  Flying lands with +1/+1 counters are nice though...

Which brings me back to Sword.  Sword is almost as counter-worthy as Clamp when you run that amount of creatures.

Oh, I am going to assume you played the old Rivers Affinity deck, right?  If not, you should definitely check it out.  I'm not going to say the old list couldn't use a face-lift, but it's a great starting point.

Quote
I call this deck Janky because often your opponents not respecting and underestimating your deck's more unknown cards like Skullclamp, Retriever, and Frogmite will cause them to misplay and just hand you wins.
 
Sweet, you play with people who don't know how Clamp works?  God I wish I could play some matches like that.

Quote
Additionally, Instant speed is not necessary for any hate that's going to mess your Metalworker up. Ie. Hurkyle's. Flux is not a problem with a Metalworker.

Not that it really matters, but many decks run Chain and/or E.Truth maindeck(thanks a lot, merchant scroll).  But post sb you are correct.  I did read all the posts here, and Greaves still seems like it belongs on beefier creatures than you have.

You do have to accept that sometimes your combo will fail and you have to go aggro on them. It will happen.  Also congrats on winning the 4 power(equivalent) pieces, keep testing.  That's the best way to go to find out what works for you.

Mike
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« Reply #7 on: December 22, 2007, 06:04:23 pm »

RE: Trinisphere
You seem to think Trini only hinders combo decks....not the case.  Turn 1 Trini is as broken as Shop decks can get, and while it is infrequent it DOES happen and flat-out wins you games.  It is useful against all decks.
Trinisphere is horrible against staxx, where I need to be able to pump out permanents, they can rebound easily, and crucible ends my day. Trinisphere is only marginally good against Fish, often only adding  {1} to their spells, and considering I'm locking myself down in the process and exposing myself to waste effects, I consider this card symmetrical at best. The only two matchups Trinisphere is great in, is Control, which doesn't exist, and Combo, which I stated is why I run this on the side.

Quote
It even stops Ichorid's Dread Return and Therapy thereby greatly reducing Bridge tokens.
I need very very little help beating ichorid, as they have nearly no chance against me as is.

Quote
Winning is the goal, and I don't think that we have different "plans" with the deck in that regard.  How can you say Trini hurts only combo and run 4 Chalice?  Both those cards affect pretty much every deck out there.  Hell, if don't want to change the list much AT LEAST take out 1 Chalice for Trini.  Besides, CotV @ 1 and 2 seem like they hurt you plenty.  Do you just set it at 0? (yes, I realize that Ravager can eat Chalice, but if you don't see him....)
CotV is in here for Chalice @ 1, which only shuts off Mana Vault, Sol ring, and Skullclamp. And as you mentioned, I can easily remove it with a ravager if need be. With Gat running 14+ 1 CmC spells, and Combo running 19+, CotV is the play to strive for. Also fish runs a very high cmc 1 count, and I can play CotV at 2 if necessary.

Quote
The point of that rant is that I don't think it is possible for you to convince me that Trini belongs as a SB card in any Shop deck.  I couldn't care less that it makes you have to pay for Frogmites(as per your example).  If you are ready to 'combo-out' why not just feed Trini to Ravager when the time is right?  But do as you wish.
My goal is not to convince you of Trinisphere's position in the side. But I would hope you understand my argument for it.

As a final note on the Trinisphere concept, this deck runs very mana light. I am always always burning wastelands quickly and am tapping down nearly every turn. Strapping myself for mana hinders me as much as them. Hence why I have looked closer at non-symmetric cards such as Thorn and CotV. All that said, I'm not 100% convinced Trinisphere can't be on the Main, but in testing I have found my choice to run threat-high and mana-low jeopardizes my stability in running Trinisphere.

Quote
When I play decks like this I notice one thing;  the deck pretty much fizzles if they counter your Clamp(and they usually do counter it if they can).  Why does it seem to fizzle?  Because so many cards are dependent on others.  i.e. Ravager alone is only a 1/1, Frog is a 2/2, Retriever without Clamp or Ravager is lame, etc.
Let me introduce you to my friend Myr Retriever, the welder + Sculpting steel. Skullclamp is indeed one of the best cards in the deck, but its only a smoothing agent. Its like removing 4x Merchant Scroll from GAT. It will still win fine, it's just hindered a turn or two.

Quote
You say you are double-clamping Frogs and Factories?  Kick ass then, it never went that way for me the majority of the time.  Sometimes I felt fortunate to have one Clamp in play, it usually was countered or taken from my hand.
The point behind this deck is the ingrained synergy allows it to deal with any hardship. Double-clamping is only one of many avenues to victory. This deck is infinitely forgiving and requires 2+ permanent hate cards for it to be crippled beyond return. I highly advise playtesting it to see what I mean! ^_^

Quote
I was going to suggest Blinkmoth Nexus, but since you typically get 2 Clamps out then stick with Factory.  Flying lands with +1/+1 counters are nice though...
I tested Blinky in the first few weeks of this deck. I also had them in my mono-black version I mentioned briefly in the history. What I found, was that the flying aspect was never needed. Often you are eating or clamping your own lands, and ifnot, you have many modular'd counters on your manland and flying matters not. Remember staff taps, and Trike clears the way. Again, the deck is infinitely forgiving.

Quote
Which brings me back to Sword.  Sword is almost as counter-worthy as Clamp when you run that amount of creatures.
Sword of Fire & Ice requires even more mana to get going, often colorless mana I don't have. If I wanted to run SoF&I I would opt for a build similar to the one that won MTG Gambler's Open. A different deck concept.

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Oh, I am going to assume you played the old Rivers Affinity deck, right?  If not, you should definitely check it out.  I'm not going to say the old list couldn't use a face-lift, but it's a great starting point.
I don't know the build. I'm not one for playing other's decklists, especially in a rogue architype. But I'll check it out.

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I call this deck Janky because often your opponents not respecting and underestimating your deck's more unknown cards like Skullclamp, Retriever, and Frogmite will cause them to misplay and just hand you wins.
 
Sweet, you play with people who don't know how Clamp works?  God I wish I could play some matches like that.
I'm not talking about people who haven't read or played against a Skullclamp. I think New England has more than its representatives of strong magic players. What I'm referring to is mostly people's unfamiliarity with Metalworker & Retriever mostly. There are times when countering a 1st turn Metalworker will lose you the game, and there are times when it is necessary to prevent losing the game. Often the only way of knowing this is in knowing cards in their opponent's hands. Retriever hitting the board means that any countered spell can be recurred easily. Skullclamp by itself will do nothing, and does not always merit a counterspell. The only way to determine which play is the correct one is through experience. Experience, which is often lacking in regards to this architype. The advantage of playing a deck with variable and adaptable wins is that there is rarely a best-play for your opponent, solong as you are withholding information from them.

That turned into a speech, and I didn't mean it to. I take a small bit of offense in insulting the capabilities of my opponents. I apologize for that.

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Additionally, Instant speed is not necessary for any hate that's going to mess your Metalworker up. Ie. Hurkyle's. Flux is not a problem with a Metalworker.

Not that it really matters, but many decks run Chain and/or E.Truth maindeck(thanks a lot, merchant scroll).  But post sb you are correct.  I did read all the posts here, and Greaves still seems like it belongs on beefier creatures than you have.
The great irony behind Lightning greaves, is if you're forcing them to use their instants during your main phases, ie. in response to equip, your greaves will give haste to whatever bounced.

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You do have to accept that sometimes your combo will fail and you have to go aggro on them.
As I mentioned the priority of the deck above, the main "combo" of the deck is simply Ravager + Triskelion. The Staff win is play C in the plans of attack.

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Also congrats on winning the 4 power(equivalent) pieces, keep testing.  That's the best way to go to find out what works for you.
I have been playing this deck for over two months now, and I suggest it to anyone who wants to play an adaptable and metagamed deck. My reason for posting this deck here in this forum is to share what has been a successful deck with others. Although I am looking for criticisms, my real goal here is to spread the wealth, because this deck is GOLD.


Keep posting! I look forward to responses!


::EDIT:: I found this thread about River's Affinity http://www.themanadrain.com/index.php?topic=23704.0 . I Think its interesting, but a different take. The mana-weakness is addressed there. And they opted for a more blue take which could eventually simply become platinum control, Control Slaver, or Sensei Sensei. I would think that if this deck (Rivers Affinity) was taken in a more "blue" direction, this deck would be the same taken in a "brown" direction. I do like the reference though. I may playtest the old Rivers Affinity list to get a grasp of how it feels. I stand by my behemoth that is the Italian Job though. ^^
« Last Edit: December 22, 2007, 06:17:27 pm by Rock Lee » Logged

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« Reply #8 on: December 24, 2007, 01:45:20 pm »

Trinisphere is horrible against staxx, where I need to be able to pump out permanents, they can rebound easily, and crucible ends my day. Trinisphere is only marginally good against Fish, often only adding  {1} to their spells, and considering I'm locking myself down in the process and exposing myself to waste effects, I consider this card symmetrical at best. The only two matchups Trinisphere is great in, is Control, which doesn't exist, and Combo, which I stated is why I run this on the side.

You seem to be missing the all-important fact that the best Trinisphere is one that is cast on the play.  Infrequent?  Yes.  Does it happen though?  Yes.  As primarily a Stax player, I have had Trini's cast against me and it has sealed my fate.  This is in regards to various types of decks I have played against, not just the mirror.  If I was holding a Mountain and tons of artifact acceleration, that 'horrible' Trinisphere just gave my opponent multiple Time Walks at the very least.  You are thinking mainly in terms of what Trini does to you and not your opponent.  Your deck runs 4 Workshops and 4 Metalworkers, I think you can survive.  Trinisphere is 'great' against more than 2 matchups.  And I'm not speaking solely on turn 1 Trinisphere either.

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I need very very little help beating ichorid, as they have nearly no chance against me as is.
I have recently been playing with and against Ichorid.  It really is hit or miss.  That is to say the game is almost already decided during the mulligan process, as meadbert puts it.  By all means I am not advocating that Trini is a great card vs. Ichorid, I'm just pointing out that it is far from useless in regards to it being in the maindeck.  I understand your argument, but even though it might hinder you slightly it has the potential to completely screw your opponents.  There is an incredibly high correlation between casting Trinisphere on turn one and winning the game.  That isn't really debatable.  Test it, those random wins are priceless in a tournament.  It gives you a little feel of what Flash players can do.  I can't convince you, you will have to try it yourself.

I am glad to see someone else is getting great usage out of Cotv@1.  It really is that good. 

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I have been playing this deck for over two months now, and I suggest it to anyone who wants to play an adaptable and metagamed deck. My reason for posting this deck here in this forum is to share what has been a successful deck with others. Although I am looking for criticisms, my real goal here is to spread the wealth, because this deck is GOLD........I stand by my behemoth that is the Italian Job though

Then you should have posted this in Vintage Open forum.  This forum is for 'Improvement', and if you seek none then this is not the place to showcase your deck.  Include some matchups and your experience with the deck and you can spread the wealth in the other forum.

Now if you will excuse me, I have to pray to sweet tiny infant baby Jesus.

Keep testing,
Mike
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« Reply #9 on: December 28, 2007, 03:12:23 pm »

@Trinisphere:
The only reason I entertained putting Trinisphere on the main was for the turn 1 Trinisphere on the play. a 5.66% chance of having a Trinisphere, nevermind the necessary 3 mana to cast it is not worth the fact that it is easily detrimental against any deck running wastelands or Workshops.

In my testing of over 70+ games with trinisphere MD, It singlehandedly lost me more games than it won me. Perhaps its due to the lighter manabase, but in this archtype, it hinders the gameplan.

@Posting in the Vintage Improvement Forum:
I asked Harlequin if I should post in the Vintage Open forum or the Improvement forum with a finished Decklist that is often considered rogue but wins consistently. He advised me to put it here. In my mind, the "Vintage Improvement Forum" is for improving Vintage.

If this is the wrong place for a finished decklist that I want to share the wealth with, then I suppose I can delete the thread and repost it in the Open forum.
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« Reply #10 on: December 29, 2007, 05:27:44 am »

@Trinisphere:
The only reason I entertained putting Trinisphere on the main was for the turn 1 Trinisphere on the play. a 5.66% chance of having a Trinisphere, nevermind the necessary 3 mana to cast it is not worth the fact that it is easily detrimental against any deck running wastelands or Workshops.

In my testing of over 70+ games with trinisphere MD, It singlehandedly lost me more games than it won me. Perhaps its due to the lighter manabase, but in this archtype, it hinders the gameplan.

@Posting in the Vintage Improvement Forum:
I asked Harlequin if I should post in the Vintage Open forum or the Improvement forum with a finished Decklist that is often considered rogue but wins consistently. He advised me to put it here. In my mind, the "Vintage Improvement Forum" is for improving Vintage.

I hear what you're saying about Trinisphere, but I can't imagine a world where Trinisphere in a Shop Deck is put in the SB.
Rivers Affinity played 4 Sphere and no Trinisphere pre or post board, but that was that deck at that time.  Null Rods were played then and Jesse got lucky (I think...).  The point is 1st turn Trinisphere AT THE VERY LEAST eats a Force of Will and a blue card (and one life) and most shop builds run welders to get it back.

As far as posting in the Vintage Improvement forum, it's all good.  Many regulars read just about all posts in both forums, and if we have something to say, we say it.  As far as I can tell, threads stay in the Open Forum if the thread yeilds fruitful discourse and/or is about a deck that has proved itself in at least one tough event. 
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