NB : Sorry for my imperfect english
Hi all,
This is a pretty long presentation, with details and explanations because I feel like on this website, with so many well known vintage players, when presenting a build on which you have worked seriously, you really have to be precise and to make the effort to describe your idea.
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Introduction When it comes to using painter as a win condition, I think that many roads still have not been explored. The card itself has many synergies and the win condition can be put in many builds: I definitely think it is a marvellous enabler for innovation.
Then, I have to say that I have always been more interested in building decks with new multiple synergies and nice dynamics, than trying to find the ultimate combo or tuning existing build to define a new variant.
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The surveyDo you think that a blue instant card, which cost is

, that at the same time counters spell and casts an not-couterable ancestrall is interesting?
Do you think that a blue instant card, which cost is


, that draws you 5 cards, is interesting?
Do you think that a blue instant card, which cost is

, that counters a spell but asks you to sacrifice one of your permanent is interesting?
Even if not totally objective and maybe quite exaggerated, those are the main questions you have to answer. I decided to answer “YES” to those 3 questions.
This leads me to the following build: “Permanent Painter”.
To present this build, I decided as usual to propose you the list. Then instead of long explanations, I designed some small diagrams that explain the synergies which make this deck work pretty well (well, I have the diagram but cannot publish it

). Damn html technology that I don't know

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The List // Lands
4 Polluted Delta
2 Flooded Strand
3 Underground Sea
3 Island
1 Swamp
1 Tolarian Academy
// Creatures
3 Sage of Epityr
3 Painter's Servant
1 Darksteel Colossus
// Mana accelerators
1 Black Lotus
5 Moxes
1 Mana Crypt
// Combo
2 Grindstone
// Disruption
4 Force of Will
3 Thoughtseize
// Engine
4 Hatching Plans
4 Abjure
4 Perilous Research
1 Read the Runes
// Usual suspects, search, draw and utilities
1 Brainstorm
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Tinker
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Echoing Truth
1 Darkblast
// Sideboard contains at least
2 Extirpate
2 Tormod's Crypt
1 Gaea's Blessing
2 Pithing Needle
+ 8 other slots
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Detailed interactions and synergiesExplanation of the synergies: the core businessIn order to support the 2 key situational cards - Abjure and Hatching Plans – you need a sufficient amount of support cards.
In order to support Abjure:
-3 Sage of Epytr: this a nice first turn play, that can search and then feed a 2nd turn abjure. Then, it helps the deck being consistent (sage are my brainstorms 2-4 and also support for the engine of the deck)
Other cards tried:
o mystic remora : was not good enough, obliging me to adopt a control role that does not fit well with the deck
o spellstuter sprite : this is a card you want to keep in hand in order to counter a 1CC spell. As a consequence, it was not sufficiently reliable to support Abjure
-4 Hatching Plans : not a lot to say, it transformd Abjure into counter spell plus not counterable ancestral for

(the sacrifice is part of the cost). When hatching plans is on board, search for abjure instead of ancestral with mystical.
-3 Painters – and then all your other permanents
In order to support Hatching Plans:
-4 Abjures
-4 Perilous Research: draw 5 for


.
-1 Read the runes: this one can also be used to shuffle Darksteel Colossus back in library (could be replaced by a merchant scroll, that can find both brainstorm and Abjure)
No need to say that if you succeed in having Hatching Plans on board with Abjure in hand or “Perilllous Research” and back up, you are in a pretty good situation.
Other cards explanation Darkblast is pretty necessary in order to deal with opponent’s welders, that are a major threat for your 2 win conditions;
Echoing truth helps you deal with… let say anything painful.
3 Thoughtseize and no red elemental blast: this has been a real question. I decided to remove red from the build in order to have a really strong manabase.
That decks does not need lot of mana (except tinker and yawgmoth, all the other spells cost less that 3). As a consequence, I only play 14 lands and not all the mana accelerators.
That deck does not use mana drain so it does not need

As a consequence, I can add a swamp and so be able to use thoughtseize turn one without being threatened by wasteland.
Last argument in favour of thoughtseize: it is really necessary against the storm combo when redblast are most of the time not able to counter the black bombs that kills you so fast.
It was a hard choice but the more I play the deck, the more I think this is the right one. First thoughtseize, then perhaps red blast. Right now, I choose not to splash red for 1 or 2 red blasts.
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The overall strategyThis is not a control deck. That’s the first thing to keep in mind.
This is not a combo deck, that’s the second thing to keep in mind.
50% of the games are won thanks to painter/stone, 50% thanks to colossus.
As for Drain Tendrils, you have to prepare your win, through a broken turn during which you are going to outdraw opponent and then be able to cast safely one of your win condition.
As soon as you can play a Hatching Plans, go for it. Then, go for the Abjure. Don’t be too greedy - Perilous Research – except if you have a backup counter in hand.
Keep in mind that as for Standstill, countering a bomb with Abjure, sacrificing Hatching as part of the cost, will draw you 3 new cards and perhaps another counter if your abjure is countered.
Some thoughts about Strength and Weaknesses of the deckStrengthTo sum-up:
- Abjure + Hatching is super broken
- Perillous research + Hatching is super broken
To detail:
-The deck is consistent and all the situational cards are not so situational. The number of mini combo to support those cards is sufficiently important in order them to be efficient and usable when needed. This deck does not rely on Hatching and does not need it to be successful. The point is: with Hatching it becomes crazy.
-This deck has not trouble doing business turn one: sage of epytr,


spells -with moxes-, thoughtseize,
-This deck has some ultra broken lines of play, that happen frequently and consistently and that are very close to “good game”.
-As for control slaver, this deck has a pretty strong Yawgmoth’s will turn. All the permanents that have been previously sacrificed are available: of-color moxes (sacrificed to Perillous Research after having being used during the first turns), Hatching, sometimes even the Tolarian you just sacrificed to Perillous research before playing Yawgmoth.
Weaknesses:It may be difficult to come back in the game if opponent has succeeded in disrupting your whole early game threats and strategy. This deck does not use the big drawers like thirst, fact ot gift. The engine of the deck relies on cards interaction more than on card power.
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Questions still openedSplash 1 volcanic to add 1 red elemental blast : cause of its versatility, especially when painter is on board, this can be really helpful. Right now, as I already said it, I don’t think this is sufficient for a splash. The disadvantage overwhelms the advantages.
Merchant scroll: this is really a strong contender, perhaps in the “Read the runes” slot. The more I think about it, the more I feel like I definitely have to test that.
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MatchupsI cannot test in real life with real opponents. As a consequence, I have to test on mws. I generally select my opponents, not counting the guys that were obviously very poor players or with weak decks. That still doesn’t mean that my opponents are brilliant player (and given that I am also not a brilliant player, that's fair

)
As a consequence, those results have to be read carefully and are surely not 100% relevant. It just provides information about the viability of the strategy. According to those results, I think that it is viable. I will not say “well, this is part of tier xxx, ….”, I just say it works well.
Control Slaver: Even to favourable Matchup. In my testings, I noticed that this deck succeeds in racing slaver, when it comes to imposing its strategy. Keep an eye on welder, this is a very strong threat.
Drain tendrils : Even to favourable Matchup. It is approximately the same situation as against Control Slaver. If I succeed in putting online 1 or 2 pieces of my engines, then I should be able to prevent them from starting their own drawing engine.
TPS and storm decks: I still have to test it, especially with the recent choice thoughtseize over red blast. The first tests with red elemental were not good.
Shop: the mana base is really stable, the key cards cost less than 3. Of course, they can race you but my testings were pretty good when it comes to this matchup (the side is not finalized for this matchup).
Aggro-Control : many tests against bomberman, this is a favourable matchup. The engine of the deck is generally online before they can disrupt it.
Painter: I didn’t test it enough. The games I played were interesting and surprisingly good. But this is perhaps because the opponent didn’t know my strategy…
Fish: this is not an easy matchup. Stifles is really painful because it is the only played card that can prevent you from drawing Hatching cards. When it comes to their mana disruption, this is not too painful because this build can operates with few mana (and has a very stable mana base)
Ichorid : well, this is ichorid. You know what I mean. A matter of choice when it comes to the sideboard slots investment.
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ConclusionThis “permanent painter” uses an engine that is different from what is played right now (no drain, no thirst, no intuition/accumulated, no bazaar, no rituals, no mana denial, no drawing creatures, …). I feel like this engine is nowadays viable and powerful due to 2 factors:
-Brainstorm restriction: makes sage of epytr not so bad when it comes to provide consistency. Given that this deck needs blue permanent to sacrifice, sage drawback – no card drawed – is somehow compensated.
-Painter creation: provides at the same time a very efficient win condition that takes few slots in the deck, and a huge source of blue permanent, for a low mana cost.
Sure it is really different from what is played today, sure the cards may look situational and not powerful by themselves. But when you play this build, you notice that the multiple synergies make the mini combo work very well.
Feel free to react, feel free to test it, feel free to be convinced, feel free to argue if doubtful.
Bye.
Nico