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Author Topic: Jace Turboland  (Read 3014 times)
meadbert
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« on: September 07, 2010, 11:35:28 am »

3 Polluted Delta
3 Flooded Strand
4 Tropical Island
1 Tundra
2 Island
1 Tolarian Academy
1 Cephalid Colliseum
1 Nomad Stadium
1 Strip Mine
1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
1 Mana Crypt
4 Crucible Of Worlds
4 Jace The Mindsculptor
1 Merchant Scroll
1 Time Walk
4 Force Of Will
4 Intuition
4 Accumulated Knowledge (Could be Compulsive Research)
4 Mana Drain
2 Echoing Truth
1 Ancestral Recall
1 Brainstorm
1 Fastbond
4 Eternal Witness

This is very rough hence "Creative."

Some number of Spell Pierces might make sense.
As mentioned above Compulsive Research may be better than AKs.  In that case Scroll could be replaced too.
There might be too many 4ofs.  For instance Crucible and Witness could each be 3 ofs.
Something like -4AK, -1 Scroll, -1 Crucible, -1 Witness, +4 Compulsive Research + 3 Spell Pierce is totally reasonable.

Basically this is a Jace/Turboland/Sex.dec hybrid?  
The synergies are basically Crucible, Jace and Witness.
Crucible and Jace have two synergies.  First Crucible helps you hit land drops and get to 4 mana.
Second, once Jace hits, Crucible allows a shuffle every turn so you can Brainstorm + Shuffle each turn.
Crucible and Witness also have synergy.  As you will see below there are many "infinite" combos involving Witness that require an insane amount of mana.
Crucible allows you to get this mana.  Also, Witness helps you tutor Fastbond with Intuition.
Jace and Witness synergize in that you can bounce your own Witness with Jace allowing you to recycle Time Walks, Recalls and AK for 4s.
Witness can also block to protect Jace from an attack Dark Confidant.

There are many win conditions in this deck.

1) The unlikely Jace win where you just control and then RFG their library.  This actually does show up for reasons mentioned later.  Basically you can recycle AKs.
With Witness + Jace and seize control possibly with Strip lock and then use a Jace win.

2)  The unlikely Witness beats.  Shows up for the same reasons mentioned above.

3)  Turboland win with Fastbond + Crucible + Nomad Stadium, + Strip Mine, Collisum, + Tundra.
Basically that means infinite mana + infinite life + infinite draw (but no card advantage) for you and infinite mill for your opponent.

4)  Echoing Truth + Time Walk + 2x Eternal Witness + 10xmana.
Basically you Echoing Truth 2 Witnesses.  Then replay them getting Walk and Truth.  Then Walk.
Repeat.

5)  You have 2xJace + Witness + Walk + 9 mana.  Once Jace dies you replay Witness getting Walk.  Play Walk, Play Jace and Bounce Witness.  Following turn you play Witness getting Jace, bounce Witness.  Play Witness getting Walk.  Play Walk.  This goes on forever.

6) Jace + Witness + Walk + 12 mana.
Here you just bounce Witness with Jace every turn so you can replay Witness to get back Walk.  Last turn you play Witness to get back JAce.  Bounce Witness. Play Witness to get Walk.  Then Walk.


You can also take 3 turns in a a row and then Fateseal and repeat that process which wins anyway.  This is more likely than some of the "combos."

You can also AK for 4 3 turns in a row and then Fateseal on the 4th turn.  This is also amazing.

Witness can block for Jaces or block to remove a Dark Confidant.


This deck plays out differently depending on if you go for AKs or Compulsive Researches.

With AKs you run out Intuition early to get 3 AKs and then play a control game where you keep drawing 3 off Witnesses and Jaces and then you sort of win almost accidentally at some point.

With Compulsive Researches you start with Compulsive Researches and sandbag Intuitions till you are ready to win with them.  In this case Intuition functions as sort of a weak Demonic Tutor.  Maybe you have Witness and a ton of Mana out so you go for Truth + Witness + Walk.  Maybe you have Crucible and you go for 2xWitness + Fastbond.


There are a bund of ways to modify this deck.
Note that Trygons and Nature's Claims are easily added to the main or sideboard.
Crucibles mean that Wastelands can easily be added to the main or board to deal with Dredge or Shops.

EDIT {
    Prelimary testing indicates that preboard this is strong against non Oath blue based control, even against Shops and weak against Combo.


    For the board I am considering something like 4 Wastes, 4 Crypts, 3 Spell Pierce, 2 Trygon and 2 Claim.
    8x Dredge hate + Strip and 2 Truths in the main should handle Dredge.
    Wastes + Trygons + Claims in the board should tear apart Shops.
    The Pierces may not quite be enough for Combo so maybe 4 Pierces and something else there.
}
« Last Edit: September 07, 2010, 01:17:47 pm by meadbert » Logged

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meadbert
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« Reply #1 on: September 07, 2010, 01:16:25 pm »

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Troy_Costisick
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« Reply #2 on: September 07, 2010, 01:35:58 pm »

If you're weak against combo, why not Stifle, Trickbind, or Mindbreak Trap in the SB?
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meadbert
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« Reply #3 on: September 07, 2010, 01:39:51 pm »

Those are all solid against ANT, but against TPS they are slightly weak since TPS is more likely to go the Yawg route and then have Duress to grab those out of hand.

I think Spell Pierce is better so I would go for to 4 Pierces first.  Combo is not terrible at all.


The other issue is against ANT Xantid is slightly problematic.

I whole different route to dodge XAntid might be running Resistors or Thorns.  Then I can board those in with Wastelands and play Mana Denial.
Xantid does not handle Resistor/Thorn well and opens ANT up to Wasteland.

Pierce is nice in that it helps a bit against Oath (which I have not tested yet, but I anticipate being problematic thanks to Witness.)
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brianpk80
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« Reply #4 on: September 08, 2010, 10:54:11 pm »

Really cool idea.  I like that you discover subtle interactions and design decks that reward a deep understanding of the game.  Maybe Leyline of Sanctity for the sb against storm and targeted graveyard hate.  Oath of Druids is definitely a sideboard if not maindeck candidate.  Ditto for Glacial Chasm. 
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meadbert
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« Reply #5 on: September 09, 2010, 10:33:43 am »

Oath is very interesting and may be just what I was looking for.

So I have done more testing and there is definitely a hole around turn 1 and a glut of turn 2 spells (Intuition, Crucible, Witness, Drain)

AKs in theory can be a turn 1 play, but Cycling AK for 1 on turn 1 is weak.  Where I am most likely to get burned on turn 1 is Dark Confidant.
Duress is no problem.  Even Recall can be recovered from in a long game.  What really hurts is that turn 1 Dark Confidant.

As much as I want to add Spell Pierce it does not answer Dark Confidant.  I almost wonder if Spell Snare is better.

Another possibility is Mystic Remora which is good for a few reasons.  First is is really good with Crucible because I can hit land drops basically forever forcing my opponent to play into it.  It fits the turn 1 slot nicely.  It helps against Combo which is a problem.  It can be replayed with Eternal Witness which is nice.

I could definitely see adding Remora at least to the board (in the Resistor slot.)  It might also make sense in the main.

The primary weakness for Remora is against it does not deal with with Dark Confidant.  Here there is some hope though.  Crucible + Remora > Confidant because it does not matter how much they draw off Bob, once they start playing spells I draw cards.  I have not tested this exact scenario much since I was only playing with 2 Remora in testing and most decks do not have Bob.

The 2 weakest cards in the main (other than the AKs) are Witness#4 and Truth#2.

They work out well together, but they are both sort of late game cards.  Even though Witness can frequently be played on turn 2, you might only have a fetch land in the yard so it is more likely to hit later on.

Crucible is actually really good.  For now I am inclined to keep all 4.  It is excellent against Control and Fish and Shops and Dredge post board with Wastes.
Basically Combo is the only weak matchup for Crucible.

Another possibility in the turn 1 slot is Sensei's Top.  Early game this is mostly used for finding Force.  It also smooths mana, but with 17 lands that is not so much of a problem.  Turn 2 land drops usually happen on their own.  Also it finds business, but this deck so choked full of turn 2 bombs so Top does not help that much.
Late game Top is awesome with Crucible because you can pick which of 3 cards you want each turn and then shuffle with a Fetch.
Top is slightly weak with Jace out, but you can always put it on top and shuffle it back in that case.  Top does slightly improve Academy.

For just finding Force, Ponder and Preordain might be decent.  I have not tested those.

I have not tested Misdirection.  MisD can be sweet with Intuitions and AKs because you can play those bombs in reponse to your opponent's spells and MIsD their counters to their own spell.

I tested Compulsive Research in place of Intuition.  Basically dropping AKs for Research is a no go because the 3cc slot would be even more crowded than it is now.
Research is good with Crucible out, but so is Intuition which would get Strip Mine so overall I like Intuition better.

Oath is a really interesting idea.  At first I thought "does not work with Witness" but then I realized Witness could actually be amazing to Oath up almost acting like Demonic Tutor.  Oath fits nicely in that turn 1 slot and awesomely answers Dark Confidant.  It has nice synergy with Intuitions which can tutor for Oath or Orchard.

My only concern is using Orchards.  This is a mana hungry deck that really wants its mana sources to be mana sources and not combo enablers.  On the other hand, with 2 maindeck Echoing Truths I do have answers for Orchard Token.  I will have to test Oath.
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Tobi
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« Reply #6 on: September 10, 2010, 02:49:57 am »

I don't think Oath really helps you. If you really manage to activate Oath, you would rather have a true Oath creature than a Witness, and the Orchards can make things difficult. Also, you may not be able to cast a Witness once you have Oath on the table...

Things I would change from your original list:
- 1 ET
+ 1 Mystical
- 1 Crucible
+ 1 Tinker
- 1 Intuition
+ 1 Gifts
- 1 Jace
+ 1 Fact

You are right about missing 1st turn drops which are missing. You may want to add Spell Pierces which help here. On the other hand, you don't even need Spell Pierce if you just leave one blue mana open on your 1st. Opponent will always anticipate Pierce and try to play around it, giving you more time.

Life from the Loam may be a good addition, too. Maybe cut one Witness for it. Intuition or Gifts for Coliseum, Loam and Strip are a good setup midgame for a lot of card draw.

I like the list being UG, but probably adding black would make it much stronger.
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brianpk80
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« Reply #7 on: September 10, 2010, 09:31:50 am »

A deck doesn't have to be an Oath deck to make use of the card Oath of Druids.  And FWIW, Eternal Witness is a "true Oath" creature with a history of showing up in combo-Oath.  But he's mostly obsolete next to Sun Titan. 

It's good sideboard tech against aggro and MUD which doesn't require the use of Forbidden Orchard.  And I hate to say it, but if one were to use Orchards...

JACE CAN KILL THE TOKENS.

 Very Happy
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« Reply #8 on: October 12, 2010, 09:18:17 pm »

Probably too janky, but would Venser Planeswalker fit in here?? He is obviously not as good as Jace but for the sake of the time walk combo he can get it done a lot faster.  You can also steal some random wins since by the 4th turn of use, you pretty much win the game with the Exile ability.   
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