TheManaDrain.com
November 14, 2025, 08:41:25 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Turbonevyn  (Read 2150 times)
rozetta
Guest
« on: September 02, 2003, 03:00:39 am »

Ever since the restriction of Gush, the Turbonevyn archetype has packed a lot less punch.

Having played the deck quite a bit, I can conclude the following things about Gush's role in the deck:
1) Assuming you had exploration or fastbond in play, gush allowed you to search further into the deck looking for other pieces of the combo. This is, of course, relevant early game only.
2) Allowed you to untap lands (as in Groatog) to be able to cast more per turn. Again, this was relevant when setting up the combo turn.
3) Gush is not needed once you have Fastbond + 2 Horns of Greed in play. This is somewhat inconsequential, since you've won at this point anyway.

Having access to only one Gush makes it impossible to create an early game chain reaction where you draw into more gushes and continue building position. My idea was to, instead, slightly speed up the possibility of putting the combo pieces into play and at the same time, adding a little more control.

Furthermore, Tendrils of Agony is a better win condition nowadays, so this is being tried (casting 10 spells in one turn is not too difficult with this deck).

Here's my working decklist:

//Engine (12)
4 Exploration
4 Horn of Greed
2 Glacial Chasm
1 Fastbond
1 Zuran Orb

//Search/Draw (16)
4 Brainstorm
1 Ancestral Recall
1 Time Walk
1 Timetwister
1 Mystical Tutor
1 Gush
1 Trade Routes
1 Enlightened Tutor
1 Demonic Tutor
1 Vampiric Tutor
1 Lim-Dul's Vault
1 Regrowth
1 Yawgmoth's Will

//Disruption (6)
1 Thwart
4 Duress
1 Balance

//Kill (1)
1 Tendrils of Agony

//Mana (25)
1 Sol Ring
1 Black Lotus
1 Mana Crypt
1 Library of Alexandria
1 Tolarian Academy
3 Polluted Delta
3 Flooded Strand
4 Underground Sea
4 Tropical Island
4 Undiscovered Paradise
1 Tundra
1 Volcanic Island

Sideboard:
2 Tormod's Crypt
4 Seal of Cleansing
4 Disrupt
4 Red Elemental Blast
1 Pyroclasm

A few things to note about this build:

1) Tutors: I have 5 tutor effects, 4 of which will grab a combo piece. This should facilitate finding the combo quickly

2) I've incorporated not only the 4 x UP + 4 x Exploration speed up plan, but also a Sol Ring and Mana Crypt. This adds slightly to the spells affecting storm, as well as allowing a fast Horn of Greed to be cast. Older Turbonevyn builds incorporated either/or. A note about the Mana Crypt - it won't do damage under Chasm, and since this deck is still about going off fast, it's not a potential liability.

3) Trade Routes - this functions as an extra element versus control and a "pseudo-gush" for drawing cards. Not as good as the original, but useful nonetheless. Note that the mana crypt or sol ring can be used to untap colored lands under fastbond which is potentially useful.

4) The sideboard is really just a placeholder right now, since I wasn't sure exactly what to run. The idea is that the disrupts are versus Suicide and maybe sligh, the REBs versus control and the seals versus things like mask and stax.

Anyways, I haven't done a whole lot of testing with this yet, but needless to say, it goes off a lot slower than the previous versions. However, in goldfishing, I've seen a good deal of turn 2 kills. I think turn 1 would be almost impossible, though.

Cards which I'm iffy about:
- tolarian academy: there aren't really that many artifacts in the deck making this a bit weak.
- lim-dul's vault: should be be a merchant scroll instead?

I'd like to hear comments and ideas about this. Whether it would be viable in the current metagame and whether my card choices are sound.

Thanks!
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #1 on: September 02, 2003, 03:46:42 am »

Your list looks interesting. I've got a friend who is working on TurboNevyn post Gush restriction, and he's still using the Burning Wish plan. Why did you choose to drop it and maindeck your kill card and Balance ? 3 Burning Wish in the maindeck and Balance, Timetwister, Hullbreach, your kill card, Yawgmoth's Will and other bombs is a really interesting configuration which gives you a lot of versatility.
Logged
rozetta
Guest
« Reply #2 on: September 02, 2003, 04:16:57 am »

I've been back and forth with the Burning Wish plan myself. I currently didn't include them in the listing, since I feel that they slow the deck down. The 2 extra mana coupled with the fact that it requires a red source (there's only 6 in the deck, and if I had to fetch for a volcanic, I lose out on the black or green that I might have needed) often means that I can't wish and cast the spell on the same turn, opening me up to duress or counters. Also, most of the time, I only find myself wishing for the tendrils to win.

Although Yawgwin is conditional, it can pull off a fast win early game, and I'm almost never unhappy to see it. Twister is not as essential as it used to be because of tendrils, but in certain matchups, it's almost necessary. It also massively aids in going off. Balance is the only card which could be completely dead, but you can still pull some card-advantage tricks off with it, and it, at the very least buys a turn or two versus aggro if you somehow stall out.

The Burning Wish issue is a tough call, though, since maindeck, I could be vulnerable to something nasty game 1 which I couldn't deal with, but given the speed of burning wish, it sometimes doesn't seem to make a lot of difference anyway.

I'm interested in seeing your friend's list, or at least hearing about any other differences it might have to my build.

Thanks for the suggestions!
Logged
Mon, Goblin Chief
Guest
« Reply #3 on: September 02, 2003, 08:14:53 am »

TurboNevyn is back again .
As you know I have some experience with Burning Wish in Fastbond-based combo-decks (well, combo-control) and I support Burning Wish absolutely. And I think you will, too, after testing Yawgmoth’s Will in the SB. Having that much access to it is just plain wrong and leads to a lot of wins you shouldn’t usually take.
I also have some other ideas about the deck, and I just adjusted the deck accordingly. I noted my changes and the reasons I have for them.
In addition I rebuilt the now Burning Wish SB to incorporate what I gained in knowledge by playing The Shining and 4 Gush TN.
Take all this with a grain of salt, though, as I didn’t actually test this deck. This comes just from my experience with the cards in general and especially in Shining and might well be off for a deck like TN.

Combo (12):
4 Exploration
4 Horn of Greed
1 Glacial Chasm
1 Fastbond
2 Zuran Orb ---with Will regularly available thanks to Wish, Zorb is better than Chasm

//Search/Draw (14)
4 Brainstorm
1 Ancestral Recall
1 Time Walk
1 Gush
1 Trade Routes
1 Enlightened Tutor
1 Demonic Tutor
1 Vampiric Tutor
2 Impulse ---I think Regrowth is to conditional to use, while LDs Vault and Mystical are plain bad in here, IMO. These are just possible replacements.

//Disruption (6)
1 Thwart
3 Duress ---see further down
2 Xantid Swarm/Abeyance --- Swarms fit the Manabase better, Abeyance is more generally useful

//Kill (4)
4 Burning Wish

//Mana (25)
1 Sol Ring
1 Black Lotus
1 Mana Crypt
1 Library of Alexandria
3 Polluted Delta
3 Flooded Strand
4 Underground Sea
4 Tropical Island
3 Undiscovered Paradise --- think playing 4 will lead to quite bad mana to often, 3 is enough
1 Tundra
3 Volcanic Island  ---yes, tolarian is bad without all the moxen. This helps support the additional Burning Wish

Sideboard:
Basic Wish-targets(8):
1 Timetwister --- no sure if this is necessary
1 Balance ---this is much to conditional that I’d even think about playing it MD, especially with that land-count
1 Yawgmoth's Will --- test Wish->Will, you’ll love it
1 Tendrils of Agony
1 Reverent Silence  --- great because of 4 Tropicals
1 Primitive Justice --- Sphere = bad
1 Deep Analysis --- uncounterable carddraw
1 Duress --- you just need a Wish-target that allows you to force through some combo-parts. I’d love to put this back MD, if you now something else.
Other Stuff (7):
4 REB ---control, but especially Meddling Mage
3 Seal of Cleansing ---Blood Moon, Stax, Mask

Another MD-configuration I urge you to test is replacing Swarms and Impulse with 4 Accumulated Knowledge. The additional cantrip-carddraw might well proove gamebreaking.

My SB-configuration does ignore Rector, because I don’t see it much and ignores Long.dec because you could board Null Rods but that seems a little to narrow, IMO, at least if you don’t regularly visit Dülmen. I don’t think the deck gets played much outside of Germany right now.
The first cards to think about cutting to fit in more SB-cards are IMO one REB and moving the Duress back MD, ignoring the nice play of Wish->Duress to protect yourself from counters.
As a final note, I don’t think there’s a good reason to play this over Shining, RectorTendrils or Long, respectively (depending on the metagame) right now, if you look purely at a powerlevel point of view. But I really liked TurboNevyn and I do think this deck has potential and is really cool. The new “You make the card” might even make it tier 1, although it should include at least a Strip Mine by than.
Logged
BurningIce
Guest
« Reply #4 on: September 02, 2003, 11:00:20 am »

Just one question.  How is Deep Analysis uncounterable?  You can counter flashback spells.  They go on the stack as normal.  Sure you need two counterspells to stop a Deep Anal, but it is stoppable, it's just unlikely it will be.

Either way I'm very happy to see people are attempting to use this engine again.  TurboNevyn was one of my favorite decks to play and I'd like to play something similar to it again, though I'd probably end up playing Timetwister/Sickening Dreams for the kill just out of personal preference.
Logged
Terevaune
Guest
« Reply #5 on: September 02, 2003, 11:43:42 am »

I've been looking at this deck and it looks like it could be strong after tuning a bit.  

My Question - do you think this could work in a mostly unpowered build (I only have ancestral).  I tried a deck simialr to this before and it failed, but this list looks a lot better.  

Being unpowered you'd lose walk, twist, lotus, library and ancestral

Walk looks like would slow the deck down if removed, but it could be replaced by more draw or search.

Twist - I'm not sure how essential this is.  Can it be replaced - is timespiral too slow?

Lotus - Would slow deck down alot and probably greatly decrease possibility of turn 1-3 kills, but maybe could be another land

Library - When I tested my earlier build I never wanted this, and I'm not sure how well it works here.  Yes it's a good card but it looks like it could be easily replaced with a source of colored mana.

Ancestral - I have this so I'd play it, but if I did'nt, could maybe be replaced by another did card like impulse.

Just some thoughts, but do you think I'm way off here.

Another thing I always wanted to try with this deck was words of wind.  With a horn and either some fastbond or exploration, play a land, skip draw, tap land to return itself, you pick up land, opponent picks up permanent.  You play land again and repeat - could be interesting, though a horn and fastbond out means your likely winning anyway.

Also, what about mind's desire in SB as another wish target.  It seems it could be pretty devastating if used at the right moment, but is CC too much?

My last though is a little random and totally untested, but what about planeshift lairs.  I tested them in Eternal Wind and they were ok, and this deck seems very similar in it's approach to winning.  The lairs might be worht a try as you can bounce a land and play it again for even more cards, but I'm not sure if it would be worth it.

Edit: Also, what do you think of solitary confinement.  It probably isn't as good as chasm here, but untargetability is pretty good and you shuold be able to draw lost of cards so the drawback shouldn't matter.  Chasm is probably better because it is a land, but this is another idea that might work.\n\n

Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #6 on: September 02, 2003, 02:20:01 pm »

Quote from: rozetta+Sep. 02 2003,11:16
Quote (rozetta @ Sep. 02 2003,11:16)I'm interested in seeing your friend's list, or at least hearing about any other differences it might have to my build.
Sure

You should really consider testing Burning Wish in TurboNevyn. Of course, the Wish casting cost can sometimes be problematic, but it gives you an incredible versatility, allowing you to steal games you should have lost without. The Shining proved the power of this configuration, as Carsten mentionned previously. I'm not really sure about the exact number of wishes to play in Nevyn. I'm fine with 3, because running 4 means you have an almost sorcery based sideboard, which can sometimes be annoying. Wishing for Yawgmoth's Will once you've baited control's counters, for Balance against Suicide, ... is incredibly good.

Whatever, the list :

// Combo Engine (12)
        4 Horn of Greed
        4 Exploration
        1 Fastbond
        1 Glacial Chasm
        2 Zuran Orb

As Mons said, Zuran Orb is strictly better than Glacial Chasm here with Yawgmoth's Will in the sideboard.

// Draw and tutors (17)
        1 Ancestral Recall
        4 Brainstorm
        1 Gush
        2 Trade Routes
        1 Regrowth
        1 Vampiric Tutor
        1 Demonic Tutor
        1 Mystical Tutor
        1 Enlightened Tutor
        1 Time Walk
        3 Burning Wish

He's running 2 Trade Routes as an uncounterable way to go off with Fastbond and Horn. Mystical Tutor is the weaker link here, maybe a fourth wish would fit in better. Or a second Abeyance.

// Disruption and protection (5)
        4 Duress
        1 Abeyance

No Thwart. It's like a second Gush, but 3 Islands is a lot to bounce if you don't have some Explorations or Fastbond on the board. A second Abeyance seems better here.

// Mana base (26)
        1 Black Lotus
        1 Sol Ring
        1 Island
        1 Library of Alexandria
        2 Tundra
        3 Flooded Strand
        3 Polluted Delta
        3 Underground Sea
        3 Volcanic Island
        4 Tropical Island      
        4 Undiscovered Paradise

He's testing with 4 Paradise. It may be too much, as an opening hand with 2 Paradise is bad for tempo. Mana Crypt is fine, as you have a lot of colorless in the deck. Lotus Petal is a potential (but probably bad) choice. Or a Moxen (but which one?).

// Sideboard
// Wish targets (6)
        1 Balance
        1 Yawgmoth's Will
        1 Merchant Scroll
        1 Timetwister
        1 Sickening Dreams
        1 Hullbreach

Balance and Will are no brainers. Merchant Scroll allows to cycle an early wish into Ancestral Recall or Gush when you want to go off. Timetwister is a remanent from old TurboNevyn, and is probably uneeded now you have access to Yawgmoth's Will. But it's still a nice safety net. Sickening Dreams or Tendrils of Agony... Tendrils can kill even if you're not going off, but the double black can be a problem unless you wish for Will and sac your lands to ZOrb in response. And if you are able to wish for Will and wish for the kill in the same turn, you should win whatever your kill is. Hullbreach is a polyvalent answer to all kind of threats.

// Others (9)
        4 Red Elemental Blast        
        2 Blue Elemental Blast
        3 Xantid Swarm

Xantid Swarm or Disrupt ? Swarm is insane against Control, Disrupt helps against Suicide.

He's still testing it a lot. He has no account on TMD, but I'll post his thoughts under my name.
Logged
rozetta
Guest
« Reply #7 on: September 05, 2003, 02:48:14 am »

I did a bit of testing yesterday and tried out some of the ideas you guys have been posting here. Firstly, I took Mon's decklist and gave it a try. I then tried a version with 4 AK, and then with 4 Impulse. Although the deck performed quite well, I still wasn't completely happy with those slots and decided that further tweaking was needed.

Anyways, on the train ride home, I crystallized a few thoughts from testing:

- the glacial chasm wasn't really needed, since I could find a Zuran Orb while going off anyway
- the Sol Ring and Mana Crypt weren't really helping the speed of the deck
- the impulse/abeyance (/4 AK /4 Impulse) slots could be something better
- trade routes is just too slow, even if it does have good synergy
- you guys were dead right about the burning wish -> yawgmoth's will thing. It's excellent.

When I got home, I sat down and goldfished for a while with different options in the place of the above cards. I tried all kinds of wierd things like draw-7s, meditates, etc. Finally I came up with the following build.

//Engine (11)
4 Exploration
4 Horn of Greed
1 Fastbond
2 Zuran Orb

//Draw (11)
4 Brainstorm
3 Deep Analysis *
1 Frantic Search **
1 Ancestral Recall
1 Gush
1 Time Walk

//Tutor (7)
4 Burning Wish
1 Enlightened Tutor
1 Demonic Tutor
1 Vampiric Tutor

//Disruption (8)
1 Strip Mine ***
4 Wasteland ***
3 Duress

//Mana (23)
1 Black Lotus
1 Library of Alexandria
3 Polluted Delta
3 Flooded Strand
4 Underground Sea
4 Tropical Island
3 Undiscovered Paradise
3 Volcanic Island
1 Tundra

//Sideboard (15)
1 Timetwister
1 Deep Analysis
1 Yawgmoth's Will
1 Tendrils of Agony
1 Duress
1 Pyroclasm ****
1 Primitive Justice
1 Hull Breach
1 Balance
3 Seal of Cleansing
3 Red Elemental Blast

I should explain a little about this odd build before discussing the card choices. Firstly and most obviously, this is perhaps a little slower than other builds. However, the increased land count makes it easier to attain good board position in the first few turns of the game. Against control this is obviously much stronger, but since it's a little slower, it's weaker against aggro.

* Deep Analysis Since the Impulses weren't working out, and the AKs were slow, and essentially Abeyance is against control anyway, I decided to try these. They net 4 cards and are actually a nicer way of drawing into more land than either Impulse or AK. Early game, they can be shuffled away with brainstorm, but with the higher land count, casting one of these on turn 2 (given a turn 1 exploration) is quite reasonable.

** Frantic Search I was torn between this and Intuition, although there could also be something better for this slot. Basically, when you're trying to go off, you always need more mana, and a spell that will let you dig deeper for land while keeping your mana available is good. As a bonus, you can untapped lands of needed colours or even discard Deep Analyses with this. Still, I'm iffy about this, and given the increased amount of land, this could be a Trade Routes.

***Strip Mine/Wasteland These have 3 functions - added fuel for the horns of greed, extra land to play bigger spells quicker, and disruption. Against sligh or suicide, they're not dead, since they can be the difference between going off and not. And, of course, they can be eaten with ZOrb.

****Pyroclasm This is mostly a metagame call, since I see a lot of sligh, R/G and so on, this is often better than balance. There's a new sligh deck based on all goblins which is pretty fast and I could expect to face it here. So, since I'm already a little stronger against control, I removed one REB from the side for this.

Anyways, as ever, comments and questions appreciated - I'm interested in hearing what you think about this.
Logged
Mon, Goblin Chief
Guest
« Reply #8 on: September 05, 2003, 04:22:36 am »

Quote
Quote Just one question.  How is Deep Analysis uncounterable?  You can counter flashback spells.  They go on the stack as normal.  Sure you need two counterspells to stop a Deep Anal, but it is stoppable, it's just unlikely it will be.
Well, if they're ready to waste 2 counters for my carddraw against a combo-deck, I'll be quite happy with that.

Quote
Quote Tendrils can kill even if you're not going off, but the double black can be a problem unless you wish for Will and sac your lands to ZOrb in response. And if you are able to wish for Will and wish for the kill in the same turn, you should win whatever your kill is.
I can see some problems getting to 20 cards in hand, even if you're able to do that. If you're going of the old fashioned way, gettin BB shouldn't be a problem at all. I think Tendrils>>>Dreams.

@rozettas new listing:
With 3 DAs, Intuition seems like a must. It gets either massive carddraw against control, sets up the kill (get ZOrb, Fastbond, Horn, with help of Wish->Will) or gets you a missing Horn or Wish. 2-3 Sounds like a good number.

And, with DA MD, Sol Ring should definitly be there. serving as an extra-outlet for turn2 DA.

Hull Breach is nice, but with that amount of Forests and Primitive Justice present, Reverent Silence seems vastly superior, given that it can kill multiple Pillars for R1 (=from casting the Wish).
Logged
rozetta
Guest
« Reply #9 on: September 05, 2003, 02:08:57 pm »

About the Intuition, I agree. I tested the deck today with intuition both in some goldfishing and also in playing and it was excellent. I don't know if I'd want to run more than 1 though. What would I cut at this point? On that note, I'd also wonder what to sub for the Sol Ring.

I'm guessing going to 3 Horns would allow me to put another intuition in, since I can then intuition for 3 Horns if I haven't seen one. (If not, that's fine, since 1 horn is all I need since I started using Tendrils). I wonder if a burning wish could be cut for a 3rd Intuition.

Of course, all this opens me up to being capped.

I'll put a reverent silence in the board when I get hold of one, so it'll replace hull breach. I can't remember what set it's from and it's commonality.

I have to say that in testing so far, the extra lands (strips) have been brilliant. Being able to waste and keep up with mana development is good, and if I fire off a will, I can generate good board position if I don't end up going off that turn, by going turbo land destruction.

I have to say this version has the possibility of being far superior to my previous builds. It's slightly slower, but much much more dependable and it just creates this snowball effect during the turns before going off where the opponent can do little to disrupt your plans, since you gain such massive board position.

I'll do a little more testing over the weekend if possible and see if I can test some of the optimizations you mentioned.

Thanks and keep the comments coming!
Logged
Mon, Goblin Chief
Guest
« Reply #10 on: September 05, 2003, 05:17:31 pm »

I was thinking about Frantic Search and a single Wasteland, but this is just a gut feeling. A Wish might be ok, too. That means less Willing, though, which is bad.
 
Quote
Quote I'll put a reverent silence in the board when I get hold of one, so it'll replace hull breach. I can't remember what set it's from and it's commonality.

Nemesis Common. (yes, a playable Nemesis card without fading!)

Quote
Quote I have to say this version has the possibility of being far superior to my previous builds. It's slightly slower, but much much more dependable and it just creates this snowball effect during the turns before going off where the opponent can do little to disrupt your plans, since you gain such massive board position.
That is what Wishing for bombs instead of utility does *G*.
Logged
urza's child
Guest
« Reply #11 on: September 06, 2003, 10:38:39 am »

I feel that this deck has a lot of potential, but i feel only with the new you make the card (plow), which is probably gonna be costing 3 (wotc said it in the article). With this, i definately feel 2 zorbs 1 chasm > 1 zorb 2 chasms, and 2 trade routes is necessary. I also feel that maybe burning wish isnt needed. If it is replaced with cunning wish, it makes the manabase much easier (can even add strip effects without a problem), blood moon isnt an auto-loss to you, and even though you cant search for bombs in the sb, you can get utility, which this deck needs a lot. This is what I'm proposing:

// Combo Engine (14)
       4 Horn of Greed
       4 Exploration
       1 Fastbond
       1 Glacial Chasm
       2 Zuran Orb
       2 Gazargo's Plow
// Draw and tutors (18)
       1 Ancestral Recall
       4 Brainstorm
       1 Yawgmoth's Will
       1 Timetwister
       1 Balance
       2 Trade Routes
       1 Regrowth
       1 Demonic Tutor
       1 Sickening Dreams
       1 Time Walk
       4 Cunning Wish
// Disruption and protection (4)
       4 Duress
// Mana base (26)
       1 Black Lotus
       1 Sol Ring
       1 Island
       1 Library of Alexandria
       2 Tundra
       2 Wasteland (Possibly going to 4 for taking out other lands)
       1 Strip Mine
       3 Flooded Strand
       2 Polluted Delta
       3 Underground Sea
       4 Tropical Island      
       4 Undiscovered Paradise
// Sideboard
// Wish targets (10)
       1 Abeyance
       1 Diabolic Edict
       1 Disenchant
       1 Stroke of Genius
       1 Gush
       1 Stifle
       1 Vampiric Tutor
       1 Enlightened Tutor
       1 Blue Elemental Blast
       1 Coffin Purge
// Others (5)
       3 Xantid Swarm
       2 Seal of Cleansing

This is what i'd probably play, with maybe a little more testing, but with plow i either feel it will be pre-banned/restrcited, or this deck will be a fighting contender in the gauntlet. Any feedback is welcome

EDIT: Forgot to add a kill card, lol whoops\n\n

Logged
rozetta
Guest
« Reply #12 on: September 07, 2003, 04:58:45 pm »

For reference, my current list which I am quite happy with. I can't think of anything I'd currently change about it. Bold indicates changes from the previous build.

//Engine (10)
4 Exploration
3 Horn of Greed
1 Fastbond
2 Zuran Orb

//Draw (10)
4 Brainstorm
3 Deep Analysis
1 Ancestral Recall
1 Gush
1 Time Walk

//Tutor (8)
4 Burning Wish
2 Intuition
1 Demonic Tutor
1 Vampiric Tutor

//Disruption (8)
1 Strip Mine
4 Wasteland
3 Duress

//Mana (24)
1 Black Lotus
1 Sol Ring
1 Library of Alexandria
3 Polluted Delta
3 Flooded Strand
4 Underground Sea
4 Tropical Island
3 Undiscovered Paradise
3 Volcanic Island
1 Tundra

//Sideboard (15)
1 Timetwister
1 Merchant Scroll
1 Yawgmoth's Will
1 Tendrils of Agony
1 Duress
1 Pyroclasm
1 Primitive Justice
1 Reverent Silence
1 Balance
3 Seal of Cleansing
3 Red Elemental Blast

Notes:

From the previous build, the deck configuration is basically:

- 1 Horn of Greed
- 1 Frantic Search
- 1 Enlightened Tutor
+ 2 Intuition
+ 1 Sol Ring

Sideboard:
- 1 Deep Analysis
- 1 Hull Breach
+ 1 Reverent Silence
+ 1 Merchant Scroll

I find this particular list to be very good. Since you don't need to see more than 1 Horn to go off normally, the 3 Horn configuration is fine. It also prevents the 2 Horn opening hand and let's me run the second intution which can be used to tutor for them if needed. I found myself rarely using the enlightened tutor, since it's white (not so easy to get) and also card disadvantage. So basically that came out to fit in the extra mana acceleration of the Sol Ring (which has so far been ok). Also, with the 2 intuitions, I'm running one more tutor than before anyway.

Sideboard changes were the Reverent Silence, as per Mon's suggestion, and since I'm running MD Deep Analysis, I swapped the SB one with the Merchant Scroll which can be a quick way to get Gush, Intuition or Ancestral Recall.

I continue to stand by my theory that this deck does not need Trade Routes. It's just too slow. I tried a version running Trade Routes in the place of the Intuitions and I just never used the Trade Routes when I drew them. The focus has changed from being dependent on the land engine to being more flexible and more oriented around the wish->will plan. I've seen this deck go off turn 2 in testing, so it is possible to win fast. I'm still slightly worried about aggro, but until I do some more testing, I'm really not sure how vulnerable it is (and let's face it, although it's seems slow compared to some other combo decks, it's still pretty fast).
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.125 seconds with 20 queries.