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Author Topic: URphid  (Read 4508 times)
Jamino
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« Reply #30 on: September 15, 2003, 05:39:08 pm »

Well, after taking all your posts into consideration, and doing some testing of my own I came up with a decklist that seems to get the card drawing you need befor or even after you get an active phid. It will let you get a phid you need faster. Milton is the one whos URphid list inspired me and I did a sort of deviation from it.
Heres the list:

4x Waste Land
1x Strip Mine
5x Moxes
1x Sol Ring
1x Black Lotus
4x Polluted Delta
4x Volcanic Island
1x Library of Alexandria
4x Islands
4x Force of Will
4x Mana Drain
4x Mana Leak
4x Ophidian
4x Accumulated Knowledges
3x Brainstorm
1x Morphling
1x Ancestral Recall
1x Time Walk
1x Merchant Scroll
1x Capsize
3x Gorilla Shaman
1x Masticore
3x Fire/Ice

Sideboard:
4x Red Elemental Blast
4x Energy Flux
4x Blood Moon
3x Flametongue Kavu


No Poweder kegs. These where really for things that got through counter and when I had no more fire/ices. With the added draw, ill get more coutner and better chances of getting a fire/ice. Just not needed.

No control Magic. Nop, with the accumulatde knowldges its easier to get an active phid and after sideboard alot easier to get an FTK and beat.

I do not playin cunnign wish, as I really like the amounts of stuff in sideboard and do not like siding in 1 ofs with this deck.
Keep the feed back coming,
         Jamino\n\n

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brianb
Guest
« Reply #31 on: September 15, 2003, 09:05:01 pm »

The problem with the latest version seems to be that with all that card drawing, shouldn't the phid just be a tog?  It stops aggro cold, is harder to kill, and just wins you the game.  Switch the red splash for black brokenness, and that deck is pretty much just tog.  The last version shares tog's inability to deal with permanents, but lacks togs ability to just ignore them and attack for the win.
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Jamino
Guest
« Reply #32 on: September 16, 2003, 11:13:25 am »

@BrainB
Well, Tog doesnt have a good enough mana base to play any Blood Moons which I would never play without.
Secondly, All that card drawing? Just 45 Aks and I dont even have any intuitions. They are really really secondary card drawing untill you can get an active phid for the game.

Sorry for the double post, but,
I would be really interested in how the other URPhis players or just those who have the deck, will include/take out when mirroden becomes legal. I know for one part I do not like the chalice in the deck for reasons i explained in the other URphid thread in the UNrged forum. Howver the scpter has been giving me mixed results. Sometimes I want one asap. others I never want to draw it.
However I really think that even though cunning wish helps alot for scpeter targets, that all the targets you need anyways are in the deck itslef. And that another merchant scroll would do just fine.

For those of you intersted, here is what I am testing, with Mirroden:

Mana
4x Waste Land
1x Strip Mine
5x Moxes
1x Sol Ring
1x Black Lotus
4x Polluted Delta
4x Volcanic Island
1x Library of Alexandria
4x Islands

Blue
4x Force of Will
4x Mana Drain
4x Mana Leak
4x Ophidian
4x Accumulated Knowledge
1x Morphling
1x Ancestral Recall
1x Time Walk
2x Merchant Scroll

Red
2x Gorilla Shaman

Artifact / Other
1x Masticore
4x Fire/Ice
3x Ishodans Scepter

Sideboard:
4x Red Elemental Blast
4x Energy Flux
3x Flametongue Kavu
4x Blood Moon

Feeeeeeeed back please.
                Jamino
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MikeR-
Guest
« Reply #33 on: September 28, 2003, 10:47:53 pm »

I've played phid for awhile, and many variations, I've played the intution/ak engine in phid for quite some time, i think i've tested about every card there is, and one thing just keeps coming up..

there's no reason to play this over hulk =/

  once u add aks, ur playing u/r hulk w/o good cards.. thats it.

and hulk broadens ur sbing options, and just gives u better brokeness to deal with the metagame...

I love phid to death, but the smiley demon is just alot better 3 cc creature than that slippery snake.

  hopes this helps =/
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the phoenix
Guest
« Reply #34 on: September 30, 2003, 06:55:58 pm »

Quote from: MikeR-+Sep. 28 2003,21:47
Quote (MikeR- @ Sep. 28 2003,21:47)I've played phid for awhile, and many variations, I've played the intution/ak engine in phid for quite some time, i think i've tested about every card there is, and one thing just keeps coming up..

there's no reason to play this over hulk =/

  once u add aks, ur playing u/r hulk w/o good cards.. thats it.

and hulk broadens ur sbing options, and just gives u better brokeness to deal with the metagame...

I love phid to death, but the smiley demon is just alot better 3 cc creature than that slippery snake.

  hopes this helps =/
Well I see what you're saying, but I really don't agree. For the record, I wouldn't play AKs in Urphid.

Firstly, don't compare Phid with Tog, Phid is not a kill card but, rather, Urphid's draw engine. Hulk's draw engine is six cards (more if you count Intuition) vs. Urphid's four, and forces you to cast tons of stuff in the early turns. Now the later isn't bad perse, but when there's a sphere out, or when your mana is being attacked, or when something like a hoard of goblins is pressing you, time to get your draw engine going can run up short. Urphid, on the other hand, only takes one turn to set up, and doubles as a blocker as well. Plus, once you get your Phid going, you can just sit back behind your wall of counters, confident that you'll never run out of answers to your opponent's threats. The Hulk draw engine, on the other hand, is a constant process.

Another thing to consider is that, in the Urphid vs Hulk match-up, Urphid has the clear advantage. It attacks Hulk's most vulnerable aspect, its mana. On the subject of mana, Urphid is also more resiliant to mana denial since its only two colours and does not constantly need to be tapping its lands.

That being said, Urphid and Hulk are VERY different decks. Hulk is obviously much faster compared to Urphid that takes a long time to set itselfup in an advantageous position. But this is not necessarily an advantage if Urphid can successfully stall the early game, which it can very well with mana denial. If Urphid decks are to succeed, then they have to be tough on the mana, because they can't hope to succeed guns flying right out of the gate. Indeed, if this is your aim, then you might as well play Hulk. But if you want to run a slow control deck (remember those from way back?), then Urphid is your best bet.
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wuaffiliate
Guest
« Reply #35 on: October 05, 2003, 03:09:38 pm »

too bad slow control decks suck eh?
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Maxx Matt
Guest
« Reply #36 on: October 05, 2003, 04:12:19 pm »

@jamino: I think that your last version could become a far superior version of Ur-phid due to th obvious and strong scepter addition.

I notice that you miss Brainstorm from the maindeck, which could be risky with a 25 mana base.

I tested it a bit ( not so much, but I shuffle you rversion a lot enough to be able to achieve a real statistic result... ) and sometimes having a one cc mana fixer is needed not to die horribly against MUD and Keeper's land destruction or to achieve a solid nmber of permanent agaisnt other STAX decks.

Having Both Scepter AND phid could be fanststic or horrible...
It could be Fantastic if you can EarlyCast or Drain both Scepter AND Phid, but against fast lock  and fast combo decks could be deadly and opening with double o triple phid or scepter...
And this deck really need the 3° shaman, to keep down the mana development of ANY modern combo decks...

IMHO I suggest to you to try this.

( shold change the name of the deck but it isn't a bad trade if it function to you as function to me...  )

-4 Ophidian
-1 Masticore
-1 Merchant Scroll

+1 Scepter
+4 Brainstorm
+1 Gorilla Shaman

I choose to drop phid over scepter only due to his ability to COPY and CONTINUALLY abuse of

AK!!!
Brainstorm!!!
Ancestrall!!!
Fire/Ice!!!
ReB!!!

with only artifact mana required to cast scepter and active it, possibly leaving you with the capabilty of both cast it and Drain or Leak a subsequent treat of the opponent.

Woking on the side it could be possible to add other cheap spell to improve fame 2 and 3 with the ABUSE of scepter, but I don't feel that is needed.

This changes can improve the control and the combo mathup in a STRONG way ( Gorilla+Waste+Counter+Drawers ), they rise the winning rate agaisnt your worst matchup ( Gorilla+Brainstorm+CheapCounters) otherwise saying the Workshop.dec matchup but possibly leave you more vulnerable to an Aggro Fast Starts due to te loss of real blockers and removals ( excluding 4 FIRE and the Scepter power... )

The problems against aggro and madness should be resolved game 2 and 3 by strong side options as ftk and flux against tnt.

Tell me waht you feel about it!  

NB:Seems to me that the side Urges to add graveyard removals to fight combo decks like Dragon. I might test them. Maybe Blood Moon works in a similar and equally effective way.



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Maxx Matt
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