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Author Topic: TnT with black: Legion  (Read 23082 times)
ShadowLotus
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« Reply #30 on: February 11, 2003, 02:38:20 pm »

I've been testing this version of TnT for a while now, since I was tired of playtesting w/ Keeper against it, and watching it get close to winning, then the TnT player losing control of the game, and getting beaten soon thereafter.  As Zherbus said, many of us Keeper players have the match-up down to a science that TnT isn't as scary as it could and should be.

Needless to say, I don't think blue adds enough to the deck to warrant the splash.  Ancestral Recall is always good, but often got Misdirected, since it was the only target that could be hit by it in Game 1.  Tinker was countered as much as Survival of the Fittest was, so it just made Memory Jar a random topdeck draw.  Then, when I replaced it w/ Wheel of Fortune, it wasn't always enough of a one-sided play, as good control players are always happy to see seven new cards to use to "weather the TnT creature storm" - even though it won me games, it also cost me a lot, too.  Wonder wasn't even worth a maindeck slot most of the time, and I just found it wasting space in the sideboard, as well.  The only card that was amazing was Time Walk, and w/o any reliable way of tutoring for it (even w/ 2x Sylvan Libraries for card drawing), it isn't enough to pursuade me that blue is the way to go.  I've always been one that's questioned altering an aggro decks manabase for marginal gains, such as the case we have here.

However, black is an entirely different story.

Oath of Ghouls is a monster when it resolves against control, which finally makes the utility creatures more effective (especially Elvish Lyrist).  It's a must-counter that just adds to the threats that TnT already has, and makes it better against massive creature-sweepers.  I hated Genesis, since it was so slow it ended up doing nothing unless I was already winning.  Currently, I've been testing 3x OoG in the MD, and I've never been disappointed in drawing multiples of them, since grabbing multiple creatures from the graveyard is always a good thing when needed.  Even Parfait, a deck that's full of creature-hate, is hard-pressed to keep up w/ both Survival and Oath up and running.  Blue certainly didn't help in most match-ups, but black is a wrecking ball, and has a lot more synergy w/ the rest of the deck.  Plus, the tutors acting as virtual copies of whatever you need are amazingly helpful, and give the player more versatility to work w/ (I know, it's the Keeper player inside me saying that, but TnT w/ black is a big improvement against control).

As well, I definitely agree w/ everyone about running Sylvan Library in the MD.  Right now, I only see room for one (I replaced Wheel of Fortune w/ it, and I've been very pleased thus far), but having the tutors make grabbing it less random.  It's card drawing, it has great synergy w/ the fetchlands and tutors, and it's yet another threat that digs deep against control and certain aggro decks.  If you can fit it, great; if you can't, then as long as you don't miss it, then more power to ya.

For the manabase, I run (28) mana sources, w/ only 1x Strip Mine (but w/ maindecked 1x Avalanche Riders) and Quirion Ranger for support and dual-protection.  Thus far, it's been working perfectly, so I probably won't be messing w/ it unless I start running into problems.  Gaea's Cradle sounds interesting and fun, but I don't know whether I'd feel comfortable cutting a Forest for it, when there's so much NBLH in my metagame, and when I like having ways of operating Survival under Blood Moon and Back to Basics.  I'll give it another look, though.

I don't understand why some TnT players feel that Gro isn't in their favor.  Even when I was running my GR/u version, it wasn't a match-up that I feared, since Gro typically falls flat on its face when faced w/ mass-amounts of permanents, but my experiences might be unique.  Nevertheless, this version of TnT w/ black makes the Gro match-up even more favorable, and I don't feel the need to go back to splashing blue for things such as Waterfront Bouncer when I haven't been having problems w/ Gro anyway (or GroAtog for that matter).

Lastly, I still think that any combo deck is very rough when playing this version.  However, I have found that aggressive mulliganing into Duress and/or Blood Moon have made things a bit easier.  It's not the best, but that's the way the game goes.

As I said earlier, I'm no TnT expert, since I play Keeper 90% of the time, but after extensive testing w/ the black splash, I truly feel this is a step in the right direction for the deck's evolution.  TnT doesn't have many issues w/ the majority of T1 aggro decks running around out there; and in this configuration, those match-ups have been just as favorable, and has been improved when facing Keeper and other forms of effective control.
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Nameless
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« Reply #31 on: February 11, 2003, 03:50:44 pm »

I've been reading over this list a lot and something has hit me that I think a lot of people may have missed.  One of the single most overlooked SB cards in all of Magic has to be Chains of Mephistopheles.  For refrence:

Quote
Quote Chains of Mephistopheles

Color= Black  Type= Enchantment  Cost= 1B LG®  
Text (LG+errata): If a player would draw a card except the first one he or she draws in a draw step, that player discards a card from his or her hand instead. If the player discards a card, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard. [Oracle 2001/08/24]

If you cast a spell to draw extra cards (such as Ancestral Recall or Wheel of Fortune) at some time outside the draw step, this affects all the cards drawn. During the draw step, the first card drawn is not affected. [bethmo 1994/06/15]
Only affects the drawing of cards. It does not affect spells like Demonic Tutor, Millstone, or Petra Sphinx which affect the library but do not say "draw" a card. [bethmo 1994/06/22]  If X cards are drawn as the resolution of a single spell/ability, then the game treats this as X separate "draw one card" actions (see Rule G.15.Ruling.2). So for each card that would be drawn, apply the effect. [D'Angelo 2000/07/06]
The effect is cumulative. If you have two of these out, each of them will modify on each draw (after the first one if during the draw step), and will cause the player to discard or to "mill" a card from their library. As they resolve in order, the player must discard if possible. Once the player fails to discard and instead "mills" a card, all further effects of additional Chains of Mephistopheles will not do anything. This is because the "mill" also replaces the draw effect and the player is no longer drawing a card. [WotC Rules Team 1996/12/03] You handle them in order. Each one makes you discard first and then continue or else mill a card and lose the draw.
This is a replacement effect (see Rule T.10). [D'Angelo 1999/02/03]
Cards which are drawn as a cost are affected by this card because replacement effects can be used on costs (see Rule T.10). [D'Angelo 1999/05/01]
Extended tournaments (see Rule D.15) have always banned this card.

I'd say this is largly in part due to the sheer confusion this card seems to radiate, but it's really not that complicated.  Can you imagine resolving this vs. Grow, Grow-Atog, Keeper, or hell any other deck sporting something resembling control?  It shuts down Library, Ancestral, Stroke, 'Guyser, and a host of other fad cards all for the low cost of 1B; and what affect does it have on you as a TnT player?  You can't abuse Memory Jar.

...

Yea, that's it.  It doesn't do jack shit else to you.  You just wrecked them with a 2cc Enchantment while at the same time doing nothing at all to hinder your own game plan.  Ok, so if you're using Sylvan in your deck you can't use it anymore...  So?  Who's got the card advantage now?  You're using Survival and gaining a handful of cards without actually drawing, while they are simply reduced to topdecking once per turn.  Who wins this matchup?

I lot of things I've read here are generally true for the most part.  We can say Blue is better for this reason, or talk about the merits of Black.  That's one of the best parts about TnT is the versitality of the deck at it's core.  I'm not really sure who actually created TnT, though I'm tell aware of several previous incarnations.

What I do know, however, is that I don't think the Blue and Black versions can truly be compaired to one another.  They both have incredibly strong points for each.  I will say though that in my own opinion, which may or may not be worth half a shit, is that Black is inherently stronger in a control or combo dominated metagame due to the ability to SB incredible hate cards like Chains and Duress while still packing REBs.

Does anyone around me even use a Shaman anymore?  Nope.  We all use the Karn/Masticore combo to animate and shoot to hell opposing artifacts if need be while announcing an attack with a Memory Jar and a Grim Monolith we just untapped with our Quirion Ranger.  Those of us that down own a Lotus, like many of my friends, use Mana Crypt instead which turns out to be just as deadly.  Still others, like myself, have to stick in Ancient Tombs because we don't have enough Workshops.  They all have one thing in common though, the core of the deck, and that alone is strong enough to allow us to test a card here and there to see how they work in general.  Likely this single aspect is what's made me a TnT fan, because Keeper is much the same in many respects to me.  While the deck is mainly the same a tweak here and there can make all the difference.

I will say this though...  All of us replaced Uktabi with an Elvish Scrapper quite some time ago, and none of us have looked back since.

I like changes that don't in turn recreate the wheel.  I like this change.  I think it's not only a productive step towards deck refinement, but it lends more credability to TnT as an enduring creation that will be around for a while.
 
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j_orlove
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« Reply #32 on: February 11, 2003, 03:57:03 pm »

Quote
Quote I will say this though...  All of us replaced Uktabi with an Elvish Scrapper quite some time ago, and none of us have looked back since.

Well, I tested Scavenger Folk, since it's just much cooler.    However, I found that generally Uktabi is better, since when you need it, you need it right away. Dreadnoughts and Juggernauts are not going to wait around for you to Survival away Anger--they need to be killed immediately. Also, the Monkey is a 2/2, which is just big enough to be useful against stuff like Sligh or Sui, when you take out a scroll or a Rod. Scrapper will just trade 1-for-1, while the Sex Monkey sticks around to screw with your opponent.  
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dicemanX
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« Reply #33 on: February 11, 2003, 04:43:42 pm »

The idea of G/R/b TnT has me thinking about two modifications that I have tried running:

1) Masknaught combo - with black for Tutors and OoGs this is looking better and better to me. You only need to run one Dreadnaught and 2-3 Masks. A mask, if resolved, seems to be looking very good vs control as it makes all creatures uncounterable. I have played this combo in G/R/u, and it seems to do OK, although I admit that i don't have very much experience with the deck to begin with (working on it). This combo could also be put in the SB and serve as a partial transformation against control/aggro-control decks. Has anyone ever tested this idea?


2) I've been trying Wall of Roots in place of Quirion/BoP. Like the Ranger, it helps produce an extra G to Survival faster, while really helping out against fast aggro decks. Although Rangers do help to save your duals vs non-basic-LD, Walls help accelerate your mana early. It's nice vs Ankh-Sligh too.


Also, perhaps the following crazy idea deserves some consideration: running Oath of Druids in the side vs fast aggro decks. The idea is that if you are keeping creatures on the table vs aggro, you're probably winning anyways. However, if they are burning/Edicting/Giant Growthing your creatures and developing a creature advantage, then Oaths could be life-savers. You wouldn't even have to run that many in the side (perhaps 2), as they could be tutored for in G/R/b. They would replace OoGs after SBing; you would also remove all small non-Welder utility creatures to increase the effectiveness of the OoD, while bringing in that extra Masticore/Bottle Gnome(s) etc. from the SB.
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j_orlove
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« Reply #34 on: February 11, 2003, 05:10:37 pm »

Quote
Quote 2) I've been trying Wall of Roots in place of Quirion/BoP. Like the Ranger, it helps produce an extra G to Survival faster, while really helping out against fast aggro decks. Although Rangers do help to save your duals vs non-basic-LD, Walls help accelerate your mana early. It's nice vs Ankh-Sligh too.

Rangers also untap your creatures, and cost less. TnT doesn't really need the wall for acceleration, and both of the Ranger's benefits are often key (especially with welders or against B2B).

It certainly isn't optimal against Ankhs, but it can still sometimes save you vs PoPs.
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dicemanX
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« Reply #35 on: February 11, 2003, 05:42:31 pm »

Quote
Quote Rangers also untap your creatures, and cost less. TnT doesn't really need the wall for acceleration, and both of the Ranger's benefits are often key (especially with welders or against B2B).

All good points of course, but the main idea is that Walls are probably better vs fast aggro. The other points are secondary. Plus, every bit of acceleration can't hurt.

Ranger protection vs B2B seems weak to me though. Did it ever really save anyone from B2B (I'm actually asking - its not a rhetorical question)? Mono-U would only need to find that Keg and that's all she wrote. Also, in my limited experience with the deck, I never really longed for a creature untapper when I was Survivaling.

Nevertheless, it's not like both the Wall and Quirion are mutually exclusive. I've only been running a Wall in the Ranger slot because so far I haven't reached a situation where the Ranger would be critical.


Quote
Quote ..but (the Ranger) can still sometimes save you vs PoPs.

Not very often though, I imagine. A wall *could* save you the same amount of damage vs PoP too.
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urza's child
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« Reply #36 on: February 11, 2003, 06:07:50 pm »

Quote from: dicemanX+Feb. 11 2003,17:42
Quote (dicemanX @ Feb. 11 2003,17:42)Did it ever really save anyone from B2B (I'm actually asking - its not a rhetorical question)?
Actually, yes, it just saved me the game against an oath deck. I had  a Trisk in hand, ranger, welder, and lyrist, in play, nothing untapped but a mox emerald. I had a trisk in the graveyard. So i blew the B2B at eot and untapped. I played the trisk, got him to 6 with the damage. Welded the trisk for the other trisk, down to 3. Returned a forest via ranger and welded again. I dont know if that really counts because i got to destroy it, but the only way I was able to play the lyrist is because of ranger. Its also insane with welder (As just shown)

HAH! I found the edit button!

Is the OoG in the sideboard necessary? Because for me, I'm completely paranoid about combo so I want to find room for 1 Jester's Cap. I'm think of takin out the OoG because I don't know what else to take out. Any suggestions?

EDIT AGAIN: I also found that main deck Avalance Riders (there was some discussion about them) really wasn't necessary. Sure theyre great if you get the combo out, but 4 mana is a lot, and like said before, I'd much rather be casting creatures that last
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Zherbus
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« Reply #37 on: February 12, 2003, 06:09:56 am »

The rangers aren't there to save you from B2B. That's why you fetch both your basic forests and proceed to slam the BBS player. They are there to protect the duals from Wastelands. Especially with the lowered amount of mana in this deck, I like to make sure my duals stick around for a while.

Rangers ability of making Welders into machine guns is just a gigantic bonus.

The third OoG in the board is moving to the maindeck actually. However, I will never, ever in this life time even consider Jesters Cap for combo. If anything, I will run a 4th Bloodmoon. This is mainly because I am a firm believer in using decks for what they are good at and turning my back on weak matches. There just isn't any reason for me to stretch my options thin by wasting slots on a matchup I will STILL probably lose anyways.
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Nameless
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« Reply #38 on: February 12, 2003, 08:54:25 am »

Quote from: Zherbus+Feb. 12 2003,05:09
Quote (Zherbus @ Feb. 12 2003,05:09)The rangers aren't there to save you from B2B. That's why you fetch both your basic forests and proceed to slam the BBS player. They are there to protect the duals from Wastelands. Especially with the lowered amount of mana in this deck, I like to make sure my duals stick around for a while.

Rangers ability of making Welders into machine guns is just a gigantic bonus.

The third OoG in the board is moving to the maindeck actually. However, I will never, ever in this life time even consider Jesters Cap for combo. If anything, I will run a 4th Bloodmoon. This is mainly because I am a firm believer in using decks for what they are good at and turning my back on weak matches. There just isn't any reason for me to stretch my options thin by wasting slots on a matchup I will STILL probably lose anyways.
No commentary on using Chains?  As I mentioned, it does a pretty hetfy job of controlling all your bad matchups.

Rangers are an essential addition IMHO, they just add so much to the deck really.  Mainly they make it easier to just get by with 1 Trisk in the deck, from what I've seen.  Letting you block better is also a bonus though.
 \n\n

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Zherbus
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« Reply #39 on: February 12, 2003, 08:59:42 am »

I'm sorry Razz I honestly didn't see that post! I actually own a pair of Chains, and I think they are worth the test slots. I think that if Gro-a-Tog is to give me anymore trouble THIS card just might be the answer. It is also yet another bomb against Keeper where I need it.

EDIT: A comment in general on this build, I think that by nature aggro players get lazy and control players tend to do more work/brainstorming on how to solve problems. As a result, I can beat TnT with a fair amount of ease with my version of Keeper.

Counter Survival and deal with Welders. Wish for Pulse to deal with any defiant Tubbies. Bloodmoon? Use my Islands to Wish for BEB. Honestly, adding black adds a new dimension in terms of that particular matchup. As a Keeper player when I face this deck, you still have to deal with the same things, but you also become more reliant on another wishable card - Allay.
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« Reply #40 on: February 12, 2003, 03:25:25 pm »

Quote from: Zherbus+Feb. 12 2003,06:09
Quote (Zherbus @ Feb. 12 2003,06:09)The third OoG in the board is moving to the maindeck actually.
I'm glad youre trying this, but what do you plan on taking out? And what will go in the SB place of the OoG?
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Zherbus
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« Reply #41 on: February 12, 2003, 03:41:35 pm »

I cut the Uktabi. It really wasn't something I ever needed. In theory it was something to help against the mirror and against Mask.

The SB slot is open right now, and well well be Duress #4. That is what is holding the spot right now anyways. Another option is a 3rd Naturalize, 4th Blood Moon, or FTK.
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« Reply #42 on: February 12, 2003, 04:09:02 pm »

Quote from: Zherbus+Feb. 12 2003,15:41
Quote (Zherbus @ Feb. 12 2003,15:41)I cut the Uktabi. It really wasn't something I ever needed. In theory it was something to help against the mirror and against Mask.

The SB slot is open right now, and well well be Duress #4. That is what is holding the spot right now anyways. Another option is a 3rd Naturalize, 4th Blood Moon, or FTK.
Yes but I've found the monkey to be VERY helpful, but I guess you would know best. Any other ideas? And how would you sideboard against which decks with this deck???
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Zherbus
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« Reply #43 on: February 12, 2003, 04:23:59 pm »

That's quite a tall order, I haven't even figured where I want to test the Chains yet. Depending on what I decide to do from this point, I'll post something a little more subtantial with some testing to back it up in a day or two.
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« Reply #44 on: February 12, 2003, 08:14:12 pm »

i'd like to point out that as the people find utility creatures less and less useless, oath of ghould becomes little more than an extra fat producer. i'll say again that sylvan fills that role in a similar fashion.  

overall, i think black and blue are relativly even.  both gain creature removal in the form of either waterfront bouncer or bone shredder. in my version the md bloodmoons are on par with the oaths in the control matchups and better in the combo matchups.

not that i'm saying my build is superior (although it's a product of 6 months of testing and has proven itself), but i think that there are other alternatives to cutting blue for black.   i tested the earlier black build and chose blue over it, i still need to test this one.
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micfarm
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« Reply #45 on: February 13, 2003, 04:36:18 am »

I don't understand how useful are the Duresses because versus combo I find them mediocre and against control Oath of Ghouls ( with or w/o Survival)  is efficient enough . The only use I can think of them are vs Keeper's wishable Allays or Pulses but even in that cases I will take my chances playing around Welder or Lyrists (even Naturalize) to destroy their targets and make them fizzle. Why not Cabal therapy instead of Duress? They combo well with the Survival-Oath  engine

Versus combo Blood Mood really shines. (in the next tournament I will play them maindeck). The Chains are a great idea  vs combo (Nevyn,Bargain-Necro) although they are opposite to your Suvival,Oath engine and you have really to try them.

The Wheel of fortune does not offer anything to deck.In fact I can't find versus which deck you would like to cast it.

Oath is a lot of better than Cemetery (in order to work properly you must have a Survival but in that case you will win anyway) in all matchups except Zoo or Sligh .

The Sligh versions (ankh or red stompy) are tougher to win matchups and I don't think that you can hold them enough with just a Bottle. Plus the Oath engine is more helpful for them than to you generally.

Although I like Shaman , Karn is a better option.It is a huge wall at least vs Zoo,Sligh,Dryad and (most of the time)  a beatstick vs control. Using Karn ,Masticore / Triskellion you can destroy any annoying artifact the same way Shaman does .

PS Sorry for my bad English
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« Reply #46 on: February 13, 2003, 09:57:59 am »

Quote
Quote i'd like to point out that as the people find utility creatures less and less useless, oath of ghould becomes little more than an extra fat producer. i'll say again that sylvan fills that role in a similar fashion.  

I think the more people go away from utility, the easier the deck is to hose. That is what I am going for here: harder to hose.

Quote
Quote I don't understand how useful are the Duresses because versus combo I find them mediocre and against control Oath ( with or w/o Survival)  is efficient enough . The only use I can think of them are vs Keeper's wishable Allays or Pulses but even in that cases I will take my chances playing around Welder or Lyrists (even Naturalize) to destroy their targets and make them fizzle. Why not Cabal therapy instead of Duress? They combo well with the Survival-Oath  engine

Against control Oath, I will just try to recur Lyrist. I absolutely have no idea what you are trying to say about Cabal Therapy.

Quote
Quote Versus combo Blood Mood really shines. (in the next tournament I will play them maindeck). The Chains are a great idea  vs combo (Nevyn,Bargain-Necro) although they are opposite to your Suvival,Oath engine and you have really to try them.

Look at my SB.

Quote
Quote The Sligh versions (ankh or red stompy) are tougher to win matchups and I don't think that you can hold them enough with just a Bottle. Plus the Oath engine is more helpful for them than to you generally.

Survival fills up the graveyard pretty quick, the only aggro deck that makes me side out OoG is another TnT.

Quote
Quote Although I like Shaman , Karn is a better option.It is a huge wall at least vs Zoo,Sligh,Dryad and (most of the time)  a beatstick vs control. Using Karn ,Masticore / Triskellion you can destroy any annoying artifact the same way Shaman does .

Sure Karn is certainly an option, but I have no shortage of beatsticks, especially if OoG hits. Also, Shamans advantage is that he just kills things right off, and often for less  trouble than Karn/masticore.
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« Reply #47 on: February 13, 2003, 11:48:55 am »

Quote from: micfarm+Feb. 13 2003,04:36
Quote (micfarm @ Feb. 13 2003,04:36)The Wheel of fortune does not offer anything to deck.In fact I can't find versus which deck you would like to cast it.
My god man do you realise what youre saying? Ok heres an example i jsut had last night, and ive had tons mroe like these. Third or fourth turn, i just got a fatty mana drained. They cast geyser, or some search/draw spell on their turn, and pass the turn. My turn, having 1 or 2 cards in my hand (including wheel, usually a creature that i can weld or a squee) so i cast wheel. They lose everything, i lose nothing. We both draw 7 cards, but 7 cards for TnT > 7 cards for them

Wheel is AMAZING in this deck, ive come to completely love it
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Matt The Great
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« Reply #48 on: February 13, 2003, 01:14:50 pm »

Quote
Quote I don't understand how useful are the Duresses because versus combo I find them mediocre and against control Oath ( with or w/o Survival)  is efficient enough
Quote
Quote Against control Oath, I will just try to recur Lyrist

He meant to say "against control, Oath [of Ghouls] is efficient enough that you don't need Duress". I don't know if that's true but I thought I'd clear this up.\n\n

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Nameless
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« Reply #49 on: February 13, 2003, 03:17:36 pm »

Something else occured to me that may be useful as a SB strategy.  Thrull Surgeon as a 1-of in the SB could be a perfect card to compliment a copy of Chains.  You could certainly survival for it, and basically it's a Duress that you can retreive with OoG each turn.

Grant it, actually getting it back, casting it, and using it on the same turn would require 2BB, but on the other hand you don't have to use it that turn.  With multiple OoG in play you'll bring back multiple creatures, and since it's only a 2-drop then you could be conceivably casting something else while putting him into play, so that he can wreak havok the next turn.

I could see this as devastating actually in conjunction with Chains against any form of control, because not only have you now cut off the card drawing they so desperately needed, but you have the ability to Duress each turn.  I just don't see how you could loose from that angle.

Just an idea though...

Just in case some of you forgot what Thrull Surgeon does, I'll remind you:

Quote
Quote Thrull Surgeon
Color= Black  Type= Creature - Thrull  Cost= 1B EX©
Text (EX+errata): 1/1 ; {1}{B}, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. [Oracle 2000/02/01]
\n\n

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Black_plague
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« Reply #50 on: February 13, 2003, 04:07:58 pm »

how does this deck deal with counter decks and combo like the dragon and the illusion/donate combo. Also will the deck work with only 2 workshop because thats all i have if it can what would u replace it with.
thx
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Matt The Great
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« Reply #51 on: February 13, 2003, 04:20:21 pm »

TNT has big problems with combo decks. The best plan is to try and race them game one (unlikely) and side into Blood Moon/Duress/Jester's Cap.

It deals with permission decks by casting large numbers of threats. Only one has to go through. Resolving a Survival is game.

If you have only two Workshops but you have all the Jewelry, I'd say go for it. Replacing the other two Workshops isn't easy, but Nameless likes Ancient Tomb.
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Gothmog
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« Reply #52 on: February 13, 2003, 05:18:25 pm »

I've used Mana Vault to stand in for a Workshop, and of course its not as good, but it is useful.
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urza's child
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« Reply #53 on: February 14, 2003, 03:24:30 pm »

Just thinking, has anyone thought to replace a MD wheel of fortune with chains? I know i love it so much but ive been thinking about it and it gives an extremely good chance against combo (non-dragon)
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CrazyCarl
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« Reply #54 on: February 15, 2003, 09:56:02 am »

What about siding in Root Maze against combo(dragon in particular)?  It's a full scoop against Dragon, and it would probably slow down Academy quite a bit.  I realize combo isn't very popular, but it might help out a weak matchup alot.

Carl
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dicemanX
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« Reply #55 on: February 15, 2003, 11:28:53 am »

Root Maze won't do very much against Dragon unless you get a creature into your graveyard first - the Dragon deck will just draw the game otherwise and try again next game, and that's only if they can't deal with the Maze.

If you want a fighting chance vs Dragon and Academy, then Naturalize and Blood Moon are the way to go. I'd even go with Jester's Caps in the SB, but it seems many cannot find the room to hate out combo so much.
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Zherbus
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« Reply #56 on: February 15, 2003, 12:49:55 pm »

A note on Wheel of Fortune, if I expect to play versus a substantial amount of combo (which is almost never since Gush.dec, Keeper, and Ophidian.dec make that difficult), I obviously leave that out. As it is and as it may be, it would one of the 2 maindeck Sylvans I am trying to work in. Wheel is NOT a bad card against control or any non-burn based aggro. It's symmetrical card gain is typically offset by the simple fact that it's ME who just dropped his whole hand.

That aside, I am tweaking a new version over the next few days and expect to post an update with matchup analysis soon.
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j_orlove
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« Reply #57 on: February 15, 2003, 08:23:09 pm »

They meant Chains of Mephistopheles, which is a very strange card, but not an edict of any kind.

Buried Alive doesn't really help since 3 non-workshop mana won't show up before Survival can go to work, and Survival is just so much better at filling the 'yard.

Dark Ritual is bad because you often won't have black mana turn 1, and you'd usually want artifact acceleration anyway.
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MolotDET
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« Reply #58 on: February 16, 2003, 12:45:49 am »

I was just wondering but.....

wouldn't Mulch be outstanding in this deck?

just a question.
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urza's child
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« Reply #59 on: February 16, 2003, 11:01:54 am »

Mulch isnt really that good, it helps, but id much rather have other cards.

What should I take out for 1 Chains of Mephhistopheles in the sideboard??? I find it too necessary

And Zherb, i tweaked my version to have 1 sylvan library and 3 OoG, i duno what youre doin, i hope i get to see the new list soon
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