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Author Topic: Keeper-ish deck  (Read 2326 times)
Anonymous
Guest
« on: November 28, 2002, 12:58:07 am »

It's won 6 T1 tournies at various locations. It cleans up in casual and multiplayer. In fact, it's only lost twice the entire time I've played it and both loses were due to crappy hand (hey, it happens).

Power
1 Black Lotus
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire

Blue
1 Ancestral Recall
1 Timetwister
1 Time Walk
4 Counterspell
4 Force of Will
4 Arcane Denial
2 Mana Drain
2 Dissipate
1 Windfall
1 Stroke of Genius
1 Mind Over Matter

White
4 Wrath of God
2 Swords to Plowshares
2 Disenchant
2 Moat

Black
2 The Abyss
2 Underworld Dreams
1 Demonic Tutor

Green
1 Regrowth
2 Storm Seeker

Artifacts
1 Memory Jar
2 Howling Mine
1 Zuran Orb
1 Ivory Tower
1 Black Vise
1 Candelabra of Tawnos
1 Library of Leng
1 Sol Ring

Land
1 Library of Alexandria
1 Tolarian Academy
4 Tropical Island
4 Tundra
4 Underground Sea
2 Scrubland
2 Savannah
2 Dromar's Cavern

Sideboard:
1 Dissipate
2 Douse
1 Strip Mine
2 Wasteland
1 Voltaic Key
2 Ivory Tower
2 Duress
1 Jester's Cap
1 Mystical Tutor
1 Enlightened Tutor
1 Mana Drain
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upinthe
Guest
« Reply #1 on: November 28, 2002, 10:05:28 am »

I have a few questions:

Where are Morphling, Wasteland, Sylvan Library, Braingeyser, and Misdirection?

Why isn't Strip Mine in the main deck?

Why are there only 2 Mana Drains in the main deck but 4 Counterspells?

Why are you using Arcane Denial, Library of Leng, and Nonblue Duals?

Arcane Denial in particular allows your opponent 2 free cards. That's not a good thing.

As a suggestion, you should add City of Brass and/or Fetchlands to smooth out the mana base.

You couldn't have been playing in highly competitive tournaments if you kept winning with this. However, if you were able to win 6 times, you will probably win even more with a serious retooling.

If you are ready to take your deck to the next level, read the keeper primer on this site.
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BurningIce
Guest
« Reply #2 on: November 28, 2002, 04:24:02 pm »

This deck is too unfocused.  You have a lot of things going on at the same time.  If you want Underworld Dreams to be your kill, you should streamline the deck to do this.  If you wish to play a Keeper deck, listen to upinthe's suggestions. Morphling is too good a card to keep out of a control deck.  He's the best creature ever and can act as a Moat against aggro decks, and can kill anything under 6/6 and survive.  It also puts your opponent on a 4 turn clock.  But it is a single player card.

In multi-player, Underworld Dreams will kill everyone a lot faster, obviously.  So you need to decide what you want to play and then focus your choices there.
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Anonymous
Guest
« Reply #3 on: November 28, 2002, 07:54:44 pm »

This deck has 74 cards, 20 of which are land. (26, counting mana artifacts). That ratio is just bad, and a number of the cards in the deck are suboptimal--no matter how you try to win, you will have cards that are holding you back.

If you want to kill everyone with dreams/vise/etc., why not run prosperity? Also, why not run iron maiden as a multiplayer vise?

Or, if you want a better deck for single player, cut everything that lets your opponent draw, and focus on either on an academy build, or on a keeperish build (with the suggestions above).

Remember, letting other players draw cards *may* work in multiplayer, but it is a poor strategy in duels. Of course, if everyone plays decks with too many cards, too few lands, and bad kill conditions, I could see this doing well, but in a real environment (or even just on apprentice), it won't work too well.
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KandyKid
Guest
« Reply #4 on: November 28, 2002, 09:18:44 pm »

How are you supposed to win? hope your opponent PinGz themselves to death? I  dont think that 2 storm seekers will cut it
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Matt The Great
Guest
« Reply #5 on: November 29, 2002, 12:29:42 am »

Note that Arcane Denial is one of the best multiplayer counterspells but one of the worst dueling counterspells.
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Puschkin
Guest
« Reply #6 on: December 02, 2002, 01:09:32 pm »

I just want to state that I am very impressed that all comments so far were flame-free and constructive since this post contains some things that could be called a flames-magnet. If we can keep comments in this forum on this level, then this Forum will be a great success and I won´t have much to do here which is okay for me  
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Freddie
Guest
« Reply #7 on: December 16, 2002, 05:07:53 pm »

If you are really REALLY wanting to play up the Underworlds dream idea, let me suggest:

I made 2 different versions, the first one is 4 color, and the 2nd, just boiled down to U/B

I think that you should seriously consider playing a regular or slightly customized version of it, or a full blown combo, or combo keeper.

I think that Underworld dreams is past its prime, but is a way awesome fun card!

Mana: 30
3 Dark Ritual
R Black Lotus
R Mox Jet
R Mox Sapphire
R Mox Pearl
R Mox Ruby
R Mox Diamond
R Sol Ring
R Stripmine
R Library of Alexandria
4 Polluted Delta
4 Underground Sea
2 City of Brass
3 Badlands
3 Volcanic Island
2 Tundra

Blue 16
R Timetwister
R Windfall
R Tinker
R Ancestral Recall
R Time Walk
R Fact or Fiction
R Stroke of Genius
R Brain Geyser

4 Force of Will
4 Mana Drain / Mana Leak

Black 7
1 The Abyss
1 Chainer's Edict
3 Underworld Dreams
R Demonic Tutor
R Yawgmoth's Will

Artifacts 5
1 Memory Jar
3 Howling Mine
1 Zuran Orb

White 2
R Balance
1 Dismanteling Blow/ seal of cleansing

Red 1
R Wheel of Fortune

Sideboard:
3 REB
3 Duress
3 Phyrexian Negator
2 Misdirection
2 Fire/ Ice/ plow
1 Aura Fracture
1 Replenish

I was able to widdle the deck down from 72 cards to 61.

I felt that the VERY weakest part of your decks previously was the mana base, other then the 72 card thing...

Your mana base was so weak, that just a few wastelands will most likely cripple you for the entire game, and with all of those extra cards, and high cc of spells, may lock you up entirely.

Although 30 mana seems high, it looks more solid, once you look closer at it.

3 Ritual, allowing you to cast the underworld dreams allot easier, and will allow you to cast those expensive spells way faster (especially artifacts).

Mox Diamond, since you are wheeling and twisting, you will most likely be able to make up for the card disadvantage.

PLEASE NOTE: Mox Diamond is not very good in most other T1 decks (the exception off hand is Parfait, and Combo)

Also, with all of that mana, it will be allot easier to drop a bunch of mana, then twist, wheel, windfall, or tinker/ jar, gaining a huge advantage.

I cannot stress enough how important it is for you to have a solid mana base.

Just a slight stall in color or consistancy can spell disaster for a control or combo deck!


I am unsure of your metagame, so the SB may be off, but it is mainly geared against controll, since I assume that you have an easy time VS aggro.

Also in the SB is a Replenish, which may seem odd, but it will help allot against discard and control, allowing you to get back discarded/ disenchanted/ countered underworld dreams, and abyss

-----------------------------------------------------------------------

Here is a little more focussed U/B version of the deck.

Mana: 30
3 Dark Ritual
R Black Lotus
R Mox Jet
R Mox Sapphire
R Mox Pearl
R Mox Ruby
R Mox Diamond
R Mox Emerald
R Sol Ring
R Stripmine
R Library of Alexandria
4 Polluted Delta
4 Underground Sea
4 Underground River
3 Island
2 Swamp

Blue 16
R Timetwister
R Windfall
R Tinker
R Ancestral Recall
R Time Walk
R Fact or Fiction
R Stroke of Genius
R Brain Geyser

4 Force of Will
4 Mana Drain / Mana Leak

Black 9
1 The Abyss
2 Chainer's Edict
3 Underworld Dreams
R Demonic Tutor
R Vamp Tutor
R Yawgmoth's Will

Artifacts 5
1 Memory Jar
3 Howling Mine
1 Zuran Orb

Sideboard
4 Duress
4 Phyrexian Negator
1 The Abyss
3 Chill/ BEB
3 misdirection

In this last version I focused mainly on getting the combo out and a more solid mana base.

Even if you do not follow our advise, please at lease widdle the deck down to or near 60 cards, this will greatly increase your consistancy and speed.

Either way, I wish you luck.

-Freddie\n\n

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