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Author Topic: TMD is a great place to introduce a new decks. Iam workin...  (Read 5400 times)
BaronSengir
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« on: November 15, 2003, 06:59:35 pm »

TMD is a great place to introduce a new decks. Iam working on this deck really hard (and am still working on it!) and would appreciate feedback/comments/flames.

---------------------------
Lodestone Myr (4)
Trample
Tap an untapped
artifact you control:
+1/+1 until end of turn
2/2
---------------------------
May I present

//NAME: Deadbolt v.3.0
// Type: Artifact Aggro-Prison
// Author: Sutra & Wyzzyman
// Format: Vintage
// Screws
        4 Mishra's Workshop
        1 Tolarian Academy
        6 Mountain
        1 City of Traitors
        4 Wasteland
        1 Strip Mine
        1 Sol Ring
        1 Mox Sapphire
        1 Mox Ruby
        1 Mox Pearl
        1 Mox Jet
        1 Mox Emerald
        1 Black Lotus
        1 Mana Crypt
        1 Mana Vault
// Keys
        4 Metalworker
        4 Goblin Welder
        4 Lodestone Myr
        1 Karn, Silver Golem
// Bolts
        4 Sphere of Resistance
        4 Tangle Wire
        4 Static Orb
        4 Chalice of the Void
// Doorknobs
        3 Mind's Eye
        1 Wheel of Fortune
        1 Memory Jar

How this deck works: Achieve a "statis" type lock with the mini-combo between Tangle Wire/Static Orb/Myr. Keep them from doing anything with Chalice and Sphere, then wriggle them down / beat them up with Lodestone Myr. Rest of the deckplay is similar to most artifact prison decks. Self Explanatory

The fact that this deck can switch over to aggro anytime using myrs is extremely resilient. Lodestone myr serves as a beatstick while being the centerpeice of your lockshow. It can handle dryads in GAT and tons of other growing things (with 11+ artifacts, easily achievable, you can even beat noughts) The aggro prison is also synergistic as your lodestone myrs are the centerpiece of your aggro and prison (less needed in prison but the mini-combo is a strong point)

Card choices:

Chalice of the Void: Game stopper

Static orb: Combined with Lodestone Myr gives you basically one-way stasis. On your turn, you tap orbs and allow you to fully untap. This also requires fewer smokestacks to actually destroy their permanents as you have them in complete lock with recurring Tangle Wires and Spheres

Why so many critters? Welder and Metalworker are essential to deck functioning, as well as lodestone myr. The point of the deck is to drop a metalworker or welder followed by myrs and karn. Karn is chiefly used to hose moxen and then it can be targeted by welders.

Howling Mine vs. Grafted Skullcap vs. Mind's Eye
Grafted: Consistent one-way draw with ability to dump hands for welder trix
Howling Mine: Cheaper, one way draw with Myr out and can be cast for 2 less, freeing up mana for other tasks, also acts as pumps for Myr.
Mind's Eye: Relatively easy to drop and provides HUGE card advantage even with 2-3 mana open (almost as good as having 2-3 caps out w/out the disadvantage of discard @ end of the turn). It also works against decks that like to cast lots of spells, like budget, and Hulk

Lodestone Myr vs. Karn:
Karn: Animate artifacts for massive one turn kill and can chump block as a 0/8
Lodestone Myr: The key part in making the Orb locks work and can also swing for kill once you have solid lock. Plus the trample effect means sligh and Sui cant easily block it, and you can pump in response to bolts / chains. Also a beat stick and a win condition

Mana base: Stable mono-R

Does this deck work? Hell yeah. In many games I played I can achieve explosive first and second turn hand dumps even without metalworker, and I always get consistent, good draws.

Matchups so far:

Keep in mind that this is a bit more specific about what beats the deck. I assume that you play the deck as how artifact prison decks should be played

Dragon: The explosiveness of the Dragon deck combined with its combination of disruption, combo rendundancy, and lots of speed make this a hard matchup at first. Thats before you drop a sphere, smokestack, or tangle wire. Dragon cannot deal with your threats, namely sphere of resistance
MATCHUP: Average - Good (depends on your hand and the dice roll)

Hulk: The pure drawing power of Hulk combined with its wish, control, and lots of tutors makes this deck a very powerful deck. However, Hulk simply has no way to deal with the HUGE amount of threats you drop turn 1 or 2. It simply overwhelms them. Chalice of 3 destroys their togs, intuitions, cunning wishes, and rack and ruin (if they wish for it). Sphere and Tangle wire totally disrupt combos, and combined with static orb, makes them weep
MATCHUP: Good

St00pid Madness: The explosiveness of this aggro deck combined with lots of discard outlets make it able to drop lots of threats in turn 1,2, and even 3. It also has lots of ways to handle creature threats. However, it just can't deal with Deadbolt with all its threats
MATCHUP: Overkill

Sligh: Destroy with chalice or sphere.
MATCHUP: Overkill

Sui: drop chalice for 2 or any form of fast disruption
MATCHUP: Overkill

*** Fish: A very hard matchup considering md null rods and control, but if i know what iam going to play against, just drop chalice for 2 shuts down ALOT of *** fish
MATCHUP: Average-Good (depends on Hand draw)

Long.dec: you MUST have a chalice OR a Sphere of resistance. Mulligan if necessary, but you MUST have a chalice set to 0 or 1 or a sphere to give you the time to win if you don't win the dice roll
MATCHUP: Average (game decided on dice roll)

GAT: You must be able to drop early disruption, namely sphere of resistance. Then you have to be prepared, namely dropping lodestone myr to match dryad one on one, and then drop mind's eye. Its a house against GAT. The statis combo works extremely well, as GAT wants to maximize mana comsumption and the statis lock extremely disrupts them
Matchup: Above-Average

Mono-B Discard: Like fading decks, they have the power but need to maximize mana curves, rolling over to chalice, sphere, and your beats
Matchup: Good-Very Good

Rogue "Earthcraft" deck that ran 4 earthcraft but didn't manage to win: nothing else to say

Rogue "brain freeze, veldelken archmage, hurkyll's recall" deck: nothing else to say

CONCLUSIONS DRAWN UP: Tanglewire / Static orb lock is essential to shutting down opponents in the middle game (usually after turn 3 and sometimes 2). Chalice is used for when you know what they are playing (you have to judge from first turn drops + land colors). Sphere is a superb stall card that shuts down lots of decks, buys time, and is a uber lock part by itself anyways. Smokestack is used to whittle down your opponent after you achieve lock and put pernaments into 'yard for welder to target. Myr creates a unstoppable draw engine and serves as a beatstick, artifact key, blocker, and win condition.

So thoughts/suggestions/flames?

UPDATES: (Check here for latest updates)

November,18,2003:
Revamp of the draw engine. Included Jester's Cap and revamped lock parts to reduce dependancy on Myr. Also changed the mana count, run 5 full strips now at the cost of a grim monolith. Now the decks draw engine can run by itself. I have upped the redudancy count.

Removed a grim monolith, utility was limited because the 4 mana spent to untap it is never used when you can just weld crypts and vaults in and out of play instead for bigger mana advantage. The monolith spot has been put into the 4th wasteland.

Also removed a skullcap for a jester's cap.

November,20,2003
-3 Grafted Skullcap
+3 Mind's Eye

Mind's Eye is incredibly broken with most decks nowadays. They want to cast lots of spells and draw, control, disrup, win. Paying 1 to draw a card is heaven, and at any time your opponent plays a spell.

Small revamp of everything except for Manabase. Decktesting to start soon after a basic list is finalized

November,21,2003
-1 City of Traitors
+1 Bloodstained Mire
Fetchlands help me to thin out deck, even if its only by one, and people have been crying to me to cut the city of traitros anyways

November,22,2003
-1 Smokestack
+1 Chalice

December,1,2003
-1 Bloodstained Mire
+1 Wheel of Fortune, obviously good, and a good draw and discard outlet nevertheless. Still castable with metalworker, and only thing that doesn't work with it is Metalworker when activated and Mishra's. That ups "non artifacts" to 5.
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Moxlotus
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« Reply #1 on: November 15, 2003, 08:34:14 pm »

Are you saying you formed your conclusion for matchups based off 2 matches per deck? If that is correct, I would delete those until you playtest at least 30 games against each deck.
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BreathWeapon
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« Reply #2 on: November 15, 2003, 09:22:02 pm »

I absolutely love the idea of using Loadstone Myr in this deck, I have been looking for an effective non-Karn win condition for a while now. The ability to brake the symmetrical lock is HUGE. That said, I definately don't agree with the your Main Deck.

City of Traitors is awful, why would you use it over a 7th Mountain and 4th Wasteland.

2 Goblin Welders? The reason wMUD deck runs four is to give it the edge vs Control. Your weakening one of your strongest match ups and asking to be RAPED by other Workshop decks.

3 Chalice of the Void? Considering the card OWNZ Aggro, acts as Mana Denial and PWNZ Madness ... 4 seems much smarter. If your using 4 Loadstone Myr to chump block, you don't need Powder Keg at all. I wouldn't even Side Board the Keg.

Howling Mine? I guess its not a terrible card, but having a draw engine that is dependant on Loadstone Myr being in play worries me. I'd rather use the Skullcap based on its consistancy. Loadstone Myr makes it an even stronger card, as you can Tap it before the end of your turn to avoid pitching your hand.

The idea is great, but I think the MD needs considerable revamping.
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BaronSengir
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« Reply #3 on: November 15, 2003, 10:48:19 pm »

Quote
Quote Are you saying you formed your conclusion for matchups based off 2 matches per deck? If that is correct, I would delete those until you playtest at least 30 games against each deck.

In fact, I just playtested more games this past week and now the test match for the top tier decks (hulk, dragon, mirror g@y fish, and long.dec, keeper, and combo-keeper) I've upped each count to around 12-16, except for aggro decks which get smashed by chalice. To avoid "knowing" what deck to play my partner randomly selects a top tier deck and plays it, that way I won't be able to just chalice turn 1 and therefore come up with false results

Quote
Quote 2 Goblin Welders? The reason wMUD deck runs four is to give it the edge vs Control. Your weakening one of your strongest match ups and asking to be RAPED by other Workshop decks.

The reason why me and my design partner decided to cut 2 welders is because we couldn't see anyway for artifacts to get into the graveyard other than : smokestack/tangle wire spending itself/memory jar. All of this required to wait for (unlike wMUD which had Grafted Skullcap to back it up) AND BECAUSE there is so much fire/ice running around to HOSE welders and StP in keeper and lots of creature removal. But I was thinking about a 3rd or 4th welder, but my partner said no.

Quote
Quote City of Traitors is awful, why would you use it over a 7th Mountain and 4th Wasteland.

City of Traitors rocks. Its a huge mana boost when I can't draw workshops, and wMUD uses them as part of its mana base. I heard they are even trying to fit a 3rd one in

Quote
Quote 3 Chalice of the Void? Considering the card OWNZ Aggro, acts as Mana Denial and PWNZ Madness ... 4 seems much smarter. If your using 4 Loadstone Myr to chump block, you don't need Powder Keg at all. I wouldn't even Side Board the Keg.

The point of Chalice is like you said, to stop entire decks in their traps. Once I drop 1 chalice, the rest are dead. That means I don't need to run all 4 and I always draw into them anyways, but I'll consider the 4th chalice. You might also be right about not needing kegs. However, they can help me out of tight spots where I have a myr out but not enough to pump or if there are simply too many creatures. However, using a keg is the point of practical utility. Most top tier decks nowadays don't run creature kill (except for keeper which cycles DoJ i think) and keg is used for hosing moxen, killing other artifacts, and destroying other pesky artifacts. However, that made me realise that goblin welder pretty much does the same thing  

maybe: -2 Powder Keg
           +2 Goblin Welder for more consistency

Quote
Quote Howling Mine? I guess its not a terrible card, but having a draw engine that is dependant on Loadstone Myr being in play worries me. I'd rather use the Skullcap based on its consistancy. Loadstone Myr makes it an even stronger card, as you can Tap it before the end of your turn to avoid pitching your hand.

Are you sure you can tap Grafted Skullcap to avoid the effects? I looked up the oracle on the mtg.com page and it said nothing about tapping ot negate effects, or is this an inherant ability on ALL artifacts??? However, that is why I chose Howling Mine over this, as you can tape to negate effects on their turn

Thank you for the feedback, as always
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Tuthikin
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« Reply #4 on: November 15, 2003, 11:06:30 pm »

You might want to up the tangle wire/static orb count by one or two because if this is a "lock" stlye deck that works around lodestone myr (cool idea, by the way) you are actually going to need one of the two more consistently than 2 of each.

 
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BaronSengir
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« Reply #5 on: November 15, 2003, 11:11:01 pm »

I have 4 tangle wires. The problem with having too many static orbs is that once I get one out, the rest are pitch cards. Iam currently debating whether to add a 3rd orb or not.

Thank you for the feedback!
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Jacob Orlove
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« Reply #6 on: November 16, 2003, 07:32:41 am »

Quote from: BreathWeapon+Nov. 15 2003,21:22
Quote (BreathWeapon @ Nov. 15 2003,21:22)Howling Mine? I guess its not a terrible card, but having a draw engine that is dependant on Loadstone Myr being in play worries me. I'd rather use the Skullcap based on its consistancy. Loadstone Myr makes it an even stronger card, as you can Tap it before the end of your turn to avoid pitching your hand.
Wrong. Only artifacts that actually say "as long as this is untapped" (or the equivalent) in their oracle wordings work that way. Winter Orb and Howling Mine do turn off, but Skullcap does not.
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Thug
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« Reply #7 on: November 16, 2003, 09:16:36 am »

It's an interesting idea, actually the winter orb/static orb idea was on of the idea's which led to the creation of MUD. At that time we were using reliac barrier for the tapping effect. We found the cards too weak on their own, but now that one of the parts can be replaced with a card that is also a win condition the idea makes more sense.

Some of the matchup's seem a little off, for one dragon is one of the hardest matchups for Welder-MUd, since Smokestack often is too slow, same counts for Tangle Wire, and Sphere just buys you a single turn because dragon often only needs to cast 1 or 2 spells to win the game.

And I would make room for the aditional Welders for sure, in this deck recurring Tangle Wires even become more important than in Welder-MUD.

Also running less than 4 smokestack's is an strange idea, the card is a lock mechanism on it's own and doesn't need backup like the orbs do. If you have problems making room I would consider cutting Grim Monolith, I don't think you will really miss it.

Koen\n\n

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BaronSengir
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« Reply #8 on: November 16, 2003, 09:35:10 am »

well the point of 2 smokestacks is to clear board once soft lock has been established btw orb/tangle wire and sphere/chalice.

chalice also helps against dragon alot if you can guess the deck by looking at their spells and land drops if they win first turn go.

Quote
Quote And I would make room for the aditional Welders for sure, in this deck recurring Tangle Wires even become more important than in Welder-MUD.

should i either:
-1 static orb +1 goblin welder
or
-1 memory jar +1 goblin welder
or something else?
the reason why i don't need many orbs is because one is droped, the rest aren't really needed unless its countered/welded away, so I really only need 3 at most for redundancy.

What happens if a static orb and winter orb is out? Can they untap 2 pernaments AND a land also?

Thank you for feedback!

P.S.: I just got some broken hands against dragon, but i'll playtest more because you said it was a hard matchup
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BreathWeapon
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« Reply #9 on: November 16, 2003, 02:58:45 pm »

Sorry, I wiffed on Skullcap. Howling Mine would probably be better for this deck. Although', Chalice for two is a very powerful weapon vs Control, and since Howling Mine's cc is 2, it may get in the way of a Chalice vs Keeper. It could be more prudent to keep the Mana Curve diversified so Chalice is a more effective weapon. At any rate, its a point worth considering.

How well does braking the lock work for you, and in what situations do you choose to do so? The Loadstone only has perfect synergy with Static and Winter Orb. The Smokestack and Tangle Wire have to be tapped before your upkeep, so while you avoid the lock for a turn ... so will your opponent, unless I am missing something

That said, I think your reasoning behind only running 4 Chalice is a little off. Yes, set at 1 Chalice will hose Sly, and at 2 will own Suicide. Nevertheless, against the rest of the field, having the full set allows you to attack the opponents Mana Base by dropping a Chalice for zero, and it allows you to attack multiple sections of the opponents Mana Curve if it is significantly staggered, like Keeper.

I kind of agree with your choice to not run the full set of Smokestacks. While this deck does resemble Stax and wMUD, it really doesn't play the same at all. As far as I have seen, most Workshop players don't bother with the Orbs much anymore. I think if you want your deck to perform well, your going to need to up the Orb count to make the Loadstone/Wire/Orb lock consistant. It is much more important than tooling your opponent with Smokestack, which doesn't really have a lot of synergy with the deck.
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EVAxKPx@!
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« Reply #10 on: November 16, 2003, 03:30:40 pm »

Considering that the deck runs metal workers, wouldn't you rather run 4 of the red artifact lands instead of mountains, there' no drawback that I can see and it can act as either a +1/+1 for the myr or as an extra 2 mana from metalworker.
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BreathWeapon
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« Reply #11 on: November 16, 2003, 03:39:08 pm »

Turning Gorilla Shaman into a Stone Rain for 1 is not cool. Considering Keeper is seeing play, and it now has 2 Gorilla Shaman, its just a bad idea all around. It even gets pwned by scrub mass removal cards like Keg, P.Deed, Disk etc. You don't need the additional artifacts for Welder tricks and weakening your solid manabase is asking for a beating.
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EVAxKPx@!
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« Reply #12 on: November 16, 2003, 03:56:22 pm »

Yes, it makes it slightly more vunerable to Keeper, but not by much since the only card that even requires red mana is the goblin welder and that only requires a single red.
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BaronSengir
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« Reply #13 on: November 16, 2003, 05:19:22 pm »

Quote
Quote How well does braking the lock work for you, and in what situations do you choose to do so? The Loadstone only has perfect synergy with Static and Winter Orb. The Smokestack and Tangle Wire have to be tapped before your upkeep, so while you avoid the lock for a turn ... so will your opponent, unless I am missing something

The point of Myr is to create cheap, one way draw WITHOUT having to discard at the end of the turn (Mine) and work hand in hand with orbs + tangle wires to basically create one way statis (put the untap on stack, then you put wire on stack)

Smokestack and Tanglewire still trigger if tapped (Only artifact / cards that say "IF TAPPED" have that kind of ability)

You tap the static orb eot for opponent, then you untap everything and static orb goes back into effect. Rinse and Repeat

End of your turn, you tap howling mine to deny opponent draw. Rinse and Repeat

On a side note, kegs have gone to SB, I will be making one soon (including Rack+Ruin maybe?)

Quote
Quote Considering that the deck runs metal workers, wouldn't you rather run 4 of the red artifact lands instead of mountains, there' no drawback that I can see and it can act as either a +1/+1 for the myr or as an extra 2 mana from metalworker.
Besides being prey for Mox Monkey, artifact lands die to the ton of rampant hate running around nowadays. Besides, I have enough artifact cards in hand to trigger metalworker for crap loads of mana anyways
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BuboniC
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« Reply #14 on: November 16, 2003, 08:45:35 pm »

Howling mine is totaly suboptimal, and totaly against what the deck dows, it gives the opponent card advantage, and when playing keeper/long that is very suicidal. Grafted skullcap produces a one way utility for you, an engine for Karn, metal worker and expecaily goblin welder. Also: I hope you are aware that if you tap winter orb/ static orb they dont have an effect, which helps the deck like hell, you make them never untap, then at the end of their turn tap it, and stack it so you get an untap phase- ill try some out in my MUD SB against control.
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BaronSengir
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« Reply #15 on: November 16, 2003, 08:51:29 pm »

Quote
Quote Also: I hope you are aware that if you tap winter orb/ static orb they dont have an effect, which helps the deck like hell, you make them never untap, then at the end of their turn tap it, and stack it so you get an untap phase-

That was the total point of lodestone myr (along with win condition and tapping howling mines)

iam really debating howling mines or grafted skullcaps. The reason why i picked howling mine was because of its synergy with lodestone myr, and often not, i get myr out before howling mine, so its one way draw with no discard for 2 mana less
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BreathWeapon
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« Reply #16 on: November 16, 2003, 10:30:31 pm »

Have you tried dumping the last couple of Smoke Stacks for the 4th Orb and Chalice of the Void? I really haven't found any use for the Smoke Stack at all in this deck, as removing their permanents is superfilous when they are locked by Wire/Orb. This deck wants as many peraments on the board as it can get.

Why are you using Karn over the 4th Welder? That seems kind of jank.

@Bubonic, Howling Mine isn't sub optimal, you can use the Myr to deprive your opponent of the symmetrical card draw frome the Mine. I'm not sure how much I like it, but it does get around Hurkyl's BS ... and REB's are now a legitimate option.
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BaronSengir
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« Reply #17 on: November 17, 2003, 12:08:11 pm »

Breathweapon: Smokestacks are supposed help clear the board once I have achieved a soft lock btw tangle wire/static orb

the problem with running 4 orbs is redundancy. I have have the orb arrangement look like this:
2 Static Orb
1 Winter Orb

Once you drop a orb the rest are virtually dead until the one in play is destroyed or welded

Karn is good as a moxen hoser, but I am thinking about cutting it either for a Mox Monkey or the 4th Welder
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BreathWeapon
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« Reply #18 on: November 17, 2003, 01:49:46 pm »

The entire wMUD complex is completely redundant, thats its strength.

While I love Smoke Stack, I'm not sure how much the deck needs it. If you can keep the opponent at 2 untapped peraments per turn with Wire/sOrb, then all Smoke Stack does is clear disabled peraments. Instead of using Smoke Stack as a key threat like wMUD, this deck uses Smoke Stack for is a win more card. Smoke Stack also weakens your win condition by removing tapable permanents. This deck just isn't looking for the hard lock of Smoke Stack. Its too time consuming, and it doesn't feel like its in sink with this decks tempo ... which is significantly faster than normal wMUD decks.
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BaronSengir
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« Reply #19 on: November 17, 2003, 06:25:15 pm »

I'll discuss it with my partner, but I'll see if he likes:

-2 Smokestack
+1 Goblin Wedler

-1 Static Orb
+2 Winter Orb

for a total or 2 orbs each. However, I want to playtest this current decktype right now and see if it managable.

I know the strength of wMUD is its superior redundancy, but once this deck drops an orb the rest are dead cards. (If you drop 2 static orbs on table, does opponent get to untap 4 permanents or just 2? And what if you have a winter orb + static orb on the table? A Land and 2 permanents) So I need a way to pitch dead cards. Maybe chrome mox or some other sort of imprint artifact card?
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BreathWeapon
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« Reply #20 on: November 17, 2003, 06:33:54 pm »

You should be able to Weld duplicate Static Orbs for Tangle Wires that have been exhausted or other countered Artifacts. wMUD does a good job of making use of all of its duplicate permanents by feading them to Smoke Stack or Weldering them out of play for something more useful, and this deck isn't much different. Besides, anything you put into play is atleast a +1/+1 for Loadstone Myr. The answers are already there, the more you play the deck the more they will become self apparent
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BaronSengir
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« Reply #21 on: November 17, 2003, 07:54:00 pm »

Running 4 static orbs maybe ok (or 3 static orbs and 1 winter orb) But I absololutly refuse to run 4 chalice. Chalice is a very powerful card. Its a combo stopper, a budget deck stopper, hoses decks with low mana curves, and hoses decks that depend on lots of cards with the same casting cost. For that reason, you only need to set at most 3 to completely shut down their deck and call it game.

2 chalice is enough to shut down the majority of decks. 3 chalice is there for the redundancy: if one gets countered, to increase the chances of drawing it, and if one gets destroyed by R&R, for example.

Another reason why I don't want to run chalice is because if you weld it back in with welder, the counters are (0)

Iam also considering Mindstorm crown. I will have to review its usefullness and decide whether the 20 turn time clock (assuming you have an additional count, are at full life, and won't take damage) that it imposes on you throughout the game. Mindstorm crown is also good because you can tap a workshop for it (casting (3) artifacts with workshops feels good) and I'll be relatively dropping my hand fast.

EDIT: Disregard the Chrome Mox, necro pointed it out

EDIT: Mindstorm crown sucks. I was stunned when I read it. Then I realised it said "Draw a card IF you have no cards in your hand." Wizards and their damed small print writing
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Necrologia
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« Reply #22 on: November 17, 2003, 09:16:29 pm »

Imprinting an artifact on Chrome Mox has no effect at all. Colorless isn't a color, so unless you're tossing all those spare Goblin Welders you draw the Mox is just going to be a free artifact with no abilities the vast majority of the time. It'd be better to just hold the card instead of removing it from the game where not even your welder can get to it.

EDIT: Chrome Mox says remove a non-land, non-artifact card in your hand from the game so it doesn't even matter.

I did a quick Apprentice search looking for ways to get rid of spare draws. The best choices I found were Null Brooch, Anvil of Bogarden, and good old Masticore. None of them have particular synergy with the rest of the deck but I don't see what else you can do besides let extra Orbs sit in your hand, or cast em to tap/weld. Not that theres anything wrong with having extra permanents in play or anything.
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BreathWeapon
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« Reply #23 on: November 17, 2003, 10:51:11 pm »

If you don't want to run 4 Chalice, I guess 3 is enough. I'm used to dealing with this decks redundancy, so i'm willing to 4x just about anything short of wOrb and Null Brooch. The first thing I do with a Chalice tho' is always set it at 0, and the fact that it always Welds back into play at 0 is awesome. If you top deck Moxen, you can play it for zero and have it countered by Chalice only to Weld it back into play. As long as Welder is on the board you effectively eliminate the opponents Moxen while have no effect on your own.

MindStorm Crown sucked in play testing, and moving yet another artifact to the cc 3 starts to flat line your mana curve, which is kind of bad considering  that Chalice for 3 is a huge weapon vs Tog.
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BaronSengir
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« Reply #24 on: November 17, 2003, 11:04:30 pm »

update:

-1 Smokestack
+1 Welder

Before you start running over me with screams of "What? Only one smokestack?" Heres some reason.

Smokestack in this deck is meant to be dropped once you have achieved lock with the "statis" type deck and "control" type with sphere and chalice. Drawing with howling mine and slowly pounding them with myr.

Smokestack is meant to be dropped as a final board clearer. As such, you only need 1 as you draw into it with lots of howling mines out late game. By that time, it really doesn't matter. If they counter or destroy it, weld it back. Doing so you also reset the counters on stax.

And this also allows me to run the full 4 welders, which works with smokestack even more

@Breathweapon: Redundancy is good, but by cutting 1 card from a set of 4 fulls, you can make room for another 4th set (4x4 = 16 cards. -1 from each stack gives you a 3, 3, 3, 3, 4)

In some cases when redundancy is not needed, it gives you valuable slots that you can devote to other things

EDIT: Iam also considering running a half and half mix of howling mines and grafted skullcaps

maybe:
2 howling mine
2 grafted skullcap
1 memory jar

3 howling mine
1 grafted skullcap
1 memory jar

etc etc...

but the draw count will probably stay with 4 mines and 1 jar
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Wuzzyman
Guest
« Reply #25 on: November 18, 2003, 08:38:53 pm »

This looks pretty good. Have you tried
-1 Smokestack
+1 Wasteland
The Smokestacks arent really needed, and the Wastelands are just for more disruption
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BaronSengir
Guest
« Reply #26 on: November 18, 2003, 10:28:18 pm »

Update:
-3 Howling Mine
+3 Grafted Skullcap

+1 Jester's Cap

This is mainly to reduce the decks dependancy on the Lodestone Myr. Iam also considering cutting a Myr for a 7th mountain or 4th wasteland as well.

The Cap is also great against combo and is a house if you recur it (this deck wants lots of recursion anyways)

Thoughts? I need some help on the:
-Draw Engine
-Tweaking of Creature base (too many critters!  )
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BaronSengir
Guest
« Reply #27 on: November 20, 2003, 12:00:12 pm »

Heres the most recent decklist:

//NAME: Deadbolt v.2.1
// Screws
       4 Mishra's Workshop
       6 Mountain
       1 Tolarian Academy
       1 City of Traitors
       4 Wasteland
       1 Strip Mine
       1 Mana Vault
       1 Grim Monolith
       1 Mana Crypt
       1 Black Lotus
       1 Sol Ring
       1 Mox Sapphire
       1 Mox Ruby
       1 Mox Pearl
       1 Mox Jet
       1 Mox Emerald
// Keys
       4 Metalworker
       4 Goblin Welder
       3 Lodestone Myr
       1 Karn, Silver Golem
// Bolts
       4 Sphere of Resistance
       4 Tangle Wire
       4 Static Orb
       3 Chalice of the Void
       1 Smokestack
       1 Jester's Cap
// Doorknobs
       3 Grafted Skullcap
       1 Memory Jar

I have decreased the decks dependancy on Myr and have upped most counts to include a redundant factor. I have also managed to include the full 5 strip effects. Please check the "updates" section on the bottom of the first post for full details. I update the first post as the decklist evolves and you can find most of the detailed information there.

thanxs!
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rozetta
Guest
« Reply #28 on: November 20, 2003, 02:41:17 pm »

I played against a type 2 lodestone myr deck today and the artifact lands were damn good for pumping that guy (as were lightning greaves). However, I can see the point about the downside to them being worse than the upside.
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BaronSengir
Guest
« Reply #29 on: November 20, 2003, 02:49:41 pm »

the red artifact land "the great furnace" certainly is a really good option to consider. However, Im wary of running so many potential strip targets. The plus about Deadbolt (and MUD and its variants) is the stable mono-R base that they run.

however, it may be a good option to consider. The only non basic lands I run are
      4 Mishra's Workshop
      6 Mountain
      1 Tolarian Academy
      1 City of Traitors
      4 Wasteland
      1 Strip Mine

~ Which is what my land mana base is right now.

and the 5 strip effects, but they don't really count. artifact lands are also good because they have great synergy with metalworker and when combined with chalice, lets you set them at 4 or 5 (5 hoses FoW Razz)

Thats a good idea, i'll think about adding it
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