Ultima
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« on: February 03, 2004, 07:48:28 pm » |
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I suppose the best way to start is from the beginning. It was begun some time ago, that Keeper was in need of some changes for the metagame and after much debate and playing, there came to be a new formidable version of Keeper that should not be underestimated. Problems we thought about:
1. Synergy- Most of the top decks in the format have ridiculous synergy and that what of the factors that make them top tier. Keeper to most seems to really be nothing more then a degenerate pile of answers with an extreme lack of synergy barring that of keeping its maindeck to its extreme philosophy of pure control.
2. Draw Engine- Keeper has had many different draw engines in its time, the most recent being Scrying/FOF. While we agree that both are great draw spells, we did not agree that they were superior but merely satisfactory. It needed a draw engine that was better suited its maindeck thus facilitating more synergy and keeping its answers/mana denial intact.
3. Versatility- We simply displayed this as an option, when looking for answers to out top questions, as listing or trying other things as well simply to see if something new and different were to improve the deck also. After all, everyone agrees that if there is one thing Keeper is, its verstaile and adaptable.
It was already agreed that the mana denial and Decree of Justice kill for Keeper was already more than satisfactory, so our searching was based on looking while keeping and hopefully, complimenting these aspects of Keeper.
The Options
As it started, the first thing that begun was the finding the new draw engine. Of course, the beginning of finding the answer to our first problem had to be contained in the second.
Options for Drawing known (Aside from the current FOF/Scrying)
1. AK Engine(AK/Scepter/Intuition)- While this is viewed as the most superior draw engine for any control at the moment, it simply used to many slots and kept Keeper away from more answers, thus it was decided that this was not where Keeper could really go.
2. Standstill- This seemed to be the most optimal new engine that could be adapted and showed many positive results. However, it seemed that the proper MD and the almost utter need of manlands started to bring the deck more towards Landstill, thus it was considered but not finalized.
3. Green- Many other ideas came from putting green back in the deck such as Sylvan/Pursuit of Knowledge and other things, but the strain of adding another color was far too much for the manabase to take. It was here that we stopped and began looking for more innovative ideas and possibilites.
The Beginning of New Possibilites
Dragon Keeper by JP Meyer
4 Flooded Strand 4 Volcanic Island 4 Tundra 3 Island 1 Plateau 1 Plains 1 Strip Mine 1 Library of Alexandria 5 Moxes 1 Black Lotus 1 Sol Ring 1 Gorilla Shaman 1 Eternal Dragon 4 Force of Will 4 Mana Drain 4 Mana Leak 4 Brainstorm 3 Accumulated Knowledge 3 Cunning Wish 2 Deep Analysis 2 Intuition 1 Fact or Fiction 1 Time Walk 1 Ancestral Recall 2 Swords to Plowshares 1 Goblin Trenches
SB: 3 Red Elemental Blast SB: 3 Phyrexian Furnace SB: 2 Swords to Plowshares SB: 1 Rack and Ruin SB: 1 Forbid SB: 1 Disenchant SB: 1 Blue Elemental Blast SB: 1 Accumulated Knowledge SB: 1 Stifle SB: 1 Balance
Wayback when JP Meyer introduced this version of keeper along with the idea of eternal dragon included. It was creative and innovative in the idea of using intuition with dragon and fetching lands for trenches. This was also at the time when Hulk Smash was still at its peak and just about everyone thought it couldn't compete against that. And in point to fact, they were correct.
Unfortunately, eternal dragon while having great abilities and neat, is to be blunt slow, clunky, and not a formidable win condition. With this in mind, it was noted that the Dragon is more a utility creature and should not be considered a primary win condition. The dragon can be fully utilized in another strategy where it serves as ultility and more of a backup win condition such as viewed here.
In the aftermath of that, Eternal Dragon remained as a possibility in Keeper and shouldn't be discounted. But not given alot of priority either.
Standstill Keeper- This was a list proposed by an MTD user a while back, and if they wish to post the list again, then all means as I cannot find it the archive newbie section.
This list was mentioned to show the innovation of using Standstill with Decree. While the idea had merit, the proper MD had not been formulated yet, but thus the synergy started.
It was then that Oscar Tan had written an article that contained the key we were looking for
Eternal Keeper by Josh Reynolds
4 Tundra 4 Flooded Strand 3 Underground Sea 1 Scrubland 1 Strip Mine 3 Wastelands 1 DustBowl 1 Island 1 Plains 1 Library of Alexandria 6 SoLoMoxen 1 Eternal Dragon 2 Decree of Justice 2 Isochron Scepter 4 Mana Drain 4 Force of Will 2 Duress 1 Mind Twist 1 Mystical Tutor 1 Ancestral 1 Demonic Tutor 2 Cunning Wish 2 Swords to Plowshares 1 Humility 4 Brainstorm 1 Y Will 1 Time Walk 4 Standstill
While we agreed that this deck looked promising, we felt more testing and consideration was needed to finetune this amazing new possibilty. We also give much credit to Oscar and Josh for the amazing writing and amazing ideas.
Thus the product came about that we were happy with.
The GateKeeper by Team Evil Deed
1 Eternal Dragon* 2 Decree of Justice 2 Gorilla Shaman
1 Balance 2 Swords to Plowshares 2 Fire/Ice 2 Stifle 4 Mana Drain 4 Force of Will
1 Time Walk 4 Standstill*
1 Ancestral Recall 1 Mystical Tutor 2 Cunnning Wish 2 Impulse* 4 Brainstorm
1 Black Lotus 1 Mox Pearl 1 Mox Sapphire 1 Mox Ruby 1 Sol Ring 1 Library of Alexandria 1 Stripmine 1 Island 1 Plains 1 Dustbowl/Island#2* 3 Volcanic Island 4 Tundra 4 Flooded Strand 4 Wasteland
SB (obviously subject to change for different metagames)
1 Swords to Plowshares 1 Disenchant 1 Humility 1 Fire/Ice 1 Blue Elemental Blast 2 Damping Matrix 2 Tormod's Crypt 2 Rack and Ruin 3 Red Elemental Blast 1 Enlightened Tutor/Gush/ Metagame Slot
Analysis-
Colors-
While we were fully aware of the power of black, we were going through the pros and cons of how to fix the manabase. We really wanted to use dragon to its fullest ability as its one the main components in facilitating the synergy in this deck. And let us tell you, this deck has enough synergy to make your eyes pop out. Thus we realized that one color had to go in order to take advantage of the power of the white. We knew that if black went, then we'd only really be losing demonic tutor, Yawg Will and coffin purge. All of those cards are insane but when balanced against losing redblast, rack and ruin, shaman, fire/ice it was decided that there was simply too much in red to let go off, especially since the 2 most powerful black cards were largely helped by red to begin with. Thus Black was cut.
Card Choices-
Most of the MD is already used in most Keeper decks so the analysis will restricted to those new or brought back.
Eternal Dragon- As mentioned, was already seen as a possibility beginning all the way back to JP Meyer's idea. Eternal Dragon though goes so far in this deck by fetching land for use or for dustbowl, being a big body for blocking, and ultility for card advantage all the while working under a standstill. Dragon is insane in this build and if you try it, i think you'll see what we're talking about.
Standstill- It goes without saying that Standstill is amazing draw engine widely utilized in both Fish and Landstill. It serves much the same purpose here with Keeper by facilitating amazing card advantage, and making Decree of Justice worth more in cards and threat.
Impulse- We were always very impressed with smoothing and mana fixing of impulse in keeper. Here impulse still shows amazing promise as it helps find more standstills, Dragon, Decrees, and mana denial thus finalizing an amazing draw engine with amazing search.
Dustbowl- More mana denial for Keeper disposal. Fetching land with the dragon for this along with all the wastelands puts the mana denial in Keeper at its peak right now. Some think that another basic island is more optimal but I haven't really had a problem as of yet with mana where it is but if some feel that the regular 5 strips is enough than by all means add the second basic. Personally, I view Dustbowl like Mind twist, it can be a little slow, but when it gets going it just wins games.
Sideboard
Humility- This card is seeing more and more play lately while still holding some back because of the casting cost. Frankly, we believe that it is amazing right now and manabase no longer has any problems casting it, especially with help from the dragon. Damping Matrix does alot of what this does already, but we also concede that Matrix is cheaper and easier to find, Humility is more of a sealer.
1 Slot left- I personally use either Enlightened Tutor or Gush for this Slot but it is really left up to the pilot as neither is absolutely essential.
With our part done, now by all means discuss and critique please.
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Team Evil Deed- You don't know the power of the darkside. Team GRO- Ours are bigger than yours. Every man dies. But not every man really lives. Were you a man who once said Death smiles at all of us. All a man can do is smile back.
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Laertes
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« Reply #1 on: February 03, 2004, 08:43:09 pm » |
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Interesting build.
1 ) How can you be confident VS landstill or fish? Your 3 prayers are dustbowl and 2DoJ. If you get either of these, it doesn't necessarily solidify victory.
2) You have the 2 Damping Matrices, but at least 4 maindeck cards that are shut-off by matrix(shaman + scepter). If the matrices are going in- then you seem to be cutting-off central plans to your deck (scepter economy and mana-denial).
3) The mana seems quite solid. You have only 5 plains(1 true +4 tundra)If you draw/fetch 3 plains in the course of a game, it would seem like the dragon's ability is compromised when topdecked because he can only be used twice. Is there a way to get more out of him?
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"How did it make you feel, being denied these...hungy hungry hippos?" Dr. Thurmon to Donnie in "Donnie Darko"
Team Piasa: Laertes, BreathWeapon, StarktheBloody
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LoA
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Posts: 133
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« Reply #2 on: February 03, 2004, 08:53:04 pm » |
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Always nice to see a control deck that actually uses different cards (I shamelessly netdeck myself  ) Eternal Dragon: There is a lot of graveyard hate floating around there now. If this card is meant to play a moderate to significant role in the deck's mana development, that could be a problem. Even against no graveyard hate, control in Type 1 has a tough time devoting 3WW on its upkeep (otherwise, I'd play Counter-Hammer with Hammer of Bogardan), making the Dragon a one-shot deal. Standstill: I've played some decks with Standstill in them, but I'm having a hard time seeing it in Keeper, or any control deck for that matter. Standstill shines when you've established board position since it assures you either maintain board supremacy or you get to draw. Both Fish and Landstill can very quickly develop threats, but control often has to play catch up, meaning that once you're facing a threat, you'd much rather have removal or draw than a Standstill.
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Ultima
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« Reply #3 on: February 03, 2004, 09:00:39 pm » |
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To answer the questions
Actually, um, there are no scepters in the deck. Do matrix only shuts down shamans, which at times can be compromised for the power of the matrix.
The landstill and fish matchs are highly dependent on the establishing a mana base. For Fish and landstill there is alot of removal and manadenial. The Fish matchup actually is alot better game 1 against this build as you can fetch lands with dragon while not relying on artifact mana. Landstill is more difficult but game 1, if you get the bowl going it really helps alot and could mean game lots of times.
We've nevr actually ran into a problem thus far with fetching more than this many plains. Actually, we've never needed to fetch all ot them before. there was another thought that you could replace the dustbowl with a plateau, but i personally prefer the bowl.
@LOA
Actually most people haven't really consdiered the dragon important enough to use resources or side slots to go after, he looks innocent but sure enough plays a big and hidden role. Most of the time the decrees are enough but a few games have been won with the dragon in a clutch.
Standstill does something that Keeper really wants; time. Most often standstill makes most players hesitate and even wait, while Keeper develops aside from being a great source of cards. It is understandable why you say that there should be draw at the right time or answers but that is why there is so much removal and search in the 6 cantrips.
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Team Evil Deed- You don't know the power of the darkside. Team GRO- Ours are bigger than yours. Every man dies. But not every man really lives. Were you a man who once said Death smiles at all of us. All a man can do is smile back.
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BreathWeapon
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« Reply #4 on: February 03, 2004, 09:12:45 pm » |
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I was the "Newb" who posted the Standstill in Keeper thread awhile back. I had a lot of fun with the deck, and I think its very playable with Decree. The list was nothing special, the theory is more important than anything else. Eternal Dragon is an interesting addition, i'll have to try that out in my own build. The Scepters seem a little out of place tho', not incredibly good synergy with Standstills.
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Laertes
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« Reply #5 on: February 03, 2004, 09:37:52 pm » |
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My fault about the scepters, I saw them in the Eternal Keeper Josh Rynolsds build, not yours.
Have you considered some graveyard hate? Keeper usualy uses some. Since you can't puke in a coffin, how about Tormod?
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"How did it make you feel, being denied these...hungy hungry hippos?" Dr. Thurmon to Donnie in "Donnie Darko"
Team Piasa: Laertes, BreathWeapon, StarktheBloody
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Moxlotus
Teh Absolut Ballz
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Where the fuck are my pants?
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« Reply #6 on: February 03, 2004, 09:42:51 pm » |
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Why is this deck better than Zherbus's Keeper?
This deck's draw engine first requires you to gain board control. I personally like to be able to draw cards whenever I want, whether I have board control or not.
Landstill and Gay/r will Stifle your Dragon-then you have wasted 5 mana. Granted this will let you Waste their Manlands but they will be wasting yours as well, making it hard for you to get the 5 mana needed for returning it. And that's only my first beef with the activation cost.
7 mana to find a plains? Every turn? Jayemdae Tome is better after the second activation and it isn't played. It can ever be used under a Standstill. Whispers of the Muse is even better mana-wise, but it can't be used under a Still, and it has never seen T1 play.
I fail to see how this is any better than traditional Keeper decks
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Ultima
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« Reply #7 on: February 03, 2004, 10:04:47 pm » |
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@MoxLotus
Firstly, The standstill draw engine doesn't actually need you to be in total board position in this build. You just hvae to play it sensibly. You wanna try and keep the board clear like any control deck, but once you play the standstill once at the right moment, you start to make your opponent play your game which where you want it. Standstill play mind games as well and causes doubt which is what you want as a control deck and you don't have to take the life loss of scrying(big plus right now).
The dragon doesn't need to be cycled every turn but if Fish or Landstill tries to stifle, you want that becuase it breaks standstill, including thier own. I loved it whenever my opponent tried to stifle my dragon or decree with standstill out. Also, your running dustbowl in addition which is gold in these matchups, aand often breaks the game for you.
We never really said this build is better than Zherbus's, its simply another variant like the hundreds out there that's got a game all its own.
@ Leartes
Its all good buddy.
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Team Evil Deed- You don't know the power of the darkside. Team GRO- Ours are bigger than yours. Every man dies. But not every man really lives. Were you a man who once said Death smiles at all of us. All a man can do is smile back.
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Veriest1
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« Reply #8 on: February 04, 2004, 09:22:08 am » |
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This deck seems very interesting but would it not be better to run a third decree? I haven't tested this deck with Standstills but I have been running Decree for a couple of months now (giving up Morphling was so hard) and started doodling with Dragon last week. It seems to me you would want to have one in your hand early for Standstill tricks.
I.e. Your opponent lays first turn pup, go. You lay Standstill and opponent thinks you're playing land still or are just an idiot but 2 turns later you'll be at 4 mana and 16/15 life, with developed mana base, and a 1/1 token during his/her attack phase. Your opponent must now brake Standstill and most likely never recover or never recover under standstill.
With triple decree the obove scenario seems as if it would happen more often.
Also how has Sandstill faired in the workshop matchup where you must eliminate welder before continueing with your own plan? Notice that if you do this then they have more time to continue with their plan of slowing you down before Standstill hits. It seems to me that Scrying would be better in this matchup but that is just initial thought.
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xrizzo
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« Reply #9 on: February 04, 2004, 11:26:25 am » |
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I saw Rasko's article with this Keeper build in it and tried a variant myself. Keeper is still disillusioned right now - even with Standstill. The deck has more synergy with cyclers and dust bowl, but ultimatly standstill has more synergy with Landstill right now.
I don't want to clog your thread with my work because I went in a slightly different direction, but I had a similar threat base (3 decree, 1 dragon, no shaman), and I used 10 early draw spells to try to gain card advantage (4 brainstorm, 1 ancestral, 1 time walk, 4 standstill) which is 2 less than you are using.
I was not able to build up enough board position against other decks running landstill because they were more designed to operate under the landstill. One dust bowl didn't do anything for me because so many other decks run wasteland that it never lasts for long.
I ran this build against Hulk as well, and found it was just too easy for the Hulk player to wait until they could 'go off' poping the standstill, casting tog, and just winning the next turn.
Anyway, after my testing, I feel that standstill is a solid unrestricted draw source with potential to be abused - I only question whether Keeper will be a deck which feels it is optimal in the long run. To finely tune the deck to play under standstill, many other slots will need to be changed. Impulse and shaman are weak here. Neither are a pleasent topdeck and neither have synergy with the standstill. A fine first turn play with this deck is to dump your mana accelerants, cast a draw spell, and drop Standstill turn 1. From there you can play under it and setup your game until you are ready to move on - or draw 3 cards if your opponent wants to move on first.
More testing/tweaking will tell the fate of standstill in keeper, but I am glad that others noticed this very interesting build.
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TWL - all top 8's, no talk. "If the pilgrims landed in Los Angeles, the east coast would still be uninhabited."
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Jakedasnake
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« Reply #10 on: February 04, 2004, 11:29:11 am » |
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I really like the originality and thought put into this build by your team, good work.
Personally, I love the card Standstill. It seems synergetic with Keeper, considering you can activate the Standstill, then counter. However, to fully function under a Standstill you need to finely tune the deck. Small things like too many moxes, or Gorilla Shamans for that matter, can really mess you up because they're just going to sit in your hand until the Standstill is broken. Not to mention you're going to most likely side them out when the Damping Matrix comes into the deck.
What I would do is cut the Gorilla Shamans all together. I know this seems like a radical idea, but the fact is they're shit topdecks when under a standstill. From what I gather, most of the time you're going to want to sit on the Standstill, develop your mana base, and then poop out a Decree and win. This is quite a good strategy, considering you can keep up with lands through Eternal Dragon.
Once again, something like Stifle comes up. If you want to play around Standstill, which seems like the main purpose in this deck, you need to make some changes. Don't get me wrong, Stifle is an excellent card. However, most of the time you use it as a land destruction/prevention card. However, a smart oponent, when going into games 2-3, will know to play around cards like Stifle. And if you drop a Standstill, he's free to break his Fetch Lands or even use Wastelands under the Standstill. Basically, the tempo you were looking for is going to be wasted, and the whole mana denial/protection aspect of Stifle is going to be wasted.
Don't get me wrong, Stifle will be good quite often. Stopping a Scepter or having an additional answer to Dragon, etc. will come in usefull. However, these decks are getting played less and less as the metagame shifts, and I've all but cut them from my deck. The only reason they're still around is that they're flexible in helping me develop my mana base, or gain a large tempo boost.
Basically, any card that doesn't swing the game shouldn't be considered for a deck packing Standstill. I understand, though, that the whole focuse of this deck isn't Standstill synergy. However, that is the draw engine, and you need to work with it. Having too many situational that can't be played under a Landstill just isn't good. That's why the card works so well in Landstill. The deck is packed to play around Standstill, while their opponent is forced to break it. Having a crappy topdeck, and nothing to do under a Standstill, is just dangerous. It's much better to have strong cards than situational cards when playing with Standstill. This means adding black
Personally, black is just too strong a color to cut. Demonic Tutor and Yawgmoth's Will seem necessary in any Keeper build, no matter how unique it it. Yawgmoth's Will basically means game over when resolved, and that large game swing will mean the difference in many games.
Demonic Tutor is just so flexible. In fact, it almost always will act like a fifth Standstill. However, it also searches out Eternal Dragon, which is the synergy you're looking for. 1 just seems like a small number without any tutoring effects to get it with. Plus, with an added tutor, the Impulses can be taken out.
Adding black doesn't seem like it'd be too difficult. Like in jpmeyer's list, Scrubland is the perfect land.
Well, to sum up, I'd go something like:
-2 Impulse -2 Stifle -2 Gorilla Shaman
+1 Yawgmoth's Will +1 Demonic Tutor +2 Misdirection +1 Decree of Justice
The Misdirection just acts as Force of Will 4-6. However, I still find that the card has it's uses, aside from countering counters.
Decree is pretty obvious, it rocks under a Standstill.
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vintagethug01
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I beat people for money
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« Reply #11 on: February 04, 2004, 11:29:54 am » |
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Here's what I noticed when I playtested this deck
Standstills were good in general. They did allow me to build up my mana sources quite easily.
I did notice that third decree really helps this deck becuase there's not much in gatekeeper to really toss into play early game. Decree especiall becomes important when you want to add pressure to your opponent under standstill. I noticed that my opponents were more likely to play a spell when I cycled decree for two or three.
Dust Bowl under standstill is a godsend. had it not been for this little trick, I would have lost several games.
Eternal Dragon did very little to improve the overall ability of this deck, It hardly ever showed up, and when it did, the game was almost over anyway. I really think something else could make better use of this slot.
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Viceroy
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« Reply #12 on: February 04, 2004, 12:34:15 pm » |
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Interesting deck, it seems to be the perfect combination of keeper and landstill.
When playtesting this deck, Eternal Dragon was great, i think is an essencial card, it helped a lot with the mana base as a permanent fetch. Also, under a standstill was awesome.
On The GateKeeper version, i would try
-2 Fire/Ice +1 Fact or Fiction + 1 Decree of Justice
As vintagethug01 said, the 3rd Decree is just for pressure under a standstill in the early game.
What do you think about Teferi´s response in the SB? Can protect LoA, Dustbowl or any land. I know is really slow with wishes(5CC), but in the late game is a bomb, and this deck is supposed to win there.
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Ultima
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« Reply #13 on: February 04, 2004, 08:50:27 pm » |
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All right, i suppose I should get started somewhere.
3rd Decree- We thought about this and a few liked that more than the dragon, but some of the more Keeperish/Control players felt the deck should be way more focused on mana denial, which is where the dragon really shows its abilites. For a more aggro approach, a 3rd decree would do very well, but in the end we just felt that the mana denial was more important and the dragon helps in that more.
As far as cutting Shamans or stifles or impulses-
Shamans are still anessential part of the deck and wihtout them, the mana denial strategy would start to crumble.
Stifles are in the same boat as the shaman and have other versatile uses, many times Tog players side in Deeds and the stifles are gold.
Impulse- impulse was implemented here beause the deck doesn't have the effiecent tutoring that black gives, so there fore needs more search, thus impulse has real worth. And Enlightened tutor is not worth a MD slot.
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Team Evil Deed- You don't know the power of the darkside. Team GRO- Ours are bigger than yours. Every man dies. But not every man really lives. Were you a man who once said Death smiles at all of us. All a man can do is smile back.
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Jakedasnake
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« Reply #14 on: February 04, 2004, 10:11:56 pm » |
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Well, I'd like to know how the Shamans have been working with Standstill. I mean, have you ever played an early Standstill, then topdeck a Shaman? What do you do then? By then, they'd already have developed their mana base, and you'd never want to break your own Still.
Stifle is something I'm on the boarder about. It's very usefull, but is it really worth it? It seems like having more counter back up for your engine would be more important.
In your testing, why was Impulse better than splashing Black?
I've done some small testing, with your version and the suggestions I made. Anyway, the deck is definitely more synergetic without the Shamans and Stifle, and the black splash has proved very effective.
Also, the Dragon needs to be upped to two or bust (if you're not playing black). You just need more than 1, even with the 2 Impulse/ Brainstorm.
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"Benjamin Franklin was a founding father. He fatherly founded that lightning was made of electricity. Electricity in the sky."-Jeremy Lavine
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Ultima
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« Reply #15 on: February 05, 2004, 01:33:51 pm » |
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Shaman is not meant to be insync with standstill but is included as part of the mana denial. While the standstill is the main drawengine, we feel taht mana denial is the heart of the deck, to cut the shamans would be severly hurting that aspect. There were so many times when opponeets have just scooped because I destroyed thier last source of balck or white, the denial is essential.
Outside of the standstill getting played first turn, it hasn't been a big issue. Most of the time really its shaman going on while under a standstill.
Stifle is still gold in alot of matchups but with the demise or lessening of dragon , i understand the reason for cutting it. I think that soon it might be cut for something else but at the moment I can;t think of anything else I'd rather have.
Jakedasnake- Please tell me how you intergrated black into the mana base successfully, and i 'll try it out to see if your correct on that notion.
At the moment ,I have cut the dragon for the 3rd decree although there are still a few here that like the dragon more, I will give it more a chance though and see what happens, but I would like to see if i can get it back in without cutting decree number 3 for testing.
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Team Evil Deed- You don't know the power of the darkside. Team GRO- Ours are bigger than yours. Every man dies. But not every man really lives. Were you a man who once said Death smiles at all of us. All a man can do is smile back.
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serracollector
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« Reply #16 on: February 09, 2004, 11:46:08 am » |
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Ultima, I honestly must say I love your build. Me and my friend Tim saw this deck list, and started thinking about it. My friend played conventional Keeper, 2 decree/Morph/2 shaman/2 fireice/2 stick kill with regular urwb decklist etc. But we tried the standstill version you posted, this here: The GateKeeper by Team Evil Deed 1 Eternal Dragon* 2 Decree of Justice 2 Gorilla Shaman 1 Balance 2 Swords to Plowshares 2 Fire/Ice 2 Stifle 4 Mana Drain 4 Force of Will 1 Time Walk 4 Standstill* 1 Ancestral Recall 1 Mystical Tutor 2 Cunnning Wish 2 Impulse* 4 Brainstorm 1 Black Lotus 1 Mox Pearl 1 Mox Sapphire 1 Mox Ruby 1 Sol Ring 1 Library of Alexandria 1 Stripmine 1 Island 1 Plains 1 Dustbowl/Island#2* 3 Volcanic Island 4 Tundra 4 Flooded Strand 4 Wasteland SB (obviously subject to change for different metagames) 1 Swords to Plowshares 1 Disenchant 1 Humility 1 Fire/Ice 1 Blue Elemental Blast 2 Damping Matrix 2 Tormod's Crypt 2 Rack and Ruin 3 Red Elemental Blast 1 Enlightened Tutor/Gush/ Metagame Slot and we decided to make a few minor changes/suggestions which have really helped us not only in our metagame but in general. I will bold the changes we made, I am also gonna to include "whys" The GateKeeper by Team Evil Deed 1 Darksteel Pendant/Soldevi Excavations-1 Eternal Dragon 3 Decree of Justice 2 Gorilla Shaman 1 Balance 2 Swords to Plowshares 2 Fire/Ice 1 Stifle -1 Stifle 4 Mana Drain 4 Force of Will 1 Time Walk 4 Standstill 1 Ancestral Recall 1 Mystical Tutor 2 Cunnning Wish 1 Scroll Rack1 Enlightened Tutor-2 Impulse 4 Brainstorm 1 Black Lotus 1 Mox Pearl 1 Mox Sapphire 1 Mox Ruby 1 Sol Ring 1 Library of Alexandria 1 Stripmine 1 Island 1 Plains 1 Dustbowl/Island#2* 3 Volcanic Island 4 Tundra 4 Flooded Strand 4 Wasteland SB (obviously subject to change for different metagames) 1 Swords to Plowshares 1 Disenchant 1 Dismantling Blow 1 Humility 1 Pyroclasm-1 Fire/Ice 1 Blue Elemental Blast 2 Damping Matrix 2 Tormod's Crypt 2 Rack and Ruin 3 Red Elemental Blast 3rd Decree-Many posts already hit on this, I think it's an obvious. Darksteel Pendant/Soldevi Excavations-Stated previously, Standstill doesn't need to be dropped only when you have board advantage, but only played at the right time, meaning you need to have some trick in your hand. what better way to get around standstill and do what you want than opt every turn? Now the reason I have posted both is because it depends on your metagame area which you would use. Personally me and Tim through testing love the synergy of Excavations/Standstill, but with the 5-6 strips in almost every deck, pendant may be more reliable. Also excavations is a 2-1 loss if the strip it. But just getting to use it 2-3 times is plain out dumb :shock: Scroll Rack-Same as above, just more so broken. With the fetchlands/cycers/landstill this card is more broken in this deck than Parfait. Easiyl Drained into play, then followed by SS is just stupid. If your still worryied about Tog just waiting to go off, Try it with 10 cards in hand after a SS pops and this in play. Pure genious. Also with 4 Brainstorms, 4 fetchlands, and the 3 mana base, this deck doesn't need ealry Impulses for mana, Scroll>>>>Impulse here IMHO. Enlightened Tutor-The one that dissappeared. Yes, some think she is too slow, but once again, haveing the right cards ath the right time has always been essential in Keeper, and this chic gets the job done. Whether its to make it a 5th SS, or to get that Pendant/Scroll Rack, or even the lotus to do some stupid stuff, the tutor is just that, a tutor. -1Stifle-Yes, we must agree with you that stifle is broken in todays metagame or deed/fetchlands/scepters/decree's, but we simply didn't know what else to drop for the 3rd Decree, which is obviously needed. Dismantling Blow-Why may you ask? Now for the kicker, but simply because of Chalice. Chalice for 2, no more disenchant. Yes we know you have rack and ruin, but with all the mana denial out there, me thinks Any Workshop deck is gonna try and take out the red first, and then blue and white last, especially if they have a chalice for 2, thinking "No Disenchant". D. Blow has never let me down, and if need be (true it's like 9 mana with the kicker and a wish), it can be a really expensive stroke LOL. Pyroclasm-An oldy but a goody. Here was a hard choice actually, but it seemed right. Yes, you cannot wish for this like your could for the fire/ice, but against fish, just just as well as ice, taking out, at the minimum, 2 critters. And against most workshop decks, watching a welder and a metal worker go down is so sexy. The fact that it can take out a welder or two and a metal worker all in one fell swoops was reason enough for use. Not too mention ve any type of aggro deck such as Oshwa (spelling maybe incorrect) and Madness, once you dropped humilty, pyroclasm turns into WoG. Against madness its good to make your opponent have to chuck cards to try and save his mongrels and taking out a rootwalla or two ain't bad either anyways. Reason enough? We think so. Now, all being said and done, I have just pretty much made it where you can use more brokeness while under the SS lock. Even in the mirror or vs fish, if you get a Pendant or a Scroll Rack out before they drop a SS, you will highly have the advantage. And of course you can make it 2 Scroll or 2 pendant/2 Excavations(Which I don't suggest), but the 1-1 combination has worked for us nicely. Keep working on this deck, we shall Serracollector and Tim [/u][/i]
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Jakedasnake
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« Reply #17 on: February 09, 2004, 02:47:45 pm » |
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This is the build that I'm testing:
1 Eternal Dragon 3 Decree of Justice
1 Balance 2 Swords to Plowshares 1 Fire/Ice
4 Mana Drain 4 Force of Will 1 Mind Twist
1 Time Walk 1 Yawgmoth's Will 4 Standstill
1 Ancestral Recall 1 Mystical Tutor 2 Cunning Wish 1 Demonic Tutor 4 Brainstorm
1 Black Lotus 1 Mox Pearl 1 Mox Sapphire 1 Mox Ruby 1 Mox Jet 1 Sol Ring 1 Library of Alexandria 1 Island 1 Plains 2 Volcanic Island 1 Underground Sea 1 Scrubland 3 Tundra 4 Flooded Strand 4 Wasteland 1 Strip Mine 1 Dustbowl
I have to say that I really like this build. With black added, you have access to some of the best cards in the game: Yawgmoth's Will, Demonic Tutor, and Mind Twist, not to mention Vampiric Tutor on the side.
Eternal Dragon works very well in this build. You can search it out with Demonic Tutor, so it's pretty much like having a two-of with extra flexibility.
Yawgmoth's Will is huge, and that's the basic problem I had with your first build. Basically, you can *Just win* with the Will, even sealing up any loose ends by replaying a Standstill once you've ended your turn.
LMK if you want to see the sideboard, it's pretty standard.
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