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Author Topic: TnT Bloodmoon/Chalice/pillar...  (Read 2144 times)
Lasse
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« on: February 20, 2004, 06:19:19 am »

I am playing TnT at a tournament soon, and i am having som problems finding out if i should play 4 Chalice/Blood Moon, or Pillar. I really like the deck as it is now, but maybe i should get the 4 Moons into MD, i think my meta game is pretty "normal" probarly more non powered decks than decks with power, and Landstill i popular at the moment, and there are always some Keeper decks, what should i play?

I have added Bosh, Iron Golem to my deck, it is always nice to have a big guy to block, and to go in for the kill, but it is probarly just a stupid idea i have there, what should i play insted?

Mana:
4  Mishra's Workshop   
4  Wasteland      
1 Strip Mine   
3 Taiga      
4 Wooded Foothills      
1 Mountain      
2 Forest   ´
1 Mox Sapphire   
1 Sol Ring   1   
1 Black Lotus   
1 Mox Emerald   
1 Mox Jet   0   
1 Mox Pearl   
1 Mox Ruby   
1 Mana Crypt   
1 Mana Vault
   
Creatures:      
1 Triskelion
1 Duplicant      
1 Platinum Angel      
4 Goblin Welder   
1 Squee, Goblin Nabob   
1 Anger   
4 Juggernaut   
4 Su-Chi   
1 Karn, Silver Golem      
1 Bosh, Iron Golem (Open slot, i like a big guy, and this one can shoot:)
-------------------------------------------------------------------------------------
4  Chalice of the Void   XX      
4 Pyrostatic Pillar   
4 Survival of the Fittest
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Methuselahn
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« Reply #1 on: February 20, 2004, 07:43:08 am »

Ok, so you are deciding how you want to hose combo/prison in your area.  The description of your meta is pretty limited, maybe you could elaborate some.  Could you post where you live just out of curiosity?

Anyway, if you see a fair amount of Landstill, I would guess that Pillars wouldn't be as effective as Chalice.  Are you expecting any amount of Trinistax in your area once Darksteel becomes legal?  Pillars aren't that great versus them, obviously.  What about Hulk?  Is there enough to warrant MD Blood Moons here?  

Personally, if you really wanted those 12 cards in your deck, I would keep Chalice/Pillar MD and Bloodmoon in the side.  All in all, I would probably tweak the deck to handle the powered decks in your environment and rely on the fact that TNT just crushes most budget.

Hope this helped
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Gaea
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« Reply #2 on: February 20, 2004, 07:52:58 am »

I'm playing Tnt, there a pair of discussion in nebie forum where I speak of my thoughts about this deck.
I think maindeck moons are not so useful cause rarely you will be able to play it first turn, and his also a dead card vs a lot of decks and also slow down you, and doesn't help your strategy: make asap 20 damages!

I don0t like vault and crypt in this deck, i think they don't help you, I've enough mana without them i don't know if you require so much mana...
I think also that you should run 2° triskelion, swtiching 1 triski in another is often a strategy for victory.

19 creatures are not enough, i think you should run at least 21, otherwise sotf won't be able to work.

You've a meta full of combo decks? you run 4 chalices and 4 pillars... I used to play 2 and 3 and they were enough for me...
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« Reply #3 on: February 20, 2004, 11:28:41 am »

he(we)live in denmark, we are going to play against alot of aggro in the swiss and some U-based controls deck in t8, alot of them full-powered
i plan to play the same deck, but with a little change

//The Base 27
4 forest
4 wooded foothills
4 workshop
4 taiga
3 ancient tomb
5 moxen
1 lotus
1 sol ring
1 mana crypt

//Big bad boys 10
4 Sushi
4 Juggers
2 solemn simulacrum

//The engine 8
4 survival of the fittest
4 Goblin welder

//Utility 7
1 viridian zealot/elvish scrapper/elf replica
1 triskelion
1 genesis
1 platinium angel
1 squee
1 karn silver golem
1 anger

//Other stuff 8
4 pyrostatic pillar
2 lightning greaves
1 wheel of fortune
1 memory jar

//Sideboard
3 Blood moon
4 naturalize
1 duplicant
1 lightning greaves
3 tormods crypt
3 xantid swarm

its my version, i have choosed to drop the 5 strips for a bit more mana stability and speed
Lightning greaves are great for protection welders and fatties
Solemn is simply so great, he gives a card when u welder him out and he give a land when u welder him in...
Blood moon in SB ? The same reason as strips, there is too much aggro where we are going ton play, and they play blood moon's themself...
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DavidHernandez
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« Reply #4 on: February 20, 2004, 11:40:35 am »

i found Blood Moon/Pillar/Ankh to be better than Chalice.   3 Chalice in the Side were good.  Trinisphere may be better.

dave.
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« Reply #5 on: February 20, 2004, 03:38:24 pm »

Quote
Are you expecting any amount of Trinistax in your area once Darksteel becomes legal?


I'd hope so, it happens today...

They become legal in Constructed on the following days:
•   Mirrodin         October 20, 2003
•   Darksteel         February 20, 2004
•   Fifth Dawn        June 20, 2004

Bam.  I'd say Trinisphere over Pyrostatic Pillar, I'd rather that my opponents cheap spells cost more (because you've got the mana base/acceleration to cover it), than to take damage from playing my own Moxen and Welders.  If your environment is mostly unpowered, Trinisphere and Chalice of the Void should push your opponents' plays up a full turn, buying you the time to set up the Fatty rush.

Bosh is decent for the Fling, but I'd run a second Trisk...valuable removal ability versus other Welders, not to mention man-lands or any SuiBlack creatures.  I personally run 2 Karn's, and 2 Solemn Simulacrums, 3 Su-chi, 2 Triskelion, 1 Platinmum Angel, 4 Juggernauts...if that's not enough beef to get the job done, you need to seriously examine your meta.

And my solution to Landstill is to run Stifle sideboard, with Tropicals main...of course there's low Misdirection in my area, so I run the Ancestral/Timewalk also.  And "sub-optimal" Wonder...yeah, I like my creatures to have an evasion ability, I'm weak like that.
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« Reply #6 on: February 21, 2004, 09:49:28 pm »

try sphere of restiance & tangle wire, my play testing showed since your deck competes with the same speed as stax, when you lay down a threat you can take it all the way.

Trinitsphere works well too if you care looking one slot replacement. if slows your oppent down while you drop a threat and go in for the kill. but with tnt you want to drop a threat then seal the lead away with sphere.

Pillar is good against combo only if you have a threat in play. a combo player life isn;t really that relative till his until the last life. pillar will make him think twice but a solid combo player will keep on going.

bloodmoon is strong tech against many decks, if you want to try a card with the a similar impact try winter orb.

chacile is perfect for the metagame to fill in those hole your other cards cannot. the problem with chalice is weak against workshop decks, your mirror and stax mud ect. sure they drop a sphere and welder with chalice then when you cast a spell they change the meaning of the same welk out another artifact instead of sphere to change the casting cost to be countered, so many tricks that will be played against you if you main deck this.

one bosh and one karn is what i run, trisklet, plantuim angel might be two other considerations depending on your metagame.
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Lashkar
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Hmm
« Reply #7 on: February 22, 2004, 11:28:10 am »

I'd cut the bosh for a sundering titan, if you want a big fat chunk of welderable fat, I really think he's the deal right now Wink

If only I could go to the tournament, sigh Sad
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jazzykat
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« Reply #8 on: February 22, 2004, 07:29:32 pm »

Ummmm....deck with disk vs your deck is not so good. Are you prepared for landstill's nevys? I have not played either deck but it just seems intrinsically like a bad thing for you.
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The Priory
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« Reply #9 on: February 24, 2004, 09:54:56 am »

Quote from: jazzykat
Ummmm....deck with disk vs your deck is not so good. Are you prepared for landstill's nevys? I have not played either deck but it just seems intrinsically like a bad thing for you.


disk isn't a big deal. it cip tapped so at the very least you'll get a shot at welding it out. also the only way they drop it in time is if you let them drain into it. in addition, if it does untap you plan is to get as many simulacrums into play because they cantrip. so don't be a retard and overextend and it won't be a huge problem... depending n the landstill they have a huge problem dealing w/ any fat at all so emptying you hand is just dumb.  

if you want to talk about real problems, talk about deed there's no garunteed window for you to kill it... and tnt runs very little enchantment hate (typically none md).
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