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Author Topic: Aggro-Prison  (Read 1571 times)
Plainswalker
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Clef123
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« on: March 15, 2004, 06:53:32 pm »

I haven't done much testing with this yet, so I figure this belongs in here. The story behind this is pretty short, after Broodstarunner.dec was made by Jeff, and I was smashed by it, I built it up and played it for a while. It can be very very fast, but the lack of the ability to run much disruption didn't make me feel safe, and as he had said, it pretty much autolosses to combo until you side in lots of hate. Skip ahead a bit and I was reading about MaxxMatt and his Monobrown prison deck. He also left a link later in the thread to another more aggroish prison deck. This is the result I came up with after a lot of goldfishing and a few games with my friends on MWS:

//NAME: Untitled Deck
        1 Memory Jar
        3 Sword of Fire and Ice
// Other
// Lock Pieces
        4 Tangle Wire
        4 Trinisphere
        4 Chalice of the Void
// Creatures
        4 Metalworker
        1 Platinum Angel
        2 Triskelion
        2 Karn, Silver Golem
        4 Su-Chi
        4 Juggernaut
// Mana
        1 Black Lotus
        1 Tolarian Academy
        1 Strip Mine
        4 Wasteland
        1 Mana Crypt
        1 Sol Ring
        1 Mox Sapphire
        1 Mox Ruby
        1 Mox Pearl
        1 Mox Jet
        1 Mox Emerald
        3 Petrified Field
        2 City of Traitors
        4 Ancient Tomb
       
        4 Mishra's Workshop

All the things in bold are things I'll talk about in a sec. It runs very well for something I built only a few days ago, as useally it take a lot more time for my decks to come up to a playable level. I decided to run this over conventional prison decks because I've played them for quite a long time and there's always that problem of setting up the lock and then not drawing anything useful. wMud especially, I always liked Stax better, but I had tried out wMud because Stax had seemed to fallen out of favor at the time. This can just go Workshop 3sphere, untap, land, Jugg and go from there easy enough most of the time. (or one of the other 2 lock parts, in different order of course.)

Anyways to the cards:

Sword of Fire and Ice: Started off as Lighting greaves, but when I realized how they were just as easy to cast in here and how they essentially give haste to anything on them (since they get +4/+2 in a way) they went in right away. They also give draw to a deck with so little. I was just wondering if people thought Lighting Greaves still maybe a better card for this, although I'm pretty happy with swords.

Tangle Wire: This is the lock "section" that keeps getting tossed around. I always had 3 Sphere and Chalice, but tangle wire has been both Sphere of Resistence and Smokestack at different times. Sphere always was a dead draw after 3 Sphere and Smokestack was slow for a deck that wanted to be fast. I'm still not sure if I miss Smokestack or not for it's ability to deal with stuff, although slow, it can probably pull me out of a jam. Maindeck, sideboard or not at all?

Platinum Angel: A little random, this is the test slot for creatures, should more be added, cut for another trike, or something all together different?

Mana Base: Still shakey on what is the correct combination. Tomb's have been great, so I think 4 is a good number, I'm not sure about the Fields and Traitors. Fields pulled me out of a few spots in playtesting so I want to keep at least two, they also keep people locked under 3 Sphere for that one turn longer if I wasted before, they can mean the between difference between a loss and a win. Kowal also mentioned to me on AIM about missing Mana Vault, something I forgot. Maybe one of the lands, or the Angel if my manabase feels to weak.

That's about it, I didn't post a sideboard because frankly I didn't think of one yet. This is where I'm missing red the most. If anyone could make suggestions on how what to put besides Tormont's Crypt which I already plan, that would be helpful to. Thanks for reading.
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RobtheSwordsman: Well, that's true, but this was re-goddamn-diculous.
Fuzzedball
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« Reply #1 on: March 16, 2004, 07:59:36 am »

So no Myr Enforcer then? He would seem to fit in well with all the artifacts being dropped. And he would help you get around your lock components and still beat for four.

You seem to have a deck pulled in two different directions. To make it more aggro, you need to focus on beaters and not metal worker.
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TheHuff
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cphonfire
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« Reply #2 on: March 16, 2004, 09:07:26 am »

I agree with Fuzzedball, Myr Enforcer is the correct choice if you are looking for another beat stick.  He can be played quickly and could also be played for pretty cheap if you already have the lock components out, however he might not be the best idea with all the mana drains running around.  
The deck looks pretty solid other than that, it seems that u could get the lock pretty fast and then continue to beat the down while they are still locked.  However it seems that your lock is not forever and if your beaters cannot finish them in time they will survive long enough to come back and "win the prize."
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Plainswalker
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Clef123
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« Reply #3 on: March 16, 2004, 10:09:41 am »

I forget why I switched back to Su-Chi, I think he was coming down easier then the enforcer on the not so great hands. Basically it came to this, if I'm winning, it doesn't matter whether it's Su-Chi or Myr because 3 Sphere is useally out or I have so much mana and other lock parts it doesn't really matter. When I was behind though and playing basically aggro, the Su-Chi Where much better because the Myr's useally costed something like 5 or 6. There isn't the card draw of Broodstarrunner to play out lots of artifact mana, it's useally whatever I get in the first few turns. Of course I will go back and test the Myrs, thats what I posted this for after all.

@Fuzzed Ball: Metal Workers are amazing, I know it's been said before, but they just give you that ability to go nuts. Alright, that said, I have been thinking about cutting them myself, but there are still lots of reasons to keep them.

1.) Turn 1 3Sphere, Turn 2 Metal Worker, Turn 3 Drop 2-4 Creatures with some back up lock parts. This isn't one of those "everyonce in a while my deck does this so it's the best" this is a common thing that can happen.

2.) He provides another creature for the Swords of F/I. 3/4 (5/4 with the ability sorta) that draws cards is amazing still and is still a 4 turn clock.

3.) I based the deck off Sui-Black with just stronger lock parts, so in that sense, I see metal worker as a slower, but more powerful Dark Ritual on top of the Workshops.

4.) You didn't give me anything to change: lol not trying to be mean, just that I can't argue with you about Metal Worker if I don't know what you had in mind.

Of course with all this there are times when Metal Worker will still just sit there, so if anyone's got any ideas as what may be a good replacement, please tell me so I can get more testing done with or without them.
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RobtheSwordsman: Well, that's true, but this was re-goddamn-diculous.
Fuzzedball
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« Reply #4 on: March 16, 2004, 11:39:49 am »

Addressing your points:

1) Obviously thats broken, but you do need a non-chalice lock component to make that sort of hand worthwhile.

2) Metalworker wears a big target and will most likely be killed in response, if at all possible.

3) That also requires no Fire/Swords/random creature kill on the other side.

4) Yeah, I know. You could play Myr Enforcer in their place, but you dont get the accel. Another City of Traitors would seems to fit the bill.

I dont know what to replace them with at this point because nothing else really does what they do. They do give you some massive accel but after the initial threat-poopage they sit there and are at best a twenty turn clock. At the moment I don't have time to brainstorm but my initial impluse is to cut them and add City #3 and some Myr Enforcers. With this configuration its less explosive but can override control by casting threats every turn and not risk the dead turn where you dropped the Worker only to have him killed. Its really about how you want to generate tempo.
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Purple Hat
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« Reply #5 on: March 16, 2004, 03:20:46 pm »

Hey, has anyone tried any of the arc bounds in this kind of deck?  I was wondering specifically about the ravager and the crusher.  the crusher in particular seems like It could really explode in these mono brown aggro lock decks, and the ravager is also pretty cool.   just a thought.  it seems like if you are planning on playing lots of artifacts every game these creatures might get awefully big awefully fast, and if they die they can always pass on their counters to a juggy.
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"it's brainstorm...how can you not play brainstorm?  You've cast that card right?  and it resolved?" -Pat Chapin

Just moved - Looking for players/groups in North Jersey to sling some cardboard.
Plainswalker
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Clef123
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« Reply #6 on: March 16, 2004, 03:36:42 pm »

Thanks Fuzz, I think I'm gonna try your idea's out for a bit and see how it goes or at least mess with the creature base some more.

Purple Hat, I'm not a fan of arc bound ravager in this deck. This is probably a bad way to compare it, but I see them as Nantuko Shades in a deck without enough black. In here they start off small and will probably only make it to a 3/3 at the most since I can't draw up a ton of extra cards to just toss to them. They need to be early strong creatures. I may find a place for 2 of them and see how they go though while I mess around with the creature base though. Again, it's all a test, so keep the ideas coming, just because I might shut the ideas out initialy, I will probably change my mind later as I see how things play out.
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Purple Hat
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« Reply #7 on: March 16, 2004, 03:59:40 pm »

I still like the crusher.  with the amount of artifacts your deck will be playing it should become a huge trampler very quickly.

I see your point about the ravager, that's kinda what I thougt about it too.  it's only upside is that if people try to remove your artifacts you can sac them to get counters, but I think that's probably not enough.
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"it's brainstorm...how can you not play brainstorm?  You've cast that card right?  and it resolved?" -Pat Chapin

Just moved - Looking for players/groups in North Jersey to sling some cardboard.
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