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Author Topic: [Deck] Dogs 'n Togs  (Read 1570 times)
RoadTrippin
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« on: April 04, 2004, 11:06:29 am »

This is a list culminated from my note pad which is usually covered with barely-legible notes about crazy ideas I have after scrubbing out hard.

But, before I get into it, props go to JP for playing U/G Madness at the Columbus Proxy Tourney, and obviously winning. I probably never would have tried to turn this pile of random notes into a playable deck if he hadn't won the tournament. So thanks for inspiration, or something. Although JP's list wasn't exactly teeming at the edges with fresh ideas or new tech (read: stuff not used in t2), it was a very streamlined and well thought out list. Actually, I don't claim to present anything entirely original here myself- I'm pretty sure this concept was toyed with during the Odyssey block T2 era. However, as I said, I never would have tried to port the concept over to Type 1 without seeing that a list could succeed relying on synergy over flat out T1-Brokenness.

Without further adieu, I present the list, followed by brief discussion.

//Dogs 'n Togs  by RoadTrippin'

//ILikeDirt (22)
1 Black Lotus
1 Mox Sapphire
1 Mox Emerald
1 Mox Jet
1 Strip Mine
4 Wasteland
1 Mana Crypt
4 Tropical Island
4 Polluted Delta
3 Underground Sea
1 Island

//Beats to the extreme (16)
4 Arrogant Wurm
4 Basking Rootwalla
4 Wild Mongrel
2 Psychatog
2 Aquamoeba*

//MakeItSoNumber1 (22)
3 Duress
1 Ancestral Recall
1 Time Walk
4 Brainstorm
4 Circular Logic
2 Deep Analysis
4 Force of Will  
1 Gush
2 Wonder

SB: 3 Oxidize
SB: 4 Stupefying Touch
SB: 3 Blue Elemental Blast
SB: 2 Naturalize
SB: 3 Tormod's Crypt

The maindeck

The Manabase is relatively solid. One of the biggest problems I have with choosing to play this deck over JP's U/G madness is that JP has easy access to Back to Basics as well as Null Rod. This alone may very well make a straight U/G build better than Togs 'n Dogs could ever be, but only more testing will tell. 5 Strip Effects (really 8 after SB, more often than not) that it can actually use without substantial tempo loss really give the deck a leg up on other Aggro/Control strategies. Mana Crypt is awesome- it's like reusable Time Walk. Obviously JP didn't use it because of Null Rod, but since I'm not running those, I'll cut my fair share of broken T1 acceleration.

The creature base is pretty nice as well. However, the pair of Aquamoebas almost got cut for 2 maindeck Berserk. I really wanted to abuse Berserk because of the inherently large amount of viable targets, but when you try to add Wishes to the deck, it starts to get bad. Wishes are GAT territory, they're going to stay out.

The deck's utility allotment isn't as "toolbox" as it could be with all the flashback cards, but it's still solid. When I looked over the Columbus-winning list, I wasn't struck by the lack of disruption simply because it ran Null Rods MD with Back to Basics in the side. However, since I'm not running either of those powerhouses presently, Duress will have to do. Gush is damn good and often game-breaking with Mongrel out, although it's weakened slightly when Back to Basics is dropped from the deck. Adding Togs should more than make up for that however. 2 Wonder is probably the right number, but in my limited testing games thus far I'm always drawing into it anyway. I'd consider adding a third to the sideboard a la JP's list.

The Sideboard
- Stupefying Touch is outstanding and is obviously ripped off JP who most likely swiped it from old T2. So much stealing for such a friendly format  :lol:
- Oxidize is awesome vs nearly everything, but there isn't room maindeck. It goes from functioning as Strips 6-8 to dominating a Mindslaver to taking down a Platinum Angel. It's good at all of those.
- Blue Elemental Blasts are present in the sideboard for hating Dragon, Blood Moon, and, in a way, FCG, which is a hard matchup.
- Naturalize is there for taking out Food Chains and Damping Matrixes.
Finally, the Tormod's Crypts are really not much more than placeholders given the current metagame. I wanted Lightning Greaves, but couldn't think of anything to really side them in vs, and was lacking room in the maindeck.

Budgetizing the deck
Togs 'n Dogs is definitely going to shape up to be a good budget deck. Maybe strictly worse than U/G madness to those lacking proxy tourneys and power cards, but maybe worth trying. I'd start by changing the maindeck thus:
-1 Black Lotus
-3 Moxen
+3 Null Rod
+1 Ancient Tomb

This is obviously not a "fair" trade as far as Mana Sources for Utility cards go, and there isn't much to replace Ancestral and Time Walk. Frantic Search might be worth a try, and I'll even go out on a limb and mention Thirst for Knowledge. I recommend -1 Time Walk, -1 Ancestral Recall for
+1 Island, +1 Forest, but experimenting and innovation are encouraged. Obviously you're going to have to rework more than a few slots if you plan to use Frantic Search or Thirst especially.

Matchups

Admittedly I haven't tested the deck as much as I'd like yet. Other aggro excepting FCG isn't too challenging provided you can keep an early Madness outlet on the table, which shouldn't be too daunting a task. FCG is tough, however, so utilize your SB.

Combo isn't unwinnable, but it's when you miss the Null Rods most. I don't have a problem mulliganing agressively with the deck, and getting a starting hand with Duress and/or Force is pretty essential. SB obviously vs. Dragon.

Control is where you feel the loss of B2B obviously. However, with the deck now packing Duress and a total of 6 beastly creatures (the Dogs 'n Togs) I feel pretty solid about non Landstill matchups. Landstill however (UW especially) is tough. Your Strips are important here, as are Duress and making sure you counter the right spells. Disk sucks the big one.

All in all, I had a great time writing this brief piece and definitely look forward to more playtesting. I encourage anyone who tests this (or JP's U/G list, for that matter) to post results.

Props:
Old T2 for not being fun then, but leaving the fun for T1
JP Meyer for winning Columbus and opening eyes to a solid deck
The name, for making the deck
Me, for making the name, that made the deck  Razz
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Chaos Blade
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« Reply #1 on: April 04, 2004, 11:17:59 am »

I have seen the touch in many type 2, Extended, and recently today Type 1 Decks. What does the deck use it for? Thats what always questions me. Thanks alot
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Hyperion
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« Reply #2 on: April 04, 2004, 11:26:13 am »

Psychatog is not playable in Madness. I've tried it myself and seen other players try it too, but only to fall short. This is because Tog needs the entire deck's resources to make it huge - it doesn't work well as a supporting card because it's just a medicore beatdown creature. In addition, it is not really a good madness outlet because it doesn't power out turn 3 Arrogant Wurms (without Moxen of course). This is one of the more important uses of Mongrels and Aquamoebas.

This isn't to say that Aquamoeba is fantastic either but it does what it's supposed to in Madness by letting you get turn 3 Arrogants and making Logic playable.

Stupefying Touch was used for the mirror and for Tog in Type II, and in Type I can also be used to stop Welders.
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Matt
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« Reply #3 on: April 04, 2004, 11:26:27 am »

In T2 and block it was used to shut down Nantuko Shade and Visara the Dreadful. In T1 it shuts off Goblin Welders and Psychatogs and possibly Shades again.
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« Reply #4 on: April 04, 2004, 12:03:32 pm »

Aquamoeba was so good for me all day.  It provided a fast, consistent clock.
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« Reply #5 on: April 04, 2004, 04:52:54 pm »

Quote from: Hyperion
Stupefying Touch was used for the mirror and for Tog in Type II, and in Type I can also be used to stop Welders.


In T2, adding to what MAtt said, it was also used for stopping Wild Mongrel as well before Smother came out.  I mean, 'Tog, Madness, and RG Beats were the only decks back then, along with an occasional sligh deck, so it was very effective.
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