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Windfall
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« on: April 20, 2004, 03:06:51 am » |
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Hello all --
I have been dying to post something here at TMD for awhile now. As we all know, posts have been dying out and threads have been losing their fire for a bit, and I have been afraid to write another casual thread for a bit for fear of losing my membership or something like that. Truth be told, I've stopped playing in tourneys for the time being, though I still go to them. I just don't like the game when it's one or two decks and nothing more. Psychatog and decks to beat Psychatog. It gets old.
So, instead of contributing to the serious Type 1 forum, I'm going to give this a shot and write another thread for a deck that I really enjoy playing, but is not meant for very competitive play. The idea behind my casual decks, however, is that they could compete, and winning with one at a tourney is always a blast.
I hope some of you have read my Fleetfoot Panther thread that I posted months ago. If you know of it, you'll know what kind of casual player I am and that I take my casual decks seriously. This thread is meant to be serious, and I will take any suggestions that people throw out there. My Panther deck improved a lot due to quality suggestions and I hope the same can happen here.
The deck I am proposing uses a combination of cards that work well together, like any deck should. However, the main idea was to make a deck where [card]Ice Cave[/card] can show its true potential.
At first look, it looks too symmetrical and expensive. Though I must agree with you that it is expensive, the card can easily be turned into a hard lock without the help of anything but mana sources. This looks too good to ignore, so I tried my best to come up with something that could trap players in the Ice Cave and win through total control of the game.
Combos using Ice Cave were the first thing that I tried to think of. [card]Land Equilibrium[/card], [card]Pulse of Llanowar[/card], and [card]Celestial Dawn[/card] came to mind, but I realized that the best bet would be to just use lands that produce mana of various colors, or any color, and free up slots in the main deck. Dedicating slots to clunky combo pieces that are not good on their own is terrible, so I decided Ice Cave + Mana was good enough.
Before I go into the deck list and card choices, I want to make a few things clear. Ice Cave changes the rules of Magic a bit. Suddenly, more expensive cards are more useful, since low casting cost spells are very easy to counter under an Ice Cave. The deck wants to play lots of Land, so I knew early on that [card]Exploration[/card] would be a key card. When Ice Cave resolves, Land drops become more important than ever, and Moxen become useless since they can be countered for zero. As such, I opted to go with a heavy land build with Exploration instead of the standard SoLoMoxen. Though Lotus is too good not to play, I left the Moxen out for a Land based acceleration method.
The List and Card Choices //The Icy Prison 12 3 Ice Cave 1 Sunder 4 Mana Drain 4 Force of Will
//Draw 7 1 Gush 1 Fact or Fiction 1 Ancestral Recall 4 Sift
//Utility 4 3 Cunning Wish 1 Regrowth
//Creatures 6 3 Ravenous Baloth 3 Scragnoth
//Acceleration 10 4 Exploration 4 Birds of Paradise 1 Black Lotus 1 Time Walk
//Land 21 4 City of Brass 3 Undiscovered Paradise 1 Strip Mine 4 Wasteland 4 Tropical Island 3 Island 2 Forest
Some cards I am going to skip explaining (Ancestral, Regrowth, etc.) because we all know what they do and why they're here.
Ice Cave was the card that inspired the deck, so naturally I'm playing with it! The great thing about this card is that if you can resolve it with mana open, you're in great shape because after this is on your side, you don't have to do anything but sit back and wait for your win condition to appear. More on this later.
Sunder is one of my favorite cards for the artwork and the effect. I always thought an instant speed mass land removal spell would be powerful. Unfortunately, it's 3UU casting cost makes it tough to force through. More than one maindecked would be too many I think, and since it's an instant, I can Wish for them if I need to. Under an Ice Cave, Sunder is simply a game-ender. With Explorations, I can play more land than my opponent, and counter everything he tries to do from then on with my land advantage.
Mana Drain and Force of Will are staple components of control decks. Mana Drain is huge in this deck because it runs many high casting cost spells. Drain is useful for playing the creatures, the Ice Cave, or the Sifts. You will almost never suffer mana burn from a Drain because of the juicy Mana Drain sinks in this deck. Force of Will is just one of those cards that a type 1 control deck needs. No further discussion is needed here I hope.
Gush is a great draw spell in a deck with four Explorations. It functions as mana acceleration due to the fact that I can replay the lands untapped. If I have an Ice Cave in play, it's a nice thing to do on my opponent's end step for free, to tempt him into tapping 5 mana to counter it if I want to play stuff on my turn.
Fact or Fiction is questionable, but I figured if I'm going to run Sift, I should run this in place of Sift #4. The thing is, I like Sift so much I didn't want to run 3, so I ran 4 and this too. It's great for the same reasons Gush is good in that it's 4 mana under an Ice Cave and can be cast on my opponent's end step.
Sift is the one I'm going to get the flames for right? I hope not, because this card is really strong. It says "draw 3 cards" does it not? It's good with Ice Cave too because it's "expensive." I was debating replacing these with Concentrate but the problem is you can Drain into a Sift so much easier than you can Concentrate. With this deck's Birds and Explorations, you can usually hard cast Sift turn 2 if you want to and it's not a bad idea most of the time. Against Aggro these are great to help you dig through your deck faster and because you know they won't get Mana Drained. I do admit you have to be careful using them vs. control, but they can always be pitched to Force of Will too.
Cunning Wish is very strong. When I first designed this deck, I wanted to play with 4, but I later decided that was too many especially after I added the Baloths to help against Aggro. Originally, I just had Scragnoth and I was weak vs. fast aggro. Wish allows me to hate out Artifacts, Enchantments, and Creatures without using precious maindeck space. We all know this though!
Ravenous Baloth was my latest idea to help against aggro decks. Without him, in combination with the Cities of Brass, aggro can be a serious problem. I want to run 4, but I cannot decide what to cut for him. I'm not sure if I need 4, but I think it'd be nice to have in those rough matchups. Aside from the life gain, he's a massive 4/4 that blocks and kills most creatures, and is a solid threat regardless. Note that Scragnoth is a Beast and can turn into 4 life in a tight situation. It's pretty easy to get a second turn Baloth in most cases. Under an Ice Cave, it's GG in the casting cost makes it harder for most decks to counter using the Cave, so it's better than say, Erhnam Djinn (another card I tested, and I didn't really think he was that bad either).
Scragnoth is one of my favorite pieces of the deck. I was thinking the whole time that I needed a win condition that I could cast under and Ice Cave and still have it be useful on its own. It took a bit of thinking, but I did eventually think of Scragnoth and Blurred Mongoose for the uncounterable ability. Since they will always resolve, Ice Cave doesn't stop them at all. The Mongoose is too small I think, but Scragnoth is pretty big at 3/4. Not only that, but he has Protection from Blue, which makes him amazing in the Psychatog matchup. If you can stop Berserk, One Scragnoth will stop the Tog player. One more and you can start attacking with one and eventually win. This is very easy to do if you can resolve an Ice Cave. All of Hulk's draw and countermagic doesn't do a thing vs. this guy!
Birds of Paradise are accelerants that also provide mana of any color, which is great with Ice Cave. Since I'm not using Moxen, I need to speed up my deck as much as I can. Explorations do a great job, and the Birds just give me that much more potential for turn 1 plays that speed me up a bit. With the expensive components of this deck, I need all the help I can get. They also provide Edict protection against Black decks, allowing you to keep your Baloth around so you can keep beating for 4 each turn.
Explorations are psuedo Moxen, since they accelerate me by one, though they don't do so the same way. Land cannot be countered and it is usually harder to destroy than Artifact mana is. On the downside, casing it costs one mana, so it's like Birds of Paradise in that it takes a turn to feel the acceleration. Exploration is a key card for this deck, and the problem I am facing is that I am happy with just one most of the time. But I want 1 every game and early on! So, I really want to keep 4 in the deck, though I also want to drop down to 3 to make room for another Baloth or something else since it's not so hot late game especially if I already have one in play.
City of Brass and Undiscovered Paradise give me 5 color mana with small drawbacks. The Baloths' life gain is useful to recover from painful early Cities, and Exploration makes Undiscovered Paradise's drawback pretty much inconsequential. Combined with the Birds, you should always have the mana you need to cast spells, and at the same time you'll have any color mana to counter anything under an Ice Cave.
Strip Effects are very useful here for two reasons. One being that I play with Exploration, so they don't cost me a land drop to use, gaining massive tempo. Secondly, Ice Cave. I can destroy uncounterable threats (man lands) and also cut off colors from multi-color decks using dual lands for mana. Against Hulk it's common for me to cut off Green, both preventing Deed and Berserk but also to help me resolove my own Green spells even under a symmetrical Ice Cave.
The Sideboard is still a working project, though right now I am using just a collection of 15 cards that I might Wish for. Since I have not spent a whole lot of time on this deck so far, it's just a work in progress. I might actually make a sideboard, but for now I just have some good Instants set aside in sleeves. Sunder, Creature hate, Artifact hate, Enchantment removal, some random goodies like AK, Coffin Purge, Stilfe, etc.
So, everyone, please comment on this. I don't want any comments that are not thought out and backed up with justification, so please keep the replies serious - I am not just playing around with my casual decks; I make them and play them because they are fun (being different) but I also think they have potential. Those of you that see that potential and enjoy my casual threads are the people I am trying to reach here.
~Mark B.
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