TheManaDrain.com
September 26, 2025, 05:06:50 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Entomb in Slaver?  (Read 1332 times)
hobbitmofo
Basic User
**
Posts: 4


View Profile
« on: May 28, 2004, 12:50:53 pm »

I was wondering if anyone thought Entomb had a place in Control Slaver. Black is splashed for the brokeness of Yawg Will and Demonic Tutor and Entomb can be better, cheaper and faster that the DT if you have a Welder in play.  It is however more limited as you could only really fetch artifacts to be welded. Being an instant could it belong in the SB to fetch with Cunning Wish?
Logged
The Atog Lord
Administrator
Basic User
*****
Posts: 3451


The+Atog+Lord
View Profile
« Reply #1 on: May 28, 2004, 02:01:28 pm »

I believe that Entomb may be too narrow to be worth the maindeck or even sideboard space. Consider that having Entomb in your sideboard is useful only under the following circumstances:

1. You have an active Welder in play.
2. You have artifacts in play to Weld.
3. You do not already have an artifact in your graveyard worth welding.
4. You have a Cunning Wish.
5. There is no better use for your Cunning Wish, such as removing a Damping Matrix.
6. You have the 2UB that the Wish/Entomb combo requires.

Therefore, it seems that Entomb is probably too narrow.
Logged

The Academy: If I'm not dead, I have a Dragonlord Dromoka coming in 4 turns
Brutha
Basic User
**
Posts: 46


View Profile
« Reply #2 on: May 28, 2004, 02:30:10 pm »

Sry wrong thread.
Logged
paradigm
Basic User
**
Posts: 50

nn0701
View Profile Email
« Reply #3 on: May 28, 2004, 08:32:49 pm »

Quote
This is maybe a very similar deck for T1 switch was placed as second place in a tourment.


I have absolutely no idea what the point of that, or the link, was.

Addressing Entomb. This is fundamentally bad because it goes against the gameplan of control slaver. Slaver uses its large draw engine of Thirst for Knowledge + potential Memory Jar to discard threats, as it doesn't need to discard a threat early (an early Slaver usually nets little and an early Pentavus is vulnerable to disruption). In addition such a move would be to move the deck to a more beatdown mode - going for the early Slaver, or Pentavus, which it is clearly not. The Atog Lord already defined why it is so situational, so that does not need to be addressed, but it is also detrimental to the nature of Slaver's gameplan.

Entomb does not add any speed since the turn one Welder is the ideal drop there. On turn two, with a set of moxen this is either the TFK on first-main-phase turn or the Mana Drain turn (it's also ideal to drop a Slaver off Drain mana too, obviously). The Slaver/Pentavus/Platinum is usually the crown of the tempo control slaver has gained through its massive draw or control elements (either TFK or Drain). Thus, in reality, it does not really provide the speed the deck is looking for, nor fit into the plan of the deck. Once the TFK engine can get going - or once the game simply progresses, getting a card into the grave either through the TFK or by getting it countered is merely a formality.

Also, the idea here focuses on The Atog Lord's second point - you must have artifacts in play to weld. Currently, this is the biggest difficulty in using Slaver, that Shaman or artifact destruction are keeping it from using Welder, and Entomb does not address this. Of course, postsideboard, this becomes amplified as more Shamans will enter from the key decks (Hulk, the mirror) that you must keep into account. This is the problem that needs to be addressed - not dumping a card into the graveyard.

Looking at control slaver and Hulk. In the mirror Entomb provides very little advantage for obvious reasons concerning tempo and your opponent's available cards. Although getting out an early Slaver helps versus Hulk, game one, you do have an advantage over them through your threats, and a slaver means less without a Tog - meaning it's best to late the progression of the game drop cards in the grave. Game two, it's all about Blood Moon since their Shamans go a long way to negating your Welders. Thus cards you add in should be to improve these two matchups primarily. Entomb is a niche card. This is not its deck.
Logged
Di
Basic User
**
Posts: 22

melancauly
View Profile WWW Email
« Reply #4 on: May 28, 2004, 08:33:54 pm »

I'm not quite understanding why Entomb would be run in the first place. I mean, in my own testing sing the deck, I've never really run into problems drawing the junk I need, between Thirst for Knowledge, Brainstorm, and friends etc. Thirst already does your job, and is a 4-of in the deck, and just discards whatever.

In addition to that, Entomb needs a Welder to do something. Welder can easily be stopped by an array of effects, ranging from Damping Matrix to StP to Fire to whatever, all which see decent play in the format.

It's just a pointless addition to me, unless I, and the rest of the people commenting are missing something obvious.
Logged

Administrator of The Source
MarkPharaoh
Basic User
**
Posts: 392


Ghost of T1

MruthyuMOTL
View Profile Email
« Reply #5 on: May 28, 2004, 11:31:27 pm »

Quote
It's just a pointless addition to me, unless I, and the rest of the people commenting are missing something obvious.


You're not.  For this card to be decent you have to have Black mana, draw the actual card and have a Welder in play to bring the threat back.  I'd rather just draw cards with Thirst or use Intuition to get what I need in the grave for Welder.
Logged

Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.32 seconds with 21 queries.