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Author Topic: Qs on UG Madness  (Read 956 times)
walkingdude
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meaningles
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« on: June 03, 2004, 05:30:02 pm »

While no beginner I’m not experienced with madness so I figured I’d post here.

This seems to be a pretty standard deck list.

Maindeck:
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
3 Null Rod
1 Ancestral Recall
4 Aquamoeba
4 Brainstorm
4 Circular Logic
2 Deep Analysis
4 Force of Will
1 Gush
1 Time Walk
2 Wonder
4 Arrogant Wurm
4 Basking Rootwalla
4 Wild Mongrel

Lands:
3 Forest
3 Island
4 Polluted Delta
1 Strip Mine
4 Tropical Island
4 Wasteland

Sideboard:
3 Back to Basics
4 Oxidize
4 Stupifying Touch
3 Sword of Fire and Ice (have these been replaced with chills to deal with FCG or are they still in?)
1 Wonder

I’ve never played madness since I played Black in block (yes I know, a terrible mistake in retrospect) and, even if I had, the strategy might be different in T1 anyway. So I’ll start with a few basic strategy questions.

I). Against control do you disrupt or beat first? I know sui (way back when it was playable) was about disrupting first and that TNT needs to put down threats first.

1. Suppose on turn 2 I can waste, play a 2 mana creature, or null rod. What do I do? (I’m guessing creature but not sure)

2. Suppose on turn 3 I can either play a wurm or wasteland and leave logic mana open to protect a madness outlet, which should I do? (Here I’m less sure, but I’d lean towards the later)

3.Against combo I assume the plan is turbo null rod and keep counters open. Against aggro I assume its fly and beat so no questions here. If my assumptions here are wrong please correct them.

II). Moving on from strategy to SB issues. How do you sideboard this thing? Just going by the look of the SB and what I’ve read in other threads I’m going to post what looks good to me and I would be thankful if any of the experts (like Kirdape or JP) could point out where I go wrong.

1. Keeper/Germbus
OUT 2 wonder 1 rootwalla IN 3 B2B
B2B is a house and they don’t have creatures to fly over so this is easy.

2. Slaver
OUT 4 rootwalla 2 wonder 1DA 1Gush IN 4 touches 4 oxidizes
I don’t know about this it seems like there’s more that wants to come in than there is space for. My theory is you can’t cut counters and if you cut more than 4 threats your clock would be too slow and brainstorms are needed for the mana base so some of the draw has to go. Is that right, or would cutting a logic or something like that be better?

3. FCG
OUT 3 Null rods (1 DA if making space for 4 chills) IN 3 swords (4 chills if have them)
Do you also bring in wonder number 3 for the 2nd DA or for something else?

4. Tog
This is a bit tricky, I know when playing tog I love it when keeper brings in more stps so that would lead me to think bringing in removal is bad. But, its clear from other threads that tog is part of the main reason you play the touches. Again tricky is the fact that they only have 3 dudes so trying to fly over them seems a wasteful plan, but tog is such a moat you might need to. So I’m conflicted about the 3rd wonder as well.
OUT 4 rootwalla IN 4 touch
This is the one I’m least confident about.

Thanks,
Will

PS: Please do not respond with lists of budget versions or questions about that kind of thing. That’s all covered in other threads and can be found easily via search. I want this to deal with the basic strategy of play and then the SB strategies for game 2 and that’s it.
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jpmeyer
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badplayermeyer
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« Reply #1 on: June 03, 2004, 06:28:52 pm »

I)

1) TWO MANA CREATURE
2) Disrupt if you think they might have something that would mad wreck you
3) Correct

II)

Using this SB:
4 Chill
4 Oxidize
4 Stupefying Touch
3 Back to Basics

1) Yes
2) Yes
3) -3 Rod, -1 Deep Analysis for +4 Chill
4) -4 Rootwalla, +4 Stupefying Touch
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walkingdude
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meaningles
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« Reply #2 on: June 03, 2004, 06:39:57 pm »

thanks
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