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Author Topic: [Deck] Crux - conceptual combo deck  (Read 3201 times)
VGB
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« on: June 22, 2004, 01:25:06 pm »

Please note that this deck is purely in the preliminary stages of development - which means I have not performed any playtesting, and cannot vouch for its viability.  I am merely presenting it to get the input of the T1 community.  That said:

Crux - T1 Crucible of Worlds/Auriok Salvagers combo.

//NAME: Crux
// CREATOR: V.G.B.
// CREATED: 6/22/2004 5:26:00 PM
// FORMAT: Classic
// Lands
        3 Gemstone Mine
        1 Library of Alexandria
        3 Polluted Delta
        1 Strip Mine
        2 Tropical Island
        1 Tundra
        1 Underground Sea
        1 Volcanic Island
        3 Wasteland
        1 Tolarian Academy
// Creatures
        3 Auriok Salvagers
// Enchantments
        4 Artificer's Intuition
        1 Fastbond
// Spells
        1 Ancestral Recall
        4 Brainstorm
        1 Crop Rotation
        1 Enlightened Tutor
        1 Intuition
        1 Vampiric Tutor
        4 Force of Will
        1 Demonic Tutor
        4 Living Wish
        1 Time Walk
        1 Yawgmoth's Will
// Artifacts
        4 Crucible of Worlds
        1 Engineered Explosives
        1 Lion's Eye Diamond
        1 Mox Diamond
        1 Pyrite Spellbomb
        1 Zuran Orb
        1 Black Lotus
        1 Mox Emerald
        1 Mox Jet
        1 Mox Pearl
        1 Mox Ruby
        1 Mox Sapphire
// Sideboard
SB:  1 Auriok Salvagers
SB:  2 Blue Elemental Blast
SB:  1 Disciple of the Vault
SB:  1 Engineered Explosives
SB:  1 Goblin Welder
SB:  1 Gorilla Shaman
SB:  1 Maze of Ith
SB:  3 Red Elemental Blast
SB:  1 Shivan Hellkite
SB:  2 Tormod's Crypt
SB:  1 Wasteland

Why Crucible and Salvagers?  Separate, the two combos aren't quite viable - but the two are cemented together by the inclusion of a single card; Artificer's Intuition - more on this later.  Crucible lends several aspects to the deck, which include the potential to cripple the opponent's mana development, as well as insure the deck's mana base from opposing mana denial and permanent destruction.  Auriok Salvagers complement Crucible in that it is also a form of graveyard recursion, which can bolster the deck in the face of control and artifact hate.  Both combos are also similar (unfortunately) in that they don't provide the kill in themselves, and require an additional support card to provide the immediate win.  Salvager's infinite mana loop is the stronger combo because it is only 2 card, and there are actually 2 like restricted cards that complete it (LED and Lotus) as opposed to 1 (Fastbond).

A brief overview:

1) Play Auriok Salvagers ASAP, then use the prodigious tutors in the deck to find and play Black Lotus or LED to generate infinite mana, then kill by fetching Shivan Hellkite/Disciple of the Vault or replaying Pyrite Spellbomb.

or

2) Play Crucible of Worlds ASAP, then lock down their mana development while you set up either the Crucible infinite life/mana combo with Zuran Orb+Fastbond or get Salvagers going.

Artificer's Intuition is regarded as an unplayable card in T1, but is the core support component of this deck, as it tutors for several key cards crucial to making Crucible and Salvager combo playable: Zuran Orb, Black Lotus, and LED.  It is also useful for tutoring for removal (Engineered Explosives), and a win condition (Pyrite Spellbomb).

Explanation of sideboard choices:

The main killers of this deck are Blood Moon, Null Rod, and Damping Matrix.  Damping Matrix is pretty much a must counter, and there aren't really any ways to deal with it if it hits the table in this deck's current configuration.  Blood Moon isn't a total loss, but places the emphasis on artifact mana.  Null Rod isn't altogether terrible if it hits, since Goblin Welder and Gorilla Shaman can be fetched from the side to deal with it - but again, there isn't any maindecked artifact removal, as this deck is still in its conceptual stages and the emphasis is thus on accelerating the combo with a modicum of protection from control.

The sideboarded Auriok Salvagers and Wasteland are to essentially give card redundancy - with Living Wish, the deck has 10 shots at grabbing each card (11 actually for Wasteland), either via the actual card or tutors.  These are the only strictly static occupants of the sideboard.

Disciple of the Vault is a win condition using the Salvagers infinite combo, and a decent sideboard card against Welder and Ravager decks.

Engineered Explosives is a tutorable board sweeper for problem permanents - 1 is included maindeck for general utility.

Welder is to annoy artifact decks (including Masknought).

Shaman is simply too good in T1, and fits into the mana denial aspect.

Maze is a tutorable stall tactic in the face of Togs, Dreadnoughts, and other nastiness.

Tormod's Crypt is tutorable with AI, and rocks in the mirror, against Welder, and against Dragon.

Hellkite is a tutorable win condition for either the Salvager or Crucible mana combos (this card is probably the most iffy).

As for the usual suspects, well, they are for the usual suspects:

BEB is to kill off Welders, counter REB, and pop Blood Moon.

REB is to provide additional counters against control and to kill Togs.

Potential card inclusions/alternate deck directions:

Magma Mine: it's a kill card that works with both the Salvager and Crucible combos, and it is also tutorable with AI.  The reason I have Spellbomb in it's place is because Salvagers is the more solid combo, and Spellbomb also cycles and provides cheaper removal if needed.

Bazaar of Baghdad: indestructable draw and discard - and it cycles through the entire deck with Fastbond+Crucible.

Mishra's Workshop: power out Crucible consistently on the first turn.

Academy Rector: get that Fastbond, or even have fun with Future Sight.

Mana Drain: go a more controlling route, and use Drain mana to drop Crucible or pay for Salvagers gray cost.

Balance: obvious.

Swords to Plowshares: sometimes removal for W is the only answer.

Rack and Ruin might be nice, due to all the frickin' artifacts flying around lately.

Why play this over other combo, such as FCG, Dragon, or Draw7?

I can't answer that concretely, since I haven't really played the deck.  I have played Dragon and Draw7 though, and can say that this deck has the potential to provide much greater flexibility, in that it can soft lock the opponent, give control fits by abusing underrated cards, and resist hate (land destruction/graveyard removal) better.

-edited for clarity
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Kowal
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« Reply #1 on: June 22, 2004, 01:40:18 pm »

The open type one forum is not for untested ideas.  Moved.[/color]
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AngryPheldagrif
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« Reply #2 on: June 22, 2004, 03:53:53 pm »

You really show test new decks before posting them. With no idea how fast or strong the deck wins, and having no time to test it myself (busy testing my own stuff for the weekend), I can offer you several points where improvement is needed.

1. Needs more disruption/protection.

2. Needs a solider mana base.

3. Artificer's Intuition just isn't that good or necessary.

4. Single copies should be trimmed, tightened up.

5. Living Wish is weak. No point taking four deck slots for a weak wishboard.

Overall, you deck is weak to artifact hate and graveyard hate. Seems to me that pretty much anything competitive is likely to have some sort of maindeck hate and definitely some sort of sideboard hate for your deck. You should try revamping the list with more consistency and less vulnerability. Too much of your list is weak and non-coherent. Trying to run together two weaker combos into one is pretty much never going to be stronger than existing combos such as Dragon. Both the combos just aren't that good in Type 1 at the moment.

-Dan
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« Reply #3 on: June 22, 2004, 04:29:23 pm »

Quote from: AngryPheldagrif
You really show test new decks before posting them. With no idea how fast or strong the deck wins, and having no time to test it myself (busy testing my own stuff for the weekend), I can offer you several points where improvement is needed.

1. Needs more disruption/protection.

2. Needs a solider mana base.

3. Artificer's Intuition just isn't that good or necessary.

4. Single copies should be trimmed, tightened up.

5. Living Wish is weak. No point taking four deck slots for a weak wishboard.

Overall, you deck is weak to artifact hate and graveyard hate. Seems to me that pretty much anything competitive is likely to have some sort of maindeck hate and definitely some sort of sideboard hate for your deck. You should try revamping the list with more consistency and less vulnerability. Too much of your list is weak and non-coherent. Trying to run together two weaker combos into one is pretty much never going to be stronger than existing combos such as Dragon. Both the combos just aren't that good in Type 1 at the moment.

-Dan


You really should test new decks before posting them. With no idea how quickly [or strong] (this part just doesn't make sense) the deck wins, and having no time to test it myself (busy testing my own stuff for the weekend), I can offer you several points where improvement is needed.

1. Needs more disruption/protection.

2. Needs a more solid mana base.

3. Artificer's Intuition just isn't that good or necessary.

4. Single copies should be trimmed, tightened up.

5. Living Wish is weak. No point taking four deck slots for a weak wishboard. I make up words too.

Overall, you deck is susceptible to artifact hate and graveyard hate. Seems to me that pretty much anything competitive is likely to have some sort of maindeck hate and definitely some sort of sideboard hate for your deck. You should try revamping the list with more consistency and less vulnerability. Too much of your list is weak and incoherent, like this post. Trying to run together two weaker combos into one is pretty much never going to be stronger than existing combos such as Dragon.[Another broken sentence] Neither of the combos are that good in Type One.


There you go.
---------------------------

On the topic of the deck:

Angry Pheldagrif- VGB obviously didn't just take 2 random combos and mash them into one deck. The combos have synergy together and play off each other; you'll notice this deck aims to utilize some potentially powerful engines- it was called a cluster deck approach back in the day, and if you want an example of a good one check out ProsBloom.
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« Reply #4 on: June 22, 2004, 05:01:51 pm »

Quote
You really show test new decks before posting them. With no idea how fast or strong the deck wins, and having no time to test it myself (busy testing my own stuff for the weekend), I can offer you several points where improvement is needed.

1. Needs more disruption/protection.

2. Needs a solider mana base.

3. Artificer's Intuition just isn't that good or necessary.

4. Single copies should be trimmed, tightened up.

5. Living Wish is weak. No point taking four deck slots for a weak wishboard.


1) First off, just looking at the deck you can discern the fundamental turn.  For the Salvager combo it is turn 3.  This is assuming first turn AI, second turn tutor for LED/Lotus and then tutor for Pyrite Spellbomb, and third turn drop Salvagers.  For Crucible it is variable, since the point really isn't the combo but to disrupt your opponent with mana denial to stall until you can set up the win.  THAT is the added disruption you seem to be hankering for.

I considered opting for Rector+Cabal Therapy to provide Fastbond tutoring, but there is already an established deck that has better synergy with Rector.

I do mention modifying the deck to use Mana Drain - that would require dropping colors to support UU by the second turn reliably, but is nonetheless a viable option (maybe turning the deck into a Landstill variant).

2) For this maindeck configuration, you would be hard-pressed to improve the mana base.

3) Prove it.

4) ???

5) Living Wish is nuts with Crucible - and more flexible than Sylvan Scrying in this deck, as it serves both combos.  It also provides solutions - although weak ones presently.  It also makes the Salvagers combo immune to StP.  As for weakening the sideboard, it takes up 2 slots, that's all - read my post more carefully, only 2 of the cards I list are recommended to be permanent wish targets, and the rest are metagame dependent.

Quote
Overall, you deck is weak to artifact hate and graveyard hate. Seems to me that pretty much anything competitive is likely to have some sort of maindeck hate and definitely some sort of sideboard hate for your deck. You should try revamping the list with more consistency and less vulnerability. Too much of your list is weak and non-coherent. Trying to run together two weaker combos into one is pretty much never going to be stronger than existing combos such as Dragon. Both the combos just aren't that good in Type 1 at the moment.


It's not as weak to graveyard hate as other combo, due to Wish, and combo piece redundancy.  The artifact hate can be dealt with using appropriate sideboarding (note that my list supports all 5 colors), and note that I did not mention Sphere of Resistance or 3Sphere on my list, as they do not stop the Fastbond/Zorb combo.

Crucible really isn't the focus of the deck - Fastbond/Zorb happen to kick ass on their own, and the 2 slots they take up are worth the power they add as well as the potential combo.

In fact, removing Crucible altogether is an option - but then this deck loses strength against decks with susceptibility to LD (i.e., other combo), and becomes susceptible to it in turn.  What I am going for is a combo deck that doesn't roll over and die to control, and resort to playing 0/1 insects just to deal.
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« Reply #5 on: June 22, 2004, 05:29:26 pm »

Draw 7 doesn't come close to rolling over to control.  This deck is just worse than Belcher, Dragon, and Draw7.  It is slower, and doesn't have any way to deal with counterspell other than 4 FoW.  Belcher uses Welders, Dragon uses a strong control section, and Draw7 is able to fight through them with FoW and just stacks of must counters.

This deck just fails the main test of combo, being better than an existing deck.  Slower than Belcher and Draw7, weaker against Control than any of them, and requiring far more pieces to come together than Dragon.
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« Reply #6 on: June 23, 2004, 07:49:18 am »

Quote
This deck just fails the main test of combo, being better than an existing deck. Slower than Belcher and Draw7, weaker against Control than any of them, and requiring far more pieces to come together than Dragon.


I agree with the slower part, obviously - and I stated as much already.

The reason I tout this build, goober, is although the hypothetical fundamental turn may be one slower than the top combo decks in the format (and it requires an addional card for the kill), it has much greater consistency due to the overabundance of tutors, and the overall synergy of the deck in that the combo pieces are multifunctional - Salvagers lets you recoup Explosives, Spellbomb, etc., Crucible renders you immune to LD and potentially allows you maim your opponent's mana development.

The problem with the combo decks nowadays are that they are built for the coinflip, with the win being decided by the opening hand.  This deck (hopefully) makes that less of an issue by providing more options.
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« Reply #7 on: June 23, 2004, 08:24:47 am »

Draw 7 is actually very consistant due to the 10 draw7s, whith tutors as well.    Your deck rolls over to someone Forcing your Salvagers, were Draw7 plans on their spells being forced, and can plow through it.  You have 4 spells, which if countered, make it impossible for you to win,  Draw7 has 11.  This has far less consistancy because you replace the tutors with the cards you are tutoring for, and then some.

I feel Belcher is almost dead due to Draw7's recent upgrade in speed.  Unless it find a way to fit in FoW (which it can't), I don't see any reason to run it over Draw7, except simplicity of play.
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« Reply #8 on: June 23, 2004, 08:44:12 am »

If you make combo a single turn slower, it has to now be able to fight through Mana Drain as well as Force of Will, making it significantly harder to actually go off.  Dragon can handle that because it runs 4 Force of Will and 4 Xantid Swarm (which it can reuse with its 10 Animate Dead effects) and can draw into them as needed with Bazaar of Baghdad.
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« Reply #9 on: June 23, 2004, 09:01:45 am »

Quote from: goober
Draw 7 is actually very consistant due to the 10 draw7s, whith tutors as well.    Your deck rolls over to someone Forcing your Salvagers, were Draw7 plans on their spells being forced, and can plow through it.  You have 4 spells, which if countered, make it impossible for you to win,  Draw7 has 11.  This has far less consistancy because you replace the tutors with the cards you are tutoring for, and then some.

I feel Belcher is almost dead due to Draw7's recent upgrade in speed.  Unless it find a way to fit in FoW (which it can't), I don't see any reason to run it over Draw7, except simplicity of play.


Is Draw7 actually a competetive deck, or just a fun mental excercise?  I think I have seen it get in a T8 all of 2 times - where it usually is always in the bottom 4.  TPS has performed strictly better.

Even when Long was in its heyday with 4 x Burning Wish and 4 x LED, the deck was just too damn inconsistent/skill intensive (and too vulnerable to hate and LD).  I should know.  Draw7 is half the deck Long was - not to disparage Smmenen, of course, but the man is a good enough player to win with just about anything.

Quote from: jpmeyer
If you make combo a single turn slower, it has to now be able to fight through Mana Drain as well as Force of Will, making it significantly harder to actually go off.  Dragon can handle that because it runs 4 Force of Will and 4 Xantid Swarm (which it can reuse with its 10 Animate Dead effects) and can draw into them as needed with Bazaar of Baghdad.


With recycled Wastelands, you can keep them from UU to cast Drain - assuming they aren't playing monoblue, or UrPhid, of course.  That turns Crucible into something of a must counter for control, which leaves breathing room for Salvagers.
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« Reply #10 on: June 23, 2004, 09:23:25 am »

Quote
Even when Long was in its heyday with 4 x Burning Wish and 4 x LED, the deck was just too damn inconsistent/skill intensive (and too vulnerable to hate and LD


WTF,  Long.dec in its heyday was one of best decks (if not the best) ever seen in all of Magic since the 4 card limit.  It was increadibly consistent and immune to LD. Wasteland made me happy because it meant no Hoser, or Sapphire->Mana Drain.

Quote
Is Draw7 actually a competetive deck, or just a fun mental excercise? I think I have seen it get in a T8 all of 2 times - where it usually is always in the bottom 4. TPS has performed strictly better.


I played it Saturday to top8, and the sole reason I didn't take it all the way was a stupid misspeak on my part.  The reason the deck isn't seen in a large amount of T8s is that it is very rarely played, due to the increadible amount of skill involved.  Draw7 is far better than TPS.  I have played both and Draw7's newest incarnation is faster, and has FoW.

The Crucible isn't a must counter because it can be removed easily, as can Salvagers.  Recycling Wastelands is not a viable strategy for a combo deck.  They will be able to draw their answers and use them.  If you were to do extensive playtesting you would see it performs stricktly worse than Draw7 and Belcher.  FCG has a similar goldfish, and is far more resilient to a FoW.
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« Reply #11 on: June 23, 2004, 09:53:32 am »

Quote from: VGB
With recycled Wastelands, you can keep them from UU to cast Drain - assuming they aren't playing monoblue, or UrPhid, of course.  That turns Crucible into something of a must counter for control, which leaves breathing room for Salvagers.


But again, this is still assuming that you've resolved Crucible.
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« Reply #12 on: June 23, 2004, 10:04:53 am »

Quote from: goober
WTF,  Long.dec in its heyday was one of best decks (if not the best) ever seen in all of Magic since the 4 card limit.  It was increadibly consistent and immune to LD. Wasteland made me happy because it meant no Hoser, or Sapphire->Mana Drain.


I'm sure Mike Krzywicki/Long appreciate the sentiment, but you misremember your history.  The deck, for all the playskill required to pilot it effectively, was still hugely dependent on luck - sometimes it just pulled wins out of its ass on the first and second turn, and other times it would crap all over itself - and that was even before the opponent started disrupting the Long player.  It distorted metagames by randomizing top 8's based on who had the misfortune to be paired against it, since the outcome of the match was largely based on whether the Long player's deck crapped out twice or not.  Was it an excellent, awesome, innovative deck?  Yes.  One of the best ever?  Pre Desire restriction, yes.  Afterwards, it was simply a rabid, incoherent monster that had to be shot twice in the head to kill it and stop it from giving T1 Magic a bad name.

Wasteland probably beat Long more than any other card ever did, including Null Rod, because it stopped those games where the Long player had Duress and needed to build mana to set up for the win the following turn.

Quote from: goober
I played it Saturday to top8, and the sole reason I didn't take it all the way was a stupid misspeak on my part.  The reason the deck isn't seen in a large amount of T8s is that it is very rarely played, due to the increadible amount of skill involved.  Draw7 is far better than TPS.  I have played both and Draw7's newest incarnation is faster, and has FoW.


The "misspeak" is you writing in "skill" when you should be stating "luck".  It is telling when even the main author of the deck doesn't play it competitively.

Quote from: goober
The Crucible isn't a must counter because it can be removed easily, as can Salvagers.  Recycling Wastelands is not a viable strategy for a combo deck.  They will be able to draw their answers and use them.  If you were to do extensive playtesting you would see it performs stricktly worse than Draw7 and Belcher.  FCG has a similar goldfish, and is far more resilient to a FoW.



By far your best point, and one that I thought of while developing the deck.  I will have to playtest to come to the same conclusion, however, since Crucible does more than just recycle Wastelands, after all.
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« Reply #13 on: June 23, 2004, 10:08:13 am »

As far as I know from speaking with Steve, the reason he doesn't play Draw7 is that he feels it isn't the best deck to play.

Does this make Draw7 a bad combo deck?  I think not.  As far as I can tell, Draw7 is a much better combo deck than this one.
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« Reply #14 on: June 23, 2004, 10:17:56 am »

Quote from: Jebus
As far as I know from speaking with Steve, the reason he doesn't play Draw7 is that he feels it isn't the best deck to play.


Smmenen always says that - how about this question then:

Has Draw7 ever been the best deck to play (assuming the reference is to a generalized meta)?

Quote from: Jebus
Does this make Draw7 a bad combo deck?  I think not.  As far as I can tell, Draw7 is a much better combo deck than this one.


I'm not saying that Draw7 is bad - I'm just tired of continual references to a combo deck that hasn't really proven itself, but is for some reason treated as a sacred cow, probably because it hails from auspicious ancestry.
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« Reply #15 on: June 23, 2004, 10:29:59 am »

The misspeak was due to me getting 3 hours of sleep and it was a simple slip of the tounge.  I tried to correct it immediatly but wasn't allowed too.

The reason it needed to be shot twice in the head is because there was no other way to beat it.  It was far too powerful, not random, for anything else to work.

Quote
Wasteland probably beat Long more than any other card ever did, including Null Rod, because it stopped those games where the Long player had Duress and needed to build mana to set up for the win the following turn.


Wasteland definitly did not hurt it nearly as much as Null Rod, Chalice of the Void, Trinisphere, Root Maze, Force of Will, Meddling Mage, Orim's Chant, Tormod's Crypt, etc.  Wasteland made Long have 1 less mana, Null Rod and Chalice made it have on average about 10 less or more.  Trinisphere made it completely impossible to go off until it found the Chain of Vapor or Burning Wish->Primitive Justice.  Orim's Chant in resp to Yawg Will made it lose.  I can't honestly believe you ever played competitive Long, or even saw it.  Then again this is really irrelevant seeing as it a dead deck.

Draw7 may not be at the top of tier 1, but this definitly is not anywhere near it.
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« Reply #16 on: June 23, 2004, 10:37:39 am »

Quote from: goober
Draw7 may not be at the top of tier 1, but this definitly is not anywhere near it.


This is definately the crux of the matter (no pun intended).  I'd recommend you actually do some real testing before continuing.
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« Reply #17 on: June 23, 2004, 10:47:38 am »

Quote from: goober
I can't honestly believe you ever played competitive Long, or even saw it.


OK, whatever.  VGB == VideoGameBoy

Man, were some of my ideas bad back then.

@Jebus

It sure looks that way.
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« Reply #18 on: June 23, 2004, 11:17:56 am »

Quote from: VGB
Quote from: Jebus
As far as I know from speaking with Steve, the reason he doesn't play Draw7 is that he feels it isn't the best deck to play.


Smmenen always says that - how about this question then:

Has Draw7 ever been the best deck to play (assuming the reference is to a generalized meta)?

Quote from: Jebus
Does this make Draw7 a bad combo deck?  I think not.  As far as I can tell, Draw7 is a much better combo deck than this one.


I'm not saying that Draw7 is bad - I'm just tired of continual references to a combo deck that hasn't really proven itself, but is for some reason treated as a sacred cow, probably because it hails from auspicious ancestry.

You are making one big assumption and pretending that one logical continuation doesn't exist as a result. Firstly, not every metagame is "generalised." So yes, sometimes, draw7 can be the best deck to play. On the other hand, I am having a hard time trying to construct a metagame where this would be the best deck to play, bringing me on to my second point: You attack draw7 by saying that it is not the best deck to play, and that this deck is not worse than it as a result. The implications of this are, therefore, that this can be the "best deck" when it, quite simply, will not be. It is a weak deck - not unviable, as I can't say that without testing, but weak.

Quote from: VGB
...although the hypothetical fundamental turn may be one slower than the top combo decks in the format (and it requires an addional card for the kill), it has much greater consistency due to the overabundance of tutors, and the overall synergy of the deck.

This would appear to be no different than dragon, except that for dragon this statement is, in fact, true. On top of that, you have to cast several spells rather than 1 backed with disruption to win. This has the same inherent weaknesses of dragon and draw7 without the strengths.

Anyway, if you're going to base a combo deck on trying to resolve a 3W creature, why not make the deck into rector?

Tom
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TrixR4Kidz
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« Reply #19 on: June 24, 2004, 10:41:58 pm »

Damping matrix/Null rod, the game pretty much ends right there, also graveyard removal can be a problem as well, It doesn't appear to have enough draw and looks like the deck can die out fairly easily and not "combo" out so to speak, it's almost too slow to the point where you can't really call it a combo deck anymore.  It's in everyway worse then any other combo deck out there really, I know this is just a thought process you have, but it's way too limited to be anything serious, I also don't really understand the mainboard engineerd explosives, It does look like a funny deck though, I could see how it could work fairly fast at times, but the way you explaind with the first turn AI, thats just like a godhand, you would also need fastbond in that hand right? combo decks usually don't work that rely on a restricted card to be the main card of it
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« Reply #20 on: June 25, 2004, 07:57:52 am »

Quote from: TrixR4Kidz
Damping matrix/Null rod, the game pretty much ends right there


I say as much in my post.  Show me a combo deck that isn't kicked in the nuts by Null Rod and Damping Matrix.  The deck is 5 color, though, so it could theoretically support Oxidize, Rack and Ruin, etc.

Quote
also graveyard removal can be a problem as well


The combo pieces are redundant enough to be resilient to graveyard hate, and:

1) Auriok Salvagers works under Planar Void.
2) Crucible works under Ground Seal.

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It doesn't appear to have enough draw and looks like the deck can die out fairly easily and not "combo" out so to speak, it's almost too slow to the point where you can't really call it a combo deck anymore.


No, it doesn't have serious card advantage in mind, unless you consider:

1) Tutor density (improved card quality advantage).
2) Crucible+Fetch is virtual card advantage, since you weed lands out of your deck and never miss a land drop.
3) Brainstorm/AI/Fetchland/Tutor synergy.

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I also don't really understand the mainboard engineerd explosives


I do mention I haven't playtested this deck, right?  Think of it as a bastard Powder Keg/Pernicious Deed that is fetchable with AI and replayable with Salvagers.

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It does look like a funny deck though, I could see how it could work fairly fast at times, but the way you explaind with the first turn AI, thats just like a godhand, you would also need fastbond in that hand right? combo decks usually don't work that rely on a restricted card to be the main card of it


Again, Fastbond isn't the focal combo - Salvagers is.

First turn AI doesn't require a godhand - just look at the manabase, including mana artifacts.
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« Reply #21 on: June 25, 2004, 08:22:32 am »

Discussing about non tested decklists is pointless.
STOP POSTING NON TESTED DECKLISTS.
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