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Author Topic: SlapJack: NEW Deck by LotusHead  (Read 7853 times)
Frappie
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« Reply #30 on: July 04, 2004, 09:40:54 am »

Hey LHead, I played a very similar deck to that a while ago, but what I found out was that the combo really could be nasty with orim's chant/abeyance. They are the control you are looking for and they have a moderate price. The idea being you use it against draw7 or something like that. I would suggest that the Ertai's Meddling be repalced by orim's chant.
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Gandalf_The_White_1
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« Reply #31 on: July 04, 2004, 10:00:02 pm »

-The people do have a point of simply posting an optimal list even if you are missing a few cards.  It would certainly be more productive to the discussion of THE deck as a whole and not just YOUR deck.
(this would mean adding ancestral definately, but not nesessarily walk)

-I think that here and now a decision needs to be made about mana drain.  Is it too reactive for the deck or not?  Personally, I think that having to hold back drain mana for a deck that wants to combo out isn't cool.  I would like to see pro-active disruption like duress, which would also help out in matchups u group as "Blue combo."  (also, mana drain should be a 4 of or a 0; it either makes the cut or not.  I realise you don't have the drains, but I think alot of people agree with me about the optimal list thing; just pretend you have 4 of every card)

-I am acctracted to this deck because of it's apparent versatility and the fact that alot of it appears janky at first (spellbombs in t1, and 4cc creatrues in combo that are NOT acadamy rector)

-get rid of shared fate it's just mana drain bait (ooh cool rhym, might i also add, in time, that it does it doen't change the score, with infinite it's just "win more")

-i like the versatilty cunning wish adds to combo decks, and since this is combo/control it's inclusion is certainly warrented, but i would prefer to see it as a 2-of

-ertai's meddling is total crap, it's far, far worse then drain in that it only disrupt's your opponent's goal and does not work towards yours

-let me stress this, the ONLY time you should post a list with cards missing because you don't have them should be when making a budget deck; since this is obviously not budget it should assume unlimted resources; u can't have a deck that is quasi-budget in that it has some power cards but not all that warrent inclusion

-I would like to see some sort of draw engine in this deck other than recurring with salvagers; i have no idea what, but maybe if drain is included skeletal scryings could be added, or intuition/ak egine, but there has to be SOMETHING

-What are the advantages of playing this deck over other popular combo decks in the format, other than fun and surprise value?
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LotusHead
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« Reply #32 on: July 04, 2004, 11:48:46 pm »

Gandalf the White wrote...-I would like to see some sort of draw engine in this deck other than recurring with salvagers; i have no idea what, but maybe if drain is included skeletal scryings could be added, or intuition/ak egine, but there has to be SOMETHING

3 Brainstorms (for now), Future Sight and Timetwister are my only draw at the moment.  Spellbomb and Conjurer's Bauble also let me draw a tiny bit.  The Trinket Mages let me get an artifact out of my deck (sort of card advantage).  Edit: The missing draw engine is now due to a redundancy of Spellbombs/Chromatic Spheres. The 4-6 pieces of crap are now replaces with card-drawing Spellbomb pieces of crap! Smile )

Gandalf again...-What are the advantages of playing this deck over other popular combo decks in the format, other than fun and surprise value?

Well, this combo deck has creature beatdown as a backup, and like you said, Fun and Suprise value.  It CAN go off rather quickly, like other combo decks, if an opponent does not have an answer right then and there.  Other than that, this deck has a long game. (counters, blockers, Engineered Explosives via Trinket Mage as a kind of board sweeper.).  It's one glaring weakness is that the Salvagers are the key.  No Salvager, no combo.  

I couldn't trace down my Type 1 opponent out here to do massive testing, like I wanted, but I'm still on it.

In a deck with a need for disruption, does EVERYONE agree that Mana Drain should be a 4 of or 0 of?  At the very least, I pitch it to Force of Will.  If I do successfully Mana Drain something, I can almost always use the mana.

Ertai's Meddling is my "anti blue tech".  Even for 1U, I can delay their counterspells to uselessness.  Or, I can pitch to Force of Will.  If a one turn delay gives me an opportunity to win, then I'll take it.  

Orim's Chant/Abeyance.  Nice... Food for thought...

Thanks guys!
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« Reply #33 on: July 05, 2004, 01:18:21 am »

Quote from: Gandalf_The_White_1
-What are the advantages of playing this deck over other popular combo decks in the format, other than fun and surprise value?


While I'm not advocating this over any current combo, I still think the deck performs surprisingly well for a rogue deck. While playing him, he was able to put up a decent control game while still being able to combo out relatively quickly. It doesn't seem to crap out any more than most combo decks do, even if it moves a bit slowly. The only complaints I had were that it wasn't the best thing available. Other than that it (assuming it was optimalized and stuffed with some more draw/tutoring) it seems like a decent alternative should current combo get magically destroyed by restrictions.

-Dan
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LotusHead
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« Reply #34 on: July 05, 2004, 02:16:46 am »

When my deck was a 5th Dawn only deck (FUN!) the Salvagers simply made my day.  When I decided to make it a Block Deck, plus a Lion's Eye Diamond, the deck started to unveil it's broken side.

I had to gut my Dragon Deck to Mox it up and so forth.  Night's Whisper was part of the 5D version, but brainstorms replaced it.  At the moment, if I make any fundamental changes to the latest build, I may just go Blue White plues MAYBE 1 each of Black or Red in the deck. (These new fetchlands are cool!).

There are currently 4 Black/Red spells in the deck (and Shared Fate...I know...but I still want it...)

That would leave 4 slots of Blue/White to put in the deck. I've already decided to nix the Lim-Dul's Vault, only because of SLAVER! But what other Blue/White cards should finish the deck?  I've heard about Abeyance/Orim's Chant, Balance is always an option. More Wishes for a butt-whomping sideboard? Maindeck Capsize because its cool?  Dust to Dust? Mana Vault? 3 more Stifles maindecked?
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LotusHead
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« Reply #35 on: July 14, 2004, 12:24:11 am »

I am posting this list to show what my (for now) final build of SlapJack is, thanks to the suggestions and criticisms of my fellow TMDers.

SlapJack by LotusHead

Mana Sources 25
4 Tundra
2 Underground Sea
1 Volcanic Island
4 Flooded Strain
1 Darksteel Citadel (experiment)
1 Tolarian Academy
1 Island
1 Plains
5 Moxen
1 Sol Ring
1 Lotus Petal
1 Mana Crypt
1 Black Lotus
1 Lion's Eye Diamond

Counter/Control 10
4 Force of Will
2 Ertai's Meddling
2 Mana Drain
1 Misdirection
1 Stifle

Draw/Tutor 10
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
4 Brainstorm
1 Timetwister
1 Cunning Wish
2 Intuition

Salvagers & Co. 9
4 Auriok Salvagers
4 Trinket Mages
1 Gorilla Shaman

LotusHead's Jank Tech 7
1 Pyrite Spellbomb
1 Sunbeam Spellbomb
1 Necrogen Spellbomb
1 AEther Spellbomb
1 Chromatic Sphere
1 Engineered Explosives
1 Lantern of Insight (last holdover from first build)

Total Count: 62 Cards (yeah, I know...)

Sideboard 15
All secret.

This build is meant to be very redundant as far as the combo peices go.  One spellbomb is as good as another until the Salvagers go off.
The cards in the deck are the ones I own. Hope to try it at a tournament soon.

Mod's, feel free to lock this thread now. SlapJack has had it's closure.(Salvager2.0's new thread is the one breaking new ground...)
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