PittSoothSayer
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« on: June 30, 2004, 08:24:16 pm » |
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This is a pretty good deck, but I have no delusions of it ever winning a T1 tournament, so I guess the Casual Forum is the place for it. It’s one of the better decks in my playgroup, but I’d like to hear what you guys think.
Beaters (20) 4 Disciple of the Vault 4 Arcbound Worker 4 Arcbound Ravager 4 Somber Hoverguard 4 Myr Enforcer
Counters (8) 4 Mana Drain 4 Force of Will
Draw (8) 4 Brainstorm 4 Skullclamp
Restricted (4) R Yawgmoth’s Will R Demonic Tutor R Mind Twist R Vampiric Tutor
Mana (20) R Tolarian Academy R Mana Crypt R Mana Vault R Sol Ring R Chrome Mox R Lotus Petal 4 Seat of the Synod 4 Vault of Whispers 3 Polluted Delta 2 Underground Sea 1 Island
Sideboard 4 Chain of Vapor 4 Tormod’s Crypt 4 Chill 3 Stifle
Maindeck Inclusions Somber Hoverguard: He fills a dual role as a beater and cards 12-16 that can be pitched to FoW.
Mana Drain: Much like Hulk, this deck uses it as a tempo swing. Often, Draining a somewhat insignificant spell just for the mana acceleration is the right play.
Brainstorm: This used to be Thoughtcast, but Brainstorm is just a better card, IMHO. Althought, when that switch was made, I was running 4x Fetch. With the 3 that I have now, Thoughtcast may well be better.
Skullclamp: I know a lot of the people who have been working on competitive T1 Ravager have cut these in favor of the Draw7 engine, but w/o Frogmites, other cheap artifacts are a necessity.
Restricted: YawgWin and both Tutors are a must in the deck. Mind Twist, however, is probably the most expendable card in the deck. I had Tinker in its place, but was incredibly under whelmed.
Mana: I’m not too crazy about Mana Vault, Chrome Mox, or Lotus Petal, but they are better than more lands, and, in the absence of Moxen, are the best artifact mana I can get.
Strengths The deck is very apt at playing both types of Aggro-Control. It can either lay threats and back them up with counters and drawing, or it can play control for the first few turns then magically poop out a 2-turn clock for 2-3 mana, which is backed up by counter and drawing.
Weaknesses There are several permanents which give this deck headaches, and it’s unable to remove pre-board. First and foremost is Null Rod. Also Meekstone (It’s played in my group, yikes.), and Chains of Mephistopheles severely hurt its performance.
Possible Changes I would like to fit Frogmites in place of the Hoverguards. That, however, would leave me with too few Blue spells to reliably play FoW. This could be made up for in the draw engine by switching from Clamps to the Draw7s, or possibly even Standstill. The changes would probably be something along the lines of this: -4 Somber Hoverguard, -4 Skullclamp, -1 Mind Twist +4 Frogmite, +1 Windfall, +1 Memory Jar, +1 Tinker, +2 Diminishing Returns ~or~ +4 Frogmite, +3 Standstill, +1 Tinker, +1 Memory Jar I’m kind of skeptical about the Draw7 setup, but the Standstill version may be better than what I have so far. In any case, I will test both proposed changes to the deck.
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