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Author Topic: [Deck] Monkey Wrench  (Read 1728 times)
john mathias
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« on: August 10, 2004, 12:13:20 pm »

This is the deck that I plan on playing at SCGP9 in October. So far I have had doubleplusgood results with it and wondered if I could get a tune up.

Here is the list:

// Bread of the Desert
3  Island
2  Volcanic Island
4  Polluted Delta
R  Mana Crypt
R  Mox Sapphire
R  Black Lotus
R  Lotus Petal

// Lock
2  Stasis
2  Crucible of Worlds
1  Forsaken City
2  Archaeological Dig

// Disrupt
4  Disrupt
2  Daze
4  Force of Will
4  Mana Drain
4  Wasteland
R  Strip Mine

// Draw
4  Brainstorm
R  Ancestral Recall
4  Accumulated Knowledge
R  Fact or Fiction
R  Gush

// Util
2  Isochron Scepter
R  Mystical Tutor
2  Intuition
2  Fire/Ice

// Wins
1  Donate
1  Cephalid Coliseum
1  Barbarian Ring


// Sideboard
SB: 1  Volcanic Island
SB: 1  Crucible of Worlds
SB: 3  Rack and Ruin
SB: 2  Gilded Drake
SB: 3  Null Rod
SB: 3  Red Elemental Blast
SB: 2  Stifle


This deck plays like a Mix of 4CC and Gay/r.

Now for my horrible Card by Card Analysis.

// The Mana

Island: Wasteland proof. The main source of Blue Mana. This deck only needs R for Fire and Barbarian Ring MD. Post SB one can come out for a Volcanic Island giving access to very power Side Board Options.

Volcanic Island: Wasteland Bullseye. This card is used to Fire and Barbarian Ring MD. Post Side Board one more may come in.

Polluted Delta: This normally grabs an Island until my Mana Base is stable. After that it turns into a Volc. Isle.

Mana Crypt: This card gives broken Mana followed by a Win condition. The only applicable replacement in a budget version would be Mana Vault.
No other card fills this role.

Mox Sapphire: On color Mana Acceleration. Allows the turn one Brokeness that is Mana Drain.

Black Lotus: Tempo, its a kick in the ass.

Lotus Petal: This card may seem glaringly obvious a bad choice. People will fight all day for Sol Ring to be in this slot. However Sol Ring is the wrong choice. Petal allows you to Drain turn one. It also allows you to develop your board without devoting a turn to cast Sol Ring.

// Lock

Stasis: The long outdated Prison card is back. This time the deck isn't devoted to prison. Prison however, gives the deck time to "go broken" in its own way. It builds up everything it needs while destroying the opponents lands with Strip/Waste recursion. It also allows you to sneak in three of your four main routes to victory.

Crucible of Worlds: So...Powerful. This is why the deck plays Drains. Resolve these and the game is yours. Strip Recursion is very powerful. When you add "Shock" recursion and "AR" recursion it gets broken in a hurry. It also allows you to Recur Dig to continually fuel your Stasis Brokeness.

Forsaken City: The old and outdated way of keeping a Stasis lock. It still has relevance here since it Makes Mana under Stasis while your Digs keep it going. A must have. Don't be like horrible.dec and play more then two. I personally only like one however.

Archaeological Dig: This makes Mana of any color, Untaps every turn, and fuels a long Stasis. Day in and Out this card proves itself.

// Disruption

Disrupt: Wow. This card is stupidly good. Many decks like 4cc or Various Prison builds use Brainstorm to allow and shaky mana base to function quite well. Disrupt punishes them for this. For no loss of card advantage you can have the game won on your end step. This also stops any opponent from resolving brokeness. It keeps combos from Drawing 7 and YawgWins from Winning. The tempo you will gain from your opponent playing around this is amazing.

Daze: Like Disrupt this punishes your opponents Brainstorms. Nothing is more annoying them having to leave two open whenever you cast a spell. The opponent must play around these, however if they do you will have generated enough time to add all your catalysts together for the win. Later after the lock is achieved this untaps a land to sustain it longer or give you more mana.

Force of Will: Yet another free counterspell and the glue to this deck. You all know why it is good.

Mana Drain: Whether you power out a Crucible Lock or go Broken with AK/INT your opponent will never be happy. Sometimes you will burn but it is always worth it. This card is another reason why you beat shoppery ALL.DAY.LONG.

Wasteland: These never seem to go away with all the broken Crucible tricks. They also allow you to nuke your opponents board under a City fed Stasis lock.

Strip Mine: Even raperyer then the previous contestent Strip Mine offs any land. Don't Ask. Don't tell. Just tears for the opponents Mana Base.

// Draw

Brainstorm: Ancestral Recall 2-5 with fetchlands. This card yoinks Counterspells, Brokeness, or Win Conditions from your Library. Then it grabs cards from a Mystical Tutor or Hides cards from Duress/Therapy. Its good.  Wink

Ancestral Recall: Drawing cards is good. Drawing at Instant speed is better. Drawing Three at Instant Speed for just U is the best.

Accumulated Knowledge: Your draw engine. With Intuition this card is a BEAST. With Magic Stick this is a BEAST. Hell, this card is always good. Drains feed it.

Fact or Fiction: This gets broken in hand and lands into the graveyard. It also gives a great outlet for Drain Mana and a way to inititiate a Resource War on your opponents end step.

Gush: Cast it hard with Drain mana, Cast it for free to keep a land safe, or cast it during Stasis to palm some cards and retain the lock.

// Util

Isochron Scepter: 22 Things can fit on a stick. It generates Massive Card Advantage, Trades with an opponents counter, and provides a win condition. All good things it seems to me. Just cast it smart and make shure you get at least one activation.

Mystical Tutor: Get anything your heart desires. A great way to feed the deck.

Intuition: A great tutor. Start the AR Chain. Grab City and 2 Digs. Grab Wastes to stop an opponents crucial Mana source. Grab 3 FoW's for a counterspell. This card is the decks workhorse.

Fire/Ice: A Win condition, Mana Denial, Fat Tapper, FoW Pitch Card, and Removal spell all packed up in one card. Its good stuff.

// Wins

Donate: The simplest win condition. Give your opponent the Mana Crypt before starting the lock. Sounds janky eh? It isn't. Your oppinent will succumb to coin flips while you use Free counters to stop any threat they attempt under the lock.

Cephalid Coliseum: This generates massive card advantage throughout the game. Under a lock you can use it to deck your opponent.

Barbarian Ring: This card is a colorless, uncounterable damage source. This kills any Welders and such during the early game. As the game progresses it becomes a clock/recurring kill spell.

And there you have it. The side board is self explanitory. I see myself piloting this in October. It is a wonderful deck with many wonderful matchups. It takes time to see how much synergy is here but it is at work. This deck is a machine of one purpose. A machine to win.
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Mixing Mike
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« Reply #1 on: August 10, 2004, 12:15:39 pm »

Why play Donate over Black Vise?
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TheAlpha
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« Reply #2 on: August 10, 2004, 12:30:19 pm »

Quote from: john mathias
This deck plays like a Mix of 4CC and Gay/r.


Why do you think this is better than Gay/R then?  Confused
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john mathias
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juzammaster1
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« Reply #3 on: August 10, 2004, 12:32:32 pm »

Donate allows you to play the brokenness that is Mana Crypt without dieing to it yourself. Without Donate you must cut Crypt and then you lose the fast mana the deck can produce compared to other control decks. 4CC Has Moxen,Lotus, and Sol Ring. However when you compare Sol Ring to an Artifact that is free and wins the game the comparison is easy.

Black Vise looks great but the more you play with it the more you realize it Just Isn't Great. I would relegate it to the Side Board at best.
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« Reply #4 on: August 10, 2004, 12:45:25 pm »

wouldn't you be better off with sol ring and black vice so you never kill yourself while trying to find the donate?
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"it's brainstorm...how can you not play brainstorm?  You've cast that card right?  and it resolved?" -Pat Chapin

Just moved - Looking for players/groups in North Jersey to sling some cardboard.
VGB
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« Reply #5 on: August 10, 2004, 01:00:26 pm »

Or maindeck Gorilla Shaman so you can pop Crypt and munch Moxen.
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Mixing Mike
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« Reply #6 on: August 10, 2004, 01:02:08 pm »

Quote from: VGB
Or maindeck Gorilla Shaman so you can pop Crypt and munch Moxen.


Yeah, that way, you're deck name will have some relevance.   :lol:
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dohsign
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« Reply #7 on: August 10, 2004, 01:37:45 pm »

Stasis doesn't combo with Scepter, Crypt. What's the deal?

Also, nearly every deck runs 4X Wasteland, Strip Mine. I think a clever player would just nuke the Forsaken City at a critical time to choke off mana to the Stasis.
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john mathias
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« Reply #8 on: August 10, 2004, 02:11:09 pm »

@ $
I never said Crypt comboed with Scepter...I said Crypt killed the opponent.

Another problem with what you said is you assume you know how to play the deck. Clearly you do not since you have to build up enough lands off Crucible to buffer for City/Digs.

@ Mike
It was named Wrench after a longtime playtest partner off mine said something like,"OMFG, I feel like I have hhad my head beaten in with a Monkey Wrench playing against that".

@ Everyone
I will try Ring and Vise again; however I doubt if I will like the results. Ring is a turn slower then Crypt and Vise seems more vulnerable. I'll retry it though. Maybe my results where skewed.
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Toad
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« Reply #9 on: August 10, 2004, 02:23:38 pm »

Duh
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