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Author Topic: [Deck] Kobolds  (Read 34529 times)
epeeguy
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« Reply #120 on: January 25, 2005, 02:54:07 pm »

@DiscipleofTerra: Why are you running Tolarian Academy in your deck?  While I understand that it can produce a ton of mana... what exactly is it fueling?  Because you have nothing that requires {U} in its mana cost.  Note: you may also read some of the prior discussion in this thread, as this may help explain some of the card choices that have been made and why certain adjustments may be necessary to your deck.

Also, a general thought, what does everyone think of Phyrexian Tower?  That it can produce {B}{B} might be very useful for the deck, especially if you have all the cards you need, but a spare creature to sacrifice (like an unClamped Auriok Steelshaper or Kobold).  So, this might actually make it as land #6.
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DiscipleOfTerra
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« Reply #121 on: January 25, 2005, 04:46:47 pm »

I try to stay away from the creatures with more than 1 toughness. In order to successfully run them with Clamp you have to have extra sac engines, and it just makes the deck worse.

My creature base:
12 Kobolds
4 Tinder Wall
2 Xantid Swarm

18 creatures seems fine, and they all work nicely with Clamp. Also, I run Wheel of Fortune so Tinder Wall really helps there.

I've been thinking of this new card from Betrayers:
Enshrined Memories XG
Sorcery
Reveal the top X card of your library. Put all creature cards revealed this way into your hand, and the rest on the bottom of your library in any order.

Does it deserve a spot?
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Imsomniac101
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« Reply #122 on: January 25, 2005, 05:53:17 pm »

Some people seem to have misunderstood me. I am saying that 5+ lands seems like too much, while Limbo's tournament list has 9 (the build that everybody is claiming to be closer to the "optimal" list than the BG list).

Secondly, Limbo's build only runs 1 copy of chromatic sphere and 1 crop rotation that is not enough to fix your unwanted mana.

@eepeguy : if you run lands like Forbidden Orchard means you can't run Land Grant which I find to be extremely effective in deck thinning and also reduces the chance that you will draw extra land. Believe it or not, drawing a second land when you can't play another one really hurts when your drawing cards off clamp or draw7's.
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Tristal
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« Reply #123 on: January 25, 2005, 06:23:22 pm »

Quote from: epeeguy
The major changes of this build, in comparison to my prior build, is changing the Gemstone Mines to Forbidden Orchards (to foil Oath) and cutting the 3 Ornithopters.  In place of the 3 Ornithopters is a Tendo Ice Bridge (land number 6), a Living Wish and a second Chromatic Sphere.  Note: the Death Wish was already pulled for a Burning Wish per Tristal's suggestion.  And the Elvish Scrappers were originally Scavenger Folk, but for some odd reason my Scavengers have gone missing...  Tendo Ice Bridge is in some respects interchangeable with Gemstone Mine; but if you want access to colored mana multiple times, then the Mine is much better than the Bridge.


TIB is only better than Gemstone Mine when:
-You need to tap it more than three times
-You don't need colored mana out of it more than once
-You already have a land in your graveyard when you cast Yawgmoth's Will

Test out the Bridge, you'll find it's wholly inferior to Gemstones.  Also, 'foiling Oath' shouldn't even remotely be part of your focus, because your kill is MUCH faster than theirs.  Oath only ends up helping you out when you Clamp the 1/1s, too.

Imsomniac, the problem with Land Grant is that it doesn't get Gaea's Cradle or Tolarian Academy, and those are the lands you want to see most.  Thinning the deck out has very little relevance when you're already drawing an obscene amount of cards anyway.
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Nehptis
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« Reply #124 on: January 25, 2005, 07:34:38 pm »

BUG is the optimal color choice for this deck.  No Red (other than free Kobolds) and no White.

Quote from: Imsomniac101
Some people seem to have misunderstood me. I am saying that 5+ lands seems like too much, while Limbo's tournament list has 9 (the build that everybody is claiming to be closer to the "optimal" list than the BG list).


Agreed.  In our testing 4 lands are all that is needed.

Quote from: Limbo
Channel: Channel serves the same purpose as steelshaper : providing clamp mana. I'd rather spend 1W to clamp for free, then GG to pay life to clamp. Also, with channel, a bargain will cost you GGBB AND 4 life. If you plan on drawing massive cards, the life payment AND coloured manacost is pretty severe. I think channel has no place in the build, as it is just weak at what it does for you.


This is a combo deck.  Your life points should be irrelevant.  And translating life into Drawing 2 cards via Channel / Clamp is integral.  Just as decks like TPS pay life for 1 Card via Bargain.  BTW, this deck does not need Bargain or Rituals.  The main draw engine is Kobold / Clamp (with added help from Glimpse).  Having the other draw engine (Bargain), and its necessary accompaniment (Rituals) is just an obstacle in this deck.
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DiscipleOfTerra
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« Reply #125 on: January 25, 2005, 07:54:55 pm »

BUG? Wheel of Fortune and Gorilla Shaman are worth the red. All your lands add mana of any color anyway.

I took out Cradle and Academy. I found that while they CAN produce tons of mana, they screw you up by only adding mana of a particular color. I run 4 Forbidden Orchard and 2 Gemstone Mine.
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hellfire1134
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« Reply #126 on: January 25, 2005, 08:01:43 pm »

Cradle and Academy Drive your engine. Also I spalsh red for one card., Wheel of Fortune. Tinder wall pays for it so it doesn't hurt any. ANd four lands is all thats needed. Another thign is I find that dark rituals help alot actually. I suggest testing them out they worked wonders for me.
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DiscipleOfTerra
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« Reply #127 on: January 25, 2005, 09:01:13 pm »

I agree that 4 land is plenty. I was running 6, so what should I put instead of the 2 lands? Is Chrome Mox any good here? Does the "reveal your hand" part of Land Grant hurt at all?

I think that with Dark Rituals there is no need for Cradle/Academy, the just screw you over by not providing the right color mana in the end. I want lands that tap for any color.

I've been getting better with the deck, I go off by turn 3 consistantly, sometimes on turn 1-2. Sometimes I get Xantid Swarm and Duress right before I go off so they can't even stop me.

I really don't know why you guys run those 0/3 and 0/6s. Xantid Swarm and Tinder Wall are better because they easily draw cards with Clamp. You can't just try to go off and expect no disruption, Xantid Swarm ensures you won't get Stifled or anything.

Also, is 1 Gorilla Shaman MD worthy? Aside from killing Moxen, it can get rid of Trinisphere for you...
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Tristal
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« Reply #128 on: January 26, 2005, 12:09:56 am »

Quote from: Nehptis
BTW, this deck does not need Bargain or Rituals.  The main draw engine is Kobold / Clamp (with added help from Glimpse).  Having the other draw engine (Bargain), and its necessary accompaniment (Rituals) is just an obstacle in this deck.


I was going to respect your opinions on this deck, but not including Rituals is assuredly incorrect.  Rituals make this deck -go-.  How do you get away with 4 lands if you're not running Rituals?
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« Reply #129 on: January 26, 2005, 03:26:26 am »

Explanation why I do/don't run debated cards:

Tinder Wall VS Steelshaper: If it is a creature, it should either be a kobold, or one that makes me win the game. The one costs G to create 2 colorless mana (the red doesnt matter) once, whereas the steelshaper costs me 1W to keep clamping free. Also, to clamp the wall, you still need an initial 1G, so effectivily costing the same as the shaper. In the multicolored build, W and G is equally available (negating the now single cradle), so in the 5 color build, steelshaper is far superior to the wall. The only advantage the wall has is that it sacks to itself.

Phyrexian Tower: Black isn't a problem once you are going for it, if your mana base is ok. 4 rituals, black lotus petal, 2 spheres, lands ensure your black mana. A onetime boost from the tower is unneeded.

Enshrined Memories: If you plan on winning turn 2, you'd better play a bargain (or other "I win" card) for that amount of mana instead of playing a weird sorcery that nets you only a few cards. Remember it is a sorcery...

5 lands VS my choice for 8: Everybody is claiming 5 lands is the optimal amount. But how can you consistently play a 2nd land turn 2 if you only run a few? I usually have 2 lands by turn 2, providing me that extra colored mana I need to go nuts. If I go for it turn 3, I draw into a 3rd land, allowing me more insanity.

9 lands, 1 sphere: I already posted I am switching my 2nd cradle into a 2nd sphere. So I play 8 lands, 2 spheres now.

Tendo Ice Bridge: It isn't even worth considering. You need consistent colored mana, not one shots...

Dark Ritual: This is the nutz, allowing for turn 1/2 brokenness. I think most people agree with me on this point.

Channel: Why pay GG to make clamping cost 1 life for the turn, if you can cast a 1W permanent source of free clamping. Also, 1W is easier on the manabase then GG.

Drawengine: Having a deck based upon a drawengine of clamp+kobolds (and in some cases added glimpses) doesn't make it a stable deck. Although clamp is almost always a threat, glimpse most certainly isn't. So your/our main engine is 4 clamps. To back this up with sufficient guaranteed threats I choose to play draw7's + bargain and friends. I will never cut those from my deck, as they have proven themselves in combat.

Nephtis: How can one claim BUG is the optimal build? Do you consistently win turn 2, even if forced and/or duressed? If not, then your build is not superior. My build can win turn 2 quite often, with turn 3 consistent AND I have the ability to still win in the "lategame", if I do get forced / countered / duressed. At the moment, I for myself think a 5 color version like mine / teepeeguys is best, but I can understand people want to play the more suicidal BG(U) builds.

DiscipleofTerra: Try my build in playtesting. You will see you can force threats through, even if found against a player with FoW.

I still can't see how glimpses are superior to draw 7's. Please explain to me how spending G to maybe draw a bunch of cards is better then having wheel, twister, AR, bargain, necro that most certainly draw you loads of cards.
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Imsomniac101
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« Reply #130 on: January 26, 2005, 04:08:32 am »

@Limbo : because not running things like draw7's allows you to run less mana cards and actually allows you for a more consistent opening hand, which in turn allows you to have more consistent turn 1 / 2 wins. Yes, I know that you draw a fresh hand each time you play a draw 7 but playing the draw 7 itself takes mana. I don't know how many times I "ran out of gas" after I played a draw 7.
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« Reply #131 on: January 26, 2005, 04:35:37 am »

Quote from: Imsomniac101
@Limbo : because not running things like draw7's allows you to run less mana cards and actually allows you for a more consistent opening hand, which in turn allows you to have more consistent turn 1 / 2 wins. Yes, I know that you draw a fresh hand each time you play a draw 7 but playing the draw 7 itself takes mana. I don't know how many times I "ran out of gas" after I played a draw 7.


That's because you only play 5 lands, son.
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« Reply #132 on: January 26, 2005, 05:37:59 am »

Quote from: Tristal
Quote from: Imsomniac101
@Limbo : because not running things like draw7's allows you to run less mana cards and actually allows you for a more consistent opening hand, which in turn allows you to have more consistent turn 1 / 2 wins. Yes, I know that you draw a fresh hand each time you play a draw 7 but playing the draw 7 itself takes mana. I don't know how many times I "ran out of gas" after I played a draw 7.


That's because you only play 5 lands, son.


The logic is indeed flawed. You claim you can run less mana sources in a build with glimpses, because the draw engine is entirely based upon glimpse/clamp. Although glimpse draws cards for free, you need the clamp to keep going (as it draws double the amount of cards in the initial, crucial stage of the turn).

Assuming you get the "perfect" start, including one glimpse, one clamp, and at least one critter, you need a starting amount of 2G mana(G to glimpse, 1 to play clamp, 1 to start clamping). After that, every 3 cards you draw (one from glimpse, 2 from clamp) MUST include a creature AND a (free) mana source. This is excluding any investment in eventually casting the lethal tendrills...

Explain to me how this can consistently win on turn 2, while the chance of having a glimpse OR a clamp in your opening hand is only 40%. Having both is in the order of 16%. Remember that trying to win on turn 3 means you not only have to deal with trinispheres / forces, but mana drains are online as well.

Then I haven't even mentioned the fact that you actually need to hold back on the casting of glimpse untill you go for it, as only drawing 2 cards on turn 1 from the glimpse in your starting hand without clamp backup is quite common, and not wanted in my opinion. Glimpse may be good in the turn you try to go off, but can't compete with ancestral recalls power before that, or even during the turn you go off, because drawing an ancestral always yields 3 cards for U, but casting glimpse while going off will not draw you cards from the critters cast before it that turn...

The advantage of the draw 7 engine is that you can actually play other threats besides a skullclamp on turn one. Because unless you try to win on turn one, a first turn glimpse is not too stellar, but a first turn draw 7 is quite sweet (remember that this can give your opponent an opening hand he can't mulligan out of).
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« Reply #133 on: January 26, 2005, 09:20:57 am »

In some testing I did a while ago, the draw7s were too mana intensive for this deck. It wants to play a lot of cheap draw and synergistic effects in a similar way to how the new Tendrils decks work - optimizing it more for turn 1 or 2 kills. I'd say that a Belcher-style Land Grant-based configuration might be a possibility worth looking into given that you want this deck to win as quickly as possible.

If this deck is winning on turn 3 I believe that is too slow; TPS or Gifts would be an obvious better choice considering its resilience to so many other decks out there already as well as having roughly the same goldfish as this deck.  As it is, if this deck isn't goldfishing as fast as the new Tendrils decks, you're going to lose to that and I would venture to say that you would prefer to win before a Trinisphere hits play, too, which puts even more emphasis on obtaining faster goldfishes (since Duress alone will not be enough disruption to guarantee anything against either of these).

In testing I found Gaeas Cradles and perhaps Glimpse to be slighly awkward, to be honest. Oftentimes, you need a land to start going and the timing of dropping the land, creatures, glimpse and clamping the creatures conflicted. Take, for example, an opening hand of cradle, glimpse, at least two creatures and some other stuff not including another source of green mana. You want to cast glimpse to draw off the creatures, but you potentially want to get as much mana as possible off the cradle in case you draw a clamp.

That said, building a fast combo deck that abuses clamp is going to be inherently difficult since you're stuck between a rock and a hard place in terms of relying on getting the clamp immediately but also creatures to clamp (meaning needing to run a lot of useless cards) and enough mana to make the whole thing work.
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epeeguy
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« Reply #134 on: January 26, 2005, 09:26:38 am »

Quote from: Tristal
TIB is only better than Gemstone Mine when:
-You need to tap it more than three times
-You don't need colored mana out of it more than once
-You already have a land in your graveyard when you cast Yawgmoth's Will

Test out the Bridge, you'll find it's wholly inferior to Gemstones.  Also, 'foiling Oath' shouldn't even remotely be part of your focus, because your kill is MUCH faster than theirs.  Oath only ends up helping you out when you Clamp the 1/1s, too.


No, I agree with you about the Tendo Ice Bridge, on the whole it is inferior to Gemstone Mine.  There's no reason to run it over the Mine.  Note: definitely a lapse of judgement on my part to suggest it.  But as an additional land for the deck (like I said, I think 6 to 7 land is about ideal for the deck), it may be worth it.  Especially if you are already running a full compliment of Gemstone Mines.

I still think it may be the right choice to cut the Ornithopters.  While the fact that they help out with Glimpse is good, and they can be double Clamped is also good; I don't see that they add that much more than the 12 Kobolds do in terms of drawing.  So, IMO, these 3 spots can definitely used for something else.

Therefore, the question is what... I definitely think 1 spot should be land (to bring the build up to 6), and another could easily be Chromatic Sphere.  That leaves one spot open.  Running Living Wish would allow you to fetch a Xantid Swarm from your sideboard, which can be helpful.  Or, it could be something else.  It's just a question of what at this point.
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« Reply #135 on: January 26, 2005, 10:43:11 am »

Tristal,

Have you playtested your deck enough to the point that you feel comfortable enough to post it yet? I'd really like to see it.

Based on the info that you have given up from your posts, it sounds very different from the builds that have already been posted. I'm very intrigued by it, because it sounds really innovative, and I know something is definitely being abused.

I started playing Kobold Clamp when it first popped up in the Monoblack version using Carnival of Souls. It could go off on turns 2/3, but often crapped out. I am in the process of comparing/contrasting the decks posted here, so I can finish my current build.

I'm leaning towards using Glimpse over Steelshapers, but there's still a lot of MD cards in question (in my build). I'm sold on Cabal Therapy though. For my build I think ESG & Land Grant are a MUST.

From what I remember you are using Glimpse over Steelshapers, right?
Are you running Tinder Walls and ESG in your builds?

I know that you don't want to have all the noobs netdecking your creation before you really get a chance to play it a lot, but c'mon give up some tech and show your list.
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« Reply #136 on: January 26, 2005, 12:08:31 pm »

Quote from: Tristal
I was going to respect your opinions on this deck, but not including Rituals is assuredly incorrect.  Rituals make this deck -go-.  How do you get away with 4 lands if you're not running Rituals?

The deck does not need Rituals at this point based on its current build.  The 4 Land, Crop Rot,  ESG , etc mana base is strong enough without them.

Quote from: Limbo
Nephtis: How can one claim BUG is the optimal build? Do you consistently win turn 2, even if forced and/or duressed? If not, then your build is not superior. My build can win turn 2 quite often, with turn 3 consistent AND I have the ability to still win in the "lategame", if I do get forced / countered / duressed. At the moment, I for myself think a 5 color version like mine / teepeeguys is best, but I can understand people want to play the more suicidal BG(U) builds.


Yes, it does win consistently Turn 2.  Good percentages Turn 1 as well.  However, we may tweak it more which could lessen the % of Turn 1 wins.  But it would further insure the T2 wins even through disruption.
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« Reply #137 on: January 26, 2005, 03:28:16 pm »

The thing I quickly realized about running Steelshaper is that getting W mana is hard for this deck. What happens is you tap your land for Dark Ritual, so all you have is black mana. I think you should stick as much as you can to black, that way Rituals don't hurt you. The deck can support Glimpse because of ESG.

Limbo, could you please post your build?

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epeeguy
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« Reply #138 on: January 26, 2005, 03:33:59 pm »

Limbo's most recent build is on page 7.  Smile
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« Reply #139 on: January 26, 2005, 04:45:11 pm »

@ Limbo : you seem to misunderstand why the BG build runs both clamp and glimpse. The deck only requires one of the following cards to be in the starting hand. Now calculate the percentage that either glimpse or clamp is in the starting hand; that's roughly 85%, that's damn consistent and easier to cast than a draw 7 and leaves you more mana to play your other spells. Also playing with glimpse rather than a draw 7 leaves you with more space to put in other spells as your deck does not have heavy mana requirements. After you cast a glimpse or clamp you will be bound to draw into either a second clamp or glimpse which will further fuel your storm count.

@ Tristal : the only difference playing more lands makes is increasing the chances that you will draw land; in the BG build we run Land Grants so that it decreases your chance that you will draw extra land (deck thinning). It doesn't matter how many lands you draw in a turn, you can only lay down one land at a time.


I wholly agree with Disciple, W is harder to cas than G in BOTH decks. For the steelshapers to be of any use you need both the steelshapers and the clamp in the starting hand which is a 40% chance. Yes, you have draw 7's but it's unlikely that you will have the mana to cast both a draw 7 and a steelshaper + clamp in the same turn.

And as to why you should play this over Meandeck Tendril's:

a) it is cheaper to play than Meandeck Tendril's
b) it is easier to play than Meandeck Tendril's
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« Reply #140 on: January 26, 2005, 08:22:29 pm »

Quote from: rozetta
TPS or Gifts would be an obvious better choice


Nobody is suggesting that this is the best Tendrils-style combo deck available.  We're simply trying to optimize the decklist.

Quote from: twault
Tristal,

Have you playtested your deck enough to the point that you feel comfortable enough to post it yet? I'd really like to see it.


I'd like to test Steelshapers if I can before coming to any other conclusions.  Limbo's maindeck is close to mine, at any rate.

Quote from: DiscipleOfTerra
The thing I quickly realized about running Steelshaper is that getting W mana is hard for this deck. What happens is you tap your land for Dark Ritual, so all you have is black mana. I think you should stick as much as you can to black, that way Rituals don't hurt you. The deck can support Glimpse because of ESG.


What happens is, you tap your land for Dark Ritual, cast a Chromatic Sphere, draw a card washing white (hopefully another Ritual or mana source) and cast the Steelshaper.  With Spheres, it's not nearly as bad.

Quote from: Imsomniac101
the only difference playing more lands makes is increasing the chances that you will draw land; in the BG build we run Land Grants so that it decreases your chance that you will draw extra land (deck thinning). It doesn't matter how many lands you draw in a turn, you can only lay down one land at a time.


In 5-color builds, Land Grant won't cut it; you need that Bayou to tap for black on turn 1 and blue on turn 2.

Quote from: epeeguy
But as an additional land for the deck (like I said, I think 6 to 7 land is about ideal for the deck), it may be worth it. Especially if you are already running a full compliment of Gemstone Mines.


City of Brass is still better.  Mana consistency is more important than life.


I'll be goldfishing different builds all night at work.  I'll try to make some solid conclusions, and perhaps a tentative decklist could be posted later in the week.
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« Reply #141 on: January 26, 2005, 09:22:19 pm »

Quote from: Tristal
Quote from: epeeguy
But as an additional land for the deck (like I said, I think 6 to 7 land is about ideal for the deck), it may be worth it. Especially if you are already running a full compliment of Gemstone Mines.


City of Brass is still better.  Mana consistency is more important than life.


Point taken.  Smile


Quote from: Tristal
I'll be goldfishing different builds all night at work.  I'll try to make some solid conclusions, and perhaps a tentative decklist could be posted later in the week.


Lucky devil... I can get away with designing them at work... just not actually goldfishing them.  I'm looking forward to what you come up with.
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« Reply #142 on: January 26, 2005, 10:10:23 pm »

I was just wondering what this deck does vs. CoTV... this card seems like it would be game over... I would hate to cabal therapy stax to see a hand with a 3sphere, and 2 CoTV in the opening hand... Or if they go first it would seem like an almost unwinable matchup...
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« Reply #143 on: January 27, 2005, 03:32:26 am »

Quote
Yes, it does win consistently Turn 2. Good percentages Turn 1 as well. However, we may tweak it more which could lessen the % of Turn 1 wins. But it would further insure the T2 wins even through disruption.


Care to post / PM a list? The last BG / BGU list is rather old.

Quote
@ Limbo : you seem to misunderstand why the BG build runs both clamp and glimpse. The deck only requires one of the following cards to be in the starting hand. Now calculate the percentage that either glimpse or clamp is in the starting hand; that's roughly 85%, that's damn consistent and easier to cast than a draw 7 and leaves you more mana to play your other spells. Also playing with glimpse rather than a draw 7 leaves you with more space to put in other spells as your deck does not have heavy mana requirements. After you cast a glimpse or clamp you will be bound to draw into either a second clamp or glimpse which will further fuel your storm count.


First of, your percentile calculation's are off. With a 60 card deck, and two four offs you want to draw you approximately get:
40% for each four off

16% you get one of each four off (.4*.4)
36% you get none of the two four offs (.6*.6)
48% you get one four off (24% clamp, 24% glimpse)

With the current creature count you seem to run in BG builds (12 kobolds, 4-6 random others, not counting ESG as you don't cast these), this yields 2-3 critters in your opening hand.

The use of tutors does increase the percentage of nice starting hands, as you can tutor up what you want turn 1 and go for it turn 2, but I don't see how this can consistently win turn 2, as the chance I give you of having skullclamp at the ready turn 2 is about 50%, assuming it isn't countered or anything.

Please PM me BG / BGU lists and claimed turn 2 win percentages, and I will test them (at least the good ones) to see if they indeed are correct. At the moment I am still very sceptic, based upon testing the best BG list posted in this topic.

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wholly agree with Disciple, W is harder to cas than G in BOTH decks. For the steelshapers to be of any use you need both the steelshapers and the clamp in the starting hand which is a 40% chance. Yes, you have draw 7's but it's unlikely that you will have the mana to cast both a draw 7 and a steelshaper + clamp in the same turn.


First off, steelshaper is not a requirement to win, it is support to the combo, to keep you from spending colored mana to clamp if you use the clamps to win. It (usually) isn't the finisher like tendrills is. And be honest, seeing my manabase, how difficult is it to generate 4 mana with your starting hand, drop a clamp and some kobolds, and twist /wheel into a new hand? If the new hand includes a steelshaper and only 1W! free mana you can clamp away your entire deck. If not, you need to start thinking.

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I was just wondering what this deck does vs. CoTV... this card seems like it would be game over... I would hate to cabal therapy stax to see a hand with a 3sphere, and 2 CoTV in the opening hand... Or if they go first it would seem like an almost unwinable matchup...


As long as CotV is dropped for 0 (as most / all people do), there is no (big) problem, my draw 7's and just building storm count by pitching kobolds can still win the game. Chalice for 1 can / will be annoying, but that disables their welders too, so they won't drop the chalice on 1. Advantage is that nobody playtests vs kobolds Smile
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« Reply #144 on: January 27, 2005, 03:43:09 am »

Glimpse seems stronger than Steelshaper versus CotV for zero, but the problem is not having mana artifacts.  You need to go off with Dark Rituals to escape CotV for zero.
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« Reply #145 on: January 27, 2005, 03:36:11 pm »

@ Limbo : How did you do your calculations? The BG build only requires ONE of either Glimpse or Clamp. In a 60 card build:

8/60 (8 because you run full sets of glimpse and clamp)
8/60 x 7 (7 because of the starting hand)
= that's approximately an 85% chance that either one will be in the starting hand; over 90% if my mental arithmatic is not off.
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Mindslaver>ur deck revolves around tinker n yawgwill which makes it inferior
Ctrl-Freak>so if my deck is based on the 2 most broken cards in t1,then it sucks?gotcha
78>u'r like fuckin chuck norris
Evenpence>If Jar Wizard were a person, I'd do her
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« Reply #146 on: January 28, 2005, 02:48:07 am »

Quote from: Imsomniac101
@ Limbo : How did you do your calculations? The BG build only requires ONE of either Glimpse or Clamp. In a 60 card build:

8/60 (8 because you run full sets of glimpse and clamp)
8/60 x 7 (7 because of the starting hand)
= that's approximately an 85% chance that either one will be in the starting hand; over 90% if my mental arithmatic is not off.


I would suggest you brush up your skills on calculating this stuff.

The probability you either draw none (Pbad) OR one or more (Pgood) keycards equals 100%. In formula:

Pbad + Pgood=100%

Instead of calculating Pgood (which is what you want to know) it is easier to start by calculating Pbad. Pbad while starting equals:

Pbad = (52/60)(51/59)(50/58)(49/57)(48/56)(47/55)(46/54) = 34.6%

Pgood = 100 - Pbad = 100 - 40 = 65.4%

Hence, the chance of drawing an acceptible opening hand is 65%, assuming that having only a glimpse still is good, but I highly doubt that (unless you PM me a list that you play that I will test and proves I am wrong). This doesn't take mulliganning into account, but you can calculate by yourself what chances are if you add mulliganning to 6,5,4,3,2,1.

Check here or here to brush up on your mathematics concerning probability calculations.
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« Reply #147 on: January 28, 2005, 04:16:40 am »

Yes, your right Embarassed . I posted really late at night, so my brain wasn't really functioning properly (no caffiene) but still that's no excuse............
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Mindslaver>ur deck revolves around tinker n yawgwill which makes it inferior
Ctrl-Freak>so if my deck is based on the 2 most broken cards in t1,then it sucks?gotcha
78>u'r like fuckin chuck norris
Evenpence>If Jar Wizard were a person, I'd do her
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« Reply #148 on: January 30, 2005, 06:59:13 pm »

Ok. Here's a more recent BG version.

//NAME: Kobolds
        2 Bayou
        1 Gaea's Cradle
        4 Land Grant
        1 Lion's Eye Diamond
        1 Black Lotus
        1 Lotus Petal
        1 Mana Crypt
        1 Mox Emerald
        1 Mox Jet
        1 Chrome Mox
        4 Dark Ritual
        1 Culling the Weak
        1 Crop Rotation
        4 Elvish Spirit Guide
        1 Diabolic Intent
        1 Demonic Tutor
        1 Demonic Consultation
        1 Vampiric Tutor
        4 Glimpse of Nature
        4 Skullclamp
        2 Tendrils of Agony
        4 Crimson Kobolds
        4 Crookshank Kobolds
        4 Kobolds of Kher Keep
        4 Ornithopter
        4 Phyrexian Walker
        2 Cabal Therapy
SB:  3 Quirion Dryad
SB:  1 Necropotence
SB:  1 Yawgmoth's Will
SB:  4 Scavenger Folk
SB:  4 Xantid Swarm
SB:  2 Cabal Therapy

I still think that some of the cards in this deck need to be replaced with something better. In most of my games, I found that Vamp tutor was very weak and am currently testing replacements. I'm also looking at replacing Chrome Mox. Also, note the Quirion Dryads in the SB; I am currently testing those but for now it doesn't look like they will make the cut for the final deck.
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Mindslaver>ur deck revolves around tinker n yawgwill which makes it inferior
Ctrl-Freak>so if my deck is based on the 2 most broken cards in t1,then it sucks?gotcha
78>u'r like fuckin chuck norris
Evenpence>If Jar Wizard were a person, I'd do her
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« Reply #149 on: February 03, 2005, 03:40:39 am »

Has anybody tested the deck so that they can critique?
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Mindslaver>ur deck revolves around tinker n yawgwill which makes it inferior
Ctrl-Freak>so if my deck is based on the 2 most broken cards in t1,then it sucks?gotcha
78>u'r like fuckin chuck norris
Evenpence>If Jar Wizard were a person, I'd do her
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