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Author Topic: Bonding Madness (Powerless)  (Read 2288 times)
japperwok
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« on: March 02, 2005, 11:52:28 am »

Hi!

I'm a total newbie, first-time poster. I haven't played competively before and intend to attend T1 tournament here in Finland in the future. I'm in it for fun and don't stress about performance.
   I'd like to play with a creation that has some own ideas but need help in fine tuning from more experienced players so that it could be half-way competive. Here's a list to start with.

Bonding Madness (Powerless)

Colored Mana:  17

4 Tropical Island
1 Savannah
3 Flooded Strand
3 Windswept Heath
3 Island
3 Forest

Disruption:  12

1 Strip Mine
4 Wasteland

4 Force of Will
3 Null Rod

Draw:  11

4 Bazaar of Baghdad
3 Squee, Goblin Nabob
3 Deep Analysis
1 Intuition

Tech:  5

1 Fastbond
4 Manabond

Creatures:  15

4 Basking Rootwalla
4 Arrogant Wurm
1 Roar of the Wurm
4 Aquamoeba  (Maybe -1  > +1 Deep Analysis)
2 Wonder

Sideboard

1 Null Rod
4 Ray of Revelation (vs. Oath)
3 Hydroblast/Blue Elemental Blast (vs. Welder, FCG and random red beatdown)
4 Chalice of the Void (vs. combo)
3 Tormod's Crypt/Krosan Reclamation (vs. Dragon)

Other SB possibilities

Maze of Ith  (doesn't take a land drop with Mana/Fastbond)
Oxidize
Naturalise etc..

Some explanations:

No Wild Mongrel? - Manabonds replace these and Aquamoebas add blue count for FoWs (I'm not sure if I have enough blue cards for FoWs). Also as an enchantment Manabond is a safer madness-outlet than creatures.

Savannah? - For sideboarding Ray of Revelation against Oath.


I would appriciate any suggestions/ideas/criticism/help, but I'd like to keep the basic structure of Manabonds/Fastbond. 5 Bond-effects allow for explosive first turns. It's hard for me to say anything about the deck's matchups because I have no experience in Type 1. But It'd be nice if you could enlighten me.
The deck should be geared to cope somehow with Workshop-decks, Dragon-combo, other combo-decks, Oath, 3-5C-control, Mono-blue, FCG, random beatdown etc. (in short, with everything   Smile  ).


You may also discuss Powered versions if you see any potential, but I don't have any Power nor will I have in the near future.

Thanks
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« Reply #1 on: March 02, 2005, 12:35:38 pm »

First off: NEVER cutt wild mongrel in madness, it is THE defining card in madness...And I am serious about this...

Second: force of will and mana bond don't have a lot off synergy...If discarding your entire hand is part off your strategy than you'd better not run counters...

Also having 8 reliable discard outlets is enough (in this case probably bazaar and mongrel) and manabonds are generally not consistent enough (having both enough lands/usefull stuff in hand to use it the turn it comes into play doesn't happen a lot, any later and it is strictly inferior to the other options)...If you are determined to run manabonds trie running 'man lands'...

In a heavy discard orientated build (ie. bazaars, maybe mana bonds) R is probably a better option than U, since you gain cheap madness burn (you can look it up if you want) and more importantly anger wich speeds up your kill by a complete turn...

Your mana base is about right...Also may I suggest mana crypt and sol ring to make sure you have a explosive early game potential...Wink

Draw: bazaars are extremely good draw engines, and generally don't need much support...That said if you insist on staying with U a couple off deeps won't hurt to much, but 3x is to much and intuition is generally not needed...(although quite good if you decide to run both R and U to fetch wonder,deep,anger or roar) If you want to run intuition either up the count to 2 and lower the number off deeps or cut them entirely...

I am aware that this will change the complete deck, but if you are serious in competing in a powered environment this is what needs to be done...(changing the deck, that stuff above are just guidelines)

Edit: 14 cards with force of will is indeed on the low side and borderline acceptable (multiple fow per game/consisten fow require a blue count off 16>)...
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« Reply #2 on: March 02, 2005, 01:32:47 pm »

Hey, you need at least 2 naturalize maindeck, for my metagame 4 naturalize (I'm in NE) would be my choice.  Naturalize will throw your opponents for a loop, destroy dragon, toss mud, and because of instant potential can even fight welders.  If you haven't played type 1, you don't realize the potential of your null rods never seeing play, but I can promise you control slaver won't let you have a one.  And if you want to win you have to overcome dragon, slaver, stax, and if you fear decks that don't hate naturalize, you need to get over that.
About the creature base, if you think you can get away with manabond being a discard base, you need to get over that.  You should max out your creature count, and go for disruption aside.  If your bazaars are your proxies (I'm guessing) the creatures you're not throwing in are key to your deck's success.  If you can't triple-drop on turn 1 you shouldn't expect to win with aggro in type 1.  You actually should expect to lose every game until your deck gets "nuts" at least 20% of the time (the expected ratio that trinisphere used to get oh I love you trinisphere where have you abandoned me to?)  And your nuts won't even be amazing against most decks, so CAP that creature count you crazy fool!
As for the choice of blue, I approve, just run the broken blue cards in plenty.  You could even consider thirst windfall etc.
Your manabase is beautiful, but cap at 4 null rods simply because your deck can't afford to leave an opponent with 2+ mox (you'll lose in 2 turns at most trust me).
Also, if you want to see your deck powered (and you should) check out Cranial Assassin, it is basically what happens when your deck and the restricted/broken cards list meet.  Make your deck able to fight Cranial Assassin with the dragon in it and your deck should be good to go.  Actually, if you can make Madness win against dragon, you should win this tournament you're attending.  Seriously, madness >>> dragon that would be AMAZING.  I'll run your deck instead of my CS if you do that.

I would also note that you are FAR more likely to win with FCG if you don't have proxies.  It's THE poor man's type 1 deck.
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« Reply #3 on: March 02, 2005, 02:18:53 pm »

Naturalize is strictly a metagame slot, while this deck is still in the developmental stage (meaning; most off the cards are still undefined)...In other words; first things first...Wink

Also I believe that if you have power you know what to cut/add this will most likely not help the poster any further since he has no intent to actually buy blue power...Wink

Ray of revelation (you mentioned it in your fist post) is also quite potent against dragon, especially with intuition (intuition for triple ray=a hard time for dragon)...Just so you know...Wink

If you sufficiently speed up this deck I doubt it will have trouble against random aggro (your creatures are bigger w00t) and ray of revelation will make sure food chain goblins won't go off (don't board in more than 3, you don't want them to clutter your hand) and you can race them...(wonder/anger helps a lot)

Control is a bit harder to dispatch, if you decide to run R 3/4 REB in the side will atleast make the match winnable...Wink

Against storm combo null rod in combination with chalice and fast beats and MAYBE some REB will hopefully be enough, still it is a uphill battle...
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japperwok
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« Reply #4 on: March 02, 2005, 06:08:36 pm »

Maybe I should elaborate a bit. I currently have one Bazaar but will have a full set. I'm not sure yet whether proxies are allowed in the tournaments I'm going to attend - I should check out.

Anyway, I guess Manabonds and Forces are fighting each other - so I should discard that idea.
It would be easy to me to construct budget Food Chain Goblins, but I want to play with something that has something of my own in it - I care more about having fun with own sith* than success. But of course only losing is no fun at all, so it needs as much fine tuning as possible against the strong decks.

Well, since I've spent the dough on Bazaars they are included. Also, I like the idea of the Bonds accelerating the early game, so perhaps I shall try to convert the deck to 'Bonding Bombs Over Baghdad'.

First off the lands stay the same - just replacing Tropicals with Taigas.

(NOTE: I will Edit more content onto this post later - now I must go)
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japperwok
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« Reply #5 on: March 05, 2005, 01:17:56 pm »

I discarded Manabonds completely and made it more like Bombs over Baghdad with a SB splash of white. So here's a revamped decklist.


Swords Over Baghdad

Mana: 17
4 Taiga
1 Savannah
1 Plateau
3 Wooded Foothills
3 Windswept Heath
3 Forest
2 Mountain

Fast Mana: 5
4 Elvish Spirit Guide
1 Fastbond

Draw: 8
4 Bazaar of Baghdad
4 Squee, Goblin Nabob

Disruption: 8
1 Strip Mine
4 Wasteland
3 Null Rod

Burn: 6
4 Fiery Temper
2 Violent Eruption

Creatures: 16
4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
2 Roar of the Wurm
2 Anger

SB:
3 Ray of Revelation
3 Swords to Plowshares
4 Chalice of the Void
4 Red Elemental Blast
1 Plains

Can somebody please explain in detail how to stop Dragon from going off with Ray of Revelation?

Is only 3 Null Rods too few or should I go back to 4? Is Crop Rotation worth consideration for tutoring out Bazaar or Strip?

Also, should I Include a Plains in the maindeck so that my two white manasources can't be so easily wasted and what to take out for it?

Thanks for help!

EDIT: I changed tthe Decklist a bit (see the post below):  -1 Wooded Foothills -> +1 Windswept Heath, and SB: -2 Xantid Swarm/Tormod's Crypt/Artifact Mutation etc  -> +1 Swords to Plowshares +1 Plains
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« Reply #6 on: March 05, 2005, 11:54:59 pm »

Wait until Dragon's CiP ability is on the stack. Then destroy Animate Dead, killing the Dragon, and putting its leaves play ability on the stack above the CiP ability. Resolve the stack as you would normally (Last In First Out), and they end up with no permanents in play.

If you feel you need a Plains to support SB options, put 1 Plains in your SB and bring it in when you need it.
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« Reply #7 on: March 06, 2005, 08:17:25 am »

That decklist looks so much better...I would probably go up to 3x anger though (dunno what to cut), also lion's eye diamond is some good in this deck...Wink

About the rods: null rods are completely useless if you draw 2, and this will happen way to often, rest assured 3x null rod is the right number...Wink
(take fish for example; this has a even higher density off mana denial and also runs 3x null rod, and fish is heavily tested/tuned)

I have a personal hate for elvish spirit guides since they only accelerate the 1 mana one shot 1 color and the curve for madness is quite important (turn 1/2: mongrel, turn 2/3: wurm, turn x: roar)

I don't know but do you think that swords is needed? it's not like you need that much protection against dragon (ray+wasteland+fast beatz=difficult for dragon) and weenie/creature decks can be taken care off with burn...And If you don't need swords than really splashing for W isn't feasible 'just' for ray...

Crop rotation is quite good, but if I would run rotation I would also run crucible and this would probably take to many slots...If you like it tough you should run it, it also depends on how often you are in need off a bazaar...(wich is partially metagame considerations ie. a lot off non-basic hate means you need more bazaars)
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« Reply #8 on: March 07, 2005, 02:46:20 am »

I too agree that the Anger count should be upped to three, perhaps cutting one Squee won't hurt too badly, as early game you will have enough goodies to discard to BoB that having Squee wont be as important as late game when the card disadvantage of BoB begins to hurt more.

As far as the white mana in your board, I think it can be cut for a Riftstone Portal or two, a card that I love having discarded in my graveyard, as it turns your BoB's, Wastes, and Strip into psuedo Savannahs. Also, three Null Rods is the ideal number always, as its seems to be perfect for getting early but never being flooded with them.

The only card i disliked in the current list that you have posted is the 4 ESG's. They are great for a turn one Mongrel or a turn two Arrogant, but other than that they are quite rank in the late game, and the one turn boost they serve just doesnt seem to please me as a four of in this deck. If you are concerned with early acceleration than a Lotus Petal and a Lion's Eye Diamond would fit perfectly into this list. Perhaps tweaking the mana base with some Riftstone Portals and some Tropical Islands to give you blue which would add Deep Anal and Windfall potentially. Also, if you do find out about the proxy situation, it would give you the bombs that are Ancestral and Time Walk.

Another card you can have that is nuts in plenty of matchups is the very underrated Krosan Reclamation. It ruins Dragon, helps versus the Control Slaver matchup, and puts frowns on faces in response to a Yawg's Win.
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« Reply #9 on: March 09, 2005, 01:52:18 am »

Careful study is fantastic in this deck. It smooths out your mana and allows you to keep otherwise questionable hands. If you are going powerless, I would consider adding this.

I played this deck for awhile with some power and without. Here is the decklist without:

4 Wild Mongrel
4 Basking Rootwalla
4 Arrogant Wurm
4 Squee, Goblin Nabob
2 Anger
2 Wonder
20

4 Careful Study
3 Deep Analysis
7

4 Fiery Temper
3 Roar of the Wurm
7

4 Bazaar of Baghdad
4 Wooded Foothills
4 Taiga
4 Tropical Island
2 Volcanic Island
1 Lion's Eye Diamond
1 Lotus Petal
3 Forest
2 Island
1 Riftstone Portal

This is an extremely fun deck with which to bash face, but those days of four LED's have made it a lot harder to swing for 12 on turn one.
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« Reply #10 on: March 09, 2005, 01:52:46 am »

Careful study is fantastic in this deck. It smooths out your mana and allows you to keep otherwise questionable hands. If you are going powerless, I would consider adding this.

I played this deck for awhile with some power and without. Here is the decklist without:

4 Wild Mongrel
4 Basking Rootwalla
4 Arrogant Wurm
4 Squee, Goblin Nabob
2 Anger
2 Wonder
20

4 Careful Study
3 Deep Analysis
7

4 Fiery Temper
3 Roar of the Wurm
7

4 Bazaar of Baghdad
4 Wooded Foothills
4 Taiga
4 Tropical Island
2 Volcanic Island
1 Lion's Eye Diamond
1 Lotus Petal
3 Forest
2 Island
1 Riftstone Portal

This is an extremely fun deck with which to bash face, but those days of four LED's are gone and have made it a lot harder to swing for 12 on turn one.
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japperwok
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« Reply #11 on: March 12, 2005, 12:39:28 pm »

Hi again. Thanks for your help. I've changed the decklist a bit. Also, I've got two other decks for your consideration. Which of these do you think has most raw power - which one to take to a tournament? Powerless Sensei decklist is pretty rough and needs lots of help.

Swords Over Baghdad

Mana: 19
4 Taiga
1 Savannah
4 Wooded Foothills
2 Windswept Heath
3 Forest
3 Mountain
2 Riftstone Portal

Fast Mana: 2
1 Fastbond
1 Manabond (Lion's Eye Diamond?)

Draw: 7
4 Bazaar of Baghdad
3 Squee, Goblin Nabob

Disruption: 8
1 Strip Mine
4 Wasteland
3 Null Rod

Burn: 6
4 Fiery Temper
2 Violent Eruption

Creatures: 18
4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
3 Roar of the Wurm
3 Anger

SB:
3 Ray of Revelation
3 Swords to Plowshares
4 Chalice of the Void
4 Red Elemental Blast
1 Artifact Mutation


U/W Fishland

Mana: 15

3 Tundra
4 Flooded Strand
2 Polluted Delta
4 Island
2 Plains

Manlands: 4
4 Mishra's Factory

Creatures: 16
4 Cloud of Faeries
4 Spiketail Hatchling
4 Meddling Mage
2 Ninja of the Deep Hours
2 Decree of Justice

Disruption: 9
1 Strip Mine
4 Wasteland
4 Stifle

Control: 8
2 Daze
4 Force of Will
2 Disrupting Shoal

Draw: 8
4 Curiosity
4 Standstill

SB:
4 Swords to Plowshares
4 Seal of Cleansing
3 Energy Flux
4 Arcane Laboratory


Powerless Sensei

Mana: 23

4 Underground Sea
3 Tundra
2 Volcanic Island
4 Polluted Delta
3 Flooded Strand
3 Island
2 Swamp
2 Plains

Fast Mana: 2
1 Mana Crypt
1 Sol Ring

Combo/Kill:  9
3 Sensei's Divining Top
3 Helm of Awakening
2 Future Sight
1 Tendrils of Agony

Alternative Kill: 2
2 Exalted Angel

Control: 11
4 Force of Will
4 Mana Drain
2 Counterspell/Mana Leak
1 Teferi's Moat

Disruption: 4
3 Duress
1 Gorilla Shaman

Draw/Search: 11
1 Enlightened Tutor
4 Brainstorm
2 Cunning Wsh
1 Demonic Tutor
1 Yawgmoth's Will
1 Vampiric Tutor
1 Skeletal Scrying

SB: 15

2 Swords to Plowshares
3 Disenchant
1 Brain Freeze
4 Stifle
1 Skeletal Scrying
3 Rack and Ruin
2 Red Elemental Blast
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