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Author Topic: [Castricum 05/06/2005] Results and Top 8 decklists  (Read 4188 times)
Pyromaniac
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« on: June 05, 2005, 03:40:33 pm »

Well, today was another castricum tourney. Here's the Top 8 and their decklists

[EDIT] 46 players attended.

Top 8:

1. Joram de Kraker - Staxx
2. Stefan Gordijn - Staxx
3. Koen Dekker - Orlove Fish
4. Erik Janssen - Oath
5. Hugo van Dijke - Leviat
6. Koen van der Hulst - Artifact Madness
7. Arjan Kuijper - Goth-Slaver
8. Hero 't Mannetje - Hyper-Mud



1. Joram de Kraker - Staxx

4 Wasteland
1 Strip Mine
1 Tolarian Academy
4 Mishra's Workshop
1 Black Lotus
1 Mana Vault
1 Mana Crypt
1 Sol Ring
5 Moxen
2 Glimmervoid
4 Gemstone Mine
2 City of Brass

4 Thirst for Knowledge
1 Ancestral Recall
1 Tinker
1 Demonic Tutor
1 Balance
4 Goblin Welder
1 Sundering Titan
2 Triskelion
1 Karn, Silver Golem
1 Trinisphere
3 Tangle Wire
3 Sphere of Resistance
4 Smokestack
3 Chalice of the Void

Sideboard:
1 Ray of Revelation
2 Orim's Chant
2 Seal of Cleansing
2 Tormod's Crypt
3 Legacy's Allure
1 Jester's Cap
1 Rack and Ruin
3 Defense Grid

2. Stefan Gordijn - Staxx

4 Wasteland
1 Strip Mine
1 Tolarian Academy
4 Mishra's Workshop
1 Black Lotus
1 Mana Vault
1 Mana Crypt
1 Sol Ring
5 Moxen
2 Glimmervoid
4 Gemstone Mine
2 Volcanic Island

4 Thirst for Knowledge
1 Ancestral Recall
1 Tinker
1 Demonic Tutor
1 Vampiric Tutor
1 Balance
4 Goblin Welder
1 Sundering Titan
2 Triskelion
1 Karn, Silver Golem
1 Trinisphere
3 Tangle Wire
3 Sphere of Resistance
3 Smokestack
3 Chalice of the Void

Sideboard:
2 Jester's Cap
2 Tormod's Crypt
3 Defense Grid
2 Spawning Pit
2 Rack and Ruin
1 Choke
1 Ray of Revelation
1 Darksteel Colossus
1 Serrated Arrows

3. Koen Dekker - Orlove Fish

4 Flooded Strand
1 Polluted Delta
3 Tropical Island
5 Island
4 Mishra's Factory
1 Strip Mine
4 Wasteland
1 Tundra

4 Basking Rootwalla
3 Ninja of the Deep Hours
4 Spiketail Hatchling
4 Wild Mongrel
2 Waterfront Bouncer
4 Force of Will
3 Daze
3 Umezawa's Jitte
1 Rushing River
4 Standstill
4 Aether Vial
1 Time Walk

Sideboard:
4 Chalice of the Void
4 Ray of Revelation
3 Oxidize
3 Blue Elemental Blast
1 Savannah

4. Erik Janssen - Oath

4 Oath of Druids
1 Gaea's Blessing
1 Akroma, Angel of Wrath
1 Spirit of the Night
1 Rorix, Bladewing
3 Mana Drain
4 Force of Will
4 Accumulated Knowledge
4 Intuition
3 Misdirection
1 Time Walk
1 Ancestral Recall
4 Mana Leak
4 Brainstorm
1 Sol Ring

4 Forbidden Orchard
4 Polluted Delta
4 Island
1 Black Lotus
2 Tropical Island
5 Moxen
1 Strip Mine
2 Wasteland

Sideboard:
2 Iridescent Angel
3 Engineered Plague
3 Control Magic
4 Swords to Plowshares
3 Tormod's Crypt

5. Hugo van Dijke - Leviat.dec

1 Black Lotus
5 Moxen
1 Sol Ring
1 Mana Crypt
4 Flooded Strand
5 Island
1 Plains
4 Tundra
4 Bazaar of Baghdad

4 Intuition
4 Force of Will
4 Mana Drain
3 Deep Analysis
3 Thirst for Knowledge
3 Squee, Goblin Nabob
1 Ancestral Recall
1 Time Walk
4 Replenish
2 Form of the Dragon
1 Solitary Confinement
1 Humility
1 Yawgmoth's Bargain
1 Balance
1 Seal of Cleansing

Sideboard:
1 Arcane Laboratory
4 Chalice of the Void
1 Tinker
1 Darksteel Colossus
2 Sacred Ground
2 Seal of Cleansing
3 Swords to Plowshares
1 Solitary Confinement
15th card missing

6. Koen van de Hulst - Artifact Madness

4 Mishra's Workshop
1 Ancient Tomb
1 Tolarian Academy
1 Library of Alexandria
3 Volcanic ISland
2 Underground Sea
3 Polluted Delta
5 Moxen
1 Black Lotus
1 Mox Diamond
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
1 Mana Vault
2 Gilded Lotus

4 Goblin Welder
1 Wheel of FOrtune
1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth's Will
4 Brainstorm
4 Thirst for Knowledge
4 Force of Will
1 Ancestral Recall
1 Chain of Vapor
1 Time Walk
1 Tinker
1 Timetwister
1 Fact or Fiction
2 Mindslaver
1 Memory Jar
1 Triskelion
1 Sundering Titan
1 Memnarch

Sideboard:
2 Lava Dart
2 Red Elemental Blast
2 Rack and Ruin
2 Tormod's Crypt
2 Chalice of the Void
2 Jester's Cap
1 Trinisphere
1 Duplicant
1 Platinum Angel

7. Arjan Kuijper - Gothslaver

4 Accumulated Knowledge
1 Ancestral Recall
4 Brainstorm
4 Cunning Wish
4 Force Of Will
3 Intuition
4 Mana Drain
4 Thirst for Knowledge
1 Time Walk
1 Mystical Tutor
1 Tinker
1 Darksteel Colossus
1 Crucible of Worlds
1 Mindslaver
1 Platinum Angel


2 Island
2 Flooded Strand
2 Polluted Delta
4 Volcanic Island
1 Seat of the Synod
1 Darksteel Citadel
1 Strip Mine
1 Black Lotus
1 Mana Crypt
1 Mana Vault
5 Moxen

Sideboard:
2 Arcane Laboratory
3 Lava Dart
2 Rack And Ruin
2 Red Elemental Blast
2 Claws of Gix
1 Triskelion
1 Boseiju, Who shelters All
1 Jester's Cap
1 Duplicant

8. Hero 't Mannetje - Hyper-Mud

1 Trinisphere
4 Sphere of Resistance
4 Tangle Wire
3 Smokestack
4 Chalice of the Void
2 Crucible of Worlds
3 Well of Knowledge
1 Memory Jar

4 Metalworker
3 Staff of Domination
3 Time Vault
4 Lodestone Myr

4 Wasteland
1 Strip Mine
2 City of Traitors
4 Ancient Tomb
4 Mishra's Workshop
1 Tolarian Academy
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mana Crypt
1 Sol Ring

Sideboard:
3 Tormod's Crypt
3 Defense Grid
3 Razormane Masticore
2 Platinum Angel
2 Claws of Gix
2 Jester's Cap
« Last Edit: June 06, 2005, 10:47:08 am by Pyromaniac » Logged

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On another note, while Ancestral is clearly very very good, having it in your opening is hand is not. - AmbivalentDuck
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« Reply #1 on: June 05, 2005, 03:44:52 pm »

3. Koen Dekker - Orlove Fish
And with just a Time Walk, to boot! Good job Koen. I assume the meta is sufficiently low-powered to make you want the chalices only in the board?

How did Daze and Rushing River work out?
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« Reply #2 on: June 05, 2005, 08:28:09 pm »

Adding some Dazes is something I'd been toying with, because from testing your build from Richmond a bit it seemed to me that sometimes it lacked a bit of disruption, and 2-3 Dazes give it some extra oomph, I think. I'd be very interested in hearing what Koen has to say about his changes...

Luiggi
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« Reply #3 on: June 05, 2005, 09:24:14 pm »

Hey, would their be room for Ancestral in the Orlove build?  I mean it's awsome, but is there room for some great card draw?
European events are typically sanctioned/no-proxy tournaments, so we can only assume he didn't own one.
-Jacob
« Last Edit: June 06, 2005, 10:24:24 am by Jacob Orlove » Logged
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« Reply #4 on: June 06, 2005, 12:44:11 am »

Thx for putting the decklists online so quick Hero.

I went 5-1, the same as the numbers 2,3,4, But I came in last on Resistance due too the gameloss I got because there is a card missing on my decklist..

The card was A Solitary Confinement..

I lost only to Hero, the first game He drew 7 cards from a Well of Knowledge with a Metalworker in play, showing 2 Staff of Domination and I had only one counter..
The second I kept a hand with 2x FoW, 2x Intuition, 1x Land, 1x Drain and a StP, and of course I didn't drew any lands..

Congratz to all of the players in the T8, it was a great tourney again Smile

I had a tourney the day before and also came in at 5th place.. This is my 5th T8 with Leviat Very Happy

Greetz,

Hugo v Dijke
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« Reply #5 on: June 06, 2005, 02:12:14 am »

I went 5-1, the same as the numbers 2,3,4, But I came in last on Resistance due too the gameloss I got because there is a card missing on my decklist..

That's not exacly how resistance works at all. The first %  measures how much your opponents have won, so, it checks how good your opposition was.
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« Reply #6 on: June 06, 2005, 10:45:09 am »

There's just one question I have Hugo: why did you Intuition for 3 Squees instead of 2 Squees and a combo piece in game 1? Bazaars still randomly crap out when you don't draw any lock elements. Can you explain this, or was this a small mistake? I don't think I'd ever search 3 Squees, unless I was SURE my opponent wasn't playing Wastelands or similar effects.
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« Reply #7 on: June 06, 2005, 10:52:42 am »

There's just one question I have Hugo: why did you Intuition for 3 Squees instead of 2 Squees and a combo piece in game 1? Bazaars still randomly crap out when you don't draw any lock elements. Can you explain this, or was this a small mistake? I don't think I'd ever search 3 Squees, unless I was SURE my opponent wasn't playing Wastelands or similar effects.

I think I did it because I had a small hand (like.. 4 cards, a Walk, a second bazaar, a FoW and another important card). I didn't wanted to be taking the risk I had to trow away some off my decent cards rather then Squee's. From all my matches, I remember the least about our two matches.. I'm writing a report But I really don't remember our games that good..

Greetz,

Hugo
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« Reply #8 on: June 06, 2005, 01:46:51 pm »

Note: I am Koen Dekker, the player who finished third.

Jacob Orlove:
Quote
And with just a Time Walk, to boot! Good job Koen. I assume the meta is sufficiently low-powered to make you want the chalices only in the board?

How did Daze and Rushing River work out?

Thanks. Smile The meta was actually a lot more powered then I predicted, but since it was my first tournament there I had too guess a little. Since most tournaments I have attended are kinda scrubby, and no proxies where allowed, I figured it would be pretty low powered. Hence I moved the Chalice of the Voids to the sideboard.

I almost never drew Rushing River so I can't tell if it is good or bad. The only time I recall drawing Rushing River was against Stax when I came 1 mana short on casting the card, so I ended up pitching it to Waterfront Bouncer. However, if I where able to cast it I think it would have bought me enough tempo to win me the game.

About Daze:

The Good: no-one plays around Daze, so they walk into one all the time. During the tournament I countered quite a few card with Daze.
The Bad: Daze can be a horrible topdeck, especially if you don't lay an early Chalice for 0, and sometimes they will simply have the 1 mana too spare making Daze look stupid.
The Ugly: almost every time I played Daze I really hated the drawback, even when I had an Aether Vial out. When I played Bird Shit at Paris I never cared much for the drawback of daze because I had a lot of 1cc spells like Brainstorm, Mental Note, Stifle, StP and Nimble Mongoose. In this deck however, Daze will keep you from playing a fast Standstill, Ninja or especially Jitte which can be quite annoying.

Overall I think Daze was a fine choice, though I would love to be able to play without them because the tempo loss.

@ Kraons: like Jacob guessed, I don;t own a Ancestral Recall or I surely would have played one. Probably in the place of either a Daze, Rushing River, Standstill or Ninja.

Edit: if anyone is interested I could write a small "report" (as in, a few lines per round) on what I played and why I lost/won.
« Last Edit: June 06, 2005, 02:31:21 pm by savekeeper » Logged
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« Reply #9 on: June 06, 2005, 03:36:14 pm »

Edit: if anyone is interested I could write a small "report" (as in, a few lines per round) on what I played and why I lost/won.

Bring it on,  Very Happy.

Luiggi
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« Reply #10 on: June 07, 2005, 06:09:22 am »

The second I kept a hand with 2x FoW, 2x Intuition, 1x Land, 1x Drain and a StP, and of course I didn't drew any lands..

After reading Hero's reply, I have a question too;

When playing versus a 5-strip-effect-packed deck, with like...20 lockelements, keeping a 1 mana source hand with no gameplan (well, FoW'ing 2 things and then?) (and not being on the draw) isn't really a good call imo, even though taking a mulligan with Leviat is horrible too. So my question, why did you keep it Smile?

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« Reply #11 on: June 07, 2005, 06:26:11 am »

The second I kept a hand with 2x FoW, 2x Intuition, 1x Land, 1x Drain and a StP, and of course I didn't drew any lands..

After reading Hero's reply, I have a question too;

When playing versus a 5-strip-effect-packed deck, with like...20 lockelements, keeping a 1 mana source hand with no gameplan (well, FoW'ing 2 things and then?) (and not being on the draw) isn't really a good call imo, even though taking a mulligan with Leviat is horrible too. So my question, why did you keep it Smile?


Because all I needed was another land so I could play drain into intuition into good.. And I had StP to deal with his Metalworker if he had them left in the deck..

Greetz,

Hugo
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« Reply #12 on: June 07, 2005, 06:40:31 am »

The deck doesn't exactly run a lot of land though, so topdecking a land is by NO means a given. Unless you were playing Brainstorm or had Ancestral I'd like, NEVER keep those hands. No matter how good the rest of the cards is.
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On another note, while Ancestral is clearly very very good, having it in your opening is hand is not. - AmbivalentDuck
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« Reply #13 on: June 07, 2005, 10:17:55 am »

Bring it on,  Very Happy.

Luiggi

OK.

Reason for playing this deck was the expected metagame. I originally wanted to play Bird Shit but after asking around I got the impression that the power level was too low too justify that deck choice. In my opinion Bird Shit does best against powered Drain, Ritual and Bazaar decks, not against aggro decks playing with Wasteland. Since I expected a lot of budget decks I went with U/G Fish because it could run Jitte, a card I thought would be amazing against those kind of decks.

Round 1 vs Suicide Black:
Game 1 he breaks my turn 2 Standstill with a Dark Ritual followed by a Masticore which I counter with a Force of Will. In my turn I drop a Jitte and attack with a Rootwalla. He tries a Powder Keg but I have a Spiketail/Daze to counter it. Rootwalla gets a Jitte next turn and successfully swings. Eventually he gets out a second Powder Keg but by that time a 11/11 Rootwalla is able to finish him off.

In game 2 I am mana screwed after mulliganing into a 1 land hand. Since I was on the draw I figured I could keep, needing only to draw a land or a Vial in the next too turns. Of course I didn't but luckily my opponent was stuck on 1 land as well. He did however have the classic Ritual > Hypnotic Specter opening. The Specter allowed me too madness my Rootwalla into play but besides that neither of us where doing much of anything. After a few turns I was the first to topdeck a land so I could play my Waterfront Bouncer. Next turn I bounced his Specter to his hand and by the time he was starting to recover me army of small men was able to finish him despite 2 Contagion.

Round 2 vs R/w Goblins:
Game 1 I get a gameloss for misregistring my decklist. I am so ashamed.  Sad

Game 2 goes according to plan. I counter a Piledriver and a Warchief, get a Rootwalla with a Jitte out and swing. He plays a Matron, looks through his deck and scoops.

Game 3 is rather simple as well. I Daze a Piledriver, counter a Warchief with a Spiketail Hatchling and then get a Wild Mongrel out. And thats it basically. Mongel holds of all of his weenies, turns into a Ninja after attacking unblocked and then returns again thanks to Vial. He plays for a few more turns but then decides too scoop.

Round 3 vs Stax:
Game 1 starts with a mulligan from my side into a hand thats neither good, not bad enough too mulligan. His turn 1 Welder goes untouched but I Daze his turn 2 TFK. It doesn't really matter though. His Tangle Wire and Smokestack keep me down long enough while a second Welder joins his side of the board. Eventually he gets out a Sundering Titan and smashes me.

Game 2 I again start of with a mulligan, keeping a very risky hand of 1 land, a Vial, a Force, a Standstill, a Spiketail and a Rootwalla. He of course has the Strip Mine for my land, after which I naturally don't draw into anything Sad . I do get out a pair of Rootwalla's while his Sphere of Resistances keep me from doing much once I do find a Island. After a few turns of me beating down he tries a Trike but thanks to his Sphere's I can counter it with a Spiketail. He then of course has a second Trike and wipes my board. Meanwhile I still don;t draw anything usefull while he has a Tangle Wire out and draws into a Karn. On my next turn I finally draw a third land so I can play my Oxidize but it doesn;t really matter. He draws into more good cards while I can;t fight back so I scoop. Perhaps I should have mulligan-ed but I really believe I lucked-out on this one (probably not true since everyone says that about his loses, but hey, it is how I felt about the match and since its my "report" I'll write it however I see fit damnit).

Round 4 vs Control Slaver/w black:
Game 1 I keep a hand thats very risky, containing no disruption whatsoever, but I risk it knowing he was playing a control deck.
My first turn Aether Vial resolves which pretty much ended the game. Even though I played horribly, making for 4 mistakes and missing 7 points of damage, he can;t stop my onslaught of creatures coming from Aether Vial and in the form of Ninjas and man lands.

Game 2 goes a lot worse. I again have a turn 1 Vial and even a turn 2 Standstill. When he breaks my Standstill with a Recall I can even counter it with a Force. However, I can;t stop his turn 1 LoA, nor his turn 2 Welder and his turn 4 TFK. Thirst lets him discard a Platinum Angel which wins him the game. I do have a Waterfront Bouncer but he has, not 1, but 2 Lava Darts to deal with it. At the end of the game though I still had a shot. I could animate a Factory, attach a Jitte too it and then swing. This would have allowed me too kill his welder and gain enough life so the next attack from his Angel wouldn't be lethal. Unfortunately he had Durres-ed me the turn before, taking my Chalice of Vial so he could switch that with my attacking Factory.

Third game goes perfect. I again get a first turn Vial, followed by a Chalice for 0. Vial lets me play a Spiketail with which I attack in my turn. He does have a Lava Dart but I counter it with a second Spiketail. Thanks too my Wasteland and his LoA he doesn't feel like sacricing his second Volcaninc so Spiketail is able to turn into a Ninja. Soon a second Ninja joins the team and after I get a Mongrel out he is soon done for.

Round 5 vs 4cc Tog:
In the first game I get owned pretty badly. I keep hand thats neither good nor bad leading with a turn 1 Rootwalla. On his turn a Daze a Sol Ring off a Ruby, thinking he is playing combo. He isn't, he just forgot to play a land first. On my turn a simply start beating down but after I few turns that stops thanks to a Psychatog. While I am drawing nothing relevant he is setting up a Yawgmoth;s Will which is big enough to blow me away.

Game 2 doesn;t start any better. I mulligan too 5 and keep a 1 land hand. I get a first turn Vial and a second turn rootwalla but unfortunately both get blown away by a Engineered Explosives. Fire deals with my second Rootwalla leaving me with nothing but a Factory. Somehow though that is all it takes as my Factory is able to walk the distance in the next 7 to 8 turns.

Game 3 is savage. My opponent needs to Force my Daze targetting his second turn Demonic which gets him a Recall. I wasteland his Sea in my turn while he can 'only' play a Recall on his turn. I have a second Wasteland in my turn while he just says ''go''. For the next 5-8 turns or so he doesn;t draw into any land at all while my Chalice keeps his mox-en at bay. With him doing nothing I can easily build up an army, finishing him off in a few turns.

Round 6 vs combo Mud:
Game 1 leads with a mulligan from his side and a double mulligan from my side. He has a ton of mana but not much to do with it besides 2 Tangle Wires and a Time Vault. Meanwhile I get a Vial out and start putting Spiketails into play. Time Vault keeps me under his wires for a few extra turns but eventually they hit the bucket. He keeps drawing mostly mana sources and I can finishen him off before he can draw into anything else.

The second game goes a lot worse. I cant stop his T1 Jar, T2 Lodestone Myr, T3 Metal Worker and T4 Staff of Domination despite 2 Wastelands. He goes infinite and I scoop.

The third game gets pretty close. I start with a Vial and a Chalice, getting out a small team in the next few turns. His Smokestack is annoying but without a lot of permanents he is only able to hold it for so long. Meanwhile I am using my Waterfront Bouncer to keep his Metalworker from losing summoning sickness. This actually proved to be pretty good since he had 2 Platinum Angels in his hand.


This report is already a lot longer then I expected it would be so I'll just wrap it up by saying that I was pleased with my deck choice and had a great time at the tournament.
« Last Edit: June 07, 2005, 10:22:32 am by savekeeper » Logged
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« Reply #14 on: June 09, 2005, 11:24:34 am »

Its great to see these results and this much info on the tournament. Glad to see such creativity in deck choices.

You guys are awesome.

I am really interested in the Hyper Mud deck. How much experience have you had with this deck and how hard was it to get down? I have been in love with this deck for a while but have never played it due to a complete lack of workshops.

EITD
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« Reply #15 on: June 09, 2005, 11:43:16 am »

Its great to see these results and this much info on the tournament. Glad to see such creativity in deck choices.

You guys are awesome.

I am really interested in the Hyper Mud deck. How much experience have you had with this deck and how hard was it to get down? I have been in love with this deck for a while but have never played it due to a complete lack of workshops.

EITD

I've been playing it for the last 2-3 weeks I think. The deck is pretty solid, but I'd probably add 1 more land and err...well, something, I have no idea what though. Other then that, it's not THAT hard of a deck to play, and drawing a million cards with crappy artifacts is svg tech Smile
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On another note, while Ancestral is clearly very very good, having it in your opening is hand is not. - AmbivalentDuck
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« Reply #16 on: June 09, 2005, 01:19:47 pm »


Does Goth Slaver usually not run welder? Or is that just a typo? It seems kind of off to me.
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« Reply #17 on: June 09, 2005, 03:06:27 pm »


Does Goth Slaver usually not run welder? Or is that just a typo? It seems kind of off to me.

I guess so, Arjan's list has 56 cards..
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