First thing I want to get out of the way right up front is that I don’t play in tournaments. They don’t exist in my area, at least that I know of. A few of my friends and I play with unlimited proxies; therefore, we play with all the power and on many occasion use established decks. Even though you always want to win, not having prizes on the line does give us a chance to work on pet decks, and well, this one is my pet deck. However, with that being said I wouldn't be posting here if I didn't feel the deck was competitive, and could do well in a tournament environment.
Back in January of this year at the StarCityGames.com Power Nine Tournament Series #4, Marc Perez (
AKA Phantom Tape Worm) played a deck called Sex. StarCityGames.com did a small question and answer
article with him on his deck, in which they posted his deck list. The deck revolved around recurring Time Walk and/or other needed spells. It didn't get much attention because it didn't finish in the top 8 and Meandeck's Tendrils and Eric Miller's Riddler decks largely overshadowed it. I really liked the concept behind the deck though, and I started playing after reading the article back in January.
Sex.dec
By Marc Perez
Creatures (10)4 [card]Eternal Witness [/card]
3 [card]Birds of Paradise[/card]
3 [card]Werebear[/card]
Spells (29) 4 [card]Accumulated Knowledge[/card]
1 [card]Ancestral Recall[/card]
4 [card]Brainstorm[/card]
1 [card]Burning Wish[/card]
1 [card]Demonic Tutor[/card]
1 [card]Echoing Truth[/card]
4 [card]Force of Will[/card]
1 [card]Gifts Ungiven[/card]
4 [card]Intuition[/card]
1 [card]Merchant Scroll[/card]
1 [card]Mystical Tutor[/card]
3 [card]Nostalgic Dreams[/card]
1 [card]Regrowth[/card]
1 [card]Seeds of Innocence[/card]
1 [card]Time Walk[/card]
Artifacts (6) 1 [card]Black Lotus[/card]
1 [card]Mox Ruby[/card]
1 [card]Mox Emerald[/card]
1 [card]Mox Jet[/card]
1 [card]Mox Sapphire[/card]
1 [card]Sol Ring[/card]
Lands (15) 1 [card]Bayou[/card]
1 [card]Forest[/card]
1 [card]Island[/card]
3 [card]Polluted Delta[/card]
4 [card]Tropical Island[/card]
1 [card]Underground Sea[/card]
1 [card]Volcanic Island[/card]
1 [card]Windswept Heath[/card]
2 [card]Wooded Foothills[/card]
Sideboard (15) 2 [card]Carpet of Flowers[/card]
1 [card]Cranial Extraction[/card]
1 [card]Chainer's Edict [/card]
2 [card]Chalice of the Void[/card]
1 [card]FireIce[/card]
1 [card]Naturalize[/card]
1 [card]Root Maze[/card]
2 [card]Seeds of Innocence[/card]
1 [card]Simplify[/card]
2 [card]Tormod's Crypt[/card]
The GoodGetting to play über broken cards over and over again is just plain fun, not mention, quite powerful. The concept behind this deck is tempo just like a bunch of other decks in the format such as Fish. The difference here is the way your are achieving it. This deck doesn’t rely on man lands or strip effects; it relies on mini-Yawgmoth’s Wills that let you replay Time Walk along with all your other broken spells over and over again.
The BadThe deck relies on the graveyard and more specifically Time Walk. This means post board games will always be much more difficult matches against opponents (
Pretty much everyone) who have graveyard hate.
The UglyGame one it pretty much rolls over and dies to the fast combo decks. Games two and three you could bring in a little help from the board, but it is an uphill battle. In all fairness to Marc there wasn’t much in the way of fast combo decks at the event this list is from. I would guess he built it for that metagame, and that is the reason why the deck was weak in this area.
So, what did I change and why?I never quite understood why Merchant Scroll was being used instead of Vampiric Tutor. This deck has so many other cards other than blue instants that you want to tutor for that it just never made much sense to me. Hell, it can’t even tutor for Time Walk or a single graveyard recursion spell, which is the heart of the deck.
The next change I found through trial and error. Brainstorm while never bad was never that great either. The deck has so many ways to get the cards it needs, it seemed about the only time I was playing it was in a desperation move to dig for a Force of Will or just because I didn't have anything better to do with my mana. Once I removed Brainstorm from the deck Chalice of the Void began to look very attractive. I had very few spells in the 0-1 casting cost range, it strengthened the decks match-up versus combo decks, and in general gave the deck a tempo boost in a lot of matches. Chalice of the Void just seemed to fit the overall scheme of what the deck was trying to accomplish more than Brainstorm ever did.
Burning Wish was a must have because if you lost Time Walk the deck’s synergy in many cases would just fall apart. I kept thinking there had to be a better backup plan to Time Walk being removed than trying to get it back, especially since you had to splash a fourth color to do so. I tried a bunch of junk, but it was only recently until I thought of the obvious did I find something that really worked. Instead of trying to protect or retrieve cards removed from the game I added the Tinker/DSC combo to the deck. This did two things, first it took some of my opponent’s focus off my graveyard, and secondly it gave the deck a simple win condition that required a lot less thought than before. The lack for the need of red mana also allowed me to replace the Mox Ruby with Mana Crypt, which gave the deck some more explosive turn one plays than it had before.
I bump up the mana creatures in the deck to increase the frequency that I hit four or even five mana turn two. The deck loves mana since it takes a lot of mana to recur and play spells in a turn, and the sooner the deck can go into recursion mode the better chances you will have at winning games. This is where the decisions got tough, I cut Gifts Ungiven from the deck mainly because once I had enough mana to really use it, most of the stuff I would use it for was already in the graveyard. For the other slot it is usually a Chalice of the Void or a Seeds of Innocence depending on what I am expecting to play that day. Well, here is my list.
Sex.dec
ReDux by cssamerican
Creatures (13)1 [card]Darksteel Colossus[/card]
4 [card]Eternal Witness [/card]
4 [card]Birds of Paradise[/card]
4 [card]Werebear[/card]
Spells (24) 4 [card]Accumulated Knowledge[/card]
1 [card]Ancestral Recall[/card]
1 [card]Demonic Tutor[/card]
1 [card]Echoing Truth[/card]
4 [card]Force of Will[/card]
4 [card]Intuition[/card]
1 [card]Mystical Tutor[/card]
3 [card]Nostalgic Dreams[/card]
1 [card]Regrowth[/card]
1 [card]Seeds of Innocence[/card]
1 [card]Time Walk[/card]
1 [card]Tinker[/card]
1 [card]Vampiric Tutor[/card]
Artifacts (9) 1 [card]Black Lotus[/card]
3 [card]Chalice of the Void[/card]
1 [card]Mana Crypt[/card]
1 [card]Mox Emerald[/card]
1 [card]Mox Jet[/card]
1 [card]Mox Sapphire[/card]
1 [card]Sol Ring[/card]
Lands (14) 1 [card]Bayou[/card]
1 [card]Forest[/card]
1 [card]Island[/card]
3 [card]Polluted Delta[/card]
4 [card]Tropical Island[/card]
1 [card]Windswept Heath[/card]
2 [card]Wooded Foothills[/card]
1 [card]Underground Sea[/card]
Sideboard (15) 2 [card]Carpet of Flowers[/card]
1 [card]Chalice of the Void[/card]
1 [card]Cranial Extraction[/card]
1 [card]Hail Storm[/card]
2 [card]Naturalize[/card]
3 [card]Pithing Needle[/card]
2 [card]Seeds of Innocence[/card]
2 [card]Root Maze[/card]
1 [card]Tranquility[/card]
How Does the Deck Play?Most games turn one is about dropping mana. If all you can do is play a land, in all likelihood you should mulligan that hand. You want to be heading into turn two knowing you will have two lands and at least one bird, bear, or moxen to work with. It is important to have this much mana available to you by turn two if you expect the deck to be putting real pressure on your opponent by turn three. Turn two you are trying to assemble draw, set-up your turn stealing engine, or working on getting DSC into play. If you got a good hand it is possible that you will be working on more than one of these lines of attack at this point. Turn three is the turn in which you should be applying some serious pressure to your opponent. In most cases the deck goldfishes to turn four quite regularly, and although that is far from being lighting fast in Vintage I don’t think that is extremely slow either. The nice thing about playing the deck is it can fire bombs at control drawing out counters, and then get those same bombs back to fire at them again.
Nostalgic Dreams: The first time I played with this card I was looking for the big play, and well that is usually a big mistake. This is because discarding cards is part of the cost. You will be in for a rude awakening the first time you discard your hand to return a pile of power from the grave only to have a counter spell basically Mind Twist it away. Believe me it sucks. Therefore, I usually try to only discard useless crap such as unplayable moxen, extra Chalices, and DSC. This way if it does get countered I haven’t really lost any playable spells.
Intuition: This is the true skill tester in the deck, knowing what to Intuition for is the key to your success. There are so many combinations you can get, and those combination decisions depend completely on your hand, board position, and the opponent you’re playing. I still find myself making mistakes in this area of my play. Many of the games I have lost can be attributed to making the wrong decision on what to Intuition for. If someone was going to pick up this deck and start playing it, this is where his or her focus needs to be, in order to use it as effectively as possible.
The cards I tried that were good, but in the end didn’t work[card]Sunscape Familiar[/card]: Josh Silvestri (
AKA Vegetta2711) suggested this card to me. Out of all the suggestions I got this is the one I was sure would be great. I mean it could literally give me three to four mana a turn, easy. The problem is it’s white, so it is difficult to play it early (
Which is when you want to) without totally screwing up your mana base. For example, with Birds of Paradise you can put a Forest in play then play then the bird and still be ready to cast anything in your hand turn two providing that you have another land in your hand. Sunscape Familiar requires you to have a mox in your opening hand (
Just like Werebear), AND it requires you to have access to an off color land. This combination of cards proved itself to be too difficult to achieve consistently. Believe me, I tried everything, but nothing ever worked to make it play smoothly.
[card]Sakura-Tribe Elder[/card]: I ran these for a while instead of the Birds of Paradise. Mainly because I was playing against a lot of stuff like goblins and Landstill. In those match-ups blocking Lackeys and having a mana base with some resiliency to small burn spells were important. However, once I started using the Tinker/DSC combo and found Hail Storm (
I hate Goblins) for my sideboard they became a lot less necessary in these type of games so I dropped them completely for the Birds of Paradise. Which are much more reliable at hitting play turn one.
[card]Recurring Nightmare[/card]: This was my own idea. It is definitely cool to get virtually unlimited turns; however, in most cases it’s totally unneeded. But if you decide to port the deck for casual play you will probably enjoy having this in the deck.
[card]Stampeding Wildebeests[/card]/[card]Stampeding Serow[/card]: I actually got this idea from Adam Grydehoj's recent SCG
article. It isn't quite as solid is Recurring Nightmare at getting a continuos recursion engine because of its vulnerability; however, it is a beatstick and would probably be loads of fun in a casual environment.
[card]All Suns' Dawn[/card]: The cool thing about this card is it can be some serious card advantage all on its own; the bad thing is it cost a little too much mana. If they just had priced this thing at


it would have been a bomb. As is it is, it's cool for casual play, but once everyone pulls out their Mana Drains its time to put this card away.
I would love to here people’s thoughts on my specific deck list and this type of deck concept in general. So flame away
