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Author Topic: Arcane Lab  (Read 1352 times)
TJaro
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« on: July 01, 2005, 10:45:17 pm »

I was thinking about adding lab in my landstill deck. I usally only play one spell a turn which are nev's, CoW, something that draws or toturs. I can trim my deck and make room but I am not sure how it would run aganst stuff like fish. I would clear the board first with nev's and stall with counters and swords. FCG I may have an issue but I got SB WoG. Workshop i can stall with disinchants and such. Combo will just die Smile. I am not sure what would happen agasnt controll decks. This could be a bad idea but I am just brainstorming.
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Sundberg
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« Reply #1 on: July 04, 2005, 06:04:26 pm »

your idea isn't bad! maby 2 of them md is what u need, try if it works in mws//apprentice and then decide.
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Komatteru
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« Reply #2 on: July 04, 2005, 06:36:15 pm »

Problem with Arcane Lab: it costs 3.  Against Meandeck Gifts, that's a juicy Drain target and you'll promptly lose on the next turn if they get a chance to Drain that.  That or they'll just bounce it EOT or Tinker up Colossus.

Other combo doesn't really exist in the meantime, and I've won through Arcane Labs before anyway.
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diamond66
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« Reply #3 on: July 04, 2005, 11:15:15 pm »

Arcane Lab is a solid idea, as long as it can be adequately protected.  The cost of 3 shouldn't be too costly, as long as you are running a full power compliment and at least have the chance of dropping the Lab in the very early game.  If you are aren't running power, then the Lab is a component that is playing directly into Mana Drain, as casting it turn 2 - 4 is exactly the time span you don't want a threat drained.  Also, remember that the Lab itself counts as your spell for the turn, so you are giving your opponent a free spell, and an Ancestral or other spell like gifts or bounce on your end step cold be debilitating.
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warble
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« Reply #4 on: July 05, 2005, 08:02:57 am »

For a slow deck, you're making it slower.  Although lab is a house against some of the fastest decks, landstill will have a moderately hard time resolving it in time because it is U2.  Running chalice and null rod allow you to do in some senses the "same thing" for 2 colorless mana, cutting the blue altogether.  Although in theory your "nev's disk argument" holds some water, in actuality you are going to run into a lot of difficulty trying to find a slot for something like lab that is situational, versus something like null rod or chalice which effects both the early and late game.  I will concede that null rod/disk has terrible synergy, but for a deck whose clock is already very slow, early game control usually comes before late-game synergistic control.  If, for example, lab is to be run in multiples in landstill then landstill starts to auto-scoop to not only early aggro decks like oath and fcg, but even mid-range aggro like workshop aggro and control combo such as gifts.  Landstill's type 1 days may still have some light, but it can't come from cards that are merely controllish, it has to be from a strong synergy of cards with the disruption packed by landstill.  If there is one thing landstill doesn't need to accompany it's full set of waste effects and faerie conclaves, it is a high casting cost spell offering neither board control, card advantage, nor counter magic.
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crazzykid81083
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« Reply #5 on: July 27, 2005, 08:26:04 pm »

SIDEBOARD IT
NO SENSE IN PLAYING A NON-COMBO DECK WITH IT
IT JUST TURNS INTO 3 DEAD CARDS IN THE DECK OR YOUR HAND
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