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Author Topic: The Gambler  (Read 2288 times)
prosbloom225
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« on: July 22, 2005, 02:28:27 am »

Last SCG Chicago I build this pile.  While going through trying to build a third deck for our teammate I had the cards for stax.  I didn't want to build the traditional stax deck so I went looking through cards.  I found gamble.  It seemed like the ultimate card for stax because either way you can usually come out ahead.  If you lose the card, thats just one more artifact for welding or another land for crucible.  With the gambles in the deck thats 4 free tutors.  The deck did ok going 3-4drop, but It could use some modifications.  After the tourney I splashed black for a card I felt would completely own the current meta, animate dead.  With the black splash I was able to run yawg win and some other cards.  Anyone got any suggestions as to how to make the deck any better?  I'm thinking about playing it for SCG Chicago on the 30th.


//NAME: The Gambler
        1 strip mine
        4 wasteland
        4 mishra's workshop
        1 mox ruby
        1 mana vault
        1 sol ring
        1 lotus petal
        3 Ancient Tomb
        4 Great Furnace
        2 Wooded Foothills
        1 mountain
        3 Badlands
        1 Yawgmoth's will
        1 demonic tutor
        4 gamble
        2 trash for treasure
        3 animate dead
        3 cabal therapy
        1 wheel of fortune
        3 crucible of worlds
        4 tangle wire
        4 smokestack
        4 goblin welder
        1 trinisphere
        1 platinum angel
        1 sundering titan
        1 karn, silver golem
SB:  4 Red Elemental Blast
SB:  3 Tormod's Crypt
SB:  3 Chains of Mephistopheles
SB:  3 Uba Mask
SB:  2 Lava Dart

I really think that cabal therapy is better than duress because you usually know what you want to get rid of, and you can use it on yourself.

Also, I don't really know about the mana base.  I seem to never get the black when I need it.

ALT Sideboard(for a stax heavy meta):
3 animate dead
3 lava dart
1 blood moon
3 tornod's crypt
2 disciple of the vault
3 rack and ruin

Any help or suggestions would be great.  Thanks.
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dandan
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« Reply #1 on: July 22, 2005, 03:41:20 am »

My eyes must be getting bad, I can't see Memory Jar in your list.

I applaud the use of Gamble, a sadly underused card.
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prosbloom225
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« Reply #2 on: July 22, 2005, 03:49:01 am »

I think its a great card and adds a bit of randomness to the deck.  But a model like stax, the randomness is reduced because you can discard a great card, and still be able to use it.   There are only a few dead cards to lose with gamble.  Losing welders hurts very bad, but I should always have at least a 50% chance of getting and keeping them.  As for memory jar, the effectiveness is very reduced against any control deck because I basically give them the turn to shut down my new cards.  Though I still am able to access the cards I discard, the chances of losing welders is too great.  With only 4 welders and no way to renew them, I have to think of them as a valuable commodity.  The 4 gambles are the biggest risk to losing welders and I don't want to increase that risk.

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dandan
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« Reply #3 on: July 22, 2005, 04:18:45 am »

Sorry I don't understand that at all. If you get a Memoty Jar into play (let's be honest, casting it isn't the most common way) then either you already have a Welder in play or you don't. If you do, Welder is good. If you don't that means you have just cast a Memory Jar and it hasn't been countered. Again two possibilities, you have a Welder in your hand or you don't. If you do, it is fairly likely your opponent has no counterspells in hand, go ahead and cast it (or wait until next turn if you are tapped out). Seems good to me. If you don't have a Welder in hand and none in play, pop the damned Jar and you have 7 more chances to find a Welder (=good). Even if you fail to find a Welder you fill your graveyard with good stuff for when you finally find a Welder plus you have reduced your library meaning you stand more chance of finding a Welder.

There are reasons not to run Jar but being afraid of losing Welders is not amongst them.

Also Blue offers you more than Black - with Thirst for Knowledge very strong even if you have no power. And you know that Trash for Treasure isn't the most efficient card of its ilk, don't you?
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Firefly
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« Reply #4 on: July 22, 2005, 06:51:39 am »

Quote
Sorry I don't understand that at all. If you get a Memoty Jar into play (let's be honest, casting it isn't the most common way) then either you already have a Welder in play or you don't. If you do, Welder is good. If you don't that means you have just cast a Memory Jar and it hasn't been countered. Again two possibilities, you have a Welder in your hand or you don't. If you do, it is fairly likely your opponent has no counterspells in hand, go ahead and cast it (or wait until next turn if you are tapped out). Seems good to me. If you don't have a Welder in hand and none in play, pop the damned Jar and you have 7 more chances to find a Welder (=good). Even if you fail to find a Welder you fill your graveyard with good stuff for when you finally find a Welder plus you have reduced your library meaning you stand more chance of finding a Welder.

I totally agree with you on this, Jar can turn a game around.

Gamble seems like a great card in stax, a less mana-intensive alternative to TfK (well, not really, but you get the point). Losing Welders shouldn't be an issue, because if you have Welder and Gamble in hand, you play Welder.

Just a little thing:

Isn't 3x Animate Dead a little over the top? I would probably cut 1 for a Mana Crypt or Lotus.
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prosbloom225
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« Reply #5 on: July 22, 2005, 11:58:10 am »

Animate dead is another card I thought would just own the format.  Welders, Plat, Colossus, you can take anything. 
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Firefly
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« Reply #6 on: July 22, 2005, 11:59:59 am »

True, but you have 4 welders for that purpose. Animate dead is more of an extra welder, it's not essential to the deck.
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xthexpunisherx
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« Reply #7 on: July 22, 2005, 12:29:37 pm »

Animate dead is another card I thought would just own the format.  Welders, Plat, Colossus, you can take anything. 

Two things one you can't take colossus but thats neither here nor there.  Also on the blue vs black argument welders have great synergy with Gifts, Intuition and Thirst.  I understand the good uses for Animate (see decks like Cerebral Assasin) and for therepy but blue gives you alot of powerful cards and when proxies are available the big ones like Ancestral Etc.  I know this makes the deck more like the traditional U/r Stax but its just some suggestions.  play what you want and enjoy.
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BlackmindKDC
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« Reply #8 on: July 22, 2005, 12:30:50 pm »

Ok, here are my suggestions;

-1x Trash for treasure
-2x Animate dead
-1x Therapy
-1x Wheel
-1x Crucible

+1x Vamp tutor
+3x Senesei divining top
+1x Triskelion
+1x Memory jar

Trash is just a worse one-shot welder, animate is ok at best, with so little creatures therapy will not be flashed that much and the disruption is solid so far, wheel is just bad in the combo matchup, real bad, and three crucibles is a little much with all the tutoring power.

The vamp is a solid tutor.  You can do cool welder tricks with the top and alone its not half bad.  The trisk will help in the aggro matchups, like Fish.  Jar is just, ahh Jar.

With hardly any moxen you should go with four chalices and use them like U/G Fish does.  Otherwise use up some of those proxy slots and add in moxen.  Here's my idea for an adjusted mana base;

1 strip mine
4 wasteland
4 mishra's workshop
4 Solo moxen (2 on color, 2 off)
1 B Lotus
1 lotus petal
2 Ancient Tomb
2 Great Furnace
3 Wooded Foothill
4 Badlands
« Last Edit: July 22, 2005, 12:34:42 pm by BlackmindKDC » Logged

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Marton
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« Reply #9 on: July 23, 2005, 04:19:47 am »

its like a really bad version of cerebral assassin. That deck was able to use sundering titan as a kind of smokestack, only with an actually fast kill condition all in one. It also used animate dead and welder (and bazaar of baghdad instead of mishras workshop).

Note: you could have a look at 'control of the court' and 'goblin lore'.
Note2: good luck playing animate dead on a darksteel colossus
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spawn
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« Reply #10 on: July 23, 2005, 06:20:04 am »

I really think you should consider running blue instead of black. it feels like blue has alot mor to offer to the deck than black.
cards like tinker is a bomb in this deck, ancestral and thirs for knowledge isnt to bad either..

I also think that running to many red cards is the wrong call, a deck like this wants to abuse workshop to the maximum.
Therfore having alot of red cards instead of broken artefakts like; Sphere of Resistance, Chalice and Trinisphere seems totally wrong.

in my point of wiew, the only red card in this deck should be goblin welder(some semipowerd builds may run wheel aswell).

I also agree with Dandan about including memory jar.

so I suggest that you do these changes:
-1 Yawgmoth's will
-1 demonic tutor
-4 gamble
-2 trash for treasure
-3 animate dead
-3 cabal therapy
-1 wheel of fortune


+4 Sphere of Resistance       
+3  Chalic of the void
+1 trinisphere
+1 ancestrl recall
+1 tinker
+1 timewalk
+3 thirst for knowledge
+1 memory jar
       
ofcourse the manabase needs to be fixed to..

/spawn

       
edit: sry, i didnt notice that your deck wasnt fullpowerd Confused ,but I still think my changes is the right way to go.
« Last Edit: July 23, 2005, 06:40:57 am by spawn » Logged
b-tings
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« Reply #11 on: July 23, 2005, 09:30:32 pm »

This is not specific to the decklist offered, but a bit of a tangent on Memory Jar, which seems to be one card that EVERYONE is mentioning in a positive light. I've been trying to cut Memory Jar from my Stax deck forever. Actually, it's been about a week, but it feels like forever because I just can't find anything to play so I can cut it. The card is terrible against the majority of the environment (there's a lot of blue on the west coast). Here's why:

Consensus among players is that Jar is a "must-counter." That means, if Jar is resolving, your opponent does not have the ability to counter, or alternatively you tapped low enough for Jar not to be a threat for a turn and they're just setting up for the win next turn anyways (Gifts, mostly). In the second instance, Jar is clearly bad, but it's the first instance I want to talk about. If your opponent has neither the ability to counter your spells nor the abilitiy to draw into a counter to counter your spells, you should just resolve a threat (Karn costs the same amount of mana) and win. Considering you play 4 Chalice of the Void 4 Sphere of Resistance 4 Smokestack 1 Trinisphere (my build), cracking jar immediately is usually not an option. This gives your opponent time to set up for your jar turn, which mostly involves untapping. When you DO crack Jar, ignoring the fact that the cards involved influence your opponent's decision to keep their opening hand or not, in any random game you give your opponent a shot at 4 Brainstorm, 4 Mana Drain, 4 Force of Will, and probably 1 Mystical and 1 Vampiric Tutor. You're probably not in a position to play Moxen between Spheres and Chalice, but let's for sake of argument give you a mox and land drop off a Jar. Presuming you cast Jar off the first 5 mana you had available, that gives you seven mana. Sometimes this will be more, sometimes less, but I'd say seven mana for a jar hand is pretty generous given what I've seen, considering we're going to play it out with no spheres on the table, and no chalice for zero(this, of course, raises the question of why in hell you were keeping a hand with no spheres or chalice for zero, and why you're not dead yet from doing so, but we've read this far, we're going to finish the fairy tale). This gives you the chance to cast AT MOST two threats. That's 5 mana for the chance to cast two threats next turn on a good day, while your opponent gets 7 shots at 14 cards in their deck. If they draw Force off your Jar, you just traded two full turns of mana for a threat, as opposed to the one turn it would take for you to resolve the threat if you just put more redundancy in your deck instead of a Jar. If they hit Brainstorm, they get to set up their next two draws out of ten new cards you've shown them, which puts an opponent who didn't have enough gas to do anything against the Jar in the first place well back in the game. The mirage tutors have largely the same effect, although they can be better or worse than brainstorm depending on what you Jar your opponent into and what's left in their deck. Don't even get me started on Jarring an opponent who you've been trying to pin under mana denial the whole game into a Mana Drain.

Of course, this is all assuming you've CAST the Jar. If you're welding it in, that should be a whole different matter, right? Well, yes, but no. You can weld in a Jar under countermagic, of course, but you have to get Jar into the graveyard first. In your deck, if you have an empty hand, if you have a welder in play, and if you draw Gamble, you can do that without casting Jar (Note that I've switched to using prosbloom's deck here because my deck doesn't run Welders). That's a lot of ifs to resolve a Jar, and once all of those are fulfilled, you still have to ask yourself if Jar is better in the given situation than Karn, Big Tits, or Platinum Angel, or even one of your lock parts.

If you're welding in Jar because you cast it and it was countered, once again you have to ask yourself if Jar is better in this situation than just any old threat.

Welding Jar in does have one distinct advantage over casting it, namely that it doesn't take up your turn's mana, and as a result your opponent doesn't get to react since you can crack Jar right now (never mind for a minute that they can see it coming and play around you welding Jar in). This cuts your opoonents outs to 4 (We'll assume for a second that they're tapped out, but please take note of how generous I'm being to the Jar player. I'm really trying to err in it's favour so I don't let possible personal bias against the card get in the way of laying out it's pros/cons). So you're resolving two threats off the Jar, right now. This is only a gain IF you have no threats in hand to cast; otherwise, you get the same result by casting the threat in your hand and welding in a threat instead of Jar, unless of course your opponent is clenching a grip full of counters and Jarring stops them from doing anything. In this case, though, welding in a single threat should be enough, since your opponent probably can't do a whole lot to stop it if they're grip is stuffed with counters instead of search or other answers.

If this discussion seems biased towards the control matchup, that's probably because that's what's popular right now. Even so, against other match-ups, you're still jarring them into SOMETHING. Fish runs Force of Will, sometimes brainstorm, and Aether Vial. Combo (mostly TPS) runs everything that control does except Mana Drain, but they also run Rebuild (Gifts does too, but there are other control decks out there, despite what the internet will make you think). Rebuild in response to Jar's end-step trigger is Big Games unless you're gripping more threats, which of course brings us back to why you're jarring in the first place. Against other shops, you've got twice the lock parts, meaning twice the spheres, chalices for 0, smokestacks etc. to minimize your mana; you'll be lucky to drop a land and a threat, and if your opponent wins the Welder war, you're going to be in for a world of hurt when their Jar hand hits the graveyard.

...and Rack and Ruins in a pear tree.

I'd be happy to entertain arguments as to why Jar is better than I think and warrants a slot. I'm sure there's a hole or two kicking around in the text above, since I'm not really focused on constructing a tight argument right now. I'm more just getting all the points out into the open for discussion.

Believe it or not, I also have something to offer on the deck at hand. I think you should take a look at Cerebral Assassin, a Welder-centric deck with Bazaar of Baghdad that is more focused on reanimation than locking your opponent down. Gamble might very well mesh there. I think that the deck in question is going to have trouble with the Gamble + Animate Dead/Trash for Treasure plan, mostly because the more likely you are to discard the card you are looking to reanimate, the more likely you are to discard the animation spell. On an empty hand, you have a two-card combo that costs at minimum three mana, has a 50% of misfiring, and does not win the game on the spot. Those aren't odds I'd be looking to take.
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spawn
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« Reply #12 on: July 24, 2005, 08:25:05 am »

i dont want to be rude, if you want to run a reanimate/lockdown deck, do so.
but i belive it will be a much better deck if you make it look like a real staxx.
first of all, why run black and red(besides of welder) and not blue instead.
if you cut all the cards ive suggested above the deck will improve big time.
just take a look at my proposed decklist and prosbloom225`s.
the synergy between the two decks cant even be compared, so ofcourse you want to run all lockdown artefakts like sphere, chalice, trini and so on.


@b-tings,
I really dont think you are beeing fair to memory jar in your, since this is a lockdown deck(as it should look!, not with black an bad red cards).
from my experiences with this deck, i can say that most of the time youve got your opponent under some kind of lock(trini/sphere/smoke/tangle+waste).
therfore hardcasting jar, tinkering it or welding it in from a thirst for knowledge is the bomb. with your opponent beeing badly disrupted he cant afford to counter anything, or as most 1 spell with force.
In situations like this you will always benefit from jar, if you have a welder in play and got a couple of lockdown artefakts in play/graveyard its almost always gg.

I really dont think the contro matchup is somthing that needs to be focused on. its not at all a bad matchup.considering staxx MANY early threaths the control player most of the time cant counter all lock artefakts. if you get a sphere, wire or smokestack on the board its looking bright for you.
/spawn

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