I went to SCG Chicago III and did well, but not great. I believed my deck had more than enough tools to overcome the field and dominate. Unfortunately luck dealt me some hands that weren’t good enough to land me in the top 8. I won 5 matches 2-0 and lost 3 matches 1-2. I had a better winning percentage than all but 12 of the players in placing 24th. Change one of those 1-2’s to a 2-1 (for instance, had a drawn a draw spell in any of 5 games before turn 5), I’d have the 5th best game winning percentage, be in a higher bracket and easily have made the top 8 (as the #8 seed). Unfortunately, this didn’t happen. A deck with all the tools to win didn’t happen to win. I want to post it, because it’s good. I know it’s good. 62.5% of my opponents know it’s good. Just about everyone I played was impressed when I absolutely rolled them game 1 (except the Stax player who got 2nd, who beat me games 1 and 3; game 1 possibly due to the roll of the die—game 1 was close, with an early Smokestack pulling it out).
Time for me to actually do something on these forums, besides posting on bad aggro decks. I’m going to introduce a new “bad� deck to all of you. It is “bad� because it runs a 4 card combo and a lot of “weak� cards. I’ll post a deck list, because that’s the most interesting, then I will explain how the deck is meant to work (combos, strategy) and then how the deck too often works (disappointments, etc.).
Old threads:
http://www.themanadrain.com/forums/index.php?topic=18170.msg301618#msg301618http://www.themanadrain.com/forums/index.php?topic=19075.msg311096#msg311096Decklist: Ironworks
Lands (12)
    4 Glimmervoid
    4 Mishra's Workshop
    2 City of Brass
    1 Ancient Tomb
    1 Tolarian Academy
Nonland/Noncreature Mana (13)
    2 [card]Krark-Clan Ironworks[/card]
    1 Black Lotus
    1 Chromatic Sphere
    1 Mana Crypt
    1 Mana Vault
    1 Mox Emerald
    1 Mox Jet
    1 Mox Pearl
    1 Mox Ruby
    1 Mox Sapphire
    1 Sol Ring
    1 [card]Talisman of Dominance[/card]
Creatures/Creature generators (19)
    4 [card]Genesis Chamber[/card]
    4 Goblin Welder
    4 Metalworker
    4 Myr Retriever
    2 Ornithopter
    1 [card]Frogmite[/card]
Tutors (4)
    1 Demonic Tutor
    1 [card]Steelshaper's Gift[/card]
    1 Vampiric Tutor
    1 Tinker
Draw (9)
    4 Skullclamp
    1 Ancestral Recall
    1 Memory Jar
    1 Time Walk
    1 Timetwister
    1 Wheel of Fortune
Other/Utility (3)
    1 [card]Conjurer's Bauble[/card]
    1 Echoing Truth
    1 Trinisphere
//Â Sideboard:
“The Fish/Workshop Plan�
SB:Â 3 Seal of Cleansing
SB:Â 2 Myr Enforcer
SB:Â 2 Rack and Ruin
SB:Â 1 Echoing Truth
SB:Â 1 Oxidize
“The Combo Plan�
SB:Â 2 Meddling Mage
SB:Â 2 Tormod's Crypt
SB:Â 1 Enlightened Tutor
SB:Â 1 Mystical Tutor
This is a cog-style combo deck. It runs several draw cards and a few “weak� cards that have a lot of synergy. Goblin Welder retrieves countered artifacts/used Memory Jar, Myr Retriever returns Ornithopter/Frogmite to your hand for more draw.
The ultimate goal of the deck (the way it wins) is to get the 4 card combo of Krark-Clan Ironworks, Genesis Chamber, and 2 Myr Retrievers. This provides you with infinite tokens and colorless mana. If you happen to have a Skullclamp, you get infinite cards. That leads to infinite turns (via Timetwister, Time Walk, and Conjurer’s Bauble). That all means that you can win NOW. In summation, get 10,000 tokens and play Time Walk.
You usually don’t tutor up your main combo. You work more like a cog deck. You continually just play the strategy of drawing cards (via Clamp or the restricted draw) until you happen upon the combo. The only issues you usually have while comboing are having blue mana to cast Time Walk and Twister (however many times it takes) and getting the Ironworks in play (having 4 mana). The Metalworkers are meant to solve the latter problem and Chromatic Sphere the former. You can recur Chromatic Sphere (or Lotus for that matter) with Myr Retriever. Chromatic Sphere is your 4th artifact source of blue (Sapphire, Lotus, Talisman). When your Timetwister gets countered the first time, you want to be able to have mana to cast it again.
Conjurer's Bauble is there to give you up to 7 threats in one turn against control (3 Retrievers, 1 Bauble, 1 Timetwister, 1 Time Walk). It's how I roll. You can not run it and lose to control more often.
Trinisphere is excellent early and a great disrupter against control when you’re comboing. While there’s only about a 12 percent chance that you’ll get the Trinisphere on turn 1 (and less of a chance that you’ll get it and be able to cast it), it downright wins games. You can even combo through it with 2 Genesis Chambers out. It makes it so they can only cast one counterspell (if you don’t have any untapped Welders and you’ve used all your Myr Retrievers or have somehow limited resources). It makes winning easier. It might be a sort of sacred cow to me. I ran it to improve the TPS matchup a little bit (so they couldn’t set up as fast AND counter my spells).
Echoing Truth deals with most threats game 1 (Null Rod, Chalice, and Platz). It becomes a lot worse against Chalice when the Workshop player knows what you’re doing. Chalice for 2 is much more likely to come out when they know Echoing Truth is your only out if you want to go infinite. You need at least 1 spell in the main that can deal with your threats.
Steelshaper’s Gift is a good 5th Skullclamp and usually serves as a Metalworker enabler.
Mystical and Enlightened aren’t main because they are slow and inflexible in comparison to other things. E. Tutor might as well be Steelshaper’s Gift, because rarely will you want to spend a mana to lose card advantage and fetch an artifact. In any case, Mystical would be better than E. Tutor in all those circumstances, fetching Tinker -> Jar (the only other play besides E. Tutor -> Skullclamp would be E. Tutor -> Jar or E. Tutor -> Lotus which is awful). They are in the sideboard to bring out a turn 2 Trinisphere as often as possible, which is less of an issue these days. It used to be much better. They will probably change in future sideboards. I didn’t once use them.
Meddling Mage was awful for me. Maybe if I’d played with Birds of Paradise or Forbidden Orchard, they maybe have been much better. I played them once. Pithing Needle would be much better in the future, as it stops Trike, Jitte, and Welder (in some cases).
Myr Enforcer was for the deck when it was built to beat a metagame of Fish (pre-Jitte and Vial), TPS, and random decks. It isn’t bad, but isn’t nearly as good as it used to be. It lets you play aggro against some decks (like Control with Rods).
Seal of Cleansing is obviously artifact removal that hits Energy Flux without being overly reactive.
This deck has a number of cards in common with the Modular aggro decks, and many people though I was in fact playing a deck like the one that top 8’d the previous Chicago tournament. Oh, how they learned. I’ll run down my matches, to the best of my knowledge, describing what won each game.
Round 1 against MWS + big creatures
Game 1
I have to play through several strips in the early turns, but win on turn 4. There was some big creature on the board.
Game 2
I have to deal with a Trike, but win on turn 4.
Round 2 against Tog
Game 1
Decklist matchloss
Game 2
I win on turn 3 through a FoW. He was playing Tog.
Round 3 against Stax
Game 1
I lose to Smokestack + Crucible + Sphere of Resistance. I think he got about as good a hand as he could against me.
Game 2
I win with triple Genesis Chamber and random creatures.
Game 3
I lose to Smokestack, Goblin, Welder, Crucible, and Gorilla Shaman. Variable draw does very well against me.
Round 4 against TnT
Game 1
I combo out turn 3 or 4. No resistance.
Game 2
I manage to draw all but 5-6 of my mana sources and only 1 draw spell in the first 10 or so turns. Seal of Cleansing keeps Survival and his threats off the board. I get Tinker on my last turn and stall with not enough mana (unable to cast Ironworks).
Game 3
I get a glut without draw. I make a play mistake the turn after he cast Survival. He has already pitched Trike for Squee (an apparent misplay to my advantage). I have 3 mana, he has enough mana to survival up Anger and a Welder, but not to play the Welder. I play a Welder instead of holding my mana for a Rack and Ruin to keep Trike in his graveyard. He pitches Anger for Welder and welds Trike to kill my Welder. I never recover.
Round 5 against something
Game 1
I combo
Game 2
I combo
Round 6 against Landstill (Fish?)
Game 1
I combo out turn 3. He has a Tundra and a Factory out and cast FoW 2-3 times as well as an effective Daze on turn 1. He looked shell-shocked.
Game 2
Early Chalice ruins my hand. I never get enough mana to get out of it and start comboing. I die to Factory beats.
Game 3
This time he gets Chalice and Null Rod. Then he plays an Energy Flux. He almost lets the Null Rod go and keeps the Chalice (which would have allowed me to win), but rethinks. I never find my Cities of Brass and my Glimmervoids are useless. I eventually lose, after a LONG time.
Round 7 against WTF
Game 1
I win on what may have been my last turn. Jitte does NOT wreck my day. I may have Echoing Truth’d it. My memory is not great.
Game 2
I he plays a lot of creatures and gets me down to 5 with more than 5 points of damage on the board. I win the next turn.
Round 8 against Goblins
Game 1
I win with the inevitability that good combo often has. He can’t finish me early enough.
Game 2
He halts my development with a turn 2 RnR on my Skullclamp and Mox. He gets out Goblin Sharpshooter and has an untap phase with it. This severely limits my ability to use Skullclamp. He’s tired and plays really badly. I eventually figure out that he’ll let me equip my creatures with Skullclamp, instead of shooting them. He may have won this, but I found Echoing Truth and proceeding to combo out smoothly.
Some of the inadequacies of the deck were clear to me after the tournament.
I had not prepared for the current metagame, but was still prepared for the metagame of last December. Not playing magic for 6 months will do this to you. I knew of all the decks and knew their plans, but hadn’t done much testing against them and didn’t know how the interactions would play out. Chalice of the Void was a HUGE pain to me throughout the day. Hands that were extremely fast, but had only moxen lost me 2 games (and matches as a result) due to a first turn Chalice for 0. The mana base proved inadequate and inconsistent (flooding happened too often).
That said, there are ways to fix all this up. One is to run more lands that can be played in to a Chalice for 0 that don’t require a Mishra’s Workshop opening or a Mana Vault/Sol Ring/Bauble/Sphere.
Questions to pose to you all if you don’t want to make comments about the deck.
Glimmervoid or Forbidden Orchard? This discussion only pertains to playing against decks with Chalice. Synergy against Oath is irrelevant, because you beat Oath. A poorer game 1 against aggro is also irrelevant. You always win game 1.
Suggestions for the sideboard? It needs to be updated.
Does this deck seem like it can compete? Give reasons other than those that either I have mentioned or if I’ve only alluded to them, flesh out the reasoning.
What I'm currently testing:
Lands (12)
4 City of Brass
    4 Mishra's Workshop
2 Forbidden Orchard    1
City of Traitors    1 Tolarian Academy
Nonland/Noncreature Mana (13)
   Â
1 [card]Krark-Clan Ironworks[/card]
    1 Black Lotus
    1 Chromatic Sphere
    1 Mana Crypt
    1 Mana Vault
    1 Mox Emerald
    1 Mox Jet
    1 Mox Pearl
    1 Mox Ruby
    1 Mox Sapphire
    1 Sol Ring
    1 [card]Talisman of Dominance[/card]
Creatures/Creature generators (19)
   Â
3 [card]Genesis Chamber[/card]
    4 Goblin Welder
    4 Metalworker
    4 Myr Retriever
    2 Ornithopter
    1 [card]Frogmite[/card]
Tutors (4)
    1 Demonic Tutor
   Â
2 [card]Steelshaper's Gift[/card]
    1 Vampiric Tutor
    1 Tinker
Draw (9)
    4 Skullclamp
    1 Ancestral Recall
    1 Memory Jar
    1 Time Walk
    1 Timetwister
    1 Wheel of Fortune
Other/Utility (3)
    1 [card]Conjurer's Bauble[/card]
    1 Echoing Truth
    1 Trinisphere
   Â
1 Lightning Greaves//Â Sideboard:
SB:Â 3 Seal of Cleansing
Obvious
SB:Â 2 Rack and Ruin
Obvious
SB:Â 1 Echoing Truth
Good against Null Rod and Energy Flux
SB:Â 2 Meltdown
Replaces Oxidize for multiple cc Chalice removal
SB:Â 3 Pithing Needle
Shuts down Trike, Salvagers, Jitte, and sometimes Welder
SB:Â 2 Tormod's Crypt
Obvious
SB:Â 1 Yawgmoth's Will
For Decks with Energy Flux
SB:Â 1 Genesis Chamber
For Stax and decks that make cards in the deck worthless (Conjurer's Bauble against WW or something)