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Author Topic: Help with Workshop aggro  (Read 813 times)
mr_rogers
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abct69
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« on: August 01, 2005, 08:40:54 am »

I've played workshop-aggro at the last two proxy tourneys in my area.  I placed high in both(4th and 2nd), but I would really like some suggestions on what, if anything I should change in my build.  I'll give you the current list and some follow up explanations.

Mana
4x MWS
4x Volcanic Island
4x Wasteland
2x Polluted Delta
2x Island
8x SoLoMoxenCrypt
1x Strip Mine
1x Tolarian Academy
1x Mana Vault

Disruption
4x Cotv
4x Sphere of Resistance
3x CoW
1x Trinisphere

Creatures
4x Juggernaut
2x Su-Chi
2x Goblin Welder
1x DSC
1x Razormane Masticore
1x Duplicant
1x Memnarch
1x Sundering Titan
1x Trike

Broken/Utility
2x Fire/Ice
1x Time Walk
1x Ancestral Recall
1x Wheel of Fortune( may become Timetwister)
1x Memory Jar
1x Tinker

  Well Most of the decklist is pretty standard.  I'm running SoR for the combo element that has popped up in my area as of late.  I would probably still run Sphere even without the combo decks around though.  It has really helped win a lot of games.  I'm not too impressed with Memnarch so far,  so he may become a second Razormane.  What do you guys think?  Fire/ice has been amazing so far, especially with FCG showing up in heavy numbers at our tourneys.  Everything else is pretty standard I believe.

  Things I think the deck needs.  A draw engine.  I want to run TFK but can't find room for it.  If anyone has thoughts on what to cut lest me know.  Also I need more main deck answers to aggo decks.  I can't seem to handle FCG for some reason.  I even have Pyroclasm in the board and still lose.  I would really like comments on that match and options to beat that match.  Well I can't really see anything else that the deck really needs, so any comments/suggestions are welcome. 

                 Thanks in advance, Joe
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CMass
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« Reply #1 on: August 01, 2005, 11:43:53 am »

First, I would up the Welder count to 4.  The little goblin that could is a must against Stax and really helps the control match-up.  Throw in another Trike or two and he just gets better, so in my opinion that's what Memnarch and DSC want to be:  Triskelions 2 and 3.  For the extra Welders, I would drop a couple of Spheres, since Chalice already provides good combo hate.

Also, how is Jar treating you with only two Welders and a full set of Spheres?  Jar and Wheel/Twister might be your first cuts toward a set of Thirsts, and unless you run into a lot of Null Rods, the extra Trikes could let you part with Fire/Ice to slip in the other two.  So, that would leave my take at:

-2 Sphere of Resistance
-1 Memnarch
-1 DSC
-1 Jar
-1 Wheel
+2 Goblin Welder
-2 Fire/Ice
+2 Triskelion
+4 Thirst for Knowledge

I'm also not so hot on the Spheres, but you seem to really like them so we'll leave that alone.  Good luck with the deck!

(Edited 'cause I'm an idiot.)





« Last Edit: August 01, 2005, 11:47:17 am by CMass » Logged
mr_rogers
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abct69
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« Reply #2 on: August 01, 2005, 10:19:22 pm »

  I may cut the fire/ice and wheel but the jar is too good.  The jar has won me so many games and if I do up the welder count to four then I want jar all the more.  I like Trike and may add a second or third.  The spheres are good in my meta but I may remove one or two for a different area.  Anyway thanks for your ideas, they seem very good.
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