TheManaDrain.com
October 17, 2025, 07:37:33 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Another Tog Idea  (Read 2181 times)
Razgreiz
Basic User
**
Posts: 10


View Profile Email
« on: August 03, 2005, 11:37:07 pm »

I was looking through someone's binder and found a card that I think has potential in Tog if I find a way to support its mana cost.  The card's name is guided passage.  The card is a sorcery that costs URG, and makes your opponent search through your deck for first, a land, then a creature, then a non-land non-creature card, and you get the 3 cards in your hand.  This card does 2 big things for me.  The first thing is, it fetches me Tog, which I'm planning on being the only creature in my deck.  Second, it gives me card advantage.  I mean it gets me a land which could help, but those are the two main reasons i want to run it.  Right now I'm only planning on running one in my deck.  I don't see the use of casting 2 of them, but having multiple does mean I can draw it more often.  I feel that i can survive on one unless someone thinks this card is too amazing not to have in my first 7 cards haha.  Anyways, throw me some opinions on the card, and if anyone knows of other techy tog cards, I'm all ears.
Logged
Godot
Texas Ranger
Adepts
Basic User
****
Posts: 242


LIttle Lebowski Urban Achiever

Bigkingfrg
View Profile
« Reply #1 on: August 04, 2005, 02:38:28 am »

1) you really dont want darksteel colossus in your hand
2) its a sorcery that all but requires you tap 3 actual lands to cast it
3) its not a 'real' tutor.  you have absolutely no way to control what you get outside of hte creature which is terrible since your best kill condition is DSC
4) it forces you to get multiple non-basics
5) it really doesnt actually do anything.  you get a land which is hardly anything since if you can cast this your manabase is fine, just win.  i already covered why the creature is bad.  and the 3rd card is guaranteed to be the most useless spell in your deck. 

its like gifts ungivens retarded little brother that nobody talks about at family gatherings.
Logged

The Colorado Crew:  6 guys whose central preoccupations are weed and dick and fart jokes

Team Meandeck
Razgreiz
Basic User
**
Posts: 10


View Profile Email
« Reply #2 on: August 04, 2005, 10:08:10 am »

Ok, first of all, what are you talking about DSC??? I don't have that in my deck.  This is a Tog deck, that doesn't run tinker collosus as an alternate kill, if that even exists in tog.  I understand what you are talking about in your other opinions, but I think you need to read my post a bit more carefully to post a good reply.
Logged
Draven
Basic User
**
Posts: 200



View Profile
« Reply #3 on: August 04, 2005, 10:30:48 am »

Ok, first of all, what are you talking about DSC??? I don't have that in my deck.  This is a Tog deck, that doesn't run tinker collosus as an alternate kill, if that even exists in tog.  I understand what you are talking about in your other opinions, but I think you need to read my post a bit more carefully to post a good reply.

Yes it does exist in Tog and yes it is hot. Although your orginal post did say Tog was going to be the only creature, I think his point was you should be running DSC. Tinker/DSC is so randommly hot that any deck running blue +7SoLoMox should run these two extra cards.

Finally, about guided passage, I think Intuiton or Gifts would be much hotter. Tog's manabase is so horribly unstable that 3 different colors of many is quite difficult. And like Godot said, if you are at a point in your manabase that you can cast this little guy, you should be winning anyways.

I am playing Tog right now (with Tinker/DSC), so please take my words as usefull.
Logged

It can't rain all the time...
Razgreiz
Basic User
**
Posts: 10


View Profile Email
« Reply #4 on: August 04, 2005, 10:54:29 am »

i see, I didn't know random DSC is good again, i guess it makes sense since I don't see as much Swords to plowshares around.  Yeah if its really that good then i guess guided passage is out of the deck.  But with Tinker DSC in my deck does that mean i should be running more tutors like vamp, mystical, or personal tutor?
Logged
Draven
Basic User
**
Posts: 200



View Profile
« Reply #5 on: August 04, 2005, 12:05:56 pm »

Well, Tog's gameplan goes like this (in order).

1. Cast Tinker if it is in opening hand (Win with DSC)
2. If no Tinker then counter opponants threats
3. Draw a billion cards
4. Go nutz with Yawgs Will
5. Win the game

Obviously this over simplified, but the point is, don't add extra tutors just for the Tinker. Tinker is there for the random first turn "oops I win." Otherwise, just go crazy with your counter/draw and win with a big Will/Tog at the end. Hope that helps.
Logged

It can't rain all the time...
crazzykid81083
Basic User
**
Posts: 34


View Profile Email
« Reply #6 on: August 04, 2005, 01:09:16 pm »

I have to agree with everybodys advise on the shit passage. But tinker and dsc are essential to a deck like this it allows first turn ooops your fucked or later if all the togs have been killed for some various reason you can still win.
Logged
NWI Team_Zilla
Banned
Basic User
**
Posts: 86



View Profile
« Reply #7 on: August 04, 2005, 02:06:44 pm »

If you want to play Guided Passage, play a Guided Passage deck, most likely in T1.x.  Putting a random "crap" card into a deck that might get a mentally degenerate opponent to give you the Ancestral Recall is one of the worst strategies I have ever seen on TMD(besides Twiddledrix, which will take the cake forever).  Not to shoot down a new idea, but like I said, there is just no reason to put it into tog.
Logged

-Make it idiot proof and someone will make a better idiot.

-Many folks know how to say nothing.
Few know when.

-"The believer is happy. The doubter is wise."
Lord of the Goats
team goat
Full Members
Basic User
***
Posts: 121

goat961
View Profile
« Reply #8 on: August 05, 2005, 11:09:09 am »

Well, Tog's gameplan goes like this (in order).

1. Cast Tinker if it is in opening hand (Win with DSC)
2. If no Tinker then counter opponants threats
3. Draw a billion cards
4. Go nutz with Yawgs Will
5. Win the game

Obviously this over simplified, but the point is, don't add extra tutors just for the Tinker. Tinker is there for the random first turn "oops I win." Otherwise, just go crazy with your counter/draw and win with a big Will/Tog at the end. Hope that helps.

really it's more like unless your opponent is playing control

1.find tinker via tutors/wish-> tutor
2. cast it
3. game 2

there's very little need to actually go out of your way to draw cards in most matchups and collosus is a the answer to their threats. will (while broken and game ending) is not a necessary part of tog. 

if you're playing against control, then you draw cards.   

on guilded passage, there's a lot of other cards i'd rather run. fire/ice, merchant scroll, deep anal, gifts, gush, rebuild, mind twist, engineered explosives, mindslaver,  boseiju, green.
Logged

if i just said something stupid, this must be roche.
silvernail
Basic User
**
Posts: 563


View Profile Email
« Reply #9 on: August 05, 2005, 09:40:54 pm »

well im going to pretend that everyone in thsi thread didnt bash you for trying something that is honestly a horrible idea. instead im going to congradulate you for thinking. Seeing a new card that you've not seen and thinking oh this might be useful is the first step in innovation, which the format could definatly use.

However you cant get to the innovation step until you understand the basics of a format, more so the foundation of a format and you have to know what makes it tick, and in your case what doesnt.

the passage is bad for many reasons, first being that it costs 3 differnt colored mana. Strike two for passage is the fact it is a sorcery. The thrid strike for it is that it lets your opponent make all the choices, all the while giving him all the information to make the choices that benifit him the most. he now knows your entire deck , 3 cards in your hand; and knows that you just wasted your turn to boot.

the most powerful 3 cost sorcery in the format is yawgmoths will, that costs 2 colorless mana and one black. the next most powerful 3 cost sorcery is tinker that also only costs 2 colorless and 1 colored mana. I havent put much thought into it but the only 3 cost sorcery i can think of in type 1 that isnt 2 and a colored is 1BB for death wish. there probably are some but there arent any that cost 1 and 2 differnt colored let alone 3 differnt colored. such a stringent mana requirement is very limiting because you might struggle to find that mana leaving you with dead cards.

Logged
Draven
Basic User
**
Posts: 200



View Profile
« Reply #10 on: August 06, 2005, 10:58:57 am »

For the record, I didn't bash Rozgriez...
Logged

It can't rain all the time...
Revvik
Basic User
**
Posts: 725


Team BC

Revvik
View Profile Email
« Reply #11 on: August 06, 2005, 11:51:10 am »

And for the record, I'd rather run Burning Wish than that.  To pay all three on-color mana sources just to get Merchant Scroll, Gorilla Shaman, and a fetchland?  It's a thought, but it just won't work.
If you want to try a deck with Guided Passage in it, you need to focus on the fact that a resolved Guided Passage will always spell trouble for your opponent.  You want them to be forced to pull out cards like:

Mystic Snake
Impulse
5-color land (because your manabase will suck)
Logged

http://www.thehardlessons.com/

I will break into your house while you aren't home and disguise myself as a chair. Then I will leave before you get home, but there will be a place at your table where I was a chair and you will wonder why there isn't a chair there. Then later I will leave the chair disguise on your doorstep and you will realize what has happened and you will be afraid all the time. Helter Skelter mother fuckers!
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.033 seconds with 20 queries.