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Scoops666
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« Reply #30 on: September 18, 2005, 09:38:25 am »

I agree with Oliver, I don't think black adds anything to the deck that warrants the removal of white.

I put this deck together and started to tweak it for my likings. Have you guys thought of Ank of Mishra? It puts tremendous pressure on your opponent's manabase (which is already under attack). Plus it has 3 sideffects that are pretty neat:
1) Shuts down Fetchlands as 5 life against a red deck is way too expensive.
2) Makes Crucible slightly less attractive
3) Auto wins Vs. Dragon (not that it's a huge deal, but a side effect is a side effect)

I'll try it out and see what I come up with.

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« Reply #31 on: September 18, 2005, 01:35:59 pm »

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It has favourable matchups with Gifts, Slaver, Workshop Aggro, post board with Stax, and has incidental hate against Dragon and CA.

Very true.  This all relies in the power of swords to plowshares, does it not?  Again, the decks synergy and viability is seemingly quite revolved around this card.  Excellent  Razz  Why not then, try things like isochron sceptor?  It fixes the problem of them gaining so much card advantage, reuses key spells like swords, disenchant, bolts, etc.  It seems like a decent addition possibly.

On the topic of black; at this point in time, black could be viable but white does seem like a superior option.  The edicts deal with most of the decks that this deck is designed to beat.  By that, I mean decks running creatures, hence making swords a playable (not dead) card.  IE: slaver for welders, dragons in dragon, karn in stax, DSC in gifts, etc.  Also, duress has always been a solid disruption card in type 1.  Again, I'm not suggesting playing black, but it could be viable.
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« Reply #32 on: September 18, 2005, 10:08:49 pm »

This deck originally ran Ankh of Mishra and it was cut when we added the 2nd color because of the need for sac lands in our own deck to support the mana base. Also, even when playing mono red with Ankh we found that in some matchups they were a godsend - like Dragon, but in most they hindered us as well and were too easily played around. That being said, it's definitely a viable option for mono red and/or other builds of the deck.

Thanks to everyone for the feedback - keep it coming.
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« Reply #33 on: September 19, 2005, 11:11:46 am »

Personally, I agree that white seems to be the way to go with this deck.  The best answer I see for a red/black version is Red Elemental Blast on Tinker.  That seems subpar in a deck that doesn't draw cards.
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« Reply #34 on: September 19, 2005, 05:12:02 pm »

I don't see why everyone's saying edicts are so awful in this deck. What decks that run DSC are going to be running any other creature? At worst decks like Gifts will drop a Gorilla Shaman or something. Since they trade with half your attackers you'll want to keep them off the board anyway.

Note that I'm not saying black is particularly amazing in this deck. Will lets you play a handful off 1/1s and demonic just fetches yet another tiny beater. I'm just saying I don't understand how stp is the best card ever while edict is worse than an off color basic here.


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« Reply #35 on: September 19, 2005, 05:26:34 pm »

Note that I'm not saying black is particularly amazing in this deck. Will lets you play a handful off 1/1s and demonic just fetches yet another tiny beater. I'm just saying I don't understand how stp is the best card ever while edict is worse than an off color basic here.

I hear Will is broken in decks that are lucky to get four lands in play.

It's not that edict is terrible it's just that black doesn't add anything other than edict, duress, tutor, and maybe chains.

three color manabases are bad.

I think general oppinion is that: edict, duress, tutor, chains < stp, balance, disenchant, orim's chant + abeyance.

White is the "answer" color for red and black. It gives both these colors removal it strongly needs. White in red/black decks gives the deck a decent matchup against Oath, Stax, and Tendrils while Black in Red Decks improves its matchup against random control decks which chains and duress is good against.

I think a both a black/red and a white/red version can be built but I believe white gives red better answers than black does, at least in my environment.
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« Reply #36 on: September 19, 2005, 08:34:23 pm »

Quote
I put this deck together and started to tweak it for my likings. Have you guys thought of Ank of Mishra? It puts tremendous pressure on your opponent's manabase (which is already under attack). Plus it has 3 sideffects that are pretty neat:
1) Shuts down Fetchlands as 5 life against a red deck is way too expensive.
2) Makes Crucible slightly less attractive
3) Auto wins Vs. Dragon (not that it's a huge deal, but a side effect is a side effect)
This deck originally ran Ankh of Mishra and it was cut when we added the 2nd color because of the need for sac lands in our own deck to support the mana base. Also, even when playing mono red with Ankh we found that in some matchups they were a godsend - like Dragon, but in most they hindered us as well and were too easily played around. That being said, it's definitely a viable option for mono red and/or other builds of the deck.
Wow, 2 players made the exact same mistake. If you were playing against any kind of decent dragon player that knows the AP-NAP rules (actice player / non active player), he would have known that all he had to do was comboing out with necromancy DURING YOUR TURN and not his, resulting in a favorable stacking of effects (effectively nullifying the ankh of mishra's damage). The same applies to planar void ; it does not stops dragon from comboing.
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« Reply #37 on: September 19, 2005, 10:20:27 pm »

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I hear Will is broken in decks that are lucky to get four lands in play.

I agree, Will is crappy in here. Hence me saying the best you can do with it is replay some 1/1s. I didn't mean that as a ringing endorsement for it.

Quote
I think general oppinion is that: edict, duress, tutor, chains < stp, balance, disenchant, orim's chant + abeyance.

The list at the beginning of this thread uses only stp and disenchant. Chant and Abeyance are only good against combo as you're not trying to forcing anything though. Pyrostatic Pillar does just as good a job, and maybe even better. You might steal a game with Chant, but in game 3 you can be sure their chain of spells with start off with a duress. Speaking of which, Duress is a real beater in the combo match up.

Disenchant is functionally the same as Shatter (/Overload/Smash/RnR/etc.) correct? The only enchantment to worry about is Oath, and if that hits play the odds of Disenchant saving you are rather slim. Pyroblast is what's going to win you that match up.

Who runs Balance in an aggro deck? You can't tutor it up, and thus it's quite likely to be a dead draw.

Admittedly this is from the comfortable position of the sideline spectator, having done no real testing myself, but black almost seems worth it just for Duress. It's another cheap spell that randomly wrecks combo, control, or potentially even Stax's game. Doing so would necessitate dropping white and adding edicts over stps which doesn't seem so bad in the majority of matchups. The only place I can see stp blowing edict out of the water is against aggro, and who plays that anymore? This deck hasn't gotten popular enough for me to fear the mirror match just yet.

Quote
I think a both a black/red and a white/red version can be built but I believe white gives red better answers than black does, at least in my environment.

This is a perfectly reasonable response. If you've got lots of aggro running around I can see where stp, and Chant would clobber any of black's offerings.
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« Reply #38 on: September 20, 2005, 06:36:49 am »

I have to partially endorse what Necrologia has said. This is a metagame deck, so in our metagame in New Hampshire, the white is essential to do well. However, there will be metas out there where it is not as useful as using black for duress, an using edict to kill big fat.

The main reason for the initial post was that there was somewhat of a clamoring for Dan to post the list so people could see what all the fuss was about. It is good that we have had some constructive criticism of the color choice/card choice. If anyone thinks a black version of the deck is possible, please put one together and take it to a few tournaments, we would love to hear how it works, as in the long run it may be better.

Unfortunately for most of us involved in tuning the deck, we do not have the time to test multiple configurations of the deck, so we have spent our time on the one most useful in our metagame. Please don't let that stop other people trying to take the deck in new directions. Any new information is always welcome, as it adds to the our groups knowledge of what may or may not be viable.

Keep the ideas flowing, with all your help we will get this deck to win at Gencon next year  Mr. Green
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« Reply #39 on: September 20, 2005, 09:37:56 pm »

Disenchant is functionally the same as Shatter (/Overload/Smash/RnR/etc.) correct? The only enchantment to worry about is Oath, and if that hits play the odds of Disenchant saving you are rather slim. Pyroblast is what's going to win you that match up.

Who runs Balance in an aggro deck? You can't tutor it up, and thus it's quite likely to be a dead draw.

But without disenchant this deck's chances of beating oath are very slim. I don't think STP is alone to make this match winable. However with 3 Disenchant, 4 STP, and 4 Pyroblasts your chances are much better. After sideboarding you get the possibility of a fourth disenchant and a total of 8 REBs. Oath is still played a lot so the disenchants are essential. Against stax disenchant is usually good enough especially when comboed with all the other artifact hate so it's not like your losing anything by playing it.

Balance is insane. This deck doesn't pump out creatures like some other decks do and almost all the creatures can be sacrificed if needed. You almost always have less lands than your opponent,  especially late game. You play cards in your hand faster than control decks so it can be a mind twist. Balance is never a dead draw. Usually if you don't need to cast balance you are winning anyway. If you draw balance when it's not all that good chances are it will be later in the game. Regardless I don't know if balance is good in this deck mainboard as there are so many reactive cards, although it probably does, however it at least warrents a sideboard slot.
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« Reply #40 on: September 21, 2005, 09:54:42 am »

Balance is also broken for the simple reason of:

Turn 1: Mox, Land, (MAYBE another 0cc artifact), Balance; eat it.

You basically (without the random element) twist them for 3 or 4 turn 1, that is HUGE disruption.  Obviously, balance has better late game options vs land control and creature control.

Run balance (the addition of black makes this even more feasible).
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« Reply #41 on: September 22, 2005, 08:22:24 am »

...
Balance is insane. This deck doesn't pump out creatures like some other decks do and almost all the creatures can be sacrificed if needed.

The creatures cannot, and should not be sacrificed unless they have to be. Take Goblin Vandal. He's INSANE! Honestly, I would never EVER want to lose him. The fact that the deck doesn't power out an asston of creatures doesn't mean that it can afford to lose them. In fact, the opposite is true. Every creature in the deck needs ot be used optimally. Sometimes, that's as simple as popping a hearth kami immediately. Sometimes, it's swinging with lavamancer. Sometimes, it's neither of these. But it's almost never letting them die. You don't have some insane combo-engine like fcg where you can restock on your dudes, and balance, while a strong trick, is still only a trick, and not a gameplan that this can execute well.

Plus, most decks will have trouble getting through your initial threats anyway, and you'll find that typically after turn 3 both decks have 2-3 cards in hand. Since you run enough ways of negating their end goal anyway (Tinker->collosus, or will) balance seems like it's win-more in this case. You can't setup devastating balance plays like mox, mox, land, balance, ancestral or anything.

The best you can hope to do is keep dropping threats faster than your draw step, and then balance asap. Not a good plan if you ask me.
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« Reply #42 on: September 22, 2005, 10:21:07 am »

Just a minor addition, but wouldn't Mogg Fanatic be better in the slot of Lava Dart? It's sort of a proactive Lava Dart, specially since you run other ways of burning Welders. Unless you play against opponents who consistently draw 4 Welders throughout the game :lol:.
Then again, what do I know?
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« Reply #43 on: September 22, 2005, 10:33:47 am »

Just a minor addition, but wouldn't Mogg Fanatic be better in the slot of Lava Dart? It's sort of a proactive Lava Dart, specially since you run other ways of burning Welders. Unless you play against opponents who consistently draw 4 Welders throughout the game :lol:.
Then again, what do I know?
It'd probably not a bad call at all. Lava dart was just on hand. Plus, it flashes back.
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« Reply #44 on: September 22, 2005, 12:58:42 pm »

...
Balance is insane. This deck doesn't pump out creatures like some other decks do and almost all the creatures can be sacrificed if needed.

The creatures cannot, and should not be sacrificed unless they have to be. Take Goblin Vandal. He's INSANE! Honestly, I would never EVER want to lose him. The fact that the deck doesn't power out an asston of creatures doesn't mean that it can afford to lose them. In fact, the opposite is true. Every creature in the deck needs ot be used optimally. Sometimes, that's as simple as popping a hearth kami immediately. Sometimes, it's swinging with lavamancer. Sometimes, it's neither of these. But it's almost never letting them die.

I don't know if you misunderstood what I said or not. All of the creatures except goblin vandal can be removed from the field if necessary either by killing themselves (lavamancer), by killing a mox or another artifact (hearth kami), and the manlands are only creatures when you want them to be. What I was saying is that balance easily becomes a wrath of god. Vandal is good but in the face of DSC he is the worst thing you can have. The fact that the creatures can kill themselves is a very powerful advantage on other creatures when playing against oath as well.
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« Reply #45 on: September 26, 2005, 01:45:55 pm »

Hey guys, I'm a lonnnnnnnng time (when I played Keeper pre-Decree and pre-Trenches, lol), first time posting.

I'm planing on playing this at a tournament in a few weeks, and just wondered about a few things. First, what changes would you suggest for a rather open metagame? I talked to a few type 1 players here, since I havan't palyed type 1 here in more then a year, and they said there was a little of everything. Any thoughts?

Also, why not 3 Mire 3 Foothills? Is there some specific reason why the list has 2 Foothills 4 Mire?

EDIT: Edited some stupid typos...
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« Reply #46 on: September 26, 2005, 08:07:12 pm »

There are several changes, but they depend on the metagame. If it's Stax heavy, metagame against that, if it's control heavy,  modify it against that, etc, etc. I would try to get some cards against everything so that you have a decent matchup against most decks. The 2 foothills and 4 mires was due to the fact that those were the cards that Durney had to play with at the time.
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« Reply #47 on: September 27, 2005, 08:23:51 am »

Having been to some of these Myriad tournaments I can definitely see why white would be the superior option. (I will not go into the details of White vs. Black as it had been done several times)

On an entirely different note however, have you considered Blood Moon? Not only does the card often wreck control decks ('Tog, Oath Control Slaver etc.), but can often cripple other various forms of aggro (i.e. Fish) and can give Stax a rough time as well. I am not necessarily advocating the card mainboard, but it seems to me that it would be a very viable sideboard option.

I would also like to say that Gorilla Shaman is quite good in this deck (at least as a one of). Denying opponent's mana sources is critical in buying time, and Gorilla Shaman does this quite well. Gifts Ungiven for example, a deck that I saw a few of at the last Myriad tournament, relies on its artifact mana- If you deny them of it, you buy yourself more than enough time to win.
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« Reply #48 on: September 27, 2005, 11:41:38 am »

Blood Moon is not so good when you are using Mishra's Factories and Wastelands.
The Wastelands are there to deny mana, not just to screw color. It is more important not to allow an opponent to cast anything, than cast things if they have the basic. Also now most people are searching for basics first against decks known to be running wastes.
 
More importantly the factories are one of the primary ways of killing an opponent, to shut them off with Blood Moon would be suicidal. To make use of Blood Moon, you would need to retool the deck to be consistant with it, which would mean finding an alternative to the factories. This is tough to do in a deck squeezing mana and beaters out of the same cards.

Blood Moon is not suitable to this style of deck, although with an overhaul to the creature engine it might be possible to run it, but there are better alternatives, most noticeably wasteland and strip mine with the artifact kill.

In response to every one mentioning the shaman, it is undeniably great for disrupting mana bases, however it is not quite as good at dealing with larger threats and cannot kill creatures. The vandal is in there just as much for these cases as well as to disrupt the mana base. Also this deck does not generate a lot of mana it can use with shaman, it already needs to activate genju and factories so vandal seems to fill the need of the deck well enough, although a case may be made for a one of for the monkey, or a sideboard slot or two.

Look forward to seeing everyone in November 12th @ Myriad, where I may or may not be running a whole new deck with absolutely zero Salvagers in it.  :shock:
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« Reply #49 on: September 27, 2005, 12:39:18 pm »

There are several changes, but they depend on the metagame. If it's Stax heavy, metagame against that, if it's control heavy,  modify it against that, etc, etc. I would try to get some cards against everything so that you have a decent matchup against most decks. The 2 foothills and 4 mires was due to the fact that those were the cards that Durney had to play with at the time.

Could I get some specifics please? I'm sort of new to Vintage, so when you say "metagame against this and that", I don't know what's omtimal exactly.

Let's play a pretend game a second... Theres 20 people at a tournament. The percentage of the best decks is completly equal, maybe something like 3-4 of each. How would you tune the deck to beat everything equally? Thanks.
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« Reply #50 on: September 29, 2005, 04:45:15 pm »

What are the thoughts on Samurai of the Pale Curtain and or Kataki, War's Wage? They both seem like solid fits, great at hating artifacts, and welders, with Samurai with Yawgmoth's Will fit squarely in his crosshairs. Is it that hard to hit WW? Also, Mogg Fanatic and to a lesser extent Goblin Legionnaire seem like good fits, keeping welders off the table against stax and slaver, or god forbid some scrub aggro comes around. I might just be stating already tested ideas, but please elaborate on their non-inclusion.
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« Reply #51 on: September 29, 2005, 04:50:08 pm »

Samurai only removes permanents that go to the graveyard. That doesn't stop most of the fuel for Will, other than Lotus.
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« Reply #52 on: September 29, 2005, 09:06:54 pm »

With regard to the posts since my last post:

We have tested every card listed as options here. Thank you all for your feedback and for making sure we've considered all options.

Blood Moon was ruled out mostly for the reasons that Oliver (Englishman) stated. It is a strong card, but not strong enough I feel, with the relative proliferation of basics in the environment.

I'll just list some basic corollations to different matchups for this theoretical metagame.
Stax - more artifact destruction - Rack and Ruin (possibly main) and more in the side, possibly more Disenchants as well
Workshop Aggro - basically the same as Stax - different quantities - Lightning Bolt vs. Juggernaut
Control Slaver - 8 REBs, Rack and Ruin, Tormod's Crypt, Welder removal
Gifts - 8 REBs, Tormod's Crypts, mana denial (artifact & land)
Fish - 8 REBs, Pyroclasm, removal
Food Chain Goblins - Disenchants, Pyroclasm, Goblin Bombardment
Oath - 8 REBs, Swords, Goblin Bombardment in the side
Combo - REBs, Pyrostatic Pillar, mana base disruption, Tormod's Crypt
Random Aggro - all forms of creature removal
Tog - Pithing Needle, removal (esp. Swords to Plowshares & REBs), Tormod's Crypt

I'm sure there are major archetypes I'm missing - just list them and I'll fill them in as needed.

Regarding Samurai of the Pale Curtain, Jacob hit it right on the nose that Samurai doesn't stop the main threat of Yawgmoth's Will (though it does stop Crucible Strip lock and some other nasty artifact recursion). Also, Samurai costs WW, which this deck cannot generate consistently enough for its inclusion. Kataki on the other hand is very good against Stax and most other decks, but can be played around and most importantly removed by a well timed Triskelion. Mogg Fanatic is a consideration but Legionnaire is much less attractive due to RW and relative removal potency for mana cost.

Any other comments or suggestions, keep them coming!

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« Reply #53 on: September 30, 2005, 05:00:00 pm »

Im just going to give a couple suggestions, but I am definitely not a player that can give real valid points to an aggro deck.  First off, balance can be completely insane because of genjus and factories alone?  Genju allows you to lower your card count in your hand and I believe if your balance off a genju'ed land the genju will return to your hand?  Black could be interesting or even blue because the fact that it has ninjitsu, you guys see the synergy between vandal and ninjitsu? I hope you do.  Pay the R with vandal then ninja him out for perhaps a discard ninja and they loose two cards and an artifact?
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« Reply #54 on: October 02, 2005, 11:12:44 am »

White still does not seem like the correct splash for the deck. It only gives STP, Disenchant and some sideboard metagame cards like orim’s chant and abeyance. Lets take a look at the individual cards white offers us.

Disenchant: This is more versatile then red artifact destruction, however how many enchantments are actually played in type 1, Oath of Druids is really the only one. There are also much better cards vs. oath then disenchant, claws of gix, spawning pit and goblin bombardment all shut down oath better than disenchant. These cards however can not be played maindecked like disenchant but still beat oath better then disenchant could.

Swords to Plowshares: This card is the best reason to run white, there is no better creature removal then this. Diabolic edict could replace this but STP is still much better.

The white splash only allows 2 cards for you to maindeck. This is why to me black seems like a better splash, lets take a look at the cards black offers us.

Duress: This is another 1 cost answer to some of the best cards is Vintage. Unlike pyroblast and REB, it can get rid of non-blue threats. It must be played before the spell which is a small disadvantage..

Mesmeric Fiend: Another discard like card, it is more versatile then duress allowing you to grab creatures with it. It does cost to 2 mana but also is a 1/1 body. The fact that it is a creature leads to some disadvantages, because if it is removed the card comes back to your opponents hand.

Chains: This card makes draw spells much less attractive and because the deck has no draw engine it makes chains even better for you. It also has synergy with magma jet and could also be used with dark confident.

Withered Wretch: The BB mana cost may make it difficult to cast but is amazing against any deck using their graveyard. It is better then the colorless graveyard removal, like furnace and crypt, because unlike furnace it gets what you want and unlike crypt and sticks around. It is also a 2/2 body for 2 mana which is never a bad thing.

Diabolic Edict: This card is not as good as STP, but I think it is a suitable replacement. It will generally hit the creatures you want to because of the large amount of creature removal red gives you. If you ran edict I would also run 3-4 lava darts maindecked to ensure that it hits what you want.

Sinkhole: This is a card I think that should warrant some exploration. The BB makes it difficult to cast without dark ritual it is however more mana denial, which can be very helpful.

Black also gives you tutors and Yawg Will which need no explanation. Skullsnatcher the ninjitsu creature that removes 2 cards from a graveyard is a possibility however I think that Withered Wretch does the job better. Blacks graveyard and hand hate run alongside reds creature and artifact hate make this deck a much more powerful force and is my reason for running black over white.

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Almighty
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« Reply #55 on: October 02, 2005, 06:18:05 pm »

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White still does not seem like the correct splash for the deck. It only gives STP, Disenchant and some sideboard metagame cards like orim’s chant and abeyance. Lets take a look at the individual cards white offers us.

Disenchant: This is more versatile then red artifact destruction, however how many enchantments are actually played in type 1, Oath of Druids is really the only one. There are also much better cards vs. oath then disenchant, claws of gix, spawning pit and goblin bombardment all shut down oath better than disenchant. These cards however can not be played maindecked like disenchant but still beat oath better then disenchant could.

Swords to Plowshares: This card is the best reason to run white, there is no better creature removal then this. Diabolic edict could replace this but STP is still much better.

The white splash only allows 2 cards for you to maindeck. This is why to me black seems like a better splash, lets take a look at the cards black offers us.

It's easy to overlook the power of sacred ground in this deck. Remember, they make your Factories virtually indestructable.

Don't forget that this deck virtually scoops to an early DSC without STP.

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Duress: This is another 1 cost answer to some of the best cards is Vintage. Unlike pyroblast and REB, it can get rid of non-blue threats. It must be played before the spell which is a small disadvantage..
In a combo heavy enviroment, I can see black being a suitable replacement to white. This deck is pretty much designed for New England, I assume, so if non-doomsday combo ever dominates, this deck has to change substantially, or it just may not be viable regardless.

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Komatteru
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« Reply #56 on: October 02, 2005, 10:27:44 pm »


It's easy to overlook the power of sacred ground in this deck. Remember, they make your Factories virtually indestructable.


Not really.  The factories just can't be Wasted or blown up with artifact kill.  They can still die to lethal damage (including Fire/Ice), since that's a game rule putting the land into the graveyard and not an effect controlled by an opponent (like Smokestack or Wasteland).
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Englishman_in_NH
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« Reply #57 on: October 03, 2005, 09:53:55 am »

In regards to using a different splash colour. It is possible, however in the NE metagame, as I mentioned in a previous post, swords to plowshares is essential to deal with colossi and other big men. Disenchant is utility for artifacts as well as enchantments. The vandal often keeps your opponents artifact count to one, so rack and ruin is not so good main, therefore disenchant has, to those who tested the deck, been considered the best choice. As much as factories do die to combat damage, sacred ground is a house against stax and other land killing decks.

The problem with black in the deck is that edict does not assure you of dealing with colossus. Many decks that run it may have another creature out, and after they have seen it once, your opponent will know to play around it in future. With no disenchant you must draw into at least two edicts versus Oath game one to stand a chance, otherwise it is almost an auto loss.

Suggestions such as duress and chains of Mephistopheles are interesting in that they do nothing for the primary goal of the deck - they do not attack and only cause your opponent to play around them. Match results and testing has found that it is stronger to attack, both with creatures and an opponents mana base. If they are unable to cast anything of note, duress is not so useful, the disruption has already done its job.

Any black spell that costs two black mana is pointless to look at, it just cannot be cast in this deck. The mana base is unable to support it. As it is toroid's crypt does just a good a job as wretch and sinkhole is just terrible.

The primary reason for white is not just the maindeck swords to plowshares and disenchants, but the plethora of sideboard options that you could run; remember that this is a metagame deck, most slots are metagame dependent. In a workshop filled metagame, the deck would look very different, with certain slots left useless, most noticeably the main deck pyroblasts.

Against combo this deck is noticeably weak, however in the meta where this deck has been hatched and nurtured, you are lucky to see one or two well built, dependable combo decks, and even then, you have to be exceptionally good to pilot it to a top finish.

If you do wish to run black, I don't think it is a bad choice depending on the metagame, however, it needs to be black base with a red splash. Too many of the playable black cards are dependent on having the right mana available. Plus I think, although I have not tested it, that black blue would be the best use of blacks creatures and hand disruption. You would just need to find a different set of creatures to run, although black has many utility creatures that could easily see play in that sort of deck.

In conclusion, please remember this deck was not built in a vacuum, it is built as a foil for control. It uses creatures to put pressure on an opponent, whilst mucking up there mana base just enough to push through twenty damage. Other than that every other card is to answer opponents threats, which have become noticeably fewer in many of the current top decks.
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« Reply #58 on: October 04, 2005, 03:39:20 am »

I've playtested this deck a bit. I like Weathered Wayfarer too much (from my wwu) so I just had to include i t in this one too. What do you think about it?

Another thing. I replaced 3 Disenchant and 1 other card with 4 Kami of Ancient Law. It must be better, it's a body too? You'll still have the same amounts of enchantment removal, you'll lose some artifact removal but 8 should be enouch imo. (As a sidenote I would play Seal of Cleansing over Disenchant).
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LouGodKingofDustBunnys
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« Reply #59 on: October 04, 2005, 07:05:39 am »

I've playtested this deck a bit. I like Weathered Wayfarer too much (from my wwu) so I just had to include i t in this one too. What do you think about it?

Another thing. I replaced 3 Disenchant and 1 other card with 4 Kami of Ancient Law. It must be better, it's a body too? You'll still have the same amounts of enchantment removal, you'll lose some artifact removal but 8 should be enouch imo. (As a sidenote I would play Seal of Cleansing over Disenchant).

Weathered Wayfarer? What did you cut for it? It really doesn't add any pressure to your opponent...I really don't see what it would supplement in the list. On Kami, most decks don't have enchantments so alot of the time Disenchant nails an artifact, putting your oppenent further behind, however I, for one, could see running Seal over Disenchant. You can drop it when you have extra mana and not worry about having to have mana untapped for a reactive spell, could be good times.
« Last Edit: October 04, 2005, 09:10:19 am by LouGodKingofDustBunnys » Logged

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