Harlequin
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« Reply #30 on: February 24, 2006, 02:12:24 pm » |
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What it comes down to is that WU fish is a very narrow meta deck. If you face more than 1 aggroish deck your going to loose that tourny. You can't use fish to attempt to cover all the bases. My friend who ran the deck above has made some rather important changes to the deck but the main base of the deck remains the same #1 - Curiosity over Standstill. By far a better choice, Standstill just won't as a sub-par card. Landstill and UR fish abused this card too much and back in the day it was much more abuseable. Now it lets your opponent choose when they are going to win. A deck like gifts totally doesnt care about standstill, a smart player will break it at the end of your turn forceing you to discard etc. First turn flying man 2nd turn ninja or curiosty is gamebreaking. #2 - Kitaki over Javlineers. The deck now has even less creatures on the main, opening up 2 slots for additional disruption. the deck running 2 MD kitaki has a much better game 1 against workshop.dec It says "you can play spells, or you can keep the onces you already played..." its up to you. Welders don't matter for the most part. Stiffles on the main mean you can premptivly stop critcal welds. Also null rod + kitaki is crazy. #3 - Extract on the side. This card is AMAZING, a million times better than rootwaters. Getting a win out of thier deck gives you the chance to really focus on the remaining win. #4 - I hate to admit it but ... Jitte's on the side. It used to be 4 silver knights, but we realised that there is never a time when nullrods are in the deck at the same time as silver knights. So this deck can quickly drop 3 null rods for 3 jitte's to make an attempt at beating aggro.
Comments on your deck: First off this deck doesnt seem to have enough game against gifts. gifts is a fast deck that piviots around black lotus and moxen. You have no yard hate, and 4 cards from your board as artifact hate, and your rootwater thieves will never see the other side of the board. Without extreme quickness gifts will beat you. at best you have to go first turn Vial, 3rd turn rootwater, 4th turn take a card ... compair that turn first turn extract? It also seems like you underestimate the ways gifts can win. Generally any gifts deck has access to 3 of the following wins... Tendrils, TinkerDSC, FlameVault, or Severance/Belcher. Chalice + apprentice gives you answeres to the first 2 (leaving out the gifts decks that run Rebuild on the main and ignoring that gifts sides in REB to handle amoung other things apprentice) but you have little to no answer to the last 2 wins, flamevault being the most popular win amoung gifts these days. there are 2 cards that gifts utterly hates to see, and thats #1 Jesters Cap, and #2 Null rod. You'll notice that 3 of gifts 4 possible wins get shut down by null rod, and that first turn extract I mentioned ... always rips DSC.
Against Stax your really hurting game one, you have a higher perminant count, but thats about all you've got going for you. Your draw engin is not enough to keep your steady stream of perminants. Also you have no main deck threats to stax locking you out. Roll in the fact that main builds of stax are now running null rods of thier own. The fact that stax is running null rod (mainly to beat gifts) gives your kitaki's a much more devistating effect. Now they cannot tap down thier moxen to pay for themselves. Also your activeplayer/nonactiveplayer rules really help kitaki through the apropriate monkey wrench into the staxworks. Also post board (and in some decks PRE-board) kitaki cannot be REBed, but Eflux can. Against oath you have no daze. this means you need to have Force of will inhand or you basically loose. again by turn 4 when rootwater thief is takeing his first card you'll be lucky if there are any creatures left it the deck to find. Also Oath sides in +2 creatures generally and 2 of them have pro white. Your apprentices gives you a fighting chance... but if they get a pristene or irridecent down ... oh well. Not to mention that they might have triskellion or ancient hydra. Also they generally board in a darkblast or 2, so your really going to be hurting for answers to a resolved oath. Our deck has Daze for the early game, stifle for those critcal mid game turns and swords/disenchant for the late game. It seems like your focusing on the late game of oath too much. Remember they only really need 2 or 3 turns of beats to win, how do you deal with oath tutoring for timewalk?
Ultimately it seems like your deck has way way better games against random aggro, and what not. but you've sacrificed your power against the three best most common decks on the field. At least thats how I see it.
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