hollowbody
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« on: March 07, 2006, 11:34:20 pm » |
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Hey all. So I've been playtesting this deck for a while, and i have a few kinks that need to be smoothed out, first and foremost, i have not as yet created a sideboard at all for this deck. i have always had an aversion to sideboards, i think a deck should be self-sufficient, and thats how i've always played, but if i'm going to take this into a tourney, than i better come prepped. for removal, i'm thinking the dreams from torment, specifically turbulent dreams. i know, i know, card disadvantage, but this is one deck thats rarely short on cards in the hand. REB and Pyroblast are other options i've considered against control decks. me meta is mostly casual LD and old-school millstone with some WW and mono green beatdown thrown in, but like i said, i want to take this to some tourneys and want to be prepared for oath, stax and whatever else may come.
now, the first thing anyone reading this list will say is that its the stupidest thing they've ever seen because i'm giving my opponent nothing but cards to look at, but i'm confident in the deck's speed, especailly as it is unpowered. it regularly kills on turn 4, occasionally on turn 3 and i think turn 2 would be possible with the right draw (definitely with moxen). i think its ability to race and cycle through cards makes up for the issue of giving cards to my opponent. even a well-placed counter will only really slow me down a little when im going off, and that could be less of an issue once ive sided in REBs.
RUB my Dreambox
kill cards 4 x underworld dreams 4 x browbeat 1 x black vise
draw 4 x howling mine 3 x teferi's puzzle box 4 x winds of change 1 x memory jar 1 x wheel of fortune 1 x windfall 4 x brainstorm
tutors and imisc 1 x enlightened tutor 1 x demonic tutor 1 x vampiric tutor 1 x tinker 1 x balance 1 x regrowth
mana 1 x lotus petal 1 x mana vault 1 x mana crypt 1 x sol ring 4 x dark ritual
4 x fetchland 3 x glimmervoid (or gemstone mine, i haven't decided yet) 3 x city of traitors 3 x ancient tomb 3 x badlands 3 x underground sea
the real workhorse of the deck is browbeat, the damage and the built-in draw engine are amazing. teferi's box is also solid for cycling through cards and its easy to get a turn 1 dark ritual-underworld dreams followed by turn 2 teferis box with some artifact accel and one of the 2mana lands. what i'm iffy about right now is regrowth, which usually is useless because the deck will kill before there is anything useful enough in the graveyard for which i will pay 2cc plus the target's cc, also green is only slightly supported in the mana base. same goes for balance. its a great card, but i find its usually one that i throw back to the top of the deck after i brainstorm.
the manabase is another concern. with 19 lands and various accel, i tend to bump into too many lands when im brainstorming or drawing off browbeat. i have tried to go to 16 lands, but then i end up with too few on-color sources if i want to keep the 2mana lands, which i do, because they force out howling mines, tefers and mem jar a lot earlier than i otherwise would be able to.
i really think this deck has potential to do very well, because few decks run enough artifact and enchantment hate to really hurt its kill engine. seal of cleansing is rarely more than a singleton or a 2-of, hurkyls and rebuild definitely hurt, but if the dreams is still in play, a timely winds of change can still finish an opponent off, especially if i draw into more accel and draw spells. i keep telling myself that its bad to let an opponent see 20+ cards in a game, but i also know that if they are seeing all those cards within the first 3 turns or so, there is no way they can actually play all the threats they draw into. maybe if there was a card that had cursed rack's effect for a lower cc? oh well. let me know what you guys and gals think.
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Harlequin
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« Reply #1 on: March 08, 2006, 09:34:53 am » |
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This deck is screaming for Cerebral Vortex from Guildpact
Cerebral Vortex - 1UR Instant Target Player draws 2 cards, then Cerebral Vortex deals damage equal to the number of cards he or she has drawn this turn.
It can be used both offensively and defensively. It makes the oldschool Dreams decks playable again. If you play it at the end of your turn, after a good draw 7, they start thier turn with 9 cards in hand... hello vise, hello Puzzle box.
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« Last Edit: March 08, 2006, 09:38:02 am by Harlequin »
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hollowbody
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« Reply #2 on: March 08, 2006, 01:27:07 pm » |
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This deck is screaming for Cerebral Vortex from Guildpact You know, i tested it out, and i didnt really like it very much. when i first saw it, my jaw dropped and i thought it was the perfect finisher, but its only useful if the drreams isnt already onboard, and if the dreams isnt onboard by turn 3, this deck if in trouble already. the casting cost is a little prohibitive, especiallly given that it has to go after a draw7. it has good synergy with winds of change, but getting R for the winds and UR1 for cerebral is a little tough without powered acceleration. the other thing is that i HAVE to draw into it. going draw7 with a dreams onboard isnt too stupid, its seven damage to give your opponent new cards. if i draw into a winds, its 7 more damaage before they draw and any teferis and howling mine effects take place. if i draw7 without dreams and dont draw into the cerebral, then ive given my opponent a brand new birthday gift. i tried it as a 4-of and cut it down to 2-of and then i removed it entirely. i may try it again, but i need to figure out a way to get more mana on the table earlier.
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Harlequin
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« Reply #3 on: March 08, 2006, 02:26:26 pm » |
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I guess what you see as a problem, I see as a help...
The way I see it, is that It enables your deck by makeing it not require Dreams on the board before it uses draw 7 stuff. You are free to use your draw 7s to FIND your dreams/Box combo, then get the ball rolling with Vortex... I guess this only works in a non-budget verson of the deck. Without running a full 13 artifact (lotus, 5 mox, sol, crypt, vault, grim, chrome, diamond, petal) mana accelleration + Tolarian Acad ... Vortex really loses value.
The other thing is It lets you pay 3 life to dig 2 cards deeper for yourself, if your looking for combo pieces. At any rate, you ought to be running at least 1 chrome mox and 1 mox diamond for those draw 7 hands.
**200th post!
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« Last Edit: March 08, 2006, 02:29:45 pm by Harlequin »
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zeus-online
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« Reply #4 on: March 08, 2006, 02:52:53 pm » |
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I cant really see what this deck has going for it...
1) Its not very fast....turn 3-4 is where most decks goldfish, or get in a position to win/lock the opponent right out of the game. 2) You have zero cards that disrupts the opponent in any relevant way. 3) Your mana base is very fragile, crucible/waste is gonna walk right over you....And wasteland in itself is probably gonna give you alot of trouble.
/Zeus
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hollowbody
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« Reply #5 on: March 08, 2006, 04:07:28 pm » |
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1) Its not very fast....turn 3-4 is where most decks goldfish, or get in a position to win/lock the opponent right out of the game. actually, by turn three where most decks are getting ready to lock down, im finished the game. i can easily deal 20+ points on turn 3. and remember, this is an UNpowered deck. 2) You have zero cards that disrupts the opponent in any relevant way. well, thats why i want to create a viable sideboard for it. i think the deck is strong enough to race any other deck game 1, but i would like to sideboard in some help for games 2 and 3. one of the bounces im looking at is troubling dreams from torment. i prefer the idea of mass help rather than a narrow solution. 3) Your mana base is very fragile, crucible/waste is gonna walk right over you....And wasteland in itself is probably gonna give you alot of trouble. i've played a couple of LD decks, as well is fast decks that run wasteland and there really isnt too much trouble. not any more than any other deck would have. if they get a lock down, well it doesnt really matter what deck youre running at that point, if they just annoy you, the cc of most of the cards in this deck is such that one or two lands can get you going. at one point i had 4 ESG in the deck as well, but that didnt really help me win, so much as win-more. i've also played some hand-disruption decks which can be a pain, but the deck is fairly redundant, so there isnt much worry caused over losing any one card.
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zeus-online
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« Reply #6 on: March 09, 2006, 04:59:20 am » |
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So you're saying that your deck can just go off right through 4 force of will, 4 mana drains, potentialle duress/mana leak by turn 3?.....with no disruption? :/
The land destruction i'm talking about is:
Workshop, crucible, go! Wasteland.
Most decks these days have basics and fetch lands to get the basics, so that they can some what operate under the lock.
/Zeus
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Slack
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« Reply #7 on: March 09, 2006, 01:46:55 pm » |
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If Turbulent Dreams is the card you were talking about from Torment, I'm not sure if it's what you want. Typcially instant speed bounce is better than sorcery speed bounce. That way you can do things like bounce all of Stax's lock components at the end of their turn and spend your next turn doing other things. Also, Turbulent Dreams costs you at least one other card along with it to just bounce one permanent. You may want to consider Echoing Truth, Rebuild or Hurkyl's Recall.
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"The past is a ghost that haunts you from the moment it exists until the moment you don't" -Gerrard
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hollowbody
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« Reply #8 on: March 09, 2006, 10:28:42 pm » |
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So you're saying that your deck can just go off right through 4 force of will, 4 mana drains, potentialle duress/mana leak by turn 3?.....with no disruption? :/ no, what i'm saying is that my deck is redundant enough and the casting costs are low enough that i can force at least a couple spells through a counter-wall. even if my opponent draws two forces and a drain early, that still wastes almost half their counters while i have less than a quarter of my business spells in the graveyard, and once i get my hands on a yawg will thats even less of a issue. what im more worried about is artifact and enchantment hate. The land destruction i'm talking about is:
Workshop, crucible, go! Wasteland. i would think most decks would have trouble faced with a start like that. even if i run 3 basics, there's no guarantee i will draw one of my 4 fetches to grab one. given the state of vintage these days, the only decks that have much of a chance against a start like that are sligh and fish. obviously a fully-powered deck will have its way with me. what im looking for more is advice as to how to combat powered decks in a cost-effective manner.
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hollowbody
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« Reply #9 on: March 09, 2006, 10:33:33 pm » |
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If Turbulent Dreams is the card you were talking about from Torment, I'm not sure if it's what you want. Typcially instant speed bounce is better than sorcery speed bounce. good point, i didnt realize it was a sorcery. as for hurkyl, i believe thats a sorc too, but rebuild is something i would definitely consider for the SB or even maindeck as it would have silly synergy with winds of change. maybe root maze would work too, although i think it would hurt me more than my opponent. its also off color. im not really sure of whats out there in R U or B in terms of hate that would work against stax, oath etc. i realize im going to walk into a lot of counters, but im not ready to put 4 REBs in my maindeck, but probably in the SB.
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