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Author Topic: unpowered shoplles  (Read 2296 times)
Koeka
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« on: March 24, 2006, 06:21:58 pm »

hhi there, i have always been a big fan of mono brown decks an have all the cards for it etc exept power and shops, im trying to make a unpowered, shopless list for a fnm tourney in a couple of weeks, this is the list I started of with

1 Mana Crypt
1 Lotus Petal
1 Mana Vault
1 Sol Ring
1 Memory Jar
4 Skullclamp
4 Sphere of Resistance
1 Staff of Domination
3 Sword of Fire and Ice
4 Tangle Wire
1 Trinisphere
4 Arcbound Ravager
4 Metalworker
4 Myr Retriever
4 Myr Servitor
3 Triskelion
4 Ancient Tomb
3 City of Traitors
4 Crystal Vein
2 Darksteel Citadel
1 Strip Mine
1 Tolarian Academy
4 Wasteland

Mana Base±

Without shops and moxen, the best lands for the deck become ancient tomb crystal vein and city of traitors, they should provide some of the exeleration you normally get from power and shops, but they are still a long way off.
The Clamp draw engine is a obvoius inclusion in this deck and draws you tons of cards, Ravager is there for the beats together with Triskelion.
Metalworkers are an auto include in this deck, as are waste-strip.
Ive not yet decided how many lock pieces I should play and about a side, any suggestions?

(im soryy for the crapy spelling etc)

Ill write some more content about the deck tomorrow because i have to go to bed now;)
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thatguynextdoor
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« Reply #1 on: March 24, 2006, 07:05:54 pm »

The loss of power and workshops is HUGE. You are unable to play turn 1 Metal Worker, Trinisphere, and Tangle Wire. This is unacceptable if you are trying to go the controllish rout. Staff also becomes bad because of this..if you are going to be playing budget brown, I would HIGHLY suggest you just go with beats: Juggys, Su-chi, etc. Even though you may have Ancient Tomb, City of Traitors, etc...they are dropping 1 less mana, and 3 is the magic number in workshop decks.

Another reason to just go pure beats is..Rebuild. Although you may be thinking you are playing a semi controlish deck..the loss of that extra acceleration provided by Moxes, Lotus, and Workshops puts less pressure on the opponent since spells will be cast 1 turn later-allowing them to find Rebuild and blow up your board.
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Koeka
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« Reply #2 on: March 25, 2006, 05:07:51 am »

The meta im playing in has 2 powered players at most t1 fnms and the rest of the field are scrubs, minus some better players who dont play t1 on a regular basis but do have all the good cards minus power etc.
The meta has absolutely no fish, 1 oath player, 1 kobold clamp player, 1 pros bloom player Confused and the rest of the deck are random noob piles without fows etc etc. thanx for the advice
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Koeka
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« Reply #3 on: March 25, 2006, 05:13:59 am »

If i would make a unpowered beatrs list the base should look something like this i guess.

1 Mana Crypt
4 Chalice of the Void
1 Mana Vault
4 Smokestack
1 Sol Ring
4 Sphere of Resistance
1 Trinisphere
4 Juggernaut
4 Su-Chi
4 Synod Centurion
4 Metalworker
1 Karn,Silver Golem
4 Ancient Tomb
4 City of Traitors
4 Crystal Vein
1 Strip Mine
4 Wasteland
1 Tolarian Academy

this list is based on the powered list and shows what I would still have if i make an unpowered version of mono brown beats
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Koeka
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« Reply #4 on: April 01, 2006, 03:47:10 am »

The first idea of the deck wasnt really viable(even in my meta) so I tried another idea, it's basically a 1.x tinker deck ported to vintage with some changes,
here's the list for reference

4 Smokestack
2 Crucible of Worlds
4 Tangle Wire
2 Mishra's Helix
4 Metalworker
3 Masticore
2 Mindslaver
2 Phyrexian Processor
2 Stroke of Genius
4 Thran Dynamo
1 Voltaic Key
2 Upheavel(probably to slow)
1 Tinker
1 Grim Monolith
1 Mana Vault
1 Sol Ring
1 Mana Crypt
4 City of Traitors
3 Ancient Tomb
6 Island
1 Tolarian Academy
4 Wasteland
1 Strip Mine
4 Seat of the Synod

i havent't really made a sideboard yet but i'm working on it.
I don't think most of the cards in the deck don't need to have further explanation, the upheavels are pretty solid here because there are loads of slow funky noob control decks,
The only real problem is that you the deck doesnt really have any searching power, so i'm thinking about adding them in the upheavel slots.

I hope someon can help to imporve this pile without adding shops, or power
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Harlequin
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« Reply #5 on: April 03, 2006, 06:46:09 am »

I have had some fun with mono-brown builds and artifacts + blue decks, Infact I brought one to richmond both days.  Here are some suggestions:

Weaker Cards:
2 Phyrexian Processor.  A bit too slow, 8 mana for one guy is nothing to be proud of.
2 Mishra's Helix ... There are better ways of landscrewing.
2 Upheaval, too much mana.
3 Mastocore, no good with no draw engin.
2 Stroke of Genius - meh...
---
11 cards.


Let see what we can fill 11 cards with.  we need some draw, some contorl, and we need at least 3-5 creatures/winconditions.

Fun with handsize!
4 Bottled cloister
2 Ensnareing Bridge
3 Razormane Masticore
2 Null Brooch
.. This is a very controlish deck.  And it's rather fun for abusing the I have no cards in hand durring your turn rule.  It is highly disruptable though.  So don'y play it if there is a bunch or bounce and artifact destruction at instant speed.  Aslo it only has only 3 Razormane as winconditions.  So it would probably also need sometihng like: -2 Mindslavers for +2 Staff of Domination, so It could win out with Bridge in play.

Speaking of wich...
FUN WITH STAFF!
2 Mind's Eye
3 Staff of Domination
3 Defense Grid
2 Echoing Truth
1 Memory Jar
This deck will let you use staff of domination combo as your primary win.  Null Rod is your worst enemy with this.

Agro!
3 Razormane Mastocore
4 Juggernaught
2 Mind's Eye
2 Crainal Plateing

Silly Agro/control with Hub:
-4 smokestax
-4 Tangle wire
-2 Mindslaver
3 Razormane Mastocore
4 Juggernaught
2 Mind's Eye
4 Eon Hub
3 Dampening Matrix (note that almost all your activated abilities are mana abilites)
2 Staff of Domination
3 Winter's Orb

Eon hub looks crapy on the surface, and I'm not sure what your meta is like but it shuts down: Oath, Stax, Tanglewire, ENERGY FLUX, Kataki, The Entire Ichorid Deck, Squee... So it goes the distance.  Not to mention its redicuous synergy with Razormane Masticore.  Razormane + Eon Hub is crazyness.  I think Winter's Orb is much better than Mishrah's Helix especially because your running so much non-land mana. 

Well Good luck cleaning the deck up. 
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Koeka
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« Reply #6 on: April 03, 2006, 09:59:37 am »

I'm going to test those changes at a local tourney Friday and test the different builds, the obvious thing is to swap some islands for crystal veins and the 4th ancient tomb speeding up the process
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TimeWizzle
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« Reply #7 on: April 04, 2006, 09:06:28 am »

You would be seriously remiss to run fewer than 3 Crucibles (and probably 4) in this deck.  The synergy with Strip/Wastes is obvious, but if you are also running Crystal Vein and City of Traitors you are really missing the boat without them. 
Then, with the addition of crucibles you have the option of running gemstone mines in lieu of islands and run the various broken 5c cards (balance, crop rotation, fastbond, wheel, etc.)  It should be noted that wheel of fortune + active metalworker is some good. 
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The wayward son of Arsenal
Koeka
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« Reply #8 on: April 04, 2006, 11:37:04 am »

after some playtesting I ended up with this list:

4 Juggernaut
4 Smokestack
3 Crucible of Worlds
1 Demonic Tutor
1 Vampiric Tutor
1 Balance
2 Staff of Domination
1 Trinisphere
4 Tangle Wire
4 Metalworker
2 Mindslaver
4 Thran Dynamo
1 Voltaic Key
1 Tinker
1 Crop Rotation
1 Grim Monolith
1 Mana Vault
1 Sol Ring
1 Mana Crypt
4 City of Traitors
3 Ancient Tomb
3 Gemstone Mine
3 City of Brass
1 Tolarian Academy
4 Wasteland
1 Strip Mine
1 Seat of the Synod
1 Vault of Whispers
1 Tree of Tales
 
I tried to find space for the sphere of resistances but i didn't find any space in the main, the juggs are really good against decks that have sufficient disruption to stop you from comboing.

the side looks something like:

3 Sphere of Resistance
1 Fastbond
3 Red Elemental Blast
1 Karn, Silver Golemn
2 Choke
2 Pyroclasm
3 Naturalize

this side has awnsers against all the random combo control and aggro decks, but it still doesn't feel that good
« Last Edit: April 04, 2006, 11:39:56 am by Koeka » Logged
The Witch-King
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« Reply #9 on: April 05, 2006, 10:18:15 am »

I would play with 4 Chalices for sure. Since you are unpowered you need to make sure the opponent cant take to much advantage of his. Most decks play a lot of 0 casting costs artifacts. Denying them those is pretty strong. In your last list i think i would remove the stacks for chalices, or remove the dynamos (way to slow imho, if you have 4 mana you want fat not a dynamo), but then again you might need more manasources since you just cut 4..

Hope this helped a bit.
« Last Edit: April 05, 2006, 11:04:41 am by The Witch-King » Logged
Koeka
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« Reply #10 on: April 05, 2006, 01:55:18 pm »

I think that in my scrubby meta the chalices are better of in the side since no one plays moxen or 0 mana spells exept for 1 random kobolds player and sometimes a few powered players.
I do need an alternative for thran dynamo ind since it is way to slow
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Koeka
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« Reply #11 on: April 11, 2006, 11:49:34 am »

i made the following changes after some major testing

-4 thran dynamo (mana overkill)
-1 tree of tales   (21 land is enough I guess)

+ 3 Goblin Welder
+ 2 Thirst for Knowledge

the sideboard is something i still havent agreed on, but it should contain red elemental blast and darkblast
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