Harlequin
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« on: June 07, 2006, 09:21:18 am » |
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Shop aggro seems like more and more the right deck to play. So long as it is geared to face Tedrils combo. It can overpower almost every version of Fish, and out race Slaver. Stax is about an even match, but stax is on the decline. Same with Oath, your really raceing them to punch, but again oath is on the decline. Shop / Welder decks continue to gain "tricks." So they have the potential to be insanely broken. However the "Tricks" can be twarted by well placed counterspells or disruption like null rod or needle.... but at the end of the day, when all the tricks have been spent and newtered, there is always the walking 4 turn clock to fall back on. It seems like alot of other players (new and old) have recognized this, and have been looking into building shop decks.
So here is my attempt at a Shop Agro deck in the makeing:
4 Workshop 3 Blue Fetchland 3 Volcaninic Island 1 Underground Sea 1 Mountain 1 Tolarian Acad
2 Wasteland 1 Ghost Quarter 1 Strip Mine
5 Moxen 4 Lotus, Sol, Crypt, Vault 2 Gilded Lotus
Protection Artifacts: 1 Trinisphere 4 Chalice 3 Crucible 2 Jester's Cap
Arti-Beats: 4 Juggernaught 1 Razormane 1 Karn 2 Triskellion
Tinker Toolbelt: 1 Dupelicant 1 Sundering Titan 1 Memnark
Spells that required Colored mana: 3 Goblin Welder
1 Tinker 1 Ancestral 1 Time Walk 1 Wheel of Fortune 1 Demonic Tutor 1 Vampiric Tutor 1* Shattering Spree (or 2) 1* Gorilla Shaman (gets cut for spree #2)
Sideboard-- 4 Pyrostatic Pillars 4 Defense Grid 2 Shattering Spree 3 Eon Hub 1 Razormane 1 Crucible
General Play: Its workshop aggro... so basically the plan is to beat face. Typical Chalice is for 0 (against combo) and 2 (against control). Chalice for 1 easy to cast as well, but I typically do not cast it blindly because it cuts off cards in my deck as well.
This decklist comes from a Decklist that Orlove Ran in Richmond '05 to 4th place. Then It's got some added toys.
Choices: -- 2 Trike, 1 Razormane -- Originally this deck runs 3 trikes. I Really like the 1 razormane for fighting against fish. He is Easier to hardcast and the discard can be paid realatively guilt-free because of Crucible and welders. Also he gives you a random out against Goblins. I think the 2:1 gives better diverity than the 3:0.
-- Memnark -- Possibly the oddest/newbiest deck choice. He edges on "win-more" most of the time, but I'm not convinced that he is totally worthless yet. He's more of a catch-all sollution to "big" problems. He has synergy with most of the deck, things like Welder, Karn, and shattering spree can be randomly crazy good.
-- Land Destruction Package -- 3 Crucibles, 1 Strip, 2 Wastelands, 1 Ghost Quarter. Again I think the diversty has merit. You hear alot of players talking about "waste-proof" mana bases now a-days. I think a single Ghost Quarter could prove to be extremely powerful. Firstly, It can cut off access to non-blue colored mana in control type decks... namely RED mana. BUT so can Wasteland. Basically here is the arguement - If your opponent has basics left in the deck then It does nothing, and if they do NOT have basics left then its as good as wastland - therefore just run wasteland. The point is that it is truely NOT "as good as wasteland" simply because it can now clear basics that ARE in play when they run out. So It really is extra stipmines.
-- Wheel of Fortune -- Wheel is a card that I think People play incorrectly. Wheeling for the sake of getting a new hand is not very good if your opponent has the same advantage. So before game 2, when I have my Grid's in the deck, this card is always played with a grian of salt. Carefully setting up Chalices and welder OR hopefully haveing a trinisphere must be arranged in-order to ensure this card's sucess. This is all 4 Thrists rolled into one card. Basically this card makes an attempt to keep the threat level up, and the mana dependance down (as compaired to running a set of TfK).
-- Gilded Lotus -- Because it may be tapped immediately, in all fairness to this card, it only COSTS 2 mana... but you need 5 to play it. With cards like Cap and Nark this is a good way to power-up some mana hungery cards as well as convert Shop mana into colored mana. It aslo gives a noteable boost to Shattering Spree, and is perfect for under Trinisphere.
-- Shattering Spree and/or Gorrilla Shaman -- I'm starting to lean more and more to Shattering Spree x2 (with 0 shaman). It lets me kill a pesky null rod useing only one land, or lets me punish other shop decks if I have gilded in play. Because I play Karn, and chalice - the Mox Monkey seems a bit redundant. I do like his ability to control the early game against control... but still he seams a bit redundant. The other option is to cut Karn for 1 Shaman wich has also been considered.
Sideboard Choice:
4 Pillars. Right off the bat, powerful answer to combo. Hurts me very little. Better than null rod? I think so because #1 Null rod Hurts me, #2 null rod slows them rather than speeding me up, and #3 they are already going to be siding in mass artifact bounce and possibly artifact destruction. Pillars is not a win condition, but it does limit the ammount of time they have to win, and sevearly limits the WAYs they can win, such as the Bargin kill.
4 Defense Grid. This ensure that you have a hope and a prayer against Control. It trumps their turn 2 drain by comming down on turn 1. However it weakens the first turn Chalice for 2, if I do not have a Grid in hand. But against control game 2 I am more interested in chalice for 3 and chalice for 1.
3 Eon Hub. Answers Energy Flux, Ichorid, and Oath. But is it better than Something like Echoing Truth? I think so.
Match up core concepts: Gifts (control Tendrils) - Basically Keep laying down threats and attacking the mana base. Getting out a sundering titan or Memnark is key to victory. Post Board you need Pillars and Grids in, and probably the extra Crucible. They are going to go for an early Tinker so try and get a welder to stick.
Slaver - A bit different than Gifts. Basically, Similar Game one plan, with the added goal of getting a trike out to win your welder war. Memnark can be your best friend.
Fish - Basically your trying to overpower them. Null rod can be a thorn in your side but it doesn't stop Juggies and more importantly it doesn't stop razormane. Post board its all about sticking a Eon Hub before they land a Flux. So, again attack the mana, and keep your threat level up. You have more tutors then they do, so you should be able to land it or weld into it. If you can't, its not impossible to weld around it with trikes and razormane's to keep thier field at bay until you find a Hub.
Stax - You have the speed advantage on stax, and your mana base is high enough to all but ignore thier chalices and spheres. The main deck spree's can shine in this match-up. Also memnark gets a chance to be exremely powerful as well.
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Well thats the basic Deck. I Like the simplicity in the sideboard. It has clear answers Combo, Drain, and Oath, in consistantly abundant supply. The only real concern on my part is that I lack Reb on the board. Is it overly simplistic to make my board 4 Pillars 4 Reb 4 Defense Grid 3 Eon Hub
Does the overlap in Grid and REB make this too much work to pull off?
Would this deck be destroyed by fish? I think the answer is yes if the fish deck is packing targeted hate like Disenchant or E-Truth. Is this a valid concern?
How about Slaver, or tinker in general. Is welder enough (with the rogue threat of 1 Nark and 1 Dupe)? Chalice can prevent Tinker If I am on the play and drop it for 0, but again do I need to be packing bounce? do I need maybe Sculpting Steel?
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