I send the following article to SCG, but there was no room for it...so I'm posting it here for criticism, discussion, etc.
----------------------------------------------------------------------------------------------------------------------------------------------------
There is a new card coming out in Coldsnap. I’ll tell you what it does and then you can tell me if it is good in type 1.
It costs 4 mana(More than Yawgmoth’s Will, Necro, Tinker, or Thirst for Knowledge)
When you play it, here’s what it does:
NOTHING.
You pass the turn. On your opponent’s turn it does:
NOTHING
You take your next turn. You put a counter on it. Then, guess what it does:
NOTHING
You pass the turn. On your opponent’s turn(now four turns later) it does:
The worst Misguided Rage ever. (
http://sales.starcitygames.com/carddisplay.php?product=24852)
Okay, big deal. You spent 4 mana, four turns, and a card to make your opponent sacrifice his worst permanent. It can’t get worse, can it.
On your next turn, you sacrifice a permanent as well. Ladies and gentleman, this card is worse than Misguided Rage.
Are you ready for the real surprise. As the more astute of you have already noticed, this is not a card from Coldsnap. On the contrary, it is a card you all have already been using without questioning its merit: Smokestack.
Yes, I am using this forum to suggest that Smokestack is a hands-down terrible card in type 1. I will continue my argument and submit for critique a deck discussion about a Staxless build I have been tearing up type 1 tournaments with.
First, and foremost, let me seemingly go back on my word and so that Smokestack is not unusable, but rather just too much of a situation specific card. Consider that you are on the play versus a Control Slaver deck and you keep a hand including Mox, Mishra’s Workshop, Crucible of Worlds, and Smokestack. This should put you in a very agreeable situation, assuming the Smokestack is not Force of Willed. One would argue that this is the primary reason why the card is good. Here are the flaws in the argument.
1.) The matchup has to do with the quality of Smokestack. If the deck you were playing against were Ichorid, Fish(or some other deck with Wasteland to hit your Workshop and keep Crucible off the board), GrimLong or some other Combo deck, or another Stax deck, you might have an advantage, but certainly not a lock.
2.) Decks like Control Slaver or Gifts, the two decks that this first turn play is best against, can still very commonly handle this draw with a Force of Will, a first turn Welder from CS or a Mox heavy hand from Gifts.
3.) Thoughtlessly claiming that a card is good because it can be part of an early lock makes the following other cards “good”: Nether Void, Possessed Portal, Rule of Law(against Combo), Stasis, and Land Equilibrium.
4.) Thoughtlessly claiming that a card is good because it can combo with other cards, like Stax with Crucible or Goblin Welder, is true, but weak. When you combine two cards in Type 1 they should do things like, Tinker into Colossus, or Weld in a Mindslaver. Basically, I am surprised that people get excited about being able to turn Smokestack, from “each player sacrifices” permanents to “your opponent sacrifice one thing each turn.”
5.) Without a card to combo with Smokestack, in most matchups the card is nothing spectacular, falling just above the line of symmetrical. Type 1 cards need to be a little bit better that “just above symmetrical.”
6.) Most importantly, Smokestack is a very suboptimal draw mid to late game. The card offers an out if played early, but after a few turns, its effects are not felt unless the game runs for many, many more turns.
It is for these reason and more that I would suggest that Smokestack is simply a great sideboard card against Control decks. Unfortunately, this is not much of a claim, as there are plenty of control deck hosers out there to choose from.
Let me know introduce you to the deck I have been playing/testing/tuning for months. The most recent version looks like this:
http://sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=17470Before I go into the analysis of the deck, let me begin, as any person trying to persuade another would, by listing credentials, specifically those for the deck. Here are the high finishes I have had with the deck, listed not to be boastful, but to give this deck build some credibility to keep you reading.
3rd Place- GP: Samite 1 Mox Tourney- Nov 5, 2005
17th Place- SCG Rochester- Dec 10, 2005
Finals Split- Double Midnight Mox Tourney- Dec 11, 2005
Finals Split- Beanie Exchange Mox Tourney- Dec 17, 2005
16th Place- SCG Richmond(Day 2)- March 26, 2006
1st Place- GP: Samite 2 Mox Tourney- April 29, 2006
1st Place- Myriad Games Mox Tourney- May 13, 2006
8/9th Place(Keith Johnson* played it as well)- Beanie Exchange Mox Tourney- May 21, 2006
1st Place- TMD Open 9 Trial, Hadley- May 27, 2006
2nd Place- Beanie Exchange 4 Workshop Tourney- June 17, 2006
Top 8- Battlegrounds Mox Tourney- June 24, 2006
As for the deck, I feel it will be easier to discuss on a card by card basis first. I will then look at specific matchups and discuss sideboarding options.
- Why no Sphere of Resistance?
In general, I feel the same about Sphere of Resistance that I do about Smokestack, with both cards usually being a little bit better than symmetrical. If I had to choose between the two, Sphere of Resistance is the better card when considered independent of others(Smokestack is better when comboed with other cards). The reason for this is simple: a first turn Sphere of Resistance actually does something to your opponent. Granted, what it does in not spectacular. Typically it means your opponents first turn is “Land, Play a Mox, Play a Mox, go”, not that great by far. This “optimal” play is even based on you playing the card turn one, and when on the play. Like Smokestack the card gets significantly worse, approaching marginal, as the game goes on. Your opponent will only see it as a minor inconvenience.
The one exception to this rule: Combo. As I said Smokestack is at best a sideboard card against control, Sphere should be viewed as a sideboard card against combo. Whereas a Trinisphere is unquestionable for its turn one potential, Sphere of Resistance is just a compliment to Trinisphere and Chalice of the Void against those players who seek to cover you in Tendrils of Agony.
- Chalice of the Void
Infinitely better on the play, CotV is the card in the deck that I have discussed, critiqued, debated, and agonized over most. Is it a maindeck, sideboard, or neither card? The card has finally found a spot in the maindeck(whereas it used to be a SB card against Combo or when I knew I was on the play), and it has served well there. With few exceptions, it supplements an early Crucible or Trinisphere if set on zero on turn 1, however, it serves obvious other functions. Whether it be one or zero (situation specific) against combo, two against fish, two against oath, two against control, or one or two against Sulliavn Solution, this card has many uses. Keep in mind that Chalice on two very rarely hurts this deck, but because of Welder among other cards, think twice before playing it at one. Chalice is typically sided out only if I know I am on the draw which will be discussed later in my sideboarding matrix.
- Darksteel Ingot?
This card has led to more game wins than any card in the deck, though this is not apparent unless you look closely at the games and see the cards it has enabled me to cast. Due to the lack of typical Stax cards, this deck has more room for colored spells. As such, it is very common for me to play Shop, Ingot, Welder, Shaman, Ancestral, or Crop Rotation on turn one. Many times, this was my only colored source, and I would have lost the game had it not resolved. What strikes me as flavorful is that this has never been an issue, because an opponent has never thought to counter it, now would I expect them to since I may just as likely have a City or Gemstone Mine in hand. Overall, this card does a terrific job of solidifying a shaky mana base involving shops and a thick five color assortment of spells.
- Tangle Wire without Smokestack or Sphere of Resistance?
Many ask why I run this card without the other two, since they seem as unquestioned, and possibly even more heralded then a different holy trinity. Think of Tangle Wire not as mana denial(though it is), but as a series of little time walks. Tangle Wire is the least symmetrical of the Trifecta(Sphere, Stack, Wire) of artifacts and the most efficient at helping the rest of the deck run. When played it does something immediately. It shuts control decks most efficiently nullifying counterspells, and allowing your spells to resolve easily, or it keeps Fish’s creatures at bay. It often amounts to 2-3 turns to break out your real bombs, of which you are less deep, compared to other decks. Furthermore, it is a potent early lock with a Welder, tapping 4 things versus forcing a sacrifice of one, but more importantly it is usually optimal even turn 2, 3, or 4. The thing to keep in mind, is how similar it is to a Trinisphere. When it comes down, your opponent must counter it, or not counter the next spell. It is this decks version of Duress.
- Sensei’s Divining Top
As mentioned in the last paragraph, the deck runs less thick with regard to key spells compared to most deck. As such, this card plays a huge roll in finding key cards turn after turn. The weakness of the card that I am trying to remedy: Not enough shuffle effects. An excellent card to tap to Tangle Wire, or Draw when switching with Goblin Welder, Top has been nothing short of spectacular for the deck. One trick some may not be aware of that has come in handy on more than one occasion is to activate the look ability, then the draw ability, to bury a top you don’t want to draw back into.
- 3 Crucibles(and as will be seen the constant boarding out of only two of them)
While this may be obvious, unlike Tangle Wire and Chalice which are good in multiples, nothing is gained from multiple Crucibles other than meaningless redundancy. For this reason, often in sideboarding, 2 Crucibles are taken out and 1 left in using the silver bullet strategy of tutoring/tinkering one up when needed.
How the deck plays:
Typically the most important key to the deck is getting Goblin Welder into play and having him become active. More so than other Welder decks, this deck relies on Welder. Whether it be repeated use of Memory Jar(on of the most common Tinker targets) or welding out their artifacts to then eat with Karn or Gorilla Shaman, Goblin Welder always has a use.
Mana is important to the deck and any hand that looks sketchy without a Sensei’s Divining Top should be mulliganed. Keep in mind that unlike decks with brainstorm, this deck can’t easily fix its mana. Darksteel Ingot should help, but it is useful in a game one without knowing your opponent’s deck to assume they will play a turn one Wasteland when deciding to Mulligan or not. If the hand can’t survive such a Wasteland, throw it back.
As a general rule of thumb, consider the following as essential mulligans (meaning that your hand mind as well be one card less if the rest of your cards are bad) when considering an opening hand:
- A Chalice on the draw
- Any of your 6+ casting cost artifact dudes with less than 3 mana in your opening hand.
- And hand with three Mishra’s Workshop
- Any hand with two colored mana spells and no colored mana sources
- Two Crucibles with no Wasteland or Strip Mine
While playing, against most matchups, Jarring over the course of many turns while getting many permanents in play is the route to victory in a similar way to how Welder/Slaver takes over the game in CS. Note to be very careful when dealing with jar that a Rebuild or Hurkyll’s Recall can make you lose all your artifacts. Make sure to place priority on denying their mana or playing a Chalice to keep this from happening.
Don’t tip a Wasteland or Strip Mine until Crucible has resolved. This subtlety may certainly get your Crucible to stick.
With Triskelion, when facing Swords, ping the Triskelion with himself first, then shoot whatever. This way a Swords in response to the last ping won’t remove your Triskelion from the game.
Play City of Brass over Gemstone Mine when given the option. The damage with this deck is much less of a worry then the possibility of not having enough colored mana.
SIDEBOARDING

Comments on Matches/Boarding
Against Fish: Tangle Wires are less good on the play, as they will never be needed early. Accordingly you act like the protagonist on the play, trying to explode out a quick Jar, Trisk, Chalice on two etc. On the draw you are purely reactionary and so Tangle Wire should buy you time you need to recover from their early threats. Eon Hub as a sideboard slot here might have turned heads, but consider the effect it has on Aether Vial, Dark Confidant, Energy Flux, and Kataki, that last two of which which normally crush the deck.
Against Oath: This is a tough match due to your lack of creature removal. Eon Hub is obvious here, especially because it also shuts down Energy Flux from their board, but what might not be so obvious is that Tangle Wire is no help against a resolved oath since they stack their Oath first, then your Wire, so they will end up with hasted untapped dudes. Duplicant is optimal in this situation and almost any opening hand containing him should be kept.
Against Grim Long/MeanDeck Tendrils: This one is in the hands of God if they go first, but you can certainly shore up your odds if you get any one of the three enchantments (Arcane Laboratory, Rule of Law, or In the Eye of Chaos) from your board in play. Against MeanDeck Tendrils you could afford to bring in Crypts simply because Crucibles are almost completely meaningless. I have not found space to take out for Crypts against Grim Long, though, that deck can more easily go off without Will, so I have not found this to be an issue.
Against Ichorid: Game 1 is very bad for you, but I have found incredible success game two and three after boarding. With so much hate being brought in for your useless cards, you have about a 75% chance in post board games(65% on the draw, 85% on the play). Don’t be too hasty with a Crypt if you don’t have Hub anywhere in sight. Suck up some damage and let them fill their graveyard first. The impetus is on them and they will have no choice but to keep dredging if they want to try to win quickly, so you should always get great mileage out of a Tormod’s Crypt.
Against Stax: This one is a toss up, however, since the huge advantage goes to the player who plays a Chalice for zero on the play, or gets Crucible lock first. Tangle Wire is most symmetrical in this match and so you can afford to side it out, as is Trinisphere on the draw. Chalice on the draw is just awful. Keep in mind that Crypt is good against both Welder and Crucible, two key cards in this matchup. Furthermore, you really want an opening hand with an answer to Goblin Welder if you want to have a decent shot in this matchup. Don’t feel weird about siding Eon Hub in when siding out Tangle Wire because a typical Stax player might not have enough stuff in his board for him to easily remove both his Wires and Smokestacks.
Against Gifts/Control Slaver: Against Gift you can clearly remove Triskelion, but keep in Duplicant for Darksteel Colossus. Though killing Welder in the CS match is important, you can’t afford to allow 6 drain mana to do so. Take out Trisk for cheaper creature kill. Choke comes in for both matchups and is a house against each deck. What may seem weird is to take out Tangle Wire in the match where it is best. Just as against Fish, if you know you are on the play you are the protagonist, and it is their job to have first turn Force of Will for your first threat. Crucible is removed because of its redundancy with Choke and due to the fact that fetch lands and basic Islands make Crucible only good, not great. In the Eye of Chaos is obvious as a side in. Crop Rotation, while losing steam with the removal of Crucible, is also a spell that hurts when countered and so it comes out of the main deck.
Against Sullivan Solution: With the least experience against this deck, I can still offer some commentary due to its similarity in various aspects to other matchups. Just as against control, Tangle Wire comes out on the play where Crucible is better, and the situation is reversed on the draw. Note that this deck is least hurt by Gorilla Shaman and Karn, so they are not missed after boarding. Chalice for 2 is a good play.
It is my hope that this deck has peaked your interest. I feel very much that this is the next step in the evolution of Workshop decks and would love to see this deck finally receive the attention that I know it deserves. My words alone, aren’t enough though. I encourage you to test this deck for yourself and form your own opinions. I welcome all feedback on this article and deck. Feel free to email me at
iamfishman2000@hotmail.com, AIM me at PLIKEY, or PM me on themanadrain.com
Thanks for you time and I hope you enjoyed this article.
Ray Robillard
Waterbury Tournament Organizer
Plikey on AIM
Iamfishman on themanadrain.com
* Special thanks to Keith Johnson for help in building/testing this deck and for reading and critiquing this article before it was posted. His help was invaluable and he is specifically credited with the inclusion of Eon Hub in the sideboard.