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Author Topic: Funny Fish [Deck]  (Read 1602 times)
TradeMark
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« on: July 20, 2006, 07:24:44 pm »

Hello people. I was playing online and someone used Jester's Cap on me after I RFG'd Slaver earlier. Then they pulled out another one. This card isn't restricted? It's a good card. Now I'm new to the game, and this is my first "true" post. So I built a deck around Cap and a few other things.

DECK LIST:

Mana Sources:

4 City of Brass
4 Gemstone Mine
3 Mishra's Workshop
2 Glimmer Void
1 Black Lotus
5 Moxen

Creatures:

4 Goblin Welder
4 Rootwater Fish
1 Platinum Angel

Sorceries:

1 Time Walk
1 Tinker

Draw/Search Engines:

1 Ancestral Recall
1 Demonic Tutor
1 Grim Tutor
4 Brainstorm

Disruption:

4 Jester's Cap
4 Extract
1 Wheel of Fortune
3 Tormod's Crypt
1 Windfall
2 Mind Twist
3 Glimpse the Unthinkable
3 Shattering Spree
2 Hide/Seek


Now, as I've tested this deck, I have seen a few problems.

1) Mana Problems

I always end up with 3 City of Brass by mid-game. This is a problem because if I want to do anything, it deals damage to me. Glimmervoid is good, but when I play hate, my moxen are the first to go and that's what Glimmervoid is usually based off. My Shop barely come into play.

2) Lack of Win Options

Platinum Angel is the most obvious win conditions. My deck usually gets rid of other peope's win conditions to where they cant do anything and my Rootwaters and Welders can slowly bring them down.

3) Where's the Jester?

This I feel is the biggest problem. I want the deck to revolve almost completely around this card. Yet, this card barely comes up, even though Rootwater and Extract come up often enough for me to win the game. I think this is just a personal reference.

4) Creature Control

I can stop any combo or controling situation, yet Agrro and creatures in general WRECK my deck. I can't seem to find a way to balance everything and at the same time protect from creatures.



The biggest difference I feel between this and a normal fish deck is that this deck prefers to remove things from the library adn whatever "wishes" that bring them back, if any. Normal fish decks let you get them, but Meddling Mages and Null Rods prevent you from bringing them into play or activating them.
This deck doesn't run Gorilla Shaman because I feel shattering spree is a much better card. In am garunteed to have enough red mana to take out 2 or 3 moxen early in the game. also, I can get rid of the more expensive artifacts with little effort.

Does anyone have any more input? Suggestions are greatly appreciated. Like I said, I am very new to Type 1 higher-level Magic, so please excuse me if I overlooked something very obvious. Thank you ^_^
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houseplant
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« Reply #1 on: July 20, 2006, 08:08:46 pm »

You don't have to listen to me if you don't want, since I'm a noob, but what about 1 sundering titan? You are already using no lands with basic land types, so it will only hit their lands, and its a 7/10 to boot. No trample, but weld him in and out a couple of time and they have no land left. then keep swinging for the win.

EDIT:

oh and since you are already running welder, and find you cant find the things you need. why not thirst for knowledge? I'd probably take out the glimpses for thirsts, and isn't mind twist restricted? if so then take out one of those for the titan.

so

-1 mind twist
-3 glimpse

+ 1 sundering titan
+ 3 thirst for kn owlage

???
« Last Edit: July 20, 2006, 08:12:58 pm by houseplant » Logged
Dakkon
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« Reply #2 on: July 20, 2006, 09:05:24 pm »

First, why grim tutor over vanpiric? grimn tutor is way more expensive in money and in casting cost.

And why only 3 Workshops? I fell this should acelerate into the jesters cap and you atleast need 4 workshops.

Your gameplan is one sided, Maybe you should throw in tangle wire or some other locking artifacts to improve the aggro match-up.

the Draw-7's dont need to be here. 4 thirst for knowledge should do good work. Also, Balance shoudl be in the deck to help vs aggro.

I'm guessing you dont want this deck to be like stax so I would make it a Mono Brown aggro build with 4 caps as disruption.
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TradeMark
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« Reply #3 on: July 20, 2006, 10:20:30 pm »

You don't have to listen to me if you don't want, since I'm a noob, but what about 1 sundering titan? You are already using no lands with basic land types, so it will only hit their lands, and its a 7/10 to boot. No trample, but weld him in and out a couple of time and they have no land left. then keep swinging for the win.

oh and since you are already running welder, and find you cant find the things you need. why not thirst for knowledge? I'd probably take out the glimpses for thirsts, and isn't mind twist restricted? if so then take out one of those for the titan.

so

-1 mind twist
-3 glimpse

+ 1 sundering titan
+ 3 thirst for kn owlage

Hmm... yes, I forgot that Mind Twist was restricted. Either I could take on out and put in Sundering for another win condition. Or I could replace them both with Duress.

First, why grim tutor over vanpiric? grimn tutor is way more expensive in money and in casting cost.

And why only 3 Workshops? I fell this should acelerate into the jesters cap and you atleast need 4 workshops.

Your gameplan is one sided, Maybe you should throw in tangle wire or some other locking artifacts to improve the aggro match-up.

the Draw-7's dont need to be here. 4 thirst for knowledge should do good work. Also, Balance shoudl be in the deck to help vs aggro.

I'm guessing you dont want this deck to be like stax so I would make it a Mono Brown aggro build with 4 caps as disruption.

If I made it mono-brown then I would have 4 shops, but a lot of my spells aren't artifact, so the 3 colorless the Shops give wouldn't help.

I have been thinking about tangle wire, but I've played and mid-game they become useless. Maybe in the SB.

What is Draw-7? Excuse the noobish question.
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df8251
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« Reply #4 on: August 03, 2006, 12:59:22 am »

i think he is refering to the Wheel of Fortune, and Windfall when saying Draw7's, but hey, i am a noob as well. and if this is the same trademark on MWS, hey. again.

peace-  [kid who used noobish Doomsday deck and spoke to you about Waterbury]

ignore most of that if this is a different person. sorry.
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Kowal
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« Reply #5 on: August 03, 2006, 01:53:07 am »

TradeMark:

It was a pleasant surprise to find someone who doesn't quite understand the format is still capable of following the forum rules.  For that, I am pleased.  Smile

Regarding your deck, there are a couple obvious problems I see.  The most glaring is that your actual win condition, that is, locking people out of winning the game themselves, will lose at least a half dozen games in tournament play just because either your opponent has
1) More than X win conditions, where X is how much library removal stuff you draw
2) Drawn the win conditions.

In addition to these are the number of games your opponent will win with raw-stupid plays, like turn one tinker-colossus with walk or tutor in hand, or a turn one tendrils kill, or even a waste-heavy fish draw.

I agree that removing chunks of your opponent's library can be great fun and extremely helpful for your gameplan, but you haven't yet actually formed a coherent gameplan.  I would read up on decks like Stax and Fish and lean one way or the other with your deck.  For example, if you search for the most recent SCG Richmond results, you'll find an interesting workshop deck piloted by Colby Evenpence that features the Jester's Cap in particular.  This benefits his deck in that it removes not only his opponent's win conditions, but also their methods of breaking out of the stax lock.  Effects like Extract, Hide/Seek, and obviously Rootwater Thief are much stronger in an actual dedicated fish deck, where if removing all the win conditions doesn't lend itself to be an option you can start taking things like Triskelion, Tinker, or Yawgmoth's Will in an effort to prevent your opponent from stabilizing or comboing you out.
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