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Author Topic: cranial clamp  (Read 4580 times)
BigMac
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« on: November 15, 2006, 11:10:14 am »

This deck has its basis in a deck Jesse River played some time ago.

Jesse River - Affinity
Maindeck:

Artifacts
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
4 Skullclamp
1 Sol Ring
4 Sphere Of Resistance
3 Sword Of Fire And Ice
4 Tangle Wire

Artifact Creatures
4 Arcbound Ravager
4 Metalworker
4 Myr Retriever
4 Myr Servitor
3 Triskelion

Lands
4 Ancient Tomb
2 City Of Traitors
4 Mishra's Workshop
1 Strip Mine
4 Wasteland

Legendary Lands
1 Tolarian Academy

Sideboard:
4 Chalice Of The Void
1 Crucible Of Worlds
3 Eon Hub
4 Phyrexian Furnace
3 Razormane Masticore

After seeing this deck Hero started tinkering with it so I have to give credits to Hero for perfecting the ravager gameplan. Cranial plating really is the hots for this deck that has yet to get a real name. If it was up to me i would name it cranial clamp. First i will put the decklist up and then i will be explaning a bit, perhaps a lot. This is the list i was playing in last tournament making top 8 as number 1 losing in the quarters due to some really bad luck (crypt wise). But on the whole is pretty solid. Next to me Hero has played a couple of tournaments winning a twister and a library of alexandria in the process. It is a very strong contender people tend to underestimate. First the decklist:

1 black lotus
5 moxes
1 sol ring
1 mana vault
1 mana crypt

4 mishra's workshop
2 ancient tombs
2 city of traitors
1 tolarian academy
1 gaea's cradle
4 yavimaya coast

4 arcbound ravager
4 arcbound worker
4 myr servitor
4 metalworker
2 triskelion
3 myr retriever
2 ornithopter
1 arcbound crusher

3 cranial plating
1 memory jar
1 staff of domination
4 skullclamp

1 tinker
1 time walk
1 ancestral recall
1 crop rotation

Sideboard
3 choke
2 in the eye of chaos
3 naturalize
1 trinisphere
4 sphere of resistance
2 jesters cap

The game plan seems obvious and it is in a way. Beat your opponent to mush before he establishes control or he can combo out.

Draw engine:
You have one main draw engine being the skullclamp. You are playing a a whole lot of small low costing critters that can beat or be sacced to skullclamp drawing you a whole lot of cards. The ancestral and memory jar (through tinker early on, retriever could make this recurring)) are the random handfillers that can win you games.

Beatsticks:
Off course ravager is your main beatstick. So drawing into a whole lot of artifacts and having them on board will give you huge ravagers. The nice combo here is with either cranial plating, your small critters become big fast due to the many artifacts, or with trikes as finishers.

Random wins:
The staff of domination with the metalworkers can mean a random turn two win. Next to that the metalworkers will give you a  lot of leverage against control decks. The many manas it gives when your hand is packed with artifacts will give you the opportunity to get at least a few spells that matter through the wall of counters.

Manabase:
The metalworkers give you so many extra manas that the 23 landtype manas are more than enough. Next to that you do not need a lot of mana to actually be able to do something. There is room for improovement here though. As i kept it green blue the coasts were sufficient. But both maindeck and sideboard could benefit from rainbow lands. Another change that could be made are the number ancient tomb and city of traitors in the deck. If you lose 1 or 2 of those it would open up 2 spots for other rainbowlands. This would slow your deck somewhat though. So that is a matter of oppinion.

Weaknesses:
The biggest weakness is null rod. Chalice on 0 and 1 will also severely hamper this deck. Somewhat less obvious is the  use of pithing needle by your opponent. Choices can be ravager and skullclamp. But either choice will only slow you a bit.

Matchups:
Combo: Game one you can race him if he has a slow start. If he is fast you will lose. Games two and three will be much more favourable as you have a couple of slowing possibilities. So this matchup gets favourable. This also means against the more control combo you see nowadays. That is a tadd slow in itself and you actually have a pretty good chance game one as well. I have yet to lose a match to combo although i have lost several first games to combo. It so far has bounced back games two and three.

Fish: you draw faster, you critters are better and get bigger due to plating so you will gain advantages fast. Downside is the board options fish has. The naturalises and the slowing spells as the spheres and trini will help with that. Trike is very important in this matchup, as is plating.

Stax: a virtual walk over. As he cannot counter anything he will need a dreamstart to actually gain some sort of advantage. But due to the fact you play wshops as well you can drop things fast enough to keep pressure and force staxx to show his hand. Trike as well as clamp are very important here. But normally this should be a walk in the park.

Control: You have many critters and they can get big fast. Next to that, if you get a clamp down you will outdraw control fast and keep pressure. Sideboard options make it somewhat harder as null rod will see play. Basis is racing. Your critters still do damage and you have way more than control. Next to that, modular still works fine under null rod. Chalice could pose a problem but a well timed naturalize or just plain racing will help you there. Should not be to hard. In the eye of chaos could help here to get your skullclamp through. Choke is an obvious sideboard choice as well here.

Dragon: This is the weakest matchup of all. Basically you need to race him but in the end you only have 5 outs here. And if it is a good dragon player the outs in naturalize become pretty weak. The other help could be jesters cap but that card may be to slow. So perhaps the sideboard can help here more, but as dragon is hard to play well and not to many people play dragon anyhow this deck could be a good bet. Best is to actually race him and hope he does not draw the nuts.

Oath: You would tend to think that this is a bad matchup as i play many critters. The beauty is that you critters actually are many and do lots of damage because you have a lot of artifacts actually hitting play. Skullclamp can also make use of the 1/1 orchard critters giving you huge card advantage. The ravager trike combo gets very strong here as you can shoot angels down. Or simply shoot your opponent. In the eye of chaos as well as naturalize with the assistance of jesters cap can make your day after boarding.

Drain slaver: could be a problem if he gets a slaver turn soon with a ravager on your side. This will actually wreck your side of the board. On the other hand. He has to do it quick as he has neither the critters to stop you (besides tinker) nor the counters. Trike is an important critter here but cranial plating can pretty much wreck him early on as well.

Slops: its apparant weakness against combo. Hero wants (or puts) tanglewire to help you there. As you have a couple of cards you can actually miss, this could be a very good option. It will not help against dragon though. This could very well be the matchup you need the coinflip to be in favout of you.

Props: This deck is so much fun to play. It is scary quick and it consists of a whole bucket load of cards most vintage people do not even deem worthy to play. And to actually beat somebody in turn 3 or 4 with an arcbound worker that has a cranial plating on it is totally the nuts. And i will trade an arcbound worker for a sundering titan any day of the weak when you bash its head in with the plating. Or imagine you actually block the darksteel colossus with your very big ravager. The synergy within this deck is very great on all kinds of levels. Next to the random wins you actually have a very stable deck that will mostly kill people turn 5 at the last when goldfishing. When actually playing this stays very stable, even when people try to counter some critical cards. This deck seems easy enough but to play it well (as i cannot yet) is tricky. You need to mull very agressively as many hands you get will do, well not enought o be a threat. But even more hands are so creepy good that again this is a very stable choice.
You will also crush most random decks with ease.

When people see this deck they almost automatically say: ah, affinity. Although this deck has a lot of affinity parts it is nothing like affinity. It is way faster and has some very abnormal aspects in it that make it very much stronger than normal affinity. That is why i would want to name it cranial clamp.

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« Reply #1 on: November 15, 2006, 12:11:48 pm »

   This deck is a lot like Purplehat's crusher deck from like 2 years ago  (http://www.themanadrain.com/index.php?topic=18620.0) except this has less crushers, no genesis chambers/sphere of resistance and replaced them with ravagers and a few other things. 
 

I really think you should have some form of disruption maindeck against combo, trying to goldfish before them is a very risky plan.   
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« Reply #2 on: November 15, 2006, 02:25:10 pm »

I think you underestimate the power of Ornitopters here.
It is a flying creature that comes down for free, helps vs. Fish, because it powers out affinity guys, and is devastating when it is equipped with plating.

I think myr retriever and ravager is good, but it is too slow. It is expensive and its slower then just going Crusher aggro beats. You have to equip skullclamp, sac it and get it back with retriever. You draw cards, but the process is slow and over all it makes the deck slower. Playing Metalworker helps it a great deal and if you get him out will probably mean good game, but if it is countered, your whole game plan is messed up. Or your opponent drops a null rod.
I just think that playing Archbound Crusher over retriever/ravager combo will make you less afraid of null rod.

Also, consider running Frogmites and other Affinity creatures. Most of the time, you can get a Frogmite down for 1 or 0 mana because of your all artifact deck. You get it out fast, put a plating on there and it beats for 8-10 by turn 2 or 3. If you get it out for free, theres already at least 4 artifacts in play, add a plating and that is 7dmg you are guaranteed to deal.
Same idea with Myr Enforcer, he’s a big 4/4 and he comes out rather cheap.

One thing I think you really need an answer to is Rebuild or Hurkyll's Recall, which Gifts run.
Consider Null Brooch:
2T, Discard your hand: Counter target noncreature spell.
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« Reply #3 on: November 15, 2006, 02:40:25 pm »

So is your plan against a turn 1 Rod or Chalice to just beat with 1/1s?  It looks like Chalice at 0-2 will look like it really hurts.  I'd also wonder how you deal with mass bounce that almost all decks play 1 or 2 of.  You don't have any means of preventing it from resolving like Stax has SoRs and mana attack. 

I have to say Cradle looks pretty hot. 

How do you not flat out lose to Energy Flux?  Does Eon Hub come out quick enough?
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« Reply #4 on: November 15, 2006, 03:23:04 pm »

Why yavimaya coast instead of duals?

in working on crusher a coupple summers ago I found that the metalworkers had two main problems:
1) if I could play my hand on turn 2 with a metalworker I could play my hand by the end of turn two anyway. since all my moxen basically count as 2 mana for my affinity doods.

2) turn 1 metalworker turns any form of artifact distruction into a timewalk.

Arcbound crushers and creatures like frogmite are fantastic vs rods because they make artifacts good whether they work or not.  Every random mox you draw becomes a +1/+1 counter on a trampling creature, but make you more vunerable to drains.

Affinity guys break sphere of resistence badly.
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« Reply #5 on: November 16, 2006, 06:29:49 am »

Quote
Why yavimaya coast instead of duals?

To be able to withstand sundering titan, a critter of choice here in many decks. But they will be replaced by rainbowlands soon. More flexibility that way.

Quote
if I could play my hand on turn 2 with a metalworker I could play my hand by the end of turn two anyway. since all my moxen basically count as 2 mana for my affinity doods.

As you can see i do not play any affinity critters. Reason is that most are not clampable. As skullclamp is your main drawengine you should not be affraid to clamp dudes for cards. The more cards you draw the more threats you have and the more mana you can make. This deck is not about hitting people with many critters, but to hit with a few but then very hard. As said, turn three kills are very common when not opposed. Another thing a lot of people seem to forget is that an early FoW will cost your opponent 2 cards, making it a lot harder for him to combo early on. Chalice 1 is annoying but still has to come down turn 1 to be really effective. Null rod is aanoying but you can still hit with dudes and most decks that run null rod are not that quick themselves. To get back to metalworker, it is not so much to cast critters as it is to use skullclamp to its full potential. When using metalworker with two moxen in hand those moxes axtually render you 6 mana, which means, casting a 1/1 dude, clamping it (getting 2 cards) and do that 2 more times, actually rendering you 6 cards. So metalworker as well as cradle are part of your draw engine. It also helps you get out your finisher, trike more easilly.

Quote
turn 1 metalworker turns any form of artifact distruction into a timewalk.

The opposite is true as well. If they do not destroy or counter it they will lose. I prefer to see the positive things of it. Most decks play less artifact destruction than i play metalworkers.

Quote
Arcbound crushers and creatures like frogmite are fantastic vs rods because they make artifacts good whether they work or not.


Null rod is annoying, but as said, null rod slows everybody down and mostly i have more critters than the opponent. And modular still works. Besides, they (frogmite and crusher)hamper your drawengine, so basically are dead draws.

Quote
So is your plan against a turn 1 Rod or Chalice to just beat with 1/1s?  It looks like Chalice at 0-2 will look like it really hurts.  I'd also wonder how you deal with mass bounce that almost all decks play 1 or 2 of.  You don't have any means of preventing it from resolving like Stax has SoRs and mana attack.


Null rod as said before is annoying but can be dealt with with the naturalize. As said before, people playing null rod will be slow and will have less critters. So yeah, beating them with 1/1 will help a lot and modular as well as retriever still work as far as i know.
Chalices actually hurt, but still can be dealt with. As most decks are hurt by chalice 1 or 0 due to power this deck is as well. Still this deck has some winconditions left after those 2. Naturalize again helps as well as having more chances of hitting the board with something costing 1 or 2 sooner than a chalice. Again the positive thinking actually works. The only decks actually not hampered by chalice 1 are dragon and staxx. Dragon was bad enough but not much played, staxx is an autowin anyways and keeps that way.
Mass bounce only becomes a problem when played EoT. Obvious but you will force your opponent to either cast it early to buy him time or do it during attack when you beat him to death after which you still can cast all again.

Quote
How do you not flat out lose to Energy Flux?  Does Eon Hub come out quick enough?

Eon hub could help here, against oath as well, but it seems a bit slow. The best thing against energy flux actually is tolarian academy or gaea's cradle when having multiples. Another solution is naturalize or having a metalworker with 3 or 4 artifacts making sure you keep the pressure. Flux actually hampers opponents as well which gives them but also me the chance to build a board. Mostly i am faster.

I am not saying this is the new deck on the block, i am saying it has a chance against anything. It has possibilities against anything. The disruption maindeck is few to zero. The choice to do this is pure speed. All disruption goes against the synergy of the deck. This is to look forward, not backwards. Just imagine to have a 1/1 with 2 moxes, a plating and a random other artifact. Together with 2 lands you can do 5 damage turn. Also realize that necro and bargain lose their value quickly this way. With a clamp this artifact heap could become very big very soon. And it is a lot of fun beating somebody's face in with a former type 2 card while he has a heap of power in his hands. It is not the new comming, it is a nice deck that can easilly beat face and is very consistant.

One last thing. Mass bounce when played by an opponent mostly means they are at the defence. This means they will either have used resources to get to the bounce, rendering their gameplan less effective, or be a lucky topdeck. And that last one is part of the game. annoying but you win a lot and lose some hehe.

« Last Edit: November 16, 2006, 08:56:05 am by BigMac » Logged

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« Reply #6 on: November 16, 2006, 05:08:26 pm »

Mm, Eon Hub is very interesting. While its an expensive card, it deals with many cards that could potentially wreck you.
It answers Oath, since its hard to race 12 damage a turn if they get Oath on the board turn 1 or 2. Answers Energy Flux which is a big thing considering it shuts off everything in your deck, but most importantly it answers Kataki. I think that would be the main reason I would play Hub, just because most if not ALL fish decks playing white will play Kataki, and you have no creature removal.

I think affinity is more powerful then you think. It speeds up your deck, playing 2 moxen and a Workshop means you can get 2 frogmites out on the field and still have 2 mana open to play other spells. Sure you can't clamp 1 to it and draw two, but you can clamp 2 to a frogmite and draw 4, and you play the frogmite for free. So your basicly saving 1 or 2 mana. Also you can sacrifice it to Ravager as well. Its basicly playing a free 2/2 or 4/4 creature. It gives you such a greater advantage versus Fish, you get creatures out faster then they can.

I also think your wrong about the artifact bounce. Sure they'd bounce if they're about to lose, but if they do that and pass, then you've already won. But a decent player will not rebuild pass. they will use that time to combo off and tendrils. Rebuild is very strong against you and I feel you have to play Null Brooch in the board just to have a chance against Gifts. Also remember that when they bounce, your Ravager and Crusher become small again. This is where affinity creatures is good because if they say pass you can rebound faster with free 2/2's and 4/4's and end the game before they can muster win.

But if your against Gifts, chances are they will shrug any damage that isn't lethal that moment and combo off with Rebuild. If you Null Brooch the rebuild, they can't do anything. They can sit and wait for the right time. They couldn't care less about you going all out with your Ravager combo because in the end, they rebuild and thats the end. GG.
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« Reply #7 on: November 17, 2006, 05:39:32 am »

Quote
I think affinity is more powerful then you think. It speeds up your deck, playing 2 moxen and a Workshop means you can get 2 frogmites out on the field and still have 2 mana open to play other spells. Sure you can't clamp 1 to it and draw two, but you can clamp 2 to a frogmite and draw 4, and you play the frogmite for free. So your basicly saving 1 or 2 mana. Also you can sacrifice it to Ravager as well. Its basicly playing a free 2/2 or 4/4 creature. It gives you such a greater advantage versus Fish, you get creatures out faster then they can.

You would think affinity speeds you up but it actually slows you down. You underestimate the speed you get with clamping dudes. You would think you will deal less damage while you actually deal more damage as you get to see more cards and thus can play more cards so your ravager gets bigger faster and plating gets nastier faster. Prhaps you are saving mana but you do not need mana when not drawing cards. Never underestimate the drawengine in this deck. It is brutal when done right. (i am far from perfect with it)

Quote
I also think your wrong about the artifact bounce. Sure they'd bounce if they're about to lose, but if they do that and pass, then you've already won. But a decent player will not rebuild pass. they will use that time to combo off and tendrils. Rebuild is very strong against you and I feel you have to play Null Brooch in the board just to have a chance against Gifts. Also remember that when they bounce, your Ravager and Crusher become small again. This is where affinity creatures is good because if they say pass you can rebound faster with free 2/2's and 4/4's and end the game before they can muster win.

You are right that a good player will bounce at the right time when he has his bounce and then has enough gas to combo out. The nice thing of this deck is that you force your opponent to bounce due to the sheer speed of the deck. So it is either to early for him to bounce or he has to use resources to find the bounce. And believe me, mostly a combo player will need all the resources he has for his combo. So the main disruption you have is speed. After boarding in the eye of choas can help as well.

Quote
If you Null Brooch the rebuild, they can't do anything.

Null brooch seems an obvious choice as you would imagina that your hand is empty much of the time. When played right your hand should be filled most of the time, making null brooch actually quite expensive. As almost any card you play is worth drawing two cards your hand should keep filled.

On a side note. When playing oath consider that you can clamp the dudes they give you to fill your hand and dig for the staff of domination/metalworker combo. You also can win by saccing all to ravager and then saccing ravager to triskelion to either shoot an angel down or shoot your opponent down. Another nice option is to get a dude plated and actually try to race the oath player. For that reason you could play rainbowlands to change the plating at instant speed from dude to dude. Plenty of opportunities.

Against fish it is pretty much to get metalworker out and keep you hand packed with artifacts to pay for kataki or flux. Eon hub is only a last resort i am not willing to put in the board just yet.
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« Reply #8 on: November 17, 2006, 09:21:56 pm »

Might Empty the Warrens have a place in this deck?  It seems like your storm count can get fairly high and at the very least EtW will give you tons of clamp fodder.
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« Reply #9 on: November 18, 2006, 06:48:10 am »

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Might Empty the Warrens have a place in this deck?  It seems like your storm count can get fairly high and at the very least EtW will give you tons of clamp fodder.

We should have to test that. But on the surface i would say no.You need to play as  little coloured cards as possible. Firstly to make your plating more usefull and secondly to make your ravager more usefull. Next to that this is a card i would not want first hand. The rest of the deck i would really want in my first hand. If only to get speed. As i see it this is a win more card (as in clamp more card) Then again, as said, i should test with it, perhaps as a 1 of or 2 of it could work.
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« Reply #10 on: November 19, 2006, 02:28:53 am »

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Might Empty the Warrens have a place in this deck?  It seems like your storm count can get fairly high and at the very least EtW will give you tons of clamp fodder.

We should have to test that. But on the surface i would say no.You need to play as  little coloured cards as possible. Firstly to make your plating more usefull and secondly to make your ravager more usefull. Next to that this is a card i would not want first hand. The rest of the deck i would really want in my first hand. If only to get speed. As i see it this is a win more card (as in clamp more card) Then again, as said, i should test with it, perhaps as a 1 of or 2 of it could work.

The problem isn't with the clamp or plating though, it's with having 4 off-color mana, well, non-shop mana, which isn't that hard with a Worker, but he's frequently the first to bite the dust or get countered. That alone makes Empty the Warrens less then optimal. We might as well play a few other cards then or another storm card. My $0.02
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« Reply #11 on: November 22, 2006, 09:02:31 am »

I've played against Hero in Eindhoven (and won with my Staxless Stax) and some of my friends also did meet him and this "drawing engine" was far from being amazing.

But I should admit that CotV @ 2 simply wrecks this deck as it does against many other, except, that you can't deal with it...

Against Fish, I also don't see how you would deal with his Kataki (or E-Flux) since he has removal for your Metalworker (if played right) and wastelands for your Academy if you're lucky... (Trisk can help here but is still a bit too slow)

On a side note, I used a lot Eon Hub in my sideboard (against Oath, Ichorid and Fishes for their Kataki/E-Flux/BoB/Vial...) and it wasn't that great it seemed to be on the paper since it's dealt with any artifact removal really easily and since it doesn't touch the board as fast as any other option (welding it wouldn't accelerate that much here...).

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Ps: Against Oath, the player only has to burn himself at your end of turn and you couldn't clamp his spirit...
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« Reply #12 on: November 22, 2006, 03:14:54 pm »

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Ps: Against Oath, the player only has to burn himself at your end of turn and you couldn't clamp his spirit... 


You can clamp them dudes in your turn to get a draw engine and leave your opponent with just 1 big dude to hit you. Sure that hurts but a dude with a plating hurts just as much and you can make sure you  draw a whole lot of artifacts with all them dudes you can clamp.

About it not being the best draw engine, this is as good as any draw engine when meeting counters or recurring wastelands. The openings you were talking about would wreck just about any deck. So i do not think it a good example.

I never said Eon hub was good, it was a possibility. And for a fish player to have all the answers against this deck would mean for him to have a god hand. Again, never said this to be a godly deck, but it is a good and very stable deck to play something different and still pretty quick.
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« Reply #13 on: November 23, 2006, 11:54:03 am »

I didn't mean this deck was a bad pile of cards (some would say the same about my Staxless Stax list even if it performs well afterward) but I meant that this decklist can't deal with cards which are by themselves a huge threat (nightmare?) to it and it has no answers to such threats.

I mean Chalice @ 2, Null Rod, E-Flux, Kataki and I'm pretty sure I miss some more.

I know that the speed could help you to bypass this problem but it doesn't work each time and when you see them, you're like, woop, I scoop.

In the end, I'm pretty sure you still could make some good results with the deck but I'm wondering why I should run this over say, Workshop Aggro.dec? (Like It's Raining Men 2K6 for example). What are the strenghts it has over it?

Thanks anyway for this sharing and I'm also sure it's a fun deck to play  Rolling Eyes
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« Reply #14 on: November 23, 2006, 02:27:13 pm »

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I mean Chalice @ 2, Null Rod, E-Flux, Kataki and I'm pretty sure I miss some more.

First of all these are almost all fish options. Fish is not a deck heavilly played here so that is a plus. Then again, speed does solve most of these problems. A couple of clamped dudes can do many damage fast which could be key.

Workshop aggro is slower and has a draw engine that is a lot worse. Hence, i keep this over WS aggro any time of the day.
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