TheManaDrain.com
October 23, 2025, 03:52:12 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Wasteland and STrip Mine playability?  (Read 3701 times)
taniquetil
Basic User
**
Posts: 23


View Profile Email
« on: February 08, 2007, 10:54:18 pm »

I've been testing around with new builds lately of Oath and was wondering what is your opinion on Wasteland and STrip Mine. I've been debating cutting these for a while now to build towards a stronger mana-base for 4 colors and opening up one or two slots in the deck for more spells. What are your thoughts on this?
Logged
Gekoratel
Full Members
Basic User
***
Posts: 286


AnotherAimAddict
View Profile
« Reply #1 on: February 08, 2007, 11:20:21 pm »

It really depends on what kind of Oath deck you are running, but I know that a lot of builds in the past have gone down to 3 Wastelands when they were only 3 colors so if you need to dip into the 4th I suppose you may need to cut some Wastelands.  If you could post a list of what your 4-color Oath build looks like then it would be a lot easier to assess how critical Wasteland is to your strategy.  I'm assuming that the 4th color you're trying to add is red but I don't really see how red is that necessary for Oath.  I would certainly not cut Strip Mine from the deck no matter what your final build looks like because if you get an early Oath Strip Mine can serve as a Time Walk.
Logged
madmanmike25
Basic User
**
Posts: 719


Lord Humungus, Ruler of the Wasteland


View Profile
« Reply #2 on: February 09, 2007, 12:34:29 pm »

I think playing with 4 Wastes and 1 Strip is optimal in Oath.  The 'win' card only costs 2 mana, so they don't really set you back and hurt your opponent more.  If you really want a stronger mana base, try a lone copy of Loam.
Logged

Team Lowlander:  There can be only a few...

The dead know only one thing: it is better to be alive.
Lyle H
Basic User
**
Posts: 129


SpeakAtLyleH
View Profile Email
« Reply #3 on: February 12, 2007, 04:18:56 pm »

i would always play 5 wastes in oath.  keeping them off mana for a turn can be the difference between a win or loss.
Logged

Team Meandeck
"When killing five just isn't enough"-Hex
wethepeople
Basic User
**
Posts: 667


M.I.A.

wethepeopleTMD
View Profile Email
« Reply #4 on: February 12, 2007, 04:28:19 pm »

i would always play 5 wastes in oath.  keeping them off mana for a turn can be the difference between a win or loss.

Yes, before and after you drop Oath, you want to slow their win conditon as long as possible. So while they struggle to set up a win condition, you swing away with your Angels.

If you are considering running four colors, just run more fetches, or, even try Rainbow lands (City of Brass) so you avoid ever being mana-screwed on one color. Although, regardless of the fact that your mana base is not looking for colorless mana, you still want to use Wastes as a bit of a Time Walk in Oath.

What kind of build are you playing?
Logged
Methuselahn
Full Members
Basic User
***
Posts: 1051


View Profile
« Reply #5 on: March 15, 2007, 04:04:45 pm »

I've always thought that 5 strips were pretty much essential to beating the mirror and racing Ichorid.  Do you think you'll face either of these?
Logged
assassin
Basic User
**
Posts: 30


View Profile Email
« Reply #6 on: March 15, 2007, 07:26:36 pm »

i think three strips is right for oath.  They dont create colored mana so you dont want to see too many.  ICBM oath also runs a mishras factory in the main so we dont want to waterdown our mana base too much.  They're good in the mirror and against ichorid, but how many mirrors or ichorid decks will you play in tourneys.  You  need to focus on beating combo and gifts, which can easily play around wasteland.
Logged

--ICBM--
Instigators not innovators
mox apricot
Restricted Posting
Basic User
*
Posts: 38

zaxxon8566
View Profile Email
« Reply #7 on: March 22, 2007, 05:18:49 pm »

i would always play 5 wastes in oath.  keeping them off mana for a turn can be the difference between a win or loss.

Yes, before and after you drop Oath, you want to slow their win condition as long as possible. So while they struggle to set up a win condition, you swing away with your Angels.

If you are considering running four colors, just run more fetches, or, even try Rainbow lands (City of Brass) so you avoid ever being mana-screwed on one color. Although, regardless of the fact that your mana base is not looking for colorless mana, you still want to use Wastes as a bit of a Time Walk in Oath.

What kind of build are you playing?

I think a 3 strip if your playing chalice is pletny, it ensure a 1 mana source per a turn. With the strip the opponent can keep a fetch land around until it's needed. In the mirror, strips are definitely not a bad idea, but there are things that are just as effective and multi useful for dealing with the opponent’s orchard, such as engineered explosives and echoing truth. I’ve even used trick bind a couple of times.

I currently run 1 strip in angel oath and 2 Mishra’s Factory main, because in the meta right now, Chalice and Null Rod main deck is incredibly effective.

i'm a little confused at what your mana base is looking like I’ve been kind of toying with a four color build out of amusement and realized that 4x Forbidden Orchard, Mox+ Lotus+ Crop Rotation (+petal albeit uncommon) is 7 or 8 sources of any color you want with out the aid of duels and fetch.
With the type of build it seems your building, I’d run: the obvious 4 Forbidden Orchard, 1 Crop Rotation, 4 fetch, 3 Tropical Island, 3 Underground Sea, and a city. Then strips in the remaining deck space. This brings you up to 8 or 9 red/white sources.

Every once and a while you’ll come across some one saying you should ad duels. assuming you run one duel containing one of each color that’s an additional 5 ways to achieve the mana source you want, in theory. Mechanically it doesn’t work out so well, due to the needing to achieve more than 1 color more than 1 time.

Logged

"bitchwork for secretaries"- jim Chapson
meadbert
Adepts
Basic User
****
Posts: 1341


View Profile Email
« Reply #8 on: March 22, 2007, 05:29:04 pm »


I think a 3 strip if your playing chalice is pletny, it ensure a 1 mana source per a turn. With the strip the opponent can keep a fetch land around until it's needed. In the mirror, strips are definitely not a bad idea, but there are things that are just as effective and multi useful for dealing with the opponent’s orchard, such as engineered explosives and echoing truth. I’ve even used trick bind a couple of times.


How does Trickbind deal with an Orchard?
Logged

T1: Arsenal
madmanmike25
Basic User
**
Posts: 719


Lord Humungus, Ruler of the Wasteland


View Profile
« Reply #9 on: March 23, 2007, 12:01:18 pm »

How does Trickbind deal with an Orchard?

It stops the triggered ability of putting a token creature into play.  It is a very temporary solution, but sometimes that's all it takes to determine who will be oathing in the mirror.
Logged

Team Lowlander:  There can be only a few...

The dead know only one thing: it is better to be alive.
mox apricot
Restricted Posting
Basic User
*
Posts: 38

zaxxon8566
View Profile Email
« Reply #10 on: March 23, 2007, 02:27:09 pm »


I think a 3 strip if your playing chalice is pletny, it ensure a 1 mana source per a turn. With the strip the opponent can keep a fetch land around until it's needed. In the mirror, strips are definitely not a bad idea, but there are things that are just as effective and multi useful for dealing with the opponent’s orchard, such as engineered explosives and echoing truth. I’ve even used trick bind a couple of times.


How does Trickbind deal with an Orchard?


madmanmike said it all. I have a lot of sub optimal main deck cards for the mirror, figured the Trickbind can stop the fetch, so it was better than a dead card. Ended up Trickbinding Forbidden Orchard for an Oath. It is very temporary if you’re using it to fend of activation, but from what I’ve seen, the oath mirror is usually long drawn out and neck and neck. Not to mention Trickbind works on wasteland to save your orchard as well. I wouldn’t recommend Trickbind as a game plan. But if you need to supplement for a lack of strip, that multipurpose card sitting in your board intended for combo might come in handy. If nothing else, there not going to see it coming.
Logged

"bitchwork for secretaries"- jim Chapson
meadbert
Adepts
Basic User
****
Posts: 1341


View Profile Email
« Reply #11 on: March 24, 2007, 02:54:37 pm »

Actually that could be pretty good.  If you have a Wasteland out and they drop Orchard then Stifling/Trickbinding the Orchard token would be a big deal. 
Logged

T1: Arsenal
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.054 seconds with 20 queries.