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Author Topic: Infinite Top Sight  (Read 1214 times)
Daeg42
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« on: October 28, 2007, 02:24:26 am »

Sorry, Printed the old list heres the right one. Goal Infinite draw ASAP. I noticed Top sight decks ability to go infinite and was interested in testing a variety of combos with some synergy. so far here is what I have come up with, a deck to use alternatives to future sight, still haven't decided on whats most efficient.
Draw combos: Staff combo 5 cards 6 Mana. I liked staff combo but it's a minor player now, pros only needs 2 specific cards and 3 artifacts cons too vulnerable/slow.
Sensei/Mishra 3 cards 2RUB or 4RUB Mana. pros Pulling a sensei from the Graveyard is good against counter heavy decks. cons Hard to get 3 colors of mana.
Sensei/Future 3 cards 3UUU or 5UUU mana. the debate, future sight or Magus of the future. I Side with magus as a creature. pro needs 1 sensei. con high cost.
Sensei/thrumming 4 cards 6 mana. pro artifact mana cost, deck cycling, and needs sensei in top 4 instead of top 1 (top 7 for 1 more mana). Cons 4 cards and high cost 
Sensei/Archmage 4 cards 3UU or 5UU mana. Pros draws from any artifact. cons hard to turn off.
4 Glimmervoid
1 Minamo, School at Water's Edge
4 Mishra's Workshop
1 Tolarian Academy
1 Urborg, Tomb of Yawgmoth
1 Gemstone Mine
1 Arcbound Crusher
1 Magus of the Future
1 Metalworker
2 Mishra, Artificer Prodigy
2 Simian Spirit Guide
1 Vedalken Archmage
1 Ancestral Recall
1 Black Lotus
2 Cloud Key
1 Conjurer's Bauble
1 Counterbalance
1 Demonic Tutor
1 Enlightened Tutor
1 Fastbond
1 Gaea's Blessing
4 Helm of Awakening
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Regrowth
1 Research/Development
4 Sensei's Divining Top
1 Sol Ring
1 Staff of Domination
1 Thrumming Stone
1 Time Walk
1 Timetwister
1 Wheel of Fortune
1 Windfall
4 Brainstorm
SB: 1 Simian Spirit Guide
SB: 1 Research/Development
SB: 1 Tinker
SB: 1 Genesis Chamber
SB: 1 Goblin Welder
SB: 1 Hurkyl's Recall
SB: 1 Lightning Greaves
SB: 1 Mirror Gallery
SB: 1 Mundungu
SB: 1 Muse Vessel
SB: 1 Mycosynth Lattice
SB: 1 Ornate Kanzashi
SB: 1 Reality Strobe
SB: 1 Trickbind
SB: 1 Trinket Mage
If I am correct then casting research with infinite draw means access to the sideboard in the first game, a second research in the sideboard reduces the threat of tormods or leyline of the void. Arcbound crusher makes a good kill card, especially with greaves. Muse vessel/Ornate kanzashi with infinite mana/Untaps is Very fun.
« Last Edit: October 28, 2007, 07:43:05 pm by Daeg42 » Logged

I would rather fail reaching for the stars than succeed without ever looking upon the sky
Daeg42
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« Reply #1 on: October 30, 2007, 05:52:24 am »

This deck was set for my local meta, when I had a local meta. now I would like to adapt to the tourney meta. A few things I would like some Input on First Helm Vs. Cloud key Vs. Locket of yesterdays. Secondly what is the bare minimum amount of disruption I can get away with? I prefer speed as a defense but with pacts, Fow, and Misdirects I have to have some protection, Xanthid perhaps? Tinker/collosus as a secodary win condition? Should I drop Staff/Worker as a secondary win? Last I would like to thank TMD for helping me learn to be a better player, I'm still fairly new.
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I would rather fail reaching for the stars than succeed without ever looking upon the sky
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