TheManaDrain.com
October 18, 2025, 09:58:31 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: 1 ... 3 4 [5] 6 7 ... 11
  Print  
Author Topic: The Mountains Win Again!  (Read 103379 times)
Troy_Costisick
Full Members
Basic User
***
Posts: 1804


View Profile WWW Email
« Reply #120 on: October 15, 2008, 06:29:06 am »

Black Vise then?
That would be a decent source of damage, but it's inhibited by Chalice @ 1, so if you play Chalice, it might not be as good.

You make a good point.  One could force it through with a Vexing Shusher in play.  It's something to consider, I guess Smile
Logged

nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #121 on: October 15, 2008, 12:44:11 pm »

On the other hand, if you play Spheres, Canonists, Glowriders, Chalices, and other prison pieces, your opponent shouldn't be able to actually play (m)any spells, and therefore, s/he doesn't recieve any damage from Pyrostatic Pillar.

It doesn't matter.  At least from my perspective. 

I guess there are two ways of looking at win-more.  One is along your lines thinking adding another prison piece that slows play is excessive, and therefore win-more.  The other is making the deck have more soft-lock plays is more important than taking advantage of that situation.

To me, I'd would rather play Pyrostatic Pillar over Black Vise because it does more on it's own.  The more I play the card, the more it feels like the red Mystic Remora (and thus equally useless against creature decks), except it costs 1 more for the trade off not having any upkeep costs. 

While Cannonist and Pillar might seem like a non-bo, it isn't really.  Both just try to limit the number of spells an opponent plays.  The fact that they couldn't just Pillar themselves to death with Cannonist in play is irrelevant because it's not like that would be a great idea if Cannonist wasn't in play anyways. 

Sweepers like Massacre and Hurkyl's/Rebuild are imo what have held back Shops and Fish decks in the past respectively, losing everything on 1 card is not so good.  You gained a lot of tempo, but then you lost just as much if not more when those cards are played.   But by mixing sources of effects with non-creatures (Pillar, Chalice, Thorn, etc) and non-artifacts (Pillar, Teeg who is amazing now that WG is playable for Cannonist and Goyf, Blood Moon, Magus of the Moon, Mindscenor Glowrider) you force them to use single target spells.  This softens that tempo swing back.  Pillar is answered by neither of the great answers, leaving Chain of Vapor as the only thing that multitasks.  Chain of Vapor is a horrible play when they can't win the game on the next turn, since you can just replay it.  This will be the case if you run redundant lock pieces.  If they run things that deal with it permanently (Swords, Grudge), they've even further narrowed their answer base against you.  All this leads to the negation of the need to fill your deck with little mini-combos to take advantage of tempo gains, because their answers delay you more than give tempo back to them.

The best answer they can pull is Engineered Explosives, which is sorcery speed and 4 mana.  That's better than 2 mana instants or 0 mana sorceries.  Offensively, the only thing you worry about is Oath, Tinker, and Tezzeret.  Krosan Grip answers everything but Tinker->DSC, which is entirely possible race if you are slowing them off from casting it.  It's not even really that bad otherwise, since it works against Stacks and can at least hit a random Mox if there is nothing better to do. 
« Last Edit: October 15, 2008, 01:53:32 pm by nineisnoone » Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
Soon-Man
Basic User
**
Posts: 49



View Profile Email
« Reply #122 on: October 16, 2008, 10:26:09 pm »

Black Vise then?
That would be a decent source of damage, but it's inhibited by Chalice @ 1, so if you play Chalice, it might not be as good.

You make a good point.  One could force it through with a Vexing Shusher in play.  It's something to consider, I guess Smile
I have been finding stax/shop decks to be a problem. Between Tangle Wire, Sphere and Crucible+Waste/Strip it's just a hard match up with these slower, meta tuned, versions of TMWA. Maybe Vise is a good side board card given the large hands that stax tends to have for most of the game.
Logged
Myriad Games
Master of Mountains
Full Members
Basic User
***
Posts: 1249

So Many Games - So Little Time - So Start Playing!


View Profile WWW Email
« Reply #123 on: October 20, 2008, 07:18:52 am »

If you expect a decent amount of shops in your metagame, there is no shortage of options available to TWMA decks: Shattering Spree, Smash to Smithereens, Viashino Heretic, Naturalize, Disenchant, Oxidize, Aura of Silence, Goblin Vandal, Gorilla Shaman, Krosan Grip, et al.
Logged

Myriad Games
Your Friendly Professional Game Stores
1-888-8MYRIAD
www.MyriadGames.com
www.Facebook.com/MyriadGames
Soon-Man
Basic User
**
Posts: 49



View Profile Email
« Reply #124 on: October 20, 2008, 10:26:01 am »

I played Tin-Street Hooligan, Gorilla Shaman main and Shattering Spree, Seal of Primordium in the board and it wasn't enough. Sphere still wrecked me. Between Waste/Strip+crucible, Spheres, Tangle Wire and Sundering Titan I just can't get that to be a good match up.  I normally operate on little mana, so taking away just one or two lands and dropping a single sphere pretty much leaves me defenseless.

My thinking is that Shop decks don't play mana spells per turn. They normally have a pretty stocked hand. So putting a little clock on while I find the mana to clear so of their stuff would allow me to finish up with a weenie race.
Logged
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #125 on: October 20, 2008, 01:56:07 pm »

Are wastes that much of a problem?  Most cards are low costed, searching out basics should give you enough (barring spheres of course).

I've always preferred Ancient Grudge for straight artifact hate if you have R/G.  Instant speed means you can cast it before you tap out for Tangle Wire which is huge plus. 

Also, your list is R/G, but if you have white there is always Kataki.
« Last Edit: October 20, 2008, 02:06:56 pm by nineisnoone » Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
chief
Basic User
**
Posts: 75


View Profile Email
« Reply #126 on: October 20, 2008, 04:58:07 pm »

This is the list I just won a pearl with at Pastimes this weekend.I'm very satisfied with my maindeck, and although I don't think of my deck as TMWA I'm sure there are people who would.  It's basically my old RG deck from SCG chicago shifted for the current meta and to include the ridiculous cards from shards.

3 Plateau
4 Tin Street Hooligan
3 Windsweapt Heath
3 Vexing Shusher
3 Savannah
1 Black Lotus
3 Wooded Foothills
3 Taiga
3 Skullclamp
4 Wild Nacatl
4 Ethersworn Canonist
4 Aether Vial
4 Swords to plowshares
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mountain
4 Mog Fanatic
4 Tarmogoyf
3 Kird Ape
2 Gaddock Teeg
1 Forest
Logged
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #127 on: October 20, 2008, 05:15:58 pm »

Interesting.  Yeah, I would consider it to be more of a Zoo build than TMWA or R/G beats.  I'm working on something very similar.  A little more disruption though. 

What's your thoughts on Nacatl?  Once I cut Chalice from my list, it's come in and doesn't look to leave.

Also, what about Vial?  For me, the card keeps coming in and out of the list. I like it most because it's a good turn 1 play, but later on it feels kind of dead.

I think the basic should be a Plains.  W is your color for Swords and Cannonist.
Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
chief
Basic User
**
Posts: 75


View Profile Email
« Reply #128 on: October 22, 2008, 01:15:47 pm »

Nacatl is absolutely a house.  Vial, IMO, is a must with the light mana base I'm running.  It also lets you play threats uncounterably at instant speed, ignoring spheres and allowing you to use your mana on STP, skullclamp, or whatever else strikes your fancy.  The list goes on from there...any time i've tried removing vial I've gone back to it.  It's just too good.  I don't agree with you on the basic issue- I play two basics, a mountain and a forest.  The reasoning for this is simple- First, white is the lightest color in the deck.  Also, the matchups where this deck needs its swords and cannonists most don't pack wastelands, whereas the decks packing wastes are the ones where you need tin streets and ancient grudges online.  I haven't had a problem with my mana base in any of my testing or in any of my (admittedly limited) tournament play with the deck.
Logged
mort-
Basic User
**
Posts: 49


View Profile
« Reply #129 on: October 22, 2008, 05:19:51 pm »

If i can toss in a quick Question:

Why does nobody use Magus of the Scroll? A deck without carddraw should not have that many cards after 3 - 4 Rounds in the hand, so it would be 2 damage almost every time you use him.
Or am I missing something?

Edit:

Also, the decklist I'm currently tinkering with Smile

Lands (22)

4x Ancient Tomb
4x Wasteland
4x Plains
1x Strip Mine
3x Windswept Heath
2x Flooded Strand
4x Plateau

Creatures (20)

4x Magus of the Moon
4x Ethersworn Canonist
4x Simian Spirit Guide
2x Mog Fanatic
2x Magus of the Scroll
2x Duergar Hedge-Mage
2x Goblin Welder

Artifacts (5)

3x Null Rod
2x Black Vise

Spells (13)

4x Swords to Plowshares
4x Red Elemental Blast
2x Browbeat
3x Smash to Smithereens


Sideboard (15)

2x Ronom Unicorn
1x Smash to Smithereens
2x Shattering Spree
4x Pyrostatic Pillar
3x Hide / Seek
3x Ghostly Prison
« Last Edit: October 22, 2008, 05:24:44 pm by mort- » Logged
chief
Basic User
**
Posts: 75


View Profile Email
« Reply #130 on: October 22, 2008, 06:48:25 pm »

I can't speak to what others are doing, but for my deck magus is not only slow, I have a significant number of games where I don't get to 3 mana.  If I do hit 3, that's probably all I'll get...so having him just be a vanilla 1/1 on any turn that I want to play a spell seems crappy.
Logged
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #131 on: October 22, 2008, 09:45:19 pm »

To be honest, I was never a fan of Cursed Scroll so I don't know why I'd run the Magus version.

I can see the use for Vial.  For me, if you run Vial you must run (if you are RGW) Shusher.  Also it often makes Chalice/Null problematic.  At the moment, I'm just making more soft-lock pieces and threats.  Your build looks much more aggressive, with good 1 drops to Vial in, so I can see how its a must for your build.  Mine is a bit slower and more control-oriented.

I like 4x Teegs.  He does so much.  It's basically the same idea behind running 4x Null Rods.  You want it as soon as you can, and you want it to stick. 

Duergar Hedge-Mage hasn't been that great imo.  Too expensive and situational for maindeck.  Right now I'm testing out Viridian Zealot.  Hits stack pieces and Oath in one card. 

I would run Swords, but it gets hit by Chalice @ 1.  Dead/Gone let's you bounce a DSC with Chalice out which is basically as good in that case. 

Latest incarnation... (not sure on the basics configuration)

4   Windswept Heath
4   Savannah
3   Wooded Foothills
3   Taiga
1   Forest
1   Plains
1   Mountain
1   Mox Emerald
1   Mox Pearl   
1   Mox Ruby   
1   Black Lotus
 
4   Ethersworn Canonist   
4   Gaddock Teeg   
4   Tarmogoyf   
4   Wild Nacatl   
4   Viridian Zealot
4   Tin Street Hooligan     
4   Pyrostatic Pillar
4   Chalice of the Void
3   Thorn of Amethyst
4   Dead/Gone

Definitely more Zoo...
Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
BigBarn
Basic User
**
Posts: 48


View Profile
« Reply #132 on: October 23, 2008, 05:29:27 am »

For me, if you run Vial you must run (if you are RGW) Shusher.  Also it often makes Chalice/Null problematic. 

...

I would run Swords, but it gets hit by Chalice @ 1. 

It's not clear from your post whether or not you're aware of this interaction, but if you draw and play Vexing Shusher, Chalice of the Void shouldn't be a problem.
Logged
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #133 on: October 23, 2008, 10:45:28 am »

Yeah, I've had that in the deck before.  But when I've run Susher I usually run Vial, which also gets hit by Chalice @ 1.  Of course, I can just hardcast Shusher, but it seems like a very roundabout way of doing things.

One of the things I've found is that something is always interfering with something else.  Null Rod/Chalice of the Void interferes with Aether Vial.  Teeg interferes with Chalice of the Void.  Magus of the Moon interferes with 3+ color builds.  Kataki's War Wage interferes with Ethersworn Cannonist. 

I'll probably switch the Chalices in my deck to Null Rods, and switch the Dead/Gone to Swords again, which seems to be the most minimal interference (only Mox).
Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
Evol daN
Basic User
**
Posts: 41



View Profile Email
« Reply #134 on: October 23, 2008, 01:59:27 pm »

Sweepers like Massacre and Hurkyl's/Rebuild are imo what have held back Shops and Fish decks in the past respectively, losing everything on 1 card is not so good.  You gained a lot of tempo, but then you lost just as much if not more when those cards are played.   But by mixing sources of effects with non-creatures (Pillar, Chalice, Thorn, etc) and non-artifacts (Pillar, Teeg who is amazing now that WG is playable for Cannonist and Goyf, Blood Moon, Magus of the Moon, Mindscenor Glowrider) you force them to use single target spells.  This softens that tempo swing back.  Pillar is answered by neither of the great answers, leaving Chain of Vapor as the only thing that multitasks. 

I might also note, combined with your later comment about 4 x Teeg, Teeg is another card that locks out Massacre. I have wondered if the printing of Wild Nacatl, but especially the Cannonist would elevate Teeg into a playable position.

Since I have almost no experience with this type of deck, I wonder how important the basics/duals/fetches are vs. a slightly heavier 5 color mana base (up to say 18-19 lands). Even talking about a 5 color mana base here may be a foul, this is after all a mountains thread. I realize the threat posed by Wastelands + Sphere combinations, but the removal of Plains from the list also removes the threat of Massacre. I also wonder about the possibilities that stem from playing a 5 color mana base.  But, really this is another question...

Could variations of this deck see greater benefit from the 5 color interchangability of cards like; A Recall, Trinket Mage(and his tool box), Demonic, B.Storm, Thoughtsieze, and sinergistic underplayed bombs that hover at or below 3 mana.

Curious about your opinions.
Logged
chief
Basic User
**
Posts: 75


View Profile Email
« Reply #135 on: October 23, 2008, 03:38:34 pm »

I dunno what all the fuss is about...massacre isn't at all scary. A bunch of your dudes live through it, so play smart and don't overextend and you'll be fine.  As long as you aren't a total donkey you won't lose to massacre.  Also, in my deck 3 mana in a mana cost is too many.  Two is the highest I'll go on any card.  Further comment on sweepers vs my deck- vial and clamp beat em for you.  They sweep, you have a clamped guy, you draw some cards.  They sweep, you vial in a dude at their end step and keep swinging. 

I realize that many of these comments are meant for the "real" tmwa's here and not my zoo-ish deck, but those are some of my reactions to what's been discussed.
Logged
TopSecret
Full Members
Basic User
***
Posts: 864


View Profile
« Reply #136 on: October 23, 2008, 03:45:33 pm »

Duergar Hedge-Mage hasn't been that great imo.  Too expensive and situational for maindeck.  Right now I'm testing out Viridian Zealot.  Hits stack pieces and Oath in one card. 
Duergar Hedge-Mage can hit Oath and/or artifacts as long as you have the right combination of Plains and/or Mountains in play.
Logged

Ball and Chain
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #137 on: October 24, 2008, 12:47:35 am »

I realize that many of these comments are meant for the "real" tmwa's here and not my zoo-ish deck, but those are some of my reactions to what's been discussed.

Zoo is where it's at. Wink  For the record, I like your alot deck.  I've found most Magus of the Moon centered builds to be horribly clunky at times. And there's a simplicity to R/G beats that I've always found alluring.

Duergar:
The thing I don't like is it's slow not just on when he can be played (3 mana) but also when he *should* be played (after the artifact/enchantment) is played.  It's something I've noted even with Tin-Street that sometimes he's your only play but there's no artifacts to scrap.  Zealot can be played preemptively, this puts them on the defensive which is where you want to be.  Plus, there aren't too many enchantments that you want to deal with so most of the time it's just an overcosted Tin-Street. 

Teeg:
Definitely playable.  Tarmogoyf and Cannonist imo are near must-play cards in any Fist/TMWA/Zoo style deck.  This gives you big reasons to play GW which in turn gives you no excuses not to run at least 2x Teegs (baring you are also playing Blue, then I wouldn't run him).  I'm probably overdoing it with 4x, but that's just my personal design preference. 

Massacre/5 color:
I think its was more an issue against old UW decks because they didn't have anything that survived post-Massacre and had poor clocks.  Any Fish/TMWA/Zoo deck these days will likely have at least Tarmogoyf which will survive and keep beating.  It's still good though, any time you can get a 2+ for 1 at 0 mana is good.  But I wouldn't go 5-color just to beat Massacre.  There are 5-color builds, but to be honest I don't really see the need anymore.  All colors give you really strong options now, so can easily fill a deck at 2-3 colors. 
Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
Myriad Games
Master of Mountains
Full Members
Basic User
***
Posts: 1249

So Many Games - So Little Time - So Start Playing!


View Profile WWW Email
« Reply #138 on: October 24, 2008, 07:51:37 am »

Congratulations on your victory, Chief!

How do you handle Oath? Were the Ray of Revelations in the board enough? How is the matchup vs. Combo? I know you have Orim's Chants, REBs, and Null Rods in the board. If you board out the Vials for the Rods, what else goes out?

I agree that the more accelerated the metagame, the more svelte the decks must become, so that lends itself toward either massive acceleration or just lower casting costs across the board.
« Last Edit: October 24, 2008, 08:08:44 am by myriadgames » Logged

Myriad Games
Your Friendly Professional Game Stores
1-888-8MYRIAD
www.MyriadGames.com
www.Facebook.com/MyriadGames
Miaou
Basic User
**
Posts: 79

super_miaou@hotmail.com Miaou296
View Profile
« Reply #139 on: October 24, 2008, 01:09:15 pm »

I thought I'd share my build, as it is testing pretty good! It's a step away from the Zoo builds posted here recently, but I still like it.

Mana (22) :

3x Wasteland
1x Strip Mine
3x Bloodstained Mire
3x Wooded Foothills
2x Badlands
2x Taiga
1x Bayou
1x Mountain
1x Forest
1x Swamp
1x Black Lotus
1x Mox Emerald
1x Mox Jet
1x Mox Ruby

Creatures (16) :

4x Mogg Fanatic
4x Tin Street Hooligan
4x Dark Confidant
4x Tarmogoyf

Spells (22) :

4x Duress
1x Thoughtseize
4x Red Elemental Blast
4x Pithing Needle
4x Null Rod
4x Diabolic Edict
1x Demonic Tutor

SB:

4x Thorn of Amethyst
3x Extirpate
2x Viashino Heretic
2x Krosan Grip
2x Ancient Grudge
2x Umezawa's Jitte

Onto the card choices:

I feel that given the colors, the creature base just kind of built itself. Goyf is a huge beater who is cheap. Confidant allows me to get some cards back if he sticks, which is a huge bonus considering it is really easy to empty your hand early. I need some MD artifact hate, and 12 creatures is really low, so the Hooligan is the perfect fit. It helps in almost every match-up and can lend a hand with the mana denial theme if need be. As for the fanatics, he is mostly here for the odd Welder, Bob, Aven Mindcensor or whatever else. I would really have liked him to be a Grim Lavamancer but it's just not synergistic with the Goyf Sad
Lavamancer can straight up kill the same targets as the Fanatic, but can also clear the way against Trinket Mage, Ethersworn Canonist and even better Sower of Temptation post board.

As far as the disruption goes, Null Rod is just so brutal at mana denial and messing up kill conditions that I cannot see myself cutting it. Where I play, Bomberman, Painter and Tez are all popular and each gets owned by a Rod. However they also all run at least one MD bounce spell which is where Pithing Needle comes in. Coupled with Null Rod, most decks can't deal with both artifacts, which means they need to find their other kill condition (generally Tinker+DSC) if they have one. Other uses for Needle include shutting down fetchlands (which combined with Null Rod + Wastelands can be a beating), welders, wastelands (VS shops), tops, etc. You get the idea, it's a versatile card and is very rarely dead.
Also the list I run has 5 Duress effects, which help you make aware of the opponents deck. Duress is great against combo and control alike giving you a solid first turn play. There are five of these as I really want to play some disruption as soon as possible (5 Duress + 4 Pithing Needle or 4 ReB should equal to at least one of those 9 cards in your opening hand). The 4 ReBs is totally a metagame call since there is a lot of control present.
Finally there are the 4 Diabolic Edicts. Considering I don't play white (no STP ><), and that I have to deal with Tinker + DSC, I see two choices: Edict and Dead/Gone.
I am not sold on which is better, however I am currently testing edicts. If anyone has experiences concerning the two, let me know!

The deck is solid, but it is very hard to win against Oath and combo can be rough first game if you don't mulligan aggressively. Zoo type decks also have my number Razz
I don't know if I want to try and be able to win the Oath match-up, or if I should just completely forget about it. Right now my SB plan VS Oath is pretty sketchy. It includes siding in Extirpates (in the off chance I get to Duress an Oath) and Krosan Grips. I could see myself playing with Seal of Primordium as it doubles as artifact hate for the workshop matchups, but I like being able to avoid chalice at 1 and 2 via the heretics and the grips.

I'd be glad to answer questions, or defend my card choices if some seem off.
Logged
Troy_Costisick
Full Members
Basic User
***
Posts: 1804


View Profile WWW Email
« Reply #140 on: October 24, 2008, 01:39:14 pm »

I can't speak to what others are doing, but for my deck magus is not only slow, I have a significant number of games where I don't get to 3 mana.  If I do hit 3, that's probably all I'll get...so having him just be a vanilla 1/1 on any turn that I want to play a spell seems crappy.

There are a million ways a TMWA deck can generate 3+ mana on turn 1.  In fact, this archetype has the potential to be very good at mana acceleration (especially R/G builds).  Yours may be different than most, but typical buils the following combinations are often achieved easily in opening hands:

-Mountain, Mox, SSG
-Black Lotus
-Mountain, Mana Crypt
-Mountain, Lotus Petal, Mana Vault,
-Mountain, Mox, Sol Ring
-Mountian, Lotus Petal, SSG
-Mountain, ESG, SSG
-Mountain, Lotus Petal, Mox
-Ancient Tomb, SSG
-Ancient Tomb, Mox
-Ancient Tomb, Lotus Petal
-Crystal Vein, Lotus Petal
-Mana Crypt, SSG
-Mox, Mox, SSG
-And bunches more

If you start with a mana base that includes 8 zero CC arftifact mana sources, two 1 CC artifacts, and 4-8 spirit guides, plus some fast lands like Ancient Tomb, City of Traitors, or Crystal Vein, you can hit 3 mana turn one quite easily.  That means a Trini, Magus, or Blood Moon is a turn one threat every game.  TMWA has some very explosive potential, and think that, as was stated a couple posts above, speed may become necessary for this deck to perform well.

Peace,

-Troy

Logged

Evol daN
Basic User
**
Posts: 41



View Profile Email
« Reply #141 on: October 24, 2008, 08:20:22 pm »

But I wouldn't go 5-color just to beat Massacre.  There are 5-color builds, but to be honest I don't really see the need anymore.  All colors give you really strong options now, so can easily fill a deck at 2-3 colors. 

Massacre is not that widely played right now, that might change though if people start dropping Cannonists into lists with M Mages. Suddenly Massacre becomes alot more attractive for a couple SB slots.

I guess I was hoping to hear how useful those basics are in the Stax match, which is where I assume they shine. It seems that in a 3 color build the basics would feel too random or clunky,
Logged
chief
Basic User
**
Posts: 75


View Profile Email
« Reply #142 on: October 24, 2008, 11:50:28 pm »

Congratulations on your victory, Chief!

How do you handle Oath? Were the Ray of Revelations in the board enough? How is the matchup vs. Combo? I know you have Orim's Chants, REBs, and Null Rods in the board. If you board out the Vials for the Rods, what else goes out?

I agree that the more accelerated the metagame, the more svelte the decks must become, so that lends itself toward either massive acceleration or just lower casting costs across the board.

About half the time pre-board the deck races oath.  They need to have their oath very quickly in order to come out on top.  The swords to plowshares can get you there if you can push them through in multiples.  The ray of revs in the board are there for if I run into it...but honestly oath just hasn't been prevalent in my meta.  As for the null rods in the board, that was just sloppy board building on my part.  They should have been the needles that I swapped out for them just before the tourney. Against ad nauseam combo, the chants, canonists, and teegs should be able to get there- just bring in the rebs to hit their bounces on your canonist.  Game one if you land canonist, your clock is fast enough that they pretty much have to have the bounce in hand in order to be able to get your guy off the board and ad naus before they hit the critical life threshold where it becomes difficult to abuse the card without killing themself (around 12ish), 

@ troy- to be clear, I wasn't saying that I wish I could get to 3 mana, I was saying that I built the deck to be ok with not getting to 3 mana.  It thrives on its low casting costs and the threat density delivered by not needing much of a mana base.

The basics are useful enough to be worth the inclusion, and I have not found my mana production hindered by them in any significant way.
Logged
Myriad Games
Master of Mountains
Full Members
Basic User
***
Posts: 1249

So Many Games - So Little Time - So Start Playing!


View Profile WWW Email
« Reply #143 on: October 30, 2008, 08:00:19 am »

Chief, I found those sentiments true when I played that build on ELD's Mox XX last weekend. The Needles would have definitely have helped against Ichorid. I was amazed to actually be able to race Oath in one game. I thoroughly enjoyed playing against Tezzeret and BUG Fish. The deck seems solid overall.
Logged

Myriad Games
Your Friendly Professional Game Stores
1-888-8MYRIAD
www.MyriadGames.com
www.Facebook.com/MyriadGames
Shimster
Basic User
**
Posts: 16

247888245
View Profile
« Reply #144 on: November 10, 2008, 05:59:56 am »

My current take on mono red TMWA (post ALA):

// Lands
    12  Snow-Covered Mountain
    4  Mishra's Factory
    1  Strip Mine

// Creatures
    4  Gorilla Shaman
    4  Jackal Pup
    4  Mogg Fanatic
    4  Magus of the Moon
    4  Simian Spirit Guide

// Spells
    4  Lightning Bolt
    4  Magma Jet
    4  Null Rod
    4  Pyrostatic Pillar
    2  Genju of the Spires
    2  Smash to Smithereens
    1  Mana Crypt
    1  Mox Ruby
    1  Sol Ring

// Sideboard
SB: 4  Relic of Progenitus
SB: 4  Greater Gargadon
SB: 3  Viashino Heretic
SB: 2  Pyroblast
SB: 2  Red Elemental Blast

MB changes: I cut Fireblast, as it sucked more and more lately. The deck lacked a serious clock (like Goyf), so I desided to give Genju of the Spires a second chance. In order to make it good against other creature based decks (like Shop Aggro and Fish), I run 8 + 2 burn spells.

Smash to Smithereens is a very underrated card in the current metagame, as it says "Pay 1R, choose one - Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller and gains you some tempo; or destroy two target winconditions if you play against Tezzeret.dec."

SB changes: I cut Martyr of Ashes and added Relic of Progenitus because it's really good in this deck and screams versatility: On the one hand, it is your GY hate of choice against Ichorid and Will, on the other hand it crushes Goyf.dec AND nets you a card. Beautiful one. Smile
Logged
mort-
Basic User
**
Posts: 49


View Profile
« Reply #145 on: November 12, 2008, 03:20:43 pm »

Hi again,

I'm still tinkering with a R/W TMWA list. What has been bugging me for a long time now is that i do not have that much carddraw, nor tutoring power.
I looked at a few cards and that's what it got:

Deck (61)

Lands (22)
4x Wasteland
1x Strip Mine
4x Plateau
4x Plains
1x Wooded Foothills
4x Ancient Tomb
3x Windswept Heath
1x Mountain

Creatures (21)
4x Order of Whiteclay
1x Fulminator Mage
4x Mogg Fanatic
1x Stingscourger
1x True Believer
4x Ethersworn Canonist
1x Hearth Kami
1x Ronom Unicorn
4x Magus of the Moon

Artifacts (5)
4x Skullclamp
1x Lotus Petal

Enchantments (4)
4x Oblivion Ring

Instants(4)
4x Swords to Plowshares

Sorcerys (5)
1x Wheel of Fortune
4x Gamble

About my cardchoices:

Skullclamp: It all started with this card. Most of my creatures in the original deck where 2/2, so I would have a situation where my critters went to hit for 3 or get me 2 cards.

Order of Whiteclay: THE card in this deck. It has a great synergy with Gamble, the creature toolbox and Skullclamp. Can replay every creature in this deck, so it should give you a decent way to answer your opponents threats.

Gamble: I took it in after I added the Order. If you have Gamble without the Order.. gamble and maybe you can keep it ;D If you have the order out it's a tutor for 1 because it doesn't matter if you have to discard the tutored creature card or not.

Toolbox: With the Order online, this creatures do all something to wreck your opponents board. Aritfact removal, a walking Wasteland, a bounce, etc. I did not look that much into the creatures because I had this idea a few minutes ago, but I think you should get the idea behind it.

Basicly I added a little carddraw / combo engine into the RW control shell. Even if the combo is not online, you should have enough control over the board with Rings, Magus, Canonist and Wastelands. I'm trying to test it out in the next few days, please feel free to add suggestions / critism.

Greetings,

mort-

Edit: I didn't include a sideboard because I think it's up to you what's going in there (and mine is still in work Very Happy).
« Last Edit: November 12, 2008, 03:25:58 pm by mort- » Logged
TopSecret
Full Members
Basic User
***
Posts: 864


View Profile
« Reply #146 on: November 12, 2008, 10:35:02 pm »

I like the idea of Order of the White Clay.

My main critique is that this this deck seems too slow to compete with a lot of decks.
Order of the White Clay doesn't come down until turn three, and doesn't become active until turn four.
If some of your disruption to slow down the game was cheaper, I wouldn't consider this a big problem,
but a lot of your disruption cards are three mana or more.

Given, you have Ancient Tomb, but I don't know if relying on seeing one is a good idea.
If you had Moxen, Sol ring, and Mana Crypt, your build might be more feasible,
but without those, I'm not sure that you can cast your three mana spells early enough consistently.

Have you considered adding 1-2 City of Traitors?
Simian Spirit Guide is another card that could be useful.

Perhaps Oblivion Ring could become something else?
You already play Gamble to search for silver bullets,
so I don't see why you should play Oblivion Ring as a catch-all
when what you need is some early disruption.

Perhaps you could add Thorn of Amethyst instead of Oblivion Ring?
« Last Edit: November 12, 2008, 10:46:35 pm by TopSecret » Logged

Ball and Chain
mort-
Basic User
**
Posts: 49


View Profile
« Reply #147 on: November 13, 2008, 08:39:13 am »

Didn't think about the Thorn, consider the 4 Slots changed Smile

I don't have power, so I could only play Mox Diamonds / Chrome Moxen (in this case Mox Diamonds because I don't think that I want to pitch anything for Chrome's). Adding City of Traitors would be bad I guess, I fear to get colorscrewed too much + I want to keep the Wastes / Strip Mine.
Same goes for Sol Ring / Mana Crypt.
So it's either Diamonds or SSG's, although I don't know which slots to cut for either of them.
Logged
TheOrangePet
Basic User
**
Posts: 38



View Profile
« Reply #148 on: November 18, 2008, 09:19:57 pm »

1 Black Lotus
4 Chalice of the Void
1 Lotus Petal
1 Mox Emerald
1 Mox Ruby
2 Elvish Spirit Guide
4 Land Grant
4 Root Maze
2 Gorilla Shaman
4 Kird Ape
2 Lava Dart
4 Lightning Bolt
4 Mogg Fanatic
2 Shrapnel Blast
4 Simian Spirit Guide
4 Storm Entity
4 Tin Street Hooligan
1 Forest
2 Great Furnace
1 Strip Mine
4 Taiga
4 Wasteland
 
SB
3 Ancient Grudge
3 Price of Progress
3 Pyroblast
3 Pyrokinesis
3 Red Elemental Blast

Props. This is Brain LeGrows deck from Blue Bell last month. Thoughts?

I've fished like 40 hands and I like how it feels. The Storm Entities are incredibly explosive at times. I also like the speed of Root Maze/Chalice.
Logged

Guli
Basic User
**
Posts: 1763


View Profile
« Reply #149 on: November 18, 2008, 09:47:01 pm »

Nice to see root maze, will help this deck a lot. How is the storm entity working out? I image this deck empty hand pretty soon so he would only be good at some momentum. (in theory)
Logged

Pages: 1 ... 3 4 [5] 6 7 ... 11
  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 0.129 seconds with 20 queries.