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Ben Kossman
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« on: September 01, 2008, 03:27:42 pm » |
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So it seems that Wizards is making some pretty scary critters for us beatdown players....
Gold:3 3 Gaddock Teeg
Green:4 4 Tarmogoyf
Red:16 4 Kird Ape 4 Taste of Mayhem (Bloodthirst is this deck's natural state anyway so this card is better than Rancor in terms of cost/damage ratio...) 4 Chain Lighning 4 Lightning Bolt
Split:4 4 Figure of Destiny
White:13 3 Jhotun Grunt 3 Kataki 3 Isamaru 4 Savannah Lion
Land:20 4 Taiga 4 Savannah 4 Plateau 4 Wooded Foothills 3 Moxen 1 Lotus
I eschewed power in this deck in favor of more creatures and Dual Lands but you could put a few moxen in and speed things up. The idea is to beatdown efficiently while disrupting their game with Kataki, Grunt, and Teeg....The deck is simple but should hold it's own by virtue of efficency and nasty hate....I'll post a sideboard alter...There's no reason not to run RGW of you're playing a beatdown deck right now...
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"To truly be safe, we must kill everyone." George Jacques Danton; Committee of Public Safety
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IthilanorStPete
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« Reply #1 on: September 01, 2008, 03:59:31 pm » |
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Too slow with not enough disruption.
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Gort32
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« Reply #2 on: September 01, 2008, 08:50:43 pm » |
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How do you live to turn 3 against half of the field? Any combo will just ignore your beats. Ichorid will just have to make a couple more tokens. Heck, even Belcher could roll over you with this deck.
You need a bit of quick disruption to make a combo deck hesitate. Maindeck REB may be a good choice , but you may also want to look at disruption with alternate or free casting costs as your gameplan will be (and has to be with beatdown) to tap out every turn for critters. Tormod's Crypt seems to be a no-brainer and Chalice of the Void should slow things down closer to your level.
Once you've gotten past the early game where combo can take you out you'll then have to worry about control just taking over the game underneath you. On first thought I'd say to avoid letting your opponent get to the midgame in the first place and run Seedtime or Orim's Chant. If you are going to do all of your real work in the combat phase and are useless during your opponent's turn, increase your ratio of your turns to his.
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Ben Kossman
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« Reply #3 on: September 02, 2008, 10:44:28 pm » |
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Hi, which game do you play? I'm just trying to build a deck that wins along the same lines as TMWA. This would do fine against most of the decks out there even if it didn't overpower them it offers enough disruption to make beatdown a possibility. I think adding Wasteland and Magus of the Moon would probably be better than Bolts and Taste for Mayhem though maybe Root Maze would be good also...
Artifact:7 3 Thorn of Amtheyst 1 Mox Emerald 1 Mox Ruby 1 Mox Pearl 1 Black Lotus
Gold:3 3 Gaddock Teeg
Green:8 4 Tarmogoyf 4 Root Maze
Red:11 3 Magus of the Moon 4 Kird Ape 4 Mogg Fanatic
Split:4 4 Figure of Destiny
White:10 3 Glowrider 3 Kataki 4 Jhotun Grunt
Land:17 4 Ancient Tomb 4 Wooded Foothills 1 Windswept Heath 4 Taiga 1 Savannah 1 Plateau 1 Plains 1 Forest
The deck is still evolving but beats are secondary to disruption....Which is better? Aven Mindcensor or Glowrider? I think glowrider but that's certainly open for discussion. Is Mindcensor still good in a post Brainstorm/Fetchland environment? If not I like Glowrider and I'll probably add Thorn of Amtheyst also...I'm playing Ancient Tomb main so I can accelerate into an early Thorn followed by Glowrider. If that doesn't put a crimp in someone's plans then nothing will...Maybe Mogg Fanatic would be better versus Ichorid as well...I feel pretty good about Grunt and Teeg helping things in that matchup...I checked out the TMWA threads and there are some great ideas there as well...How good is Figure of Destiny in Vintage? It seems like a pretty good late game card to me (Assuming there ever is a late game...). BTW people that don't know anything about a deck or how it works shouldn't talk. The initial version of this deck did need work but I wonder if the same people that dismissed my idea out of hand would have anything positive to say when it does end up winning (like the three deuce variants I saw winning in Europe on Morphling.de)?
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« Last Edit: September 03, 2008, 09:00:24 am by Ben Kossman »
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"To truly be safe, we must kill everyone." George Jacques Danton; Committee of Public Safety
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IthilanorStPete
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« Reply #4 on: September 03, 2008, 12:21:11 pm » |
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-Glowrider's definitely better with no Scroll. -Figure seems too slow for Vintage; I'd go with Skyshroud Elite for undercosted beatz. -Skullclamp to give you fuel?
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Ben Kossman
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« Reply #5 on: September 03, 2008, 08:16:37 pm » |
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You're probably right but I'm going to test it anyway...What do you think of Mox Monkie? I would rather play an additional hate card before skullclamp but that's one more idea worth testing...
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"To truly be safe, we must kill everyone." George Jacques Danton; Committee of Public Safety
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IthilanorStPete
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« Reply #6 on: September 04, 2008, 07:41:51 am » |
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He doesn't really address your biggest weakness. (TPS) It still doesn't seem that you have a great matchup against them - put some SSG's in or City of Traitors to speed out Thorns/Glowriders?
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Ben Kossman
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« Reply #7 on: September 04, 2008, 10:28:08 pm » |
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I feel like I can compete with TPS if I get an early Rider, Thorn, and/or Teeg...It will always be a tough matchup regardless of what you play...It's TPS.
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"To truly be safe, we must kill everyone." George Jacques Danton; Committee of Public Safety
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asi
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« Reply #8 on: September 06, 2008, 11:15:31 am » |
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I wouldn't play a 10-turn-clock that doesn't disrupt your opponent and can become 1/1 against Wastelands in vintage. So, cut Kird Apes. I would add Thorn, Glowrider, then either Kataki or Teeg or -probably better- a Strip Mine. I don't like Root Maze nad Figure of destiny too much, but don't want to say anything till those cards are tested.
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Ben Kossman
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« Reply #9 on: September 07, 2008, 01:42:58 pm » |
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Yeah, scrap Kird Ape for Wasteland...and root maze for Mox Monkie...
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"To truly be safe, we must kill everyone." George Jacques Danton; Committee of Public Safety
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