Harlequin
Full Members
Basic User
  
Posts: 1860
|
 |
« on: October 09, 2008, 03:42:21 pm » |
|
Rather than start with a list, I thought for this post (well article at this point). I would go through the thought-flow of how our team builds new decks.
If you look at the new Esper creatures from shards of alar, two exsisting decks come to mind: UWb fish, and Shop Agro. So lets review the new cards in the context of those deck types. The three creatures we'll focus on are: Etherium Sculptor - the onesided helm Ethersworn Canonist - the onesided rule of law Master of Etherium - the unlimited tarmogoyf + shared triumph
Ethersworn Canonist alone is not that impressive, but his ability can be backbreaking if the deck is built to amplify him. Many other choices in the deck are made because this guy is so amazing.
Master of Etherium is the win condition. Coupled with the other 8 artifact creatures AND mishra's factory, this guy can turn a non-clock board into two turn clock. He really is Tarmogoyf 2.0. If you don't believe me, have you ever seen a single Tarmogoyf get CHUMPBLOCKED by Greater Gargadon? Master of Etherium has! Also in testing, I've used a 8/8 master to stare down a Sundering Titan. Soon he was a 10/10 and could start swinging.
Ehterium Sculptor makes Ethersworn Canonst the most insane Isamaru ever, and it makes Master of Etherium the most insane Tarmogoyf ever. He also alows the deck to effortlessly run Thorn, because he makes your non-creature artifacts (mox, relic, top) cost thier normal amounts. The creature fits the roll of both AEther Vial in WU Fish and Workshop in ShopAgro.
~ Considering Blue White Fish? - great control and true mana denial - easy to win if you're winning -- Has problems with anything bigger than a 2/2, especailly if they come in multiples.
~ Consider Shop Agro? - Fast, big beats - doesn't care about creatures (either stomps over them or floods around tinker) - Runs spheres + Wasteland -- Has no countermagic, so it spends a few turns with it's pants down -- Has trouble with mass bounce -- Manabase dependant, not hitting shop spell doom.
Shops or Force of Will.
We have 12 creatures, Thorn, and at least Recall, Timewalk. So roughly a 1/3 of the deck is devoted to its colored artifact creatures. Now we are at a cross roads... The deck has 12 artifact creatures + thorn. Shops look good, but if we go with shops, the rest of the deck has to focus on colorfixing and makeing good use of shop mana (so 3+ cc artifact creatures, and sphere). On the other hand, the deck runs 8 blue creatures which puts us very close to being able to support force of will.
I think ultimatly shops and etherium sculptor are not that synergistic. Also splitting the deck between cards that need colored mana and cards that need shops (like triskellion) will lead to consistancy problems or loading up the deck with mana-fixers.
By going force of will we need to balance two ideas: We need good control cards along with draw cards to support force, and we need to be mindful of ethersworn canonist. If we go overboard on the 'wrong blue' then canonist becomes too symetrical.
The Solution: Counterbalance Top. Basically, the only deck I've played in Legacy for more than two years has been some version of WUx Counterbalance Control (4 etutors wtf?!). This has given me a fairly strong understanding of counterbalance, including why its main weakness makes it unplayable in vintage. The main weakness is that when a deck can get several casting costs spells playable in a single turn, they can out menuver your top. CB-Top is not easy to play. You want to be agressive, but not fall for bait. You want to play threats down, but you want to keep top mana and fetches open. The "balance" part of counterbalance is true to its name.
Canonist and Counterbalance are a perfect match. Apart they can slow the game, but each card has weaknesses. Together they are nearly unstopable, because the stregth of one leverages the power of the other and more than compensates for the weakness.
So to our main list we add: 4 Force, 3 CB, 3 Tops, Etutor, and Brainstorm (and lock in the 4 thorns)
This leaves us about 7-8 slots for draw + funnzies, with 22-23 mana sources.
Considerations for the final Slots:
- Unsupported Force of Will. Running force of will without some sort of hand recouping cards is often means force will be either uncastable or force you into difficult decision (let tinker resolve, or pitch master of etherium?). - Welder. Welder could cause issues for us. Welder can be used efficently against us both offensively and defensively
- Ichorid/Dredge/Dragon/Graveyard.dec. Our maindeck stratigy is built to beat 'normal' decks. Anything that uses the graveyard as a primary stratigy will likely give us problems
- Oath. Contrary to popular belief, one of the main weaknesses of Oath is large amounts of big aggro. This is even worse when that deck packs force. Because it means oath can't just mull to a first turn oath and throw protection to the wind. However not acknowledging the exsistance of oath is a good way to eat those words.
- Tinker. Tinker can definatly ruin our day. If tinker hits early, and we are not in a possision to race what they get, it can spell the end.
- Non-basic Hate. This deck is going to have problems with Waste/Crucible as well as Magus of the Moon if the manabase is not up to the chalange.
- Canonist (an other artifact synergy). We have to consider canonist in the remaining deck choices. If we stray too far from the safty of artifacts then we run the risk of having canonist turn our opponents counters into "last word" on our removal/draw. Also artifacts can be tutored with Etutor, reduced in cost by Sculptor, and pump master.
Filling the Slots:
Indirrect Welder hate "killin 5 Birds with 2 stones".
Right now the deck doesn't care about the graveyard at all. Any cards in a graveyard, including our own cards are just liabilites. Tormod's Crypt would be a good choice, but we can one-up crypt: Relic of Progenitus. It can be used to blow up the underworld against graveyard decks, it can dirrectly counter offensive welds (by targeting yourself, and chosing to remove the card they target), With sculptor is even costs the same! Worst case we can cycle it.
The second 'stone' aginst welder is Sword of Fire and Ice. SOFI gives us a mid-late game draw effect and turns any creature into a monster. It also gives us game against Welder and Magus of the Moon.
So the first cards we add maindeck are at least: 2 Relic, 2 SOFI
To fill out the rest of deck, let's consider #1 we need more draw effects, and #2 we need more blue cards. Fortunately blue has plenty of draw. I really like Ninja of Deep Hours for this slot. Its blue and draws cards for force support, Its a creature who can hold equipment, AND it doesn't interact with Canonist. To me, the inclusion of ninja is the deciding factor to run Mishras Factory. Again, increasing the creature count, and getting a solid way to put Ninja down. With factories in the deck, the land count should really be 23 (with 3 off color mox, sol, possibly crypt, and 3 factories you're sitting around 15 U/W sources).
The last Card...
With 23 Mana, 12 core creatures, 18 core spells, 6 relic/sofi/ninja That leaves us a single slot in the deck. The wildcard! Simple choices would include an extra Land, CB, Relic, Sofi, or Ninja. All fine choices.
Here is a fairly long list of cards that were considered for longer than 3 seconds...
AEtherspellbomb - answer to tinker, and big dudes Echoing Truth - again, an answer to things. Less synergistic than AEsb but more versitile. untutorable. Forcefield - the card I ultimately went with and regreted... good against oath (which I thought would be bigger) and Tinker. Memory Jar (wo tinker) - not that good Timetwister - not sure if this is better or worse than Jar Mizzium Transloquator - combo off thier timevault, also is Master of Etherium #5, or an extra swords or thorn... Copy Artifact or Sculpting Steal - Same as above, but is cheaper to maintain and doesn't have timevault tricks Trinisphere - Hey, its a restricted artifact... can't be bad right? Seem very dis-synergistic with the entire deck though Grand Arbiter Augustin IV - Suprizingly synergistic with the entire deck. Not that easy to cast. Thruming Stone - Again, not as bad as you might think. If you've never played around with Top-Thruming stone, you would likely just dismiss this Mask of Memory - cheap equipment for digging. Tinker (alone) - Really not that impressive without a monster... March of the Machines or Karn - Onesided moxen killing is neat, But both are expensive to cast
Other 3 card ideas (where you would cut a 2-of Ninja/Relic/SoFI) Tinker, Jar, Titan - All those are usually good Timevault, Key, Trinketmage/Key2 - Adds a combo finish Thruming Stone, Top#4, Brainfreeze - With a 1-sided helm on your side, going infinite storm wouldn't be too tough. Either Stone or Brainfreeze will allow you to quickly win the game with Sculptor in play. Meddling Mage x3 - I have these in the board... but I could see them preboarded for game 1 (perhapse in place of the relics).
===============================
The sideboard:
2 Relic (going to 4 total). Relic is amazing post board against Ichorid/graveyard.dec AND slaver. 3 Seal of Cleansing 2 Dispellers Capsule -- I think have 5 anti-eflux cards is a minimum requirement. They can also answer tinker, oath, and come in agianst shop-anything 3-4 Meddling Mage - Eflux, and Hurkyls are REALLY nasty post board. Shatteringspree ain't no picknick either. There are just so many cards to hose you post board. 3-4 Hanna's Custody - With SO much targeted removal for timevault out there right now, I REALLY regret not thinking of this card before I played the deck. As a bonus it stops Welder AND any Timevault combos. It shuts off your equipment though. ... thats 15 assuming you go with 4 Meddling mage, and 4 Hanna's. So you could have 1-2 slots to include any cards that didn't make the main. Also running a land in the board isn't a terrible Idea. I would probably run 2 maindeck basics with a tundra in the board (because white maindeck isn't as important as it is post-board).
Locking in The Mana Base:
23 cards slots for mana.
3 Factories 6 Mox5 + lotus 5 Fetches 5 Tundra + Islands (either 3:2 or 4:1) 1 Tolarian Acad
3 Bonus Slots
I'm happy with the choices I made: Sol Ring, Mana Crypt, Tolaria West. Of the 3 cards, I think Sol Ring is probably the most contraversial. Tolaria West is actually great in this deck. Its either a sub-par blue source if you are blue-starved, or more commonly its an uncounterable blue seathing song that stays in play, which is you know... amazing!
////////////////////////////////////////////////////////////////
I hope you enjoyed a look into the construction of this deck. Id be happy to answer any questions, or respond to any critisism of the deck.
- Harlequin
|