The_spooky_kid
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« Reply #60 on: October 30, 2008, 08:07:16 am » |
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game 2 you sb in +1 tropical island, +4 xantid swarm +2 chain of vapor, - 1 island, - 4 pact of negation, -1 hurkyl's recall, -1 necropotence. game 2 turn 1 duress/ xantid swarm. your game 2 hand really wants to find xantid swarm in this matchup. If a xantid resolves you cannot lose the game. Even if you don't have the win right away, chain of vapor will "ALWAYS" be better than seal of primordium.
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« Reply #61 on: October 30, 2008, 09:47:29 am » |
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Have any of you tried using Gemstone Mine instead of the Fetchlands? It cannot be Stifled and does not cost you life, which is one of the problems I've found with the deck. Additionally, it adds any mana to your mana pool, which makes splashing much easier. It may not thin your deck, but everything else about it is superior to the Fetchlands.
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He draws a Tinker and sacrifices his Mox Emerald to create a Sundering Titan (following the Transformers’ rules for conversion of mass)
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Nehptis
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« Reply #62 on: October 30, 2008, 10:59:37 am » |
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Interesting point you make. I'd also add that historically the deck thinning ability of Fetchlands was important to combo. But, with this deck once Ad Nau is cast, deck thinning becomes moot.
It's worth testing.
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Webster
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« Reply #63 on: October 30, 2008, 11:04:21 am » |
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Fetchlands give you a fighting chance against mana denial strategies because wasteland is pretty terrible against them.
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Liam-K
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« Reply #64 on: October 30, 2008, 08:19:07 pm » |
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Fetchlands and basics make you not lose to wasteland. You're trying to get to 5 mana here, and you run at most 12 land. Wasteland is a serious threat. The mana base is a potential high point of AdN. If you see my list in the other thread, it has 2 seas and an Academy, the rest is waste-proof. The bayou is in the sideboard.
Not to mention gemstome mine running out has cost me more than a few games with grim long.
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Jay
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« Reply #65 on: October 30, 2008, 08:30:22 pm » |
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I agree with webster and Liam... gemstone mines get hit by wastelands, while fetchlands can pull out the basics. I'm more worried about wastelands hitting my lands than stifles. I'm still trying to determine the correct number of fetchlands to run. I think 4 polluted delta is ideal, but then you have the option of running up to 2 bloodstained mires. The life loss hurts, but only a little. It helps towards threshold, but only a little. The biggest thing I consider is its ability to grab either underground sea or a basic swamp, or bayou after the board. It also depends on the amount of open land slots. I tried lowering my land count to 11, but had to mulligan a couple hands that may have been ok had I drawn a land, so I'm starting to think 12 is the correct number, perhaps 1 as a bloodstained mire.
I could spend a lot of time talking about timetwister, and I guess I'll just keep working it back in and then taking it out. The problem is you don't want to give them 7 cards and then pass the turn. I could maybe see it as good if you're on the play and you replace a hand that you would have mulligan'd while making them draw 7 new cards, knowing they liked their hand enough to keep it. But I really think it's only good when you can keep taking your turn after it resolves.
I've had a couple first turn kills this way. Like you play underground sea, tap for dark ritual, play sol ring, play chrome mox imprint blue, then play timetwister with BB floating. Then maybe with your new hand you can duress, play mox sapphire, chain of vapor your sol ring, dark ritual, recast sol ring, then tendrils. This isn't too uncommon (there are lots of combinations of cards in this deck that allow you to do this) and it makes timetwister look really good.
But I've tried to do this before and drew a hand of 7 that I would normally mulligan with mana floating that I couldn't use. And now my opponent has 7 more cards too. You're almost always going to lose win that happens, aren't you?
Even if I wanted to run timetwister, I'm not sure that I'd want to pull anything out. My build differs from yours by running an extra search card (ponder) and an extra disruption card (thoughtseize) in place of it and a land. Extensive play testing has told me I need 9 search and 9 disruption for this deck to be successful. I could run timetwister in place of a search card and sometimes hope to win on timetwister without Ad Nauseam, but that only works about 50/50.
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Liam-K
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« Reply #66 on: October 30, 2008, 09:09:56 pm » |
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Like I said earlier in the thread, and Spooky alluded to, Twister is often a key card from a less than ideal position. Say you're trying to mount a second attempt after blowing your Rituals, or you've lost a bunch of life, or Null Rod hit the table or something like that. Twister very often comes online long before anything else could in these situations, even from inside your deck. Remember you can tutor for it.
Secondly, say you *do* have a hand where you resolve Twister first turn with mana floating and duress backup. Do you really think you improve your odds of taking down the game by throwing it back and drawing 6? Or 5? It's not always an optimal first attempt but in my experience it's lightyears better than mulling for something else, which you would do if that Twister was a utility card.
Bear in mind this deck plays more accelerants than anything else in the field. Even on the draw, your opponent is likely gaining 1-2 cards off the twist, where you're likely gaining 4ish. Sometimes, dropping a handful of moxes, resolving Twister, firing off a duress and threatening a 5 mana untap next turn with a full grip is vicious enough to be worth giving your opponent 2 cards, especially when they haven't developed their manabase enough to exploit the refill the way you're about to.
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Marske
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« Reply #67 on: October 31, 2008, 04:26:19 am » |
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game 2 you sb in +1 tropical island, +4 xantid swarm +2 chain of vapor, - 1 island, - 4 pact of negation, -1 hurkyl's recall, -1 necropotence. game 2 turn 1 duress/ xantid swarm. your game 2 hand really wants to find xantid swarm in this matchup. If a xantid resolves you cannot lose the game. Even if you don't have the win right away, chain of vapor will "ALWAYS" be better than seal of primordium. I agree, after testing the seal and testing your sideboard plan I've put 2 Chain of Vapor in my sideboard and cut the Seal. I tried lowering my land count to 11, but had to mulligan a couple hands that may have been ok had I drawn a land, so I'm starting to think 12 is the correct number, perhaps 1 as a bloodstained mire. I'm very pleased with my current manabase (as posted else in this thread) and I think 12 lands is the correct number. Adding things like Gemstone mine seems like a bad idea to me, for the same reasons as stated above by Liam and Jay. I must say the deck looks to be taking form and the "core" seems to be defined well enough, now all we need is some top 8 finishes..
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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Jay
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« Reply #68 on: October 31, 2008, 07:27:57 am » |
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anyone have any examples of times they've used the platinum angel in a game? I haven't tested it yet.
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The_spooky_kid
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« Reply #69 on: October 31, 2008, 10:33:52 am » |
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you board it in against fish/ creature matchups and verses ichorid
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nineisnoone
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« Reply #70 on: October 31, 2008, 12:03:02 pm » |
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Like I said earlier in the thread, and Spooky alluded to, Twister is often a key card from a less than ideal position. Say you're trying to mount a second attempt after blowing your Rituals, or you've lost a bunch of life, or Null Rod hit the table or something like that. Twister very often comes online long before anything else could in these situations, even from inside your deck. Remember you can tutor for it.
Secondly, say you *do* have a hand where you resolve Twister first turn with mana floating and duress backup. Do you really think you improve your odds of taking down the game by throwing it back and drawing 6? Or 5? It's not always an optimal first attempt but in my experience it's lightyears better than mulling for something else, which you would do if that Twister was a utility card.
Bear in mind this deck plays more accelerants than anything else in the field. Even on the draw, your opponent is likely gaining 1-2 cards off the twist, where you're likely gaining 4ish. Sometimes, dropping a handful of moxes, resolving Twister, firing off a duress and threatening a 5 mana untap next turn with a full grip is vicious enough to be worth giving your opponent 2 cards, especially when they haven't developed their manabase enough to exploit the refill the way you're about to.
Exactly. I would look at it just as a card draw, that may or may not win you outright. Look at cards in play. For each card you have in play you net a card (+1 or draw 2, since draw 1 is neutral). For each card they have in play you lose a card (functionally). If you have mana floating, then you just subtract that mana out of the cost. So if they go, land, Ponder, go. And you go land, mox, mox, Ritual, Timetwister with BB floating, you: +3 cards or draw 4 (mox, mox, land), discard 1 card (opponent's land), for 3 mana (Timetwister), minus 2 mana (BB floating) which effectively means that you drew 3 cards for 1 mana.... a.k.a. Ancestral Recall. You can't use that mana? So? It's not like Merchant Scroll for Ancestral Recall was ever a bad play.
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« Last Edit: October 31, 2008, 12:07:41 pm by nineisnoone »
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Liam-K
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« Reply #71 on: October 31, 2008, 01:50:59 pm » |
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Is anyone else still running 11 land? I have found it fine so far, though I should note I feel free to side in my Bayou to increase the land count even if I don't want any green cards.
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neotrophy
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« Reply #72 on: October 31, 2008, 05:39:40 pm » |
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The issue that I see with Twister is that you're almost always using it as an only threat. Decks like TPS and particularly Grim Long can throw a draw 7 out there as bate, then play another, more potent threat on top. But with the main path to victory being a 5 mana instant, this doesn't work so well.
Just as an aside, some have been debating the use of Necropotence in the deck. Start talking about Time Twister before you're playing Necro in here and I think you should give up the game and send all your cards to me.
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Marske
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« Reply #73 on: November 03, 2008, 03:53:00 am » |
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The issue that I see with Twister is that you're almost always using it as an only threat. Decks like TPS and particularly Grim Long can throw a draw 7 out there as bate, then play another, more potent threat on top. But with the main path to victory being a 5 mana instant, this doesn't work so well. This was one of my first problems with Twister (as you can read in my initial post) it still feels a bit clunky at times but I do think a Draw7 is necessary in this deck with twister being the best you can pick for this deck. Just as an aside, some have been debating the use of Necropotence in the deck. Start talking about Time Twister before you're playing Necro in here and I think you should give up the game and send all your cards to me. I don't see debating things that "seem like an auto include" as a bad thing... following what everybody thinks is "needed" stands in the way of innovation. Sure Necro, draw7's, Dark / Cabal Rituals seem like auto includes in any storm deck, but this doesn't necessary mean it's actually true.
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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neotrophy
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« Reply #74 on: November 03, 2008, 06:14:21 am » |
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Oh, I don't think that debating Necro's inclusion in the deck is a bad thing, just that it's a whole heap better than Twister. I don't think I've seen a list that included Time Twister over Necropotence, I was just hoping I could acquire a new collection from some poor sap  I'm really not sure that the deck needs a draw 7, but I think a little more card draw is a very good thing. Not quite sure what the answer is, mana is an issue, and every artifact if the deck produces mana, so Thirst for Knowledge is out. Gush would be great, if you had a snowball's chance of supporting it. The most appropriate other card that springs to mind, now that you've included Ponder, is Impulse. It's more a dig for real gas than a real draw spell, of course, and it does seem a little expensive for this deck though. I guess the other issue there is that every other draw spell in the deck cost U or life, which isn't what you need for digging yourself out of a hole. If you are going to play Time Twister, I definitely think that the balance swings more toward Pact over Thoughtseize, in the other big debate of this deck so far. It's much easier to get that vital black mana to get yourself rolling again when you don't have to use one to protect yourself. And I really don't think that this is a deck where you want to pass the turn to an opponent with a hand full of cards and mana on the table. No doubt in my mind that Twister is the best draw 7 for the deck. The only other option is Tinker/Jar, which ups the CMC and chews up 2 slots over 1. Could be an interesting option in the board, where Tinker's already living, though. Hmmm... After that little brain dump, I'm coming around to the idea.
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Liam-K
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« Reply #75 on: November 03, 2008, 07:29:25 am » |
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I've tested singleton impulse. It's not too bad. I have it out for now but I wouldn't rule against ever putting it back in.
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Marske
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« Reply #76 on: November 03, 2008, 08:32:33 am » |
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I'm really not sure that the deck needs a draw 7, but I think a little more card draw is a very good thing. Not quite sure what the answer is, mana is an issue, and every artifact if the deck produces mana, so Thirst for Knowledge is out. Gush would be great, if you had a snowball's chance of supporting it. The most appropriate other card that springs to mind, now that you've included Ponder, is Impulse. It's more a dig for real gas than a real draw spell, of course, and it does seem a little expensive for this deck though. I guess the other issue there is that every other draw spell in the deck cost U or life, which isn't what you need for digging yourself out of a hole. I've had Impulse in one of my earlier builds and when I cut it I never looked back.. It seems like something that needs to be tested, but the problem is I don't see myself cutting anything from the maindeck. With Ponder, Brainstorm, Ancestral Recall, Twister, Repeal, Necro and Ad Nauseam itself it feels like the deck has enough draw to get going. If you are going to play Time Twister, I definitely think that the balance swings more toward Pact over Thoughtseize, in the other big debate of this deck so far. It's much easier to get that vital black mana to get yourself rolling again when you don't have to use one to protect yourself. And I really don't think that this is a deck where you want to pass the turn to an opponent with a hand full of cards and mana on the table. This is exactly the reason why I run Pact over Thoughtseize, while having an extra "Duress" effect can be nice it's often to expensive when you are comboing. No doubt in my mind that Twister is the best draw 7 for the deck. The only other option is Tinker/Jar, which ups the CMC and chews up 2 slots over 1. Could be an interesting option in the board, where Tinker's already living, though. Adding Jar to the deck would raise the average CMC of the deck to about 1.56 unless you cut a Ad Nauseam after boarding (another 5cc spell) which seems like a bad idea, and you need to cut another 3cc spell (Yawg will for example) or a 2cc spell to stay at about 1.56 or else you are getting dangerously into the 2.0 range. (where you don't want to be imo) So adding stuff like Tinker-Jar seems bad. The only draw7 I could possibly see in this deck besides Twister would be Wheel of Fortune if you made the Red splash in your sideboard but I don't think that would be a good idea because you lose things like the Swarms.
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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The_spooky_kid
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« Reply #77 on: November 09, 2008, 09:45:19 pm » |
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I played in another small vintage event at college of dupage. I ended up going 2-2 with the deck. I made a few changes to my list. Here is my most current list of the deck.
ICBM Ad Nauseam
4 polluted delta 1 bloodstained mire 1 swamp 1 island 3 underground sea 1 bayou 1 tolarian academy 1 mox jet 1 mox sapphire 1 mox emerald 1 black lotus 1 mana crypt 1 mana vault 1 lotus petal 1 sol ring 4 chrome mox 4 dark ritual 3 cabal ritual 3 tendrils of agony 1 demonic tutor 1 vampiric tutor 1 demonic consultation 1 imperial seal 1 mystical tutor 4 pact of negation 4 duress 1 merchant scroll 1 ancestral recall 2 chain of vapor 1 brainstorm 1 ponder 1 timetwister 1 necropotence 1 yawgmoth's will 4 ad nauseam
sideboard
1 tropical island 4 xantid swarm 2 extirpate 1 yixlid jailer 3 oxidize 2 thrashing wumpus 2 hurkyl's recall
Overall I cut the hurkyl's recall from the main and the repeal and am now running ponder and a second chain of vapor in the main. There were too many times where i drew a hurkyl's recall in games where it was completely useless to me and I think that the chain of vapor helps deal with creatures more. While chalice of the void at 1 sucks for me to see i think making this change will win me more games in the long run instead of the hurkyl's recall. I put ponder back into the deck, becuase i think it truely belongs in the deck. I was running repeal in this slot but 9/10 i use repeal for the draw effect more than the storm/ bounce effect and i think it will perform better.
As for the sideboard i did change it up quite a bit. Bug fish was everywhere and overlal is a harder matchup for the deck. I opted out of the tinker/ platinum angel route and ran thrashing wumpus as a different alternative win. It gets the job done against fish. While it can have problems with tarmogoyf, the guy can clear the board of pesky creatures and is an adequette clock. I also changed to 2 extirpate over the tormod's crypts, becuase most of the time, im going to be bringing them in verses ichorid and ichorid only, but it was randomly useful against some tezzeret decks, and it can randomly be decent against slaver/ other decks. I was pretty happy with it in my board. I also added hurkyls recalls to the sideboard, and since i dont have one main, i think that there a must in the sideboard. Chain just can't answer multiple threats like hurkyl's recall can.
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nineisnoone
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« Reply #78 on: November 09, 2008, 11:13:48 pm » |
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Wumpus? You could play Visara for one more mana, and she will deals with Tarmogoyf. There is always Darkblast as well which handles Confidant and Cursecatcher, though not Cannonist. A couple of cards that haven't seen play but I've always had an eye on are Crime/Punishment and Necroplasm. Necroplasm is kinda slow, but it is reusable. Punishment is the Engineered Explosives that isn't shut off by Null Rod.
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neotrophy
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« Reply #79 on: November 10, 2008, 02:22:18 am » |
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Actually, if you need it to, Darkblast can deal with x/2 creatures. Play in upkeep (or draw step with draw on the stack), dredge, play again. You can also play it again off Brainstorm or Ancestral Recall if you need to play it again.
Necroplasm is a very cool card, and probably better as a sweeper, but not as good as a clock. Then again, Massacre (though not so much against BUG), Infest, and Damnation are better sweepers than either. Kagemaro is a maybe if Wumpus is actually useful, too, as well as a potential source of a lot of damage if unblocked and you cast Ad Nauseam before damage is stacked. They all seem clunky though. Actually, unblocked Kagemaro is probably your best chance to go off with AdN in hand. Attack, AdN, hit for many, sweep, combo for the rest.
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Marske
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« Reply #80 on: November 10, 2008, 06:26:08 am » |
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Overall I cut the hurkyl's recall from the main and the repeal and am now running ponder and a second chain of vapor in the main. There were too many times where i drew a hurkyl's recall in games where it was completely useless to me and I think that the chain of vapor helps deal with creatures more. While chalice of the void at 1 sucks for me to see i think making this change will win me more games in the long run instead of the hurkyl's recall. I put ponder back into the deck, because i think it truely belongs in the deck. I was running repeal in this slot but 9/10 i use repeal for the draw effect more than the storm/ bounce effect and i think it will perform better. I think cutting Hurkyl's Recall is a mistake because in the worst case it gives you extra storm (bounce you're own artifacts) or bounces the board of your opponent and it gives you a fighting chance against Stax game 1. Ponder is something I've got in my own list (see a few posts back) and I really like having it in the deck. As far as the sideboard is concerned, I think people must realize that they need too keep the average CMC in mind when sideboarding if you still want to be able to win with a resolved Ad Nauseam. Wumpus is just to expensive if you still want to have a combo route... adding two 5 cmc cards to the maindeck means you got to cut other 5 cmc cards (Ad Nauseam) this severely cripples your ability to combo consistently enough imo or else you risk bringing the average cmc of this deck to about 1.6x, again this is too high you want to be around 1.4x / 1.5x to be able to draw a high amount of cards and make sure you are able to combo. Other options like EE, Darkblast, etc seem like better options if you want to get rid of creatures. If you want a sideboard plan that doesn't involve storm but creatures instead, just add goyf's (low CMC and kicks almost everythings ass) and you already run green have you tried that ? Did you have trouble comboing out with the Wumpus maindeck or did you cut other things ? @Neotrophy, Crime / Punishment costs 7 mana (both ends are counted) if you flip it so I guess this means it's NOT an option also Kagemaro costs 5... (see my reasoning above about Average CMC) Necroplasm could fit in the deck but it looks to me that it's to slow in solving the things we want solved. Well that was my 2 cents again.
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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neotrophy
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« Reply #81 on: November 10, 2008, 07:05:48 am » |
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I didn't mention Crime & Punishment. I thought it was a silly idea, but I didn't remember the mana cost thing, I just thought it was a little expensive for the effect without being able to use both sides.
Read carefully (I wasn't terribly clear, and I'm not in the best state to edit it to be clearer), and you'll also see that I recommended Kagemaro as the best of a bad bunch. I'm not sure without testing (and I'm not sure that it's worth doing so) but it's possible that Kagemaro actually gives you a really dangerous threat when played in this deck, and it's gotta be better than Wumpus unless you really go for a creature plan and drop Ad Nauseam, in which case I don't see how you can really expect to win. This is not a good framework for a transformative deck.
For some reason, I completely forgot that to 0 CMC Engineered Explosives even existed, in spite of it being mentioned in the post before.
Completely agree about the lack of speed to Necroplasm on reflection. If fish still played 2 power creatures, then yeah, it might have a place, but with Tarmogoyf, it's just way too slow.
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Marske
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« Reply #82 on: November 10, 2008, 07:25:08 am » |
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@neotrophy, Regarding Crime / Punishment... My bad, sorry for the misquote but my point still stays the same  ( talking to nineisnoone this time  ) I know you suggested Kagemaro as the best of the worst options. But what I'm saying is that before you start looking at options (Plague Sliver comes to mind a long with Goyf) you must keep in mind the average CMC if you still want to be able to win using Ad Nauseam. By the way, TPS doesn't give the best "frame" for a transitional SB either but they sometimes run Goyfs or even other creatures. (Negater, Plague Sliver) Regarding Kagemaro: if I was going to run a creature sideboard I woudn't run Kagemaro and If I wanted to have a card that cleans stuff up I wouldn't run him either. Infest or even Damnation seem better options if you want to clean creatures up (3 and 4 cmc) and those aren't affected by Null rod. If you want a creature transformation sideboard I would go with Goyf or Plague Sliver which seem better then anything.
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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nineisnoone
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« Reply #83 on: November 14, 2008, 01:01:45 am » |
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I don't consider the casting cost of Crime/Punishment to be that much an issue, or at least no more than Wumpus or Kagemaro to be an issue. (Which they may be an issue, so my point may be somewhat moot).
Neither Kagemaro nor Wumpus deal with Null Rod or 'Goyf. Well sometimes, they might hit Goyf, but there is no guarantee. And they will certainly never hit Rod. Punishment is the one of the few cards that will be guaranteed hit Tarmogoyf, Dark Confidant, and Null Rod. Pernicious Deed is the only other one that can do that, which could be another option if you can play around blowing up your own Moxen.
If you are going to cast something 4+ solely to deal with creatures, why not just run Damnation? The man plan in the SB seems trivial to be honest.
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I laugh a great deal because I like to laugh, but everything I say is deadly serious.
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The_spooky_kid
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« Reply #84 on: November 14, 2008, 01:09:24 am » |
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thrashing wumpus isn't just in there to deal with creatures, hes also a win condition. Against decks like fish he can nicely keep the board cleared and run in for the victory, not to mention that at any point you can generate a ton of black mana and end the game with him. He's something that I would only board in verses weenie decks, or bug fish.
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Team ICBM
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Marske
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Go beyond Synergy and enter Poetry
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« Reply #85 on: November 14, 2008, 06:47:57 am » |
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thrashing wumpus isn't just in there to deal with creatures, hes also a win condition. Against decks like fish he can nicely keep the board cleared and run in for the victory, not to mention that at any point you can generate a ton of black mana and end the game with him. He's something that I would only board in verses weenie decks, or bug fish. What do you board out against this ? Did you cut Ad Nauseam for the Wumpus or did you leave the option for going combo in the deck? Going from all in combo to a creature beatdown route seems good but I'm having doubts about the Wumpus but I do think this should be tested.
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« Last Edit: November 14, 2008, 06:52:06 am by marske »
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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Vegeta2711
Bouken Desho Desho?
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Nyah!
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« Reply #86 on: November 15, 2008, 02:28:41 am » |
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Played this list a bit lately against teamers and marske; and then he asked me to throw it up here. It isn't far off from Spooky Kid's list, but a few differences.
Ad Nauseum - WITH A VENGEANCE
// Land 1 Island 2 Swamp 3 Underground Sea 1 Bloodstained Mire 4 Polluted Delta 1 Tolarian Academy // Mana 1 Lotus Petal 1 Mana Vault 1 Mana Crypt 1 Sol Ring 1 Black Lotus 1 Mox Sapphire 1 Mox Jet 1 Mox Emerald 4 Chrome Mox 3 Cabal Ritual 4 Dark Ritual // Spells 1 Chain of Vapor 1 Hurkyl's Recall 1 Brainstorm 1 Mystical Tutor 1 Merchant Scroll 4 Pact of Negation 2 Slaughter Pact 4 Duress 1 Vampiric Tutor 1 Demonic Consultation 1 Demonic Tutor 3 Tendrils of Agony // Broken 1 Ancestral Recall 1 Necropotence 1 Yawgmoth's Will 4 Ad Nauseam 1 Yawgmoth's Bargain // SB SB: 3 Chain of Vapor SB: 3 Massacre SB: 1 Slaughter Pact SB: 4 Thoughtseize SB: 4 Phyrexian Negator
Few differences: 1. Still run Bargain, what can I say. I enjoy having better Ad Nauseum, if I was going to cut one of these, I rather dump an Ad Naus. It plays out better on turns 1-3, except for t1 Ad Nauseum off double Dark Ritual, but you have that same option anyway with the full set. In the mid-game, it's definitely more awkward against control, but so is half the deck unless you still have 15 life or so.
2. Slaughter Pact maindeck. I enjoy having cheap ways to beat Canonist that don't involve me having to set up an end-step Chain of Vapor or H. Recall. In addition it can help against Wastes and Null Rod by minimizing the amount of colored mana required. Against Goyf Fish, it can also be valuable in the mid-game to blow up Goyf and just pay it off. It isn't a perfect solution, but it hits many problem cards while doing nothing bad to you while attempting to go off.
3. The board is heavily anti-Fish, Drains and mirror. Against Fish you have two potential plans, the first is simply to bring out most of the blue, Bargain and a 1-2 other, save 1-2 COV and go all-in with 8 discard spells and removal. At that point you have 8 turn 1 plays to hit Null Rod and a buttload of removal. Eventually resolve AN or Will and win. Alternatively you could go board in COV's instead and try to combo out quickly and just bounce whatever they have in play.
Against Drains, same thing. You can choose to bring in Negators and Thoughtseize and basically play as either psuedo-aggro combo or eschew that and just keep your naturally fine Drains match and use extra COV against Chalice or w/e and everything works out.
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Marske
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« Reply #87 on: November 17, 2008, 05:38:48 am » |
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@Veggies, Like I said very nice take on ANT but I have one question for you. With BUG fish not packing any Plains do you ever have problems with playing Massacre game 2 ?
Good to see lots of people giving their own twist on this deck.
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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Webster
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The Ocho
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« Reply #88 on: November 17, 2008, 12:54:40 pm » |
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@Veggies, Like I said very nice take on ANT but I have one question for you. With BUG fish not packing any Plains do you ever have problems with playing Massacre game 2 ?
Good to see lots of people giving their own twist on this deck.
What non-white creatures do you care enough about to bring in massacre against? I can't think of any.
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« Last Edit: November 17, 2008, 01:36:03 pm by Webster »
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Marske
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« Reply #89 on: November 17, 2008, 06:47:46 pm » |
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What non-white creatures do you care enough about to bring in massacre against? I can't think of any. Well Canonist can be played using Ancient Den or a Mox in UW artifact Fish for example and the creature you really have to deal with is Cursecatcher. I'm just curious about the relevance of Massacre, because If you see 2 BUG fish lists you just got 3 dead sideboard cards on your hand and probably a big problem regarding winning matches... Like I said before It really just depends on your meta (mine is very different)
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Riding a polka-powered zombie T-Rex into a necromancer family reunion in the middle of an evil ghost hurricane. "Meandeckers act like they forgot about Dredge." - Matt Elias The Atog Lord: I'm not an Atog because I'm GOOD with machines 
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