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Author Topic: [Free Article] So Many Insane Plays - Crazy Stax!  (Read 30250 times)
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« Reply #60 on: October 22, 2008, 11:55:42 pm »

Let me clear the air on that one.  My writing style and tone in no way reflects my actual personality.  

In actual reality I'm an total, unrepentant, anti-social, unbearable ass.  Wink Wink Wink    Ok, so maybe only to ex-gfs, but still!  They will tell you!

It doesn't help to antagonize people you play against by asking if they want an autograph, or just general condescention.  Shit like that sticks, in fact its stuck enough to put me off ever buying a premium on scg.  The fact that youd see a penny my money if i bought a premium account is enough to turn off me.

It's no wonder you dont play on mws as smennen - I doubt half the people would accept you into a game anyway; at least I sure as hell would not.

And yes you come across as arrogant, pompous, condescending and in general alongside the vast majority of the vintage community, a touch elitist.  It's been a dicsussion ive had with many people who play vintage who i have met.

As long as I'm on the subject, I might as well branch it out to the reset of the TMD community.  There are rules on these forums that ideas do or do not belong on the opem forum, entire threads are moved becuase they lack substance and people are given warnings for not punctuating properly and then vroman posts a list using abbreviated terms referring to cards with no explanation for the deck other than it uses 4 bobs and 4 bazaars.  While I did run the deck on mws a few times, the fact is that much of the community even complained about lack of content yet it was never moved.  Then, somebody who is less known posts a tweak on an old deck (see:  keeper with welder & stars) and is crucified for it sucking.

To respond on this point, vroman received a moderation sanction for that post.  His first post in that thread was weak enough to justify it being moved to improvement, but by the time I saw the thread, it had gotten enough good replies that a productive discussion worthy of staying in Open had started.  -DA

What has kept me from going all-in back with vintage is not the lack of skill - it exists.  It is not the luck factor or the expense of the cards, it is the community.  I cannot stand that the game has turned into forums of people putting down unknowns when they praise others for posting piles of crap that make it into the open forum, or shit, even a paying article.

If flores is a pompous ass who feels he is above criticism, who believes anything he writes is gold and that condescending remarks and replies are the best way to answer questions people may raise about his deck, then yes smennen you are flores.

Just to end on a high note, much of what you do (in the articles that are free) is valuable and i can see its value.  The fact of the matter is that if the messenger is a douchebag, the message is lost. 

This is what is wrong with TMD and type1 in general.  If you are not one of the well-known elites who netdecks everything and places in tournaments, you have no say.  In fact, I remember beating the hell out of the "metadecks" of the time with an RG build where a resolved magus was GG against the field on mws.  I would have people leave screaming noob nobody plays that card and then I'd read TMD about how nobody can play that card, that card sucks that card cant work and all the sudden omg vintage is stagnant.  Then the only person with the "juice" to innovate and have said innovations reach the community is a pompous ass, and then we all wonder why vintage is stagnant?

Everybody needs to pull their heads out of their asses.  Steve, if somehow this penetrates into your brain and you take any of it to heart, then perhaps your audience would be bigger and more willing to pay for premiums.

If not, I'll save my pennies and just play t2... just not with cards bought from scg.
« Last Edit: October 23, 2008, 10:58:27 am by Demonic Attorney » Logged

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« Reply #61 on: October 23, 2008, 12:12:34 am »

Enough.  Either post about the article/decklist, of which there were some good posts earlier in the thread, or stop posting in this thread.  No more posting about if Steve is a jackass in real life or any general postings about his articles versus anyone elses.  If you have something to contribute about THIS article, please do.  For anything other topic feel free to use the the "New Topic" button.

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« Reply #62 on: October 23, 2008, 01:45:48 am »

Im curios as to how thirst for knowledge would perform in this deck. have you tried that out all or not?

i was thinking:
+4 TFK
-2 MisD
-1 C. Capsule
-1 Mem. Jar
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« Reply #63 on: October 23, 2008, 08:00:42 am »

One of the most interesting things I have seen in any shop based deck recently has been the inclusion of Gathan Raiders in Red Shop Aggro.  With that in mind I have been building Blue Stax lists (largely based off RJ's years of experience with the deck) and Blue Shop Aggro decks utilizing Sea Drake with good-excellent results.  The biggest problem running him has always been the mana base, basically needing more lands to either be islands or pitchable to mox diamond, thus expanding the number of lands in the deck and lowering the number of lock pieces/threats.

He has won many games for me simply by not being an artifact, having flying and still being a possible turn 1 play (especially if you run Ancient Tombs), and typically has only lost races to tarmogoyf only.  The decks are fairly similar in  that they all start off as follows:

4 sea drake
4 master of etherium
4 force of will
3-4 null rod
4 sphere of resistance
1 trinisphere
1 ancestral recall
1 tinker
1 time walk
1 timetwister
1 black lotus
1 mox sapphire
x off color mox
1 sol ring
0-1 mana crypt
0-1 mana vault
0-1 grim monolith
x mox diamond
1 Tolarian academy
3-4 Mishra's Workshop

Lately I have been absolutely horrible in building mana bases, probably due to having my mainstay deck as manaless dredge since before the gush meta, and have not found a reliable way to meld these cards together with a mana base that allows for early, consistant blue sources.  I know that I will always want a blue source by turn two, that I want it to be as stable as possible (meaning not wasteable and if possible not to be damaged by null rod) and that I still need to have large amounts of non color specific mana to precede/follow it.  I saw in your article that you ran a massive 8 islands (well, 4 islands 4 seat of the synods) in addition to academy and mox sapphire/diamond.  Is 11 sources really required to get the blue early?  What would the count be if I ran 4 Solemn Simulacrum to fetch Islands?
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« Reply #64 on: October 23, 2008, 02:52:14 pm »

The deck does run 4 Chalice, 4 Force of Will/2 Misdirection,  and 1 Trinisphere. Those cards immediately interact with your opponent.

On top of that, both Crucible and Mindlock have the potential to immediately interact.

I get what you're saying that maybe those cards aren't enough, but it also depends on what deck you're playing against and if you can consistently drop threats that actively disrupt your opponent.

What matchups do you feel Tanglewire is more important?

As a Stax player for a few years now, I can honestly say that Crucible rarely ever has an immediate effect.  It's a must counter most of the time in a Stax deck, but because of the POTENTIAL to be good later, but rarely ever for the immediate effect.  Mindlock depends entirely on your opponents deck (though I agree that most of the time it will affect your opponents deck), but it usually seems like the immediate effect will be forcing them to fetch right now instead of later.  The main effect is forcing them to look for real lands instead of fetch lands.  Chalice and Trinispher are permanent immediate effects, FoW/MisD are immediate but temporary (one time only).

Tanglewire can be good in any matchup, but it obviously couldn't just get thrown into this deck just by itself.  Tanglewire is better with Resistors, which is why I suggested both (not just Wires), they prevent your opponent from playing answers while Master can swing in (thus taking advantage of the tempo boost).  It's basically the same concept as ShopAgro decks, just using blue cards and Master instead of Metalworkers and Juggernauts.
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« Reply #65 on: October 29, 2008, 09:08:46 am »

I have been testing out Stax/Shop decks with out Stax. Just in the few games that I have played, I doesn't seem to hurt that much. I'll admit I am not anything close to a master Stax player or even a half decent one(Fish 4TW) so maybe I just don't know how to use it properly. Personal experience tells me that between Spheres, Tangle Wire and Crucible+Waste/Strip I have a good match up vs most of the decks in my Meta(Storm Combo, Fish and Shop).

Here is the deck list I have been using in my testing:
// Lands
    4 Mishra's Workshop
    1 Tolarian Academy
    1 Strip Mine
    4 Wasteland
    4 Ancient Tomb
    2 City of Traitors
    4 Mishra's Factory

// Creatures
    2 Karn, Silver Golem
    1 Sundering Titan
    1 Triskelion
    4 Juggernaut

// Spells
    4 Sphere of Resistance
    4 Thorn of Amethyst
    1 Trinisphere
    4 Tangle Wire
    4 Chalice of the Void
    3 Bottled Cloister
    3 Crucible of Worlds
    1 Black Lotus
    1 Mox Jet
    1 Mox Pearl
    1 Mox Emerald
    1 Mox Ruby
    1 Mox Sapphire
    1 Mana Crypt
    1 Mana Vault
    1 Sol Ring

So basically its Uber Mana Disruption. 9 Sphere, Tangle Wire, Crucible, Titan and Karn my opponents normally have little to no mana and can't afford their spells. Its been amazing vs Fish and almost as good vs combo. Bottled Cloister has been a lot better then i thought it would be. I threw it in there because I didn't know what else to play and I own a play-set so I figured why not. Turns out it's pretty bad ass.

BTW: Asking an opponent if they want an autograph=awesome
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« Reply #66 on: October 31, 2008, 04:12:55 am »

@Soon-Man: I don't think the list you introduce belongs here in this topic anymore. I suggest you check out Madmike's topic (http://www.themanadrain.com/index.php?topic=35352.0), or even Steve's article on MUD at SCG (http://www.starcitygames.com/php/news/article/15308.html)?

@Steve: Just want to say I enjoyed reading about Crazy Stax. Great article!

I do agree with the general tenure about the list here on TMD though, it looks a bit fragile. A lot of changes have already been suggested here. That brings me to the following:

Crazy Stax 2

// 18 Lands
4 Seat of the Synod
4 Island
4 Mishra's Workshop
4 Wasteland
1 Strip mine
1 Tolarian Academy

//27 Artifacts (10 mana-artifacts)
1 Black Lotus
1 Mox Jet
1 Mox Sapphire
1 Mox Pearl
1 Mox Ruby
3 Mox Diamond
1 Mana Crypt
1 Sol Ring

3 Crucible of Worlds
4 Smokestack
1 Trinisphere
4 Chalice of the Void
4 Mindlock Orb
1 Memory Jar

//5 Creatures
4 Master of Etherium
1 Karn, Silver Golem

//10 Spells
1 Ancestral Recall
4 Mana Drain
3 Thirst for Knowledge
1 Time Walk
1 Tinker

Sideboard hasn't been discussed jet and is unchanged.



Some of the lists weaknesses have been mended, but I pretty sure new ones will come up.

- One of the arguments was, the list incorporates a lot of 'neat tricks' (like Capsule, Mindlock Orb and 2 maindeck MisD). It was suggested to replace the neat tricks with more solid threats.

- The number of threats was also considered to be low. Put to extremes, you'll need Mindlock Orb in play games 2 and 3 to prevent your kill being extirpated Smile

- The use of pitch-magic was debated. Fow's and MisDs with 17-18 blue spells was considered tight.

A number of improvements were suggested, that I've included in the list above.
More specifically, I've changed the following.

Modifications:
-1 Courier's Capsule (Neat trick, I really like this card! Considering the current meta, with Null Rods running an all-time high, I would suggest other routes to card advantage. With blue mana available, that shouldn't be too hard)
-1 Mana Vault (This is an arbitrary choice really, another option would be to drop to 3 Seat of the Synod.)

-4 Force of Will
-2 Misdirection
-2 Academy Ruins

+2 Mox Diamond (makes more blue mana)
+1 Karn, Silver Golem (extra kill)
+4 Mana Drain (see xycsoscyx his posts)
+3 Thirst for Knowledge (draws cards, or quenches thirst)

As far as the "does this deck include enough early locks (like 2spheres)" argument is considered: Steve pointed out here and in his article, Chalices are some use. Spheres might be included, but I don't see them working well with TfK's and Drains. So I chose the safe route and kept Chalices. Or, don't go the Drain / TfK route and keep all the pitch magic!

The list above is still a bit shaky, in the current meta Chalice@2 is the strongest play. In other words, Chalice and Drains? Is that viable?
Also, with pith-magic gone, you'll need to keep mana open to counter / react. Not something Workshop-decks like to do.

I'm just trying to keep the discussion alive and on topic here!
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« Reply #67 on: November 02, 2008, 11:51:32 am »

I played in the New Jersey Open yesterday and it seems as though the environment corrected itself somewhat.  I saw nothing but Combo at Bluebell, and much more combo and CS at the next Philly area tourney I went to.  A few observations:

1.  I was surprised by the number of Shop based aggro decks that were in the field.  I think people have started to prepare for combo (I'm just going to lump this as anything that uses Tendrils as a kill).  Two of my six matches were against combo, two against Tezzeret based decks, and two G/R hate variants.

2.  The Shop decks that were in the field (that I saw) were MUD based decks.  They wanted to abuse Metalworker, Staff of Domination and other artifacts that require an activation cost.

3.  I think 5CStax is the Shop deck to play at the moment because you are able to run Null Rods and Chalices without neutering yourself.  You have tutor effects that find broken cards - cards that will handle Aggro Shop, Tezzeret and Combo.  Null Rod is absolutely necessary against Tezzeret, Combo and not half bad against the Aggro Shop decks.  I think that the Aggro Shop decks can't use it without seriously compromising themselves.

Many of the best players in vintage shy away from Stax decks because they're less consistent.  You don't have a draw engine, you don't have enough tutor effects to get what you need all the time. 

I think it's a mistake, in this environment at least.  You can make up for that with redundancy and brokenness.  I had four game 1's yesterday where my opponent was on the draw, didn't have FoW and basically lost before he had a play.  Strip-lock, 3Sphere and other assorted broken things break backs. 

Here's the list I ran yesterday:

1 Balance
1 Ancestral Recall
1 Tinker
1 Imperial Seal
1 Vampiric Tutor
1 Demonic Tutor
1 Gorilla Shaman
4 Goblin Welder
1 Crop Rotation

7 SoLoMoxen
1 Mana Crypt
3 Chalice of the Void
1 Mana Vault
4 Sphere of Resistance
3 Crucible of Worlds
3 Tangle Wire
1 Trinisphere
3 Smokestack
1 Memory Jar
1 Triskelion
1 Sundering Titan

1 Bazaar of Baghdad
1 Tolarian Academy
1 Strip Mine
1 Barbarian Ring
3 Gemstone Mine
4 City of Brass
4 Wasteland
4 Mishra's Workshop

SB:
3 REB
2 Ancient Grudge
1 Tormod's Crypt
1 Pithing Needle
2 Powder Keg
3 Null Rod
1 Tangle Wire
1 Jester's Cap
1 Triskelion

After having played yesterday, and seen what the field is like, the only major change I wanted was Null Rods in the main.
« Last Edit: November 02, 2008, 11:59:16 am by Prospero » Logged

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« Reply #68 on: January 21, 2009, 08:07:03 pm »

Hey guys. I realize this thread hasn't been updated in a while, but I have a lot of excitement over the spoiled card on MTG Salvation:

http://forums.mtgsalvation.com/attachment.php?attachmentid=84855&stc=1&d=1232518584

I think Master Transmuter could be a really fun card in Stax, but I want to know a ruling before I consider running a mono-blue version vs. a UR version with Welders.

Here's my question:

Can I use Master Transmuter to instantly bounce Courier's Capsule after I've activated Capsule and put the "draw two" ability on the stack? Does it end up in the yard due to sac or in my hand due to the Transmuter. I know this is a very basic ruling, but for some reason this sort of thing always escapes me.

I'll post a decklist once I have this ruling answered. Does anyone have any idea regarding this?
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« Reply #69 on: January 21, 2009, 08:28:31 pm »

No.  But you could bounce Top. 
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« Reply #70 on: January 21, 2009, 08:53:52 pm »

No.  But you could bounce Top. 

Yes. But Alas, Top is not Blue. The idea is to play a deck that effectively abuses Mishra's Workshop while also supporting FoW. I think a more aggro-stax approach might work. I'm going to abandon the amazing draw-engine idea because the deck, as I envision it simply does not have the slots to waste. Based on that ruling here's a list I might run (understand this is completely untested and is just a brainstorm):

Master wURkshop

Land (16):
6 Island
4 Seat Of The Synod
4 Mishra’s Workshop
1 Tolarian Academy
1 Library Of Alexandria

Artifacts (19):
1 Black Lotus (0)
1 Lotus Petal (0)
5 Moxen (0)
1 Mana Crypt (0)
1 Sol Ring (1)
1 Mana Vault (1)
4 Chalice Of The Void (XX)
4 Thorn Of Amethyst (2)
4 Tangle Wire (3)
1 Trinisphere (3)

Artifact Creatures (10):
4 Master Of Etherium (2U)
3 Master Transmuter (3U)
1 Inkwell Leviathan (7UU)
1 Sundering Titan (8)
1 Triskelavus (7)

Instants (6):
1 Ancestral Recall (U)
1 Brainstorm (U)
4 Force Of Will (3UU)

Sorceries (5):
3 Thoughtcast (4U)
1 Time Walk (1U)
1 Tinker (2U)

SB
4 Mindlock Orb (3U)
3 Echoing Truth
4 Stifle
4 ?


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« Reply #71 on: January 21, 2009, 09:18:28 pm »

I play a legacy deck with the same idea.  Granted that deck loves trinisphere and the ability to run artifact lands without fear.

A couple of points:
- you definitely want to be using thirst
- I am a lot more excited about 4x master of etherium + 4x 4/3 flier from conflux than master transmuter. 

MT allows you to do cute tricks but it increases the dead cards in any list. 

Also, the ability to protect your lock pieces from targeted removal is nice but I see MT coming online too slow to help.  If someone is casting their first ancient grudge on turn 4 or 5, they should be in big trouble anyway. 

Additionally, I never like abusing CIP effects, it is really beating around the bush.

Finally, with the U activation cost It would be hard to consistently cast draw spells and keep MT active.   
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« Reply #72 on: January 21, 2009, 09:29:51 pm »

I play a legacy deck with the same idea.  Granted that deck loves trinisphere and the ability to run artifact lands without fear.

A couple of points:
- you definitely want to be using thirst
- I am a lot more excited about 4x master of etherium + 4x 4/3 flier from conflux than master transmuter. 

MT allows you to do cute tricks but it increases the dead cards in any list. 

Also, the ability to protect your lock pieces from targeted removal is nice but I see MT coming online too slow to help.  If someone is casting their first ancient grudge on turn 4 or 5, they should be in big trouble anyway. 

Additionally, I never like abusing CIP effects, it is really beating around the bush.

Finally, with the U activation cost It would be hard to consistently cast draw spells and keep MT active.   

All right, I realize that thirst is mad good, but isn't it really only good with Welder? Are you saying I could run Thirst sans Welder and keep the deck mono-blue?
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« Reply #73 on: January 21, 2009, 09:35:38 pm »

Yes. But Alas, Top is not Blue. The idea is to play a deck that effectively abuses Mishra's Workshop while also supporting FoW.

You don't need Capsule for that.  I wouldn't even really want to run it. There are a few lists I've seen that do it already.  I'm working on my own.
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« Reply #74 on: January 21, 2009, 09:45:12 pm »

All right, I realize that thirst is mad good, but isn't it really only good with Welder? Are you saying I could run Thirst sans Welder and keep the deck mono-blue?

Yes.  With so many artifacts, Thirst will always generate the same card advantage as thoughtcast but dig one deeper.  Which is super important when your deck dies to null rod (which you really need an answer for).

At first I ran 1x academy ruins to recoup dumped artifacts, but it is better to just draw another lock piece instead of dancing in circles. 

EDIT - Plus, being an instant allows for better interaction with master transmuter, ie return mana crypt in your uptap step and dump a monster AND dig 3 for UU.  (again I would try to increase the permanent blue sources)
« Last Edit: January 21, 2009, 09:53:20 pm by Blue Lotus » Logged
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« Reply #75 on: January 21, 2009, 11:48:03 pm »

All right, I realize that thirst is mad good, but isn't it really only good with Welder? Are you saying I could run Thirst sans Welder and keep the deck mono-blue?

Yes.  With so many artifacts, Thirst will always generate the same card advantage as thoughtcast but dig one deeper.  Which is super important when your deck dies to null rod (which you really need an answer for).

At first I ran 1x academy ruins to recoup dumped artifacts, but it is better to just draw another lock piece instead of dancing in circles. 

EDIT - Plus, being an instant allows for better interaction with master transmuter, ie return mana crypt in your uptap step and dump a monster AND dig 3 for UU.  (again I would try to increase the permanent blue sources)

Actually, I'm starting to see the point that Master Transmuter.dec might not be the way to go here, but rather Esperzoa Aggro.

Aight, this might be kinda wild, but I really think THIS sorta stab at the deck might be viable as well. The only slots that are quite shakey are the Crucibles I think. Everything else seems pretty synergistic:

Master Esperzoa

Land (17):
4 Island
4 Seat Of The Synod
4 Mishra’s Workshop
3 Wasteland
1 Strip Mine
1 Tolarian Academy

Artifacts (24):
1 Black Lotus (0)
1 Lotus Petal (0)
5 Moxen (0)
1 Mana Crypt (0)
1 Sol Ring (1)
1 Mana Vault (1)
4 Chalice Of The Void (XX)
4 Null Rod (2)
3 Tangle Wire (3)
2 Crucible Of Worlds (3)
1 Trinisphere (3)

Artifact Creatures (8):
4 Master Of Etherium (2U)
4 Esperzoa (2U)

Instants (10):
1 Ancestral Recall (U)
1 Brainstorm (U)
4 Thirst For Knowledge (2U)
4 Force Of Will (3UU)

Sorceries (1):
1 Time Walk (1U)

SB
4 Mindlock Orb (3U)
3 Echoing Truth
4 Stifle


 
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« Reply #76 on: January 22, 2009, 12:14:23 am »

Perhaps in the more aggresive version, thoughtcast would be better, just considering cost. You could lay threats and be casting it. And I'd think that I would not run seat of the synod in any deck I played that had 4 null rods. Was this really never a problem?

You also have 27 mana sources, Which seems a lot in a deck that runs a fairly low curve, such as this. at least for a stax deck.
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« Reply #77 on: January 22, 2009, 12:35:18 am »

Wouldn't this be better if you made it into 9 sphere U Shop?  i.e. - Null Rod/Tangle (both of which would seem bad for you) + Sphere/Thorn.  Also I like Faerie Mechanist since it is playable off shop mana is a 2/2 and digs you another artifact.  Maybe some Cursecatchers as well.
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« Reply #78 on: January 22, 2009, 12:48:23 am »

Wouldn't this be better if you made it into 9 sphere U Shop?  i.e. - Null Rod/Tangle (both of which would seem bad for you) + Sphere/Thorn.  Also I like Faerie Mechanist since it is playable off shop mana is a 2/2 and digs you another artifact.  Maybe some Cursecatchers as well.

It's a matter of deckspace. I really think that being able to include 4 FoW in stax (due to the new U pitchable artifact creature dudes) could be pretty revolutionary. You'd have great early game and a card that could save you later in the game as well (FoW). If you want to make the deck aggroey you need to have 4 Master Of Etherium and 4 Esperoza as well. So now we're already talking 12 slots filled before the "Stax elements." And then you have to consider blue staples. Ancestral, Walk, Tinker, Brainstorm and Mystical Tutor (Mystical Tutor as another way to find Tinker or Ancestral). That's 5 cards there (4 if you drop Mystical and 3 if you drop BS, both are optional). So that's 17 slots filled. Then we have land. In order for this deck to truly have a quick clock I think 4 Seat of the Synod are good. They pump Master of Etherium and can be bounced to Esperzoa in a pinch. The rest of the land should be self-explanatory. So now we have 32 slots filled. That leaves us with 28 slots to flesh out the "Workshop" part of the deck. I mean, 9-sphere would be nice, but is it really better than Chalice + Tangle Wire? I suppose that, since TPS IS on the upswing 9-balls could be an approach, but I'd worry about what spheres do to MY ability to cast FoW and my own Thoughtcasts. I'll consider it though.
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LordHomerCat
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« Reply #79 on: January 22, 2009, 03:10:25 am »

You cannot play 4 null rod and 4 Seat.  Pick one and cut the other.  Also, is Master all that good, or would he be just as strong as Sea Drake?
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nineisnoone
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« Reply #80 on: January 22, 2009, 07:45:31 am »

It's a matter of deckspace. I really think that being able to include 4 FoW in stax (due to the new U pitchable artifact creature dudes) could be pretty revolutionary.

You're missing my point.  Null Rod is an anti-artifact strategy.  Tangle Wire is an anti-aggro strategy.  Spheres are anti-spell combo (and to a less extent anti-control) strategy.  Why would you run anti-artifact/aggro strategies in an artifact aggro deck?
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« Reply #81 on: January 22, 2009, 08:51:36 am »

Hmm just today i started thinking about Null Rod, too. My list plays with 9 Sphere without Forces or Mindlock Orb. Artifacts to Bounce are Jester's Scepter and Tangle Wire, rest is some kind of Aggro.


    4 Seat of the Synod
    6 Island
    3 Wasteland
    4 Mishra's Workshop
    1 Strip Mine
    1 Tolarian Academy


    4 Master of Etherium
    1 Darksteel Colossus
    4 Esperzoa
    2 Master Transmuter

    4 Thorn of Amethyst
    4 Tangle Wire
    1 Mox Pearl
    1 Mox Emerald
    1 Mox Jet
    1 Mox Ruby
    1 Trinisphere
    4 Sphere of Resistance
    1 Mox Sapphire
    1 Mana Crypt
    1 Mana Vault
    1 Sol Ring
    1 Black Lotus
    1 Tinker
    3 Courier's Capsule
    1 Ancestral Recall
    1 Time Walk
    2 Jester's Scepter

SB: 3 Chalice of the Void
SB: 4 Tormod's Crypt
SB: 2 Mindlock Orb
SB: 2 In the Eye of Chaos
SB: 1 Sundering Titan
SB: 3 Spawning Pit

Wouldn't this be better if you made it into 9 sphere U Shop?

These were my thoughts. I think Courier's Capsule is easier to get out with the Shops than TFK. The Problem about Null Rod is that when you can't bounce it you will get a serios Problem.
« Last Edit: January 22, 2009, 08:56:24 am by Random Noob » Logged
nineisnoone
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« Reply #82 on: January 22, 2009, 09:13:18 am »

I don't really see the big infatuation with Courier's Capsule.  Workshop mana only will provide 1 out of the 4 mana needed to play the card.  I hardly find that to be synergistic with Workshop. 

If you are not going to go with a proper draw spell, I would just go with Bazaar + Crucible.   Or something.  I dunno.  I just never found Couriers to be effective. 
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« Reply #83 on: January 22, 2009, 09:52:16 am »

I didn't point this out, it is because of the Spheres. When you have 2 Thorn and a Sphere out, you will cast the Capsule easier than the TFK through the Shop. But i think the biggest problem is the Side Board. Blue Blast may be needed here against Rack and Ruin and such Stuff, but the biggest problem is to be screwed up totally against Energy Flux.
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nineisnoone
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« Reply #84 on: January 22, 2009, 10:09:50 am »

But Capsule is more expensive 2 to play, 2 to activate, making it 4 total.  Thirst is just 3.  Sphere's effect them both the same way.  The advantage would actually be on Thirst because it avoids Trinisphere.

Though I wasn't advocating Thirst.  The new Faerie Mechanist would be my draw spell of choice.  It's a 2/2 and an Impulse on the same card.  And works very well with Shop mana and avoids 5 out of 9 spheres.
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« Reply #85 on: January 22, 2009, 10:27:27 am »

But Capsule is more expensive 2 to play, 2 to activate, making it 4 total.  Thirst is just 3.  Sphere's effect them both the same way.  The advantage would actually be on Thirst because it avoids Trinisphere.

Though I wasn't advocating Thirst.  The new Faerie Mechanist would be my draw spell of choice.  It's a 2/2 and an Impulse on the same card.  And works very well with Shop mana and avoids 5 out of 9 spheres.

Mmh nice and this one is bounceable through Esperzoa and the Transmuter too. A good one, i will give it a try.
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« Reply #86 on: January 22, 2009, 11:43:08 am »

But Capsule is more expensive 2 to play, 2 to activate, making it 4 total.  Thirst is just 3.  Sphere's effect them both the same way.  The advantage would actually be on Thirst because it avoids Trinisphere.

Though I wasn't advocating Thirst.  The new Faerie Mechanist would be my draw spell of choice.  It's a 2/2 and an Impulse on the same card.  And works very well with Shop mana and avoids 5 out of 9 spheres.

Mmh nice and this one is bounceable through Esperzoa and the Transmuter too. A good one, i will give it a try.

Yeah, I'm not sure that Transmuter is good enough for the deck in general any more. Here's a thought for a list with some of the suggestions included. What I'm really unsure about is the 3x Echoing Truth (though I feel I need some answer to cards like Oath of Druids, and Platinum Angel) and the 12x creatures. Everything else seems pretty straightforward.

Here's the list:

Master Aggro

Land (15):
6 Island
4 Seat Of The Synod
4 Mishra’s Workshop
1 Tolarian Academy

Artifacts (23):
1 Black Lotus (0)
1 Lotus Petal (0)
5 Moxen (0)
1 Mana Crypt (0)
1 Sol Ring (1)
1 Mana Vault (1)
4 Chalice Of The Void (XX)
4 Thorn Of Amethyst (2)
4 Sphere Of Resistance (2)
1 Trinisphere (3)

Artifact Creatures (12):
4 Master Of Etherium (2U)
4 Esperzoa (2U)
4 Faerie Mechanist (3U)

Instants (9):
1 Ancestral Recall (U)
1 Brainstorm (U)
3 Echoing Truth (1U)
4 Force Of Will (3UU)

Sorceries (1):
1 Time Walk (1U)

SB
4 Mindlock Orb (3U)
11 ?




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« Reply #87 on: January 22, 2009, 12:50:19 pm »

If you cut down on the echoing truths, Would in the eye of chaos be viable? It seems to really destroy combo and control.
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« Reply #88 on: January 22, 2009, 02:24:31 pm »

If you cut down on the echoing truths, Would in the eye of chaos be viable? It seems to really destroy combo and control.

The only problem with that is this:

Isn't FoW >>>> In the Eye of Chaos?

The two don't work terribly well together.

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nineisnoone
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« Reply #89 on: January 22, 2009, 02:33:01 pm »

Yeah, I'm not sure that Transmuter is good enough for the deck in general any more. Here's a thought for a list with some of the suggestions included. What I'm really unsure about is the 3x Echoing Truth (though I feel I need some answer to cards like Oath of Druids, and Platinum Angel) and the 12x creatures. Everything else seems pretty straightforward.

Here's the list:

Master Aggro

Land (15):
6 Island
4 Seat Of The Synod
4 Mishra’s Workshop
1 Tolarian Academy

Artifacts (23):
1 Black Lotus (0)
1 Lotus Petal (0)
5 Moxen (0)
1 Mana Crypt (0)
1 Sol Ring (1)
1 Mana Vault (1)
4 Chalice Of The Void (XX)
4 Thorn Of Amethyst (2)
4 Sphere Of Resistance (2)
1 Trinisphere (3)

Artifact Creatures (12):
4 Master Of Etherium (2U)
4 Esperzoa (2U)
4 Faerie Mechanist (3U)

Instants (9):
1 Ancestral Recall (U)
1 Brainstorm (U)
3 Echoing Truth (1U)
4 Force Of Will (3UU)

Sorceries (1):
1 Time Walk (1U)

SB
4 Mindlock Orb (3U)
11 ?

If you are a going aggro yeah, Transmuter is no good.  Just play the beaters.

Brainstorm is crappy without fetch-lands.  I would just go ahead and cut the Seats.  Imo it's kind of excessive to run it just to support Master.

I think the Chalices are a bit much if you walk the 9 sphere path.  I usually don't add Chalice if I run spheres.  You could try adding Ponder/Mystical/Merchant/Tinker in it's place.  Or just go the Sword of Fire and Ice route.
« Last Edit: January 22, 2009, 03:01:15 pm by nineisnoone » Logged

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