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Author Topic: How to whip out your 'snake' in public.  (Read 15584 times)
wiley
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« on: May 19, 2009, 03:27:26 pm »

A few months ago when teammate Meadbert finished his huge testing which he posted here, I was looking for a deck to play and decided to hold my own tournament with 40 lists, most of which were taken from the top performers from his testing (adding TPS and a few other storm decks).  I held it in single elimination until 5 decks were left and then switching to double elimination.  The results were what I expected ... almost.  There was one deck that absolutely shocked me, it was a Bert Kyle creation that he called Vinelasher Kudzu.dec.  In essence it was a mono green prison deck that simply tore through every blue deck that it faced, only losing 4 games in its 7 rounds, losing one round to a turn 1 combo deck that had also performed well in Bert's testing.  Here was the deck as Bert proposed it:

2 Wooded Foothills
1 Windswept Heath
4 Centaur Garden
5 Forest
1 Ghost Quarter
4 Mishra's Factory
1 Strip Mine
4 Wasteland
4 Bazaar Of Baghdad
1 Maze Of Ith
4 Null Rod
4 Chalice Of The Void
4 Exploration
1 Fastbond
4 Root Maze
4 Tarmogoyf
4 Vinelasher Kudzu
4 Life From The Loam
4 Sylvan Scrying

sideboard
3 Tormod's Crypt
3 Wheel Of Sun And Moon
2 Krosan Grip
4 Deglamer
3 Oxidize

My curiosity piqued and I began testing it for the Tower of Power event that was supposed to happen in Jacksonville the next week.  I traded out the gardens for some bayous and the scryings for a demonic, vampiric and 2 reanimates (the reanimates were a random choice the day before as a way to recur creatures or steal creatures from others).  I fused in black to have a better chance of facing oath by trading the deglamers for innocent bloods.  Unfortunately the tournament never happened as only 4 people showed up including me and the person I brought.  I did however get to do a lot of game one testing versus dredge (the wasteland version I used to win the cary cup towards the end of the gush era, which was testing better for me than fatestitcher dredge) and I got a ridiculous win percentage of well over 70% by mulling to wastes, which would strand the dredge player with just one or two dredgers in the grave, making them wait turns to get the discard phase to work for them as I piled up root maze, wastes and creatures.

I also got to do a lot of testing against GWSx (the second best performing deck in my tournament results) piloted by Jay Carter.  I also got a ridiculous win percentage there with over 65% in almost twenty games switching who went first by massive amounts of mana denial combined with chalice at 0 and 1 by turn three almost every game.  I was convinced that this deck was awesome and wanted to wait to post it until I could play it at a tournament to prove its power.  In comes dead week, finals, friends' graduation parties and most importantly, a new set.  This new set introduced a new creature that promised to be much better than kudzu in lorescale coatl.

My initial attempts to break this creature followed much of the other people's thoughts in using a grow like strategy.  Much like other people I couldn't get it to work, but I came close wit bazaar and accumulated knowledge.  Then I remembered the awesome deck that had been pushed out of my mind by school and lightning came down and struck my brain:

Snake Pit

// Lands
3 Forest
4 Bazaar of Baghdad
1 Strip Mine
4 Tropical Island
4 Wasteland
3 Windswept Heath
2 Wooded Foothills
// Creatures
3 Lorescale Coatl
4 Tarmogoyf
// Spells
4 Accumulated Knowledge
1 Ancestral Recall
1 Brainstorm
3 Daze
4 Force of Will
2 Hurkyl's Recall
1 Misdirection
3 Life from the Loam
1 Merchant Scroll
1 Time Walk
// Artifacts
4 Chalice of the Void
4 Null Rod
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
// Sideboard
SB: 4 Annul
SB: 3 Relic of Progenitus
SB: 4 Seal of Primordium
SB: 4 Trygon Predator

The deck gives up two things that matter from Kudzu.dec; Root Maze and the biggest goyfs in vintage.  I traded these off for counter magic and a better than kudzu creature.  For the blue portion of my deck I looked at Storm and Harlequin's versions of noble fish and proceeded to graft it into the deck.  I tested this version 3 times versus tez, all three with tezz on the play and twice with tezz sideboarded.  Snake Pit blew Tez out of the water all three times and I was hooked.  The Meandeck Open was scheduled for a week and a half after I finished this testing and I decided it would be a good time to try the deck out as I wanted to spend the week after that with family in Indiana.  So I made hotel reservations and proceeded to not test the deck again once before last sunday.  The following is my report from that tournament.

Round 1 vs Korey (Gifts)

Game 1
I'm on the play and he mulls to six.  I start with a chalice at 0 and not much more.  He cracks a fetch and tries to play something that I daze.  My next turn I waste the land he fetched for.  He then goes to get out basic island after basic island and my loams only go toward feeding the bazaar until I finally get a snake on the board.  The snake swings for 5 on the next turn as I lay another bazaar and a goyf.  He passes and I grow my snake to a 9/9.  On my turn I grow my snake to a 14/14 (lethal) and swing with both, he truths the snake and takes 4 from the goyf.  I replay the snake and and swing next turn for 11 after playing an ak for 4.

Game 2 (no sideboarding)
We have a huge number of counter wars as he counters my creatures and gets out goyfs.  Eventually I am able to sneak in a snake which picks off his goyfs and my goyf (the 7th creature that I've seen this game, take a look at the list and do the math) goes the distance.

1-0-0 (2-0)

Round 2 vs Jerry Yang (Tez)

Game 1
I'm on the play again and I mull to 6 keeping a sketchy hand with only one mana source but with chalice null rod and triple goyf.  I play forest chalice pass.  He plays land go.  I draw a fetch land and play tarmo number 1.  He plays land go.  I play trmo number 2 and attack for 1.  He fetches and scrolls for mystical tutor.  I draw a bazaar, chuck a mox, rod and (loam?), swing for 8 and play tarmo number 3.  He goes to draw phase and concedes.

Game 2 (no sideboarding)
This game goes back and forth for a while.  The most amusing part happened at the beginning when he played mox, mana crypt and an island and on my turn I played a mox, waste and null rod.  The game then went on a bunch of turns with him countering some of my creatures and eventually tinkering the crypt for inkwell.  My bazaar and ak for 3 and 4 drew me into hurkyl, multiple force back up and a merchant scroll in case all else fails.  I strand the leviathan in his hand and play out a snake and two goyfs which he concedes to.

2-0-0 (4-0)

Round 3 vs. Robert (Tez)

Game 1
He's on the play and we both keep.  I kept a sketchy hand with one mana source but two chalices and a null rod.  I drew another mana source and was able to ride the chalice into a strip plus loam lock.  It helped that he couldn't draw into lands, but I have to admit that a lot of current vintage decks are like this if they don't have access to their draw spells.

Game 2 (no sideboarding)
I live the dream and get chalice at 0 and 1 on my first turn.  With this we have a couple of counter wars, some goyfs go back and forth across the red zone and he eventually has to concede to my 3x tarmo and strip loam lock.

3-0-0 (6-0)

Round 4 vs Brian (BUG Fish)

We decide to draw into top 4 and play the round for fun (and so I could put the results into this thread Wink )

Game 1
He's on the play and we both keep.  I decide to keep a hand with an opener of chalice at one and a later bazaar.  It doesn't matter much as he plays a vendellion clique and I don't see a creature in my top 20 cards.  I did see a merchant scroll though, but it didn't matter as I ran 2 hurky'ls instead of 1 hurky and 1 e truth.

Game 2 (-4 rod, 2 hurky, +4 predator, +2 relic)
I mull to six and keep a hand with a slow hand with a snake, bazaar and possible chalice at 1.  I play the chalice at 1 after he already got a cursecatcher in play.  He forces my snake and threads the tarmo that I play in the next turn.  I don't see another creature before he can kill me with the goyf he stole.

3-0-1 (6-2)

After making top 4 in first place I was ready to split being in the throws of a cold and hungry for a Thurman burger.  Everyone else agreed and we went out to Thurman's Cafe (an absolutely awesome place, well worth the long wait).

Questions from the Ohio Crew:

How about Sensei's Divining Top?
The top is incredibly slow.  Bazaar + Loam gives a lot more card selection, fuels the snake better, is less vulnerable to counters and isn't shut off by null rod.  Top might be good in a grow like version of the deck, but a version like that can't exist without unrestricted brainstorm, and I'm not sure if top would be the best card there.

What about Deep Analysis over Accumulated Knowledge?
The more I think about this one the less I like it against anything other than a chalice at 2.  The first ak always either cycles when you don't have anything better to do with 2 mana or gives you an uncounterable frantic search with bazaar (fairly common play).  The second ak is better than night's whisper (not saying much, but better than DA too) and also gives you an uncounterable frantic search.  The third ak is better than any other 2 mana draw spell in magic and gets played almost every game.  The fourth ak, even if you somehow had to discard the other three, is absolutely amazing and serves as a better bomb than a recall.  Deep Analysis can only ever get you two cards, needs bazaar to be any good at all and still costs you a free lightning bolt for the opponent.  Not to mention that DA can be misdirected.

Intuition?
Intuition costs too much for too little in this deck.  You don't run huge amounts of mana accel so 3 mana happens turn 4 half the time, if your best play turn 4 is intuition it isn't that good.  Not to mention that without grave recursion outside of loam the tutor isn't nearly as good as it is in other decks.

Crop Rotation?
I didn't have crop rotation in this one and I only felt the need for it when I really wanted a strip mine.  I found a bazaar almost every game before turn 3.  I never really found a need for a second bazaar so crop rot would only tutor for strip mine the majority of the time.  That said, most people just concede to a strip lock, especially if it is backed up with any kind of pressure, so it may have a place in the deck.

Fastbond?
The card is good, no doubt.  It might also go to grow goyf an extra point if I discard it to bazaar, but the biggest possibility is to be able to waste multiple lands in one turn.  This is a pretty big play, but I would need a lot more experience with the deck before I could make an accurate assessment of how much this is needed.  On the day I could have used it in one of the six games I won, but it didn't end up mattering anyway.  It might be just win more, but it will stay in my thoughts as I tweak the deck further.

Regrowth/Reclaim/Eternal Witness?
These might deserve a spot in the deck just as a way to recur creatures most of the time.  Luckily they all provide other usefull benefits with things like walk and recall in the deck.  At this point I think a witness or two could work in the deck, but I need to test to see what is ok to take out for them.  I'm not sure that I would include more than 2 witness though.

4 Bazaars?
I never had a game where I had no cards in hand.  I also never had a game where after turn two my only option was to draw 1 card and pass.  you want to see a bazaar as soon as possible, and they really aren't that bad in multiples.  4 is number you want and the number you need.

What were the boarding plans?

Vs. Stax
-4 chalice, -3 daze, -1 misD
+4 Predator, +4 seal

Your biggest fear is chalice at 2, if you can try to get a predator on board as fast as possible, otherwise run out tarmo and snake while wasting shops.  If they are 5c then watch out for balance by striping their non shop lands, and hope for seals/hurkyl's/preds to take care of their artifacts.

Vs. Fish
This one is hard, you definitely want to go -4 rod, +4 Pred as you have a hard time winning creature wars just because they run so many more.  It is also ok to trade out the hurkyl's for relics to have an answer to their goyfs (or yours if they steal them).  The deck would be better if it had an e truth in it in place of one of the hurkyl's which I'll address later.

Vs. Dredge
-4 rod, -3 daze, -1 misd
+4 relic, +4 predator

Set your chalices at 1 to protect your hand and stop pithing needle if possible. Save your forces for needle, dread return and unmask. Use hurkyl's on yourself when you can play relics, preferably more than one but judge the situation as needed. Unless they get amazing dredges you should be able to control the game from turn one if you mull to waste.

Again, an e truth would make this match up even easier, especially in game one.

Vs. Tez.
Don't.  Period.  The deck is amazing against tez, and every other drain deck that I've put it up against.

Vs. Oath
-4 rod, -4 goyf, -1 misD, -2 Hurkyl's
+4 annul, +4 predator, +3 seal

This is the match that I fear.  I haven't been able to test it yet, but I know this is the big bad wolf for the deck.  You really can't let them get an oath activation unless you already have a lethal snake that you can protect.  Since that never really happens you want to put out seals or chalice at 2 (this play sucks hard core, but is there for the desperation pass) and don't worry about holding back wastes for the orchards.  With green prison you could hold them back if you got a root maze to stick but not here :/  Past that, fight tooth and claw for every bit of tempo that you can.  Stop them from playing draw spells, counter their tutor spells and don't give a thought to any of their bounce spells.  Make them work as hard as possible to find and play that oath, make them draw into that akroma or dragon or whatever before they can oath and get them to sweat.

What would I change to the deck now that I've played it some more?
The first change is a hurkyl's for an e truth.  It might hurt the chances to answer inkwell or stax, but it helps against fish, ichorid and still works against workshop aggro.  It also gives the deck a better chance to answer random cards like the bitter blossom that Jerry was trying to find in our game 2 match.

Other than that obvious change I want to look into adding witness first and see how that affects the deck.


Remember friends, if you want to piss off the boys in blue, whip your 'snake' out in public.
« Last Edit: May 19, 2009, 06:12:15 pm by wiley » Logged

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« Reply #1 on: May 19, 2009, 04:11:37 pm »

Interesting list!

I'm curious on how you felt about running 3x Life from the Loam.  I'm tinkering with something also using Bazaar + Loam, and wondering if how you felt about the card in general.  Is 3x too much? Too little?  It gets pretty nuts in the right combination, and even just getting a couple fetches back isn't bad, but you don't really want multiples, and you only really need them with an active Bazaar.
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« Reply #2 on: May 19, 2009, 04:44:04 pm »

Nice deck.

But I have one question


Round 3 VS Robert (tez)

Game 2 (no sideboarding)
I live the dream and get chalice at 1 and 2 on my first turn.  With this we have a couple of counter wars, some goyfs go back and forth across the red zone and he eventually has to concede to my 3x tarmo and strip loam lock.

I take it the Chalice at 2 didn't resolve???

Other than that it seemed like you had a blast.

Cheers
Clint

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« Reply #3 on: May 19, 2009, 04:48:39 pm »

Nevermind, ignore me.
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wiley
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« Reply #4 on: May 19, 2009, 06:11:46 pm »

On Loam:
3 works pretty well.  You want to see one after you get bazaar going, which 3 with consistency but 2 doesn't.  I've never been sad to draw a bazaar as all your lands are good and even paying 1g to get back a waste and a fetch provides a pretty good tempo boost.

I think 4 may be too many just because you can probably find something that works better in that slot and still have the bazaar loam engine working like it is supposed to.

I take it the Chalice at 2 didn't resolve???
Good catch, it was actually chalice at 0 and 1.   Fixing now.
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« Reply #5 on: May 20, 2009, 10:13:47 am »

Snake Pit - nice deck - been looking at this critter and wondering when someone was going to pair up Bazaar and the snakie.  Seems like it can get big fast.  I might change up the two Hurkyl's to one and one Rebuild since it will get around Chalice at two and it cycles to draw a card and make the snake bigger.  I love Regrowth, maybe cutting a Loam to fit it in would be more utility.

Sideboardwise I have always advocated a bit more variety, I know that the 3 Relics do give you card drawing to help the snakie, but Echoing Truth can be nasty if your caught with your mana down, possibly consider a mix of 1 Crypts and 2 Relics. 

Interesting you play no Ponder, which I approve of but this is the reason that I think restricting Ponder was an overreaction - but that's topic for another thread.

**edit to correct the # of Relics**
« Last Edit: May 20, 2009, 11:24:25 am by Beralt » Logged
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« Reply #6 on: May 20, 2009, 10:59:25 am »

Wiley,

This deck looks like a lot of fun to pilot and somewhat robust.  Thanks for the list and the write up. 

On a side note, great work on the Vintage Encyclopedia thread.  Very handy and I use it a lot.
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« Reply #7 on: May 20, 2009, 11:15:15 am »

I really, really like this deck - at least in theory / at first glance.  It does everything that I love to do most in Magic:  draw an obscene amount of cards, beat down with giant under-costed creatures, and uses hardcore mana denial to totally ruin an opponent. (Chalice + Null Rod + Wasteland/Stripmine + recursion via loam?  I am there.)

In fact, I like it so much that I may actually run it this weekend, testing or no testing.  There is a Mox tournament in Blue Bell PA that should pull in 40ish people and might provide an ideal test run.

Thanks for posting it.
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wiley
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« Reply #8 on: May 20, 2009, 03:21:54 pm »

On the 2 Hurkyl's:
1 needs to be an echoing truth.  There are plenty of weird cards in vintage that this decks just doesn't have an answer to.  Truth is a catch all answer to most of them.  As for including rebuild, the problem I found was that the 3cc made it a lot harder to hit the board, often by at least 1-2 turns which can become a hard lock for a good stax pilot.  The hurkyl's makes it almost impossible for them to ever get a hard lock on you unless they have chalice at 2, which hopefully you have a force for.

For the regrowth effect I would prefer to try eternal witness as that helps in creature wars with other fish decks and helps to get back counter goyfs and snakes.  I don't think the loam is the correct cut as 2 didn't get the engine online as well in my previous testing with Kudzu.dec.  I think that the MisD and a null rod would be the best bet for switching out right now.

On Ponder:
I also had someone ask me about mystical tutor and this card falls into the same reason I chose not to include it.  This deck really wants to stick a chalice at 0 to stop moxen production and more importantly a chalice at 1 to stop a lot of the current bombs in vintage that would help someone get out of the mana denial strategy the deck invokes.  Cutting off ancestral, brainstorm, vamp tutor, top, welders, rituals, key, ponder, mystical, imperial seal, as well as a few creatures takes an annoying strategy into a backbreaking strategy.

Obviously brainstorm and ancestral were too powerful and had too much possible synergy with the snake to not include, but you're cutting off a possible 2 cards in your deck compared to 5 or more from the average opponent.

For the sideboard it may be better to include crypts too, just remember that a lot of dredge lists run chalice for 0, and that the game will often be a lot slower than your average dredge match up.
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« Reply #9 on: May 20, 2009, 04:03:32 pm »

I see the Echoing Truth as becoming a dead card, Hurkyl's answers the newest threat - Inkwell Leviathan - with that said, I tested one game against a Tez deck and found that after Pithing Needle on Baz, Chalice at 0 and Null rod that it was having trouble getting to 3 mana again.  Your cuts of Null Rod & Misdirection might be more applicable - although I do love a well played misdirection on an Ancestral for growing the snake.  Changing to Echoing Truth does give you so answers vs various Ichorid and the odd Empty the Warrens deck.

I love Eternal Witness but the double Green scares me at time, especially when your looking at a deck by your admission that can have trouble with it's own mana.
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« Reply #10 on: May 20, 2009, 05:04:06 pm »

Inkwell still isn't the obvious best choice for every deck but is still a concern.  The majority of the time you can still use the scroll and hurkyl if you need to as this deck rarely ever damages itself.  It is a calculated trade off that at least looks like it provides better expected value, but I haven't been able to test it out yet.

The can have trouble getting to three mana against shop decks.  Not really anywhere else, the deck does run ~17 lands that produce mana (and a good way to get extra value from fetch lands) which is similar if not a bit more than most vintage decks.  Looking at the mana base I don' think that having double green at three mana will be a problem, but I don't have the chance to test it this week.  Perhaps riftstone portal could be looked into if it becomes a problem, but I doubt it will be.

Often ancestrals, played by either side, come out long before the snake does.  So far MisD has only helped in counter wars, which witness would help you to recover from no matter when you draw it.  I'm not sold that misd pulls its weight as a singleton.

Needle on zaar sucks, but you have the forces, dazes and chalice at one to try and shut that play off.  Even when it does happen it doesn't spell game over and if you have the truth then you have a chance to answer it after it resolves.  I realize that this iteration of the deck doesn't have a huge amount of testing behind it but in the ~40 games I played with kudzu against decks with needle, needle resolved less than 15 times and that deck had no counter magic and no chance to play chalice at 1 on turn 1.  It is a thorn in the decks side, but I don't think it is a crippling one.
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« Reply #11 on: May 21, 2009, 09:49:39 am »

did you concider changing the mana base up a little to add knight of the reliqury?  you could do this by adding riftstone portals which are pretty decent with bazaar. 
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« Reply #12 on: May 21, 2009, 10:09:30 am »

If you went with a black disruption suite instead of a blue one (i.e. Duress) you could probably just block Inkwell.  Lorescale is an 8/8 with just two bazaars (and two draw steps).
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« Reply #13 on: May 21, 2009, 10:26:43 am »

But you need the blue to facilitate your card draw, counters and most importatntly cast  your Snake.

If you went with a black version you could run Bazaars and make it Monoblack - adding Entomb, Exhume & Animates (of course with the added hand disruption) - but seems slow.

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« Reply #14 on: May 21, 2009, 10:44:17 am »

i dunno where my head is.
for some reason i thought snake was double green.
but that's the other snake...

on a side note, i'm working on a GBr version running discard and zombie infestation rather than coatl.  you get bigger goyfs (since you run enchantments) and infestation works with loam alone rather than needing a bazaar. red just to get the ancient grudge splash and maybe a singleton jagged poppet for fun.
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« Reply #15 on: May 21, 2009, 04:11:49 pm »

If you have the snake out then you might be able to block the leviathan anyway by wasting your islands.  Then again, if you have an 8/8 snake you are in good position and can probably race them.

... works with loam alone rather than needing a bazaar.

I'm not sure what you are saying here, there isn't anything in the deck that needs bazaar to work (with the debatable exception of ak).  Bazaar is a free and uncounterable draw/card selection engine, which is why I chose it to fuel the snake.
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« Reply #16 on: May 21, 2009, 10:07:28 pm »

If you have the snake out then you might be able to block the leviathan anyway by wasting your islands.  Then again, if you have an 8/8 snake you are in good position and can probably race them.

That's true.  I think depending on when it hits the ground racing is a very valid strategy.

... works with loam alone rather than needing a bazaar.

I'm not sure what you are saying here, there isn't anything in the deck that needs bazaar to work (with the debatable exception of ak).  Bazaar is a free and uncounterable draw/card selection engine, which is why I chose it to fuel the snake.

It's more a statement about Loam then Bazaar.  Bazaar is good on its own (though its a bit conditional imo), but Loam tends to be more situational.  It's just not the strongest play out there in terms of raw power. Getting lands is okay, but honestly I wouldn't run Loam if I wasn't running Bazaar.  And Zombie just gives a Loam another great card to combo with it.

Of course, whether Zombie is better than Snake is debateable.  Zombie works less well with Bazaar than Snake does with Loam.  But arguably Zombies work better with just Loam than Snake does with just Bazaar.  But for me it's just personally, I like Zombies more.

It was more an afterthought than a critique really.
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« Reply #17 on: May 21, 2009, 10:16:21 pm »

Willey - Great deck.  In my testing against Tezz it had a winning record, which is more than I can so for most decks these days. 

However, I do worry about the combo matchup.  Do you think the sideboard should be adjusted perhaps?  I was thinking to remove the seals since Oath is pretty dead in my metagame, and add Stifle, but that directly conflicts with the desire to land chalice at 1.  I'm also not sure about Annul, personally leaning towards something that would be better in an aggro matchup.
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« Reply #18 on: May 21, 2009, 10:26:29 pm »

However, I do worry about the combo matchup.  Do you think the sideboard should be adjusted perhaps?  I was thinking to remove the seals since Oath is pretty dead in my metagame, and add Stifle, but that directly conflicts with the desire to land chalice at 1.  I'm also not sure about Annul, personally leaning towards something that would be better in an aggro matchup.
Given that Wiley currently suggests boarding out both Rods and Goyf versus Oath I wonder if Explosives is the better option.
Explosives can combine with Wasteland to remove Orchard tokens.
Explosives removes Oath.
Versus Combo Explosives can do any of the following three things:
1:  Remove Xantid Swarm
2:  Remove Warrens Tokens.
3:  Wipe out Moxen.

Also, I imagine that Goblin Welder is fairly annoying for this deck since there is little in the way of Welder removal, there are no Needles in the board and Welder neatly dodges both Mana Denial and counter spells.

Chalice@1 is pretty much the best Welder defense right now, but add Explosives and you have another answer.
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« Reply #19 on: May 22, 2009, 07:54:24 am »

Black for tutors + Zombie Infestation along with Squee (cut Daze) need to be all up in this deck.  It's just savage.

I'm surprised this hasn't gotten more attention.  It's actually pretty silly how out of hand (and how quickly) this deck can get.  Playing against both Snakes and Dawn, Snakes is much more focused and consistent in both its denial and beatdown plan. 
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« Reply #20 on: May 22, 2009, 09:07:46 am »

What about Circular Logic either in the board or the main to shore up the combo match?  It's pretty amazing with Bazaar.
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« Reply #21 on: May 25, 2009, 12:25:30 am »

Tested this deck for a few hours the other night with a friend, and I have to say my results weren't quite as impressive as yours.  Once we got a basic handle on the deck, we tried a few different cards (Intuition, Crucible - too mana intensive; Fastbond, too gimmicky and often win-more; tried various alternatives for Daze such as Disrupt, Divert, and Stifle, with Stifle being good but not as good as Daze) but found that there were two major areas of concern with your list:

1 - The mana base needed some work.  There aren't enough sources of Blue, there are too many sources of Green, and the deck really wants one more mana source.  My suggestion would be to add one fetch land (going to 6), to change 3 fetch lands into Deltas or Strands, and to cut at least one Forest for an Island (and possibly a second for a Breeding Pool / Yavimaya Coast).  I'd even consider adding an Elvish Spirit Guide or two to have another way to power out a faster Coatl or a turn-one Null Rod.

2 - Bazaar of Baghdad underperformed whenever the deck didn't have a Life from the Loam.  To that end, the deck should probably either run 4 Loams or add a Mystical Tutor to find Loam.  Further, 4 Bazaars might actually be overkill, and a Crop Rotation with 3 Bazaars might be a viable alternative, as that way the deck can also find Strip Mine (which is sometimes relevant).

The final changes we ended up with looked like this:

-1 Misdirection, -1 Hurkyll's Recall, -1 Time Walk, -2 Forest, -2 Wooded Foothills, -1 Bazaar of Baghdad

+1 Life from the Loam, +1 Crop Rotation, +1 Echoing Truth, +3 Polluted Delta, +1 Island, +1 Yavimaya Coast

By far the hardest cut was the Time Walk.  The only other alternatives seem like:

Daze - Deck definitely wants at least 3 of this card, its a blow-out every time

Merchant Scroll - Possible, but with 1 Hurkylls and 1 Echoing Truth, one tutor is a good idea.  Changing to Mystical might be a possibility, as then you can tutor for Loam (and maybe go back to 3x Loam and keep Time Walk)

Null Rod - This is a possibility for sure.  3x Null Rod with 4x Chalice and 4/1 Wasteland/Strip still leaves the deck with plenty of mana denial.  Yet, Null Rod is such an important piece of the deck that cutting to 3 is probably the wrong choice.

All in all this seems like a deck with the potential for future development.  In its current form, however, it isn't quite the blowout against Tezzeret decks that I expected.  The newest lists (for example, Mastriano's list from the Philly Open 3) seemed like they were able to force a discard on, or bounce with repeal / h. recall, or simply counter Null Rod / Chalice often enough to win just above half the games.  The deck had to take a distrubing number of mulligans due to mana issues (although this got better with the later versions with +1 mana source and -1 bazaar with the crop rot).  Note that the deck did perform better against more traditional Tezzeret, but against both decks winning games on the draw (after the Tezz deck already played its mana sources and often had a Duress for Null Rod or a FoW) was pretty difficult.

I do intend to keep testing this deck, its fun and powerful with a lot of promise.  Thanks again for posting it.

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« Reply #22 on: May 25, 2009, 03:44:58 am »

Did you seriously cut time walk in a deck that wins by making a big snake and then attacking with him?  It's like berserk that draws a card or cycles for free if you dont ahve a guy in play.  It seems like it is probably one of the best cards in the deck.
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« Reply #23 on: May 25, 2009, 09:14:43 am »

Did you seriously cut time walk in a deck that wins by making a big snake and then attacking with him?  It's like berserk that draws a card or cycles for free if you dont ahve a guy in play.  It seems like it is probably one of the best cards in the deck.

I thought I stated the reason why pretty clearly.  Unlike the author's testing, I didn't find 3 Loam to be enough and the deck really needed another land.  If you find that change to be offensive, I'd cut the 4th Null Rod instead, or as I said, change Merchant Scroll into Mystical Tutor, cut the 4th Loam and keep Time Walk.  They're all viable options. 

Regardless, this deck runs Walk and one way to find it.  Its not like, say, Menendian's Gro deck that has multiple avenues of finding the singular Walk.  Further, the way the mana is, if you Merchant Scroll for Walk, odds are that you're not casting it until the next turn as the deck almost never will have 4 mana available.  Once you actually get a Snake or Goyf online, it typically only takes a few turns to win.  Walk is often just win-more, although obviously winning a turn faster is never a bad thing.  That said, when the deck wins, its usually reduced its Drain opponent to a helpless punching bag via wasteland/strip recursion, Null Rod, and Chalice, rendering Walk unnecessary.  Finally, running a one-of in a deck that is looking to Dredge Loam repeatedly is already a little loose.  It would make more sense with, say, E. Witness in the deck, although how you'd cram that in I'm not sure.

I'm not saying Walk isn't great in the deck, because it obviously is, but keeping the 4 Null Rods and adding a 4th Loam and another mana source makes the deck more consistent.  At least, that's what we got out of 5+ hours of testing the deck.
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« Reply #24 on: May 25, 2009, 03:37:51 pm »

I'm surprised there is no gush in here, with a changed mana base (as voltron sugested ) i would totally run it. If you can't cast it, you can pitch it or discard it when it isn't useful, it just seems like something you would want in a snake deck.

Nice deck, i heartily approve of Monsters+Bazaar+Loam, and have for many years. I can't believe someone proposed Zombie Infestation, it made me super nostalgic, though i would think mongrel would be better  Very Happy
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« Reply #25 on: May 25, 2009, 09:55:44 pm »

Did some more testing today.  I'm pretty comfortable suggesting this list of 60 as one worthy of further exploration:

3 Windswept Heath
3 Polluted Delta
4 Tropical Island
1 Breeding Pool
1 Island
1 Forest
1 Strip Mine
4 Wasteland
4 Bazaar of Baghdad
1 Mox Emerald
1 Mox Sapphire
1 Black Lotus
4 Chalice of the Void
4 Null Rod
4 Force of Will
4 Accumulated Knowledge
3 Daze
1 Brainstorm
1 Ancestral Recall
1 Mystical Tutor
1 Hurykll's Recall
1 Echoing Truth
1 Time Walk
3 Life from the Loam
4 Tarmogoyf
3 Lorescale Coatl


Admittedly Mystical Tutor is somewhat suboptimal because the deck wants to play Chalice on 1.  That said, it finds Loam, allowing the deck to stay on 3 Loams but effectively run 4 while keeping a tutor that can find Walk / Truth / Recall / H. Recall / FoW.  I'm back and forth on Crop Rotation.  Playing 1 with 3 Bazaars plus Mystical is effectively running the total of Bazaars to 5 while only running 3.  Crop Rot can also be used to find Strip Mine, obviously.  That said, its a little bit... awkward in practice.  Playing Mystical is also already increasing the number of 1-cost spells we kill with our own Chalice, so running Crop Rotation with it is somewhat dangerous.

The other option I suggested above would be -1 Mystical, -1 Time Walk, +1 Merchant Scroll, +1 Life from the Loam.  That list is even less affected by a Chalice on 1, but gives up Time Walk to maintain consistency.  I'm willing to give up the explosive finisher to help lock down games with more consistency, but it is damn hard to cut that Walk.  I think the deck just doesn't function right w/out really being sure it can find Loam.  It could just be random variance but I see a big difference between 4 or "4" Loams as opposed to 3 during test games.

I still think this deck is maybe one card away from being something I'd feel comfortable running in a larger (40+) person event.  I'm not sure if its an existing card we haven't hit on yet, a card that needs to be printed, or a card that might be un-restricted.  4x Gush could really make this deck a contender.
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« Reply #26 on: May 26, 2009, 12:49:06 am »

Did some more testing today.  I'm pretty comfortable suggesting this list of 60 as one worthy of further exploration:

3 Windswept Heath
3 Polluted Delta
4 Tropical Island
1 Breeding Pool
1 Island
1 Forest
1 Strip Mine
4 Wasteland
4 Bazaar of Baghdad
1 Mox Emerald
1 Mox Sapphire
1 Black Lotus
4 Chalice of the Void
4 Null Rod
4 Force of Will
4 Accumulated Knowledge
3 Daze
1 Brainstorm
1 Ancestral Recall
1 Mystical Tutor
1 Hurykll's Recall
1 Echoing Truth
1 Time Walk
3 Life from the Loam
4 Tarmogoyf
3 Lorescale Coatl


Admittedly Mystical Tutor is somewhat suboptimal because the deck wants to play Chalice on 1.  That said, it finds Loam, allowing the deck to stay on 3 Loams but effectively run 4 while keeping a tutor that can find Walk / Truth / Recall / H. Recall / FoW.  I'm back and forth on Crop Rotation.  Playing 1 with 3 Bazaars plus Mystical is effectively running the total of Bazaars to 5 while only running 3.  Crop Rot can also be used to find Strip Mine, obviously.  That said, its a little bit... awkward in practice.  Playing Mystical is also already increasing the number of 1-cost spells we kill with our own Chalice, so running Crop Rotation with it is somewhat dangerous.

The other option I suggested above would be -1 Mystical, -1 Time Walk, +1 Merchant Scroll, +1 Life from the Loam.  That list is even less affected by a Chalice on 1, but gives up Time Walk to maintain consistency.  I'm willing to give up the explosive finisher to help lock down games with more consistency, but it is damn hard to cut that Walk.  I think the deck just doesn't function right w/out really being sure it can find Loam.  It could just be random variance but I see a big difference between 4 or "4" Loams as opposed to 3 during test games.

I still think this deck is maybe one card away from being something I'd feel comfortable running in a larger (40+) person event.  I'm not sure if its an existing card we haven't hit on yet, a card that needs to be printed, or a card that might be un-restricted.  4x Gush could really make this deck a contender.

Looks quite solid actually. The only thing I'm not sold on is Daze in this deck as I don't see that you're running something like Noble Hierarch to help curve you up to the Coatl quickly while still having the freedom to Daze and not cost yourself valuable and needed mana. Perhaps the deck doesn't need Daze as it runs both Chalice & Null Rod? I think the disruption package sans Daze is already pretty stoked up. Not many budget lists support 4 Chalice + 4 Rod + 4 FoW. Not even my Noble Fish list did that. That said I think there are a couple different cuts you could make to squeeze the stuff you want in:

-3 Daze
-4 Chalice (or move em to the SB as they are not always ideal in every matchup)
-1 Tarmogoyf? Perhaps?

Anyway, mess around with it some more, but I really like the concept.

I've been working on something rather innovative myself with the new card Wargate and I think I've worked towards an interesting Oath List that tries to abuse it. Take a look at that in Development Forum. It would be a sweet deck if they ever decided to unrestrict Gush. Happy Building !
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« Reply #27 on: May 26, 2009, 12:57:40 am »

I also have been testing a version of this deck and it works really well. I have included a link to the tournament report I did where I took third place. I might have done better if I didnt scoop to a friend in quarter finals.  Also, Stormanimagus is right. I dont feel like daze is needed in this deck.  Anyway, check out my list and hopefully it will help in some way. 

http://www.themanadrain.com/index.php?topic=38024.0
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« Reply #28 on: May 26, 2009, 08:27:56 am »

One of the cards I cut during the first round of testing was the 3rd Daze, to go down to 2 (when we were trying some other stuff like Crucible, Fastbond, and Intuition - not that we didn't trust Wiley's results but just to verify, and yes he was right about all of them), and we almost immediately put the 3rd back in.  The card is awfully solid in this deck, especially because it doesn't see a lot of play in Vintage (so it carries some surprise value), and because of the way this deck shuts off its opponent's mana, it is often a hard counter.  I wouldn't advise cutting them all.

Also, Chalice of the Void is one of the cornerstones of the deck.  Early Chalice on 0 is one of the ways you can actually compete with the rest of the field, and this deck only runs 3 sources of acceleration so Null Rod is typically coming down on turn 2 (and then often forced through with Daze).
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« Reply #29 on: May 26, 2009, 08:33:51 am »

I also have been testing a version of this deck and it works really well. I have included a link to the tournament report I did where I took third place. I might have done better if I didnt scoop to a friend in quarter finals.  Also, Stormanimagus is right. I dont feel like daze is needed in this deck.  Anyway, check out my list and hopefully it will help in some way. 

http://www.themanadrain.com/index.php?topic=38024.0


I saw that list.  It looks awesome, even if the mana base scares me a little.  Did you find the mana you included to be sufficient?  Using Squee obviously makes Bazaar a more efficient "draw" engine as opposed to the "filter" engine it functions as in the build above, so I'm guessing that helps.  You also have only 16 blue cards total by my count to support Force of Will, was that enough?
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