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« Reply #4 on: September 01, 2010, 10:38:56 pm » |
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before I start- a few responses- if you don't expect to play against null rod, there is no reason not to run grim monolith and keys over marble diamond and coldstone heart...these suck. If you wanna run a colored source, run coalition relic and if you want colorless, you have a unique budget opportunity to run multiple keys and monoliths. Why make a tapped artifact that taps for 1 when you can explode?????
I have played similar decks relying in ancient tomb for years...as a matter of fact, if I suck at everything else, I can say that figuring out a way to rig up this deck without power maybe the one thing I have most tested.
Choices that greatly effect your ability to win when you have a slow start.
This is issue number one since you will not be able to throw down locks nearly as quickly as the real deck. That being said, the versitile toolbox is far better here than attempting to rely on a suboptimal mana base that returns the lola to their symetrical state. My mana base evolved over the years from basics, to duals, to MUD, back to basics(mud wasn't bad, but you can lose because you are at least 3 times as likely as the real deck to lock youself out)...I finally settled on the 5color base because it puts the game-ending and powerful spells back within your mana constraints. My mana base ended up-
4 ancient tomb 4 wasteland 1 tolarian academy 1 strip mine 4 city of brass 4 gemstone mine 2 city of traiors 20 lands total
1 sol ring 1 mana vault 1 mana crypt 1 grim monolith 1 voltaic key 1 lotus petal(you need this even though it blows)
I don't run metalworker because he doesn't consistently come down on turn one and he dies VERY often to scrubs expecting to play against creatures.
Point 2: some cards are too good to leave out given the constraint of your mana.
1 tinker- this wins the damn game...it is worth runnig blue sources just to get this. 4 goblin welder- tinker and welders are the closest thing you get to cheating stuff into play 1 demo-finds tinker, trinisphere, and strip 1 vamp-same 1 cropper-you need strip mine in an undeveloped meta because the scrubs play basics 1 balance- I wouldn't run this in other builds, but undeveloped metas tend to be aggro filled. This will save your ass.
Consider- more cropper swords to plowshares powder keg/seal of cleansing- a single seal isnusually good here because of oath and the lack of moxen
Point 3- locks 1 trinisphere 3 crucible 4 tangle 3 smokestack(-1 due to costs) 4 loadstone(worth the costs just because if they aren't running power they lose to him on turn 1) 4 chalice 2 sphere
End the game- 1 karn 1 sundering Titan 1 duplicant 1 trike
I no longer play the budget build and haven't messed with it in a while, but a few final points-
tinker=not losing to scrubby kids ever 2 mana is what you can expect on turn 1, so you pack a lot of low mana locks(chalice=win vs elves and sligh) crucible + strip nearly always beats an unpowered opponent, so I like finding strip and running colors best of luck man, this takes me back(minus the loadstone) you suck against oath- board heavy there as their budget build is a lot more dangerous than yours. They can sneakthe oath in before you get established as you are 1-2 turns slower without shops and moxen
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