Schyl
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« on: June 03, 2011, 06:33:56 pm » |
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Hi,
I’ve been a long-time lurker here at the mana drain. I recently put together a list of my own creation, and have been having a lot of fun with it. I thought I would post it up for suggestions and criticism. I am also hoping someone else might try it, if only confirm for me that I haven’t been misleading myself about how much success I’ve had with it.
I started with the premise of wanting to see if I could build a competitive 5-color deck. This deck is the product of that premise. So far, it has put up some pretty strong results. I’ve tested it in over 200+ games, both on and offline, against everything but dredge.
The deck often feels like you win because you had lucky draws. Opponents certainly seem to have no trouble telling me this. However, the consistency with which I draw the answers I need leads me to believe otherwise.
I started building this list after having a lot of success with the BUG legacy deck, Team America. I liked the combination of Jace, Tarmogoyf, and Dark Confidant. At the same time, however, I knew I wanted to avoid playing a bluish-control style deck. I thought that, in Vintage, trying to be both a fish and a counter-control deck like Team American meant the deck would simply be bad at both.
Instead, I thought I would rely more on the extremely efficient reactive answers each color provides. One thing that prompted this decision was a recognition that most vintage decks play few threats, relying on establishing superior board position to push those threats through.
There were no recent attempts that I could find to build a similar style of deck on TMD. The deck plays and feels very different from other fish decks I have play. Traditional fish decks try to disrupt the other player by playing creatures like Cursecatcher, Teeg, or Mindcensor, coupled with counter-magic. This list lets other decks do whatever they want. Then, it destroys whatever they cast cheaply, at instant speed.
My favorite thing, so far, about this strategy is that games tend to go long. It is not uncommon to see twenty or thirty turns of play.
Here’s the list:
1 Black Lotus 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 4 Null Rod
4 Dark Confidant 3 Grim Lavamancer 3 Qasali Pridemage 4 Tarmogoyf
3 Jace, the Mind Sculptor
1 Balance 1 Demonic Tutor 4 Thoughtseize 1 Time Walk
1 Ancestral Recall 3 Ancient Grudge 3 Diabolic Edict 3 Swords to Plowshares
1 Badlands 1 Bayou 1 Plateau 1 Savannah 1 Scrubland 1 Taiga 1 Tropical Island 1 Tundra 1 Underground Sea 1 Volcanic Island
1 Arid Mesa 1 Misty Rainforest 1 Marsh Flats 1 Polluted Delta 1 Verdant Catacombs 1 Windswept Heath
Sideboard: 3 Ethersworn Canonist 4 Leyline of the Void 2 Lightning Bolt 2 Nature’s Claim 2 Yixlid Jailer 1 Plains 1 Swamp
Comments on the List: The Mana Base: The current mana base is one of each dual land, plus fetch-lands. The fetch-lands are skewed away from blue, as the deck doesn’t need blue as early as the other colors. I have also tried three other variations: 1. Multiple copies of certain dual lands: This version worked about as well, except for the odd game where I would draw two copies of the same land and no fetches in my opening hand. The deck really want to have access to three colors in the opening hand. For that reason, I decided against this version. 2. Adding basic lands: Basic lands actually proved unnecessary in the main deck. I still side in basic lands for some match ups, but only because I don’t know what else to do. 3. Multi-color lands: This worked alright. However, due to the games tending to go long, I often found myself in uncomfortable situations when using Gemstone Mine or City of Brass.
The current Mana base surprisingly resilient. Achieving the right colors is emphatically not difficult, even against decks that attack the mana base. I’ve tested it against all manner of such decks, including Mud, Stax, rogue 9 strip fish decks, and decks with Blood Moon effects. The only one of these that presents a serious problem is Blood Moon. (Qasali Pridemage being the only main deck enchantment removal) Magus of the Moon is easy to kill with Lavamancer or by floating mana for removal. Also, the deck still manages to doe quite well against decks that play moon effects off mountains and two moxen.
Playing with 5 colors does take a slight shift in thought to get used to. Against decks that don’t attack the mana base, getting the right color is never an issue. You might not be able to cast every card in your hand with the colors available on the first turn, but you don’t need to worry, let alone mulligan. It is exceedingly rare that you will have to pass a turn without playing anything only because you have the wrong mana. Duals and fetches provide excellent consistency.
Against decks that do attack the mana base, it remains surprisingly stable. Everything in the deck except Jace costs 1 or 2. While I do have trouble getting to four mana for Jace, the diversity of lands and the relatively even color split ensures that I still manage to find the right colors with consistency. It doesn’t matter if they wasteland my dual land when I only needed that particular color for the spell I already played.
Card Advantage: I have found Confidant plus Jace and Recall to be sufficient. Confidant’s card drawing occurs at highly consistent life loss.
The Lack of Vial: The first version of this deck that I tried played Aether vial. The problem with vial, however, is that this deck is five colors, and wants to run spells (in addition to creatures) from each of the five colors. This requirement renders me unable to run wasteland. And, without waste effects of my own, I don’t think vial really results in as much of an advantage. This effect is compounded by the relative cheapness of all the other spells. When I did run vial, too often I would have a lot of extra, unused mana, or I would draw a second copy when I needed an answer instead.
The Lack of Tinker/Bot I tried this with a few different targets. The problem, however, is twofold. First, you cannot be sure of having an artifact in your hand. Second, it is impossible to cast a robot should you draw it. I have never had that much land in play. The Lack of Brainstorm/Ponder/etc: I tried the deck with these, but was under-whelmed. I don’t know why, exactly, but they failed to provide the power that they do in other decks.
Cards I’m not sure of: Balance Tends to either be a life-saver or useless. It has helped me win several games after sacrificing my board to an attacking Emrakul. But it has also sat there staring at me when I have a 1/1 spirit token the turn before they attack with Emrakul.
Demonic Tutor I always like it when I draw it, as it lets me find an answer or a threat. But, it could just be an answer or threat instead.
Null Rod Does wonders against a first turn metalworker. If their metalworker sticks, I usually don’t have enough to deal with the number of threats and spheres they can play on the following turn. Its also nice against vault, but I usually find myself with grudge and/or pridemage on top of it. Other than the metalworker, where it shines, I just haven’t had much need for it.
Ancient Grudge Wonderful when it works. Unfortunately, at two mana, I’ve had several games where I’m unable to cast it under spheres because its one mana too expensive. I’ve thought about ingot chewer in the maindeck, but I really like the consistency I currently have when drawing blind with confidant. I don’t have to worry about dying until I get to two life.
Comments on the Sideboard: Its not thought out particularly well. The basic lands are there more to make sure I can answer threats with swords and edict under moon effects then to solve any wasteland problems. Bolt works against lodestone, and serves as another answer to magus of the moon. Canonist is a nod to the decks storm match-up.
Vs. Oath: (neutral/favorable) Despite being reliant on creatures to win, this deck has done well against oath. The 3 edicts and 3 swords have so far been successful at requiring them to oath multiple times. Emrakul can be a problem without edict, but I think that’s true for most decks. Many games see my deck dealing with all of their oath targets (and Emrakul more than once after shuffling him back in) before winning.
Vs. Metalworker (favorable) Mud Aggro is one exception to decks that don’t play many significant threats. Here, many things work in this decks favor. First, because the cost of everything is so low, (and thorn doesn’t hit creatures) its relatively easy to play around spheres. Second, Null Rod and Lavamancer shut off Metalworker (which, if unaswered does create seriously problems for this deck). Without metal worker, Mud tends to lay out only one threat per turn. This deck can handle that, and will eventually win through the card advantage provided by Confidant and Jace. However, I will note chalice at two is pretty effective at shutting down my deck.
Vs. Stax (favorable) Smokestack is often less of concern for me than it is for them. I tend to have several permanents in play. Grudge and swords work effectively to remove their threats. Crucible is usually game, however, unless I have an immediate Grudge or Pridemage.
Vs. Fish (favorable) So far this deck has destroyed other fish decks. I’ve played mainly against BUG, UR, and UGW but have also tested against more fringe versions like W and BUGW. Lavamancer shines against anything running small creatures. I think counterspells, particularly force of will, hurt the other fish decks in this match up. This version seems to have more threats and answers then other fish decks.
Vs. Storm (unfavorable) Always a race. Tends to be a relatively non-interactive game. I can sometimes slow them down by destroying/nullifying their artifacts. Other than that though, there isn’t a whole lot I can do to stop them from going off. A medium-sized Will is usually game over. Sometimes I can be cute and swords my goyf to stay alive after one tendrils, but its rare. That being said, I seem to do decently well against gush/based storm, not quite as well against traditional TPS, and even worse against Grim Long.
Vs. Turbo-Tezz (favorable) Haven’t had much trouble winning here either. Null rod and the main deck grudges keep their artifacts from working. It is a rare game indeed where they can assemble vault/key unopposed. Tinker also doesn’t tend to do much here, between the swords and edicts. The creature base is also dense/strong enough ensure Tezzeret can’t stick on the table. I typically find myself losing only when I tap out early to cast Jace.
Vs. Blue Control (favorable) I think this tends to be an even stronger match-up then the faster Turbo-Tezz variants. These decks don’t tend to play a lot of threats. By the time they get around to casting one of them, I usually have two or three answers in my hand for it.
Thanks for reading! Please let me know if you have any suggestions or criticisms.
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