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Author Topic: Stuffy Doll win condition?  (Read 4876 times)
stripezero
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« on: September 16, 2011, 09:28:15 am »

Has anyone gotten competitive with the Stuffy Doll + Guilty Conscience combo in their Workshop deck? It is a nice finisher and I would love to see it work in some format that can make T8's (or Round Two at least). Any luck..?
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Bill Copes
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zebraturbosled
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« Reply #1 on: September 16, 2011, 10:05:45 am »

Have you tried it at all?  If so, what conclusions have you come to?
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I'm the only other legal target, so I draw 6 cards, and he literally quits Magic. 

Terrorists searching in vain for these powerful weapons have the saying "Bill Copes spitteth, and he taketh away."

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stripezero
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« Reply #2 on: September 16, 2011, 10:33:50 am »

No... I made the best Legacy build that I could think. It isn't an artifact lock-down deck though. I made it W/B and used discard to find the spells that could target Stuffy Doll. I played as much deck-thinning as I could with fetch and cantrips. It runs great but I don't know if it would ever make a T8.
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Bill Copes
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zebraturbosled
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« Reply #3 on: September 16, 2011, 12:16:41 pm »

I can say from 5-ish years of shop-archetype experience that playing this type of combo in a workshop deck probably won't work.  If you evaluate the individual pieces, neither is particularly amazing on their own.  Stuffy doll is an overcosted 1/1 that doesn't do much.  Guilty conscience is weak, weak, WEAK creature removal.  With a Workshop deck, you have very few vintage-playable ways of drawing and searching for specific cards (deck maniuplation).  Because of that, you have to play multiples of each -- probably as 3 or 4 ofs. 

Doing this greatly dilutes the number of actual, viable threats and lock pieces that are necessary to survive long enough to assemble the combo.

So there's the question of, "what can I use to help me find combo pieces?"  If you plan to stay just white & brown, so you have access to . . . enlightened tutor . . . which can only fetch one combo part . . . and you have to wait ANOTHER turn just to draw the card. Once you draw and assemble the combo,  you then have to wait ANOTHER TURN to activate the doll.  You can go 5-color to splash Demonic Tutor, Vampiric Tutor, broken cards, etc.  But then you're just going to lose to the  more streamlined workshop decks.

Seem a little slow / inefficient?

All of that said, I do appreciate the creativity of the idea.
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I'm the only other legal target, so I draw 6 cards, and he literally quits Magic. 

Terrorists searching in vain for these powerful weapons have the saying "Bill Copes spitteth, and he taketh away."

Team TMD
stripezero
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« Reply #4 on: September 16, 2011, 12:23:22 pm »

Yep I see what you mean. It is just a combo that fascinates me and I will go back to the drawing board to keep looking for a way to run it. Smile
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yespuhyren
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« Reply #5 on: September 20, 2011, 03:01:27 pm »

This is a random idea off the top of my head, so no I definitely didn't test this list and I'm sure I'm missing cards.  I put power because you posted in Vintage, but you could easily remove it.  That being said, it could be a lot of fun:

4x Bazaar of Baghdad
4x City of Brass
4x Gemstone Mine
4x Forbidden Orchard

1x Black Lotus
1x Mox Emerald
1x Mox Jet
1x Mox Ruby
1x Mox Pearl
1x Mox Sapphire
1x Sol Ring
1x Mana Crypt
1x Lotus Petal
2x Mox Opal

4x Goblin Welder
4x Stuffy Doll

1x Ancestral Recall
1x Time Walk
1x Vampiric Tutor
1x Demonic Tutor
1x Enlightened Tutor
1x Worldly Tutor
1x Regrowth
1x Brainstorm
1x Ponder
4x Guilty Conscience
4x Reanimate
4x Argivian Find
4x Gamble

SB:
4x Xantid Swarm
4x Ancient Grudge
4x Ray of Revelation
3x Wheel of Sun and Moon

EDIT:

I just built this for fun and goldfished:

Opening 7:

Bazaar, Orchard, City of Brass, Stuffy Doll, Welder, Reanimate, Mox Ruby

Turn 1: Bazaar, Ruby, Welder, Bazaar shows me Gemstone Mine and Argivian Find.  Discard Stuffy, Orchard, Gemstone.  City, Reanimate and Argivian Find in Hand.
Turn 2: Draw Gamble for Turn.  Play City of Brass.  Ruby casts gamble (Guilty Conscience) and in response weld out the Ruby into Stuffy Doll , and the two cards in hand are Guilty Conscience and Argivian Find.  If you discard Conscience, Argivian Find returns it EOT off City and you win turn 3.  If not, you can either enchant stuff doll and pass and win on turn 3 or play it turn 3 ftw just the same

Weld
« Last Edit: September 20, 2011, 03:18:49 pm by yespuhyren » Logged

Team Blitzkrieg:  The Vintage Lightning War.

TK: Tinker saccing Mox.
Jamison: Hard cast FoW.
TK: Ha! Tricked you! I'm out of targets
stripezero
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« Reply #6 on: September 21, 2011, 09:14:38 am »

That is a real beauty! Is there a forum to have someone take a look at my Legacy build..?
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yespuhyren
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« Reply #7 on: September 23, 2011, 02:34:57 pm »

I don't play much legacy, though Misstep being nuked is what is going to get me into it.  mtgthesource is probably one of the best sites for a deck in legacy.
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Team Blitzkrieg:  The Vintage Lightning War.

TK: Tinker saccing Mox.
Jamison: Hard cast FoW.
TK: Ha! Tricked you! I'm out of targets
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