It's been 3 months since the last post in the old thread. Is anyone still testing this deck?
for reference see the original thread here:
http://www.themanadrain.com/index.php?topic=42562.0Steve's list which did well at Gencon piloted by Glakin
4 Panther
4 Golem
4 Revoker
3 Metamorph
1 Trinisphere
4 Sphere
4 Thorn
4 Tangle Wire
4 Chalice
2 Null Rod
4 Shop
4 Tomb
3 City of Traitors
4 Wasteland
1 Strip Mine
1 Academy
5 moxen
1 sol Ring
1 Mana Crypt
1 Mana Vault
1 Black Lotus
Things that are great about this list include:
- hasty beats via slash panther -> combo with metamorph for quick kills and the ability to kill jace before they get a chance to bounce
- 9 sphere effects + lots and lots of 2+ mana effects -> very consistent starting hands
- G1 on the play v. blue decks your win % is insane. On the draw is pretty good as well
- with 4x tomb + Workshop, X city of traitors, and a but load of artifact mana you are essentially playing a sligh mana curve. Often times you have the mana to curve T1: threat. T2: 2x threat. T3: empty your hand.
Things that are less then stellar:
- the fish match up. GW creatures with exaulted can trade with everything in the deck. Thats just stupid annoying at times. Add in MD pridemage, a low mana curve, mana dorks, and counters + removal, and you are left with an ugly match-up which only gets worse post board
- other workshop decks are a problem as well. They either get more removal, maindeck crucible, and better mana (traditional mud), or they are faster (metal worker). Combo Mud is easier b/c of null rod + revoker, but decks that can ignore (or even lock you out) under your own spheres are a problem in general.
- no draw/filter/or counters means that you are very dependent on your opening 7 and your spheres remaining relevant. Sure you are super reliable and consistent, but a bump in the road, or an extended game means its often hard to claw your way back.
BC's top 8 list from a couple posts down in the old thread
4 Shop
4 Ancient Tomb
4 Mishra's Factory
4 Wasteland
1 Strip
1 Academy
5 Mox
1 Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
4 Lodestone
4 Phyrexian Metamorph
4 Slash Panther
3 Phyrexian Revoker
2 Steel Hellkite
4 Sphere of Resistance
4 Thorn of Amethyst
1 Trinisphere
4 Tangle Wire
3 Null Rod
0 Chalice
I started with BC's list, but lately I've switched to tested a modified version of Steve's list. Things I loved with BC's version in particular were the 4 mishra's factory and hellkite which do a lot to shore up the fish match (still doesn't "solve" the problem".
Factory Pro's: "free" threats under your 9 sphere effects, could block and kill an x/2, recurred with crucible post board, upped the land count making it easier to cast your spells under sphere.
Hellkite Pro: X/5 means that it can block an exalted fish creature and live unlike every other creature in the deck. Great board sweeper that could pull you out of otherwise unwinable board positions.
My version of the deck looks like this
"Sex Panther"
4 Mishra's Workshop
4 Ancient Tomb
4 Wasteland
1 Strip Mine
1 Tolarian Academy
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Mana Crypt
3 City of Traitors
4 Lodestone Golem
3 Phyrexian Metamorph
4 Slash Panther
3 Phyrexian Revoker
4 Sphere of Resistance
4 Thorn of Amethyst
1 Trinisphere
4 Tangle Wire
2 Null Rod
4 Chalice of the Void
2 Bazaar of Baghdad
0 Mishra's Factory
0 Hellkite
0 Mana vaultSB: 1 Duplicant
SB: 2 Tormod's Crypt
SB: 4 Leyline of the Void
SB: 1 Crucible of Worlds
SB: 2 Precursor Golem
SB: 3 Dismember
SB: 2 Nature's Claim
Not really a huge change. Right now I'm experimenting with the addition of Bazaar to cycle redundant lands/lock pieces/blanks under chalice/etc, and removed 1 null rod and 1 mana vault to fit them in. Mana vault was the weakest of the mana sources, and the last card at 1cc, and null rod is somewhat covered by revoker. Ideally I'd like more null rod effects then revoker effects, but I needed to keep the threat density high.
Sideboard is something that wasn't discussed in the last thread, and for me is still very much a work in process.
6 cards (tormod's and leyline) devoted to dredge is the bare minimum, and I'm thinking of mixing it up a little more since I can't actually cast leyline past turn 0 and depend on sphere to protect it.
Dismember is for fishy decks, and claim is something I just added to shore up the WS and oath match up.
Duplicant, Golem, and Crucible come in depending what I've seen G1. Crucible is great in the WS match-up, Golem comes in against fish and WS for added threats, and duplicant comes in when I'm really worried about BSC or against Oath.
Against blue I tend not to sb all that much. Against fish I add the creatures and take out some number of thorns (on the draw), bazaar, and null rod. Against WS I take out some number of spheres on the draw, null rod (if its not combo WS), and chalice. Add in attackers. Sometimes I'll pull X slash panthers for X golems if I need the space.
Things I'd like to explore:
- Feedback on using bazaar to filter
- How to fit factory back in/Can we play inkmoth nexus?
- buried ruin?
- What does a Red splash (or Red splash post-board) look like? Welder, Bolt + classic red SB options.
- SB ideas for mono Brown
- Any additional match-up analysis
(edited the title for capitalization - Prospero)