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Demagoguery
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« Reply #4 on: October 30, 2014, 07:27:38 pm » |
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So I've been tinkering with the idea of 4x Bargain lists and I think if I had the ability I wouldn't run Blue but rather something in the GB family.
Some notes I've jotted down that you might find useful:
Natures Claim: this card is really good in the main deck if you're running Necro/Bargain and a decent amount of artifact mana sources which you can easily do. The reason is that it's very strong against Stax and Oath builds while also essentially being +4 cards at the expensive of one of your own artifacts. It can also allow you to use your Necro and kill it to recoup some life while re-enabling your draw phase. Against Delver and Merfolk it's a lot weaker but if you're on the Time Vault plan it's nice to be able to kill a Null Rod or even just either their moxen since they're a mana light deck and can be hurt by the loss of an important mana source. Against big blue decks it's really strong since you're able to pick off their mana, kill Vaults, kill Null Rods, and so forth.
Essentially I was looking for a card that could gain me life, along with Deathrite, and this was really one of the better options. Main decking up to three of them isn't the worst thing in the world, especially if you expect a decent amount of Shops.
Unmask: The thing is you're not running FoW but you're running about as much draw power as an average blue deck thanks to Necro/Bargain, Night's Whisper, and other options, so this gives you the option to be pro-active and have your own free spell that disrupts people. I wouldn't say it goes in place of Thoughtseize/Duress/Therapy, but rather in addition to, since sometimes going Turn 1 Unmask + Thoughtseize is enough to put you way ahead, and requires them to have multiple counters in hand. It's also really nice with Bargain as you can just free cast this if you're trying to set up a win there. More so, decks have recently become very redundant in nature, partially thanks to Cruise, and partially because people realised that consistency is awesome over boom-bust things, so a lot of times being able to grab more than one targeted spell early is very good.
Mishra's Factory: It's really slow, especially since you don't have a particularly strong lock, and makes playing that many Waste/Strip effects awkward since you're also running some potentially colour intensive spells. Scavenging Ooze might be very well positioned as it gains you life, hates on Graveyards, and is just a big dude that's hard to deal with.
Have some kind of edict effect: Losing to Blightsteel or Inkwell isn't too fun, and while you can chump Inky you don't have that much in terms of creatures and you're losing a lot of life during the course of the game, so unless you get to resolve your Orb combo which requires three cards in play and is probably too slow in a lot of cases, while also giving them tons of time to disrupt it with Misstep, other counters, or artifact removal, you're not going to have a great time against their robot. Edicts also aren't the worst against a lot of other creatures, but they do kind of suck against a Young Pyromancer. If you want to go really deep you can run Cavern with the Depths/Hexmage combo and use Gatekeeper as an uncounterable edict source that still has some additional game against Young Pyromancer. Also Cavern then covers all three of your creatures since Hexmage is actually a Shaman.
Titania: She's probably pretty good, offers a quick clock, provides some utility with all the various lands, and in reality at this point you can play GB decks as a form of control.
Oh, and your Chalice is a nonbo with your Zuran Orb.
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