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Author Topic: [Deck] Deadbolt: Aggro prison  (Read 7873 times)
BouncingBeeble
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« Reply #30 on: February 01, 2004, 12:05:49 am »

Why not run a few of both, say, 3 trinisphere and 4 sphere of resistance. The trinisphere's would lock down the early game while the other sphere's would stall any larger spells. Also, this ensures you have a way to increase costs in the early game.
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Pago
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« Reply #31 on: February 01, 2004, 12:08:21 am »

Iam actually leaning a little towards Trinisphere because the majority of decks are built with lots of spells in the 0-2 cc region. The problem is that it wont affect lots of game breaking 3cc spells like Yawgmoth's Will, Cunning Wish (rack & ruin, etc),  and Donate (yes yes, its still Trix)
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BouncingBeeble
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« Reply #32 on: February 01, 2004, 12:28:17 am »

Trinisphere is actually quite good against all the problems you listed for it. Against will it makes everything they want to bring back cost more. Vs. trix the engine with bargain or sapphire medallion is once again hampered by the sphere and most wish targets cost <2.

Even with trinisphere being better in the early game, I am still advocating a mix between the two spheres to ensure you a) have one in the early game and b) have a useful one later on (aka resistance).
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Pago
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« Reply #33 on: February 01, 2004, 09:28:31 am »

The problem with running a mix means that you either have to cut slots to add both, or take a 50/50 mix with 2 trinispheres and 2 spheres. It sounds workable, but  then I have a lot of issues with redundancy and reliability in drawing the card I need. (For example, either sphere early game is good, but I wont want to draw Trinispheres late game, how do I weed them out?)
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TylerEss
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« Reply #34 on: February 01, 2004, 09:41:59 am »

I've been playing with running only one Mind's Eye and adding Gamble, with the thought that this a combo deck, and thus tutoring for combo pieces is good.

Goblin Welder lets you smile about the fact that Gamble is half Demonic Tutor and half Entomb, the casting cost is great, and I'd very often rather Gamble->Memory Jar, recur Memory Jar than draw a Mind's Eye.

If you pick up your Gamble when you're looking for a particular combo piece (Myr, Orb, Wire) then you just Gamble it up. If you really need to draw cards, Memory Jar now draws like a 5-of. If you're ready to combo out and win, Gamble up your one copy of Time Vault (or Voltaic Construct, which isn't just an infinite mana combo with Metalworker, but also an infinite Lodestone Myr combo, since it can untap itself) and go for the infinite smackdown. I feel like every time I draw Gamble, there's some use that helps wrap the game up.

Just thought I'd mention that now because being able to run an unrestricted one-mana tutor might help answer the "Sphere of Resistance or Trinisphere" question, too.

Have you tested this card in the MD and found it to be ass, or might this go somewhere?
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BreathWeapon
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« Reply #35 on: February 01, 2004, 02:35:02 pm »

First off, using both Spheres in wMUD is NOT an option. Try it, you'll see why.

2nd, Trinisphere doesn't suck as a late game Top Deck. It will always prevent your opponent from playing more than 1 spell a turn, thats some good I hear. Yes, they don't stack vs 2 cc and 3 cc spells ... thats about the only thing that balances the Douple Sphere of Resistance effect on 1 CC spells and 3 Spheres vs Moxen and Pitch Cards. You also have to realize, Trinisphere lowers the CC on all of your 3cc + cards in place of Sphere of Resistance. You can always empower your Worker or feed Smokestack, if nothing else.

3rd, In an evolving meta game where turn 1 is everything, which would you rather play? Trinisphere or Sphere of Resistance?
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Pago
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« Reply #36 on: February 01, 2004, 10:08:29 pm »

Actually, I dont see any reason why Trinisphere shouldnt replace Chalice itself. Chalice, being commonly set at 0, 1, or 2, is covered by the Trinisphere.

The exact ruling is for a Sphere / Trinisphere is

a) apply the sphere of resistance
b) apply trinispheres effect

So basically, its as if Sphere wasnt there
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BreathWeapon
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« Reply #37 on: February 01, 2004, 11:04:04 pm »

You'd be insane to replace the most broken card Workshop has, Chalice, in any Workshop deck. Trinisphere doesn't stop the opponent from playing cards, it just slows him down. Chalice says, no Manadrains for you ... ever. You completely rule out an entire portion of the opponents game plan, thats simply FAR too powerful to cut, especialy when Sphere of Resistance already has negative synergy with Trinisphere. I don't know what else to say, other than cutting Chalice is no good.
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Pago
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« Reply #38 on: February 04, 2004, 03:55:21 pm »

Actually, Ive been testing a version with Trinisphere, and the results it has shown are very promising. Although its just a few prelim. results, the breakdown (From games won-games lost) goes something like this:

Games won with Trinisphere: - - - - -
Games lost with Trinisphere (a sneak bullet): - - -

in a total of 8 games, I managed to sneak 5 wins through just by plonking down a Trinisphere and then starting the standard lock procedure. As it stands out, the testing results are inconclusive, but I hope I can pull off some more testing within the next two weeks

Testing was done with 2003 "Zherbus control" and against some old Hulk Smash (since it packed lots of >3 spells, I wanted to see the extent of the damage of throwing down a Trinisphere)
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Erdrick
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« Reply #39 on: April 24, 2004, 10:31:20 pm »

Quote from: Pago
As it stands out, the testing results are inconclusive, but I hope I can pull off some more testing within the next two weeks

What were the results of your testing?

I recently posted a brief report about a local tournament where I played my current build of Deadbolt.  [Report] South Bend T1 at Fantasy Games  
I have been very pleased with how it has been playing and have never made the mistake of giving an opponent multiple turns from the Time Vault.

// Deadbolt (But, I like to call it "Light Lode")
// Mana
7 [card]Mountain[/card]
4 [card]Mishras Workshop[/card]
4 [card]Wasteland[/card]
1 [card]Strip Mine[/card]
1 [card]Tolarian Academy[/card]
1 [card]Mana Crypt[/card]
1 [card]Mana Vault[/card]
1 [card]Sol Ring[/card]
1 [card]Mox Emerald[/card]
1 [card]Mox Jet[/card]
1 [card]Mox Pearl[/card]
1 [card]Mox Ruby[/card]
1 [card]Mox Sapphire[/card]
// Creatures
4 [card]Goblin Welder[/card]
4 [card]Lodestone Myr[/card]
4 [card]Metalworker[/card]
2 [card]Solemn Simulacrum[/card]
// Artifacts
4 [card]Sphere of Resistance[/card]
4 [card]Tangle Wire[/card]
3 [card]Lightning Greaves[/card]
3 [card]Minds Eye[/card]
3 [card]Static Orb[/card]
2 [card]Time Vault[/card]
1 [card]Memory Jar[/card]
1 [card]Mindslaver[/card]
       
// Sideboard
4 [card]Pyroblast[/card]
3 [card]Rack and Ruin[/card]
2 [card]Defense Grid[/card]
2 [card]Tormods Crypt[/card]
2 [card]Trinisphere[/card]
1 [card]Karn, Silver Golem[/card]
1 [card]Mindslaver[/card]

Certain Main Deck Card Decisions:

Black Lotus (or lack thereof): I don't own one and we don't play with proxies.

Chalice of Void (or lack thereof): I am the unluckiest man alive when it comes to this card.  No matter what I set it to, that is all I draw.  I lost more games with it than without.

Solemn Simulacrum: Great with the Goblin Welder and against Aggro. I have never wished they were something else.

Lightning Greaves: Helped me to win countless games the turn before I would have lost.

Time Vault: I have never had it countered.  I un-tap it when the Tangle Wire has 4 counters and tap it when the Tangle Wire has 2 or less counters.  Helps rebuild the lock while trying to draw into the win.

Mindslaver: Because it scares the piss out of everyone.

Certain Sideboard Card Decisions:

Defense Grid: A must counter for counter decks.

Karn, Silver Golem: Necessary for the mirror.

Please reply with any comments, since I would like to see this topic continue.
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The Hamburgler
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« Reply #40 on: April 24, 2004, 11:00:10 pm »

Hi, just my thoughts:

1) Trinisphere and/or Sphere of Resistance
Workshop based prison decks rely on a certain amount of synergy, and permenant advantage. Trinisphere and Sphere of Resistance have no synergy with the deck togethor, and is not essentially game defying to have them both in play at the same time. I am surprised that this wasn't previously mentioned that there is obvious synergy between Lodestone Myr and Trinisphere (it only works whil untapped) and that Trinisphere and Static Orb/ Winter Orb is a gaurenteed lock every turn. Trinisphere is amazing when going first, it gives you three free turns to play lock components and threats. With the format being so fast, slowing a combo or fast aggr deck down is catastrophic, and it will lean in your favor every time.

Final Verdict:
Trinisphere > Sphere of Resistance

2) @ Erdrick:
There is obvious synergy between Solemn Simulacrum and Goblin Welder, as the fact that it provides more permenants for you than your opponent, which makes you own lock components much less hindering. I still think that Duplicant or even Sundering Titan would be a much better utility creature, as Solemn Simulacrum does not get rid of threats, nor is one so it is unnecesary. The lone Mindslaver is strange, as you don't run any tutorage or Tinker, making it a bit random. In the sideboard I think Gorilla Shaman may be a better call than Karn, Silver Golem. Gorilla Shaman is such a bomb against both slaver builds, as it stops an every turn Welder effect, and stops a constant Mindslaver lock. The two Trinisphere's are weak in the sideboard, as they should only be there or in the main deck in a quanity of three- four.

3) @ Breathweapon:
Very true, Chalice of the Void is a major part of "hating the hate". Chalice of the Void can prevent Null Rod (most importantly), Mana Drain, opposing Goblin Welder and Damping Matrix. Have you tested Winter Orb? It has synergy with Lodestone Myr (it only works when untapped) and with a Tangle Wire it is very effective.

- The Hamburgler
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