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TheGODehT
Joined: 11 Jun 2007 Posts: 61
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Posted: Tue Oct 06, 2009 9:21 pm Post subject: |
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| Alpha_Donkey wrote: | | I know it might be hard to pull something for, but Jase seems like a viable option for the deck... he dosent "trigger the trap" but he does fuel there hand, as well as help you find what you need faster, BESIDES being an alternate win condition with the howling mines and fonts. |
My version that top six'ed the trial on monday ran 4 archive trap and 4 jace as an alternate win.... I would at least sb them so that you have an alternate plan of attack if you need it for some reason. |
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SJM
Joined: 17 Apr 2009 Posts: 361
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Posted: Tue Oct 06, 2009 9:33 pm Post subject: |
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| xSNACKSx wrote: | | Swap unsummon for into the roil? seems more balanced as it can bounce anything and get you a card if needed. |
Unsummon is good because it's 1 mana.
I don't agree with the people saying to add jace to the main.
Maybe to the side. I don't think this deck shuts down 100% of creatures, it merely tries to kill the opponent before they kill you.
Therefore, jace just dies from bolt + creatures. Jace adds nothing to the deck really.
You could side him in against some unknown deck that doesn't run creatures and is control oriented with no direct damage. I don't think that deck exists right now. |
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Vedrfolner
Joined: 04 Apr 2006 Posts: 2148
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Posted: Wed Oct 07, 2009 8:08 am Post subject: |
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Unsummon and bounce in general is useful because their hand grows when you use it.
Sleep hasn't been too strong. The 4 mana is a problem. Could replace them with Into the Roil or the bounce trap.
I took out the Magosis and Towers and added basics, went to 4 Twincast 3 Unsummon.
I lost to Jund too. The pulses is a big problem. Didn't side though, so the Flashfreezes and Swerves would have helped. He mulled to 4 and won in the end, but was lucky to hit 2 pulses. Mulling is a legit strategy to stay alive long enough to actually manage to do something against this deck. 3 Duresses also won him a game - he postponed his own death long enough to win.
Other than that, my opponents have been helpless so far. Haven't faced Blightning or ultra-aggro decks (those that could empty their hands no problem).
It is important to notice that if this deck becomes popular and successful, it is relatively easy to stop once you add the tools for it. So if that happens it will disappear quite soon. But if deckbuilders lowers their guard it can always pop up again. |
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Vedrfolner
Joined: 04 Apr 2006 Posts: 2148
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Posted: Wed Oct 07, 2009 10:06 am Post subject: |
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update
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
12 [ALA] Island (4)
7 [ALA] Mountain (4)
4 [ZEN] Scalding Tarn
// Spells
4 [ZEN] Runeflare Trap
4 [M10] Lightning Bolt
3 [M10] Pyroclasm
4 [M10] Howling Mine
4 [CFX] Font of Mythos
4 [M10] Ponder
4 [ALA] Call to Heel
2 [M10] Fabricate
4 [ZEN] Trapmaker's Snare
4 [M10] Twincast
// Sideboard
SB: 4 [ALA] Swerve
SB: 4 [M10] Flashfreeze
SB: 3 [ZEN] Spell Pierce
SB: 4 [ZEN] Archive Trap
Decks with snake and lots of other manaproducers are a problem. The side would help, though. |
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DoomBring3r
Joined: 30 Apr 2009 Posts: 436
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Posted: Wed Oct 07, 2009 10:16 am Post subject: |
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Even though it helps your goal, i still think Into the Roil would be better than Call to Heel.
Bouncing nonland permanents might be way more worth it, especially since you can cantrip. |
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jonproject
Joined: 22 Dec 2007 Posts: 445
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Posted: Wed Oct 07, 2009 10:40 am Post subject: |
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| Call to Heel gets them +2 cards in hand, which is what your aim is. |
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Trotsky1
Joined: 12 Apr 2005 Posts: 1672
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Posted: Wed Oct 07, 2009 2:51 pm Post subject: |
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I am so making this deck as soon as zen is out on modo, I'd really appreciate it if people kept the thread updated with stuff like if unsummon or call to heel is proving to be more effective for them. |
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DoomBring3r
Joined: 30 Apr 2009 Posts: 436
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Posted: Thu Oct 08, 2009 1:16 am Post subject: |
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| jonproject wrote: | | Call to Heel gets them +2 cards in hand, which is what your aim is. |
Yeah i realize that, problem is if you're not in control and that draw you gave him was in fact a solution, just to worsen your situation.
I dunno, i just don't like it. It's a good idea, but meh... |
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jordman2
Joined: 26 Oct 2008 Posts: 78
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Posted: Thu Oct 08, 2009 1:21 am Post subject: |
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| Well the Call to Heel is im guessing mostly for game one and 2 u keep them in game 2 to see what they sided in to answer what you got |
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SniperMayer
Joined: 31 Jan 2008 Posts: 269
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Posted: Thu Oct 08, 2009 6:17 am Post subject: |
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| Still nothing with Pyromancer Ascension? |
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Vedrfolner
Joined: 04 Apr 2006 Posts: 2148
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Posted: Thu Oct 08, 2009 6:19 am Post subject: |
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| SniperMayer wrote: | | Still nothing with Pyromancer Ascension? |
Is it necessary? |
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jonproject
Joined: 22 Dec 2007 Posts: 445
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Posted: Thu Oct 08, 2009 6:25 am Post subject: |
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| Quote: | | Yeah i realize that, problem is if you're not in control and that draw you gave him was in fact a solution, just to worsen your situation. |
I understand what you are saying, but if most combo decks begin losing the game, the best option is race or lose. Call to Heel is a great EOT card. Imagine them having 3 cards in hand, 3 creatures in play, you go end of turn Call to Hell a creature, they go up to 5 cards. You play a Howling Mine during your turn, they go to 7 after their draw step and you double Runeflare Trap (thanks to Twincast) and hit them for 14. With some luck, you bounced the biggest creature they had last turn and kept yourself just out of range, and can then untap with more options (Runeflare Trap, Trapmaker's Snare for a Runeflare Trap, Lightning Bolts, potentially Pyroclasm their board, etc.)
It's not bullet-proof and this IS rather narrow, but I could see it being a good instant to synergize with your game plan and also a potential Time Walk, if need be. Obviously, Jund would've burned you out of the game, but there are possibilities of keeping your head above water this way. I hope someone starts winning trials with this deck. |
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SniperMayer
Joined: 31 Jan 2008 Posts: 269
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Posted: Thu Oct 08, 2009 6:40 am Post subject: |
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| Vedrfolner wrote: | | SniperMayer wrote: | | Still nothing with Pyromancer Ascension? |
Is it necessary? | I just find it funny. I mean a 4x Runeflare Trap is pure awsomeness. (Ascension with 2 counters+Trap+Twincast) Same is true for sided Archive Trap. |
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Vedrfolner
Joined: 04 Apr 2006 Posts: 2148
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Posted: Thu Oct 08, 2009 7:27 am Post subject: |
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| SniperMayer wrote: | | Vedrfolner wrote: | | SniperMayer wrote: | | Still nothing with Pyromancer Ascension? |
Is it necessary? | I just find it funny. I mean a 4x Runeflare Trap is pure awsomeness. (Ascension with 2 counters+Trap+Twincast) Same is true for sided Archive Trap. |
Yeah it is funny to deal 40 damage in his draw phase, but hardly necessary. That is why it is not there. |
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kikooo
Joined: 29 Jul 2009 Posts: 33
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Posted: Thu Oct 08, 2009 7:39 am Post subject: |
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| 1 win condition in deck = bad. Against decks that might use Thought Hemorrhage you will either lose if they resolve it, or you will have to side in counters and always have counter mana up. |
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