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Annoyinquin


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JeZeus



Joined: 05 Sep 2004
Posts: 113

PostPosted: Sat May 10, 2008 8:16 pm    Post subject: Annoyinquin Reply with quote

So I figured I wouldn't post a deck that I hadn't done a lot of playtesting with . . . So I tested the shit out of this one, and surprisingly enough after several tweaks, it actually performs admirably against just about every deck in the format. I know big talk but . . . its true!!! Don't get me wrong it doesn't crush people, but it pulls off wins when you are sure you lost. Anyhow enough talk here is the deck.

// Lands
4 [LRW] Island (1)
3 [10E] Sulfurous Springs
4 [10E] Swamp (3)
4 [10E] Shivan Reef
4 [SHM] Graven Cairns
4 [SHM] Sunken Ruins
1 [10E] Underground River

// Creatures
4 [LRW] Shriekmaw
2 [10E] Siege-Gang Commander
4 [LRW] Mulldrifter
4 [TSP] Riftwing Cloudskate
4 [SHM] Fulminator Mage
4 [TSB] Avalanche Riders

// Spells
4 [LRW] Makeshift Mannequin
3 [LRW] Profane Command
4 [CS] Coldsteel Heart
3 [SHM] Poison the Well

// Sideboard
SB: 4 [PLC] Damnation
SB: 4 [10E] Bottle Gnomes
SB: 4 [PLC] Extirpate
SB: 3 [LRW] Sower of Temptation
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Epic-Juzam37



Joined: 09 Jul 2005
Posts: 11

PostPosted: Sat May 10, 2008 8:49 pm    Post subject: Reply with quote

copy pasted will test it tomarrow
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kfcman



Joined: 16 Sep 2006
Posts: 665

PostPosted: Sat May 10, 2008 9:02 pm    Post subject: Reply with quote

I love the idea overall.

But, about poison the well, are you playin that over rain of tears because tears can only be cast for BB instead of any combination of B/R with poison? as it would seem with a few small tweaks you could change the mana so that you could have the turn 3 LD instead of the turn 4 LD


EDIT: on the other hand, coldsteel heart does make it a T3 LD. And 3 color manabase is shaky.
Will definitely test this deck and get back to you with my thoughts.
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JeZeus



Joined: 05 Sep 2004
Posts: 113

PostPosted: Sat May 10, 2008 9:13 pm    Post subject: Reply with quote

I play it over rain of tears mainly because yes the casting cost being red or black, and that it deals 2 dmg as well. Just trying to get the biggest bang for my buck out of all my card choices. That and I don't know I just felt that if Im not able to cast it turn 2 why bother, when I can drop my slots on turn 3 instead. Im sure it would work well with possibly -1 riftwing -3 poison +4 rain, and then tweak the mana a bit possibly depending.
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kfcman



Joined: 16 Sep 2006
Posts: 665

PostPosted: Sat May 10, 2008 9:44 pm    Post subject: Reply with quote

Ok after testing with Rain of Tears instead, i would say you were right to have poison over rain. rain = mleh.
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Balthazar88



Joined: 08 Jan 2007
Posts: 59

PostPosted: Sat May 10, 2008 11:28 pm    Post subject: Reply with quote

I guess your manabase sort of needs it, but 8 graven carin lands is really terrible. Even if your a control deck with a slower curve that is not recommended. I would suggest dropping at least 2 of them.

Further on I don't see why you shouln't play with Terramorphic Expanse. You don't do anything on turn 1 anyways, and you don't any kind of CIP tapped land otherwise.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1194

PostPosted: Sun May 11, 2008 6:10 am    Post subject: Reply with quote

I don't like the manabase, and I miss a instant creature kill other than Mannequin + dead Shriekmaw. Like Nameless Inversion. Other than that there is definitely a lot of card advantage in the deck, it seems good.

So, the mana:

you have way too many colourless mana in there, and way too many painlands to feed them. You definitely should implement cip tapped lands like Auntie's Hovel, Secluded Glen or Terramorphic Expanse rather than the painlands. They painlessly fix the colours you need. But more than 5-6 and you start risking cip tapped lands when you wouldn't want them.

3 Auntie's Hovel
2 Secluded Glen
4 Graven Cairns
1 Urborg, Tomb of Yawgmoth
6 Swamp
5 Island
3 Mountain
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ZW



Joined: 25 Apr 2008
Posts: 124

PostPosted: Sun May 11, 2008 9:43 am    Post subject: Reply with quote

I don't believe this deck stands much of a chance versus red, faeries, merfolk, GreenX or any other aggro deck. It's too slow, only has one removal spell, and its first drop is turn 3, and that card is either draw two, which does not help you as there is no removal to draw, or a non-basic land killer, which is pretty much awful vs aggro. Land Destruction, especially turn 3 and 4 Land Destruction, is ridiculously bad against aggro. By the time you destroy a land, they will already have control of the game. While it is strong against ramp, I guess, it is weak against the other 95% of the meta and is therefore unplayable.

On a more constructive note, take out the red. It will sure up the base, as you are "splasing" red for 2 cards, one of which is double red. Play Venser also.
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ZW



Joined: 25 Apr 2008
Posts: 124

PostPosted: Sun May 11, 2008 9:45 am    Post subject: Reply with quote

Also, Rain of Tears is so much better than poison the well. You are not playing burn, the 2 life does not remotely matter, as you will never race your opponent. It is so much more important to play the Land Destruction a turn earlier.
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JeZeus



Joined: 05 Sep 2004
Posts: 113

PostPosted: Sun May 11, 2008 10:33 am    Post subject: Reply with quote

The deck does fine vs aggro, I recently tweaked the sb to run Sulfurous Blast as well, since the faerie match up was tough. If the deck has a hard time I just bring in the damnations. Rain of tears is meh, Poison the well is better for the deck. The land could use tweaking.
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ZW



Joined: 25 Apr 2008
Posts: 124

PostPosted: Sun May 11, 2008 10:40 am    Post subject: Reply with quote

A good faeries player can easily beat sulfurous blast. You still have not answered how you beat red. Damnation is only really good versus Green X aggro and even against them, if they are any good, they can play around it. I do not understand how your deck can ever even try to beat red, that matchup is bordering on aboslutely unwinnable, unless they get to an incredibly slow start and you draw non-existant life gain spells.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sun May 11, 2008 10:53 am    Post subject: Reply with quote

i agree with both vedrfolner and ZW that the deck needs to have more removal such as nameless inversion to be able to atleast kill some of the creatures an aggro deck would play. i also agree with zw that splashing red for 2 cards is a rediculous unless the cards are extremely good (e.x. tarmogoyf splash green) but that doesn't really seem to be the case. to sum it up more removal and if you splash maybe put some burn in.
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JeZeus



Joined: 05 Sep 2004
Posts: 113

PostPosted: Sun May 11, 2008 11:41 am    Post subject: Reply with quote

game 1 vs red can be tough, but its not impossible, game 2-3 if bottle gnome sees the game is generally in the bag. Recursion on bottle gnome.
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ZW



Joined: 25 Apr 2008
Posts: 124

PostPosted: Sun May 11, 2008 12:12 pm    Post subject: Reply with quote

Bottle gnome recursion? Gain 6 life, then they attack you for about 10 and burn you for about 10. Don't kid yourself. This deck can't beat red. Red can beat Kitchen Finks and Primal Command. Something tells me they can beat Bottle gnome recursion, where you waste your manequin on bottle gnome. I don't mean to rip your deck, but in this meta, its far from a prime choice.
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avataroflaw



Joined: 31 Aug 2004
Posts: 36

PostPosted: Sun May 11, 2008 1:43 pm    Post subject: Reply with quote

ZW wrote:
This deck can't beat red. Red can beat Kitchen Finks and Primal Command. Something tells me they can beat Bottle gnome recursion, where you waste your manequin on bottle gnome.


I dunno what game you're playing, but red generally starts losing when primal command, or finks hits the table. Command plows under a land so it sets them back a turn, +7 also sets them back 2 turns. That's 3 turns overall. It's an uphill battle. Kitchin finks generally eats 2 cards from red before it dies, and gains 4 life. Generally these two cards are 3 for 1's Vs red.
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