I have been a naughty boy. It's been almost two weeks since my last post, because I got tired of putting links to every single card I mentioned. But now I've figured out a way to do it easily, so I'm back – for now. I'm going to California for a week starting tomorrow. Owned.
For now, then, I'm just going to talk about some decks I've made recently. I spent several hours trying to figure out how to post decklists without having to do the whole thing manually, but I failed. So you'll just get the usual – a description of the deck's general function and important cards. The format I'll use for the deck names will be "Color Type Name," where T2 is Standard, T1 is Extended, and T0 is Legacy. (I know 1.5 and 1 are usually used for Extended and Legacy, but I am too cool for decimals.)
BG T2 Deathling
This deck is fairly slow to get going, but the idea is to attach a Thornbite Staff to a dude with Changeling, then give your Changelings deathtouch with Wren's Run Packmaster, since they'll all be wolves. (Moonglove Changeling doesn't even need the Packmaster, though he has to activate his deathtouch.) Then your dude has, essentially, "2: Destroy target creature." And that should be enough for victory. Gilt-Leaf Palace and Murmuring Bosk are nice because you'll very often be able to play them untapped.
BR T0 Goblin Game
This is a completely ridiculous deck based on the combination of Goblin Game and Wound Reflection. If you can play Goblin Game while you have a Wound Reflection in play, you can often pick a number of objects that will guarantee your opponent's doom. As long as you have one more than half your opponent's life, you can pick a number two below your life total and your opponent will die no matter what number he picks. Example: you have 14 life and your opponent has 20. You hide 12 objects. If your opponent hides 12 or fewer objects, he'll lose at least half his life, and Wound Reflection will kill him. If he hides more than 12 objects, he'll lose that much life…which is more than half his life, and Wound Reflection will kill him. You, on the other hand, will only lose at most 13 life, leaving you with 1. Of course, this deck is weak against almost everything, but Goblin Game is hilarious enough that it totally doesn't matter. Most of my "T0" decks sacrifice effectiveness for hilarity, and I regret nothing. In order to get the massive amounts of mana necessary to play both of these spells, the deck is packed with mana spells, as well as the awesome combo of Cathodion + Burnt Offering. The lifelink guys help you keep your life at least half as high as your opponent's so that you can use the main combo. A barrel of lulz.
GU T0 Pool Party
Another ineffective deck, this one is based around the mana pool. Upwelling is the main force behind the deck, allowing you to build up mana over time. Doubling Cube makes a large mana reserve into a nigh inexhaustible one. Pygmy Hippo can steal your enemy's mana, preventing them from abusing your own Upwelling. There are a bunch of buyback spells to give you control of the board, which lets you get your weak creatures through to slowly wear your opponent down to death. I've played this deck a few times, but it has never even come close to working. I love it.
UR T0 Stroke of Mirror Harvest
Another inane combo deck. This one is named for Stroke of Genius, Mirror Sheen, and Early Harvest. Once you have 6 mana (from at least 3 blue and 2 green sources) with Mirror Sheen in play, play Early Harvest. Copy it with Mirror Sheen, then let the copy resolve. Your lands magically untap! Then copy Early Harvest again, and float the rest of your mana. Repeat until you have infinite mana, then play Stroke of Genius on your opponent. Mind Spring and Dimir Guildmage can help you get Stroke of Genius, and various Elves help you get the required 6 mana to start the combo. Not wonderfully interesting, but I thought it was cool.
GU T1 Proteus Staff
OH MAN. I love this one, even if it is rather clunky. The main combo is Proteus Staff + Squirrel Nest. Make a Squirrel, then staff it. Whatever creature you end up getting (the only ones in the deck are various Elemental Incarnations and Darksteel Colossus), it will be totally awesome. Impromptu Raid is great since it lets you get more dudes out, and when all your guys have 6 or more power and trample/fear/flying, haste is great. And when you have to sacrifice a dude, he just gets shuffled back in. Cream of the Crop can help provide fresh targets for Impromptu Raid. You can Polymorph your Darksteel Colossus to get another dude easily. A few draw/discard spells let you get rid of the usually unplayable dudes in your hand and replace them with useful stuff. Although sometimes there is conflict between Cream of the Crop and the shuffling of dudes into your library, it is usually not a problem, especially as you get more pieces.
GW T0 Saffi
Another goofy combo deck. The main combo has three parts: Saffi Eriksdotter, Altar of Dementia or Blasting Station, and Karmic Guide. Get one of each of these on the board. Then, sacrifice Saffi to the artifact targeting the Guide. Then sacrifice the Guide, who comes back into play, bringing Saffi with him. Repeat until pwning has occurred. There's also another combo recommended by Brendan, consisting of one of the aforementioned artifacts plus Eternal Witness and Aluren. With one Witness in play and one in your hand, sacrifice the one in play to the artifact. Play the other for free, return the dead one to your hand, repeat until pwning has occurred.
R T1 Chargehead
The theme is charge counters, not surprisingly. Not much to say about this…it was originally based around Ion Storm as the main win condition, but Darksteel Reactor and Chimeric Egg can also do things. Most of the rest of the stuff is for producing charge counters, moving them around, or using them to get the main kill cards. It's cool, though.
U T0 Cryptic Rape
The title "Cryptic Rape" is perhaps misleading, because it does nothing of the sort. This deck was based on a cool premise, but is extremely clunky. The idea is to get Cryptic Gateway and two Changelings. Then you can play various awesome dudes for free, because they'll all share creature types with your Changelings. Shapesharer is nice because he can double as a Clone of one of your big dudes. If you get Grozoth, you can immediately tutor a ton of awesome dudes (such as Bringers). I took Intruder Alarm out of this deck despite its power to allow you to dump an entire deck's worth of creatures into play in one turn. I don't remember quite why. I think it was a bad choice.
U T1 Erayo
If you thought Cryptic Rape was bad…you were right. But this one is worse. The goal is to get a flipped Erayo, Soratami Ascendant and an Arcane Laboratory in play. Then, the first and only spell your opponent can play each turn will be countered, effectively preventing him from playing spells altogether (albeit with some exceptions, such as Replicate). One problem with this deck is that you have to be able to play four spells in a turn, but there are a bunch of 0-mana spells for that purpose. Still, it can take a while to set up. Another problem is that you can't play the Laboratory before Erayo, or you'll never be able to flip Erayo. Another is that even when you get them both active, your opponent might still have an army of creatures or a dangerous assortment of artifacts and enchantments. Azorius Aethermage is intended to take care of pesky activated abilities, and Boomerang to remove the threat of creatures, but it's tenuous. Also, the Aethermages are themselves the win condition, so if you lose them, you have no way to actually win, unless your opponent happens to be drawing more cards. A massive pile of suck, but maybe it has potential to turn into something almost palatable.
U T2 Islandwalk
Finally, a deck that can almost be considered "good." And what's more, it's Standard-legal. This deck was inspired by Cold-Eyed Selkie, and evolved into an Islandwalk-fest. It's a blue deck, but it splashes the tiniest bit of white for Sygg, River Guide. Most of the creatures have Islandwalk, and there are a few ways to ensure that it is useful. It is quite lucky (or perhaps sneaky on the part of the designers) that Stonybrook Banneret and Merrow Harbinger both have Islandwalk, because they are extremely useful to any Merfolk deck. With mass unblockability and card draw, this deck actually seems to be pretty decent.
UB T1 Underworld Dreams
This was originally an Underworld Dreams deck, but soon became a Megrim deck as well. With a mere one of each of these in play, Wistful Thinking deals TEN damage, as well as its rather powerful regular effect. The rest is basically just stuff to make your opponent draw and discard, but Mind's Eye is a nice addition, since you can trigger it using your own spells that force opponents to draw. It's a bit slow and fragile, but neat.
UR T0 Dream Halls
I absolutely LOVE this one. Dream Halls is of course the main card, but I am very proud of my discovery that the Eidolons could make this deck amazing. Dream Halls is blue, but there aren't any other spells that require another color; I chose red at first because it is awesome, but then I realized that I could do whatever color or colors I wanted, so I made three more variations of this deck with each of the other colors and blue. Anyway, the idea is to get Dream Halls and ideally two Eidolons in hand. Then you can play another spell for free discarding one Eidolon. When you play another spell for free discarding the second Eidolon, the first one returns to your hand, since pretty much all the spells are multicolored (since that's the whole point of using Eidolons in the first place). With two Eidolons, you can play any of your expensive and powerful spells for free. I chose spells that help you draw more cards as well as doing something awesome, and I threw in Kaervek the Merciless because he is just so awesome. And if you don't have two Eidolons, you can often play a spell with your regular mana (which would just go to waste anyway) and get your one Eidolon back, or hopefully draw one. Unfortunately Dream Halls might be very useful to your opponent, which can be dangerous. But hopefully, it will be more useful to you, and tempting enough to your opponent that he will think twice about Disenchanting it.
WB T1 Teysa
And finally, another one I really like. The main combo is Teysa, Orzhov Scion and Painter's Servant, naming black. Then all your white creatures are black, and any of them that die will give you white (and black) spirits. If you have three or more, you can use Teysa's first ability indefinitely, wiping the board for free. Spectral Procession helps to accomplish this. But that's not all. There is also a Sliver theme, using Hivestone and Necrotic Sliver plus Basal Sliver to make you a pwning machine. With those guys plus Teysa, the Servant, and one spirit, you can destroy ANY permanent for free. Sacrifice the spirit-Sliver using Basal Sliver's ability to get two mana...and a new spirit-Sliver. Repeat until you have, say, 6 mana, then sacrifice your spirit-Sliver using Necrotic Sliver's ability to destroy a pair of permanents. Oh, and Blasting Station can also be used to go infinite. Lots of components, but they work together nicely. Ward Sliver is a great help too.
Well, that was certainly a lot of decks (thirteen! holy crap!) but I hope it makes up for my long silence. I welcome comments, criticisms, advice, or any other form of feedback to help me improve my decks. Please?
Showing posts with label mws. Show all posts
Showing posts with label mws. Show all posts
Monday, August 11, 2008
Sunday, July 27, 2008
Combos
I have mixed feelings about combo decks in Magic. Basically, combo decks reduce the entire game down to a single yes-or-no question: can you get the combo off? If you do, you win. If you don't, you lose. (I know not everyone would define "combo deck" in this way, but this is the definition I'm going to use here.) But the real yes-or-no question is: are combo decks fun or not?
First, the pros. Part of the joy of Magic is finding unique interactions between cards. This often results in combos that are powerful enough to be worth building a deck around. The possibility of winning the game by playing just a few cards in a certain sequence is exciting, and it motivates deckbuilders (especially Johnny types) to look for new and interesting combos. Finding a good combo, and building a deck that will make it work, is certainly fun. They also require creativity and astuteness, so they act as a good mental exercise as well. But actually playing with combo decks can be a different story.
For most Johnnies (and I list myself among them), I would guess that the joy of actually playing combo decks is in showing them to your friends. When the opponent is oblivious, and you're secretly racing against the clock, trying to pretend that everything is perfectly normal as you scramble to assemble your combo, and you try to act calm and casual despite the mad thumping in your chest, and you draw the final piece of your combo and glance at it as disinterestedly as possible even though your heart has just leaped through the roof of your mouth...that's fun. When you have three of your four combo pieces in play, and the fourth in your hand, and your opponent is studying them with furrowed brow, and you're giggling to yourself because you know you're about to win and she has no idea whatsoever because she can't foresee your brilliant and carefully planned combo, and you slam down the final piece and leap up and dance around the table hooting like a maniac...that's fun. When your opponent looks at your combo pieces, each in turn, figuring out what could possibly make you cavort about like a madman, and it finally dawns on her, and she leans back and lets out a low whistle, eyes wide and brow raised, and rakes her fingers through her hair, and you knock over lamps this way and that in your crazed victory dance, shattering ancient Grecian relics willy-nilly, whirling like a cyclone through your living room...that's fun.
So basically, for a Johnny, the fun is in revealing your combo. If you then go to play a rematch, you'll probably be much less interested, if not outright bored. The fun was all in the surprise, and in demonstrating your brilliance. Once you've done it, the game is truly nothing more than a yes-or-no question. There are no secrets to keep, no traps to spring, no magnificent schemes to unveil. They've seen it, and now the cat's out of the bag, and the deck is nothing more than a conversation piece until you find your next victim. And this is the first vice of combo decks.
They're not replayable. Once you spring the combo, most of the fun is gone. The opponent might have more fun in a rematch trying to think of ways to stop your combo, but all you're doing is waiting. And waiting is no fun at all.
I should make a quick note at this point. I know that not all combo decks are all-or-nothing. Many have failsafes, or several different combos, or a number of alternate win conditions. But the true heart of a combo deck is the combo, and that's all I'm really concerned about. If you have three different combos in a deck, it may be fun to play it more than once per opponent, but it's still limiting. And if a deck has a ton of failsafes - enough that it doesn't really need the combo to win - then it's not strictly a combo deck by my definition. So there.
Moving on...the unreplayability of combo decks is one thing, but it's a problem that mostly affects the player of the combo deck. But what about the opponent? There are some decks, like Brendan's Mycosynth Lattice/Shattering Spree deck, which can lock down many casual decks, completely neutralizing them (at least, the ones I build). This type of combo deck is bad for the opponent because it is not an instant win, but as soon as you're locked down, you know there's nothing you can do, and you just have to wait and get killed. When this happens to me, I usually get angry, because waiting to die is no fun for anyone, but if I just scoop whenever I see a lockdown deck, it's no fun for the deckbuilder either, because they don't get to show off their cleverness. So combos can be dangerous - they might be fun to make and think about, but actually playing them could end in disaster.
But not all combo decks aim at neutralizing the opponent and then winning at leisure. Many focus on winning as soon as the final piece of the combo has been revealed: a certain sequence of spells and abilities is set off which leads to the opponent being eliminated. But this too can reduce the opponent's fun. If my opponent wins the game completely out of the blue with some obscure combo, it makes me question why I was even playing in the first place. What's the point in thinking so hard about which creature to play when his combo renders my decision meaningless? Now, this may just be my own immaturity, and this argument could apply to other types of deck as well, but I find it more often with combo decks, and it's at least something to think about.
And finally, combo decks often need ways to ensure the combo works, and often this means holding the opponent at arm's length while you prepare. This frequently takes the form of hand destruction, counters, and other control strategies that can be frustrating to casual players.
So, are combo decks fun? Obviously there's no right or wrong answer to this, since it depends a lot on the context. Combo decks might be effective in tournaments where winning is more important than fun, but in the casual arena, which is my primary area of concern, combo decks can create resentment and irritation - at least, they often have for me. I don't think casual players should avoid combo decks altogether, though. They're very fun the first time around, especially if they're highly narcissistic (as in, they're only interested in themselves - they focus on their own goals and spells, and do little to disrupt the opponent's). But they should generally not be played repeatedly, especially if they exert a great deal of control over other players. At least for myself, being controlled absolutely ruins the game, and I do not wish it on others.
Now that I've talked about combo decks in general, I'll mention some in specific. I myself have made many a combo deck, and played them against friends, but I usually only play them once (or until I actually get to show them the combo - many times they don't work, and I just die before I can activate it). I am more impressed by engine-based decks (which Brendan is quite skilled at - see my previous articles), and I would much rather be able to make effective engines than effective combos. But I do enjoy a good combo, if only for the fun of proving I can design it.
So here I'll mention some combos that I've come up with recently, because I think they're cool. NOTE: If you play Magic with me, and you like surprises, don't read the rest of this post.
Panoptic Mirror + Undying Flames, with support from Paradox Haze, Sigil Tracer, and Mischievous Quanar
This is a somewhat expensive and awkward combo, but a fun and amusing one. Imprint Undying Flames onto the Panoptic Mirror, hopefully while you have some or all of the support spells in play (let's suppose you have one Paradox Haze). Then, at the beginning of your next turn's first upkeep, the Mirror triggers, copying Undying Flames. You perform its effect, and you have one Epic copy of Undying Flames. During your second upkeep, the Mirror triggers again, making a second Epic copy, and your first Epic spell triggers, making a non-Epic copy. You'll get to use the ability three times in one turn, which can often be quite deadly to the opponent, especially since many of the deck's spells are expensive. Then on your next turn, you'll get three Flames during your first upkeep (one Epic one from the Mirror and two non-Epic from the previous Epic copies), and four during your second upkeep. This will keep adding up, generating more and more iterations of the spell each upkeep, until your opponent is roasted to a delicious golden brown. (Even without Paradox Haze, the flames will still accumulate, albeit more slowly.) Finally, Braids, Conjurer Adept can help you accelerate your victory even faster by getting around the Epic restriction.
Spellweaver Helix + Mystic Speculation + Time Stretch/Searing Flesh, with support from Merfolk Looter/Bonded Fetch
This one was inspired by an article I read on the Wizards website a while ago. It suggested imprinting a cheap sorcery and an expensive sorcery onto Spellweaver Helix, which seems fairly obvious now, but using Mystic Speculation (one of my favorite cards) as the cheap sorcery seemed to me the perfect use of it. Mystic Speculation also helps you find the combo pieces quickly, which makes it even more useful. The basic idea, if you haven't already guessed, is to get Mystic Speculation into your graveyard (easy: just play it), and either Time Stretch or Searing Flesh into your graveyard (using Merfolk Looter/Bonded Fetch), and then play the Helix, imprinting them both onto it. Then, once you have another Mystic Speculation (ideally you'll already have a second one before playing the Helix), you either have a repeatable 3-mana 7-damage burn, or infinite turns, either of which will quickly result in your victory. Hilarious.
Hell's Caretaker + Intruder Alarm + Merrow Witsniper/Infectious Host
This one I'm especially proud of because I thought it up All By Myself. Get Intruder Alarm, Hell's Caretaker, and at least one other creature into play, and Merrow Witsniper or Infectious Host in your graveyard. During your next upkeep, use the Caretaker to sacrifice the other creature, returning one of the dead guys to play. This causes Intruder Alarm to untap the Caretaker. Repeat until the opponent is dead or has no library. The fact that you want guys in your graveyard is also useful, since it allows you to chump block with your first few guys.
Jhoira of the Ghitu + Dragonstorm, with support from Jhoira's Timebug, Clockspinning, Paradox Haze, and a bunch of dragons
Usually, you can play Jhoira on turn 3, and suspend two things on turn 4. If you can suspend two Dragonstorms, then you are totally awesome. The goal is to get Dragonstorm to unsuspend at the same time as one or more other spells, so you can stack them in order to build up a storm count. Paradox Haze helps you get things into play faster, and the Timebug and Clockspinning can do so as well, but can also align other spells with Dragonstorm for storm count. It takes a few turns to get going, but is rather consistent, and dragons are sweet.
Kobolds of Kher Keep + Cloudstone Curio + Cinder Pyromancer/Grapeshot
This is a variation of one of my Grinning Ignus decks, but infinite. Play the Curio. Then either get the Pyromancer in play or the Grapeshot in your hand, plus two Kobolds in your hand (one can be in play, but it's more surprising if they're both in your hand). Play a Kobold, play another Kobold and bounce the first Kobold, and repeat as needed. Poof.
Mycosynth Lattice + March of the Machines + Hurkyl's Recall
I am uncertain about this deck because it is the pinnacle of douchemastery. If you play Mycosynth Lattice and March of the Machines, all lands are 0/0 artifact creatures and die immediately. (The deck has some Lumithread Fields to save your own lands.) Then, if your cast Hurkyl's Recall on your opponent, any permanents he has left over will get bounced. Any land he plays will die instantly, so unless he has enough Simian Spirit Guides to finish you off, he's probably not going to be able to do much. I would never want to play against this deck myself, so it's unlikely that I'll play it against my friends, except just to show it off.
So, those are a bunch of combo decks I've made recently. I think they're cool. The End.
First, the pros. Part of the joy of Magic is finding unique interactions between cards. This often results in combos that are powerful enough to be worth building a deck around. The possibility of winning the game by playing just a few cards in a certain sequence is exciting, and it motivates deckbuilders (especially Johnny types) to look for new and interesting combos. Finding a good combo, and building a deck that will make it work, is certainly fun. They also require creativity and astuteness, so they act as a good mental exercise as well. But actually playing with combo decks can be a different story.
For most Johnnies (and I list myself among them), I would guess that the joy of actually playing combo decks is in showing them to your friends. When the opponent is oblivious, and you're secretly racing against the clock, trying to pretend that everything is perfectly normal as you scramble to assemble your combo, and you try to act calm and casual despite the mad thumping in your chest, and you draw the final piece of your combo and glance at it as disinterestedly as possible even though your heart has just leaped through the roof of your mouth...that's fun. When you have three of your four combo pieces in play, and the fourth in your hand, and your opponent is studying them with furrowed brow, and you're giggling to yourself because you know you're about to win and she has no idea whatsoever because she can't foresee your brilliant and carefully planned combo, and you slam down the final piece and leap up and dance around the table hooting like a maniac...that's fun. When your opponent looks at your combo pieces, each in turn, figuring out what could possibly make you cavort about like a madman, and it finally dawns on her, and she leans back and lets out a low whistle, eyes wide and brow raised, and rakes her fingers through her hair, and you knock over lamps this way and that in your crazed victory dance, shattering ancient Grecian relics willy-nilly, whirling like a cyclone through your living room...that's fun.
So basically, for a Johnny, the fun is in revealing your combo. If you then go to play a rematch, you'll probably be much less interested, if not outright bored. The fun was all in the surprise, and in demonstrating your brilliance. Once you've done it, the game is truly nothing more than a yes-or-no question. There are no secrets to keep, no traps to spring, no magnificent schemes to unveil. They've seen it, and now the cat's out of the bag, and the deck is nothing more than a conversation piece until you find your next victim. And this is the first vice of combo decks.
They're not replayable. Once you spring the combo, most of the fun is gone. The opponent might have more fun in a rematch trying to think of ways to stop your combo, but all you're doing is waiting. And waiting is no fun at all.
I should make a quick note at this point. I know that not all combo decks are all-or-nothing. Many have failsafes, or several different combos, or a number of alternate win conditions. But the true heart of a combo deck is the combo, and that's all I'm really concerned about. If you have three different combos in a deck, it may be fun to play it more than once per opponent, but it's still limiting. And if a deck has a ton of failsafes - enough that it doesn't really need the combo to win - then it's not strictly a combo deck by my definition. So there.
Moving on...the unreplayability of combo decks is one thing, but it's a problem that mostly affects the player of the combo deck. But what about the opponent? There are some decks, like Brendan's Mycosynth Lattice/Shattering Spree deck, which can lock down many casual decks, completely neutralizing them (at least, the ones I build). This type of combo deck is bad for the opponent because it is not an instant win, but as soon as you're locked down, you know there's nothing you can do, and you just have to wait and get killed. When this happens to me, I usually get angry, because waiting to die is no fun for anyone, but if I just scoop whenever I see a lockdown deck, it's no fun for the deckbuilder either, because they don't get to show off their cleverness. So combos can be dangerous - they might be fun to make and think about, but actually playing them could end in disaster.
But not all combo decks aim at neutralizing the opponent and then winning at leisure. Many focus on winning as soon as the final piece of the combo has been revealed: a certain sequence of spells and abilities is set off which leads to the opponent being eliminated. But this too can reduce the opponent's fun. If my opponent wins the game completely out of the blue with some obscure combo, it makes me question why I was even playing in the first place. What's the point in thinking so hard about which creature to play when his combo renders my decision meaningless? Now, this may just be my own immaturity, and this argument could apply to other types of deck as well, but I find it more often with combo decks, and it's at least something to think about.
And finally, combo decks often need ways to ensure the combo works, and often this means holding the opponent at arm's length while you prepare. This frequently takes the form of hand destruction, counters, and other control strategies that can be frustrating to casual players.
So, are combo decks fun? Obviously there's no right or wrong answer to this, since it depends a lot on the context. Combo decks might be effective in tournaments where winning is more important than fun, but in the casual arena, which is my primary area of concern, combo decks can create resentment and irritation - at least, they often have for me. I don't think casual players should avoid combo decks altogether, though. They're very fun the first time around, especially if they're highly narcissistic (as in, they're only interested in themselves - they focus on their own goals and spells, and do little to disrupt the opponent's). But they should generally not be played repeatedly, especially if they exert a great deal of control over other players. At least for myself, being controlled absolutely ruins the game, and I do not wish it on others.
Now that I've talked about combo decks in general, I'll mention some in specific. I myself have made many a combo deck, and played them against friends, but I usually only play them once (or until I actually get to show them the combo - many times they don't work, and I just die before I can activate it). I am more impressed by engine-based decks (which Brendan is quite skilled at - see my previous articles), and I would much rather be able to make effective engines than effective combos. But I do enjoy a good combo, if only for the fun of proving I can design it.
So here I'll mention some combos that I've come up with recently, because I think they're cool. NOTE: If you play Magic with me, and you like surprises, don't read the rest of this post.
Panoptic Mirror + Undying Flames, with support from Paradox Haze, Sigil Tracer, and Mischievous Quanar
This is a somewhat expensive and awkward combo, but a fun and amusing one. Imprint Undying Flames onto the Panoptic Mirror, hopefully while you have some or all of the support spells in play (let's suppose you have one Paradox Haze). Then, at the beginning of your next turn's first upkeep, the Mirror triggers, copying Undying Flames. You perform its effect, and you have one Epic copy of Undying Flames. During your second upkeep, the Mirror triggers again, making a second Epic copy, and your first Epic spell triggers, making a non-Epic copy. You'll get to use the ability three times in one turn, which can often be quite deadly to the opponent, especially since many of the deck's spells are expensive. Then on your next turn, you'll get three Flames during your first upkeep (one Epic one from the Mirror and two non-Epic from the previous Epic copies), and four during your second upkeep. This will keep adding up, generating more and more iterations of the spell each upkeep, until your opponent is roasted to a delicious golden brown. (Even without Paradox Haze, the flames will still accumulate, albeit more slowly.) Finally, Braids, Conjurer Adept can help you accelerate your victory even faster by getting around the Epic restriction.
Spellweaver Helix + Mystic Speculation + Time Stretch/Searing Flesh, with support from Merfolk Looter/Bonded Fetch
This one was inspired by an article I read on the Wizards website a while ago. It suggested imprinting a cheap sorcery and an expensive sorcery onto Spellweaver Helix, which seems fairly obvious now, but using Mystic Speculation (one of my favorite cards) as the cheap sorcery seemed to me the perfect use of it. Mystic Speculation also helps you find the combo pieces quickly, which makes it even more useful. The basic idea, if you haven't already guessed, is to get Mystic Speculation into your graveyard (easy: just play it), and either Time Stretch or Searing Flesh into your graveyard (using Merfolk Looter/Bonded Fetch), and then play the Helix, imprinting them both onto it. Then, once you have another Mystic Speculation (ideally you'll already have a second one before playing the Helix), you either have a repeatable 3-mana 7-damage burn, or infinite turns, either of which will quickly result in your victory. Hilarious.
Hell's Caretaker + Intruder Alarm + Merrow Witsniper/Infectious Host
This one I'm especially proud of because I thought it up All By Myself. Get Intruder Alarm, Hell's Caretaker, and at least one other creature into play, and Merrow Witsniper or Infectious Host in your graveyard. During your next upkeep, use the Caretaker to sacrifice the other creature, returning one of the dead guys to play. This causes Intruder Alarm to untap the Caretaker. Repeat until the opponent is dead or has no library. The fact that you want guys in your graveyard is also useful, since it allows you to chump block with your first few guys.
Jhoira of the Ghitu + Dragonstorm, with support from Jhoira's Timebug, Clockspinning, Paradox Haze, and a bunch of dragons
Usually, you can play Jhoira on turn 3, and suspend two things on turn 4. If you can suspend two Dragonstorms, then you are totally awesome. The goal is to get Dragonstorm to unsuspend at the same time as one or more other spells, so you can stack them in order to build up a storm count. Paradox Haze helps you get things into play faster, and the Timebug and Clockspinning can do so as well, but can also align other spells with Dragonstorm for storm count. It takes a few turns to get going, but is rather consistent, and dragons are sweet.
Kobolds of Kher Keep + Cloudstone Curio + Cinder Pyromancer/Grapeshot
This is a variation of one of my Grinning Ignus decks, but infinite. Play the Curio. Then either get the Pyromancer in play or the Grapeshot in your hand, plus two Kobolds in your hand (one can be in play, but it's more surprising if they're both in your hand). Play a Kobold, play another Kobold and bounce the first Kobold, and repeat as needed. Poof.
Mycosynth Lattice + March of the Machines + Hurkyl's Recall
I am uncertain about this deck because it is the pinnacle of douchemastery. If you play Mycosynth Lattice and March of the Machines, all lands are 0/0 artifact creatures and die immediately. (The deck has some Lumithread Fields to save your own lands.) Then, if your cast Hurkyl's Recall on your opponent, any permanents he has left over will get bounced. Any land he plays will die instantly, so unless he has enough Simian Spirit Guides to finish you off, he's probably not going to be able to do much. I would never want to play against this deck myself, so it's unlikely that I'll play it against my friends, except just to show it off.
So, those are a bunch of combo decks I've made recently. I think they're cool. The End.
Labels:
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Friday, July 25, 2008
Goats
Today I am going to talk about goats. That is, I am going to talk about three games I played against my friend Brendan's white-blue goat deck. Here I goat!
The first game I'll discuss occurred two nights ago. However, I didn't know he was going to be playing goats, so I picked a Leyline of Singularity deck that I had made. Of course, this almost immediately ruined his entire deck, since the point of his deck is to mass goat tokens with Springjack Shepherd. But we played it out.
I didn't keep careful notes of the game, so I'll talk about the decks. My deck is based on Leyline of Singularity, and things that abuse it. There are a ton of Legendary creatures; since all my creatures are going to be legendary anyway, I might as well get good ones. I tried to keep to the singularity theme by focusing on legend-rule-based removal; no straight-up destroying or burning (unless you count Hero's Demise, and later, the devastating Tsabo Tavoc). My favorite method of removal is Shapesharer plus Unnatural Selection. As long as the enemy has two creatures, I can kill them both with just 4 mana. And if he only has one, it's usually not too dangerous. (Or if it is, I have Spitting Image to take care of it). I also have Copy Enchantment and Sculpting Steel for enchantment/artifact removal, and Hanna, Ship's Navigator allows me to do it repeatedly.
The rest of the deck is mostly just cool legendary creatures and equipment, but there are a few other neat tricks. Tsabo Tavoc (as mentioned above) can destroy any creature for 2 black mana and a tap, and Minamo, School at Water's Edge let's him do it repeatedly, or attack for an unblockable 7 on the same turn, or just stay untapped to block. Another neat trick is Forbidden Orchard, whose drawback is neutralized by Leyline of Singularity, giving me excellent mana control. (And I need it, since the deck has four colors.)
Brendan's deck, as I said, is based on goat tokens made from Springjack Shepherd (and, occasionally, Springjack Pasture). Basically, he has lots of excellent creatures with many white mana symbols such as Kitchen Finks and Knight of Meadowgrain. Then he plays the Shepherd to make lots of goats, and has things like Momentary Blink to do it again and again. His win condition is usually Mirrorweave or Fortify, overrunning his opponent with an army of beefed up goats.
As for the actual game between these two decks, it wasn't really a contest. Leyline utterly prevented him from making more than 1 goat token at a time, and I used Unnatural Selection to make even that one goat harmless, by turning it into a Fungus, Sponge, or whatever else I could come up with during each of his upkeeps. (After a while I ran out of obscure creature types and just picked fake ones like Bus, or Unicorn.) He kept playing Kitchen Finks, and then I'd finally get rid of them and he'd have another one in his hand, which was both hilarious and annoying. It bought him some time, but eventually I just got some big dudes out and smashed through for the win.
Then we played some other games, but they didn't have goats, so I won't deign to tell you about them. But then the goats returned.
This time, I was playing a straightforward green-blue +1/+1 counter deck, inspired by an article I had read mentioning that Lignify could make Vigean Hydropon into a 5/9 Treefolk attacker. He had trouble drawing though, and I had pretty much the perfect hand for my deck, so he didn't stand much of a chance. I also learned more about my deck; I have Mirrorweave in it, the idea being that I could cast it on the Hydropon (or any other 0/0 guy with a counter) for mass removal. But if I were to target Fungal Behemoth instead, I would get the removal PLUS all my guys getting (usually) much bigger. And that would be sweettacular.
The third game I played against the goatswarm was the most epic game of Magic in the history of the universe. It was so epic that I took a screenshot. But you should read about it first.
Things went pretty slowly at first. He played some dudes, I played some dudes. Not much happened...until turn [whatever number turn it was].
Here's what the board looked like: I had four Relentless Rats, just sitting back and biding their time. He had a Kitchen Finks, a Knight of Meadowgrain, and a Springjack Shepherd, plus six goat tokens. On my turn, I drew Diabolic Tutor. Ecstatic, I fetched the Ultimate Secret: Thrumming Stone. I played it. At this point, he revealed that he had a Mirrorweave in hand (which meant that he could Mirrorweave targeting the Rats, and overwhelm me with 14/14 attackers since he had 4 more creatures than me), but he was curious to see what I would do, so he held off. Instead, in preparation for the inevitably epic battle, he played Momentary Blink targeting his Springjack Shepherd, giving him six more goats...and then he played another Momentary Blink, giving him six MORE goats. He had now assembled an eighteen-goat army. Truly terrifying.
On my next turn, I played a Relentless Rats. Revealing the top four cards of my library produced...no Relentless Rats. On my next turn, I drew Relentless Rats (meaning I had been just one card away), and played it, producing...no Relentless Rats. On my NEXT turn, I drew Relentless Rats AGAIN (meaning I had been just one card away AGAIN), and played it. This time, I hit gold.
My Relentless Rats deck contains 150 cards, and 50 of those are Relentless Rats. On that fateful ripple, I got all the rest of my Relentless Rats into play, with eight more ripples on the stack. I had fifty rats, and all of them were 51/51. I passed the turn.
At the end of my turn, Brendan used Springjack Pasture sacrificing enough goats to give him 8 mana. He then cast Mirrorweave, targeting Kitchen Finks. Every goat (and Kithkin and rat) now had two white mana symbols in its mana cost. Then he flashed back Momentary Blink.
The result of this maneuver is indescribable in words. So I present it in visual form.

It was then his turn. He had 66 goats to my 50 rats. He cast Fortify and attacked. GG.
If anyone ever tells you that they have played the most epic game of Magic in the history of the universe, then that person is either me, Brendan, or a liar. And if anyone tells you otherwise, well, they have a right to hold that opinion, but I assure you, their opinion is wrong. Amen.
The first game I'll discuss occurred two nights ago. However, I didn't know he was going to be playing goats, so I picked a Leyline of Singularity deck that I had made. Of course, this almost immediately ruined his entire deck, since the point of his deck is to mass goat tokens with Springjack Shepherd. But we played it out.
I didn't keep careful notes of the game, so I'll talk about the decks. My deck is based on Leyline of Singularity, and things that abuse it. There are a ton of Legendary creatures; since all my creatures are going to be legendary anyway, I might as well get good ones. I tried to keep to the singularity theme by focusing on legend-rule-based removal; no straight-up destroying or burning (unless you count Hero's Demise, and later, the devastating Tsabo Tavoc). My favorite method of removal is Shapesharer plus Unnatural Selection. As long as the enemy has two creatures, I can kill them both with just 4 mana. And if he only has one, it's usually not too dangerous. (Or if it is, I have Spitting Image to take care of it). I also have Copy Enchantment and Sculpting Steel for enchantment/artifact removal, and Hanna, Ship's Navigator allows me to do it repeatedly.
The rest of the deck is mostly just cool legendary creatures and equipment, but there are a few other neat tricks. Tsabo Tavoc (as mentioned above) can destroy any creature for 2 black mana and a tap, and Minamo, School at Water's Edge let's him do it repeatedly, or attack for an unblockable 7 on the same turn, or just stay untapped to block. Another neat trick is Forbidden Orchard, whose drawback is neutralized by Leyline of Singularity, giving me excellent mana control. (And I need it, since the deck has four colors.)
Brendan's deck, as I said, is based on goat tokens made from Springjack Shepherd (and, occasionally, Springjack Pasture). Basically, he has lots of excellent creatures with many white mana symbols such as Kitchen Finks and Knight of Meadowgrain. Then he plays the Shepherd to make lots of goats, and has things like Momentary Blink to do it again and again. His win condition is usually Mirrorweave or Fortify, overrunning his opponent with an army of beefed up goats.
As for the actual game between these two decks, it wasn't really a contest. Leyline utterly prevented him from making more than 1 goat token at a time, and I used Unnatural Selection to make even that one goat harmless, by turning it into a Fungus, Sponge, or whatever else I could come up with during each of his upkeeps. (After a while I ran out of obscure creature types and just picked fake ones like Bus, or Unicorn.) He kept playing Kitchen Finks, and then I'd finally get rid of them and he'd have another one in his hand, which was both hilarious and annoying. It bought him some time, but eventually I just got some big dudes out and smashed through for the win.
Then we played some other games, but they didn't have goats, so I won't deign to tell you about them. But then the goats returned.
This time, I was playing a straightforward green-blue +1/+1 counter deck, inspired by an article I had read mentioning that Lignify could make Vigean Hydropon into a 5/9 Treefolk attacker. He had trouble drawing though, and I had pretty much the perfect hand for my deck, so he didn't stand much of a chance. I also learned more about my deck; I have Mirrorweave in it, the idea being that I could cast it on the Hydropon (or any other 0/0 guy with a counter) for mass removal. But if I were to target Fungal Behemoth instead, I would get the removal PLUS all my guys getting (usually) much bigger. And that would be sweettacular.
The third game I played against the goatswarm was the most epic game of Magic in the history of the universe. It was so epic that I took a screenshot. But you should read about it first.
Things went pretty slowly at first. He played some dudes, I played some dudes. Not much happened...until turn [whatever number turn it was].
Here's what the board looked like: I had four Relentless Rats, just sitting back and biding their time. He had a Kitchen Finks, a Knight of Meadowgrain, and a Springjack Shepherd, plus six goat tokens. On my turn, I drew Diabolic Tutor. Ecstatic, I fetched the Ultimate Secret: Thrumming Stone. I played it. At this point, he revealed that he had a Mirrorweave in hand (which meant that he could Mirrorweave targeting the Rats, and overwhelm me with 14/14 attackers since he had 4 more creatures than me), but he was curious to see what I would do, so he held off. Instead, in preparation for the inevitably epic battle, he played Momentary Blink targeting his Springjack Shepherd, giving him six more goats...and then he played another Momentary Blink, giving him six MORE goats. He had now assembled an eighteen-goat army. Truly terrifying.
On my next turn, I played a Relentless Rats. Revealing the top four cards of my library produced...no Relentless Rats. On my next turn, I drew Relentless Rats (meaning I had been just one card away), and played it, producing...no Relentless Rats. On my NEXT turn, I drew Relentless Rats AGAIN (meaning I had been just one card away AGAIN), and played it. This time, I hit gold.
My Relentless Rats deck contains 150 cards, and 50 of those are Relentless Rats. On that fateful ripple, I got all the rest of my Relentless Rats into play, with eight more ripples on the stack. I had fifty rats, and all of them were 51/51. I passed the turn.
At the end of my turn, Brendan used Springjack Pasture sacrificing enough goats to give him 8 mana. He then cast Mirrorweave, targeting Kitchen Finks. Every goat (and Kithkin and rat) now had two white mana symbols in its mana cost. Then he flashed back Momentary Blink.
The result of this maneuver is indescribable in words. So I present it in visual form.
It was then his turn. He had 66 goats to my 50 rats. He cast Fortify and attacked. GG.
If anyone ever tells you that they have played the most epic game of Magic in the history of the universe, then that person is either me, Brendan, or a liar. And if anyone tells you otherwise, well, they have a right to hold that opinion, but I assure you, their opinion is wrong. Amen.
Labels:
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Thursday, July 24, 2008
Chaos Theory
Well, not really. I just couldn't think of another relevant-but-interesting title.
Anyway, it's time to talk about those games against mAc Chaos that I didn't talk about last time! There were seven of them.
This time, he wanted to play 2-out-of-3s rather than let me switch decks continuously, so he could get a better feel for his own decks and how they play in various matchups. So we did.
The first game, I took one of my favorite decks (green chroma), and he took an obnoxious black aggro deck. He gets two Stromgald Crusaders out quickly, along with two Bad Moons. This was rather troublesome because I didn't have much anti-flying. I played a Phosphorescent Feast, which gained me 14 life, but at the rate he was pounding me, that was only enough to buy me two turns. I even had some huge/awesome dudes, and I even got them into play, but there was nothing I could do to stop his fliers. So I died.
I was sad, because my deck is so awesome, but it has a lot of trouble against evasion and removal. I'll take a moment to describe its basic principle now. Basically, it has four Primalcrux, one of each green Demigod, and one of each green Liege. It also has a bunch of other powerful green guys with as many green mana symbols as possible. (Pretty much every card in the deck is rare. It would probably cost hundreds of dollars to make in real life. But that's the joy of Magic Workstation!) I use Devoted Druid, Bloom Tender, and Mana Reflection to be able to play my costly dudes as quickly as possible. However, none of my guys have flying or reach, so I have to get them out fast enough to pound the enemy to a pulp before he can do the same to me. I do have a lot of tramplers, but if my opponent's deck is too fast, there's not much I can do. I have a tendency to make slow decks that ramp up quickly in power once they get going.
Anyway, we played again, but I have the same problem and die before anything interesting even happens. Freakin' Soul Spike.
Since he had won 2-0, we switched decks. I decided to play a mono-white Equipment deck I had been meaning to try out, and he kept the same obnoxious aggro deck. In the first game, I had a bad opening hand but didn't mulligan, and I hardly even managed to get any guys into play before dying. It wasn't even noteworthy.
But the second game was better. I managed to equip a Loxodon Punisher with Sword of Light and Shadow, with a Serra's Blessing in play. With the life gain and virtual unblockability of this guy, I managed to win.
Then, in the third game, it was back to getting owned. Distress is an annoying card. Especially when he has two of them. Argh.
My Equipment deck needs a lot of work, but the basic components are pretty neat. Auriok Steelshaper allows me to equip things cheaply, and eventually for free, which sure comes in handy when I have Leonin Shikari. Stonehewer Giant lets me summon Equipment cheaply from my library, and Cloud Key lets me play it cheaply from my hand. Basically, the idea is to get these guys out, then equip them with insane Equipment, then own face. I have yet to see this actually come to fruition, though, which suggests that the deck may need some retooling.
Meanwhile, back in the arena of death, mAc and I both switched decks. I picked my Leaf-Crowned Elder deck (which I described previously), and he picked some other black deck whose purpose was not immediately obvious. All he did in the beginning was kill my dudes, but eventually I used up all his removal spells, and got the Elder out. He played Dread, which might have been troublesome, except for my two Timber Protectors. Then my engine just pumped out Treefolk after Treefolk, pummeling him to death. It was pretty sweet.
In the next game, things didn't go quite so smoothly. Persecute is brutally effective against mono-colored decks, and it made me cry. He played Gauntlet of Power, waited until he had 11 land, then Consumed my Spirit for an instant kill. Quite ridiculous. And by "waited until he had 11 land," I mean "killed everything I played until he had 11 land." It is not difficult to see why black is my least favorite color.
I didn't keep as good notes on these games as on the previous games, which is why my descriptions are shorter. They were also not wonderfully interesting games, nor wonderfully interesting decks, which made them less wonderfully interesting to talk about. But just you wait - I have several extremely cool decks to talk about for next time!
Anyway, it's time to talk about those games against mAc Chaos that I didn't talk about last time! There were seven of them.
This time, he wanted to play 2-out-of-3s rather than let me switch decks continuously, so he could get a better feel for his own decks and how they play in various matchups. So we did.
The first game, I took one of my favorite decks (green chroma), and he took an obnoxious black aggro deck. He gets two Stromgald Crusaders out quickly, along with two Bad Moons. This was rather troublesome because I didn't have much anti-flying. I played a Phosphorescent Feast, which gained me 14 life, but at the rate he was pounding me, that was only enough to buy me two turns. I even had some huge/awesome dudes, and I even got them into play, but there was nothing I could do to stop his fliers. So I died.
I was sad, because my deck is so awesome, but it has a lot of trouble against evasion and removal. I'll take a moment to describe its basic principle now. Basically, it has four Primalcrux, one of each green Demigod, and one of each green Liege. It also has a bunch of other powerful green guys with as many green mana symbols as possible. (Pretty much every card in the deck is rare. It would probably cost hundreds of dollars to make in real life. But that's the joy of Magic Workstation!) I use Devoted Druid, Bloom Tender, and Mana Reflection to be able to play my costly dudes as quickly as possible. However, none of my guys have flying or reach, so I have to get them out fast enough to pound the enemy to a pulp before he can do the same to me. I do have a lot of tramplers, but if my opponent's deck is too fast, there's not much I can do. I have a tendency to make slow decks that ramp up quickly in power once they get going.
Anyway, we played again, but I have the same problem and die before anything interesting even happens. Freakin' Soul Spike.
Since he had won 2-0, we switched decks. I decided to play a mono-white Equipment deck I had been meaning to try out, and he kept the same obnoxious aggro deck. In the first game, I had a bad opening hand but didn't mulligan, and I hardly even managed to get any guys into play before dying. It wasn't even noteworthy.
But the second game was better. I managed to equip a Loxodon Punisher with Sword of Light and Shadow, with a Serra's Blessing in play. With the life gain and virtual unblockability of this guy, I managed to win.
Then, in the third game, it was back to getting owned. Distress is an annoying card. Especially when he has two of them. Argh.
My Equipment deck needs a lot of work, but the basic components are pretty neat. Auriok Steelshaper allows me to equip things cheaply, and eventually for free, which sure comes in handy when I have Leonin Shikari. Stonehewer Giant lets me summon Equipment cheaply from my library, and Cloud Key lets me play it cheaply from my hand. Basically, the idea is to get these guys out, then equip them with insane Equipment, then own face. I have yet to see this actually come to fruition, though, which suggests that the deck may need some retooling.
Meanwhile, back in the arena of death, mAc and I both switched decks. I picked my Leaf-Crowned Elder deck (which I described previously), and he picked some other black deck whose purpose was not immediately obvious. All he did in the beginning was kill my dudes, but eventually I used up all his removal spells, and got the Elder out. He played Dread, which might have been troublesome, except for my two Timber Protectors. Then my engine just pumped out Treefolk after Treefolk, pummeling him to death. It was pretty sweet.
In the next game, things didn't go quite so smoothly. Persecute is brutally effective against mono-colored decks, and it made me cry. He played Gauntlet of Power, waited until he had 11 land, then Consumed my Spirit for an instant kill. Quite ridiculous. And by "waited until he had 11 land," I mean "killed everything I played until he had 11 land." It is not difficult to see why black is my least favorite color.
I didn't keep as good notes on these games as on the previous games, which is why my descriptions are shorter. They were also not wonderfully interesting games, nor wonderfully interesting decks, which made them less wonderfully interesting to talk about. But just you wait - I have several extremely cool decks to talk about for next time!
Labels:
magic the gathering,
magic workstation,
mtg,
mws
Tuesday, July 22, 2008
Switching Things Up
Last night I played several more games against mAc Chaos. They were cool. However, my friend Brendan then wanted to play, so I played some games with him as well. Now, Brendan's deckbuilding tendencies are completely different from mAc's. Mac has played in tournaments, cares about formats, tries to hone one deck to perfection, prefers one color (black black black), and repeats a lot of spells in his decks. Brendan doesn't care about competitions, builds a lot of different decks, strives to make his decks unique, loves powerful engines and elaborate combos, and plays all five colors, even though he tends to prefer blue and black. I have played many times with him, and I often found his blue and back control/lockdown decks to be extremely annoying, so I asked him to make some less restrictive decks. So he did. And the result blew my mind.
So instead of continuing the mAc Chaos saga, I'll put that on hold and talk about my games with Brendan. The first game, I picked my Wild Pair/Grinning Ignus deck, and he used a vicious red aggro deck. The game was hardly even remarkable; I had asked him to make "aggro decks," and he did, killing me before I could even deal him damage, let along get out Wild Pair. My deck was just too slow.
But red aggro isn't that special. The next deck, however, was an ingenious masterpiece. Now maybe it just seemed that way since I have so little experience, but the engines Brendan manages to think up never fail to impress me. Anyway, he played a mono-green deck and I chose my mono-white Stuffy Doll deck.
I won't give a play-by-play of the game, since he never got his complete engine out (I managed to activate my combo and kill him before he could get it rolling), but I must certainly describe his deck. I didn't even see all of it, so I don't know how many other outlets there were for his particular engine, but it seemed to be a four-part system, with the four parts arranged in a square. What I mean is, the first part is related to the second and fourth parts, but not to the third part. So when I saw the first and third parts, I couldn't immediately see the connection. The first part was Helix Pinnacle. The third part was Thallids that produce lots of Saprolings. At first it seemed liked a Saproling deck with Helix Pinnacle as a backup card.
Then he played Doubling Season. This meant that Helix Pinnacle doubled in speed, and Saprolings quadrupled. (Normally, a single Sporoloth Ancient would get one spore counter per turn, allowing him to create a Saproling every other turn: 0.5 per turn. With Doubling Season, he gets two spore counters per turn, but when he removes them, Doubling Season also puts two Saprolings into play, giving him 2 per turn: four times as many.) This was totally awesome, but I still hadn't seen the key fourth piece that tied it all together.
I had won before he could get the final piece out, but he showed me what it was: Life and Limb. Then it all came together. His massive quantity of Saprolings, made possibly by Doubling Season, would all become Forests, allowing him to pump Helix Pinnacle like crazy, with Doubling Season speeding it up even more quickly. If he had gotten Life and Limb into play, with his current array of Thallids, he would have been able to complete his Helix Pinnacle in a short as two or three turns. Amazing.
This is exactly what I long to be able to do. Brendan's intimate knowledge of the cards allows him to see connections that I cannot; if I had been trying to make a Helix Pinnacle deck, I would have thought of Doubling Season, but I had never even heard of Life and Limb. The way he was able to make all the parts work together was just completely phenomenal. I was ashamed to have won with my retarded combo.
Anyway, we played again, and I switched to yet another combo deck that I had wanted to try out. He started out with a bunch of Thallids, and I played an Academy Rector. However, my deck had been shoddily constructed so that I myself had no way of getting rid of the Rector. My deck relies on getting rid of the Rector, so if my opponent doesn't do it, I literally can't win. Anyway, I explained this to him, basically forfeiting since he had a Utopia Mycon that could block my Rector forever, but he killed the Rector, probably just to see what would happen. I fetched Barren Glory, then cast Armageddon. I would have won, technically, but it didn't really count since I sort of tricked him into killing the Rector. Anyway, you can see why I needed the Rector to die: if he never did, Barren Glory would be useless, even if I played it another way. So if I decide to modify that deck at all, I'll either get rid of the Rector or add some way to kill it myself (probably just burns). I should probably just stop making retarded combo decks.
Anyway, he then switched to his third and final deck of the night, an extremely confusing black-green deck that made very little sense to me until my third game against it. I finally switched to a deck that wasn't based on inane combos: my Grinning Ignus/Cinder Pyromancer deck (the one with Flamekin Harbinger/Nova Chaser). I got a great opening hand: a Harbinger, two Smokebraiders, an Ignus, and three Mountains. I started out by fetching Nova Chaser to exploit it as much as possible, but he began dropping Imperious Perfects like there was no tomorrow, making me think his deck was a black-green Elf deck (which it was not). Anyway, he quickly got enough Perfects and Elf Warrior tokens to make my Nova Chaser useless, so I switched to the Pyromancer strategy. However, by that time it was too late. He already had a ton of Elves, and with three Perfects, they were all 4/4. I could have reduced him to 1 life, but he would have overrun my on the next turn. So I scooped.
Still thinking his deck was Elves, I switched to one of my new favorite decks: a mono-green Treefolk deck using Leaf-Crowned Elder and Cream of the Crop to spit out Treefolk en masse. Leaf-Crowned Elder is an amazing card as it is, but when I have Cream of the Crop, I can almost guarantee that Leaf-Crowned Elder will give me a free Treefolk each turn. And since Treefolk are so expensive and powerful, I'm often able to dump a dozen mana worth of Treefolk into play for free, EACH TURN. So it's really awesome.
In the previous game, Brendan had played a Nether Traitor, which was extremely confusing since I thought he was playing black-green Elves. This game, he played a Carrion Feeder, and I saw that the Traitor would be a good way to pump it up. But I still didn't see how it connected to the Elves. In any case, by the time he could do anything useful, I already had two Cream of the Crop and two Leaf-Crowned Elders, and my massive army of Treefolk just completely destroyed him.
Then we played one more game, and I switched to white-green-blue Slivers. I felt kind of bad playing Slivers, since Slivers are usually very fast and his deck seemed rather slow. But my guilt quickly dissipated as I saw what his deck was truly capable of. When he played Grave Pact, I saw that the Carrion Feeder/Nether Traitor combo had a far more sinister purpose. When he played the second Grave Pact, I just crapped myself. I had been hitting him hard with Slivers early on, and even had 8 poison counters on him, but with two Grave Pacts and a Spawning Pit, he just kept killing off my Slivers. To make matters worse, I kept drawing five-mana Slivers while stuck at four mana. Anyways, he then played The Bomb: Protean Hulk. Apparently that was the real reason for having green in the deck at all. He could sacrifice the Hulk to bring in Carrion Feeder and Nether Traitor (among others), and completely ruin any creature-based deck (such as my Slivers which had nothing BUT creatures). I died, but he showed me his other green trump card, which was Biorhythm. Hilarious. It would have been totally unnecessary against an all-creature deck such as Slivers, but quite useful against other types of decks. It turns out the Elves were just there as a cheap source of mass creatures to sacrifice, even though he was able to use them as his main force in the first game. His deck seemed a little clunky, but it was still a neat engine, albeit a frustrating one.
So that's what I did from 2 AM to 4 AM last night. I'll hold off on discussing my games against mAc Chaos for now,so I can build up a buffer in case I run out of material because the article would be too long. I hope, as I continue building decks, that I will one day be able to create engines like Brendan's Saprolings, and I've seen him play many other decks with equally terrifying engines. As I build more decks, play more games, and learn more cards, I'm gradually expanding my knowledge, and eventually, perhaps, I too will be an awesome deckbuilder. But until then, you'll have to put up with awkward combos and goofy themes.
So instead of continuing the mAc Chaos saga, I'll put that on hold and talk about my games with Brendan. The first game, I picked my Wild Pair/Grinning Ignus deck, and he used a vicious red aggro deck. The game was hardly even remarkable; I had asked him to make "aggro decks," and he did, killing me before I could even deal him damage, let along get out Wild Pair. My deck was just too slow.
But red aggro isn't that special. The next deck, however, was an ingenious masterpiece. Now maybe it just seemed that way since I have so little experience, but the engines Brendan manages to think up never fail to impress me. Anyway, he played a mono-green deck and I chose my mono-white Stuffy Doll deck.
I won't give a play-by-play of the game, since he never got his complete engine out (I managed to activate my combo and kill him before he could get it rolling), but I must certainly describe his deck. I didn't even see all of it, so I don't know how many other outlets there were for his particular engine, but it seemed to be a four-part system, with the four parts arranged in a square. What I mean is, the first part is related to the second and fourth parts, but not to the third part. So when I saw the first and third parts, I couldn't immediately see the connection. The first part was Helix Pinnacle. The third part was Thallids that produce lots of Saprolings. At first it seemed liked a Saproling deck with Helix Pinnacle as a backup card.
Then he played Doubling Season. This meant that Helix Pinnacle doubled in speed, and Saprolings quadrupled. (Normally, a single Sporoloth Ancient would get one spore counter per turn, allowing him to create a Saproling every other turn: 0.5 per turn. With Doubling Season, he gets two spore counters per turn, but when he removes them, Doubling Season also puts two Saprolings into play, giving him 2 per turn: four times as many.) This was totally awesome, but I still hadn't seen the key fourth piece that tied it all together.
I had won before he could get the final piece out, but he showed me what it was: Life and Limb. Then it all came together. His massive quantity of Saprolings, made possibly by Doubling Season, would all become Forests, allowing him to pump Helix Pinnacle like crazy, with Doubling Season speeding it up even more quickly. If he had gotten Life and Limb into play, with his current array of Thallids, he would have been able to complete his Helix Pinnacle in a short as two or three turns. Amazing.
This is exactly what I long to be able to do. Brendan's intimate knowledge of the cards allows him to see connections that I cannot; if I had been trying to make a Helix Pinnacle deck, I would have thought of Doubling Season, but I had never even heard of Life and Limb. The way he was able to make all the parts work together was just completely phenomenal. I was ashamed to have won with my retarded combo.
Anyway, we played again, and I switched to yet another combo deck that I had wanted to try out. He started out with a bunch of Thallids, and I played an Academy Rector. However, my deck had been shoddily constructed so that I myself had no way of getting rid of the Rector. My deck relies on getting rid of the Rector, so if my opponent doesn't do it, I literally can't win. Anyway, I explained this to him, basically forfeiting since he had a Utopia Mycon that could block my Rector forever, but he killed the Rector, probably just to see what would happen. I fetched Barren Glory, then cast Armageddon. I would have won, technically, but it didn't really count since I sort of tricked him into killing the Rector. Anyway, you can see why I needed the Rector to die: if he never did, Barren Glory would be useless, even if I played it another way. So if I decide to modify that deck at all, I'll either get rid of the Rector or add some way to kill it myself (probably just burns). I should probably just stop making retarded combo decks.
Anyway, he then switched to his third and final deck of the night, an extremely confusing black-green deck that made very little sense to me until my third game against it. I finally switched to a deck that wasn't based on inane combos: my Grinning Ignus/Cinder Pyromancer deck (the one with Flamekin Harbinger/Nova Chaser). I got a great opening hand: a Harbinger, two Smokebraiders, an Ignus, and three Mountains. I started out by fetching Nova Chaser to exploit it as much as possible, but he began dropping Imperious Perfects like there was no tomorrow, making me think his deck was a black-green Elf deck (which it was not). Anyway, he quickly got enough Perfects and Elf Warrior tokens to make my Nova Chaser useless, so I switched to the Pyromancer strategy. However, by that time it was too late. He already had a ton of Elves, and with three Perfects, they were all 4/4. I could have reduced him to 1 life, but he would have overrun my on the next turn. So I scooped.
Still thinking his deck was Elves, I switched to one of my new favorite decks: a mono-green Treefolk deck using Leaf-Crowned Elder and Cream of the Crop to spit out Treefolk en masse. Leaf-Crowned Elder is an amazing card as it is, but when I have Cream of the Crop, I can almost guarantee that Leaf-Crowned Elder will give me a free Treefolk each turn. And since Treefolk are so expensive and powerful, I'm often able to dump a dozen mana worth of Treefolk into play for free, EACH TURN. So it's really awesome.
In the previous game, Brendan had played a Nether Traitor, which was extremely confusing since I thought he was playing black-green Elves. This game, he played a Carrion Feeder, and I saw that the Traitor would be a good way to pump it up. But I still didn't see how it connected to the Elves. In any case, by the time he could do anything useful, I already had two Cream of the Crop and two Leaf-Crowned Elders, and my massive army of Treefolk just completely destroyed him.
Then we played one more game, and I switched to white-green-blue Slivers. I felt kind of bad playing Slivers, since Slivers are usually very fast and his deck seemed rather slow. But my guilt quickly dissipated as I saw what his deck was truly capable of. When he played Grave Pact, I saw that the Carrion Feeder/Nether Traitor combo had a far more sinister purpose. When he played the second Grave Pact, I just crapped myself. I had been hitting him hard with Slivers early on, and even had 8 poison counters on him, but with two Grave Pacts and a Spawning Pit, he just kept killing off my Slivers. To make matters worse, I kept drawing five-mana Slivers while stuck at four mana. Anyways, he then played The Bomb: Protean Hulk. Apparently that was the real reason for having green in the deck at all. He could sacrifice the Hulk to bring in Carrion Feeder and Nether Traitor (among others), and completely ruin any creature-based deck (such as my Slivers which had nothing BUT creatures). I died, but he showed me his other green trump card, which was Biorhythm. Hilarious. It would have been totally unnecessary against an all-creature deck such as Slivers, but quite useful against other types of decks. It turns out the Elves were just there as a cheap source of mass creatures to sacrifice, even though he was able to use them as his main force in the first game. His deck seemed a little clunky, but it was still a neat engine, albeit a frustrating one.
So that's what I did from 2 AM to 4 AM last night. I'll hold off on discussing my games against mAc Chaos for now,
Labels:
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Monday, July 21, 2008
The Chaos Continues
Last night I played 6 more games against mAc Chaos, trying out a bunch of new decks. This time, I kept a brief journal of the games so that I would be able to recall them more accurately when writing this article. Hurray!
The first game, I tried out my Wild Pair/Grinning Ignus deck (see how much I like Grinning Ignus?) against his black Zombie deck. His deck seemed to be built around dangerous and evasive Zombies such as Stromgald Crusader and Nantuko Husk. My deck is based on getting out Wild Pair as soon as possible, then playing any creature (all of which have total power and toughness of four) to summon an Ignus. This allows me to summon tons of creatures for 1 mana each, popping the Ignus and replaying to trigger Wild Pair over and over. However, Wild Pair is 6 mana, so it takes a while to get rolling. I use Teferi's Puzzle Box to cycle through cards as fast as possible to get Wild Pair. Anyway, the game.
As expected, I got off to a slow start as he pummeled me with Stromgald Crusaders. Luckily for me, he was stuck at 3 mana, which gave me time to drop enough Murderous Redcaps to finish off his pesky fliers. Still with no Wild Pair or Puzzle Box in sight, I managed to win by playing two Goretusk Firebeasts from my hand. Even though I managed to win without even using the signature combo, it was somewhat of a hollow victory since he was so helplessly mana screwed the whole game.
So we had a rematch. This time my opening hand had just 1 land in it, so I mulliganed to a hand with 5 land and Jeska, Warrior Adept. I decided to keep it since my dudes are expensive anyway, and Jeska would be effective at picking off Stromgald Crusaders. However, I drew nothing but land the first few turns, giving him time to hurl dudes at my face. By the time I got a Teferi's Puzzle Box out, I was down to 11. The Box brought me a Wild Pair shortly after, and my deck exploded. I won with 2 life left, one Soul Spike away from doom. Quite a close game.
Then we switched decks. Actually, I'm not even sure if he switched, because this deck also had Nantuko Husk and Soul Spike. But since many of his decks have a lot of the same cards, it could have been the same one. I may never know!
I picked a deck based on Juniper Order Ranger and cards with persist (particularly resilient against black removal). I had heard about the combination from somewhere else, probably the Magic website, and decided to try it out. To support the Ranger, I have Cream of the Crop (useful with persist guys) and Llanowar Reborn (to protect the persist guys until I get a Ranger).
I got a Ranger quickly, but he immediately Soul Spiked it. Not that I was expecting much else, since the Ranger doesn't have persist himself and is easily removed. Meanwhile, Cream of the Crop is helpful for getting what I want, while he hits me with shadowy dudes. I eventually get him to sacrifice them to Nantuko Husk, and with Heartmender (a less effective but more resilient Ranger) and Scuzzback Marauders, I seal the deal. One particularly amusing moment was when he blocked my attacking Heartmender with his Nantuko Husk, intending to kill it while it had a counter on it, but when my Heartmender came back, I grafted onto it with Llanowar Reborn, eliciting a shriek of frustration from poor Mac. Juked.
So we switched decks again. He decided to try a black control deck, and I picked a blue-red control deck that I had seen a friend often dominate with. However, I didn't remember exactly what was in the blue-red deck, or the proportions of cards, so I just guessed, erring on the side of too many counters.
The game itself was absolutely hilarious. Neither of us played any spells for a while, except for my Izzet Signets and Compulsive Research (and other various mana artifacts and blue draw spells). Occasionally he would try to play a spell, and I'd Remand or Mana Leak it. But it was a long time before I got any creatures, so all I could do was wait. When I had a bunch of artifacts out, I cast Wildfire with no creatures in play, hoping to slow him down in case he had some huge spells or something. But as he built his land count back up, I still didn't draw many creatures. I knew my friend's version of my deck never had trouble finding creatures, so I was baffled. Anyway, I kept playing artifacts and destroying lands en masse until I drew Akroma, Angel of Fury. At this point I was sick of not doing anything useful, so I played her face down, and she died instantly.
This went on for some time until FINALLY I drew Aeon Chronicler and Triskelavus. With these two guys, I was able to start dealing some actual damage, but they still eventually died. After a while, he just gave up. Since I had kept destroying his lands, he never had enough mana to play anything dangerous (he discarded several Dreads - or maybe the same one several times - due to card overflow), so he figured it was hopeless. At that point he was at 11 and the only damage source I had was two Triskelavus tokens. I pointed out that I had 14 cards in my library, and he may have been able to win if he had just waited it out, but the agony of stagnation had apparently overwhelmed him. Moral of the story: don't play control vs. control.
I remembered right at the end of the game that I had in fact been several creatures short. I had forgotten about Teferi and the two Bogardan Hellkites that were supposed to be in my deck, which would have certainly been useful. Still, I don't know what the exact proportion of cards should be, but at least now I think I know all of the cards that were in it.
Since his black had lost him four games in a row, mAc decided to switch back to Astral Slide (see yesterday's article). I decided to try out my mono-white Stuffy Doll deck, based on enchanting Stuffy Doll with Guilty Conscience, then tapping him for an instant win. To keep the enemy at bay until I could get the combo out, I stuffed the deck with dudes en-Kor and things that provide protection, such as Mother of Runes. The idea was just to protect the Stuffy Doll, and to use the en-Kor to redirect damage to it as well, but the deck turned out to have some even more interesting uses that I discovered accidentally. I love when that happens.
Anyway, the game. I was somewhat mana screwed, but since all my creatures were 1 or 2 mana, I could still play a ton of them. Mac didn't draw his Lightning Rifts or Astral Slides immediately, but he got an Exalted Angel out much too early for comfort. The Angel pounded away and I pounded back with a ton of dudes, but his lifelink was too powerful. Eventually he DID get the enchantments out, and that's where I discovered some fun things.
I had three en-kor dudes, two Mother of Runes, and one Benevolent Bodyguard, all of them tapped from having attacked. He cycled Slice and Dice, hoping to kill off most of my guys in one shot. What I did then was totally awesome. I sacrificed the Bodyguard to give one Mother of Runes protection from red. Then I had all the en-kor dudes redirect their 1 damage to her. I only lost one Mother and the Bodyguard, rather than almost all my dudes. The revelation here is that the Mother and the en-Kor dudes, which I had intended for completely separate purposes, work together very well. If I had had a Mother untapped, I wouldn't even have had to use the Bodyguard. As long as I can give one creature protection, I can redirect all damage from en-Kor dudes to that creature and they'll all live. This of course works well against Astral Slide, which has lots of burns. However, he still had the flying lifelinking Angel and there was nothing preventing him from Lightning Rifting ME, so I died. But the discovery was an awesome one.
Since I hadn't drawn Stuffy Doll at all that game, I threw in some Teferi's Puzzle Boxes before the next game, since they worked so well in the Wild Pair deck. This time I managed to get Stuffy Doll out reasonably early...but I couldn't do anything with it. I couldn't stop his Exalted Angel, and he just threw Lightning Rift at my head. So I died. And then I went to bed.
Later, I tweaked the deck a lot to include Pariah, as well as Leonin Abunas and Privileged Position, just to protect the Doll from outside interference. He may be indestructible, but Astral Slide proved that he is quite vulnerable to a variety of effects. Hopefully, just making him completely safe from outside interference should be enough to get the job done. I haven't tested the new version yet, though.
So, that's what happened. I've made even more decks since then, and I hope to try them out when I get the chance. And of course, I'll let you know how they perform!
The first game, I tried out my Wild Pair/Grinning Ignus deck (see how much I like Grinning Ignus?) against his black Zombie deck. His deck seemed to be built around dangerous and evasive Zombies such as Stromgald Crusader and Nantuko Husk. My deck is based on getting out Wild Pair as soon as possible, then playing any creature (all of which have total power and toughness of four) to summon an Ignus. This allows me to summon tons of creatures for 1 mana each, popping the Ignus and replaying to trigger Wild Pair over and over. However, Wild Pair is 6 mana, so it takes a while to get rolling. I use Teferi's Puzzle Box to cycle through cards as fast as possible to get Wild Pair. Anyway, the game.
As expected, I got off to a slow start as he pummeled me with Stromgald Crusaders. Luckily for me, he was stuck at 3 mana, which gave me time to drop enough Murderous Redcaps to finish off his pesky fliers. Still with no Wild Pair or Puzzle Box in sight, I managed to win by playing two Goretusk Firebeasts from my hand. Even though I managed to win without even using the signature combo, it was somewhat of a hollow victory since he was so helplessly mana screwed the whole game.
So we had a rematch. This time my opening hand had just 1 land in it, so I mulliganed to a hand with 5 land and Jeska, Warrior Adept. I decided to keep it since my dudes are expensive anyway, and Jeska would be effective at picking off Stromgald Crusaders. However, I drew nothing but land the first few turns, giving him time to hurl dudes at my face. By the time I got a Teferi's Puzzle Box out, I was down to 11. The Box brought me a Wild Pair shortly after, and my deck exploded. I won with 2 life left, one Soul Spike away from doom. Quite a close game.
Then we switched decks. Actually, I'm not even sure if he switched, because this deck also had Nantuko Husk and Soul Spike. But since many of his decks have a lot of the same cards, it could have been the same one. I may never know!
I picked a deck based on Juniper Order Ranger and cards with persist (particularly resilient against black removal). I had heard about the combination from somewhere else, probably the Magic website, and decided to try it out. To support the Ranger, I have Cream of the Crop (useful with persist guys) and Llanowar Reborn (to protect the persist guys until I get a Ranger).
I got a Ranger quickly, but he immediately Soul Spiked it. Not that I was expecting much else, since the Ranger doesn't have persist himself and is easily removed. Meanwhile, Cream of the Crop is helpful for getting what I want, while he hits me with shadowy dudes. I eventually get him to sacrifice them to Nantuko Husk, and with Heartmender (a less effective but more resilient Ranger) and Scuzzback Marauders, I seal the deal. One particularly amusing moment was when he blocked my attacking Heartmender with his Nantuko Husk, intending to kill it while it had a counter on it, but when my Heartmender came back, I grafted onto it with Llanowar Reborn, eliciting a shriek of frustration from poor Mac. Juked.
So we switched decks again. He decided to try a black control deck, and I picked a blue-red control deck that I had seen a friend often dominate with. However, I didn't remember exactly what was in the blue-red deck, or the proportions of cards, so I just guessed, erring on the side of too many counters.
The game itself was absolutely hilarious. Neither of us played any spells for a while, except for my Izzet Signets and Compulsive Research (and other various mana artifacts and blue draw spells). Occasionally he would try to play a spell, and I'd Remand or Mana Leak it. But it was a long time before I got any creatures, so all I could do was wait. When I had a bunch of artifacts out, I cast Wildfire with no creatures in play, hoping to slow him down in case he had some huge spells or something. But as he built his land count back up, I still didn't draw many creatures. I knew my friend's version of my deck never had trouble finding creatures, so I was baffled. Anyway, I kept playing artifacts and destroying lands en masse until I drew Akroma, Angel of Fury. At this point I was sick of not doing anything useful, so I played her face down, and she died instantly.
This went on for some time until FINALLY I drew Aeon Chronicler and Triskelavus. With these two guys, I was able to start dealing some actual damage, but they still eventually died. After a while, he just gave up. Since I had kept destroying his lands, he never had enough mana to play anything dangerous (he discarded several Dreads - or maybe the same one several times - due to card overflow), so he figured it was hopeless. At that point he was at 11 and the only damage source I had was two Triskelavus tokens. I pointed out that I had 14 cards in my library, and he may have been able to win if he had just waited it out, but the agony of stagnation had apparently overwhelmed him. Moral of the story: don't play control vs. control.
I remembered right at the end of the game that I had in fact been several creatures short. I had forgotten about Teferi and the two Bogardan Hellkites that were supposed to be in my deck, which would have certainly been useful. Still, I don't know what the exact proportion of cards should be, but at least now I think I know all of the cards that were in it.
Since his black had lost him four games in a row, mAc decided to switch back to Astral Slide (see yesterday's article). I decided to try out my mono-white Stuffy Doll deck, based on enchanting Stuffy Doll with Guilty Conscience, then tapping him for an instant win. To keep the enemy at bay until I could get the combo out, I stuffed the deck with dudes en-Kor and things that provide protection, such as Mother of Runes. The idea was just to protect the Stuffy Doll, and to use the en-Kor to redirect damage to it as well, but the deck turned out to have some even more interesting uses that I discovered accidentally. I love when that happens.
Anyway, the game. I was somewhat mana screwed, but since all my creatures were 1 or 2 mana, I could still play a ton of them. Mac didn't draw his Lightning Rifts or Astral Slides immediately, but he got an Exalted Angel out much too early for comfort. The Angel pounded away and I pounded back with a ton of dudes, but his lifelink was too powerful. Eventually he DID get the enchantments out, and that's where I discovered some fun things.
I had three en-kor dudes, two Mother of Runes, and one Benevolent Bodyguard, all of them tapped from having attacked. He cycled Slice and Dice, hoping to kill off most of my guys in one shot. What I did then was totally awesome. I sacrificed the Bodyguard to give one Mother of Runes protection from red. Then I had all the en-kor dudes redirect their 1 damage to her. I only lost one Mother and the Bodyguard, rather than almost all my dudes. The revelation here is that the Mother and the en-Kor dudes, which I had intended for completely separate purposes, work together very well. If I had had a Mother untapped, I wouldn't even have had to use the Bodyguard. As long as I can give one creature protection, I can redirect all damage from en-Kor dudes to that creature and they'll all live. This of course works well against Astral Slide, which has lots of burns. However, he still had the flying lifelinking Angel and there was nothing preventing him from Lightning Rifting ME, so I died. But the discovery was an awesome one.
Since I hadn't drawn Stuffy Doll at all that game, I threw in some Teferi's Puzzle Boxes before the next game, since they worked so well in the Wild Pair deck. This time I managed to get Stuffy Doll out reasonably early...but I couldn't do anything with it. I couldn't stop his Exalted Angel, and he just threw Lightning Rift at my head. So I died. And then I went to bed.
Later, I tweaked the deck a lot to include Pariah, as well as Leonin Abunas and Privileged Position, just to protect the Doll from outside interference. He may be indestructible, but Astral Slide proved that he is quite vulnerable to a variety of effects. Hopefully, just making him completely safe from outside interference should be enough to get the job done. I haven't tested the new version yet, though.
So, that's what happened. I've made even more decks since then, and I hope to try them out when I get the chance. And of course, I'll let you know how they perform!
Labels:
magic the gathering,
magic workstation,
mtg,
mws
Sunday, July 20, 2008
Seven Games of Chaos
Last night, I played some Magic (over Magic Workstation) with my internet friend mAc Chaos. He had only learned MWS recently, and so he only had a few decks, but we played a total of seven games. Allow me to tell you about them!
For the first game, I chose an all-Eventide white-black hybrid deck that I had created by simply throwing a bunch of white-black hybrid cards together and calling it a deck. He played a version of Astral Slide, a famous deck which I had heard of but never seen.
I started out with Nip Gwyllion, immediately enchanting it with Edge of the Divinity. Since his deck was a little slower, I got quite a bit of damage through before he managed to get rid of it. However, by that time I had the advantage of momentum, and my Nightsky Mimics and Voracious Hatchlings gobbled him up.
In the next game, I wasn't so lucky. Everything I played got burned away before it could deal significant damage, and even though my Gwyllion Hedge-Mages seemed to disturb him, Astral Slide took care of the tokens with ease, and Lightning Rift finished off everything else. So I died.
Then for the next game, I switched to a Lorwyn/Shadowmoor all-Enchantment deck I had, hoping that my Runed Halos and Declarations of Naught would permanently protect me from his Lightning Rifts and Exalted Angels. However, since all he had done with most of his cycling cards in the previous games was cycle them, I hadn't really paid attention to what they actually DID. So when he Wiped me Clean, there wasn't much I could do. And with Astral Slide, I couldn't even make Hoofprints of the Stag tokens without them dying instantly. So I died.
Then after a break, we switched decks. He played black Clerics, and I played a white Cleric combo deck based on Nomads en-Kor, Daru Spiritualist, and Worthy Cause (with plenty of backups), plus Test of Endurance to seal the deal. This is a cheap (in the sense of low mana cost, but also, arguably, in the sense of lame) combo I learned from a friend. Here's how it works: the Nomads can use their redirection ability targeting the Spiritualist. Even though the ability won't necessarily do anything, the Spiritualist's ability still triggers, and he gains +0/+2. Since the Nomads' ability costs 0, I can continue doing this until the Spiritualist's toughness is arbitrarily high. Then I use Worthy Cause to sacrifice the Spiritualist, gaining however much life I feel like. Then, of course, if I can play Test of Endurance and keep it there for a turn, I just win. And if not, then hopefully the fact that my deck is 90 cards will keep me alive long enough to deck the opponent, since most of my creatures are not especially strong.
Anyway, I started off with a couple of Children of Korlis to protect me until I could get the combo out. Mac had various awesome Clerics like Withered Wretch, Cabal Archon, and Dark Supplicant. However, I eventually got the combo off, and he scooped.
I didn't want to play that deck again since it's not really that fun, and it's much less exciting when the opponent knows exactly what you're up to. So I switched to an experimental blue-red-black deck I had recently made that was based on Underworld Dreams plus Wheel of Fortune-type effects. However, I never drew Underworld Dreams, so I just sat there while he broke my face. I don't plan on playing that deck much in the future.
Then I switched once more, to a mono-red Elemental deck that can have a very fast start and has some quite potent synergies. As I played, I even discovered an awesome two-card combo (sort of): Flamekin Harbinger and Nova Chaser. Just champion the Harbinger with the Chaser, then charge, and when he dies, the Harbinger comes back into play, allowing you to summon up another Chaser. I only had 2 Nova Chasers in my deck at the time, so I couldn't make quite as good use of this combo as I had wanted to, but I later put two more Chasers in for the future. The deck also has Incandescent Soulstoke, Rite of Flame, and Smokebraider to get it going very quickly. But the real point of the deck was to combine one of my all-time favorite cards, Grinning Ignus, with guys like Cinder Pyromancer (conveniently also an Elemental) and Balefire Liege. With either of these in play, you can pop the Ignus repeatedly to hurl damage at your opponent's head without even having to attack. In the first game, though, Nova Chaser did most of the work, with Cinder Pyromancer just cleaning up.
The next game (a rematch) didn't go quite so well in my favor, but I managed to abuse my deck's synergies as ruthlessly as possible. Even his dreaded Scion of Darkness died before it could do any real damage. This game lasted a while with a lot of trading back and forth, and we both got down to 1 life, but I managed to draw more dudes and finish him off.
So that's my report. I really enjoy playing a wide variety of decks, and I got to play 5 different decks that night, so it was quite fun. It was also useful to learn what worked and what didn't in various decks; the Underworld Dreams deck turned out to be pretty much useless (since the card advantage it gives the opponent often vastly offsets the damage they're dealt), and I discovered new synergies in other decks that I hadn't noticed before (the Nova Chaser/Flamekin Harbinger one in particular). I won't bother with posting decklists, since I described the basic function and important cards of each deck. (Also, I don't have Mac's decklists, and we both modified our decks afterward, so any decklists I posted wouldn't even be complete or accurate.) I'm excited to play more, and I've already thrown together some new decks. I'll also try to make some more hilarious decks; my Cleric combo and all-Enchantment decks were intended to be hilarious, but one was just rather straightforward and the other got completely destroyed. But I have plenty more up my sleeve; and for that reason, I'm off to the tailor to get these rips in my sleeve mended.
For the first game, I chose an all-Eventide white-black hybrid deck that I had created by simply throwing a bunch of white-black hybrid cards together and calling it a deck. He played a version of Astral Slide, a famous deck which I had heard of but never seen.
I started out with Nip Gwyllion, immediately enchanting it with Edge of the Divinity. Since his deck was a little slower, I got quite a bit of damage through before he managed to get rid of it. However, by that time I had the advantage of momentum, and my Nightsky Mimics and Voracious Hatchlings gobbled him up.
In the next game, I wasn't so lucky. Everything I played got burned away before it could deal significant damage, and even though my Gwyllion Hedge-Mages seemed to disturb him, Astral Slide took care of the tokens with ease, and Lightning Rift finished off everything else. So I died.
Then for the next game, I switched to a Lorwyn/Shadowmoor all-Enchantment deck I had, hoping that my Runed Halos and Declarations of Naught would permanently protect me from his Lightning Rifts and Exalted Angels. However, since all he had done with most of his cycling cards in the previous games was cycle them, I hadn't really paid attention to what they actually DID. So when he Wiped me Clean, there wasn't much I could do. And with Astral Slide, I couldn't even make Hoofprints of the Stag tokens without them dying instantly. So I died.
Then after a break, we switched decks. He played black Clerics, and I played a white Cleric combo deck based on Nomads en-Kor, Daru Spiritualist, and Worthy Cause (with plenty of backups), plus Test of Endurance to seal the deal. This is a cheap (in the sense of low mana cost, but also, arguably, in the sense of lame) combo I learned from a friend. Here's how it works: the Nomads can use their redirection ability targeting the Spiritualist. Even though the ability won't necessarily do anything, the Spiritualist's ability still triggers, and he gains +0/+2. Since the Nomads' ability costs 0, I can continue doing this until the Spiritualist's toughness is arbitrarily high. Then I use Worthy Cause to sacrifice the Spiritualist, gaining however much life I feel like. Then, of course, if I can play Test of Endurance and keep it there for a turn, I just win. And if not, then hopefully the fact that my deck is 90 cards will keep me alive long enough to deck the opponent, since most of my creatures are not especially strong.
Anyway, I started off with a couple of Children of Korlis to protect me until I could get the combo out. Mac had various awesome Clerics like Withered Wretch, Cabal Archon, and Dark Supplicant. However, I eventually got the combo off, and he scooped.
I didn't want to play that deck again since it's not really that fun, and it's much less exciting when the opponent knows exactly what you're up to. So I switched to an experimental blue-red-black deck I had recently made that was based on Underworld Dreams plus Wheel of Fortune-type effects. However, I never drew Underworld Dreams, so I just sat there while he broke my face. I don't plan on playing that deck much in the future.
Then I switched once more, to a mono-red Elemental deck that can have a very fast start and has some quite potent synergies. As I played, I even discovered an awesome two-card combo (sort of): Flamekin Harbinger and Nova Chaser. Just champion the Harbinger with the Chaser, then charge, and when he dies, the Harbinger comes back into play, allowing you to summon up another Chaser. I only had 2 Nova Chasers in my deck at the time, so I couldn't make quite as good use of this combo as I had wanted to, but I later put two more Chasers in for the future. The deck also has Incandescent Soulstoke, Rite of Flame, and Smokebraider to get it going very quickly. But the real point of the deck was to combine one of my all-time favorite cards, Grinning Ignus, with guys like Cinder Pyromancer (conveniently also an Elemental) and Balefire Liege. With either of these in play, you can pop the Ignus repeatedly to hurl damage at your opponent's head without even having to attack. In the first game, though, Nova Chaser did most of the work, with Cinder Pyromancer just cleaning up.
The next game (a rematch) didn't go quite so well in my favor, but I managed to abuse my deck's synergies as ruthlessly as possible. Even his dreaded Scion of Darkness died before it could do any real damage. This game lasted a while with a lot of trading back and forth, and we both got down to 1 life, but I managed to draw more dudes and finish him off.
So that's my report. I really enjoy playing a wide variety of decks, and I got to play 5 different decks that night, so it was quite fun. It was also useful to learn what worked and what didn't in various decks; the Underworld Dreams deck turned out to be pretty much useless (since the card advantage it gives the opponent often vastly offsets the damage they're dealt), and I discovered new synergies in other decks that I hadn't noticed before (the Nova Chaser/Flamekin Harbinger one in particular). I won't bother with posting decklists, since I described the basic function and important cards of each deck. (Also, I don't have Mac's decklists, and we both modified our decks afterward, so any decklists I posted wouldn't even be complete or accurate.) I'm excited to play more, and I've already thrown together some new decks. I'll also try to make some more hilarious decks; my Cleric combo and all-Enchantment decks were intended to be hilarious, but one was just rather straightforward and the other got completely destroyed. But I have plenty more up my sleeve; and for that reason, I'm off to the tailor to get these rips in my sleeve mended.
Labels:
decks,
magic the gathering,
magic workstation,
mtg,
mws
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