psly4mne
11-29-2010, 10:08 PM
I've been playing around with a simple Ad Nauseam combo deck. The gameplan is very straightforward - tutor for Ad Nauseam, play it, and win with Sickening Dreams, Conflagrate, or Seismic Assault. Here's the current list:
(edited 1/12)
AN and Tutors:
1 Ad Nauseam
1 Gamble
1 Vampiric Tutor
1 Imperial Seal
1 Grim Tutor
1 Cruel Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Intuition
1 Brainspoil
1 Personal Tutor
1 Shred Memory
1 Lim-Dul's Vault
Win Conditions:
1 Sickening Dreams
1 Conflagrate
1 Angel's Grace
1 Glacial Chasm
1 Intervention Pact
1 Seismic Assault
Disruption:
1 Pact of Negation
1 Xantid Swarm
1 Duress
1 Thoughtseize
1 Inquisition of Kozilek
1 Engineered Explosives
Bit of Utility:
1 Tainted Pact
1 Yawgmoth's Will
1 Sensei's Divining Top
1 Serra Ascendant
1 Regrowth
Mana Accel:
1 Mana Vault
1 Mana Crypt
1 Sol Ring
1 Lotus Bloom
1 Lotus Petal
1 Mox Diamond
1 Mox Opal
1 Dark Ritual
1 Cabal Ritual
1 Rain of Filth
1 Orcish Lumberjack
1 Exploration
1 Squandered Resources
1 Crop Rotation
1 Chrome Mox
1 Desperate Ritual
1 Rite of Flame
1 Tinder Wall
1 Pyretic Ritual
Utility Lands:
1 Urborg, Tomb of Yawgmoth
1 Boseiju, Who Shelters All
1 Strip Mine
1 Kor Haven
1 Reliquary Tower
Mana Lands:
1 Barren Moor
1 Lonely Sandbar
1 Tranquil Thicket
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Windswept Heath
1 Arid Mesa
1 Marsh Flats
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Underground Sea
1 Badlands
1 Taiga
1 Scrubland
1 Bayou
1 Tropical Island
1 Volcanic Island
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Godless Shrine
1 Overgrown Tomb
1 Breeding Pool
1 Steam Vents
1 Reflecting Pool
1 Gemstone Mine
1 City of Brass
1 Island
1 Swamp
1 Mountain
1 Forest
1 Forbidden Orchard
1 Lake of the Dead
1 Peat Bog
1 Darkslick Shores
1 Blackcleave Cliffs
1 Ebon Stronghold
1 Caves of Coilos
1 Llanowar Wastes
1 Sulfurous Springs
1 Underground River
1 Drowned Catacomb
1 Snow-Covered Swamp
General:
1 Child of Alara
No particular general seems helpful, but Child of Alara is probably the least useless.
I just put this together because it is kind of fun to goldfish. It has basically no testing behind it, but I think the idea is workable. It probably needs some more disruption in the form of Xantid Swarm and discard. The manabase also needs some work. The deck started out more 5-color, but ended up mostly black with almost no white. Being short on Swamps if I draw Lake of the Dead can be a problem, so I might want to cut some lands for basic swamps, even though it makes Tainted Pact worse. A few other notes on indivivual cards:
Intuition: The most common pile is Vampiric Tutor, Mystical Tutor, Demonic Tutor. If I add Recollect, I can find AN/Regrowth/Recollect, though that costs even more mana.
Brainspoil: A 3-mana direct tutor for AN is very good, but the 5 life hit when it is flipped is painful. I'm pretty sure it's worth it.
Shred Memory: Finds Demonic Tutor, which makes it a slow tutor for AN. Can also find Regrowth in a pinch
Seismic Assault: The RRR cost can be difficult, and this doesn't work as a win condition with 3+ opponents, and doesn't work reliably with 2 opponents.
Treasure Hunt, Mulch: While the card advantage can be nice, these have been pretty weak. They should probably become disruption.
Tainted Pact: While it rarely finds AN, it basically always gets the tutor or acceleration I need. Great card, though it could lose some power if I start running multiple Swamps.
Serra Ascendant: If played early, it can be a monstrous blocking and life-gaining machine. Why not run it?
Rain of Filth, Orcish Lumberjack, Squandered Resources: Kind of unconventional, but they've been very good. The red/green requirements of the Lumberjack make it a dead card sometimes, but then sometimes it singlehandedly enables a turn 2/3 AN.
Reliquary Tower: So far, I have never had to pass the turn after a main phase AN, so this card is on the chopping block.
Other cards I'm considering:
Recollect: It would bring my average mana cost up, but it would open up an Intuition pile of AN/Regrowth/Recollect.
Diabolic Tutor: 4 mana at once is probably too much for a tutor, but it might warrant testing.
Land's Edge, Spiraling Embers: More potential win conditions. I'm happy with the number of win conditions in the deck, but these would take less red mana than Seismic Assault.
More Swamps: They make black mana, they make Lake of the Dead better, they make Tainted Pact worse
Engineered Explosives: Get rid of annoying permanents for a reasonable cost, and doesn't cost life when flipped.
Duress, Thoughtseize, Inquisition of Kozilek, Xantid Swarm: Good, cheap protection effects.
Orim's Chant, Silence, Abeyance: Having to be played right before AN means these slow you down a little, but might be worth it.
Autumn's Veil, Overmaster, City of Solitude, Dosan the Falling Leaf: More specific disruption
Manabond, Recoup: These two plus an X spell or something could make a good win condition that takes 2 turns but only 1 mana, but they're otherwise not that useful, and other wins are probably better.
I'm open to any suggestions or anything I missed.
(edited 1/12)
AN and Tutors:
1 Ad Nauseam
1 Gamble
1 Vampiric Tutor
1 Imperial Seal
1 Grim Tutor
1 Cruel Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Intuition
1 Brainspoil
1 Personal Tutor
1 Shred Memory
1 Lim-Dul's Vault
Win Conditions:
1 Sickening Dreams
1 Conflagrate
1 Angel's Grace
1 Glacial Chasm
1 Intervention Pact
1 Seismic Assault
Disruption:
1 Pact of Negation
1 Xantid Swarm
1 Duress
1 Thoughtseize
1 Inquisition of Kozilek
1 Engineered Explosives
Bit of Utility:
1 Tainted Pact
1 Yawgmoth's Will
1 Sensei's Divining Top
1 Serra Ascendant
1 Regrowth
Mana Accel:
1 Mana Vault
1 Mana Crypt
1 Sol Ring
1 Lotus Bloom
1 Lotus Petal
1 Mox Diamond
1 Mox Opal
1 Dark Ritual
1 Cabal Ritual
1 Rain of Filth
1 Orcish Lumberjack
1 Exploration
1 Squandered Resources
1 Crop Rotation
1 Chrome Mox
1 Desperate Ritual
1 Rite of Flame
1 Tinder Wall
1 Pyretic Ritual
Utility Lands:
1 Urborg, Tomb of Yawgmoth
1 Boseiju, Who Shelters All
1 Strip Mine
1 Kor Haven
1 Reliquary Tower
Mana Lands:
1 Barren Moor
1 Lonely Sandbar
1 Tranquil Thicket
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Windswept Heath
1 Arid Mesa
1 Marsh Flats
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Underground Sea
1 Badlands
1 Taiga
1 Scrubland
1 Bayou
1 Tropical Island
1 Volcanic Island
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Godless Shrine
1 Overgrown Tomb
1 Breeding Pool
1 Steam Vents
1 Reflecting Pool
1 Gemstone Mine
1 City of Brass
1 Island
1 Swamp
1 Mountain
1 Forest
1 Forbidden Orchard
1 Lake of the Dead
1 Peat Bog
1 Darkslick Shores
1 Blackcleave Cliffs
1 Ebon Stronghold
1 Caves of Coilos
1 Llanowar Wastes
1 Sulfurous Springs
1 Underground River
1 Drowned Catacomb
1 Snow-Covered Swamp
General:
1 Child of Alara
No particular general seems helpful, but Child of Alara is probably the least useless.
I just put this together because it is kind of fun to goldfish. It has basically no testing behind it, but I think the idea is workable. It probably needs some more disruption in the form of Xantid Swarm and discard. The manabase also needs some work. The deck started out more 5-color, but ended up mostly black with almost no white. Being short on Swamps if I draw Lake of the Dead can be a problem, so I might want to cut some lands for basic swamps, even though it makes Tainted Pact worse. A few other notes on indivivual cards:
Intuition: The most common pile is Vampiric Tutor, Mystical Tutor, Demonic Tutor. If I add Recollect, I can find AN/Regrowth/Recollect, though that costs even more mana.
Brainspoil: A 3-mana direct tutor for AN is very good, but the 5 life hit when it is flipped is painful. I'm pretty sure it's worth it.
Shred Memory: Finds Demonic Tutor, which makes it a slow tutor for AN. Can also find Regrowth in a pinch
Seismic Assault: The RRR cost can be difficult, and this doesn't work as a win condition with 3+ opponents, and doesn't work reliably with 2 opponents.
Treasure Hunt, Mulch: While the card advantage can be nice, these have been pretty weak. They should probably become disruption.
Tainted Pact: While it rarely finds AN, it basically always gets the tutor or acceleration I need. Great card, though it could lose some power if I start running multiple Swamps.
Serra Ascendant: If played early, it can be a monstrous blocking and life-gaining machine. Why not run it?
Rain of Filth, Orcish Lumberjack, Squandered Resources: Kind of unconventional, but they've been very good. The red/green requirements of the Lumberjack make it a dead card sometimes, but then sometimes it singlehandedly enables a turn 2/3 AN.
Reliquary Tower: So far, I have never had to pass the turn after a main phase AN, so this card is on the chopping block.
Other cards I'm considering:
Recollect: It would bring my average mana cost up, but it would open up an Intuition pile of AN/Regrowth/Recollect.
Diabolic Tutor: 4 mana at once is probably too much for a tutor, but it might warrant testing.
Land's Edge, Spiraling Embers: More potential win conditions. I'm happy with the number of win conditions in the deck, but these would take less red mana than Seismic Assault.
More Swamps: They make black mana, they make Lake of the Dead better, they make Tainted Pact worse
Engineered Explosives: Get rid of annoying permanents for a reasonable cost, and doesn't cost life when flipped.
Duress, Thoughtseize, Inquisition of Kozilek, Xantid Swarm: Good, cheap protection effects.
Orim's Chant, Silence, Abeyance: Having to be played right before AN means these slow you down a little, but might be worth it.
Autumn's Veil, Overmaster, City of Solitude, Dosan the Falling Leaf: More specific disruption
Manabond, Recoup: These two plus an X spell or something could make a good win condition that takes 2 turns but only 1 mana, but they're otherwise not that useful, and other wins are probably better.
I'm open to any suggestions or anything I missed.