Hi! Me and my friends are turning back to magic, searching for the feeling of ours first days of MtG, playing old cards and mostly 1x 'cose we played with what we found on boosters pack and 1to1 trades. We tried a full fledged legacy or vintage and felt that it was "to much" with the new rules and always increasing power level, so we falled back to basics. pun intended.
Our variant is intended for both multiplayer then singleplayer games (mostly we make two rounds of duel games and then a free for all game w/ 5 players) so, deck should be suited both for duel then multiplayer metagame.
For the same reason the banlist that we are using is a sum of the QL MAGIC, MTG COMMANDER and DUELCOMMANDER. At the moment i feel that's a little hindering for artifact based deck and slightly for combo, so i appreciate your advice on that.
Amulet of Quoz
Ancestral Recall
Ancient Tomb
Back to Basics
Balance
Biorhythm
Black Lotus
Braids, Cabal Minion
Brain Freeze
Bronze Tablet
Channel
Chaos Orb
Coalition Victory
Contract from Below
Darkpact
Demonic Attorney
Entomb
Falling Star
Fastbond
Food Chain
Gaea's Cradle
Goblin Recruiter
Grim Monolith
Hermit Druid
Humility
Hunting Pack
Imperial Seal
Jeweled Bird
Karakas
Library of Alexandria
Limited Resources
Loyal Retainers
Mana Crypt
Mana Drain
Mana Vault
Mind Twist
Mind's Desire
Mishra's Workshop
Mox Diamond
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Mystical Tutor
Natural Order
Oath of Druids
Rebirth
Recurring Nightmare
Rofellos, Llanowar Emissary
Shahrazad
Sol Ring
Squee, Goblin Nabob
Strip Mine
Tempest Efreet
Tendrils of Agony
The Tabernacle at Pendrell Vale
Time Vault
Time Walk
Timmerian Fiends
Tinker
Tolarian Academy
Trade Secrets
Upheaval
Vampiric Tutor
Worldgorger Dragon
Yawgmoth's Bargain
We use the classic 60+ cards deck + 15 cards sideboard, 20 starting Life Points and the comprhensive ruleset from 7th ed. REPORTED HERE. The major features are 1. Combat damage goes on stack 2. Mana Burn 3. Artifacts deactivate when tapped 4. No Exile zone (removed from play zone) 5. Original Legend Rule 6. Simultaneous Mulligans.
5 COLOR CONTROL
In a unknown and various metagame 2003 articles from starcitygames.com advice to put togheder the rock-solid "The Deck" uberknown control deck.
Reading the advice and mixing it with some my personal taste, to adjust it to our deckbuilding rules, i came with this
CC / CARDNAME
+ Finisher 1
5 Cromat
+ Spot Removal 6
1 Swords to Plowshares
2 Terminate
2 Disenchant
2 Naturalize
2 Diabolic Edict
3 Vindicate
+ Card advatage 3
2 Standstill
4 Fact or finction
6 Opportunity
+ Recursion 2
3 Timetwister
3 Yawgmoth's will
Tutor 7
1 Personal tutor
1 Enlightened Tutor
2 Demonic tutor
2 Burning wish
2 Cunning wish
2 Living wish
2 Lim-Dûl's Vault
+ Mass Removal 3
4 Nevinyrral's Disk
2 Pernicious deed
6 Akroma's Vengeance
+ Cantrips
1 Brainstorm
1 Sleight of hand
1 Opt
1 Portent
Counters 9
0 Force of will
2 Mana leak
2 Evasive action
2 Counterspell
3 Dissipate
1 Power sink
1 Spell blast
1 Syncopate
4 Dismiss
+ Lands 25
+ + 2 Colors: 9
Underground Sea
Tundra
Tropical Island
Volcanic Island
Bayou
Badlands
Scrublands
Savannah
Plateau
+ + Fetch: 5
Bloodstained Mire
Flooded Strand
Polluted Delta
Windswept Heath
Wooded Foothills
+ + 5 Colors: 1
City of Brass
+ + 2 Colors Painlands: 4
Yavimaya coast
Underground river
Adarkar Wastes
Shivan reef
+ + Utility: 1
Volrath's Stronghold
WishBoard/Sideboards
CC / CARDNAME
Sideboard/Wishboard
+ Instants
+ + Counters
0 Thwart
0 Misdirection
+ + Enchantment Removal Spot/Global
5 Allay
2 Tranquil domain
+ + Creature Removal Spot/Global
1 Ghastly Demise
4 starstorm
+ + Card Advantage
4 Skeletal Scrying
6 Whispers of the Muse
+ + Catch All
3 dromar's charm
+ + Bounce
6 capsize
+ + Artifact Removal
5 shattering pulse
+ + Graveyard Hate
1 Ebony Charm
+ Sorceries
+ + Land Removal Spot/Global
2 Sinkhole
+ + Artifact Removal Spot/Global
4 Meltdown
+ + Enchantment Removal Global
2 Hull Breach
3 Tranquility
+ + Graveyard Hate
2 Morningtide
+ +Creature Removal
2 Chainer's Edict
4 Rolling Earthquake
+ + Recursion
2 Nostalgic Dreams
+ + Card Advantage
4 Deep analysis
+ Creatures
+ + Wincon
6 Draco
+ + Counter
4 mystic snake
+ + Recursion Artifact/Enchantment
1 Tragic Poet
1 Rootwater Diver
3 Auramancer
3 Treasure Hunter
5 Anarchist
5 Scrivener
6 Time Spiral
+ Lands
+ + Land Remvoval
Wasteland
As you can see the side list isn't refined yet.
As his predecessor "the deck" this one aims to counter/remove the majoity of threats on board and stack, catching up with mass removals and 3+ card drawes, then landing a cromat (that i'm not 100% of but packs some utilty like morphling) and have a 4 turn clock. Deck tries to find answers trought tutors instead of cantrips due to the low count of similar cards. obviously the wishboard tires to pack the most wide array of solutions for each wish.
On the multiplayer game i see that the deck lacks a wincon that could be significant for more then 1 player and an heavy recursion engine to reuse mass removals and maybe.
At the moment the "metagame" that i'm facing is: 1. Mono U Control/Steal, 2. Mono B Hand/Land Distruption 3. Enchantress 4. Goblins with Patriarch's Bidding and Living Death.
Every advice is welcome, thx for reading!
Last edited by TheG; 05-27-2017 at 06:28 AM.
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