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Fossil4182
07-23-2008, 01:31 PM
For a little bit of background, this deck was a result of the sum of me playing Threshold and the Rock, and the realization that Countertop and Pernicious Deed are arguably the two most powerful cards in Legacy. So I took what I like the best from these two decks and some merged the concepts together. Here's the deck list.

Maindeck

Instants
4 Brainstorm
4 Ghastly Demise
4 Force of Will
4 Daze
3 Predict

Artifact
4 Sensei's Divining Top

Enchantment
4 Counterbalance
4 Pernicious Deed

Creature
4 Tarmogoyf
4 Nimble Mongoose

Sorcery
4 Ponder

Lands
4 Polluted Delta
4 Flooded Strand
2 Tropical Island
2 Underground Sea
3 Island
1 Swamp
1 Forest

Explanation
The deck is designed to take some of the better elements that are offered from both decks and put them together. Threshold, despite any misgivings, still matches up well against a lot of the format. Between Gofy, the constant Cantrips and the Counterbalance/Top engine, the deck can effectively dig for its answers fairly quickly and can keep the pressure up fairly well. However, Threshold has a hard time winning games where the opponent tends to stabilize or gets a good board presence. Grip can help and Engineered Explosives are both effective answers, however they still leave some things to be desired. The Rock on the other hand has great answers to problems with Precocious Deed as well as cards like Duress/Thoughtseize and Ghastly Demise/Smother/Diabolic Edict to answer threats. However, like many other decks, Rock lacks the draw elements that make Threshold effective in being able to dig for answers. Before I designed this deck, I looked at playing Its the Fear. The deck was good in that it combined some elements like Deed and EE with the Countertop Engine, however I felt that while Intuition was a powerful card, the deck reverted to Top-Deck mode too often and it became problematic when other decks could generate actual card advantage and I was stuck recurring a creature/artifact. In addition to that, the 4 color mana base did give me access to Swords to Plowshare, however I found the mana base too unstable and vulnerable to disputation. So this deck was designed to answer some of those problems and also provide a stable and effective deck.

The deck works similar to Threshold builds in that throughout the earlier turns, it seeks to dig for whatever it needs. Here are some of the card selections and justifications for using what I do.

-Ghastly Demise answers a lot of the creature problems fairly well. I know by a long shot that Swords to Plowshare is just superior to it in every way stay one: mana problems. Splashing White does allow me to play Swords, however I would rather keep a sturdier mana base over sacrificing that to have access to better removal. Its still being tested so we'll see where we end up.

-Deed is more than likely the best card in Legacy right now. Most of converted mana costs for cards in the format tops out around 4. (There are outliers like Tombstalker ect) Resolving Deed and blowing it usually will ensure a victory or at least buy you a few more turns. I like the idea of Deed because it gives you access to the reset button that Threshold always lacked. I'll grant EE is awesome, but Deed is simply uhmazing.

-Predict is there to generate real card advantage. I'm not sold on this being used in the final build. Its two mana for two cards (in most cases) and its fairly effective. However, I'm thinking about taking a note from UGb Threshold and replacing it with Dark Confidant. DC is better in a lot of ways assuming he doesn't get burned or Swords away. He also functions as a win condition. However he doesn't give you that immediate trade off that Predict can and you loose life each time you draw with him unless you picking up lands.

-Daze is a must for me. I would say that this slot is one of the more debate slots for me as well, however I see a lot of crazy stuff in my area like Ichorid, 2 Land Belcher, Goblins (crazy huh?) so having a first turn counter to back up FoW is almost necessary for me. Later in games, it usually sits atop my deck as the 2cc card for Counterbalance and if necessary is draw to pitch to Force of Will.

-Nimble Mongoose was an easy pick for me. I can't describe the feeling of watching someone cringe at the sight of a 1/1 that can't be targeted and the cringe turning into oh *#^@ when it becomes a 3/3. His inclusion comes from 3 different feelings. First is that while playing Rock I learned that it good to be able to drop a few creatures in succession and be able to keep the pressure up. Second, Threshold decks that ran 8-12 creatures seemed to be able to do this well enough with all of the Cantrips and digging. Finally, when playing Its the Fear, I didn't like relying on only Tarmagoyf and Shackles to win me games. Don't get me wrong, Tarmagoyf is awesome, but he's not Morphling. So adding in some backup at the cost of only G for an effective creature seemed like a good idea.

-CounterTop is too good not to play. It generates so much card advantage by being able to counter effectively that its stupid not to play it if you can work it into your deck. I was worried for a while that this deck would end up being just a UGb Threshold deck, but I opted to run Deed and Countertop which I didn't see a lot (or any) of that Threshold decks doing. So being able to work with this engine gives me a lot of versatility and Stamina that other decks just don't have.

-Ponder is included because of my love of using it in Threshold. There very may well be a better way to utilize this slot, but I'll leave that up for discussion. Its extremely powerful and can be used to shuffle away a poor top three, or set you up for a Predict. In addition to that, its a Sorcery which kind of leaves something to be desired until you drop Tarmagoyf and realize you're getting an addition +1/+1 because you have a Sorcery in the yard. It digs, it shuffles, it cantrips and feeds the goyf.

Sideboard
The sideboard for this deck is where I am coming up short. I can say with certainty a couple of things about my meta with stuff I'll expect to see. Red will usually show up in some form. Whether its burn or Rbg Goblins, I can expect to see some form of Red being played at each event. Combo is also huge right now with 2 Land Belcher and Ichorid being play often. Meathooks tends to show up every now and again as does Deadguy Ale. I'm still playing around with it and its no where solid by any means, but here's what I have thus far:

4 Leyline of the Void
4 Stifle
3 Engineered Explosives
3 Pithing Needle
1 Life from the Loam

I'm somewhat at a lose as to where to go from here. Engineered Plague would help against the Goblins match and to a less extent the Sliver match up, however I think as with both decks I would rather see Engineered Explosives. Pithing Needle and or Stifle help against the Belcher match up fairly well. Chill is also another alternative to BeB to deal with Goblins and Burn (assuming Goblins doesn't get a Vial online).

Results
So I took the deck out for a spin this evening and ended up winning. I also have some match up analysis to add as well, but the report will have to do for now.

Round 1: Ichorid
G1 starts off with me keeping a hand with Deed, Daze and Goyf. I'm able to resolve a Mongoose and Gofy and blow the Deed at one to take care of the Bridges, and tokens. However he dredges three times during the next turn and gets something sick like 3 Ichorids and proceeds to beat the living hell out of me. Goyf couldn't help and I didn't have enough mana to resolve a second Deed.
G2 sees me board in Leyline, EE and Needle. I open with Leyline and say go. He casts Cabal Therapy naming FoW and I reveal that I have none in hand. However he sees that I have two Daze in hand. I draw for turn and Topdeck Brainstorm. He attempts to remove the Leyline, I Daze and he can't pay. He ends up scoping.
G3 I mulligan a hand that looked something like this: Trop Island, Fetch, Goyf, Goyf, Goyf, Brainstrom, Ponder. I'm not sure if I should of kept and tried to race, but it all works out in the end. I go to six and don't see anything except Top and Daze (Oh wait, those cards suck against Ichorid) so I go to Five and see: Leyline, Leyline, Ponder, Fetch, Goyf. I keep... He attempts to remove one of the Leylines on turn three but I'm able to answer with a Daze and at that point, he scoops.

1-0 (2-1)

Round 2: Affinity
G1: He's able to get a Plating equipped and uses it along with Shrapnel Blast to make fairly quick work of me. I really didn't see anything worth while and the game was over after 2 Frogs on turn one and an enforcer on turn two followed by Plating.... you get the rest I'm sure
G2: I keep a hand that has Top, Deed, FoW, Goyf and 2 Land plus a Fetch. He hasn't seen me play Deed yet so I hold it until he over commits dropping his entire hand. I play Deed and pass the turn. I top deck a land the following turn and lay it putting me with a Top and Deed on the board and him with nearly all artifacts on the board. I blow Deed for 2 wiping everything out except and drop a Goyf and on the following turn set up the Countertop engine and proceed to win.
G3: Similar enough to G2 to not warrant a write up.

2-0 (4-2)

Round 3: 2 Land Belcher
This took out Goblins and Rock which makes me happy so I was pretty happy to play it.
G1: I win the roll and after a few turns of land laying, he is able to Storm out 10 tokens with EtW on turn 2. I drop a Deed on turn three which cases him headaches. He never really has a chance to recover since I'm able to counter his attempts at a Burning Wish and Tutor. The games ends with Goyf and Mongoose beating him.
G2: I keep a hand that has Daze, FoW, Blue Card, Brainstorm, Island and EE plus other. I top deck into a FoW which makes me even happier. He attempts to resolve Belcher twice, but I'm able to counter it. I get two Goyfs out and put him on a quick clock. He sided in Pacts of Negation and it becomes a problem when his Third Belcher resolves thanks to Pact. However I have a Stifle in hand and Stifle the activation giving me the turn I need to win.

3-0 (6-2)

The event was single round elimination so unfortunately I didn't the chance to play the rest of the decks in the event. But the info was fairly helpful. I think a great deal of luck was involved with Ichorid. Game one isn't an Auto-loss, but its pretty close to it. Post board, digging to be able to play Leyline is key. Is just that simple. Unless I want to add Crypts or Jailers its a must in order to win the matchup. Affinity was very quick and fairly strong. I'll post the Goblins match up later, but Deed is the best answer the deck has. Being able to time it and use it as a reset button was great. I was able to clear the board with Deed, follow up with Goyf and then drop Countertop and lock the game up from there. That actually was the way I would have envisioned the deck playing so it was nice to see it go off in a place besides testing. Belcher hadn't really concerned me. I had always had a good game against it with Threshold and this deck has better answers post board as well as Deed which works great against tokens, Diamonds, Mox, Tinderwall.

I'll post the rest of the match ups tomorrow: Goblins, Threshold, Dragonstompy, Landstill. I was also able to go back and get in a couple of more games with the aforementioned decks in the report so I should have a much more in-depth analysis tomorrow.

Ghostfire45
07-23-2008, 01:50 PM
Hmm...

Sounds interesting. The concept sounds good on paper and the card selection appears well thought out but does it actually work?

How much play testing have you done?

If any how are your match-ups against various decks in the format.

p.s. Try Were Bear he's sick

Mamemoo
07-23-2008, 02:28 PM
Nice deck, I look forward to your results. I'm wondering if you might wanna run maindeck Jittes and Troll ascetic? Maybe BOP for mana accel? Just a thought.

Happy Gilmore
07-23-2008, 02:31 PM
ummm...your perminent + PD =\= good synergy. Test it before you post it. Just because its the N&D doesn't mean we should just throw decks out there without any merrit. For that matter explain how this deck would be better than Volrash Still or ITF?

Fossil4182
07-23-2008, 03:16 PM
ummm...your perminent + PD =\= good synergy. Test it before you post it. Just because its the N&D doesn't mean we should just throw decks out there without any merrit. For that matter explain how this deck would be better than Volrash Still or ITF?

I'll grant that the deck needs to be tested more, and it has shown some promise on Apprentice. I started to playtest last night, however I don't have enough data to post a matchup analysis yet because I don't trust the play skill of the people on Apprentice and MWS nor do have have enough compiled results. After this evening, I'll have enough data to post some early results with several match ups. However, I figured that posting something that wasn't just a hacked out list with little to no explanation would be okay.

Its not to sound aggravated or to start a conflict, but with all due respect, I think the deck has merit in that there is a clear evolution of why the deck developed and why specific cards where selected. Also I specifically address why I prefer this deck to ITF when I say


Before I designed this deck, I looked at playing Its the Fear. The deck was good in that it combined some elements like Deed and EE with the Countertop Engine, however I felt that while Intuition was a powerful card, the deck reverted to Top-Deck mode too often and it became problematic when other decks could generate actual card advantage and I was stuck recurring a creature/artifact. In addition to that, the 4 color mana base did give me access to Swords to Plowshare, however I found the mana base too unstable and vulnerable to disputation. So this deck was designed to answer some of those problems and also provide a stable and effective deck.

Volrash Still looks to do more of the man lands and abuse Standstill and Deed. I think the concepts of the decks are too different in that this deck can play a little more aggressively and doesn't look use man lands. Its more of a happy medium between ITF and Threshold which both play differently and look to do things way different than Volrash. I haven't played Volrash enough say that one is better than another, but I think given the warrants for what I'm looking at this deck to do and that it would play differently than Volrash, I don't feel I would yet have to make the case why I would play this over Volrash. I would see a compelling reason to justification playing this deck over Threshold or ITF which I make in the original post.

On the issue of permanents vs Deed being bad, I would say that its not necessarily a huge problem. The way the deck is designed, Deed is used as more of a Reset button rather than something to be abused. Yes, you lose card synergy, but there are two reason why I would be okay with this. First, if the deck is blowing Deed, its more than likely being used as a reset button which means that even if I lose permanents, its going to be better because what I have on the board isn't answering my opponents threats so I'd rather blow Deed than loose. The second reason is that I didn't like the recursion package that ITF offered because it locked me out of draws using the Ruins and Stronghold, set my draw back a turn and wasted mana that I needed. Plus, this deck offers better draw over ITF which I prefer because getting out a Counterbalance early is going to preferable to the recursion offered by ITF.

Mirrislegend
07-23-2008, 03:22 PM
Yes, you lose card synergy, but ...

It's not just the lack of synergy. There's also the presence of immense disynergy (sp?) in this list. Deed @ 2 or more = TOTALLY WIPE YOUR BOARD. Thus Deed tends to be best with cards off cmc > 2. CB is the opposite. And thats why Counterbalance and Deed dont tend to be run successfully together. The main exceptions are designed specifically to run them both.

Aggro_zombies
07-23-2008, 04:05 PM
This looks similar to a black Threshold list I was working on about a year ago, when Lorwyn first came out. First, Deed is great and all, but not very good for you unless you're using Regrowth (ew) or have some sort of high-casting cost beater in play (a la Tombstalker). It's generally much better to run Engineered Explosives and Academy Ruins, as those two allow for a lock AND have the virtue of not annihilating your entire board position every time you use them. And yes, you really should drop Predicts for Bobs. And while you're at it, cut down to 3 Top, 3 Counterbalance. That's still enough copies to regularly see both, but not so many that the extras start turning into a lot of dead draws.

Although, if you're going to add Bob, don't use Tombstalker. Some people have had success with that particular combination, and I guess I'm just overly cautious, but having eight mana and five mana spells in your deck = suicide. Potential replacements are Bitterblossom and I guess Wydwen - the former because it's a thrashing in just about any format, and the one life per turn combined with Bob's ~1 life per turn won't kill you too quickly, and the latter because it's evasive, comes out EoT, disappears when your opponent tries to kill it, and has a reasonable cost for Bob. I played with Wydwen with some success before Bitterblossom was printed, but now you'd have to convince me to not use that enchantment.

Goaswerfraiejen
07-23-2008, 04:42 PM
Not to toot my own whistle, but it looks to me like this is running along the same lines that led to the development of my TarmoTog (http://www.mtgthesource.com/forums/showthread.php?t=6230) list (currently running something very close to this (http://www.mtgthesource.com/forums/showpost.php?p=245880&postcount=149), although my sideboard differs). It very much grew as a response to the problems I was having with lists similar to yours.

At the very least, you might pick up a few ideas from the discussion/development. I'm just throwing it out there for you as a resource; do with it as you will.

luka66_6
07-24-2008, 08:29 AM
Maindeck

Instants
4 Brainstorm
4 Ghastly Demise
4 Force of Will
4 Daze
3 Predict

Artifact
4 Sensei's Divining Top

Enchantment
4 Counterbalance
4 Pernicious Deed

Creature
4 Tarmogoyf
4 Nimble Mongoose

Sorcery
4 Ponder

Lands
4 Polluted Delta
4 Flooded Strand
2 Tropical Island
2 Underground Sea
3 Island
1 Swamp
1 Forest

i would try:

- 3 Predict
- 1 Sensei's Divining Top
- 1 Counterbalance
- 1 Pernicious Deed
- 1 Ghastly Demise\ Daze
- 1 something

+ 4 Bob
+ 4 Stifle

Omega
07-27-2008, 12:40 AM
why isnt sslivingu banned yet? He keeps spamming his stupid links all over the forums?...


I would drop the 3 predict. Card advantage is not needed i believe. 4 sensei's, 4 bs and 4 ponder gives you quality.

I would also run 18 lands. Pernicious deed do require some mana.

With the two remaining slot, i would try Tombstalker, pithing needle, bounce spell, werebear, smother, or even dark confidant!

Try 61 cards.deck. It's always nice to cheat in an extra card

Robert