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BlindMage
07-26-2008, 04:55 AM
This deck occurred to me when I realized how harsh Root Maze is on fetchlands. I've always thought there was potential for a deck that played on the utter ubiquitousness of fetchlands in the format to break the symmetry of Ankh of Mishra. At any rate, I decided to throw together a decklist with a suite of mana disruption aimed at the fetchland-dependant manabases that are so common in Legacy. I haven't had an opportunity to test it out yet, but hopefully I'll get to this weekend.

Next, the list:

No-Fetch

Lands/Mana: 23
2 Tropical Island
2 Volcanic Island
6 Island
5 Forest
3 Mountain
1 Seat of the Synod
1 Tree of Tales
1 Great Furnace
3 Chrome Mox

Hate: 17
4 Root Maze
4 Stifle
4 Ankh of Mishra
3 Magus of the Moon
3 Parallax Tide

Search: 4
4 Trinket Mage

Mageables: 5
2 Engineered Explosives
2 Wayfarer's Bauble
1 Phyrexian Dreadnought

Beats: 6
4 Tarmogoyf
2 Umezawa's Jitte

4 Other Spells:
4 Lightning Bolt
(Krosan Grip)
(Pyroclasm)
(Mana Leak)
(???)

Sideboard:
Krosan Grip
Fireblast
Tormod's Crypt
(removal)
(counter)

Card Choices:
Root Maze/Stifle/Ankh of Mishra: These are the cards that are really rough on fetches. All 4-ofs because only Root Maze is redundant in multiples, and it's best if you're able to lay one on turn 1 or 2.
Magus of the Moon: Another card that punishes a manabase dependant on fetchlands and other nonbasics. I'd really like to have room for 4, but space is tight in this deck.
Parallax Tide: Good by itself for keeping an opponent out of a color, or out of their lands all together, and very dangerous with Ankh.
Trinket Mage: Kind of an odd choice, and may turn out to be bad in testing, but I like him as a way to fix my mana, since I'm not going to be using fetchlands. Can grab mana, or EE, and allows me to pull a surprise 'nought since I'm already running Stifle. In addition, it gives me the option of sideboarding 1-ofs of things like Tormods Crypt, or possibly AEther Vial.
Chrome Mox: Mageable mana that doesn't shock me with an ankh out, and doesn't turn into a mountain. Also a use for extra mazes.
Engineered Explosives: I'm in 3 colors and I can search for it.
'Goyf and Jitte: I wanted something to finish the job that Ankh will start. These two seemed like the most qualified applicants.
Lightning Bolt: I wanted some spot removal, as well as a way to reach for the win, so I tossed these in. Like I said, I haven't tested yet, but on paper I'm totally dissatisfied with these.
Sideboard: Very vaguely formed at this point. I want to be able to bring in relevant mage targets, and I want to be able to side out Magus and Root Maze when I come up against a solid manabase and bring in counters and removal, or something else relevant.

Things I'd like to have room for:
- More maindeck mage targets, maybe AEther Vial?
- Countertop. This is practically screaming for it.
- Some kind of actual counter.
- Some kind of actual draw or card advantage engine.
- Magus #4 and Tide #4.

That about covers it, I think. I'd appreciate any feedback you guys can give me, and I'm excited to let you know how my testing goes.

Thanks.

Jak
07-26-2008, 05:03 AM
A 3 Color deck with no fetchlands and 4 duals is a bad idea. I would run something like this for a mana base.

4 Volcanic Island
4 Tropical Island
6 Island
4 Forest
1 Mountain
1 Seat of Synod
1 Tree of Tales
1 Great Furnace

And also run some Birds of Paradise or Krosan Tusker. I like the latter.

herbig
07-26-2008, 05:59 AM
You need more green sources if you have to have a reliable turn one root maze. Try and fit Force in.

Mordenkaynen
07-26-2008, 07:21 AM
Seat of the Synod is almost useless. If you casted mage, you had a blue-mana-source and I can't imagine a situation when you will fetch Synod. May be if you are expecting LD in your blue-source.. so narrow..
But still Jak is right, manabase is so fragile. Need fixers.

ACME_Myst
07-26-2008, 08:22 AM
Here's a bit of tech i've always liked in Root Maze and Ankh decks:

Land Grant

Just adjust the manabase a bit (fit in Taiga) and you're set.

Dark_Cynic87
07-26-2008, 12:32 PM
Land Grant is a bad idea. They get to see your hand before deciding whether or not to counter it. Discard (Therapy/T-Seize and Duress) will love you forever.

I'd like to see Intuitions and Forces in here. The latter seems much more necessary, but Intuitions could be good.

Or you could just go Ankh with Runed Halo and play fetches...

Pce,

--DC

Isamaru
07-27-2008, 03:36 PM
You could alternatively build a deck around Root Maze + Suppression Field... maybe Gaddock Teeg. This might do a bit of good against prison and control rather than just tempo-ish / aggro-control.

Xanth
07-27-2008, 05:16 PM
Shadow of Doubt answers Fetches as well, among other things, and cantrips.

TheInfamousBearAssassin
07-27-2008, 08:13 PM
What if... what if they're not running a lot of fetches? Or don't draw them? Is running Tarmogoyf really enough to make up for a lack of a plan otherwise?

jazzykat
07-28-2008, 05:35 PM
This idea while new to the creator of this thread is not totally new. Big-O, or Oshawa Stompy (as I believe it was called) had a short but interesting life in Type 1. It was a mono-green survival/madness deck.

The big difference was that you can't play with Bazaar of Baghdad's but then again your opponents don't get a a bazillion moxes that don't come into play tapped.

Check it out...as I believe that losing BoB may not hurt the deck as much as the loss of moxes, and ancestral recall that your opponents would run.

GenioDeArena
07-30-2008, 07:27 PM
There was a kanigawa goblin that worked as another ankh, cant remember his name now.
How about Bomerang, bouncing land has vener been so fun!

TeKo
07-30-2008, 08:27 PM
Ankh-Goblin:
http://magiccards.info/chk/en/200.html