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.
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.