Mantis
09-13-2008, 08:32 AM
So after trying a lot of decks I finally found something I really like and that fits my playstyle perfectly. Initially I just ported Extendeds Planeswalker Deatchloud Rock to Legacy and from there on it evolved a bit (for those unfamiliar with the list: http://www.deckcheck.net/list.php?type=Death+Cloud&format=Inv_7th_Lrw).
I immediately took out Golgari Rot Farm because Wasteland, Sinkhole and Vindicate just beat me on the spot if I play Rot Farm. However, Golgari Rot Farm is pretty important to the deck as it ensures no land drops are missed and you can get a pretty large Death Cloud. I tried Living Wish as substitute so you can Wish it up in matchups that lack Wasteland and in all the other cases Living Wish would still be helpful, but alas I really disliked Living Wish as there just weren't any other gamebreaking Wish targets. I then tried Dark Confidant as I already had Top and although contra-intuitive, it actually worked out pretty darn good. My latest addition is Trinket Mage, but I am not entirely sure of this addition yet.
Current decklist:
3 Polluted Delta
2 Windswept Heath
2 Wooded Foothills
6 Forest
5 Swamp
4 Bayou
Creatures
4 Sakura Tribe-Elder
4 Tarmogoyf
4 Dark Confidant
2 Ravenous Baloth (these could become Kitchen Finks, Eternal Witness, Smother, Engineered Explosives or something completely else)
Rest
4 Garruk, Wildspeaker
4 Pernicious Deed
3 Death Cloud
3 Duress
4 Cabal Therapy
4 Sensei's Divinning Top
1 Gaea's Blessing
Sideboard:
1 Gaea's Blessing
4 Leyline of the Void
3 Krosan Grip
4 Kitchen Finks
3 Smother
Old list:
Land
3 Polluted Delta
2 Windswept Heath
2 Wooded Foothills
5 Forest
5 Swamp
3 Bayou
1 Tropical Island
1 Island
Creatures
4 Sakura Tribe-Elder
4 Tarmogoyf
4 Dark Confidant
2 Trinket Mage
Rest
4 Garruk, Wildspeaker
4 Pernicious Deed
3 Death Cloud
3 Duress/Thoughtseize
3 Cabal Therapy
3 Sensei's Divinning Top
1 Engineered Explosives
1 Tormod's Crypt
1 Gaea's Blessing
Sideboard:
1 Gaea's Blessing
4 Leyline of the Void
3 Krosan Grip
4 Kitchen Finks
3 Smother
Let's start off by explaining what the deck is trying to accomplish. Basically this deck has a superb late game, comparable to the lategame Landstill has. Thus it's goal is to drag the game into the lategame and then use Deed and Death Cloud to gain control, Garruk can finish the job from there on. Death Cloud + Garruk is the combination the deck is trying to set up. The rest of the deck is basically geared towards surviving the early game and to avoid missing any land drops, maximizing the Cloud's effectiveness. Therapy is there to force through the Death Cloud. Once Garruk is on board, you can just sac a Beast token to Therapy and follow it up with Death Cloud. Therapy is also great with Trinket Mage and is a sac outlet for Confidant if the damage is racking up.
The sideboard is a bit unfocused and I am definately going to work at that and the numbers in the maindeck are not set in stone yet.
The Gaea's Blessing in the maindeck is probably going to raise some eyebrowes, but I strongly believe the card deserves to be a one of in this kind of deck as it just basically makes the Painter game much, much better and is also good against Ichorid and Loam decks, if you happen to draw it.
Matchup discussion:
My testing has been quite good, although I tend to take the results from MWS with a grain of salt, as skill. Overall the deck just plays a lot of high quality cards such as Deed, Trinket Mage, Confidant and Goyf, combined with a strong manabase thus already giving you a shot in almost every match. I struggle a bit with fast decks such as combo and burn decks and would say those decks are bad matchups.
Landstill
I have been winning a surprisingly high percentage of matches against Landstill. They just don't have a solid answer to Garruk and if I can push through Death Cloud it's game. On the other hand, if they get an early Standstill it's hard to recoup the lost advantge, but seriously just about every deck loses to an early Standstill. The outcome largely depends on playskill from both sides. Therapy should name Standstill here, as that is the card that can single handely wreck you (unless you can get Goyf up before they get Standstill).
Threshold
UGR Threshold is hard, while the UGW Threshold is much easier and quite winnable if you play around Daze as you have numerous ways stalling (Deed, Sakura, Goyf) untill you can get Death Cloud and seal the deal. UGR has a much faster clock against me, thus cards like Daze also become much more relevant and giving you a shorter timespan to find and resolve Death Cloud before you get into burn range. They can burn Garruk and that doesn't help the matchup either. But like I said UGW is a wildly different story and very winnable, burn is just so much better against me than STP and I also don't really care too much about Counterbalance.
Goblins
Against Goblins it really depends, I expected the matchup to be very good for me but testing has shown it can go either way. While I can almost always grab control later in the game, my life total can be very low if Goblins had a fast start and I lose to hasty Ringleaders and Warchiefs or don't have enough life to be able to cast Death Cloud for a sufficient number to lock the game. Not sure about the matchup precentage, but I have a hard time believing it's under 50%, as this deck packs Goyf and Deed, cards Goblins just hates to see.
Dragon Stompy and other stompy variants
Awesome matchup. I just flatout win, always. Their disruption hardly disrupts me. Chalice doesn't stop Deed or Death Cloud, I play a ton of basics so Magus of the Moon is not really an issue.
The deck is just awesome against all kinds of random decks, because Deed and Death Cloud are just almost always good in this format. That's the main selling point of this deck, it only loses to lightning fast decks and just wins against everything else.
Looking forward to your comments,
Mantis.
I immediately took out Golgari Rot Farm because Wasteland, Sinkhole and Vindicate just beat me on the spot if I play Rot Farm. However, Golgari Rot Farm is pretty important to the deck as it ensures no land drops are missed and you can get a pretty large Death Cloud. I tried Living Wish as substitute so you can Wish it up in matchups that lack Wasteland and in all the other cases Living Wish would still be helpful, but alas I really disliked Living Wish as there just weren't any other gamebreaking Wish targets. I then tried Dark Confidant as I already had Top and although contra-intuitive, it actually worked out pretty darn good. My latest addition is Trinket Mage, but I am not entirely sure of this addition yet.
Current decklist:
3 Polluted Delta
2 Windswept Heath
2 Wooded Foothills
6 Forest
5 Swamp
4 Bayou
Creatures
4 Sakura Tribe-Elder
4 Tarmogoyf
4 Dark Confidant
2 Ravenous Baloth (these could become Kitchen Finks, Eternal Witness, Smother, Engineered Explosives or something completely else)
Rest
4 Garruk, Wildspeaker
4 Pernicious Deed
3 Death Cloud
3 Duress
4 Cabal Therapy
4 Sensei's Divinning Top
1 Gaea's Blessing
Sideboard:
1 Gaea's Blessing
4 Leyline of the Void
3 Krosan Grip
4 Kitchen Finks
3 Smother
Old list:
Land
3 Polluted Delta
2 Windswept Heath
2 Wooded Foothills
5 Forest
5 Swamp
3 Bayou
1 Tropical Island
1 Island
Creatures
4 Sakura Tribe-Elder
4 Tarmogoyf
4 Dark Confidant
2 Trinket Mage
Rest
4 Garruk, Wildspeaker
4 Pernicious Deed
3 Death Cloud
3 Duress/Thoughtseize
3 Cabal Therapy
3 Sensei's Divinning Top
1 Engineered Explosives
1 Tormod's Crypt
1 Gaea's Blessing
Sideboard:
1 Gaea's Blessing
4 Leyline of the Void
3 Krosan Grip
4 Kitchen Finks
3 Smother
Let's start off by explaining what the deck is trying to accomplish. Basically this deck has a superb late game, comparable to the lategame Landstill has. Thus it's goal is to drag the game into the lategame and then use Deed and Death Cloud to gain control, Garruk can finish the job from there on. Death Cloud + Garruk is the combination the deck is trying to set up. The rest of the deck is basically geared towards surviving the early game and to avoid missing any land drops, maximizing the Cloud's effectiveness. Therapy is there to force through the Death Cloud. Once Garruk is on board, you can just sac a Beast token to Therapy and follow it up with Death Cloud. Therapy is also great with Trinket Mage and is a sac outlet for Confidant if the damage is racking up.
The sideboard is a bit unfocused and I am definately going to work at that and the numbers in the maindeck are not set in stone yet.
The Gaea's Blessing in the maindeck is probably going to raise some eyebrowes, but I strongly believe the card deserves to be a one of in this kind of deck as it just basically makes the Painter game much, much better and is also good against Ichorid and Loam decks, if you happen to draw it.
Matchup discussion:
My testing has been quite good, although I tend to take the results from MWS with a grain of salt, as skill. Overall the deck just plays a lot of high quality cards such as Deed, Trinket Mage, Confidant and Goyf, combined with a strong manabase thus already giving you a shot in almost every match. I struggle a bit with fast decks such as combo and burn decks and would say those decks are bad matchups.
Landstill
I have been winning a surprisingly high percentage of matches against Landstill. They just don't have a solid answer to Garruk and if I can push through Death Cloud it's game. On the other hand, if they get an early Standstill it's hard to recoup the lost advantge, but seriously just about every deck loses to an early Standstill. The outcome largely depends on playskill from both sides. Therapy should name Standstill here, as that is the card that can single handely wreck you (unless you can get Goyf up before they get Standstill).
Threshold
UGR Threshold is hard, while the UGW Threshold is much easier and quite winnable if you play around Daze as you have numerous ways stalling (Deed, Sakura, Goyf) untill you can get Death Cloud and seal the deal. UGR has a much faster clock against me, thus cards like Daze also become much more relevant and giving you a shorter timespan to find and resolve Death Cloud before you get into burn range. They can burn Garruk and that doesn't help the matchup either. But like I said UGW is a wildly different story and very winnable, burn is just so much better against me than STP and I also don't really care too much about Counterbalance.
Goblins
Against Goblins it really depends, I expected the matchup to be very good for me but testing has shown it can go either way. While I can almost always grab control later in the game, my life total can be very low if Goblins had a fast start and I lose to hasty Ringleaders and Warchiefs or don't have enough life to be able to cast Death Cloud for a sufficient number to lock the game. Not sure about the matchup precentage, but I have a hard time believing it's under 50%, as this deck packs Goyf and Deed, cards Goblins just hates to see.
Dragon Stompy and other stompy variants
Awesome matchup. I just flatout win, always. Their disruption hardly disrupts me. Chalice doesn't stop Deed or Death Cloud, I play a ton of basics so Magus of the Moon is not really an issue.
The deck is just awesome against all kinds of random decks, because Deed and Death Cloud are just almost always good in this format. That's the main selling point of this deck, it only loses to lightning fast decks and just wins against everything else.
Looking forward to your comments,
Mantis.