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whidye
07-02-2009, 10:22 AM
I was looking at the lists of developed decks and decided that I would make a modified fish deck - based on combo-control. Unfortunately, I've never played legacy before (competitive); but I would like to start with this deck.

So, this list has been 'lightly' tested. I've basically played it against a pure control deck based only on stopping the combo from coming into play - which it does with better consistency than I would like; meaning I would like more protection - but I don't think I can afford it in the decklist.

Here is the list for the fifth version of this deck (card explanations will follow):

Mana:
1 Wooded Foothills
3 Polluted Delta
2 Flooded Strand
4 Tropical Island
2 Forest
5 Island
3 Chrome Mox

Creatures:
4 Wake Thrasher
4 Aphetto Alchemist
3 Werebear

Spells:
4 Spell Snare
3 Daze
4 Force of Will
2 Shadow Rift
4 Rancor
2 Ponder
4 Brainstorm
4 Worldly Tutor
2 Krosan Grip

Sideboard:
2 Propaganda
2 Blue Elemental Blast
2 Tormod's Crypt
3 Relic of Progenitus
1 Guile
3 Chill
2 Krosan Grip

Explaining the mana base:
The six fetch lands are fairly obvious - however, I don't know if I am running to many in order to avoid worrying about stifles. As far as I know people run stiflenought - and sometimes use the stifle to hit your land. I don't know if it is used in any other decks purely for the reason of hitting fetchlands (or something else?)
Dual lands are obvious - simply the best mana source I have for this deck (barring 'moon' effects); which is why I have a few basics I can search for if needed.
The chrome moxes I am a bit iffy on. It uses up some of my MD cards, which isn't always fun; but it has the advantage of possibly giving me an extra mana early really adding to the speed of this deck. I originally had four, but if I drew the game out with counters found that drawing an extra was a real dead draw. I may want to replace one with a breeding pool (pain-dual), some basics (or artifact lands for the Alchemist [who does work with the moxes]), or MAYBE a wasteland (although I am quite unsure of this choice). I curve out at 3cc, so maybe I can reduce the amount to MD some more answers, but 20 seems very comfortable with this list.

The creatures:
Wake Thrashers are just always big meanies - except on the opponents turn for the most part; where they are 1/1 wimps. This means they are VERY susceptible to burn - and its not like they are hard to counter either. However on my turn they are monsters; especially combined with the game-winning Alchemist who generates infinite untappage (also untaps mox).
Werebears are my cheap goyfs. Respectable 4/4's when I use enough tutors/counters as well as generating mana for daze effects, pumping out my combo earlier if needed, or chumping.

The spells:
Spell snare is an awesome card in this format; but it has a big drawback. I can cast it with almost anything in this deck but the targets have to be 2cc (which is many - goyf,counterbalance,wishes,meddling mage and many others); but a mana needs to be left available to use it (unlike daze) and it can't stop stifle, nought, top, pithing needle, common burn.
Daze - an easy one. Alt. cost counter - but has no potential past turn 4 (3 in some cases) - so I made it a three of. Also can slow down my land (with wasteland decks; this is fail).
FoW - awesome. Requires blue cards - which I have plenty.
Shadow Rift - Gives evasion to the FISH. If I hold a rancor in hand at EoT, I will give somebody shadow for card draw.
Rancor - Essentially evasion since it is meant for use on 30/30 Thrasher. Otherwise, can be used on werebear. Has immediate GY-recursion.
Ponder - Shuffle. Sort. Draw. Nice.
B-storm - Discard protection. Draw. Nice.
Worldly Tutor - Find combo pieces in end-step. Draw it on your turn. Nice.
Krosan Grip - MD answer to affinity, nought, countertop, moat, etc... Cannot be countered. I originally tried to use Tel-Jilad Justice for scry; but found that uncounterable things are very nice.

Sideboard:
Propaganda stops swarms (icho, gobbo, folk).
BEB - for red (gutteral response, other mean red things - moon, choke, etc)
Crypt - GY hate. Free. Does not hurt me as much (no goyfs) if I don't have threshold.
Relic - GY hate. Card draw for :2:.
Guile - painter-grind protection. Potential late game winner?
Chill - red defense.
Grip - Additional since I can't fit them in MD

I would like more counters/protection/draw - and the only way I can see this happening is if I maybe drop a mox or a rancor.


Other things I have used (previous versions):
Xantid Swarm MD - to stop counters on my creatures. Great 1-drop.
Cursecatcher - instead of Daze.
Vexing Shusher - removed because GG source is crappy.
Trickery Charm - instead of Shadow Rift; liked card draw ADDITION over 4-sort ALTERNATIVE. Flying got around moat - but not chumpers like B.Paradise.
Tel-Jilad Justice - instead of Grip for scry ADDITION. Cheaper cost. Can't remove enchantments. Counterable.
Goyf - (Proxied sigh..) Liked, but too expensive to use. Great combo protection since they aim for him first - which is fine.
Cycle lands - for card draw; filter. Dead draw early game.
Mana leak - Nice; but I simply liked Spell snare more. Using an actual Counterspell is probably a better option than leak.

Things I might want to try - but am too stubborn to do:
-Remove 2 thrashers/2 alchemist's/4 tutors to sideboard and use 4 Living Wish. Add in MD counter-top, answers, more disruption?
-Divert? Great against suicide black. Not so great against counter-top, nought, etc...
-Trickbind?
-Wipe Away?
-Insist?

I've put a fair amount of effort into this deck - I need to playtest it against the archetypes though. Please note that I am creating this deck to use in the 2009 GENCON tournament. Thanks!

pi4meterftw
07-02-2009, 12:54 PM
I was looking at the lists of developed decks and decided that I would make a modified fish deck - based on combo-control. Unfortunately, I've never played legacy before (competitive); but I would like to start with this deck.

So, this list has been 'lightly' tested. I've basically played it against a pure control deck based only on stopping the combo from coming into play - which it does with better consistency than I would like; meaning I would like more protection - but I don't think I can afford it in the decklist.

Here is the list for the fifth version of this deck (card explanations will follow):

Mana:
1 Wooded Foothills
3 Polluted Delta
2 Flooded Strand
4 Tropical Island
2 Forest
5 Island
3 Chrome Mox

Creatures:
4 Wake Thrasher
4 Aphetto Alchemist
3 Werebear

Spells:
4 Spell Snare
3 Daze
4 Force of Will
2 Shadow Rift
4 Rancor
2 Ponder
4 Brainstorm
4 Worldly Tutor
2 Krosan Grip

Sideboard:
2 Propaganda
2 Blue Elemental Blast
2 Tormod's Crypt
3 Relic of Progenitus
1 Guile
3 Chill
2 Krosan Grip

Explaining the mana base:
The six fetch lands are fairly obvious - however, I don't know if I am running to many in order to avoid worrying about stifles. As far as I know people run stiflenought - and sometimes use the stifle to hit your land. I don't know if it is used in any other decks purely for the reason of hitting fetchlands (or something else?)
Dual lands are obvious - simply the best mana source I have for this deck (barring 'moon' effects); which is why I have a few basics I can search for if needed.
The chrome moxes I am a bit iffy on. It uses up some of my MD cards, which isn't always fun; but it has the advantage of possibly giving me an extra mana early really adding to the speed of this deck. I originally had four, but if I drew the game out with counters found that drawing an extra was a real dead draw. I may want to replace one with a breeding pool (pain-dual), some basics (or artifact lands for the Alchemist [who does work with the moxes]), or MAYBE a wasteland (although I am quite unsure of this choice). I curve out at 3cc, so maybe I can reduce the amount to MD some more answers, but 20 seems very comfortable with this list.

The creatures:
Wake Thrashers are just always big meanies - except on the opponents turn for the most part; where they are 1/1 wimps. This means they are VERY susceptible to burn - and its not like they are hard to counter either. However on my turn they are monsters; especially combined with the game-winning Alchemist who generates infinite untappage (also untaps mox).
Werebears are my cheap goyfs. Respectable 4/4's when I use enough tutors/counters as well as generating mana for daze effects, pumping out my combo earlier if needed, or chumping.

The spells:
Spell snare is an awesome card in this format; but it has a big drawback. I can cast it with almost anything in this deck but the targets have to be 2cc (which is many - goyf,counterbalance,wishes and many others); but a mana needs to be left available to use it (unlike daze) and it can't stop stifle, nought, top.
Daze - an easy one. Alt. cost counter - but has no potential past turn 4 (3 in some cases) - so I made it a three of. Also can slow down my land (with wasteland decks; this is fail).
FoW - awesome. Requires blue cards - which I have plenty.
Shadow Rift - Gives evasion to the FISH. If I hold a rancor in hand at EoT, I will give somebody shadow for card draw.
Rancor - Essentially evasion since it is meant for use on 30/30 Thrasher. Otherwise, can be used on werebear. Has immediate GY-recursion.
Ponder - Shuffle. Sort. Draw. Nice.
B-storm - Discard protection. Draw. Nice.
Worldly Tutor - Find combo pieces in end-step. Draw it on your turn. Nice.
Krosan Grip - MD answer to affinity, nought, countertop, moat, etc... Cannot be countered. I originally tried to use Tel-Jilad Justice for scry; but found that uncounterable things are very nice.

Sideboard:
Propaganda stops swarms (icho, gobbo, folk).
BEB - for red (gutteral response, other mean red things - moon, choke, etc)
Crypt - GY hate. Free. Does not hurt me as much (no goyfs) if I don't have threshold.
Relic - GY hate. Card draw for :2:.
Guile - painter-grind protection. Potential late game winner?
Chill - red defense.
Grip - Additional since I can't fit them in MD

I would like more counters/protection/draw - and the only way I can see this happening is if I maybe drop a mox or a rancor.


Other things I have used (previous versions):
Xantid Swarm MD - to stop counters on my creatures. Great 1-drop.
Cursecatcher - instead of Daze.
Vexing Shusher - removed because GG source is crappy.
Trickery Charm - instead of Shadow Rift; liked card draw ADDITION over 4-sort ALTERNATIVE. Flying got around moat - but not chumpers like B.Paradise.
Tel-Jilad Justice - instead of Grip for scry ADDITION. Cheaper cost. Can't remove enchantments. Counterable.
Goyf - (Proxied sigh..) Liked, but too expensive to use. Great combo protection since they aim for him first - which is fine.
Cycle lands - for card draw; filter. Dead draw early game.
Mana leak - Nice; but I simply liked Spell snare more. Using an actual Counterspell is probably a better option than leak.

Things I might want to try - but am too stubborn to do:
-Remove 2 thrashers/2 alchemist's/4 tutors to sideboard and use 4 Living Wish. Add in MD counter-top, answers, more disruption?
-Divert? Great against suicide black. Not so great against counter-top, nought, etc...
-Trickbind?
-Wipe Away?
-Insist?

I've put a fair amount of effort into this deck - I need to playtest it against the archetypes though. Please note that I am creating this deck to use in the 2009 GENCON tournament. Thanks!

Werebear are worse than tarmogoyf. The monetary difference would be a good reason for local tournaments, but if you're going to go to Indiana and then on top of that pay $30 or w/e to play in a tournament, why wouldn't you shell out $90-100 to get a playset of goyfs? I mean it's not illogical not to, since it's unimportant enough in the grand scheme of things to be a matter of opinion, but it definitely seems like something most people would do.

The reason I suggest goyf, though, is that it can be used in other lists. Buy it if you plan to play green, but not otherwise. Unfortunately, this list doesn't seem like it would work. Could you specify what this deck has over the painter combo? It's probably not strictly worse than any one deck, but I think you will find that for most reasonable metagames, whatever this deck has on painter combo will be outweighed by things painter has on your deck, making it so that you win fewer matches than painter.

nightmaster
07-02-2009, 12:57 PM
The deck still needs Tarmogyf, in case the combo fails, for whatever reason, and to be able to slow aggro that runs any type of removal or burn that can hit your combo pieces. Think about it, Rancor on your Tarmogoyf beats opponent's Tarmogoyfs. Maybe drop Werebear and 1 Spell Snare depending on how helpful the mana accel is. And if you still need accel a little accel you could fit a 4th Mox in.

whidye
07-02-2009, 01:23 PM
I know - Goyf is the obvious choice here. Everybody likes him. And its a very nice alternate win. Unfortunately - for me to get three (straight across for the bears) is more like $120. I just don't know...

Against painter-grind: I'm not sure - I know it runs lots of counters but I'm not sure how much it is played. In either case - my only trick here is to counter the painter when he comes in; or krosan grip (MD and SB uncounterable) one of the parts. Either works well. In addition - past game one I can put Guile in - if they do get the combo off the worst that the game comes down to is a draw (guile gets reshuffled - and I can keep it in my library with b-storm if I draw it). SB brings in 2 grips, guile and drops 2 shadow rifts, 1 alch tentatively. I'd have to think more about that.