ACME_Myst
07-22-2009, 08:06 PM
I. Introduction
So, while I don't actually play Magic regularly anymore, I still enjoy the occasional deckbuilding challenge. Some time ago I started toying around with FEB.
FEB, for those who don't know it, is short for Full English Breakfast. It's an old-skool combo-control deck that uses Survival of the Fittest to do all sorts of nasty things with Volrath's Shapeshifter. Go look up some of the original lists, they're awesome.
II. Development
Anyway, the deck was updated in the past to incorporate the Stifle-Nought combo, Tarmogoyf and some updated protection/kill mechanisms. I started out with a rather ordinairy list, but soon found out that Tarmogoyf just wasn't working for me. This was mostly due to the fact that I didn't run enough stuff to fuel my graveyard effectively, and because I had lots of other, better threats. By the time the opponent had filled his graveyard enough to turn Goyf into a relevant threat, I would've already have resolved Dreadnought, Shifter/Something or Survival.
I also noticed that I never used Stifle for anything else than enabling Dreadnought. Because I didn't have any Wastelands and/or Dazes to back them up, mana denial was never a valid strategy.
I then stumbled upon the DreadStalker thread (here (http://www.mtgthesource.com/forums/showthread.php?t=12531)). Of course I knew that Vision Charm could be used as a Dreadnought enabler, but I had never thought about the synergy it has with Tombstalker. After this, my reasoning went like this:
- In this deck, I cannot effectively use Tarmogoyf as a fast and relevant threat.
- Stifle is just being used as a Dreadnought enabler
- If I cut Goyf and Stifle and replace them with Tombstalker and Vision Charm, I get:
* A 1 CC enabler for 8 cards, which is dead less often than an enabler for 4 cards
* Better creature to pitch to Shifter if you don't have Survival
* Delve! Nice, now I have better control of the top of my graveyard
* Delve! Nice, now I can (to some extend) shrink opposing Goyfs
* Randomly milling the top 4 cards to burn through a bad SDT
* Protecting Dreadnoughts and Shifter-Noughts by phasing them out in response to removal
So, after reworking the manabase, I came up with the following list:
III. Decklist
Full English Breakfast
// Mana (25)
4 Polluted Delta
2 Bloodstained Mire
2 Windswept Heath
3 Tropical Island
3 Bayou
2 Underground Sea
2 Island
2 Forest
1 Swamp
4 Birds of Paradise
// Beaters (11)
4 Volrath's Shapeshifter
4 Phyrexian Dreadnought
3 Tombstalker
// Utility Creatures (3)
1 Squee, Goblin Nabob
1 Psychatog
1 Shriekmaw
// Kill Switch (3)
1 Palinchron
1 Akroma, Angel of Wrath
1 Phage the Untouchable
// Protection (4)
4 Force of Will
// Dig (6)
3 Sensei's Divining Top
3 Lim-Dul's Vault
// Enablers (8)
4 Survival of the Fittest
4 Vision Charm
// Proposed Sideboard (15)
4 Annul
3 Krosan Grip
3 Divert
3 Engineered Plague
2 Ground Seal
IV. Card choices
Manabase
Nothing much to say about this. It still sucks that we don't have an U/G fetchland. 8 Fetches to grab any color you want, fuel the GY for Tombstalker, and provide shuffle effects for SDT. 5 Basics gives you a nice capability to fight against Wasteland. 4 Birds provide acceleration and pitchfood for Survival.
Beaters
Volrath's Shapeshifter: The heart and soul of the deck. Comboes with Dreadnought, Tombstalker, Survival, LDV and any fatty you randomly draw. They can also be Survivaled for if you need something to pitch to Force of Will.
Dreadnought: Your main kill mechanism. Use Vision Charm or Shapeshifter as enablers. Turn 2 Nought wins so many games it isn't even funny.
Tombstalker: Nice evasive fatty. Use Vision Charm, Shapeshifter, or reaching the mid-game as enablers. Note you can use Delve to control the top of your graveyard, keep stuff out of the way of Extirpate, and possibly shrink opposing Goyfs.
Utility Creatures
Squee, Goblin Nabob: What Survival deck could do without one? I don't actually use it that often, but you can grab it in a pinch if you want to grind it out against control.
Psychatog: It can be used as a late-game finisher, but it's main purpose is to give you control of your graveyard. Note you can actually drop this on top with Shifter in play, use Shifter-Tog to remove stuff so the card you want on top becomes the second-to-top card, then remove Tog itself with Shifter-Tog. It's quite obvious, but I just wanted to point that out.
Shriekmaw: This kills creatures that are randomly annoying, and you can use its Fear to force through an attacking Shapeshifter.
Kill Switch
Palinchron: This is actually the single slot I can't decide on. For the moment it's taken by Palinchron, but I'm considering a whole lot of cards. More on that later. Palinchron is used to set up Shapeshifter with enough land untapped to search Akroma and Phage on the same turn you play the Shifter.
Akroma, Angel of Wrath: This allows you to generate a Hasty, evasive Shapeshifter which you can then turn into Phage the Untouchable (or just beat for 6). Also, randomly drawing into this with Shapeshifter in play isn't that bad.
Phage the Untouchable: Turn an unblocked Shapeshifter into Phage and win on the spot. Good times.
Dig
Sensei's Divining Top: If you don't have Survival, this lets you find more threats. If you do have Survival, you can go apeshit with shuffle effects and get the best card quality ever.
Lim-Dul's Vault: This tutors for anything you need. Note itīs a valid play to drop Shapeshifter, then during your next upkeep play LDV into Phage and win (assuming no blockers of course. In that case, just go grab Dreadnought or something).
Enablers
Survival of the Fittest: This card makes sure you can keep pumping threats, and enables your combo-finish through Shapeshifter-Phage.
Vision Charm: Enables both Dreadnought and Tombstalker as turn 2 plays. You can also randomly use it to protect Dreadnought from removal, burn through a bad SDT, 'counter' an opposing topdeck tutor, or during your opponent's EOT, phase out that pesky Tormod's Crypt/Relic of Progenitus and combo during your turn.
Sideboard
Krosan Grip: Kills stuff you don't like seeing, like Tormod's Crypt, Relic of Progenitus, Pithing Needle, Leyline of the Void... The usual suspects.
Annul: See above. Probably also works against storm combo to some degree.
Divert: Very nice against Sui style decks (nice Hymn) or against control.
Engineered Plague: Board this in against Solidarity. Too bad it sucks against tribal aggro though.
Ground Seal: In case you expect Extirpate, and it's nice against Loam too!
V. Test Results
This is what actually got me to make this post. So far, I haven't done any controlled testing sessions yet, but the results seem quite good. This definitely needs more testing, but just to give you an idea, here's the matches I've played so far (the ones I can remember at least):
2-0 vs Sligh (mws)
0-2 vs Merfolk (mws)
3-0 vs Uwr Control Slaver (teammate, all preboard. Runs a metric fuckton of (mass)removal)
8-0 vs Ugb Goodstuff.dec (teammate, all preboard. Maindecks Extirpate)
4-1 vs Uwr Control Slaver (teammate, all preboard. See above)
2-0 vs Ugr Thrash (mws)
2-0 vs Ugx ?? Some tempo deck (mws)
2-1 vs Merfolk (mws)
And yes, I know mws isn't the best platform the test decks on, but it's the best I can do for the moment. Still, going 23-4 must count for something, and at least they were all tier 1-2 decks.
VI. Random Thoughts
- Damn, this deck is a blast to play!
- No, this deck doesn't roll over and die if you counter the first Survival / Nought / Stalker and start to apply pressure. On the contrary, this deck seems to keep on pumping threats like nobody's bussiness.
- No, losing combat damage stacking with M10 doesn't hurt the deck that much. You win half the time through Dreadnought/Shifter-Nought anyway, and the other half of the time people can't seem to block my Akroma on turn 4.
- No, graveyard hate doesn't kill you. Tombstalker and Nought are threats that don't use the graveyard (actively at least), and Survival allows you to bait a lot. Also, don't forget you can use Vision Charm to remove Crypt/Relic during your opponent's turn.
- I can't decide on the last open slot (currently filled by Palinchron). Options I'm considering include (but are not limited to): Palinchron, Genesis, Quirion Ranger, Plaxmanta, Kira Great Glass-Spinner, Eternal Witness, Gigapede, Stinkweed Imp, Venser Shaper Savant, Mulldrifter, and a whole lot of other things I can't think of right now.
- Yes, the deck can be quite difficult to play correctly. If you decide to give it a shot, you'll notice that you have an extreme amount of options. Personally I consider that a good thing, but if you like playing simple decks, this one isn't for you.
- All comments and questions are welcome :)
So, while I don't actually play Magic regularly anymore, I still enjoy the occasional deckbuilding challenge. Some time ago I started toying around with FEB.
FEB, for those who don't know it, is short for Full English Breakfast. It's an old-skool combo-control deck that uses Survival of the Fittest to do all sorts of nasty things with Volrath's Shapeshifter. Go look up some of the original lists, they're awesome.
II. Development
Anyway, the deck was updated in the past to incorporate the Stifle-Nought combo, Tarmogoyf and some updated protection/kill mechanisms. I started out with a rather ordinairy list, but soon found out that Tarmogoyf just wasn't working for me. This was mostly due to the fact that I didn't run enough stuff to fuel my graveyard effectively, and because I had lots of other, better threats. By the time the opponent had filled his graveyard enough to turn Goyf into a relevant threat, I would've already have resolved Dreadnought, Shifter/Something or Survival.
I also noticed that I never used Stifle for anything else than enabling Dreadnought. Because I didn't have any Wastelands and/or Dazes to back them up, mana denial was never a valid strategy.
I then stumbled upon the DreadStalker thread (here (http://www.mtgthesource.com/forums/showthread.php?t=12531)). Of course I knew that Vision Charm could be used as a Dreadnought enabler, but I had never thought about the synergy it has with Tombstalker. After this, my reasoning went like this:
- In this deck, I cannot effectively use Tarmogoyf as a fast and relevant threat.
- Stifle is just being used as a Dreadnought enabler
- If I cut Goyf and Stifle and replace them with Tombstalker and Vision Charm, I get:
* A 1 CC enabler for 8 cards, which is dead less often than an enabler for 4 cards
* Better creature to pitch to Shifter if you don't have Survival
* Delve! Nice, now I have better control of the top of my graveyard
* Delve! Nice, now I can (to some extend) shrink opposing Goyfs
* Randomly milling the top 4 cards to burn through a bad SDT
* Protecting Dreadnoughts and Shifter-Noughts by phasing them out in response to removal
So, after reworking the manabase, I came up with the following list:
III. Decklist
Full English Breakfast
// Mana (25)
4 Polluted Delta
2 Bloodstained Mire
2 Windswept Heath
3 Tropical Island
3 Bayou
2 Underground Sea
2 Island
2 Forest
1 Swamp
4 Birds of Paradise
// Beaters (11)
4 Volrath's Shapeshifter
4 Phyrexian Dreadnought
3 Tombstalker
// Utility Creatures (3)
1 Squee, Goblin Nabob
1 Psychatog
1 Shriekmaw
// Kill Switch (3)
1 Palinchron
1 Akroma, Angel of Wrath
1 Phage the Untouchable
// Protection (4)
4 Force of Will
// Dig (6)
3 Sensei's Divining Top
3 Lim-Dul's Vault
// Enablers (8)
4 Survival of the Fittest
4 Vision Charm
// Proposed Sideboard (15)
4 Annul
3 Krosan Grip
3 Divert
3 Engineered Plague
2 Ground Seal
IV. Card choices
Manabase
Nothing much to say about this. It still sucks that we don't have an U/G fetchland. 8 Fetches to grab any color you want, fuel the GY for Tombstalker, and provide shuffle effects for SDT. 5 Basics gives you a nice capability to fight against Wasteland. 4 Birds provide acceleration and pitchfood for Survival.
Beaters
Volrath's Shapeshifter: The heart and soul of the deck. Comboes with Dreadnought, Tombstalker, Survival, LDV and any fatty you randomly draw. They can also be Survivaled for if you need something to pitch to Force of Will.
Dreadnought: Your main kill mechanism. Use Vision Charm or Shapeshifter as enablers. Turn 2 Nought wins so many games it isn't even funny.
Tombstalker: Nice evasive fatty. Use Vision Charm, Shapeshifter, or reaching the mid-game as enablers. Note you can use Delve to control the top of your graveyard, keep stuff out of the way of Extirpate, and possibly shrink opposing Goyfs.
Utility Creatures
Squee, Goblin Nabob: What Survival deck could do without one? I don't actually use it that often, but you can grab it in a pinch if you want to grind it out against control.
Psychatog: It can be used as a late-game finisher, but it's main purpose is to give you control of your graveyard. Note you can actually drop this on top with Shifter in play, use Shifter-Tog to remove stuff so the card you want on top becomes the second-to-top card, then remove Tog itself with Shifter-Tog. It's quite obvious, but I just wanted to point that out.
Shriekmaw: This kills creatures that are randomly annoying, and you can use its Fear to force through an attacking Shapeshifter.
Kill Switch
Palinchron: This is actually the single slot I can't decide on. For the moment it's taken by Palinchron, but I'm considering a whole lot of cards. More on that later. Palinchron is used to set up Shapeshifter with enough land untapped to search Akroma and Phage on the same turn you play the Shifter.
Akroma, Angel of Wrath: This allows you to generate a Hasty, evasive Shapeshifter which you can then turn into Phage the Untouchable (or just beat for 6). Also, randomly drawing into this with Shapeshifter in play isn't that bad.
Phage the Untouchable: Turn an unblocked Shapeshifter into Phage and win on the spot. Good times.
Dig
Sensei's Divining Top: If you don't have Survival, this lets you find more threats. If you do have Survival, you can go apeshit with shuffle effects and get the best card quality ever.
Lim-Dul's Vault: This tutors for anything you need. Note itīs a valid play to drop Shapeshifter, then during your next upkeep play LDV into Phage and win (assuming no blockers of course. In that case, just go grab Dreadnought or something).
Enablers
Survival of the Fittest: This card makes sure you can keep pumping threats, and enables your combo-finish through Shapeshifter-Phage.
Vision Charm: Enables both Dreadnought and Tombstalker as turn 2 plays. You can also randomly use it to protect Dreadnought from removal, burn through a bad SDT, 'counter' an opposing topdeck tutor, or during your opponent's EOT, phase out that pesky Tormod's Crypt/Relic of Progenitus and combo during your turn.
Sideboard
Krosan Grip: Kills stuff you don't like seeing, like Tormod's Crypt, Relic of Progenitus, Pithing Needle, Leyline of the Void... The usual suspects.
Annul: See above. Probably also works against storm combo to some degree.
Divert: Very nice against Sui style decks (nice Hymn) or against control.
Engineered Plague: Board this in against Solidarity. Too bad it sucks against tribal aggro though.
Ground Seal: In case you expect Extirpate, and it's nice against Loam too!
V. Test Results
This is what actually got me to make this post. So far, I haven't done any controlled testing sessions yet, but the results seem quite good. This definitely needs more testing, but just to give you an idea, here's the matches I've played so far (the ones I can remember at least):
2-0 vs Sligh (mws)
0-2 vs Merfolk (mws)
3-0 vs Uwr Control Slaver (teammate, all preboard. Runs a metric fuckton of (mass)removal)
8-0 vs Ugb Goodstuff.dec (teammate, all preboard. Maindecks Extirpate)
4-1 vs Uwr Control Slaver (teammate, all preboard. See above)
2-0 vs Ugr Thrash (mws)
2-0 vs Ugx ?? Some tempo deck (mws)
2-1 vs Merfolk (mws)
And yes, I know mws isn't the best platform the test decks on, but it's the best I can do for the moment. Still, going 23-4 must count for something, and at least they were all tier 1-2 decks.
VI. Random Thoughts
- Damn, this deck is a blast to play!
- No, this deck doesn't roll over and die if you counter the first Survival / Nought / Stalker and start to apply pressure. On the contrary, this deck seems to keep on pumping threats like nobody's bussiness.
- No, losing combat damage stacking with M10 doesn't hurt the deck that much. You win half the time through Dreadnought/Shifter-Nought anyway, and the other half of the time people can't seem to block my Akroma on turn 4.
- No, graveyard hate doesn't kill you. Tombstalker and Nought are threats that don't use the graveyard (actively at least), and Survival allows you to bait a lot. Also, don't forget you can use Vision Charm to remove Crypt/Relic during your opponent's turn.
- I can't decide on the last open slot (currently filled by Palinchron). Options I'm considering include (but are not limited to): Palinchron, Genesis, Quirion Ranger, Plaxmanta, Kira Great Glass-Spinner, Eternal Witness, Gigapede, Stinkweed Imp, Venser Shaper Savant, Mulldrifter, and a whole lot of other things I can't think of right now.
- Yes, the deck can be quite difficult to play correctly. If you decide to give it a shot, you'll notice that you have an extreme amount of options. Personally I consider that a good thing, but if you like playing simple decks, this one isn't for you.
- All comments and questions are welcome :)