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Pastorofmuppets
08-26-2009, 09:31 PM
this was the love child of my Nether Void thread.
Bw Toolpox
4 Mishra's Factory
3 Scrubland
3 Wasteland
4 Bloodstained Mire
4 Swamp
2 Urborg, Tomb of Yawgmoth
2 Polluted Delta

2 Nether Spirit

4 Enlightened Tutor
3 Mox Diamond
3 Thoughtseize
1 Duress
1 Phyrexian Totem
4 Bitterblossom
2 Nether Void
2 Crucible of Worlds
3 Dark Ritual
4 Smallpox
3 Pox
1 Engineered Explosives
2 Syphon Life
2 Contamination
1 Smokestack

Sideboard
1 Engineered Explosives
2 Seal of Doom
2 Engineered Plague
2 Tormod's Crypt
2 The Abyss
2 Seal of Cleansing
2 Damnation (Disk?)
2 Leyline of the Void

a Quick primer:
this deck is pretty much a jack of all trades. It has the ability to take care of a lot of potential problems at once. Your opening turns will either play just like regular old pox, or you'll be racing to achieve one of the deck's lock conditions. The deck runs plain old Wastelock, which it does quite sucessfully. Contamination and Bitterblossom/Nether Spirit creates a lock against everything except Ravager, decks that already have their vials out, Black heavy decks (Eva Green specifically, but Black Stax, Sui Black, and MBC fall under this category) and combo decks that rely heavily on mana from spells and artifacts. This deck can't be played in every Meta, but it does have some good matchups.

Matchups: (all information collected from MWS, do you have any Idea how long it took to be able to gather this information?)
Thresh, tempo or not: ~55/45 in my favor, 20-some matches played
the best way to describe this matchup is that you have more must-counters than they have counters. Unless your opponent has already seen your hand, they don't know what to counter. Play with a little swagger, and don't try to resolve whatever lock you're holding onto right away. Draw them out some. especially if you have Spirit/Blossom buying you time.

Important cards to have:
-Mox Diamond (specifically against Tempo Thresh, this might be your only way to cast the Enlightened Tutor)
-Crucible (Important for Wastelock against UGx and for recursion against Wastelands)
-Bitterblossom/Spirit (it's an aggro deck after all, and you need some defense.)
-Contamination Lock (if it resolves, your only opponents are their alternate-cost counterspells against your entire deck. Only gets better if your opponent traded off their Dazes for Spell Snares).
-Raced Void (when it resolves, you've bought yourself a few turns before it's goyfytime.)

Sideboarding:
-1 Engineered Explosives
-1 Duress
-1 Phyrexian Totem
-1 Smokestack
+2 Tormod's Crypt
+2 Seal of Doom (the deck runs so few creatures, killing their goyf can hurt)
or
+1 Seal of Doom
+1 Seal of Cleansing (if Jitte is getting on your nerves)

Problem Cards:
Tarmogoyf
Jitte
more matchups to come, I don't know what the post size limit is

Pastorofmuppets
08-26-2009, 09:45 PM
Goblins: 70-30 in my favor, 10 matches
You'll be wriggling to survive in the opening turns, a Turn 1 Blossom or Thoughtseize on the play is a Lackey deterrent, but all you need to do is survive long enough for Contamilock or EE to blow up their Vial (or both. Once you're in control, they don't have a way to reassume that conrol, especially game 1). On the draw or turn 2 on the play Smallpox will kill the lackey and slow them down. Or with a perfect hand a turn 2 Void can really cripple them.

Important cards to have:
-Contamilock (contamilock puts your opponent on the ropes, and even puts the stopper on their removal. Their last answer is Vial, and you might just race it).
-Thoughtseize (if you can make them pass turn 1, you're golden.
-Smokestack (not very important, but Stack at 1 keeps their land base or their aggro advantage off balance for a few turns.)
-Pox/Smallpox (You can pin them down pretty easy. Once you push them into topdeck mode you're only a few smart moves away from ending it, decisively.

Sideboarding
-2 Void
-1 Duress
+2 Engineered Plague
+1 Engineered Explosives

Problem Cards
Sharpshooter
Lackey turn 1
Aether Vial post-contamilock
Siege-Gang Commander Pre-Engi Plague

Pastorofmuppets
08-26-2009, 09:58 PM
Landstill: 60-40 in my favor, 5 matches
as you can see, I don't have alot of information on this matchup. Draw out their dazes is all I can say. Then Pox to your little heart's content when they're at a land disadvantage.

Important Cards to Have
Contamination lock (same as Thresh)
Pox/Smallpox (keeping them behind, the way the education system does to children of nonwhite ethnicities)
Wastelock (More important than contamination in this matchup.)
Mishra's Factory (post-Humility. It's a lifesaver)
Phyrexian Totem (Post-Humility. gotta love the legend of timestamp order.)

Sideboarding
To be honest, I can't even say. The games I won my opponents all SPL'd after contamination raped their mother game 1. The ones I lost, I couldn't find a good SB formula, and they did.

Problem Cards
Mishra's Factory/Humility
Elspeth (it's a Bitterblossom without the life loss. That puts your opponent at a good advantage)

Pastorofmuppets
08-26-2009, 10:14 PM
Survival ~70-30 in Survival's favor,about 15 matches
The deck craves Green mana, and contamination doesn't hurt their mana bugs. Pox is the keyword here, and TS is important too

Important cards to have
-Thoughtseize
-Pox/Smallpox (the "sacrifice a creature" part being the most important)
-Bitterblossom/Nether Spirit (play defensively. Don't attack. Once Anger is in the Grave you have a lot to worry about)
-Syphon Life (keep your life up as much as possible, some games I've used it 5 or more times.)
-Nether Void (if they don't have Rofellos)

Sideboarding
-2 Contamination
-1 Smokestack
+2 Seal of Cleansing
+1 Engineered Explosives

Problem Cards
Anger
Any recusion
Mana Bugs
Rofellos

Pastorofmuppets
08-26-2009, 10:18 PM
Storm Combo: 50-50 ~10 matches
Realistically, it's nothing but racing to throw down void. If your meta has alot of storm, Ethersworn Canonist is fetchable with Tutor

Important cards to have
-Nether Void, and everything it takes to race it in
-Nether Spirit or Factory post-void

Sideboarding
-Anything not mentioned above
+storm hate if you feel you need it.

GGoober
08-27-2009, 06:06 PM
Landstill: 60-40 in my favor, 5 matches
as you can see, I don't have alot of information on this matchup. Draw out their dazes is all I can say. Then Pox to your little heart's content when they're at a land disadvantage.


Landstill does not run dazes. Good interesting idea, but I think the matchups aren't as favorable as you put it.

Mystical_Jackass
08-27-2009, 06:33 PM
I've been playing Pox for quite some time now, and Pox very much relies on generating that card advantage to get over your opponent. Its really evident when I go against decks like Countertop, Landstill, & Merfolk and a few spells get countered along the way, you really need to just play more and more spells faster than they can answer.

I understand using tutors in Quinn the Eskimo, decks that can abuse scrying sheets and run on instant win.. or I know some ppl will use them in Enchantress, which already has a ridiculous drawing engine, but it just seems poor card advantage in Pox. Most of the time you're running a min 3-4 of each spell in Pox anyways, running 3 Phyrexian Arena or just straight drawing into your answers seems like a superior way to go than Tutoring for a card and losing precious card advantage... which can also be predictable too especially game 2, 3.. you're telling opponent what you're about to play.

We could deff kick knowledge for a while, but the bottom line I think
Draw > Toolbox. Its too easy for it to fall through & your opponent to have a 3 card adv on you.

Pastorofmuppets
08-27-2009, 06:47 PM
Landstill does not run dazes. Good interesting idea, but I think the matchups aren't as favorable as you put it.

Well the testing IS on MWS... lol.

Tangle.Wire
08-28-2009, 06:30 AM
I also think that enlightened tutor is not fast enough for pox or even worth for the white splash, i liked playing phyrexian arena, nights whispers, but mostly u dont have slots for them on a poxlist.

Pastorofmuppets
08-28-2009, 07:01 AM
I know this. Well, Tangle.Wire, the deck isn't a regular pox list. And speaking of your name, do you think Tangle Wire would do better than stack? I mean the deck makes up for its seed issues with its versatility.

FoulQ
08-28-2009, 07:33 AM
Goblins 70-30 in your favor? Goblins has no way to reassume control? No, sorry. Goblins is going out tempo you so bad while you play your time walks that I really doubt that matchup is not in the favor of goblins.

Pastorofmuppets
08-28-2009, 05:58 PM
Goblins 70-30 in your favor? Goblins has no way to reassume control? No, sorry. Goblins is going out tempo you so bad while you play your time walks that I really doubt that matchup is not in the favor of goblins.

3rd time: THESE ARE FINDINGS FROM TESTING ON MWS
those are the observations i've made.

P.S.
08-28-2009, 06:20 PM
Unless I am missing something, you don't run any spells that get stronger based on the number of Swamps you control (like Corrupt, Cabal Coffers, etc.) so other than being more targets for Wasteland, what is the point of Urborg, Tomb of Yawgmoth?

I am probably just over-looking something really obvious.

As far as Goblins is concerned, if you're on the draw and they play a first time AEther Vial as opposed to Goblin Lackey, that seems more problematic.

boltking
08-28-2009, 09:05 PM
I think the urborgs are so that factorys could possibly tap for a black but other than that i would see no need for the urborgs. Cabal coffers or lake of the dead might be a nice edition.

Pastorofmuppets
08-29-2009, 12:42 AM
Unless I am missing something, you don't run any spells that get stronger based on the number of Swamps you control (like Corrupt, Cabal Coffers, etc.) so other than being more targets for Wasteland, what is the point of Urborg, Tomb of Yawgmoth?

I am probably just over-looking something really obvious.

As far as Goblins is concerned, if you're on the draw and they play a first time AEther Vial as opposed to Goblin Lackey, that seems more problematic.

Exactly.
also, the deck is Black-hungry at times. The tomb has helped me push a late game Pox a few times.

Pastorofmuppets
08-30-2009, 03:02 PM
Merfolk: 0-100 in merfolk's favor, ~7 matches
Ouch. Picture, if you will. All of the problems the deck has against Goblins, with the added pain of the almighty counterspells. On fast games, they tap out your Blossom tokens. on slow games, they tap out your Blossom tokens and kill you in one hit from wake thrasher. To put it shortly, the deck isn't vulnerable to Wastelock, and can counter your voids or second-game seals.
Problem Cards: Reejerey. Ouch.
Sideboard options: cry.