Scrabble
12-17-2009, 01:05 AM
My favorite deck is Wildfire which utilizes Cotv's and Trinispheres for early disruption, then closes with a big beater or Form of the Dragon. Taking that shell and idea and the Insidious Dreams/ Draco/ Explosion combo that is on the front page here, I combined them. The result is a Stompy Shell with a reliable combo finish.
4 Chalice of the Void
4 Trinisphere
4 Academy Rector
1 Form of the Dragon
4 Insidious Dreams
1 Draco
1 Erratic Explosion
4 Cabal Therapy
4 Volcanic Fallout
4 Steam Blast
4 Cave-In
4 Simian Spirit Guide
4 Ancient Tomb
4 Sandstone Needle
4 City of Brass
4 Gemstone Mine
4 Forbidden Orchard
1 Badlands
SB:
15 GY hate- honestly, I just feel cheated when I lose to Dredge
I'll run through some explanations here:
Chalice of the Void/ Trinisphere- the disruption package. Play first turn if possible to slow the combo player/ aggro player, then get to work on going off yourself. These work because of the Stompy mana base
Academy Rector- I don't understand why it is not used more often. For four mana you shut down any ground offense of the opponent, or you pull out a 4 turn clock.. which shuts down any ground offense. I understand that four mana and extra deck slots is prohibitive, but with the Stompy mana base here, a 2nd or 3rd turn Rector is common with backup Spheres or CotVs.
Form of the Dragon- A four turn clock/ moat. The best Rector target there is, especially if you can protect it with CotV's and such.
Insidious Dreams- Stacks Explosion over Draco for 16 damage the next turn. Is 16 enough? With fetches and Bob's possibly, but just in case, there is extra backup to follow (Fallouts, Cave-In, Steam Blast)
Draco/ Explosion- 16 damage, 1 Draco is always risky, same with Form of the Dragon
Cabal Therapy- Horrible with CotV's and Trinispheres. True. But it does what it needs to. Provides protection against K-Grips if you see a Rector in your opening hand, and also provides a sac outlet, even if it gets countered by your own CotV.
Volcanic Fallout, Steam Blast, Cave-In- Help control the aggro matches in time to get combo off. All were chosen because they hit creatures and players which is huge if you need to punch through that last few points after a Dracoeruption.
SSG- Extra red to feed Cave-In, powers out combo or disruption
Mana Base- Ugly
There it is. It's a combo deck that is built to beat other combo and aggro. With 12 sweep effects and 12 disruption, zoo should have fits as well as combo. Control, probably not so much.
Suggestions?
BTW- I really liked that both combos fit just above the Stompy disruption cc line. I think that it came together well. Thanks to loveisgreen for that Insidious Dreams combo enabler, I like it a lot.
4 Chalice of the Void
4 Trinisphere
4 Academy Rector
1 Form of the Dragon
4 Insidious Dreams
1 Draco
1 Erratic Explosion
4 Cabal Therapy
4 Volcanic Fallout
4 Steam Blast
4 Cave-In
4 Simian Spirit Guide
4 Ancient Tomb
4 Sandstone Needle
4 City of Brass
4 Gemstone Mine
4 Forbidden Orchard
1 Badlands
SB:
15 GY hate- honestly, I just feel cheated when I lose to Dredge
I'll run through some explanations here:
Chalice of the Void/ Trinisphere- the disruption package. Play first turn if possible to slow the combo player/ aggro player, then get to work on going off yourself. These work because of the Stompy mana base
Academy Rector- I don't understand why it is not used more often. For four mana you shut down any ground offense of the opponent, or you pull out a 4 turn clock.. which shuts down any ground offense. I understand that four mana and extra deck slots is prohibitive, but with the Stompy mana base here, a 2nd or 3rd turn Rector is common with backup Spheres or CotVs.
Form of the Dragon- A four turn clock/ moat. The best Rector target there is, especially if you can protect it with CotV's and such.
Insidious Dreams- Stacks Explosion over Draco for 16 damage the next turn. Is 16 enough? With fetches and Bob's possibly, but just in case, there is extra backup to follow (Fallouts, Cave-In, Steam Blast)
Draco/ Explosion- 16 damage, 1 Draco is always risky, same with Form of the Dragon
Cabal Therapy- Horrible with CotV's and Trinispheres. True. But it does what it needs to. Provides protection against K-Grips if you see a Rector in your opening hand, and also provides a sac outlet, even if it gets countered by your own CotV.
Volcanic Fallout, Steam Blast, Cave-In- Help control the aggro matches in time to get combo off. All were chosen because they hit creatures and players which is huge if you need to punch through that last few points after a Dracoeruption.
SSG- Extra red to feed Cave-In, powers out combo or disruption
Mana Base- Ugly
There it is. It's a combo deck that is built to beat other combo and aggro. With 12 sweep effects and 12 disruption, zoo should have fits as well as combo. Control, probably not so much.
Suggestions?
BTW- I really liked that both combos fit just above the Stompy disruption cc line. I think that it came together well. Thanks to loveisgreen for that Insidious Dreams combo enabler, I like it a lot.