Sevryn
12-17-2009, 02:07 AM
Out of a love for Stax decks, I have started working on a hybridization between Stax and Dragon Stompy. This was started by noticing that both decks plan to have brutally disruptive first turn plays that are permanent in nature.
A first draft:
Blood Stax
//Land
4 Wasteland
4 Ancient Tomb
4 City of Traitors
12 Mountain
//Critters
4 Simian Spirit Guide
4 Magus of the Moon
3 Flametongue Kavu
3 Rakdos Pit Dragon
//Artifacts
3 Mox Diamond
2 Chrome Mox
4 Chalice of the Void
3 Crucible of Worlds
3 Trinisphere
4 Smokestack
//Enchantments
3 Blood Moon
//Sideboard
SB: 1 Blood Moon
SB: 1 Trinisphere
SB: 3 Pithing Needle
SB: 4 Tormod's Crypt
SB: 3 Shattering Spree
SB: 3 Red Elemental Blast
Good news:
-100% permanents
-Great acceleration from Moxen and SSG combined with 2-mana-lands
-Heavy disruption from the first main phase: Trinisphere, Blood Moon, Magus of the Moon, Chalice of the Void can all come down sickeningly fast.
Bad news:
-Moon effects diminish the power of wasteland
-No way to deal with enchantments
-SB required to deal with artifacts
-Loss of effectiveness on the draw
Initial toying on MWS has been consistent with the above good/bad.
Against 43 lands, landing any moon effect was GG. Landing chalice at 1 on the play was very good disruption, on the draw it was still good at 2 to shut down loam.
Multiple opponents have just quit within the first two turns... first turn chalice followed by 2nd turn smokestack will do that, apparently. So will first turn moon effect against decks being greedy with non-basics.
Losses have come against NO/Pro running lots of basics, a janky deck that landed academy rector into form of the dragon (no way to deal with enchantments hurts a lot), and decks dropping multiple goyfs very early (basically fast agro can overrun the deck if disruption isn't perfect).
This deck is still very much in its initial stages, but I think it has some potential. It comes out of the gates strong, often effectively winning within the first two turns. It also can deal with an entrenched opponent by ramping up a smokestack to clear the board. More likely is an opponent survives the first wave of disruption only to be slowly whittled to nothing by a smokestack at 1.
I'm very open to suggestions on this deck. FTK in particular feels weak, and I feel that there must be a better finisher than RPD. The mana-base feels strong in its simplicity, though exact numbers may need tweaking. The mox package of 3 MD/2 CM/4 SSG feels correct to me, but I can't really explain why so perhaps it could be improved. Finally, the sideboard was just thrown together and could stand major inspection and revision.
As a final final note, the deck needs more testing against higher tier decks.
Thanks for your time.
A first draft:
Blood Stax
//Land
4 Wasteland
4 Ancient Tomb
4 City of Traitors
12 Mountain
//Critters
4 Simian Spirit Guide
4 Magus of the Moon
3 Flametongue Kavu
3 Rakdos Pit Dragon
//Artifacts
3 Mox Diamond
2 Chrome Mox
4 Chalice of the Void
3 Crucible of Worlds
3 Trinisphere
4 Smokestack
//Enchantments
3 Blood Moon
//Sideboard
SB: 1 Blood Moon
SB: 1 Trinisphere
SB: 3 Pithing Needle
SB: 4 Tormod's Crypt
SB: 3 Shattering Spree
SB: 3 Red Elemental Blast
Good news:
-100% permanents
-Great acceleration from Moxen and SSG combined with 2-mana-lands
-Heavy disruption from the first main phase: Trinisphere, Blood Moon, Magus of the Moon, Chalice of the Void can all come down sickeningly fast.
Bad news:
-Moon effects diminish the power of wasteland
-No way to deal with enchantments
-SB required to deal with artifacts
-Loss of effectiveness on the draw
Initial toying on MWS has been consistent with the above good/bad.
Against 43 lands, landing any moon effect was GG. Landing chalice at 1 on the play was very good disruption, on the draw it was still good at 2 to shut down loam.
Multiple opponents have just quit within the first two turns... first turn chalice followed by 2nd turn smokestack will do that, apparently. So will first turn moon effect against decks being greedy with non-basics.
Losses have come against NO/Pro running lots of basics, a janky deck that landed academy rector into form of the dragon (no way to deal with enchantments hurts a lot), and decks dropping multiple goyfs very early (basically fast agro can overrun the deck if disruption isn't perfect).
This deck is still very much in its initial stages, but I think it has some potential. It comes out of the gates strong, often effectively winning within the first two turns. It also can deal with an entrenched opponent by ramping up a smokestack to clear the board. More likely is an opponent survives the first wave of disruption only to be slowly whittled to nothing by a smokestack at 1.
I'm very open to suggestions on this deck. FTK in particular feels weak, and I feel that there must be a better finisher than RPD. The mana-base feels strong in its simplicity, though exact numbers may need tweaking. The mox package of 3 MD/2 CM/4 SSG feels correct to me, but I can't really explain why so perhaps it could be improved. Finally, the sideboard was just thrown together and could stand major inspection and revision.
As a final final note, the deck needs more testing against higher tier decks.
Thanks for your time.