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Killane
01-15-2010, 08:44 AM
Obeyline Control

4 Leyline of the Void
3 Helm of Obedience
4 Bitterblossom
4 Dark Confidant
2 Umezawa's Jitte
4 Dark Ritual

4 FoW
4 Daze
4 Spell Snare
4 Brainstorm
3 Intuition
2 Vendillion Clique
4 Polluted Delta
2 Island
2 Swamp
2 Underground Sea
2 Tropical Island
1 Bloodstained Mire
1 Flooded Strand
3 Wasteland
1 Academy Ruins

Sideboard

2 Stifle
2 Trickbind
3 Perish
2 Vendillion Clique
2 Krosan Grip
2 Douse
1 Engineered Explosives
1 Life from the Loam


Why?

- I like maindeck Leylines. There are plenty of yard dependant decks in my meta (reanimator, salvagers, dredge on occaision, sometimes even IggyPop)
- I want to run FoW and Daze, but I don’t want to run Counterbalance (too hated on and games last too long)
- I like instant wins out of control shells.

Maindeck Choices

4 Leyline / 3 Helm

This should be obvious. Leyline is only worth running as a 4-of. Multiple Helms are dead but you want to see it quickly.

4 Bitterblossom/4 Bobs/ 2 Clique / 2 Jitte

The “dude package”. Bitterblossom is insane vs Aggro and Fairies carrying Jittes can be quite effective. Bob is obvious, given the ability to “just win’ you want the CA engine and again he can carry a Jitte. Clique was originally Thoughtseize but I wanted more things t pitch to FoW and its yet another dude to carry a Jitte.

4 FoW / 4 Daze / 4 Spellsnare

Ok, I’m a blue virgin in legacy. Until now I’ve always played some kind of rock/eva green strategy. This just seems like the best package to me, lots of early game counters and only 1 of 3 choices gets weak in the late game.


4 Brainstorm

I’m digging for a combo. You dig it?

3 Intuition

Fetches Helm, fetches Leyline, pitches to FoW, instant speed, works well with the package from the sideboard. Done.

4 Dark Ritual

This deck was originally designed without these, but I felt it lacked explosiveness without acceleration. 4 Rituals opens up the possibility (slim as it may be) of comboing out on turn 1, and allows for turn 3 with only one Ritual. It can bring out the blossom + Jitte turn two, etc… etc… etc…

Manabase

Maybe my vintage origins are showing here. Is the manabase too greedy? I have a hard time judging this since I’m used to running 28 sources out of only 11 lands in Vintage.

Sideboard Choices

2 Stifle
2 Trickbind

Nice for punishing greedy Mana bases with tons of fetchlands, nice for combating combo decks.

3 Perish

Kills Goyf and all his friends. Kills Rox War Monk. Kills Progentius. Murder Kill Kill Kill

2 Vendillion Clique

A nice fast clock and duress for the control mirror. Aplications vs combo.

2 Krosan Grip

Counterbalance counterschmalance.

2 Douse

At first glance burn seems likes it would be a terrible matchup for this deck. I’d be thrilled if someone more experienced than me told me I’m an idiot for including this so I could justify including something better.

1 Engineered Explosives
1 Life from the Loam

Forms a nice intuition package with the singleton Academy Ruins in the maindeck for unlimited sweeping against a variety of opposing decklists. The deck can support explosives for 3 or less – might consider splaching a red source so I can do EE for 4 if someone points out a good reason why I should.

Playing the Deck

Momentary disclaimer:

I haven’t. This deck right now exists only in my mind, but it seems like a good idea so before I go shell out the funds to buy what I don’t have for it yet (about $80 or so worth of cards), I want some feedback.

The idea is to play beatdown vs the control mirror and control vs beatdown. Bitterblossom seems like a great wincon vs slow decks like counterbalance that can’t really race a cloud of faries (see what I did there?) led by a Jitte-carrying cheerleader, especially with all the permission I’m running to keep there garbage off the table (here’s looking at you Goyf). You get them so focused on sticking a relevant blocker or recurring explosives for 0 that they can’t handle Obeyline and then you just win.

Vs Aggro, blossom serves as a forcefield and then you Obeyline and just win. If they grip it, you have Ruins to get it back and win next turn.

What does everyone think?

Aleksandr
01-15-2010, 08:57 AM
Try the deck on MWS and then return with more data. I fear that playing Dark Confidant together with Leyline, Helm, Fow, BB and Clique, while not using SDT is a mistake that will cost you many games.

I cannot imagine playing this against any deck with solid clock (be it ZOO, Burn, Thrash, ANT), but maybe I am wrong.

Fons
01-15-2010, 09:00 AM
Bitterblossum and Confidant looks like a lot of life loss. I would probably cut bitterblossum and add Tarmogoyf as goyf can block and live through a lot. I would hate to see your blocker die to krosan grip.

Killane
01-18-2010, 10:26 AM
Bitterblossum and Confidant looks like a lot of life loss. I would probably cut bitterblossum and add Tarmogoyf as goyf can block and live through a lot. I would hate to see your blocker die to krosan grip.

this makes sense, but makes the deck more vulnerable to mana denial. how much of an issue to you think that might be?

Gocho
01-18-2010, 11:15 AM
If you play bitterblossom and clique there are not any reason to not play Spellstutters.

Kangaxx
01-18-2010, 11:07 PM
I've always been a fan of Diabolic Intent. I'd maybe cut the Helm count to a 1'of, and run some silver bullets to grab. This should also be good since you can use Intent on Bitterblossom tokens or get rid of life threatening Confidants if they prove to be troublesome.

edgarps22
02-16-2010, 05:59 AM
Ok so I have been giving this deck some thought as I have recently started playing Legacy again, aka I had the money to actually play again. I took a different route and, though untested, i garuntee I will be testing this one thoroughly, it seems to fit the bill a bit more for a control setup and also to make the deck more consistent. I will explain my card choices after the list.

Helm Control:

4 Leyline of the Void
3 Helm of Obedience

4 Thirst for Knowledge
4 Sensei’s Divining Top
4 Dark Confidant
2 Intuition

3 Damnation

4 Goblin Welder

4 Force of Will
4 Counterspell
2 Daze

4 Chrome Mox
4 Underground Sea
4 Volcanic Island
4 Polluted Delta
2 Scalding Tarn
1 Swamp
1 Mountain
2 Island

Ok lets go with each card individually:

Helm of Obedience: Combo peice, essential to the deck, work amazing with Leyline

Leyling of the Void: Also part of the combo, but also works as maindeck hate for a plethora of decks in Legacy such as Ichorid, 43 Lands, Aggro Loam, Survival decks in general, etc etc, solid solid card.

Dark Confidant: Bob has served us well for a long time, vulnerable to removal, yes, but if left alone will demolish someone faster than you can blink. Also works well with ...

Sensei's Diving Top: Go figure on e of the premiere artifacts of the format made its way into my list. Amazing card selection, keeps Bob from killing you, can also grab a much needed counterspell from the top 3 in a rush.

Thirst for Knowledge: This one came to me after thinking about it for a while, I have run this in a psychatog deck way back when, Big Arse 2 matter of fact, and it served that deck REALLY well, especially since it packed artifacts like Chrome Mox, this one does as well, makes them less of a bad draw late game, and can put your helms in the Graveyard for you for the next card.

Goblin Welder: This is the main reason for the splash of red. This creature comes out very fast and can setup a quick win as well as a more consistent dek. If you get your helm countered oh well, if you discard it while thirsting, then good you can pull it out later, very good slot for this deck to give it some resiliency in the control mirror.

Intuition: This card is probably the weakest in the deck, it basically acts as Thirst #5 and #6, but it also gives you some utility.

Damnation: The only Maindeck removal. This card is meant for the aggro matchups. This deck needs to fit in more removal.

Force of Will: I should not have to explain this one.

Daze: I left the count at 2 because it is solid but I do not like seeing it very often, its slows you down, and with the draw/search in the deck, u can find it easy enough.

Counterspell: This was the sketchy part of the counter base, as this suite is fairly traditional, ie this deck is not running counterbalance. Honestly Counterbalance is not a very good choice for the deck because of the variety/inconsistency of the CMC's. Counterspell went in as the solid spell that will answer most of the problem cards and will do it well.

Chrome Mox: This is a great accelerant in a deck that has a few dead cards in it in certain matchups, like an Intuition you do not need, or a confidant once u have yours in play. This also gets discarded to Thirst and can be switched with Welder, making the combo easier to setup.

As for what the deck needs, more removal, and more removal. This archetype is a GREAT matchup for Zoo and Goblins. Those matchups seem to need the most work. Obviously this can be covered in the Sideboard with a great deal of cards like Fire/Ice, MAYBE bitterblossom, honestly that would bring in too much life loss. Though I do not know exactly what I would use in a sideboard but it might look something like ...

4 Fire/Ice
4 Diabolic Edict
1 Damnation
4 Propaganda
2 Blue Elemental Blast

Please give feedback on my idea on the deck turning towards a red splash and critique the hell out of me. And If possible test what I have down, I still have to collect half of these cards to give them a real test, other than that its MWS time, and those are less reliable in my experience.

Kangaxx
02-17-2010, 08:14 AM
Ok so I have been giving this deck some thought as I have recently started playing Legacy again, aka I had the money to actually play again. I took a different route and, though untested, i garuntee I will be testing this one thoroughly, it seems to fit the bill a bit more for a control setup and also to make the deck more consistent. I will explain my card choices after the list.

Helm Control:

4 Leyline of the Void
3 Helm of Obedience

4 Thirst for Knowledge
4 Sensei’s Divining Top
4 Dark Confidant
2 Intuition

3 Damnation

4 Goblin Welder

4 Force of Will
4 Counterspell
2 Daze

4 Chrome Mox
4 Underground Sea
4 Volcanic Island
4 Polluted Delta
2 Scalding Tarn
1 Swamp
1 Mountain
2 Island

Ok lets go with each card individually:

Helm of Obedience: Combo peice, essential to the deck, work amazing with Leyline

Leyling of the Void: Also part of the combo, but also works as maindeck hate for a plethora of decks in Legacy such as Ichorid, 43 Lands, Aggro Loam, Survival decks in general, etc etc, solid solid card.

Dark Confidant: Bob has served us well for a long time, vulnerable to removal, yes, but if left alone will demolish someone faster than you can blink. Also works well with ...

Sensei's Diving Top: Go figure on e of the premiere artifacts of the format made its way into my list. Amazing card selection, keeps Bob from killing you, can also grab a much needed counterspell from the top 3 in a rush.

Thirst for Knowledge: This one came to me after thinking about it for a while, I have run this in a psychatog deck way back when, Big Arse 2 matter of fact, and it served that deck REALLY well, especially since it packed artifacts like Chrome Mox, this one does as well, makes them less of a bad draw late game, and can put your helms in the Graveyard for you for the next card.

Goblin Welder: This is the main reason for the splash of red. This creature comes out very fast and can setup a quick win as well as a more consistent dek. If you get your helm countered oh well, if you discard it while thirsting, then good you can pull it out later, very good slot for this deck to give it some resiliency in the control mirror.

Intuition: This card is probably the weakest in the deck, it basically acts as Thirst #5 and #6, but it also gives you some utility.

Damnation: The only Maindeck removal. This card is meant for the aggro matchups. This deck needs to fit in more removal.

Force of Will: I should not have to explain this one.

Daze: I left the count at 2 because it is solid but I do not like seeing it very often, its slows you down, and with the draw/search in the deck, u can find it easy enough.

Counterspell: This was the sketchy part of the counter base, as this suite is fairly traditional, ie this deck is not running counterbalance. Honestly Counterbalance is not a very good choice for the deck because of the variety/inconsistency of the CMC's. Counterspell went in as the solid spell that will answer most of the problem cards and will do it well.

Chrome Mox: This is a great accelerant in a deck that has a few dead cards in it in certain matchups, like an Intuition you do not need, or a confidant once u have yours in play. This also gets discarded to Thirst and can be switched with Welder, making the combo easier to setup.

As for what the deck needs, more removal, and more removal. This archetype is a GREAT matchup for Zoo and Goblins. Those matchups seem to need the most work. Obviously this can be covered in the Sideboard with a great deal of cards like Fire/Ice, MAYBE bitterblossom, honestly that would bring in too much life loss. Though I do not know exactly what I would use in a sideboard but it might look something like ...

4 Fire/Ice
4 Diabolic Edict
1 Damnation
4 Propaganda
2 Blue Elemental Blast

Please give feedback on my idea on the deck turning towards a red splash and critique the hell out of me. And If possible test what I have down, I still have to collect half of these cards to give them a real test, other than that its MWS time, and those are less reliable in my experience.

This deck looks interesting. I think that it needs more artifact lands to compliment the Welders and Thirsts though. I'd run 2-3 maybe.

edgarps22
02-17-2010, 12:30 PM
So say - 1 Underground Sea, -1 Volcanic Island, -1 Island, +1 Seat of the Synod, +1 Great Furnace, +1 Vault of Whispers maybe?