Pastorofmuppets
06-03-2010, 09:44 AM
So, I'm here with another crappy Frankenstein Monster deck. Initially, this was to abuse the Kor Spiritdancer/Rancor interaction, which led me into running a bunch of Enchantress stuff. Then I decided, "hey, Survival is an enchantment, and Retainers-Iona out of fucking nowhere might be good." And thus I give you HISE.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
4 [A] Savannah
4 [JGC] Windswept Heath
5 [RAV] Forest (2)
2 [FUT] Horizon Canopy
2 [RAV] Temple Garden
2 [OD] Plains (3)
// Creatures
3 [US] Argothian Enchantress
2 [ROE] Kor Spiritdancer
1 [10E] Squee, Goblin Nabob
1 [ZEN] Iona, Shield of Emeria
1 [JU] Genesis
1 [PY] Spore Frog
1 [P3] Loyal Retainers
3 [TE] Auratog
// Spells
4 [UL] Rancor
4 [ON] Enchantress's Presence
4 [R] Swords to Plowshares
4 [DIS] Utopia Sprawl
4 [EX] Survival of the Fittest
2 [ARE] Enlightened Tutor
3 [CHK] Ghostly Prison
1 [HOP] Oblivion Ring
2 [LRW] Hoofprints of the Stag
// Sideboard
SB: 2 [JU] Solitary Confinement
SB: 1 [LG] Moat
SB: 4 [IN] Sterling Grove
SB: 4 [CH] Tormod's Crypt
SB: 4 [V09] Trinisphere
First and foremost, I know that the sideboard is crap, I tried to make it an Enchantress conversion. Sterling Grove and Moat have still both proven stellar. I might run Carpet of Flowers somewhere in there.
Card Choices:
-Enchantress, Presence: They draw cards like a bauss. Once you set up the Rancor/Auratog loop, you're golden.
-Survival and everything related: Initially, I ran blue for Hatching Plans and Daze, but then Auratog and Spiritdancer were my sole wincons. So I cut blue and put in the Survival suite of Iona, Genesis, Loyal Retainers, Spore Frog, and Squee.
-Kor Spiritdancer: Formerly it was a wincon with Rancor, now it just feels bad. I'll probably cut it for Enchantress and Auratog #4.
-Rancor: This card is gravy with Auratog and Enchantress. It turns Auratog into a trample-y Shivan Dragon on crack. And then with Enchantress on the board, you're drawing a card and pumping Auratog for 0 net cards and a tapped forest.
-Hoofprints of the Stag: Obviously, you're drawing a crap-ton of cards once the engine gets up. A 4/4 flier goes a long way, and there's no reason to not want to resolve even more of them.
-I've played a few games vs. Tempo Thresh, and the MU really swings based on whether or not you can remove Trygon Predator, as it is probably this deck's worst enemy.
-Goblins is nigh-impossible to beat, no matter how you look at it.
-ANT can be beaten, but it takes a small measure of luck as you have 9 dead cards against them, which is a pretty large margin. a turn 3 Rancored Auratog can beat them down far enough that Ad Nauseam may just not get there. Postboard isn't as bad, since you can lay down Trinisphere turn 2 if you open with 2 lands and a Sprawl.
-I haven't tested against Bant or Merfolk, but I'm going to take a wild guess that Bant shouldn't be too rough, as Progenitus is the only problem card and is handled by Moat postboard. I honestly don't know what to think about Merfolk. They don't run Stifle anymore, so I can use fetches with only the fear of Wasteland. Another sweet game for Moat.
-Stompybase decks will really take a hit if you resolve Iona or even the Spore Frog lock.
-Ichorid is probably about 60/40, as it's Ichorid. A quick Survival can at least beat out their Bridges (Spore Frog) and Iona can be locked out by Frog/Geneis since they're going to want to name White as soon as they know you're running it.
-Reanimator is another one I haven't run into on MWS yet, if anyone wants to test with me.
-Zoo can be beaten by Ghostly Prison almost alone, until Iona on White hits. I still would have a difficult time calling it even though.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
4 [A] Savannah
4 [JGC] Windswept Heath
5 [RAV] Forest (2)
2 [FUT] Horizon Canopy
2 [RAV] Temple Garden
2 [OD] Plains (3)
// Creatures
3 [US] Argothian Enchantress
2 [ROE] Kor Spiritdancer
1 [10E] Squee, Goblin Nabob
1 [ZEN] Iona, Shield of Emeria
1 [JU] Genesis
1 [PY] Spore Frog
1 [P3] Loyal Retainers
3 [TE] Auratog
// Spells
4 [UL] Rancor
4 [ON] Enchantress's Presence
4 [R] Swords to Plowshares
4 [DIS] Utopia Sprawl
4 [EX] Survival of the Fittest
2 [ARE] Enlightened Tutor
3 [CHK] Ghostly Prison
1 [HOP] Oblivion Ring
2 [LRW] Hoofprints of the Stag
// Sideboard
SB: 2 [JU] Solitary Confinement
SB: 1 [LG] Moat
SB: 4 [IN] Sterling Grove
SB: 4 [CH] Tormod's Crypt
SB: 4 [V09] Trinisphere
First and foremost, I know that the sideboard is crap, I tried to make it an Enchantress conversion. Sterling Grove and Moat have still both proven stellar. I might run Carpet of Flowers somewhere in there.
Card Choices:
-Enchantress, Presence: They draw cards like a bauss. Once you set up the Rancor/Auratog loop, you're golden.
-Survival and everything related: Initially, I ran blue for Hatching Plans and Daze, but then Auratog and Spiritdancer were my sole wincons. So I cut blue and put in the Survival suite of Iona, Genesis, Loyal Retainers, Spore Frog, and Squee.
-Kor Spiritdancer: Formerly it was a wincon with Rancor, now it just feels bad. I'll probably cut it for Enchantress and Auratog #4.
-Rancor: This card is gravy with Auratog and Enchantress. It turns Auratog into a trample-y Shivan Dragon on crack. And then with Enchantress on the board, you're drawing a card and pumping Auratog for 0 net cards and a tapped forest.
-Hoofprints of the Stag: Obviously, you're drawing a crap-ton of cards once the engine gets up. A 4/4 flier goes a long way, and there's no reason to not want to resolve even more of them.
-I've played a few games vs. Tempo Thresh, and the MU really swings based on whether or not you can remove Trygon Predator, as it is probably this deck's worst enemy.
-Goblins is nigh-impossible to beat, no matter how you look at it.
-ANT can be beaten, but it takes a small measure of luck as you have 9 dead cards against them, which is a pretty large margin. a turn 3 Rancored Auratog can beat them down far enough that Ad Nauseam may just not get there. Postboard isn't as bad, since you can lay down Trinisphere turn 2 if you open with 2 lands and a Sprawl.
-I haven't tested against Bant or Merfolk, but I'm going to take a wild guess that Bant shouldn't be too rough, as Progenitus is the only problem card and is handled by Moat postboard. I honestly don't know what to think about Merfolk. They don't run Stifle anymore, so I can use fetches with only the fear of Wasteland. Another sweet game for Moat.
-Stompybase decks will really take a hit if you resolve Iona or even the Spore Frog lock.
-Ichorid is probably about 60/40, as it's Ichorid. A quick Survival can at least beat out their Bridges (Spore Frog) and Iona can be locked out by Frog/Geneis since they're going to want to name White as soon as they know you're running it.
-Reanimator is another one I haven't run into on MWS yet, if anyone wants to test with me.
-Zoo can be beaten by Ghostly Prison almost alone, until Iona on White hits. I still would have a difficult time calling it even though.