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Ando
08-02-2010, 02:57 PM
This is my "pet deck," I've been very interested in it for quite some time. Currently I've been more actively working on it. Here's the current list:


Land: 23
7 black fetches
3 Overgrown Tomb
2 Tainted Wood
11 Swamp

Combo: 8
4 Leyline of the Void
4 Helm of Obedience

Tutor/draw smoothing: 4
2 Dimir House Guard
2 Mirri's Guile/SDT

Field control: 16
4 Innocent Blood
2 Ghastly Demise
4 Diabolic Edict
3 Smother
2 Pernicious Deed
2 Maelstrom Pulse

Hand mutilation: 8
4 Duress
4 Hymn to Tourach


Sideboard:

2 Faerie Macabre
3 Perish
3 Choke
3 Krosan Grip
4 Engineered Plague


Something I'd like to address because I know I'm sure people are wondering: How does this deck beat combo? Well, basically you try to tear apart their hand early on and then try to win T5. Leyline and postboard BigMac can mess with IGG, Pulse, and postboard E. Plague can deal with Gobbo tokens, and that's about it.

It's been doing pretty well so far actually, got some 4-0s at my local shop playing against aggro mainly though.


Okay, card choices:
Mana Base:
Mine is crap, yours will probably be better. I might want to add 1-2 more fetchlands (I'll address that later).

Combo:
Exiles their deck. Seems strong. The thing I like about it is that, unlike Painter Grindstone, it isn't messed up by spot removal and has the graveyard hate for Gaea's Blessing effects built in. Unfortunately, it's more expensive manawise. Also, it give a G1 advantage against loam based decks, dredge, reanimator (?), etc.

Tutors and what not:
DHG: Fits with curve perfectly. T3 Search, T4 Play Leyline, T5 Play and activate and win during their draw step. Unfortunately, you timewalk yourself twice first. Still, it's a nice tutor, and does work out with the curve if you know they can't win by turn 4/5 (depending one whether you're on the draw or play).
Mirri's Guile: Good for if you need to survive until lategame to smooth out the draws. Lets you keep drawing removal and looking for whatever you need to win, seeing extra cards with fetchlands (one of the reasons I might up the fetchland count).

Field control:
Innocent Blood: Untargetted, 1cc removal is pretty good. Good for dealing with Mongeese, LACKEY, Progenitus, shroud Sphinx, Tombstalker, etc.
Ghastly Demise: I was having trouble with T1 Lackey on the draw, thus I felt this would be good. This is the other reason I might up the fetch count (need to fetch first to kill a Lackey). I like this better than Vendetta because it's better (or at least less painful) when dealing with Goyf, War Monk, KotR, etc. Even the 1cc dorks in zoo give them a free Bolt with Vendetta. And it's pretty easy to fill up the yard with this deck as well, so that's not really a concern. Still, not always awesome in opening hand, thus I'm using only using 2. If I had room I might use 3. When white gets added this changes to StP.
Diabolic Edict: Untargetted, instant speed. Awesome for Emrakuls, Progeniti and such put in by Sneak Attack. Great piece of removal.
Smother: Some instant speed, targeted removal. Nice against decks with Noble Hierarch, cause it can be annoying if they have a Goyf you need to deal with and a Nobel Hierarch or something, and all you have is an Edict/IB. I'm liking the mix of targeted an nontargeted removal so far.
Maelstrom Pulse: Answers nonland thing that doesn't have shroud. It's a sorcery unfortunately, but it's work it to be able to blow up a planeswalker, 16 goblin tokens at once, or even a couple Lords of Atlantis or whatever.
Pernicious Deed: It blows up everythang. I've been going back and forth about whether or not this should become EE once it become Bgw. EE is much better at dealing with Zoo's quick 1 drops and gobbo tokens from EtW, but Deed's power level is over 9000, it's just a good deal slower. I suppose testing will need to be done at some point. On a side note, deed is making me lean towards Top in the SDT vs. Mirri's Guile debate.

Discard:
Duress I have plenty of creature hate, and two life often seems like a lot, thus I'm playing this over Thoughseize. Used to protect the combo by ripping out conterspells and Krosan Grips, as well as protect me early on by disposing of Planeswalkers and burn and such.
Hymn to Tourach: I don't know how I feel about this spot. Hymn is a total beast but I kind want more targeted discard. I feel like Hymn is more of a disruption card, to be used in decks when you're gonna put on a quick clock and not let them recover. That's not always the case here (although T5 isn't too bad). The problem is:

Thoughseize cost me 2 life, I'd rather not
Inquisition of Kozilek doesn't grab FoW and isn't as good against combo.
I really can't flashback Cabal Therapy, and using it blind T1 can be pretty lame.

That being said, I might try out Inquisition, because it's pretty nice against zoo and gobbos still, and there's really no deck where it won't grab something good.

Sideboard:
Faerie Macabre: Good for getting rid of stuff if I was late on getting Leyline into play. 6 is a pretty decent amount for grave hate as well.
Perish: Goyf, War Monk, KotR, Wild Nacatl, Pridemage, Empyrial Archangel, Elves, Noble Hierarch, Teeg, etc.
Choke: It's quite good against blue when used properly. Can slow merfolk to a crawl if you can keep the off also Vial and kill their manlands.
Krosan Grip: Best artifact/enchantment hate in the game, using 3 because I have Pulse and Deed maindeck already.
Engineered Plague: Gobbos really is probably one of the worst matchups I have if I can't deal with a T1 Lackey. Having 2 of these out is GG. And it doesn't hurt that they can really hurt Merfolk, Elves, Landstill, Dredge, Stax and Belcher as well.

So my questions:

What would you change?
Deed vs. EE?
I feel like I've heard about people siding in E. Plague vs. Zoo, what's the deal there?
Anything else you have to say I'm up for hearing!


Thanks, enjoy.

Mystical_Jackass
08-03-2010, 05:53 PM
With a combo like this, you need

1) Explosiveness, Speed
2) more discard
3) Card Draw
~~~~~~~~~

(1) This combo's gotta be fast, I've had a lil' experience with it in the past. Basically, you either gotta combo out fast before they rush you or before they get Grip or an answer. Why I suggest

+4 Dark Ritual

Which brings me to (2), you probably need more hand removal. You really just wanna spot removal one maybe two potentially hazardous cards, then go for the combo. Hymn is good.. almost not even necessary all the time, you don't really need to generate CA over them, just win.

+4 Thoughtseize

Since you're not always gonna have the ideal hand and I see that you have fetches, I don't think the transmuter is necessary, I think you'd almost be better with Beseech the Queen since you could get more options, but even that seems a little slow, I think simple and quicker is better. Card advantage might become really important in a lot of matches because it helps you dig through your library faster and gives you the resilience you'll need to fight blue.

+4 Dark Confidant
+4 Sensei's Divining Top

Bob might be a pain in the ass, but for one you can somewhat control his ability if you get top out and two, his draw ability is just too good to pass up. Next best would be sign in blood, which is an instant effect for 2 life but you also don't get the 2/1 body to go with it.

IMO, for now I'd...

-2 Mirri's
-2 Dirmir
-13 ALL spot removal (focus your first couple turns on hand removal, let them play their crap, they sweep the board if needed)

I almost think Deed is a lil' slow to get out also, I'm not even really convinced the whole green splash is needed really. If anything it just opens you up more to wastes to slow you down more. If anything you should be running mono black and wastes of your own to slow your opponent down imo. If I had to splash, I'd preferrably splash blue for brainstorm/FoW/daze/vault.

I would recommend running a playset of Damnation. Engineered Explosives is an okay idea, maybe as a SB mainly but again it means more splashing for no reason. I'd focus more on the "trying to win faster" vs the trying not to die part. For lands, I would even consider the one colorless land that allows you to set aside your hand and take a free Mulligan... food for thought, I wish you gl.

p.s. @Perish -- Don't forget Projenitus! :P

Ando
08-05-2010, 01:11 AM
Hmm okay, I kinda see the direction you're going. I'm sure I'll try it some point at least a couple nights at FNM. And I agree that blue would be better, but it's really a money issue honestly (looking to buy a new bass pedal at the moment :P ).

Going to a largish tourney this weekend, I'll post a report.

Nuke-tified
08-07-2010, 10:47 PM
Okay so before I forget, here's my opinions on Deed vs. EE.

Deed can be a little bit slower, but in the early game you're most likely investing 1-2 entire turns whether you use EE or Deed. The biggest difference between the two (assuming you can make three or four or five colors of mana) is that EE allows you to be precise, and Deed allows you to wipe the board more easily and more completely. Personally, I would go with Deed. EE on the board with a set number of charge counters on it is a lot easier to play around than a Deed that's just chillin. Deed is usually more intimidating, hopefully making your opponent have to hold back and apply less pressure to avoid getting blown out. So theoretically it could buy you some extra time just by being on the board.

Other stuff. No basic forest at all? Do you just generally not need it? Have you thought about playing Ill-Gotten Gains? I know, I know, this ain't no storm combo deck. But consider the synergy it has with your four main deck Leylines. I know that the four drop spot is already a little crowded, but I think it's probably worth trying out one or two copies. I'm pretty sure I understand your reasoning for not playing Dark Rit, but just out of curiousity, how is it working without it? Do you ever find yourself wishing you had them in the deck?

As far as Mirri's Guile and SDT, I don't think you can go too wrong either way. I know that being able to use Deed or EE without losing SDT is pretty nice, but how nice is it? What I mean is Mirri's Guile costs one mana, once. Top can be used multiple times in a turn, which is a huge advantage over Mirri's Guile, but I think the most important thing to consider is do you consistently have 1-2 extra mana to spend every turn? Or are you usually tapping out to nuketify creatures or transmute or play deed or play combo pieces? Mirri's Guile let's you use it every upkeep for free, leaving all of your mana to be spent on other things. I'm not sure what i'd go with on this one.

If you are interested in trying out IGG, I have two you're welcome to borrow any time.

nodahero
08-08-2010, 03:54 PM
I agree with Mystical Jackass almost entirely. The one thing I vehemently disagree on is the inclusion of Dark Confidant however. I would switch him to either be a Nights Whisper or Sign in Blood. Confidant is terrible in a list like this because you turn on their StPs and CO. while also not netting any new cards until your next turn. With the other two I suggested you PROFIT then as opposed to in two turns. Not to mention you will TYPICALLY lose less life and your opponent will not know what is in your hand.

Ando
08-09-2010, 03:31 PM
If I was gonna go for some CA type thing, I'd probably do Phyrexian Arena. It's pretty scary once one of those resolves.

After the tournament yesterday (did lousy and dropped), I think red would be a better colour to splash than green, for:
Flame slash (lackey, RWM, often times goyf, Nacatl, etc. It's surprisingly good)
Terminate
Firespout (the main one)
Pryoblast/REB sideboard (CB, JACE, Thopter Foundry)

Also, SDT was an terrific, no way I'd use Mirri's Guile over it. I'm thinking a list something like this:


4 Bloodstained Mire
1 Verdant Catacombs
1 Marsh Flats
1 Poluted Delta
1 Mountain
4 Badlands
10 Mountain

4 Innocent Blood
3 Flame Slash
4 Terminate
3 Diabolic Edict
3 Firespout

4 Duress
3 Hymn to Tourach
2 Inquisition of Kozilek (Discard can be switched around to fit meta)

2 SDT
2 Dimir House Guard

4 Leyline of the Void
4 Helm of Obedience


Just a quick list for thought