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GGoober
12-03-2010, 03:10 PM
BRIEF HISTORY:
I like designing decks and testing ideas. Sadly 9/10 decks that I create fail pretty bad or at least have conceptual flaws that don't play out as intended from a design point of view. There are lots of oppotunities to create decklists in Legacy but sadly only a few cut it due to design constraints. What seems nice on paper doesn't always work in a practice. There is often a tradeoff between an idea/concept and practicality.

For instance, the Punisher UWr Punishing Fire Landstill) list that I created was great in theory, and in practice performed as I had expected: it beats the hell out of Merfolks/Gobs and loses to Goyfs/Knights. As much as I have worked on the flaws of the deck (adding more EEs in later iterations), in the end, the overall strategy of the deck did not match up to requirements of the archetype: control. It was a fundamental flaw in deck design. The idea/concept wasn't bad but it didn't work well in practice.

Another example was my desire to make Grim Monolith and Metalworker work in Legacy. MUD seemed attractive but just never worked out the way it planned to. Cards like Monolith and Metalworker are insanely good, but in a deck and format with constraints (no Mishra's Workshop, Legacy meta isn't like Vintage where MUD strategies are viable), the strategies sometimes don't add up. For instance, you can have an unanswered Metalworker and win games, but in most cases, Metalworker is argubly a bad Bob that dies to removal but has the disadvantage of being a terrible topdeck. In the Metalworker lists I've worked with, I've come to the same conclusions: I won the nuts with Metalworker when he resolves, but in the no-nuts situations, he is fairly weak/slow e.g. if you don't open Metalworker turn 1, you're tapping to ramp up on turn 3, which is argubly behind the fundamental clocks of most Legacy decks, and this is ignoring any form of disruption your opponents may present to you (Zoo bashing face, Counterspells, StPs, etc).

The following list is built with an idea, initially a flawed one, but has shown quite a lot of promise to be viable.

The idea is based on utilizing the aggressiveness of affinity to overwhelm aggro competitors yet playing a deck that beats control/combo (stompy shell). I have various lists being developed on this idea, involving Metalworker, Monolith, Smokestacks etc, but none worked as well as this list.

DECK: Spawn more Overseeers
Lands: 24
4 Mishra's Factory
4 Blinkmoth Nexus
4 Wasteland
4 Seat of the Synod
4 Ancient Tomb
4 City of Traitors

Accelerants: 5
3 Mox Diamond
2 Mox Opal

Lock-pieces: 10
3 Trinisphere
3 Crucible
4 Chalice of the Void

Equipments: 6
4 Cranial Plating
2 Umezawa's Jitte

Beaters: 16
4 Steel Overseer
4 Arcbound Ravager
4 Master of Etherium
4 Etched Champion

Sideboard: 15 (in progress, you tweak yourself for your metagames)
4 Thorn of Amethyst (control/combo)
1 Trinisphere (combo)
3 Defense Grid (control)
3 Winter Orb (control/Enchantress/Aggro/CBTop, very solid against the right deck)
4 Relic of Progenitus (dredge/GY/Goyf/KotR/Loam)

Other options:
Pithing Needle
Silent Arbiter
Razormane/MTMasticore (not advised)
More equipments (SoFI mainly against x/1s, x/2s)

The list draws its inspiration from Hanni's 5/3 Blue Artifact Aggro deck and Taco's Full Metal deck. There are obvious exclusions and questionable choices so I'm here to answer them from my opinions.

Acceleration is key to a stompy deck. Sadly Chrome Mox[cards]'s wording is outdated and dumb. I've considered 3-4 Mox Opals but rejected the idea. Mox Opal is amazing in the deck (That's why I run 2) but it is not relevant until turn 2 (you hardly get Metalcraft online turn 1 with this deck) so I have to explore other options. I thought about Grim Monolith/Lotus Petal but these options don't provide security of manabase that actually is required by the deck to consistently drop 3cmc threats or use the extra mana to pump manlands and free up Wastelands without actually slowing the deck down.

Our next best option becomes: [cards]Mox Diamond which conveniently works with Crucible of Worlds and a high land-count. Over time, I realized the synergy of Mox Diamond + Crucible + Manlands + Overseer + Wasteland + Trinisphere all started to build into each other. The beauty was: None of these cards are bad. They are all decent cards alone i.e. no cute tricks, but when paired together, they become quite potent.

Keep in mind the philosophy of the deck again: Aggressive creatures in a stompy shell. Why not just play something like Dragonstompy or MGCA/Faerie Stompy? Because there are many synergies in the above lists that function powerfully when undisrupted, yet having the potential to recover from a setbacked position.

How so?
Let's look at the creaturebase for now. I have one philosophy for the creatures in this deck: They need to do enough for what they cost.

E.g.
Steel Overseer
- Overseer is a 1/1 for 2 interacts strongly with Arcbound Ravager or any artifact creature with Ravager out (the +1/+1 counters work with the Modular ability).
- Overseer interacts with the 8 manlands providing a backup plan against aggro/control when your other threats are being answered.
- Overseer has synergy with Etched Champion (MVP in the deck).
- Overseer costs 2, droppable on turn 1 all the time via Tomb-lands or Mox+ non-tombland.

CONCLUSION: For 2, a 1/1 Overseer does more than just beat for 1. He interacts synergistically with many components of the deck, either to extend towards a win, or setting up inevitability (e.g. counters on manlands/Etched Champion)

Arcbound Ravager
- Ravager is a 1/1 for 2 and interacts strongly with all artifacts in the deck.
- Ravager is a main source of removal-denial (voiding StPs by saccing targetted creatures)
- Ravager has synergy with Overseer and Etched Champion/Blinkmoth Nexus
- Ravager costs 2, droppable on turn 1 all the time via Tomb-lands or Mox + non-tombland

CONCLUSIONS: For 2, a 1/1 Ravager does more than just beats for 1. He not only denies targetted removal at times (saccing in response to StP for example), but he preserves the overall P/T of the board position by transferring these P/T onto other targets, argubly better targets e.g. Etched Champion and Blinkmoth Nexus

Master of Etherium
- Master is a x/x for 2U and interacts strongly with all artifacts in the deck.
- Master is the main aggressor, comparable to Knight of the Reliquary/Goyf in other decks, and he pumps even the manlands, increasing threat-density for the deck
- Master costs 2U, droppable on turn 1 sometimes via Mox + Tomb-lands, otherwise available on turn 2 all the time.

CONCLUSIONS: For 2U, Master is the big fast beater of the deck. Most opponents of affinity know how terrifying this card is so we won't go into detail explaining how awesome he is.

Etched Champion
- Champion is a 2/2 for 3 that is basically almost unkillable in the deck (pending Pernicious Deed)
- Champion is mainly a defesive card initially, until Overseer/Master/Cranial Plating/Jitte/Ravager pump him up to start winning games in 1-2 turns.
- Champion costs 3, droppable on turn turn 1 sometimes via Mox + Tomb-lands, otherwise available on turn 2 all the time.

CONCLUSIONS: If I were to name a card that this deck is based off, it's probably Champion, with Overseer coming up next. Champion IS the card you want to see all the time. Everything in the deck interacts with him. Ravager can pump him FTW while keeping Metalcraft active in mind. Overseer grows Champion slowly but each growth speeds up the clock by 0.5-1 turn. Cranial Plating and Jitte are unstoppable on a Champion. He also serves his purpose early game against more aggressive decks by blocking defensively. With Ravager + Overseer, Champion is hardly ever a 2/2 and when he hits 3/3, he will be able to trade with most creatures in the format (namely Zoo, Lord'd Merfolks/Gobs, Mongoose).

So the creature-base consists of creatures that can always or most of the times be dropped on turn 1, and all of them can be dropped on turn 2. Each creature is more than just vanilla. They fulfill the needed purpose of the deck. Good Affinity creatures excluded include: Frogmite and Myr Enforcer. The loss of Frogmite is forgiveable since a 2/2 does nothing for this deck since it isn't as explosive as Affinity so Frogmite coming down on turn 2 is not impressive for the format. Myr Enforcer will be missed, but it is hard to hit Affinity for this guy in this deck. Overseer will pump most artifacts into Enforcer size in 2-turns, and don't forget that these include your manlands as well.


Having seen the creature-base, I'll delve a little into the Equipments.
Cranial Plating
This is the most ridiculous equipment ever printed (only in certain decks). I was opting to play SoFI and SoLS over its place, but note that costing 2 to play and 1 to equip makes all the difference in the clock of the deck. The Swords come down at least a full turn later than plating (argubly 2 turns sometimes) and this makes a huge difference in the speed of the deck.

Plating on Etched Champion or Blinkmoth Nexus is usually game over, and this is the common win-condition of the deck, otherwise slapping Plating on a big Master will force them into chumping mode until you eventually win or close in with a Champion/Blinkmoth

Umezawa's Jitte
I would like to cut the card, but this deck's weak matchups include Burn/Zoo/Goyf Slight (any fast aggro deck). Jitte wins these matchups single-handedly and it's always a strong card for any aggro deck. 16 creatures in the deck seems to be low on threats, but once you account the manlands that fly or pump each other, the deck can support 2 more Jittes. I opted for Jitte over SoFI and SoLS because it is once again faster and the lifegain/removal is relevant.

The other aspect of the deck is the lock-pieces provided in a stompy shell that gives you a good matchup against combo/control game 1.
Chalice of the Void
Your deck is immune to Chalice@1 which so happens to be one of the best play in Legacy. You can't relaly Chalice@2 because it hurts you quite a ton (Ravager, Overseer, Plating, Jitte) but if the need requires you to do so to win, you can do it since you still have eight 3cmc threats and 8 manlands + Crucibles to finish off the job

Trinisphere
This card can be played on turn 1 sometimes with Mox Diamond + Tomblands, and is one of the strong starting play. I could opt for 4 3sphere maindeck but my meta isn't too combo/control heavy at the moment (lots of Hierarchs and Vials so this is quite weak)

Crucible of Worlds
The main inclusion of this card was its natural connection with the use of Mox Diamonds + Wasteland. 24 lands supported by Mox Diamond with the possibility of Wastelocks in tandem with Trinisphere was a big reason to include 3 copies. The final deciding factor was the ability of Crucible to recur threats such as Blinkmoth Nexus and Mishra's Factory, providing yet another win-condition against control decks, and some inevitability against slower (non Zoo/Goyf Sligh) aggro decks.


CONCLUSIONS:
I have designed quite a lot of decks, sadly 9/10 decks fail. A good example of a successful deck that I don't advertise is Welderstone Survival (Welder Survival + Painter's Servant + Grindstone) but that deck may sadly be destroyed by a potential future banning. Through all these designs, I've realized one big flaw that I tend to make:

I like cute synergies and ideas. These cute synergies and ideas seem strong on paper, but are terrible sometimes in practice. E.g. Welderstone Survival runs into hands "BoP, Welder, 2 Lands, Grindstone, Squee". These cute synergies despite being powerful can cost games. Eventually I started noticing that the good new decks that do end up working are decks with (or without) unique ideas that are not bent on the cute synergies. They only use the synergy as an additional benefit to secure wins, but not as a means to obtain wins. However, some situations don't apply e.g. SnT Emrakul is cute but is argubly VERY powerful i.e. you resolve it you win. For strategies that lack this inevitability, cute synergies should be avoided or at least should not be the main pillar of the deck.

This is the one flaw I found with MUD-lists running Metalworker, with/without Lodestone. Lodestone + Metalworkers are examples of powerful cards that win-games. However, they do so only situationally (unlike SnT Emrakul). A turn 1 unanswered Metalworker tapping out on turn 2 almost always wins games. A turn 2 Metalworker tapping out on turn 3 doesn't necessarily win games. An answered Metalworker and a topdecked Metalworker almost alwayscosts games. A turn 2 Lodestone Golem usually wins games. A turn 3 Lodestone Golem seldom wins-games (you need a backup lock piece or that 5/3 won't be able to survive past a 3/4 Goyf or 3/3 Wild Nacatl). A turn 1 Grim Monolith sometimes wins games. The list goes on and on. You can argue that neither will turn 1 Ravager + Overseer + Champion win game using the same logic, but I believe it's for you to decide if under these circumstances that untimed Ravager/Overseer/Champion do win more games than untimed Metalworker/Lodestones.

What I've been trying to do, is create an aggressive list in a stompy shell. By being aggressive, you can outrace aggro competitors, and being in a stompy shell gives you some shot at control/combo where most aggro decks are uncapable of fighting.

Here are a sample of turn 1 openings that you can perform with the deck.
Turn 1: Tombland + Mox
- Trinisphere
- Master of Etherium
- Champion (I wouldn't play this until I can secure Metalcraft, you want him to always stick cause he wins games)
- Crucible of Worlds
- any 2cmc spells

Turn 1: Tombland
- Chalice of the Void @1
- Arcbound Ravager
- Steel Overseer (strong turn 1 play with a follow-up or manlands in play)
- Cranial Plating
- Umezawa's Jitte

All of the plays above are not dead (except multiple 3Spheres and Crucibles which argubly pump Masters and feed Ravager). The goal is to reduce redundant plays and dead hands. The only downside to this deck is drawing multiple Moxes (5 in the deck) or multiple non-Manlands. Drawing tons of Manlands is never bad because they can win games by themselves with either Overseer or Master in play.

NOTES:
- Manlands can trigger Champion even without 3 artifacts in play. This trick can be used on careless opponents
- You want to drop Overseer ASAP to start pumping if you have enough manlands and artifact creatures to follow up.
- Sometimes it is tempting to attack with your manlands + Overseers, but if you have a situation of 2 Manlands + 1 Overseer, I would actually just not attack, EOT animate both manlands and pump them with overseer to swing with a bigger army next turn. Pumping your army not only creates faster clocks (although costing a turn) but it has the benefit of growing your manlands into bigger creatures that cannot be dealt with later. If I feel that I'm not gaining much from a swing with manlands, I usually just pass a turn growing dudes especially if I have a lock piece in play or know who I'm playing against.
- Don't forget that Ravager + Blinkmoth/Champion wins games. If you know your opponent has no outs, it's sometimes worthwhile to sac enough artifact to pump Blinkmoth/Champion to a 9/9 and finish games the next turn.

Oiolosse
12-04-2010, 06:06 AM
Nice write-up.

Chalice and Trini are nice, no doubt, but we all know annoyances slip through. Ratchet Bomb could be good here.

Mox Opal looks out of place. Unlike affinity you don't encourage as explosive of starts. You only have 4 artifact lands and no Ornithopters/Memnite/etc to power it up.

Mox Diamond is great and probably should be 4 of.

Pithing Needle should be MD'ed. It's too good.

Aggro_zombies
12-05-2010, 08:48 PM
WE REQUIRE MORE MINERALS (I agree that Opal looks out of place here, and that Mox Diamond is probably better. Opal is basically a blank in terms of mana if you don't open a Seat, and with eight two-mana lands in the deck, a hand with one of those and an Opal is basically a one mana-source hand. You'll have to play out two of your two-drops before the Opal does anything for mana, which seems less than stellar).

WE REQUIRE MORE VESPENE GAS (How's this deck's midgame? I feel like you have the Stax Syndrome - a good game plan when things go right and an awful one when they don't. Crystal Ball and/or Sensei's Divining Top will help with consistency and staying power, but they're not very strong. Either way, you really seem to need a nuts draw to beat the more dedicated aggro decks in the format).

GGoober
12-06-2010, 11:07 AM
Nice write-up.

Chalice and Trini are nice, no doubt, but we all know annoyances slip through. Ratchet Bomb could be good here.

Mox Opal looks out of place. Unlike affinity you don't encourage as explosive of starts. You only have 4 artifact lands and no Ornithopters/Memnite/etc to power it up.

Mox Diamond is great and probably should be 4 of.

Pithing Needle should be MD'ed. It's too good.

@Oiolosse:
I'll explain the 3-2 Diamond-Opal split. I personally have no grudges going into a 4-1 split. However, in testing (not in real matches), the 4-1 split often created situations where I sometimes draw 2 Mox Diamonds or topdeck into a Mox Diamond without a land in hand. 3-2 split is fine for me since most of the time, you can still have a turn 1 play without the Mox Diamond for a 3cmc play. The weakness of Opal is that you can hardly use it turn 1 to make a 3cmc play. However, that is taken into account by nature of the deck design, i.e. I play Opal to strengthen my turn 2 plays and manabase (providing U for turn 2+ Masters). By doing a 3-2 split, I reduce the frequency I draw Diamonds in excess on turns 1-3 since I only need 1 to maintain strong plays. I do sometimes miss out on the turn 1 Diamond + Tombland, but playing 3 Diamond gives me a good amount of openings with such, but from my experience drops the frequency of drawing double Diamonds. Since I don't play 26 lands + 4 Crucible, it becomes harder to support 4 Diamonds. I play 24 lands with 3 Diamonds, and argubly I can trim the MD down to 23 lands if possible.

Pithing Needle is great, except in game 1, you should really be going for speed instead of worring about a slow Deed/EE that does not do much against you. If they do blow it up, that's when the SB Needles come in :) The deck's SB/MD configuration is going to be highly dependent post Dec 20 when we hear about whether SotF/Vengevine is being answered by the DCI, and changes will be made from there on.

@Aggro_zombies:
Lol, We do need more minerals, hope my issue on Opal + Diamond is addressed earlier. I fully understand that Opal < Diamond on turns 1, but past turn 1 where metalcraft is easy to attain, Opal > Mox Diamond. I explained how the deck has about 16 cards for a 2cmc opening such that Mox Diamond isn't a must but it will help power out the 3cmc spells. Opal will become very strong on turns 2+ where you would play it without any issues. The 3-2 split is nice since I don't draw into dead Diamonds early/mid game without a land, nor would the 2 Opals create much issues of the Legendary rules. This has worked best for me. I might do a 4-1 split if I felt the need for turn 1 Trinispheres against a combo/zoo heavy meta.

Vespene Gas is an issue. The deck is inherently a Stax deck. There's no draw, only topdecks. I thought about Thoughtcast/TfK/Faerie Mechanist, all good cards in the deck, but I have to either cut Equipments/Threats/Lock-pieces. I'm not sure if the deck can go without Crucible (which IMO is the heart of the deck with 4 Wastelands + 8 manlands, giving it a good matchup against control). The deck goes nuts when it does well, but it's not entirely terrible when it goes bad.

Here's my reason why:
In regular Affinity, you see the prime demonstration of a glass cannon. It goes off so freaking fast, and interestingly 2/2 Frogmites, 1/1 Workers and 4/4 beaters look scary in a format where better creatures are run. Affinity is all about speed and wins because of it. This deck is slower than Affinity, but does not require one to go all out. In playing the deck, you want to play like Affinity game 1 and dump threats ASAP. The fundamental turn is 1-2 turns slower than AFfinity but that is replaced by the fact that your Chalice/3Sphere/Wastelands are slowing your opponents down as well.

Post-board, Deeds is still a terrible nightmare. You'll bring in Needles, and slowroll them. This is where Overseer shines. 1 Overseer + Manlands can create enough of a threat against Deeds. Assuming that most Deeds players are control players, they will have little threats, so you will just continue to whittle their life down. Your bad matchups are Rock.dec with Goyf/Bob/Deeds/Vindicate/Pulse/Grips/Pridemage :( But no deck has good matchups against everything. The reasons to play this deck:

- Beats control (argubly decent against Deeds when played correctly, manlands+ Champions are the main threat here)
- Beats combo (has a Stompy shell that helps that over other aggro variants, Chalice + 3Sphere + Wastelock)
- Beats some aggro when you have a decent draw (Overseer + Manlands creates some inevitability but maybe too slow against Zoo/fast aggro, which you need to draw Champion to win those games).

Most of the time, you are relying on 3 strategies:
- Stalling against aggro with Overseer/Champion and eventually winning because your creatures are big enough (manlands with tons of counters, Champion with an equipment)
- Chalice + 3Sphere + Wastelock denial
- Fast beats with a draw of Plating + Ravager/Master with a flyer/Champion

GGoober
01-10-2011, 12:12 PM
Updates on a small tournament:

We had a small turnout this week (11 players)

The list I played:
Lands: 24
4 Wasteland
4 Mishra's Factory
4 Blinkmoth Nexus
4 City of Traitors
4 Ancient Tomb
4 Seat of Synod

Creatures: 16
4 Arcbound Ravager
4 Steel Overseer
4 Etched Champion
4 Master of Etherium

Locks: 10
4 Chalice of the Void
3 Trinisphere
3 Crucible of Worlds

Accelerants: 6
4 Mox Diamond
2 Mox Opal

Equipment: 5
3 Cranial Plating
2 Umezawa's Jitte

Sideboard: 15
3 Ratchet Bomb
3 Lodestone Golem
3 Thorn of Amethyst
3 Winter Orb
3 Tormod's Crypt

Match 1: UWBg Control/CABJace
Game 1: I playtest with my friend once a week and he is in the process of learning control. I know from playtesting the matchup is in my favor but this build of control actually answers my deck surprisingly well (Crucible + Wasteland is no good for me) and Maze of Ith trumps Champion. He's running 4 EEs as well. Game 1, I curved out with a turn 1 Chalice, Overseer pumping Manlands over 2 turns and beating in with 4/4s, 5/5s lands on turn 4.

Game 2: My sideboard is disgusting: 3 Lodestone + 3 thorns + 3 Winter Orb comes in, I boarded out 1 Mox Diamond, 1 Opal, 1 Crucible, 3 Trinisphere (he runs a lot of EE and 4 Jace), some other cards.

I opened with an aggressive double ravager that hits him down a good amount before he EE and blows em up. He then lands Maze, stabilizes over turns and an active Jace. I didn't draw disruption this game

Game 3: Boarded in some mix of Diamond/Trinisphere since I'm on the play again (could use the explosive start). I had to mulligan to 5 on the play. First hand was 7 lands (I could have kept this: double waste, 2 manlands still seem decent against control), second hand was 6 non-lands, third hand was a strong 5: Thorn, Ancient Tomb, Wasteland, Chalice, Mishra's Factory.

Turn 1: Tomb->Thorn (I wanted to play Thorn to avoid EE@0 against Chalice). He drops a Mishra's Factory.
Turn 2: wasteland Mishra's factory drop Chalice@1. He drops an EE for zero with a basic plains to pay for Thorns, then realizes that EE will be set to 1 because he needed colorless to EE@0 under a Thorn.

From then on, he lost the tempo losing 2 turns to a wasted EE. Thorn of Amethyst was brutal. It slowed down most of his plays. I topdecked creatures like a champ, following up with double Champions which get EE'd. He draws another annoying Maze, and Lodestone Golem joins in the fight after he kills my Thorn via EE. He could not beat the Thorn effects while I applied pressure and I got this game, closely.

2-1-0

MATCH 2: Zoo
Game 1: So I get paired down. I only played this matchup twice and I think it boils down to me losing unless I draw Etched Champion/Chalice. Game 1, he has a turn 1 Lavamancer turn 2 Goyf. Things were looking grim, he bolts my useless Overseer. I resolved Etched Champion which is a Champ (lol) against Goyf. I equip Plating on Champion and swing in next turn while leaving Overseer to pump my manlands and chump if needed. He Pridemages my Plating away and I topdeck another Plating. He drops a second Goyf however so I am forced on the defensive again. I make sure my life is above 10 at all times against his burn. Eventually my Overseer who has been growing my dudes under a wall of Etched champion and 5/5 manlands went in for the kill with 5/5 Blinkmoths and 5/5 Champions

Game 2: I boarded out 1 Opal, 1 Diamond since I'm on the draw, and put in Ratchet Bombs to slow his creatures a little.
He considers an iffy hand went turn 1 Plateau go. It must be a 2cmc heavy hand, and I responded with Wasteland.
He plays another dual and I chuckled inside, responding with Ancient Tomb + Mox Diamond -> Trinisphere.
He plays a basic, and I respond with Crucible recurring Wasteland.
He's lockd out of the tempo game, and Overseers with 2 Manlands came in 2 turns later.

4-1-0

MATCH 3: UWb Dreadstill
Game 1: I get paired down again! So this is just a bad day for me. I have confidence in this matchup so I get cocky (more like having fun and enjoying the game). He plays Bob, which I cannot do nothing about, however my Overseer has been growing my Manlands into 5/5s, 6/6s. He plays a Dreadnought and I think to myself "I don't really care about this game, not going to swing, see if I can kill the Dreadnought". He swings in, I did the math and let it through going to 6 life because I can alpha strike him FTW. He plays a Dreadnought eating the dreadnought to get blocks. Great, I took 12 damage for nothing. He swings in again next turn. I made the mistake by not playing my Ancient Tomb (afraid of dropping lower) so I could not block to kill the Dreadnought. I did the math again and realized I can still alpha strike him without killing his Dreadnought, so I sacrified my Factory and a 2/2 Nexus to the Nought, taking 2 trample damage. Guess what, his new nought devours another nought to block, and so I lose. I also made the mistake by blocking with Champion, whom we both made the mistake that he had pro-everything until a friend pointed out it was pro-color

Game 2: So, my postboard should be quite strong against Dreadstill: 3 Thorn, 3 Lodestone Golem, 3 Trinisphere, 4 Chalice, 3 Ratchet Bomb (lol), 8 Manlands (nullifying their Standstills), 3 Winter Orb

I made the comment: "I have a sick sideboard against this deck but I probably still lose because I'm playing Jankstompy while Dreadstill plays good cards". I won this game, too much lock pieces, and Champions went in unmolested FTW with a turn 1 Winter Orb

Game 3: My comment in Game 2 happened. Dreadstill on the play with Snares/Pierces > chalice/Thorn/Winter Orb. He pierces my Thorn, and goes turn 2 Dreadnought Stifle. I told him that is the only thing I'm afraid of him drawing: Turn 2 Stiflenought. I ensured that my hand had a disruption to stop that from happening (chalice/3sphere/thorn) but if he has the counter for it turn 1, I lose :)

5-2-0

So it kinda sucks that I couldn't make Top 4. Got paired down twice so that really didn't help. Went to play 2 games of Enchantress with another (2-1) bracket friend.

Won 2 games, lost 2 games. All I can say, Ratchet Bomb is a must for this deck in the sideboard. I'm not sure if I need GY hate, considering I can theoretically stop Dredge/Reanimator before they can get anything going with my lockpieces. The deck was strong. I liked the 6 accelerants (4 Diamond, 2 Opal) in game 1. I usually board down to 3 Diamond + 1 Opal in game 2 on the draw because the tempo gain is not worth it when they go first (especially against blue decks running EE). In game 1s, I want 6 accelerants to truly maximize my explosiveness, but in game 2s, I want a more consistent hand with answers (i.e. boarded cards).

What I liked about the deck is:
- 8 manlands (Nexus is quite weak didn't realize you needed 1 colorless to pump its friends...) nullifying Standstills.dec and having a huge edge against control. When paired with Overseers, they can start blocking Goyfs in 2 turns
- Chalice@1 is so stupid. 3Sphere isn't that impressive (I think it stopped being Impressive with Vials/Hierarchs becoming popular).
- Etched Champion is stupid good.
- Ravager was subpar and a little too slow for the deck.
- Lodestone in the sideboard was surprisingly good. It is easily castable with 6 accelerants and 8 tomblands. I might consider moving them maindeck. I used to have the misconception that he's only good in Metalworker decks but 4cmc isn't too hard when running 6 accelerants, and turn 1 Metalworker->turn 2 Lodestone is just as situational (assuming Metalworker survives) as opening with an Accelerant turn 1/2 and dropping Lodestone on turn 2.
- The greatest strength for this deck is the unfair sideboard against NON-CREATURE decks: 3 thorns, 3 Winter Orb, 3 Lodestone (should be moved maindeck), 3 Ratchet Bombs
- The weakest link in the deck is the weak creaturebase and its aggro matchups (boils down to drawing Champion and Master to defend a little before alpha striking with Overseer-pumped creatures/lands). Only Master and Etched Champion are truly impressive, but as the deck's name suggest, Overseer is really the MVP. If people don't deal with it, they lose to him. 8 Manlands + Champion + Overseer becomes GG in 2 turns. The deck takes 2 turns to own with Overseer, which is its drawback, but my philosophy is: when I have a bunch of 5/5 lands and creatures, it's going to get hard for the creaturebase in Legacy to deal with them. Not to mention I play disruption. However, this is also the downfall of the deck since Overseer is slow. If Mirrodin block gives another great 2cmc creature for the deck, I think the deck would have potential swapping out Ravagers. Currently I cannot find more efficient 2cmc creature aside from Ravagers.

GGoober
02-01-2011, 11:12 AM
Bumping for the updated list. I'll update the opening post someday. This 'pet/fun' deck has proved a little more than I expected. I obviously designed this to be viable (like Welderstone Survival), but I still need more testing.

Post MBS list:

Lands: 24
4 Ancient Tomb
4 City of Traitors
4 Wasteland
4 Seat of Synod
1 Island
4 Mishra's Factory
3 Inkmoth Nexus

Accelerants: 6
4 Mox Diamond
2 Mox Opal

Locks: 7 (10)
4 Chalice of the Void
3 Crucible of Worlds
(3 Lodestone Golem)

Beaters: 19
4 Steel Overseer
4 Phyrexian Revoker
4 Master of Etherium
4 Etched Champion
3 Lodestone Golem

Equipments: 5
3 Cranial Plating
2 Umezawa's Jitte

SB:
4 Ratchet Bomb
3 Trinisphere
3 Thorn of Amethyst
3 Tormod's Crypt
2 Winter Orb

Updates/Comments:
- Inkmoth over Blinkmoth. The purpose of these lands are manlands 5-8 that fly. Blinkmoth never pumps (since it requires :1: to pump), Inkmoth has huge synergy with Overseer, Master, Equipments, Crucible and shrinks beaters to sizeable proportions. I'm considering 4 Inkmoth, 3 Factory mix or possible cut down to 3 City of Traitors for the 4th Inkmoth. More playtesting required.

- Phyrexian Invoker:
Quoting myself in the post above lmao:



If Mirrodin block gives another great 2cmc creature for the deck, I think the deck would have potential swapping out Ravagers. Currently I cannot find more efficient 2cmc creature aside from Ravagers.



This is the card that I have been looking for. On first sight, he's there to shut down Deeds and EEs and Pridemage, but this guy does more than that for the deck. He's a lockpiece on a 2/1 body that disrupts. And when I update the primer I want to focus on developing what this deck is entirely about and why certain cards make the cut and not. He now replaces the Ravager slot (Ravager was sweet but contradicted Metalcraft and Plating and Master although he was important against pinpoint removal or combating aggro, but there's always a risk when playing with Ravagers)

- Trinispheres in the SB: I feel that Trinisphere MD is weak for this deck. But more importantly, the meta shift towards Vial/Hierarch.dec makes MD'ing Trinisphere a weak choice. Trinisphere comes back against combo/control/enchantress/Zoo.

- Lodestone found his way in. He's a great beater, and with 4 Diamonds, 2 Opals, he always comes online before turn 4 (usually turn 3, sometimes turn 2). He's mainly played for his P/T to mana cost ratio while having a somewhat relevant ability.


SB:
- 4 Ratchet Bomb: This makes the deck work. Thank god for this. It's needed against Moat/Enchantress/fast variants of Zoo/Dreadstill/Vial.decs. This deck loses to Moat otherwise.
- 3 Thorn: very powerful against combo/enchantress/control. I would play 4 but I feel more comfortable with a 3-3 than 4-2 split of thorn/trinisphere, although that may change since there are many times I feel that thorn does much harm than Trinisphere against combo.
- 2 Winter Orb: against countertop, enchantress, mid-range decks, loam, lands.
- I really want to play Wash Out/Hibernation to answer Progenitus and faster green decks. anyone tested these cards and have relevant advice?


Rough philosophy of the deck (to be updated in primer, incoherent brief notes jotted down to be retyped in primer):
- Every card in the deck has to do something than more than what the mana cost is. This is something I observed in Legacy. Decks that have cheat-wins e.g. Show and Tell, Vial, FoW, Brainstorm, Jace, all summizes to this point. Every card does way more than its cmc. On top of this requirement, every card in this deck has to be playable on turns 1-2. Why do I focus on this philosophy? Because I think that for stompy to be 'consistent' (lol at this statement), you need to reduce the chances of dead draws, and bad hands. I dislike having cards that I cannot play, and sit there until I can play them. Stompy is a deck that tries to cheat the tempo game without playing 'tempo cards'. It's a strategy of denial.



Key points to discuss:
- Manabase: This stompy runs 24 lands, something different from regular 18 lands builds with Spirit Guides and Chrome Mox. I feel that 24 lands aka Stax.dec has the most consistent openings compared to aggro-stompy with 18 lands. Aggro-stompy relies on opening with 1-2 lands with an accelerant or is forced to mull, spiraling down the inconsistency issues with further mulls. The design of the deck takes 24 lands, 4 which are Wastelands (best land in the format), 7-8 manlands, so inherently threat density is inbuilt in the manabase. 8 tomb-lands to power out fast spells, 4 artifact lands for metalcraft and pumping master/plating. Every land does something. The 24 land + Crucible pairs synergistically with Mox Diamonds, and Crucible increases the power of manlands and wastelands and Mox Diamonds. Mox Diamond synergistically replaces the weakest card in stompy decks: Chrome Mox (but other stompy decks don't have a choice and have to play this). With the design of this manabase, I never get landscrewed outside of opponents drawing triple Wastelands, and sometimes I get land-flooded but with 7-8 manlands, I get some use from drawing extra lands (more on the manlands later). The deck is very consistent on its colors. There's only 4 blue spells, I'm not locked to the crappy Chrome Mox that pitches business spells, and I don't pull my hair with not being able to cast anything.

my friend made the comment: "you're the most lucky stompy player with always good opening hands". I think some part of it is luck, but I told him that I really thought over the design of this deck, and to address the issues that stompy faces. i.e. 18 lands + 4 chrome mox + 4 spirit Guides tend to lead towards inconsistency with opening hands or further draws. These stompy decks either open with an unkeepable hand with too little land and no accelerant or proceed to topdeck spirit guides. In my list, the only problem is topdecking Mox diamond late game. Even mox opal can be unsituationally played without drawbacks. But what I'm reiterating is: With this manabase in design, I seldom need to mull due to land screw, and if I'm land-flooded, all my lands do something important (especially wasteland, manlands). Even more on the deck design is reducing the dead draws between lockpieces and beaters (a key topic I will address below since I feel a lot of stompy decks run into the problem on either drawing multiple lockpieces with no beaters or not drawing the right cards).

- Every spell has to do shit. Looking at the non-creature spells, 4 Chalice = best turn 1 play in this deck, shuts off 60% of spells in the meta. It's bad on the play, and becomes weaker after turns 2, but it still shuts off cards. It is always at least a 1-1 (opponent has to remove it) and if not, it will be an x-1 card shutting off many other future cards. Chalice@1 is there to protect your dudes, but mainly to add to a disruption gameplan.

- Disruption gameplan: this is the heart of the deck. Every stompy deck has some element to this, Stax does. Sometimes these decks fail due to inconsistency. Stax has the best disruption gameplan, but has issues winning. Stompy has the least disruption and wins with fast beats. This deck wants to have as much disruption as possible yet maintain good beats. Instead of Blood Moon and Chokes, this deck packs Wastelock with Crucible, and Phyrexian Invoker and Lodestone. One big reason I found the deck to be successful so far is the fact that my lockpieces are beaters themselves, something that other stompy variants don't have i.e. those stompy decks need to independently resolve lockpieces and beaters to create a win, if they have a lock but no beater, than they have to wait to draw into one (running into the issue of drawing multiple lockpieces but no beaters, aka the stompy syndrome). This was one big thing I wanted to avoid with the deck design. Now, I have disruption elements added up in the form of beaters (my disruptions are weaker than cards like Blood Moon etc but they incrementally add up while forcing an opponent to find an answer before they are completely locked out). In some ways, this is a different approach at looking at lockpieces. Cards like Blood Moon win games by itself, but cards like Invoker/Golem/Crucible don't necessarily, however, with the latter strategy, I play disruption incrementally but retain the secondary purpose of the card i.e. an inbuilt beater that swings in while the tempo/lock is being established, instead of waiting to draw a beater when Blood Moon resolves. This was why Invoker made the deck finally spin-off. He was the card I had been waiting for, and he was more than I could have asked (he's :2: playable all the time).

- Beaters: Every stompy deck needs an impressive beater. Green Stompy has Progenitus and Goyfs, while Red has Rakdos Pit dragon, Arc Sloggers, Faerie stompy has fliers. This deck lacks the imipressive beater, but Master is clearly a good one that trumps quite a lot of creature on the mana-curve. Etched Champion is the best creature as a 3-drop in the format if you can ignore the metalcraft drawback (if Etched Champion was a :3: 2/2 protection all colors without metalcraft, I think he'll be one of the tier 3-drops in the format.) If you disagree with this statement, then see how many games this guy will win single-handedly :P Once Champion is online, aggro decks can't really beat in while you accumulate equipments and pumps on him and win over 2-3 turns. Chaining Champions = gg. Lodestone is a good beater but argubly the weakest card in teh deck. When they print another artifact dude with disruption, I'll play him over lodestone depending on how playable he is. Note that both Master and Champion IMO are highly above the manacurve for what they do, which is important for this deck.

- Steel Overseer: the heart of the deck, without him, the synergies don't get connected together. He is a slow crappy dude by himself. No deck except this wants him. The whole foundation of the deck started out with: "how do I abuse Overseer in Legacy?" and the many attempts I get tells me "you don't, he sucks". Shifting away from more traditional designs of affinity and stompy decks, I came up to this shell. It took awhile, but the pieces fell in. It is amusing to see my opponents ignore Overseer and get overwhelmed by 5/5 manlands and creatures in the next 2 turns. It is also amusing to see them bolting/pathing this dude in game 2 after being terrified by his potential. Overseer is a card that is bad by himself, requiring a field to be effective. Unlike a lord, he is tremendously slow. However, in this shell that is disruption-beater-based, his inherent slowness is justified. In regular Affinity, this guy would be too slow. In a stompy shell, you can afford 2 turns to grow all your dudes given that you run enough disruption. When playing the deck, Overseer seldom swings, and only does when the math tells you that it's worth the time swinging but in most situations the deck faces, you always have plenty of things to grow (thanks to your manlands), and once you've grown them out of the comfortable range which most creatures sit in Legacy (i.e. 5/5s), you can safely beat without worrying about trading or losing creatures. Overseer pairs up strongly with manlands (now Inkmoth is even more powerful than Blinkmoth), and boosts Etched Champion. 1-2 activations will put Lodestone into a terrifying 6/4 to 7/5 that is now safely out of the 3-damage bolt and opposing 3/3 damage range.

E.g. of a good Overseer hand:
Ancient Tomb, Overseer, Manland, dude (master, champion, invoker, preferbly a 2-drop), 3 more cards.

You drop Overseer turn 1, pass the turn, play manland and a 2-drop, pass the turn grow dudes EOT. Swing next turn and grow them again. The P/T scales incredibly fast when you're playing with manlands (which recurs in the future with Crucible). When you get double Overseer hands and your opponents don't remove them, it's hard for them to win unless they're playing Emrakul/Progenitus (you can race Progenitus not Emrakul).

Anyway, brief notes, will update primer someday.

MATCHUPS:
- control: very favorable thanks to 7-8 manlands, wastelands, crucible, overseers, and stompy hate-pieces, Invokers made this even better naming Top/EE/Jace.
- Enchantress: somewhat bad, only tested 4 games, went 2-2. Ratchete bomb is critical here. You need a heavy disruption hand preferbly multiple thorns/golems/winter orb to slow them down. Have ratchet bombs to clear the important stuff preventing you from attacking
- Zoo: I thought this matchup is unfavorable, but I've done over 10 games of testing, and the results are 7:3, 6:4 in my favor pre-board. Haven't tested postboard but if they're diluting their maindeck with Grips, I'm fine because this deck struggles mostly with the speed and clock against zoo. I don't mind them slowing down and trading my stuff 1-1 with their 3 mana grips on turn 3.
- combo: uhm favorable? If not post-board very favorable?

decks I need to test ASAP to make sure I'm not deluding myself this is viable:
Goblins
Merfolks (I think Goblins will be a tougher matchup)
Countertop (don't think I have problems with this one)
Bant (not sure about this one, but I think zoo should be tougher since they have more removal against my dudes that die to bolt. Champion is probably going to house the crap out of Bant, but I need to test this matchup).


Keeping track of wins:
Top 4 split (14 man)
Round 1: Merfolks (2-0)
Round 2: Bant (2-0)
Round 3: Zoo (1-2)
Round 4: ???


1st place (9 man)
Round 1: UB Merfolks (2-1)
Round 2: Zoo (1-2)
Round 3: Junk and Taxes (2-0)
Round 4: Zoo (2-1)
Round 5: UB Merfolks (2-1)