Scatterbrain
01-31-2011, 05:55 PM
So I was playing around with Furnace Celebration and realized that this deck might actually be viable, since it has some game against control (at least 8 must-counter spells), and has no problem against decks with creatures with 1 and 2 toughness (Merfolk, Goblins...). This was never meant to be a tier 1 deck or anything, but it is damn fun to play.
Here is the list I am testing:
3x Bayou
4x Taiga
4x Maze of Ith
4x Petrified Field
2x City of Traitors
1x Scorched Ruins
3x Wooded Foothills
3x Bloodstained Mire
3x Verdant Catacombs
1x Barbarian Ring
2x Treetop Village
3x Mishra's Factory
1x Dark Depths
4x Furnace Celebration
4x Exploration
4x Living Wish
3x Crop Rotation
3x Vampire Hexmage
4x Explore
4x Oracle of Mul Daya
SB:
1x Dark Depths
1x Vampire Hexmage
1x Bojuka Bog
1x Yixlid Jailer
Basically, the deck has to aggressively mulligan into either Oracle of Mul Daya or Furnace. Once it gets either of these online, it is very difficult to lose. Against aggro you can buy a lot of time with Maze of Ith, Mishra's Factory, and Treetop Village, and against control you can win by sneaking a Hexmage or Furnace into play.
Card choices -
Furnace Celebration: The main card in this deck. There is very little maindeck enchantment hate in Legacy right now, so this should win the game if it sticks. Almost everything in the deck is there to drive Furnace triggers, and starting turn 3 or 4 you should be able to trigger this two or three times per turn. I originally tried things like spellbombs and creatures that can sac, but it was unnecessary since you can just accelerate out Sac lands. With the lands to trigger it, it also means that all of your triggers are from uncounterable sources, giving you a ton of game vs. Countertop and Merfolk.
Scorched Ruins/City of Traitors/Petrified Field: All Furnace enablers. The ruins can pay for the furnace triggers it creates, and if you have two Furnaces out it will usually be Plague Wind. Since Petrified Field can get back City of Traitors, it usually equates to about 8 damage.
Crop Rotation: Creates a Furnace trigger, finds Dark Depths, finds Maze of Ith, pretty much Demonic Tutor for G in this deck.
Vampire Hexmage/Dark Depths/Living Wish: Fit right into the deck since I already wanted Living Wish a bit. Another win condition could be used, but these create a lot of games where you just kinda accidentally win turn 3. This will also confuse opponents trying to sideboard against you.
Some potential changes -
Crucible of Worlds/Wasteland/Ghost Quarter package: might be better than the hexmage package against some decks.
Treasure Hunt: I didn't like this card since it made me just want to play Seismic Assault instead of Furnace.
Here is the list I am testing:
3x Bayou
4x Taiga
4x Maze of Ith
4x Petrified Field
2x City of Traitors
1x Scorched Ruins
3x Wooded Foothills
3x Bloodstained Mire
3x Verdant Catacombs
1x Barbarian Ring
2x Treetop Village
3x Mishra's Factory
1x Dark Depths
4x Furnace Celebration
4x Exploration
4x Living Wish
3x Crop Rotation
3x Vampire Hexmage
4x Explore
4x Oracle of Mul Daya
SB:
1x Dark Depths
1x Vampire Hexmage
1x Bojuka Bog
1x Yixlid Jailer
Basically, the deck has to aggressively mulligan into either Oracle of Mul Daya or Furnace. Once it gets either of these online, it is very difficult to lose. Against aggro you can buy a lot of time with Maze of Ith, Mishra's Factory, and Treetop Village, and against control you can win by sneaking a Hexmage or Furnace into play.
Card choices -
Furnace Celebration: The main card in this deck. There is very little maindeck enchantment hate in Legacy right now, so this should win the game if it sticks. Almost everything in the deck is there to drive Furnace triggers, and starting turn 3 or 4 you should be able to trigger this two or three times per turn. I originally tried things like spellbombs and creatures that can sac, but it was unnecessary since you can just accelerate out Sac lands. With the lands to trigger it, it also means that all of your triggers are from uncounterable sources, giving you a ton of game vs. Countertop and Merfolk.
Scorched Ruins/City of Traitors/Petrified Field: All Furnace enablers. The ruins can pay for the furnace triggers it creates, and if you have two Furnaces out it will usually be Plague Wind. Since Petrified Field can get back City of Traitors, it usually equates to about 8 damage.
Crop Rotation: Creates a Furnace trigger, finds Dark Depths, finds Maze of Ith, pretty much Demonic Tutor for G in this deck.
Vampire Hexmage/Dark Depths/Living Wish: Fit right into the deck since I already wanted Living Wish a bit. Another win condition could be used, but these create a lot of games where you just kinda accidentally win turn 3. This will also confuse opponents trying to sideboard against you.
Some potential changes -
Crucible of Worlds/Wasteland/Ghost Quarter package: might be better than the hexmage package against some decks.
Treasure Hunt: I didn't like this card since it made me just want to play Seismic Assault instead of Furnace.