Imbadatmtg
02-07-2011, 01:02 PM
(Let me begin by stating that this deck concept/idea is NOT of my own making, it is brought over by a primer explained on Eternal-Central. However, I'd like to post the version that I am currently using and hopefully garner some criticism/discussion from Sourcers' opinions. On a second note, I scoured the Developmental board for a pre-existing primer, but could find none. If I somehow passed it by, I apologize for creating a 2nd thread.)
The concept is yet another take on the Painterstone combo; play Painter's Servant, Grindstone, win. The deck utilizes a number of tutors to find both combo pieces and defensive artifacts when one encounters a kink in the main strategy or a situation they need to defend against (If assembling the combo is unavailable at the time).
My current version:
4 Ancient Tomb
4 Tundra
1 Seachrome Coast
1 Island
4 Seat of the Synod
1 Ancient Den
1 Academy Ruins
4 Mox Opal
4 Grim Monolith
3 Painter's Servant
3 Etched Champion
4 Trinket Mage
1 Ethersworn Canonist
4 Transmute Artifact
4 Enlightened Tutor
3 Thoughtcast
4 Brainstorm
3 Grindstone
1 Lion's Eye Diamond
1 Meekstone
1 Sensei's Divining Top
1 Engineered Explosives
1 Ensnaring Bridge
1 Pithing Needle
2 Tezzeret the Seeker
SB
2 Seal of Cleansing
1 Relic of Progenitus
2 Tormod's Crypt
1 Thorn of Amethyst
1 Engineered Explosives
2 Ensnaring Bridge
2 Pithing Needle
4 Defense Grid
My list currently stands at 61 cards, I believe my deck in actuality runs with 60, but for some (stupid) reason I had chosen to take Engineered Explosives out of the main. (Again, stupid).
The deck seeks to power out an early (T2-T3) Painter's Servant/Grindstone combo with the help of massive mana gains achieved by using Ancient Tomb, Grim Monolith, and Mox Opal.
12 Main deck tutors make searching and assembling the primary combo exceedingly successful; Transmute Artifact shines exceptionally in converting useless (tapped out Monoliths) or uncessary artifacts into the pieces you need to win. Trinket Mage's ability to search for both Grindstone and additional Mana sources (when facing a stingy tempo/Wasteland scenario) is very powerful as well.
Etched Champion provides an early means of defense against Tribal and other Aggro, giving you an evasive and protected blocker against removal and a host of strong creatures.
The addition of Tezzeret from the original selected list has proven to be an awesome choice; in most games I've played, when he resolves, it's a win. The ability to tutor and directly put a piece into play, or to defend yourself with an ensaring bridge is very versatile. He also has very good synergy with Grim Monoliths. In addition, if your combo is unable to go off (think Extirpate), he can provide a secondary win condition in fetching Etched Champions and using his utimate, in rare circumstances. He's just a bomb if he hits the field.
Criticism: I've played a ton of games lately with the deck, and I've found it to be powerful and very adapating against a variety of the field. However, some of the deck seems to be wasted space, and I've been looking for substitutes. Combo matchup is vulnerable too, as the only defense against it that the deck runs is Main deck Ethersworn Canonist and SB Thorn of Amethyst.
The mana base is very strong, Mox Opal shines brightly as well as Ancient Tomb, but I've been looking for a change from Seachrome Coast. It's only good early, and I dread drawing it late game if I'm in need of the extra U. However, I'm kinda stumped at what other lands to run. A 2nd Academy Ruins is good in theory, until my unlucky self draws into both of them and I'm stuck on 1 mana. City of Traitors could be good, but again, drawing it early when I need my early steam just sucks. Suggestions would be helpful.
Meekstone, while good in certain situations, often winds up dead. Sensei's Divining Top has the same problem. It's one of those cards that I'm happy to see, but that I never find myself tutoring for. Maindeck Pithing Needles are awesome...perhaps replacing the two for more needles? 1-2 Cost artifacts that hit the ground in a big way are what the tutors excel at finding, often putting a serious hamper on the opponent's game plan...while allowing me to safely assemble my combo and win.
I'm curious to see what others have to say after looking at/playing the deck. It seems to have a very good matchup against a wide variety of the field, and versatile at beating hate and holding an opponent off for just long enough. Thanks ahead of time for any criticism/suggestions you can offer, as I plan on piloting this deck at the SCG: 5k Edison, NJ.
The concept is yet another take on the Painterstone combo; play Painter's Servant, Grindstone, win. The deck utilizes a number of tutors to find both combo pieces and defensive artifacts when one encounters a kink in the main strategy or a situation they need to defend against (If assembling the combo is unavailable at the time).
My current version:
4 Ancient Tomb
4 Tundra
1 Seachrome Coast
1 Island
4 Seat of the Synod
1 Ancient Den
1 Academy Ruins
4 Mox Opal
4 Grim Monolith
3 Painter's Servant
3 Etched Champion
4 Trinket Mage
1 Ethersworn Canonist
4 Transmute Artifact
4 Enlightened Tutor
3 Thoughtcast
4 Brainstorm
3 Grindstone
1 Lion's Eye Diamond
1 Meekstone
1 Sensei's Divining Top
1 Engineered Explosives
1 Ensnaring Bridge
1 Pithing Needle
2 Tezzeret the Seeker
SB
2 Seal of Cleansing
1 Relic of Progenitus
2 Tormod's Crypt
1 Thorn of Amethyst
1 Engineered Explosives
2 Ensnaring Bridge
2 Pithing Needle
4 Defense Grid
My list currently stands at 61 cards, I believe my deck in actuality runs with 60, but for some (stupid) reason I had chosen to take Engineered Explosives out of the main. (Again, stupid).
The deck seeks to power out an early (T2-T3) Painter's Servant/Grindstone combo with the help of massive mana gains achieved by using Ancient Tomb, Grim Monolith, and Mox Opal.
12 Main deck tutors make searching and assembling the primary combo exceedingly successful; Transmute Artifact shines exceptionally in converting useless (tapped out Monoliths) or uncessary artifacts into the pieces you need to win. Trinket Mage's ability to search for both Grindstone and additional Mana sources (when facing a stingy tempo/Wasteland scenario) is very powerful as well.
Etched Champion provides an early means of defense against Tribal and other Aggro, giving you an evasive and protected blocker against removal and a host of strong creatures.
The addition of Tezzeret from the original selected list has proven to be an awesome choice; in most games I've played, when he resolves, it's a win. The ability to tutor and directly put a piece into play, or to defend yourself with an ensaring bridge is very versatile. He also has very good synergy with Grim Monoliths. In addition, if your combo is unable to go off (think Extirpate), he can provide a secondary win condition in fetching Etched Champions and using his utimate, in rare circumstances. He's just a bomb if he hits the field.
Criticism: I've played a ton of games lately with the deck, and I've found it to be powerful and very adapating against a variety of the field. However, some of the deck seems to be wasted space, and I've been looking for substitutes. Combo matchup is vulnerable too, as the only defense against it that the deck runs is Main deck Ethersworn Canonist and SB Thorn of Amethyst.
The mana base is very strong, Mox Opal shines brightly as well as Ancient Tomb, but I've been looking for a change from Seachrome Coast. It's only good early, and I dread drawing it late game if I'm in need of the extra U. However, I'm kinda stumped at what other lands to run. A 2nd Academy Ruins is good in theory, until my unlucky self draws into both of them and I'm stuck on 1 mana. City of Traitors could be good, but again, drawing it early when I need my early steam just sucks. Suggestions would be helpful.
Meekstone, while good in certain situations, often winds up dead. Sensei's Divining Top has the same problem. It's one of those cards that I'm happy to see, but that I never find myself tutoring for. Maindeck Pithing Needles are awesome...perhaps replacing the two for more needles? 1-2 Cost artifacts that hit the ground in a big way are what the tutors excel at finding, often putting a serious hamper on the opponent's game plan...while allowing me to safely assemble my combo and win.
I'm curious to see what others have to say after looking at/playing the deck. It seems to have a very good matchup against a wide variety of the field, and versatile at beating hate and holding an opponent off for just long enough. Thanks ahead of time for any criticism/suggestions you can offer, as I plan on piloting this deck at the SCG: 5k Edison, NJ.