Maveric78f
08-08-2011, 06:19 AM
Another stompy deck, because nobody understands how Chalice decks cannot perform in such a 1-CC infested metagame.
Facts and conclusions :
Fact n°1: Every blue deck plays 4*Mental Misstep and it is not rare that non blue decks play also Mental Misstep.
Conclusion n°1: 1-CC spells are important
Conclusion n°2: If you don't play 1-CC spells, all those decks have 4 useless cards (except for pitching them to FoW)
Fact n°2: Since the edition of opposite fetchlands, most decks play more than 8 fetchlands, often 10. Green Sun's Zenith, Stoneforge Mystic, Natural Order, Knight of the Reliquary, Entomb and Intuition are also popular shufflers.
Conclusion n°3: It's good to prevent your opponent from shuffling.
Fact n°3: Regular creatures (mostly Tarmogoyf and Knight of the Reliquary) are bigger than Stompy creatures.
Conclusion n°4: Find a way to reliably deal with creatures. Reliably means "Oblivion Ring is crap".
Conclusion n°5: Play equipments. Play Stoneforge Mystic.
Fact n°4: Chalice decks rely on topdecks without any library manipulation.
Conclusion n°6: Avoid playing cards that are bad alone. Synergies are strong when it's a bonus from an already powerful impact on the game state. Synergies are cool when it makes you play 2 bad cards. And coolness is the enemy of magic.
Conclusion n°7: This includes lands. Try to play utilitarian lands as much as possible.
Fact n°5: Qasali Pridemages are everywhere. Sometimes a virtual 8 in a single deck thanks to Green Sun's Zenith.
Conclusion n°8: Do not rely on a single artifact to win.
Conclusion n°9: Related to conclusion n°5: do not expect the combos to make you win.
Conclusion n°10: Play Phyrexian Revoker to disrupt Qasali Pridemage (and Pernicious Deed and Aether Vial and Noble Hierarch).
Fact n°6: Golems are awesome.
Conclusion n°11: Play Golems.
Because Chalice Aggro is not inconsistent enough, I had to add a tribal theme. Yes, I know what I said about synergies. The fact is that Golems are awesome. And Conclusion n°11 overrules all other conclusions.
Actually, when you search magiccards.info database, you notice that there is only 1 good castable golem: Lodestone Golem. He's a great beater and control element, even though it eats all the hate, from Swords to Plowshares to Qasali Pridemage and Lightning Bolt and it is killed by Wild Nacatl. However, the best reason to play a Golem theme, is Blade Splicer. For 2W, you get 2 creatures with first strike and a 4/4 power/toughness total. It gives your 5/3 Lodestone Golem first strike as well. The other golems I play are not really Golems, they are simply what you decide them to be. Mutavaults (Conclusion n°7) and Phyrexian Metamorph (Conclusion n°4).
The rest of the deck is pretty straightforward.
Regarding the creatures, 4 Stoneforge Mystic are mandatory in a white chalice deck (Conclusion n°5). Even though I play Stoneforge Mystic, I decided to play Leonin Arbiter over Aven Mindcensor (Conclusion n°3), because it makes it easier to play it 1 turn earlier. It's also much more efficient at cutting fetches, if played early enough. Phyrexian Revoker is the last creature I play MD (Conclusion n°10).
Regarding the disruption package. 4 Chalice of the Void are included (Conclusion n°1). Since, the deck is quite heavy on the mana denial, 3 Trinisphere are played. Not 4 because it's useless in multiple.
4 tutorable equipments are available: Batterskull and Umezawa's Jitte obviously. The choice of the swords is generally more subject to debate. Sword of Feast and Famine: the land untap effect is great in a Stompy deck which requires a lot of mana. The protection colors G and B are the best since green enables to handle legacy's biggest beaters and B provides, besides W, the best creature removals to be used on an equipped creature. The other sword had to be complementary on its colors and Sword of Fire and Ice is known to be the sword with the best effects. Drawing is very important in a chalice deck and some kind of creature removal is also appreciated. The Chalice of the Void is made up for the lack of W protection, protecting our creatures from W creature removal (namely Swords to Plowshares and Path to Exile to a lesser extent).
28 slots are dedicated to the manabase, but following Conclusion n°7, almost all of them are either acceleration or utilitarian. 4 Mox Diamond and Ancient Tombs are the acceleration package. City of traitor would be a burden in this deck since it's difficult to develop properly with only 3 manas. We do not count on playing turn 1 Trinisphere in this deck. It can happen of course, but we prefer focusing on playing turn 1 2CC bombs, such as Chalice of the Void, Stoneforge Mystic or Leonin Arbiter. We play also 15 utilitarian lands:
- 3*Karakas to deal with those fatties cheated into play: Jin-Gitaxias, Core Augur, Elesh Norn, Grand Cenobite, Emrakul, the Aeons Torn, or Iona, Shield of Emeria. As we need only 1 white mana to play all the deck, and as we play Mox Diamond, we do not fear that much drawing into several Karakas. I will maybe try to play 4 of them.
- 4*Wasteland and 4*Rishadan Port: to add more mana disruption.
- 4*Mutavault: they are golems and that’s the reason why I keep them in the deck in place of Mishra's Factory. However, Conclusion n°6 teaches me to stick with Mishra's Factory. I’m testing them right now…
Finally, 5 Plains are completing the mana base.
The SB is highly experimental, so that I won’t comment it for the moment.
Mana:
4 Mox Diamond
4 Ancient Tomb
4 Wasteland
4 Rishadan Port
4 Mutavault
3 Karakas
5 Plains
Creatures:
3 Phyrexian Revoker
4 Stoneforge Mystic
4 Blade Splicer
4 Lodestone Golem
3 Leonin Arbiter
3 Phyrexian Metamorph
Stuff:
4 Chalice of the Void
3 Trinisphere
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Umezawa's Jitte
1 Batterskull
Sideboard:
SB: 2 Retribution of the Meek
SB: 2 Ethersworn Canonist
SB: 2 Tormod's Crypt
SB: 2 Faerie Macabre
SB: 2 Smokestack
SB: 1 Trinisphere
SB: 2 Seal of Cleansing
SB: 1 Phyrexian Revoker
SB: 1 Phyrexian Metamorph
Facts and conclusions :
Fact n°1: Every blue deck plays 4*Mental Misstep and it is not rare that non blue decks play also Mental Misstep.
Conclusion n°1: 1-CC spells are important
Conclusion n°2: If you don't play 1-CC spells, all those decks have 4 useless cards (except for pitching them to FoW)
Fact n°2: Since the edition of opposite fetchlands, most decks play more than 8 fetchlands, often 10. Green Sun's Zenith, Stoneforge Mystic, Natural Order, Knight of the Reliquary, Entomb and Intuition are also popular shufflers.
Conclusion n°3: It's good to prevent your opponent from shuffling.
Fact n°3: Regular creatures (mostly Tarmogoyf and Knight of the Reliquary) are bigger than Stompy creatures.
Conclusion n°4: Find a way to reliably deal with creatures. Reliably means "Oblivion Ring is crap".
Conclusion n°5: Play equipments. Play Stoneforge Mystic.
Fact n°4: Chalice decks rely on topdecks without any library manipulation.
Conclusion n°6: Avoid playing cards that are bad alone. Synergies are strong when it's a bonus from an already powerful impact on the game state. Synergies are cool when it makes you play 2 bad cards. And coolness is the enemy of magic.
Conclusion n°7: This includes lands. Try to play utilitarian lands as much as possible.
Fact n°5: Qasali Pridemages are everywhere. Sometimes a virtual 8 in a single deck thanks to Green Sun's Zenith.
Conclusion n°8: Do not rely on a single artifact to win.
Conclusion n°9: Related to conclusion n°5: do not expect the combos to make you win.
Conclusion n°10: Play Phyrexian Revoker to disrupt Qasali Pridemage (and Pernicious Deed and Aether Vial and Noble Hierarch).
Fact n°6: Golems are awesome.
Conclusion n°11: Play Golems.
Because Chalice Aggro is not inconsistent enough, I had to add a tribal theme. Yes, I know what I said about synergies. The fact is that Golems are awesome. And Conclusion n°11 overrules all other conclusions.
Actually, when you search magiccards.info database, you notice that there is only 1 good castable golem: Lodestone Golem. He's a great beater and control element, even though it eats all the hate, from Swords to Plowshares to Qasali Pridemage and Lightning Bolt and it is killed by Wild Nacatl. However, the best reason to play a Golem theme, is Blade Splicer. For 2W, you get 2 creatures with first strike and a 4/4 power/toughness total. It gives your 5/3 Lodestone Golem first strike as well. The other golems I play are not really Golems, they are simply what you decide them to be. Mutavaults (Conclusion n°7) and Phyrexian Metamorph (Conclusion n°4).
The rest of the deck is pretty straightforward.
Regarding the creatures, 4 Stoneforge Mystic are mandatory in a white chalice deck (Conclusion n°5). Even though I play Stoneforge Mystic, I decided to play Leonin Arbiter over Aven Mindcensor (Conclusion n°3), because it makes it easier to play it 1 turn earlier. It's also much more efficient at cutting fetches, if played early enough. Phyrexian Revoker is the last creature I play MD (Conclusion n°10).
Regarding the disruption package. 4 Chalice of the Void are included (Conclusion n°1). Since, the deck is quite heavy on the mana denial, 3 Trinisphere are played. Not 4 because it's useless in multiple.
4 tutorable equipments are available: Batterskull and Umezawa's Jitte obviously. The choice of the swords is generally more subject to debate. Sword of Feast and Famine: the land untap effect is great in a Stompy deck which requires a lot of mana. The protection colors G and B are the best since green enables to handle legacy's biggest beaters and B provides, besides W, the best creature removals to be used on an equipped creature. The other sword had to be complementary on its colors and Sword of Fire and Ice is known to be the sword with the best effects. Drawing is very important in a chalice deck and some kind of creature removal is also appreciated. The Chalice of the Void is made up for the lack of W protection, protecting our creatures from W creature removal (namely Swords to Plowshares and Path to Exile to a lesser extent).
28 slots are dedicated to the manabase, but following Conclusion n°7, almost all of them are either acceleration or utilitarian. 4 Mox Diamond and Ancient Tombs are the acceleration package. City of traitor would be a burden in this deck since it's difficult to develop properly with only 3 manas. We do not count on playing turn 1 Trinisphere in this deck. It can happen of course, but we prefer focusing on playing turn 1 2CC bombs, such as Chalice of the Void, Stoneforge Mystic or Leonin Arbiter. We play also 15 utilitarian lands:
- 3*Karakas to deal with those fatties cheated into play: Jin-Gitaxias, Core Augur, Elesh Norn, Grand Cenobite, Emrakul, the Aeons Torn, or Iona, Shield of Emeria. As we need only 1 white mana to play all the deck, and as we play Mox Diamond, we do not fear that much drawing into several Karakas. I will maybe try to play 4 of them.
- 4*Wasteland and 4*Rishadan Port: to add more mana disruption.
- 4*Mutavault: they are golems and that’s the reason why I keep them in the deck in place of Mishra's Factory. However, Conclusion n°6 teaches me to stick with Mishra's Factory. I’m testing them right now…
Finally, 5 Plains are completing the mana base.
The SB is highly experimental, so that I won’t comment it for the moment.
Mana:
4 Mox Diamond
4 Ancient Tomb
4 Wasteland
4 Rishadan Port
4 Mutavault
3 Karakas
5 Plains
Creatures:
3 Phyrexian Revoker
4 Stoneforge Mystic
4 Blade Splicer
4 Lodestone Golem
3 Leonin Arbiter
3 Phyrexian Metamorph
Stuff:
4 Chalice of the Void
3 Trinisphere
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Umezawa's Jitte
1 Batterskull
Sideboard:
SB: 2 Retribution of the Meek
SB: 2 Ethersworn Canonist
SB: 2 Tormod's Crypt
SB: 2 Faerie Macabre
SB: 2 Smokestack
SB: 1 Trinisphere
SB: 2 Seal of Cleansing
SB: 1 Phyrexian Revoker
SB: 1 Phyrexian Metamorph