View Full Version : [Deck] Wheel-Field Bant
sillyandrew
02-12-2012, 01:45 AM
so, i'm a long time MUC player, and i'm completely in love with the card energy field, so i set out to break it. i come up with this list, abusing the interactions between energy field and wheel of sun and moon:
4 wheel of sun and moon
4 energy field
2 qasali pridemage
2 scavenging ooze
2 stoneforge mystic
2 vendilion clique
1 sword of fire and ice
1 sword of feast and famine
3 vedalken shackles
3 jace, the mind sculptor
4 brainstorm
3 counterspell
3 daze
3 swords to plowshares
4 misty rainforest
4 flooded strand
4 tundra
4 tropical island
1 savannah
3 island
2 plains
1 forest
i just finished play-testing on cockatrice, and i never lost a game. 1-0 against aggro-loam, 2-0 against nic fit, 2-0 against GW maverick, 1-0 against mono-G jank.
i didn't bother to roll up a sideboard, but i think a standard bant sideboard will get the job done. 4 maindeck wheel of sun and moon makes dredge, goyf, snapcaster, past in flames and a lot more just plain bad. it's also means you can't lose to the mill.
let's make this a real deck? please?
boneclub24
02-12-2012, 02:27 AM
So many 2-ofs, no Green Sun's Zenith.
What is this, I don't even...
from Cairo
02-12-2012, 02:46 AM
Doesn't hitting your Wheel with a Disenchant effect totally blow you out? It get's 'yard'd and you're forced to sac Energy Field. I mean Disenchant effects aren't super common, but Spell Snare, Qasali Pridemage, Krosan Grip, Vindicate, Pernicious Deed all see play.
Does this really accomplish much over something like Worship?
I'm interested in your testing, I feel like Nic Fit should be pretty favored in this match. Between Cabal Therapy, Maelstrom Pulse, Deed and GSZ's utility it seems like they should have the tools necessary to combat this strategy.
sillyandrew
02-12-2012, 02:59 AM
I'm interested in your testing, I feel like Nic Fit should be pretty favored in this match. Between Cabal Therapy, Maelstrom Pulse, Deed and GSZ's utility it seems like they should have the tools necessary to combat this strategy.
game one, i don't think he knew what i was trying to do. i assembled the combo pieces by turn three and he thought for a long time. i countered a deeds, and a few other things, and a shackled gofy + my own ooze got there quickly.
game two was much longer. i assembled the pieces on turn four or so, he snuck a deeds through, which took them both out, but he didn't have enough mana to take out the jace i landed. used jace to bounce a goyf for two turns while i brainstormed into more counterspells and creatures to stablize. shackles + counters kept his board clear, and ooze ate away at his yard, and face.
the only time a cabal therapy resolved he forced me to discard the sword of feast and famine i fetched up with stoneforge game one. game two i think i managed to get a mid-game daze off on one, and those were the only two times i ever saw it. oozes (both mine, and his shackled) kept his graveyard clean so he couldn't flash 'em back.
death
02-12-2012, 03:01 AM
Needs Sterling Grove to tutor/protect the combo.
Darkenslight
02-12-2012, 06:11 AM
I'd argue that you should go GWu and go full-out Enchantment Prison, using cards such as Greater Auramancy and Sterling Grove to lock them out, along with Rule of Law/Arcane Laboratory. Hell, even Privileged Position.
Hell, for a purely enchantment based thing, you could probably use Equipoise, and Prison auras such as Recumbent Bliss for dealing with stray Emrakul, and Leyline of Sanctity for Jace.
lyracian
02-12-2012, 06:58 AM
I have seen this before focusing on the blue control.
4 x Energy Field
3 x Wheel of Sun and Moon
4 x Force of Will
4 x Mental Misstep
4 x Counterspell
2 x Jace Beleren
4 x Impulse
4 x Brainstorm
4 x Enlightened Tutor
1 x Chrome Mox
1 x Pithing Needle
1 x Jester's Cap
1 x Mesmeric Orb
1 x Tormod's Crypt
4 x Flooded Strand
4 x Tundra
8 x Island
6 x Plains
Kich867
02-12-2012, 12:11 PM
Any reason to run Daze over FoW?
I mean, to an extent, if you can win without relying on Wheel-Field, you should be in an excellent position.
Game one, you likely take it so long as you reserve counters -strictly- for ways to deal with enchantment hate. Assuming you get both down.
Game two, K-Grip is going to do work and you can't stop it, so being able to win without is going to be pretty key. It looks like you probably should be able to though. In regards to GSZ: I don't think it's very necessary, what's he going to hit with it? Pridemage and Ooze?
Contrary to popular belief, having 4 green creatures in your deck doesn't actually constitute running GSZ. Maybe if he had Arbor in there, but I don't see a point to running arbor, he's not trying to accelerate into anything, he doesn't need to rush anything, all he needs to do is get that lock in place and protect it for as long as he can--because in the mean time, he can beat face with other stuff.
I question Scavenging Ooze, he's definitely amazing and it gives you even stronger anti-graveyard stuff, but with your graveyard also being very small / non existent, I think you might want to look at other really solid beaters. Or, run more Stoneforge's in their place as they don't rely on the GY at all. You can drop a Batterskull in who I feel synergizes pretty well with a raw E-Field, if he dies the token isn't a card and won't trigger E-Fields sacrifice. Plus, you can equip it to a Clique if you need to and get some more beatdown on.
I've played against your MUC with E-Field, and a big part of it is using Top to filter your draws constantly. I would try and find a spot for it, that way you don't -need- wheel to keep it going.
sillyandrew
02-12-2012, 12:36 PM
I neglected to state in my opening post that this list was constructed extremely quickly, granted that's no excuse, but a lot of card choices were rather impulsive.
sterling grove is a solid suggestion, and I'll have to start testing with it.
daze over fow is because I'm not running enough blue cards, especially since I never want to have to pitch an energy field, but the slot might be better as mana leak,spell snare, or something a little harder.
not running top was a complete oversight, frank: you're completely right.
scavenging ooze isn't the best beater, you're right, but he made a lot more sense to me than the alternatives. goyf and kotr are sort of out of the question, because ideally, I'll ever have a fetch or two in the yard before I get a wheel online, so they stay tiny. with ooze, I have a defensive threat, in that I can eliminate their gy antics, that grows a little bit, and can gain me a few lives. I almost never want to drop my first wheel on my opponent unless I'm playing dredge, or somehow managing to race reanimater. I wanted a green creature in the 2-3 cmc range, and he seemed like the best fit.
as per winning without wheel-field, I think the list (atleast attempts to) should run pretty similar to most bant lists. without wheel, field should still buy me a turn or two; clique is fantastic beater under protection; shackles shuts a lot of aggro games down; and jace speaks for himself, and if you toss. batterskull in there, SFM becomes a little more threatening.
Darkenslight
02-12-2012, 04:09 PM
Here's a rough UW list for Wheel Field Prison:
Lands:
4 Island
4 Plains
4 Tundra
4 Flooded Strand
2 Polluted Delta
4 Ancient Tomb
2 Maze of Ith
Enchantments:
4 Leyline of Sanctity
4 Wheel of Sun and Moon
4 Greater Auramancy
4 Energy Field
4 Curse of Exhaustion
4 Hesitation
2 Oblivion Ring
Other:
4 Enlightened Tutor
4 Jace, the Mind Sculptor
2 Elixir of Immortality
Hesitation is there to form a quasi hard-lock with Curse of Exshaustion. Note that this is a creatureless build, and thus, is not recommended for aggro-heavy metagames. If that's the case, then I'd recommend losing the Hesistations for Humility/Moat.
This is a rough list that doesn't use Sterling Grove, instead going for Greater Auramancy. Once the lock is in place (2*Greater Auramancy, Wheel, Energy Field) there's only one mechanism that can kill you right out, which the Curse handily shuts off (Tendrils).
I'm not too sure on the Sol lands slot. It's also pretty weak to an Emrakul, but if you have Hesitation for the Show and Tell, then that ain't happening. I'm fairly certain that the list above can be improved.
ETA: the Curse is better than its closest rival, Arcane Lab, but is the one mana extra worth it? I believe so.
Malchar
02-13-2012, 02:27 PM
If wheel of sun and moon is destroyed, it applies its own replacement effect to itself. This means that if they destroy your wheel, you still keep energy field until something else goes to your graveyard. You still lose to disk/deed since those cards destroy the energy field directly, but at least all your stuff will go to the bottom of your library to power cellar door.
Kich867
02-13-2012, 04:32 PM
If wheel of sun and moon is destroyed, it applies its own replacement effect to itself. This means that if they destroy your wheel, you still keep energy field until something else goes to your graveyard. You still lose to disk/deed since those cards destroy the energy field directly, but at least all your stuff will go to the bottom of your library to power cellar door.
Disk is pretty non-existent and deed takes like two turns to actually go off. Saying that he loses to it is a pretty big statement, the deck can stand on it's own, it just happens to also have a lock in it.
The Wheel-field will give him enough turns to sculpt and perfect a hand to win the game with if it gets in place.
I mean, quite frankly, you'd be surprised how many decks just outright don't have an answer to Energy Field in the main deck. There's a lot of decks that pretty much just scoop to the card. The wheel only adds to that power and gives better color options.
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