Weapon X
12-29-2014, 02:59 PM
Ok, the title could use some work. Basically this has been an idea I have had for a while and lo, I had seen something close to what I wanted. The fire refueled, I went to work. I still have been unable to fit in the GSZ package I also wanted, but at this point I do feel the list has become quite solid.
So the list:
1 savannah
1 underground sea
2 tundra
3 flooded strand
2 tropical island
4 Misty rainforest
4 wasteland
1 karakas
1 island
1 forest
4 noble hierarch
3 deathrite shaman
2 Geist of saint traft
3 Rhox war monk
4 force of will
4 swords to plowshares
4 brainstorm
3 treasure cruise
1 jace, the mind sculptor
3 counterbalance
2 sensei's diving top
2 stoneforge mystic
1 umezawa's jitte
1 sword of fire and ice
1 progenitus
2 natural order
Sideboard
1 enlightened tutor
1 rest in peace
1 batterskull
1 grafdigger's cage
2 detention sphere
2 Orim's chant
2 spell pierce
1 stifle
1 zealous persecution
1 krosan grip
1 snapcaster mage
1 vendilion clique
Batterskull and stifle have proven to be unnecessary. I am actually leaning towards a dryad arbor and another natural order. I'm also a big fan of chants, but I think I'd rather have more blue or green cards. This also brings up the GoST part; while I do want to be "aggro", I also thought about trygon predator in the slot. Meddling mage was another notable card vying for a spot. Needless to say this deck is powerful and very well situated. It still needs a little tuning though. It looks like I will be off parfait still because of my new baby.
Almost forgot, this was supposed to be the deck where I unleash marrow shards onto the populace.
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Didn't think I needed this, but the comments so far suggest I should. I will apologize for the brevity of this. I want to make sure it fits.
Card choices:
noble hierarch this is a starting point. It fixes mana and acts as a threat. Also it's a lightning rod, ie it's worth a removal spell and is the beginning of being threat dense. Sacs to NO.
Deathrite shaman is the second ramper. This mini walker shouldn't need much more explanation. It also sacs to NO
Rhox war monk is one of the unusual choices. For starters it sacs to NO and pitches to FoW. Both important to the deck. Beyond that though it is hard to kill, it survives a lot of the common removal, especially currently. It can create 6 point life swings or more if not in check, but more notably it affects combat math. The lifelink is a big reason for why it is being played. We are trying to be Aggro/mid-range, this helps get us there and because of the mana dorks can be an issue as of turn 2.
Geist of saint traft is another card that may raise some eyebrows. GoST is a clock that doesn't need equipment. Also GoST doesn't die to the prevalent young pyromancer/TNN hate. Good synergy with exalted and the blade package are more benefits. A turn 2 Geist is a fast clock. Also pitches to FoW.
Force of will is easily one of the reasons to play blue. This is our game 1 control option of choice. With a high blue count this card is usually free. With the dorks it is castable fast. The downside is the card disadvantage it creates but that's balanced by not needing to counter many things on turn 1 or 2.
Swords to plowshares is easily the best removal spell printed, that's why we are going to play it. It removes problems and in a pinch will gain us life.
Brainstorm is the other reason to play blue. It does a lot, but I'll gloss over it for one point: card selection. With the multiple plans going on its brainstorm that keeps things moving. You drew progenitus, brainstorm. Counterbalance no top, brainstorm. No green guy, brainstorm. Basically brainstorm is going to help you achieve the given game plan you are on while being a part of the counter/top plan.
Treasure cruise is another questioned card. That's the beauty of midrange, this is still good here. Better in fact. While castable at 8 in the deck it will always be less. It acts as a recover button to some of our card disadvantage and otherwise just keeps the pressure coming. The deck is quite threat dense. At worst it pitches to FoW. At best it draws 3 cards.
Jace, the mind sculptor is the face of modern magic for a reason. Brainstorm number 5 is the main reason to play him as there are some cards you just don't want in hand at times. That said he is also a single card win condition. For the purpose of counterbalance he varies the decks curve. Well, really I should stop at jace. He's self explanatory.
Into the packages now
Counterbalance is the main package. While minimized it still functions and beats decks on its own. Personally it is an answer to my not wanting to play daze which I feel loses value very fast and doesn't function as well in the mid game where I want to be taking control/winning. Jace and brainstorms help fuel this engine beyond just the tops.
Stoneforge mystic is a known plan, possibly expected. That said SFM is kind of a bad card, but it also does something necessary. All she needs to do is power up a weak body. This is the most likely plan to happen which is what we want. Part of our disruption is to present a clock and SFM helps to do that. Also helps get in some 2cmc spells into the curve for counterbalance. This package is again minimized. Batterskull actually was trumped by the presence of war monk because of its in deck function and castability.
Natural order, the oops I win package. Not a main focus game 1, more of a surprise player. NO and the top package tend to be good against different things and is a reason for this minimized package. Another aspect here is the players choice. Cut counter top, focus on the speedier NO plan for example game 2. That's just a possible line. NO also helps get a few more 4cmcs into the deck and a way to beat grindstone game 1.
The brief overview.
Aggro/midrange is probably where it fits in the spectrum. Survive the first 2 turns so that the higher impact spells can take over the game. Pressure damage with some control elements for disruption. The packages help to achieve these ends with one acting as an "oops plan." Winning with an equipped body just to NO it away for progenitus is not an expected line for example unless it results in the win next turn. The deck can do one thing well easily, trying to do more is liable to not work.
And just some quick numbers for quick info purposes:
10 green creatures that sac to NO for progenitus (more by having dryad arbor in sideboard)
21 blue cards total that can pitch to a FoW (including other FoW and progenitus)
17 1cmc spells for blind flipping a counterbalance into the most common cmc. The only higher count in the deck is 0cmc
25 cards that I use to help make a cheaper treasure cruise that ignores simply playing magic (NO, brainstorm, fetch,etc)
While I could probably go into great detail on all aspects of this build, I hope this highlights some of what is going on and why cards were chosen.
So the list:
1 savannah
1 underground sea
2 tundra
3 flooded strand
2 tropical island
4 Misty rainforest
4 wasteland
1 karakas
1 island
1 forest
4 noble hierarch
3 deathrite shaman
2 Geist of saint traft
3 Rhox war monk
4 force of will
4 swords to plowshares
4 brainstorm
3 treasure cruise
1 jace, the mind sculptor
3 counterbalance
2 sensei's diving top
2 stoneforge mystic
1 umezawa's jitte
1 sword of fire and ice
1 progenitus
2 natural order
Sideboard
1 enlightened tutor
1 rest in peace
1 batterskull
1 grafdigger's cage
2 detention sphere
2 Orim's chant
2 spell pierce
1 stifle
1 zealous persecution
1 krosan grip
1 snapcaster mage
1 vendilion clique
Batterskull and stifle have proven to be unnecessary. I am actually leaning towards a dryad arbor and another natural order. I'm also a big fan of chants, but I think I'd rather have more blue or green cards. This also brings up the GoST part; while I do want to be "aggro", I also thought about trygon predator in the slot. Meddling mage was another notable card vying for a spot. Needless to say this deck is powerful and very well situated. It still needs a little tuning though. It looks like I will be off parfait still because of my new baby.
Almost forgot, this was supposed to be the deck where I unleash marrow shards onto the populace.
----------------------------------------
Didn't think I needed this, but the comments so far suggest I should. I will apologize for the brevity of this. I want to make sure it fits.
Card choices:
noble hierarch this is a starting point. It fixes mana and acts as a threat. Also it's a lightning rod, ie it's worth a removal spell and is the beginning of being threat dense. Sacs to NO.
Deathrite shaman is the second ramper. This mini walker shouldn't need much more explanation. It also sacs to NO
Rhox war monk is one of the unusual choices. For starters it sacs to NO and pitches to FoW. Both important to the deck. Beyond that though it is hard to kill, it survives a lot of the common removal, especially currently. It can create 6 point life swings or more if not in check, but more notably it affects combat math. The lifelink is a big reason for why it is being played. We are trying to be Aggro/mid-range, this helps get us there and because of the mana dorks can be an issue as of turn 2.
Geist of saint traft is another card that may raise some eyebrows. GoST is a clock that doesn't need equipment. Also GoST doesn't die to the prevalent young pyromancer/TNN hate. Good synergy with exalted and the blade package are more benefits. A turn 2 Geist is a fast clock. Also pitches to FoW.
Force of will is easily one of the reasons to play blue. This is our game 1 control option of choice. With a high blue count this card is usually free. With the dorks it is castable fast. The downside is the card disadvantage it creates but that's balanced by not needing to counter many things on turn 1 or 2.
Swords to plowshares is easily the best removal spell printed, that's why we are going to play it. It removes problems and in a pinch will gain us life.
Brainstorm is the other reason to play blue. It does a lot, but I'll gloss over it for one point: card selection. With the multiple plans going on its brainstorm that keeps things moving. You drew progenitus, brainstorm. Counterbalance no top, brainstorm. No green guy, brainstorm. Basically brainstorm is going to help you achieve the given game plan you are on while being a part of the counter/top plan.
Treasure cruise is another questioned card. That's the beauty of midrange, this is still good here. Better in fact. While castable at 8 in the deck it will always be less. It acts as a recover button to some of our card disadvantage and otherwise just keeps the pressure coming. The deck is quite threat dense. At worst it pitches to FoW. At best it draws 3 cards.
Jace, the mind sculptor is the face of modern magic for a reason. Brainstorm number 5 is the main reason to play him as there are some cards you just don't want in hand at times. That said he is also a single card win condition. For the purpose of counterbalance he varies the decks curve. Well, really I should stop at jace. He's self explanatory.
Into the packages now
Counterbalance is the main package. While minimized it still functions and beats decks on its own. Personally it is an answer to my not wanting to play daze which I feel loses value very fast and doesn't function as well in the mid game where I want to be taking control/winning. Jace and brainstorms help fuel this engine beyond just the tops.
Stoneforge mystic is a known plan, possibly expected. That said SFM is kind of a bad card, but it also does something necessary. All she needs to do is power up a weak body. This is the most likely plan to happen which is what we want. Part of our disruption is to present a clock and SFM helps to do that. Also helps get in some 2cmc spells into the curve for counterbalance. This package is again minimized. Batterskull actually was trumped by the presence of war monk because of its in deck function and castability.
Natural order, the oops I win package. Not a main focus game 1, more of a surprise player. NO and the top package tend to be good against different things and is a reason for this minimized package. Another aspect here is the players choice. Cut counter top, focus on the speedier NO plan for example game 2. That's just a possible line. NO also helps get a few more 4cmcs into the deck and a way to beat grindstone game 1.
The brief overview.
Aggro/midrange is probably where it fits in the spectrum. Survive the first 2 turns so that the higher impact spells can take over the game. Pressure damage with some control elements for disruption. The packages help to achieve these ends with one acting as an "oops plan." Winning with an equipped body just to NO it away for progenitus is not an expected line for example unless it results in the win next turn. The deck can do one thing well easily, trying to do more is liable to not work.
And just some quick numbers for quick info purposes:
10 green creatures that sac to NO for progenitus (more by having dryad arbor in sideboard)
21 blue cards total that can pitch to a FoW (including other FoW and progenitus)
17 1cmc spells for blind flipping a counterbalance into the most common cmc. The only higher count in the deck is 0cmc
25 cards that I use to help make a cheaper treasure cruise that ignores simply playing magic (NO, brainstorm, fetch,etc)
While I could probably go into great detail on all aspects of this build, I hope this highlights some of what is going on and why cards were chosen.