guybrush3
11-23-2015, 12:10 PM
1. A Brief History
No history, we still have to write it down. If it works :tongue:
As a fan of tezzerator and stomp decks this is what just came out of my mind.
2. What is this deck?
Similar to tezzerator deck this is a planeswalker control deck. It utilizes artifacts to protect the planewalkers which can later be used as win condition through their second and third abilities. Unlike most control deck’s it focuses on pure card quantity over quality. Main goal is to cast a chalice turn 1 or a planes walker turn 2.
3. Why play the deck?
It plays cards that do not see tons of play in legacy and the overall synergy of the deck is something to marvel at. The nature of the deck ensures nonlinear game play and is enjoyable to bring to large events. It rewards the experience pilot while at the same time giving your opponent a hard time predicting what is exactly in your deck.
Makes you control the board and then create tokens to kill the opponent who will still be dealing with your tax permanents.
4. Card Choices
Planeswalkers Choices:
Garruk : He untaps your double mana lands. Goes very good with the tax aspect of the deck allowing you to cast another spell as soon as he enters the battlefield. He protects himself and later on makes you win powering up your creatures.
Daretti: Acts as a free every turn faithless looting since we don't want 1 CMC cards in the deck cuz of Chalice of the void. Same reason I don't play goblin welder. He gives the deck that blue touch of controlling your cards and works as a big Goblin Welder. Even if you drop him at turn 2 it will be hard to deal with him. Makes us win with our only big finisher in the deck. His third ability is useless most of the times. Crazy synergy with TWire.
Core Walkers
4x Garruk
4x Daretti
If the heart of the deck are these 2 planeswalkers then the soul of this deck is the custom Tool box it contains.
Toobox Daretti Engine:
Pun fire+grove: repayable cards to hit target player or creatures.
Emperion and Batterskull as finishers to cast via Daretti.
Garruk Engine:
every >3cmc tax card spell are now a turn 2 to cast spells thanks to garruk+ancient tombs. Utapping makes us play fast all the cards we have in our hands :roll eyes: this was quite obvious.
Mana Choices: A stable yet explosive mana base is required to quickly deploy the deck's diverse threats
Signet: A turn one mana rock which taps for the exact colors need to cast Daretti or Garruk on turn two. It can be used later on to switch artifacts from the graveyard.
Talisman: Playable Turn one off of a Sol Lands and provides mana ramp for a turn two planewalker. It does not require mana input, thus it is stronger in this deck then the Signet for color fixing.
Taiga: This deck need R/G mana to operate an there is no better dual land then this.
Wooded foothills : More virtual taiga Copies but they can also find basics to fend off wasteland.
Mountain and Forest: Wasteland and blood moon exists <we play it:tongue>, we must respect the format.
City of Traitors and Ancient Tomb : The Sol Lands, provide the critical turn one acceleration for a Chalice of the Void or a Mana Rock. Most hands are not keep-able if it is missing one of these lands.
Artifact lands : They can be used later on to switch artifacts from the graveyard.
Core Mana
3x Talisman of Impulse
3x Gruul Signet
4x taiga
4x fetch
4x Ancient Tomb
3x city of traitors
4x grove
2x Forest
2x mountain
1x Great furnace
2x Tree of Tales
Removal Choices:
Protecting your walker is the key to victory. These cards give you a fighting chance.
Garruk: protects himself
Song of the dryads: transform everything (Also planes walkers in lands) Works similar to oblivion ring. Can also transform your permanents in lands if needed.
Pun Fire: as a one of the best 2 card interaction nowadays it gains even more light with daretti +2 ab
Engineered explosives : Removes the pesky 1 and 2CMC creatures that dominate the format. It also removes problematic permanents like pithing needle. Combos well with Daretti to provide massive card advantage.
Core Removal:
3x punishing fire
1x enginnered explosives
3x song of the dryads
1x purite spellbomb
Protection:
Because sometimes your opponent really does not want you to have a planswalker
Tangle wire: best taxing card in the deck probably. Daretti brings it back over and over. You can sacrifice it to a shrapnel blast without crying on his fourth turn. Good synergy with signets and talismans.
Chalice of the Void: With Sol Lands it is very possible to play this turn 1. In some match-ups it is the card that will win you the game. It protects your walkers from counter spells and blasts while at the same time removing your opponents clock. How many that should be run is up to debate but most people will run more in the board if they are not maxed out in the main.
Ensnaring bridge: Stops Aggro Decks in their tracks. You burn through your hand so fast most decks wont be able to attack you execpt for their smallest creatures.
Magus of the moon: create taxing effects. Can be pumped by garruk or tapped when you need to count your permanents under a tangle wire.Shuts down grove/pun fire interaction but we don't mind.
Core Protection
4x tangle wire
4x chalice of the void
1x ensnaring bridge
4x magus of the moon
Finisher:
To win we have garruk tokens and last ab to pump them and magus's . Batter skull and Emperion also work with Daretti as another winning condition.
DECK;
Creatures:
4 Magus of the Moon
1 Platinum Emperion
Spells
3 Punishing Fire
Enchantments
3 Song of the Dryads
1 Sylvan Library
Artifacts
1 Batterskull
4 Chalice of the Void
1 Ensnaring Bridge
3 Gruul Signet
1 Pyrite Spellbomb
3 Talisman of Impulse
4 Tangle Wire
Lands
4 Ancient Tomb
3 City of Traitors
1 Forest
1 Great Furnace
4 Taiga
1 Tree of Tales
4 Wooded Foothills
4 Grove of the burn willows
Planeswalkers
4 Daretti, Scrap Savant
4 Garruk Wildspeaker
SIDEBOARD:
under construction
EDIT: removed shrapnel blast for the Punishing fire / grove package.
No history, we still have to write it down. If it works :tongue:
As a fan of tezzerator and stomp decks this is what just came out of my mind.
2. What is this deck?
Similar to tezzerator deck this is a planeswalker control deck. It utilizes artifacts to protect the planewalkers which can later be used as win condition through their second and third abilities. Unlike most control deck’s it focuses on pure card quantity over quality. Main goal is to cast a chalice turn 1 or a planes walker turn 2.
3. Why play the deck?
It plays cards that do not see tons of play in legacy and the overall synergy of the deck is something to marvel at. The nature of the deck ensures nonlinear game play and is enjoyable to bring to large events. It rewards the experience pilot while at the same time giving your opponent a hard time predicting what is exactly in your deck.
Makes you control the board and then create tokens to kill the opponent who will still be dealing with your tax permanents.
4. Card Choices
Planeswalkers Choices:
Garruk : He untaps your double mana lands. Goes very good with the tax aspect of the deck allowing you to cast another spell as soon as he enters the battlefield. He protects himself and later on makes you win powering up your creatures.
Daretti: Acts as a free every turn faithless looting since we don't want 1 CMC cards in the deck cuz of Chalice of the void. Same reason I don't play goblin welder. He gives the deck that blue touch of controlling your cards and works as a big Goblin Welder. Even if you drop him at turn 2 it will be hard to deal with him. Makes us win with our only big finisher in the deck. His third ability is useless most of the times. Crazy synergy with TWire.
Core Walkers
4x Garruk
4x Daretti
If the heart of the deck are these 2 planeswalkers then the soul of this deck is the custom Tool box it contains.
Toobox Daretti Engine:
Pun fire+grove: repayable cards to hit target player or creatures.
Emperion and Batterskull as finishers to cast via Daretti.
Garruk Engine:
every >3cmc tax card spell are now a turn 2 to cast spells thanks to garruk+ancient tombs. Utapping makes us play fast all the cards we have in our hands :roll eyes: this was quite obvious.
Mana Choices: A stable yet explosive mana base is required to quickly deploy the deck's diverse threats
Signet: A turn one mana rock which taps for the exact colors need to cast Daretti or Garruk on turn two. It can be used later on to switch artifacts from the graveyard.
Talisman: Playable Turn one off of a Sol Lands and provides mana ramp for a turn two planewalker. It does not require mana input, thus it is stronger in this deck then the Signet for color fixing.
Taiga: This deck need R/G mana to operate an there is no better dual land then this.
Wooded foothills : More virtual taiga Copies but they can also find basics to fend off wasteland.
Mountain and Forest: Wasteland and blood moon exists <we play it:tongue>, we must respect the format.
City of Traitors and Ancient Tomb : The Sol Lands, provide the critical turn one acceleration for a Chalice of the Void or a Mana Rock. Most hands are not keep-able if it is missing one of these lands.
Artifact lands : They can be used later on to switch artifacts from the graveyard.
Core Mana
3x Talisman of Impulse
3x Gruul Signet
4x taiga
4x fetch
4x Ancient Tomb
3x city of traitors
4x grove
2x Forest
2x mountain
1x Great furnace
2x Tree of Tales
Removal Choices:
Protecting your walker is the key to victory. These cards give you a fighting chance.
Garruk: protects himself
Song of the dryads: transform everything (Also planes walkers in lands) Works similar to oblivion ring. Can also transform your permanents in lands if needed.
Pun Fire: as a one of the best 2 card interaction nowadays it gains even more light with daretti +2 ab
Engineered explosives : Removes the pesky 1 and 2CMC creatures that dominate the format. It also removes problematic permanents like pithing needle. Combos well with Daretti to provide massive card advantage.
Core Removal:
3x punishing fire
1x enginnered explosives
3x song of the dryads
1x purite spellbomb
Protection:
Because sometimes your opponent really does not want you to have a planswalker
Tangle wire: best taxing card in the deck probably. Daretti brings it back over and over. You can sacrifice it to a shrapnel blast without crying on his fourth turn. Good synergy with signets and talismans.
Chalice of the Void: With Sol Lands it is very possible to play this turn 1. In some match-ups it is the card that will win you the game. It protects your walkers from counter spells and blasts while at the same time removing your opponents clock. How many that should be run is up to debate but most people will run more in the board if they are not maxed out in the main.
Ensnaring bridge: Stops Aggro Decks in their tracks. You burn through your hand so fast most decks wont be able to attack you execpt for their smallest creatures.
Magus of the moon: create taxing effects. Can be pumped by garruk or tapped when you need to count your permanents under a tangle wire.Shuts down grove/pun fire interaction but we don't mind.
Core Protection
4x tangle wire
4x chalice of the void
1x ensnaring bridge
4x magus of the moon
Finisher:
To win we have garruk tokens and last ab to pump them and magus's . Batter skull and Emperion also work with Daretti as another winning condition.
DECK;
Creatures:
4 Magus of the Moon
1 Platinum Emperion
Spells
3 Punishing Fire
Enchantments
3 Song of the Dryads
1 Sylvan Library
Artifacts
1 Batterskull
4 Chalice of the Void
1 Ensnaring Bridge
3 Gruul Signet
1 Pyrite Spellbomb
3 Talisman of Impulse
4 Tangle Wire
Lands
4 Ancient Tomb
3 City of Traitors
1 Forest
1 Great Furnace
4 Taiga
1 Tree of Tales
4 Wooded Foothills
4 Grove of the burn willows
Planeswalkers
4 Daretti, Scrap Savant
4 Garruk Wildspeaker
SIDEBOARD:
under construction
EDIT: removed shrapnel blast for the Punishing fire / grove package.