magiclovr
08-17-2017, 06:35 PM
I'll be adding more to this later, but basically been playing a deck that is designed to abuse enchantments that have a separate ETB/LTB ability (O-Ring, Detention Sphere, etc.) with something that allows us to sacrifice the enchantment with the exile trigger on the stack, hence the name "Sack on Stack". The benefit is that you still get the removal of the ETB enchantment, but it's permanent instead of temporary. Also, you get some benefit (creature pump or life) from whatever you sacrificed it to. Here are the key elements:
1) ETB/LTB enchantments - Right now my suite includes: Journey to Nowhere, Oblivion Ring, Detention Sphere for general removal. I also am playing around with Reality Acid and Parallax Tide for super-abuse. Nothing quite like casting Parallax Wave and then, while retaining priority the whole time, remove all five counters to remove 5 of their lands and then sacrifice the Wave.
2) A sacrifice outlet - I have identified three that are viable: First is Claws of Gix. This is awesome in that it costs 0-CMC so it comes down quick and can sacrifice anything for life. The downside is that it costs 1 to use. Second is Auratog. Great at 2-CMC and a solid finisher after a Replenish. Third is Phantatog. The usual finisher as after recurring lots of stuff with Replenish and getting a huge hand, this can alpha strike for lots.
3) Gas - Two cards that are great at filling the hand/yard with gas are Hatching Plans and Attunement. HP is basically a 2-CMC Ancestral with a sac outlet on the board, with the added bonus of being able to abuse it over and over with Replenish. Attunement is great at mega-looting to just discard enchantments to the GY to find that Replenish/missing combo piece to go nuts. The last piece is Replenish which is what breaks the deck and allows it to go crazy. Up until a Replenish the deck typically just does 1-for-1 with opponent on threat/removal. By then getting all the pieces back without casting them, things break down quickly.
4) Control - I know, playing U/W without playing Ponder/Brainstorm or any counters (except out of the SB) seems very odd. I get that the deck isn't tier 1 but it's so linear and redundant that it mulligans great! So, the deck does play 4 Ancient Tombs and 4 Chalice of the Void main-deck. This get some % of "free wins" when it shuts off BUG Delver and the like on T1, but can come out against decks that don't rely on 1-CMC stuff.
Thoughts:
1) The deck is VERY tricky to play as you have to set the stack up well as to not screw up and mess up the triggers. I've punted games I should have won by having my Reality Acids trigger wrong or not holding CTRL down when using Parallax Tide/Wave.
2) The deck is a bit hard to finish with as you basically have to stick an Atog and peck away until you can Replenish and hit them for a bunch in one turn.
I will be putting up the full decklist shortly with all the card tags and stuff so stay tuned!
PS. If you want to see the deck in action, I have some vids on a YT channel. Search for "marcagel"
1) ETB/LTB enchantments - Right now my suite includes: Journey to Nowhere, Oblivion Ring, Detention Sphere for general removal. I also am playing around with Reality Acid and Parallax Tide for super-abuse. Nothing quite like casting Parallax Wave and then, while retaining priority the whole time, remove all five counters to remove 5 of their lands and then sacrifice the Wave.
2) A sacrifice outlet - I have identified three that are viable: First is Claws of Gix. This is awesome in that it costs 0-CMC so it comes down quick and can sacrifice anything for life. The downside is that it costs 1 to use. Second is Auratog. Great at 2-CMC and a solid finisher after a Replenish. Third is Phantatog. The usual finisher as after recurring lots of stuff with Replenish and getting a huge hand, this can alpha strike for lots.
3) Gas - Two cards that are great at filling the hand/yard with gas are Hatching Plans and Attunement. HP is basically a 2-CMC Ancestral with a sac outlet on the board, with the added bonus of being able to abuse it over and over with Replenish. Attunement is great at mega-looting to just discard enchantments to the GY to find that Replenish/missing combo piece to go nuts. The last piece is Replenish which is what breaks the deck and allows it to go crazy. Up until a Replenish the deck typically just does 1-for-1 with opponent on threat/removal. By then getting all the pieces back without casting them, things break down quickly.
4) Control - I know, playing U/W without playing Ponder/Brainstorm or any counters (except out of the SB) seems very odd. I get that the deck isn't tier 1 but it's so linear and redundant that it mulligans great! So, the deck does play 4 Ancient Tombs and 4 Chalice of the Void main-deck. This get some % of "free wins" when it shuts off BUG Delver and the like on T1, but can come out against decks that don't rely on 1-CMC stuff.
Thoughts:
1) The deck is VERY tricky to play as you have to set the stack up well as to not screw up and mess up the triggers. I've punted games I should have won by having my Reality Acids trigger wrong or not holding CTRL down when using Parallax Tide/Wave.
2) The deck is a bit hard to finish with as you basically have to stick an Atog and peck away until you can Replenish and hit them for a bunch in one turn.
I will be putting up the full decklist shortly with all the card tags and stuff so stay tuned!
PS. If you want to see the deck in action, I have some vids on a YT channel. Search for "marcagel"