Cire
09-21-2018, 11:45 AM
I have no clue what clever name to name this deck - or if this deck could even become anything, so I'll avoid the clever name for now. . .
On the Guilds of Ravnica spoiler thread during a discussion of Assassin's Trophy, user Poron made a sort of grouping of cards designed to destroy manabases.
The grouping of cards was:
4 Wasteland
4 Stifle
4 Surgical Extraction
4 Assassin’s Trophy
4 Ghost Quarter
4 Crucible of Worlds
Most decks don't run that many basics, so with Ghost Quater and Assassin's trophy you can blow up non-basics eventually without worry. Stiffle is always the bane of all fetchlands, and Surgical Extration can remove even more non-basics from the library.
I wanted to develop a deck around this idea. The natural progression was off course to use a blue bantrip shell since we are already using blue for Stiffle. The second natural progression was to use Abrupt Decay to take care of problematic cards as Assassin's Trophy, while a vindicate, is primarily thought of in this deck as a Sinkhole.
The general blue shell is:
4 Brainstorm
4 Ponder
4 Force of Will
4 Daze
Daze is especially good, in a deck that is designed to prevent mana development.
The general "black/green" shell for BUG decks is:
2 Fatal Push
4 Thought Seize
4 Hymn to Tourach
4 Abrupt Decay
Given that you're playing a full set of Assassin's trophy, and draw you don't really need to run Fatal Push. Additionally, Hymn's BB cost may be tricky now that DRS has been banned. Moreover, while the temptation will be to play Delver, due to the mass influx of lands, due to playing 8 sac lands (Wasteland/Ghost Quarter), you will be forced to play around 16 'real' lands. With 22 lands, 4 crucible's running any creatures beyond delver would push your non-spell count to high. There is also the urge to play Phyrexian Dreadnought, due to stiffle, but decks that run Dreadnaught also need to run cards other than stiffle that allow it to ETB.
Thus the below list is sort of stuck with the idea of both finding a decent win con AND making room for such win con.
-23 Lands
4 Wasteland
4 Ghost Quarter
4 verdant catacombs
3 polluted delta
3 underground sea
2 tropical island
2 Bayou
1 misty rainforest
-33 Spells
4 Stifle
4 Assassin’s Trophy
4 Brainstorm
4 Daze
4 Force of Will
4 Thought Seize
3 Abrupt Decay
3 Surgical Extraction
3 Ponder
-4 Artifacts
4 Crucible of Worlds
You can probably cut
-1 Ponder
-1 Crucible of World
-1 Daze
-1 Assassin's Trophy
Pretty easily - and that would allow you to run Delver. But then hard choices set in. Delver decks don't win with Delver alone. And more than that - this is not really a tempo deck. This is a control deck. The best control win for a while has been Jace, the Mindsculpter. Additionally, given the amount of spells, and given the controlling nature of those spells, Snapcaster Mage seems like a perfect creature to whittle an opponent away and provide control.
But even control decks usually run around 5-6 win cons, so more thought needs to be given as to what should be cut. In the mean time I cut the previously mentioned cards and and two others. I am not saying that this list was tested or that the card amounts were given all that much thought - but, Hopefully the below deck is a decent starting point.
Let me know what you think:
-23 Lands
4 Wasteland
4 Ghost Quarter
4 verdant catacombs
3 polluted delta
3 underground sea
2 tropical island
2 Bayou
1 misty rainforest
-4 Creatures
4 Snapcaster Mage
-28 Spells
4 Stifle
4 Brainstorm
4 Force of Will
3 Thought Seize
3 Daze
3 Assassin’s Trophy
3 Abrupt Decay
2 Surgical Extraction
2 Ponder
-3 Artifacts
3 Crucible of Worlds
-2 Planeswalkers
2 Jace, the Mind Sculptor
So as mentioned - this is a rough starting point and my thought process in trying it out. Going forward is to test the general conceit of the deck - that it can sort of control an opponents mana base AND deal with the threats that actually make it into play (or counter those threats).
On the Guilds of Ravnica spoiler thread during a discussion of Assassin's Trophy, user Poron made a sort of grouping of cards designed to destroy manabases.
The grouping of cards was:
4 Wasteland
4 Stifle
4 Surgical Extraction
4 Assassin’s Trophy
4 Ghost Quarter
4 Crucible of Worlds
Most decks don't run that many basics, so with Ghost Quater and Assassin's trophy you can blow up non-basics eventually without worry. Stiffle is always the bane of all fetchlands, and Surgical Extration can remove even more non-basics from the library.
I wanted to develop a deck around this idea. The natural progression was off course to use a blue bantrip shell since we are already using blue for Stiffle. The second natural progression was to use Abrupt Decay to take care of problematic cards as Assassin's Trophy, while a vindicate, is primarily thought of in this deck as a Sinkhole.
The general blue shell is:
4 Brainstorm
4 Ponder
4 Force of Will
4 Daze
Daze is especially good, in a deck that is designed to prevent mana development.
The general "black/green" shell for BUG decks is:
2 Fatal Push
4 Thought Seize
4 Hymn to Tourach
4 Abrupt Decay
Given that you're playing a full set of Assassin's trophy, and draw you don't really need to run Fatal Push. Additionally, Hymn's BB cost may be tricky now that DRS has been banned. Moreover, while the temptation will be to play Delver, due to the mass influx of lands, due to playing 8 sac lands (Wasteland/Ghost Quarter), you will be forced to play around 16 'real' lands. With 22 lands, 4 crucible's running any creatures beyond delver would push your non-spell count to high. There is also the urge to play Phyrexian Dreadnought, due to stiffle, but decks that run Dreadnaught also need to run cards other than stiffle that allow it to ETB.
Thus the below list is sort of stuck with the idea of both finding a decent win con AND making room for such win con.
-23 Lands
4 Wasteland
4 Ghost Quarter
4 verdant catacombs
3 polluted delta
3 underground sea
2 tropical island
2 Bayou
1 misty rainforest
-33 Spells
4 Stifle
4 Assassin’s Trophy
4 Brainstorm
4 Daze
4 Force of Will
4 Thought Seize
3 Abrupt Decay
3 Surgical Extraction
3 Ponder
-4 Artifacts
4 Crucible of Worlds
You can probably cut
-1 Ponder
-1 Crucible of World
-1 Daze
-1 Assassin's Trophy
Pretty easily - and that would allow you to run Delver. But then hard choices set in. Delver decks don't win with Delver alone. And more than that - this is not really a tempo deck. This is a control deck. The best control win for a while has been Jace, the Mindsculpter. Additionally, given the amount of spells, and given the controlling nature of those spells, Snapcaster Mage seems like a perfect creature to whittle an opponent away and provide control.
But even control decks usually run around 5-6 win cons, so more thought needs to be given as to what should be cut. In the mean time I cut the previously mentioned cards and and two others. I am not saying that this list was tested or that the card amounts were given all that much thought - but, Hopefully the below deck is a decent starting point.
Let me know what you think:
-23 Lands
4 Wasteland
4 Ghost Quarter
4 verdant catacombs
3 polluted delta
3 underground sea
2 tropical island
2 Bayou
1 misty rainforest
-4 Creatures
4 Snapcaster Mage
-28 Spells
4 Stifle
4 Brainstorm
4 Force of Will
3 Thought Seize
3 Daze
3 Assassin’s Trophy
3 Abrupt Decay
2 Surgical Extraction
2 Ponder
-3 Artifacts
3 Crucible of Worlds
-2 Planeswalkers
2 Jace, the Mind Sculptor
So as mentioned - this is a rough starting point and my thought process in trying it out. Going forward is to test the general conceit of the deck - that it can sort of control an opponents mana base AND deal with the threats that actually make it into play (or counter those threats).