View Full Version : [Deck] Eight Geddon
No_Life_No_Future
02-08-2007, 10:38 PM
When i realized that white recieved another armageddon in portal I came up with this idea for a deck, which was inspired by several different stax threads.
Mana(28):
4 Darksteel Citadel
4 Flagstones of Trokair
4 City of Traitors
4 Ancient Tomb
5 Plains
4 Chrome Mox
3 Mox Diamond
Lock(16):
4 Trinisphere
4 Chalice of the Void
4 Armageddon
4 Ravages of War
SOS(8):
4 Wrath of God
4 STP
Clock(8):
4 Exhalted Angel
4 Razormane Masticore
Sideboard(15):
4 Ghostly Prison
4 Pithing Needle
4 Jotun Grunt
3 Disenchant
Card Explanations:
Mana:
Darksteel Citadel: Immune to wasteland and absolutely amazing under geddon
Flagstones of Trokair: Immune to wasteland and absolutely amazing under geddon. It also produces white which is a plus.
City of Traitors: Amazing to power out geddons/lets you recover faster after them.
Ancient Tomb: Amazing to power out geddons/lets you recover faster after them. The life loss is usually not a problem as you wont be using them much.
Plains: the plain are required as they are fetched with flagstones.
Chrome Mox: Survives a geddon unlike a land, makes first turn chalice or sphere a reality
Mox Diamond: I feel this is worse than chrome mox, but i like how it survives the geddon. So it stays as a 3 of.
Lock:
Trinisphere: Even if it does come down for a while this seals the deal after a geddon. Great for combo matchup.
Chalice of the Void: Comes down earlier than Trini and serves the same purpose.
Armageddon/Ravages of War: The deck was based around this card. You recover from it faster than your opponent can (if you even need to recover). Absolutley broken.
SOS:
Wrath of God: this is here to catch anything that gets by sphere/chalice after of before a geddon.
STP: I put stp in here for problem creatures, but I am often finding I would rather it be more wrath effects. At least it pitches to mox and is one of the nicest removal spells in the format...
Clock:
Exhalted Angel: You tend to lose some life from Tomb and your opponent early on so this is a great way to gain some life back while smashing face.
Razormane Masticore: His CC is the only thing I dont like about him. If anything is on the table after geddon, Razormane will most likely be able to take it down.
The sideboard has not been tested much but here are the reasonings:
Ghostly Prison--Synergy with geddon!
Pithing Needle--Stops Vial
4 Jotun Grunt-- Threshold
3 Disenchant--Jitte and friends
Matchups:
(Need more testing)
Thresh: Untested--This is probably a difficult matchup
Solidarity: Extremely positive--half of your deck hoses them
Deadguy: Untested--though their land destruction is worth alot less against you.
Burn: Positive--chalice and sphere followed by angel will win you this game.
When i realized that white recieved another armageddon in portal I came up with this idea for a deck, which was inspired by several different stax threads.
Mana(28):
4 Darksteel Citadel
4 Flagstones of Trokair
4 City of Traitors
4 Ancient Tomb
5 Plains
4 Chrome Mox
3 Mox Diamond
Lock(16):
4 Trinisphere
4 Chalice of the Void
4 Armageddon
4 Ravages of War
SOS(8):
4 Wrath of God
4 STP
Clock(8):
4 Exhalted Angel
4 Razormane Masticore
Sideboard(15):
4 Ghostly Prison
4 Pithing Needle
4 Jotun Grunt
3 Disenchant
Card Explanations:
Mana:
Darksteel Citadel: Immune to wasteland and absolutely amazing under geddon
Flagstones of Trokair: Immune to wasteland and absolutely amazing under geddon. It also produces white which is a plus.
City of Traitors: Amazing to power out geddons/lets you recover faster after them.
Ancient Tomb: Amazing to power out geddons/lets you recover faster after them. The life loss is usually not a problem as you wont be using them much.
Plains: the plain are required as they are fetched with flagstones.
Chrome Mox: Survives a geddon unlike a land, makes first turn chalice or sphere a reality
Mox Diamond: I feel this is worse than chrome mox, but i like how it survives the geddon. So it stays as a 3 of.
Lock:
Trinisphere: Even if it does come down for a while this seals the deal after a geddon. Great for combo matchup.
Chalice of the Void: Comes down earlier than Trini and serves the same purpose.
Armageddon/Ravages of War: The deck was based around this card. You recover from it faster than your opponent can (if you even need to recover). Absolutley broken.
SOS:
Wrath of God: this is here to catch anything that gets by sphere/chalice after of before a geddon.
STP: I put stp in here for problem creatures, but I am often finding I would rather it be more wrath effects. At least it pitches to mox and is one of the nicest removal spells in the format...
Clock:
Exhalted Angel: You tend to lose some life from Tomb and your opponent early on so this is a great way to gain some life back while smashing face.
Razormane Masticore: His CC is the only thing I dont like about him. If anything is on the table after geddon, Razormane will most likely be able to take it down.
The sideboard has not been tested much but here are the reasonings:
Ghostly Prison--Synergy with geddon!
Pithing Needle--Stops Vial
4 Jotun Grunt-- Threshold
3 Disenchant--Jitte and friends
Matchups:
(Need more testing)
Thresh: Untested--This is probably a difficult matchup
Solidarity: Extremely positive--half of your deck hoses them
Deadguy: Untested--though their land destruction is worth alot less against you.
Burn: Positive--chalice and sphere followed by angel will win you this game.
How is your goblins matchup? That is what I see as the most troublesome matchup. I think you can run jotun gount in main, seeing how you put ridiculous amount of cards in graveyard to feed it.
ForceofWill
02-08-2007, 11:46 PM
I might suggest supression field in the sideboard over needle or in some combo. Against gobs it makes vial useless after armaggeddon makes sharpshooter shit and siege gangs other ability is almost useless. Great against fetches =0 so its not dead against solidarity. makes jitte bad and I see nothing that makes it hurt you at all.
Cait_Sith
02-08-2007, 11:56 PM
8 cards are effective against Solidarity maindeck and you lack the ability to apply serious pressure. I think you should test it out a number of times before making a judgement.
No_Life_No_Future
02-09-2007, 12:44 AM
8 cards are effective against Solidarity maindeck and you lack the ability to apply serious pressure. I think you should test it out a number of times before making a judgement.
uh where are you getting 8 from?
I would say something more like 16 cards:
4 chalice
4 Trinisphere
8 Geddons
and my creatures are 5 and 4 turn clocks...
Tacosnape
02-09-2007, 01:04 AM
I have actually been playing this deck, or concept, for quite a long time. Since Portal was legalized, actually. I'm glad to see someone else is picking it up.
What I can tell you is that you have to make the deck more Aggro if you're going to win with it. Those turn three Armageddons aren't going to be overly threatening if you don't have threats to back it up. The other thing I can tell you is that you have too much acceleration. You don't need to be able to Geddon by turn 2. The reward isn't great enough.
Unfortunately, when it comes to board-dominating super clocks, White fails dismally as a color. It has Exalted Angel, and Angel interferes with your 4CC slot, which against combo and control decks you'll usually want to be Armageddon/Ravages.
So I splashed Green.
Here's my current build:
1 Darksteel Citadel
4 Flagstones of Trokair
4 Windswept Heath
4 Savannah
3 Plains
2 Forest
4 City of Traitors
4 Chrome Mox
4 Nimble Mongoose
4 Werebear
4 Terravore
3 Mystic Enforcer
4 Swords to Plowshares
4 Search for Tomorrow
3 Pithing Needle
4 Ravages of War
4 Armageddon
SIDEBOARD:
4 Ghostly Prison
4 Chalice of the Void
3 Trinisphere
2 Tivadar's Crusade
2 Loaming Shaman
The deck is a little less Staxy than you might like. Sphere of Resistance fit my curve and I loved it better than Trinisphere. The deck is jam-packed with Threshold creatures, who suddenly grow enormous after a Geddon resolves, though this isn't perfect as it can take a few turns to hit Threshold if you can't get a geddon through. The sideboard's pretty versatile, giving you better game against goblins (Crusade/Ghostly) and Combo (Chalice/Trinisphere).
The card I really liked in this deck was Search for Tomorrow. It's wonderful both on turn one and when you need to suspend one right before you Armageddon.
Goblins is pretty decent. Mongoose/STP handles Lackey, Needle hits Vial, and you're pretty set against Wasteland. Resolving a Geddon can make your creatures bigger than they can handle.
Solidarity is tough. To win game one, you've got to get a threat down and press hard for a turn 3 Geddon and keep trying to Geddon until it succeeds or they kill you, the latter being more likely. After that, Chalice and Trinisphere provide additional problems for them to solve. Most of them will let Chalice/Trinisphere through and try to bounce them while saving countermagic for your Geddons. Just force your way through as best you can.
Threshold was similarly tricky. You play a similar creature base, but they can hit Threshold faster, and your Geddons don't give you exclusivity to getting even closer to Threshold. Loaming Shaman and Chalice help post-board. Don't try to play around Daze, as them Dazeing your Armageddons is bad regardless of whether you have the extra mana or not.
I cut down some of the accelerants in the manabase as I really didn't need to Geddon before turn 3. I'll have to attempt your build a little and see what I like about the Staxier version. I never wanted more than one Citadel out, and City of Traitors worked wonders with all the Armageddon effects, so I never ran Tomb.
UrDraco
02-09-2007, 03:22 AM
You said that you liked the Wrath Effects, have you considered adding The tabernacle at Penrel Vale. Cast Geddon effect, drop Nacle and laugh. That W/G version could even crop rotate/living wish for it.
Maveric78f
02-09-2007, 05:56 AM
Ghostly prison >> Wrath of god : it's permanent and it's cheaper. I also used to play that kind of deck with a lot more mana producer artifacts than you do.
Proz0r
02-09-2007, 09:20 PM
Here is my list:
4 Ancient Tomb
3 City of Traitors
4 Wasteland
4 Mishra's Factory
4 Flagstones of Trokair
5 Plains
3 The Tabernacle at Pendrell Vale
4 Mox Diamond
4 Crucible of Worlds
4 Trinisphere
4 Chalice of the Void
4 Smokestack
4 Ghostly Prison
3 Armageddon
3 Ravages of War
3 Powder Keg
//Sideboard
1 The Tabernacle at Pendrell Vale
1 Armageddon
1 Ravages of War
4 Swords to Plowshares
4 Sphere of Law
4 Porphyry Nodes
You really do not need 8 Armageddon's maindeck. If you play 8, you will often find yourself with a dead card in hand. The interaction of The Tabernacle and Ghostly Prison with Armageddon is really good, I advise you to play those maindeck. You should also play Smokestack; after an Armageddon it will wipe your opponent's board. Plus, Crucible is an auto-include. With my list, I have had no problems beating Goblins, Thresh and Solidarity. The only two real problem matchups are BW suicide and Faerie Stompy.
No_Life_No_Future
02-10-2007, 08:26 PM
Here is my list:
4 Ancient Tomb
3 City of Traitors
4 Wasteland
4 Mishra's Factory
4 Flagstones of Trokair
5 Plains
3 The Tabernacle at Pendrell Vale
4 Mox Diamond
4 Crucible of Worlds
4 Trinisphere
4 Chalice of the Void
4 Smokestack
4 Ghostly Prison
3 Armageddon
3 Ravages of War
3 Powder Keg
//Sideboard
1 The Tabernacle at Pendrell Vale
1 Armageddon
1 Ravages of War
4 Swords to Plowshares
4 Sphere of Law
4 Porphyry Nodes
You really do not need 8 Armageddon's maindeck. If you play 8, you will often find yourself with a dead card in hand. The interaction of The Tabernacle and Ghostly Prison with Armageddon is really good, I advise you to play those maindeck. You should also play Smokestack; after an Armageddon it will wipe your opponent's board. Plus, Crucible is an auto-include. With my list, I have had no problems beating Goblins, Thresh and Solidarity. The only two real problem matchups are BW suicide and Faerie Stompy.
I have been testing Ensnaring Bridge over Ghostly Prison and Ive been very satisfied with it. If you chalice for 1 and 2 to block any removal and have a bridge down you can often lock aggro out of the game.
Do you think it is worth it to devote 4 slots to crucible?
Darksteel Citadel/flagstone/mox's keep me with mana while using a onesided geddon.
I dont need or even want wasteland with so many geddon effects.
Im not a big fan of smokestack--i dont run cruicible. I simply would rather rely on my tri and chalice + geddon effects to keep my opponent from casting anything.
Here is my current build:
Mana(28):
4 Darksteel Citadel
4 Flagstones of Trokair
4 City of Traitors
4 Ancient Tomb
5 Plains
4 Chrome Mox
3 Mox Diamond
Lock(16):
4 Trinisphere
4 Chalice of the Void
4 Armageddon
4 Ravages of War
SOS(7):
3 Disenchant
4 STP
Clock(4):
4 Exhalted Angel
Sideboard(15):
4 Wrath of God
3 Pithing Needle
4 Supression Field
4 Razormane Masticore
ExplosPlankton
02-23-2007, 07:33 PM
This deck could benefit alot from magus of the tabernacle. Running STP and chalice together main isnt a very good idea because you're almost always going to be setting chalice at 1 which then shuts off your own plowshares. I think it is a good idea to run 3-4 STPs in the sideboard to board in for chalice when you are on the draw or up against some mid range aggro like faerie stompy which mostly ignores chalice at 1 or 2. Chrome mox is pretty terrible especially when you have no draw engine to negate the card disadvantage. At least the lands pitched to mox diamond can be recurred but you're not even running crucible. I also dont think you have enough maindeck creature control unless you're in some kind of environment thats dominated by combo. I think you need ghostly prison MD. It has good synergy with armageddon, tangle wire, and Magus. Plus, it only costs a single white which allows you to run a more explosive (read: colorless) manabase. I would try this:
4x Ancient Tomb
4x City of Traitors
3x Crystal Vein
3x Mishra's Factory
3x Flagstones of Trokair
6x Plains
1x The Tabernacle at Pendrell Vale
4x Mox Diamond
4x Magus of the Tabernacle
4x Smokestack
4x Crucible of Worlds
4x Tangle Wire
4x Ghostly Prison
4x Armageddon
4x Chalice of the Void
4x Trinisphere
SB
3x Swords to Plowshares (to bring in for cov against aggro)
3x Sphere of Law (hoses burn, goblins, etc)
4x Seal of Cleansing (for serenity, sacred ground, opposing crucibles, etc)
3x Defense Grid (or some other combo hate)
2x Tormod's Crypt
Other options: karmic justice, hanna's custody, cop: red, aegis of honor, suppression field, etc
I dont think this deck needs more than 4 geddons MD and if I was going to go down to 3 copies of any one card it would probably be geddon as it doesnt do much by itself.
Goblin Snowman
02-24-2007, 10:59 AM
When I was testing a deck similar to this, I had decent success with Winter Orb in the place of Ravages of War. This deck really needed Suppression Field to screw up fetches post Geddon, but I'm not sure how you'd fit them in., perhaps in the place of Tangle Wire.
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