Kundalini
06-17-2007, 07:55 AM
I loved the idea of a pox deck with a blue splash. The idea is to add draw spells from blue, and keep black disrupt and discard engine running longer to establish board advantage and finish the opponent with artifact creatures.
I have a list, and some matchup results. The combo matchups are all supposed to be good for this deck, and the control / aggro-control matchup I tested look improved.
Thruffleshuffle is a very good matchup, as every slow deck is: UGW ***** appears just slightly less favorable, but still decent. I also tested vs. survival a little, but it looks 50/50 so far.
Anyway, it's just funny to play and sometimes it just wins because of the capability of locking your opponent out of resources. List:
//18 lands
6 Swamp
4 Underground Sea
4 Polluted Delta
3 Wasteland
1 Academy Ruins
// mana support
4 Mox Diamond
3 Crucible of Worlds
// draw
4 Compulsive Research
4 Ancestral Vision
4 Brainstorm
// disrupt
4 Sinkhole
4 Hymn to Tourach
4 Smallpox
2 Pox
// creatures
4 Phyrexian Totem
4 Chimeric Idol
1 Nether Spirit
// sideboard
SB: 3 Engineered Plague
SB: 2 Tormod's Crypt
SB: 4 Duress
SB: 4 Pithing Needle
SB: 2 Stifle
Card choices:
Sinkhole-Hymn-Smallpox-Pox: the usual pox disrupt arsenal. Blue draw spells should allow you to play more of these, so pox is just a 2-of in favor of 4 smallpoxes. These also are very effective in slowing down the opponent while waiting for a suspended ancestral vision to resolve.
Ancestral vision: this is powerful in the deck because you have time to resolve it. If in opening hand, play it first then black disruption stalls the game until 4th turn, then you can start chaincasting more AV while keeping your opponent at disadvantage by your hymns and poxes.
Brainstorm: no need to explaination here.
Compulsive Research: as third draw spell, I choose this because it has great synergy with crucible and because the deck performs great if supported by "quantity" draw.
Chimeric Idol: this is your main win condition; immune to poxes and can be recurred via academy ruins.
Phyrexian Totem: secondary win condition, for mid to late game. Or, for finishing your opponent quickly when his board is empty. Doubles as mana producer, usually casting multiple totems after resolving an ancestral is profitable.
Nether spirit: just great sinergy with poxes, compuls. research, etc. this is the only creature in the deck. Its recursion cumulates with the recursion of totems and idols via academy ruins (which is recurred via crucible) to out-resource the opponent even more.
Crucible of worlds: this is a real card-advantage mvp, wasteland recursion, great sinergy with totem, compulsive research, poxes, moxes, everything in the deck.
Academy ruins: artifacts are important in this deck. Recurring them is huge in so many situations.
Mox Diamond: the piece of acceleration which has most synergy with crucible, compulsive research, and pox effects.
Duress: moved to sideboard because of lack of slots, as I prefer to run more threats and 2-for-1s main to improve survival and aggro matchups.
Tormod's Crypt: not really sure about these, but I think they are needed for NQG, survival, reanimator, etc.
Engineered plague: goblins and slivers.
Pithing needle: again, not really sure about these; the plan is using them in multiples on game 2, with duress and academy ruins.
Stifle: just some more disruption if I see targets for it in game 1.
I hope this deck deserves some hint and developments.
I have a list, and some matchup results. The combo matchups are all supposed to be good for this deck, and the control / aggro-control matchup I tested look improved.
Thruffleshuffle is a very good matchup, as every slow deck is: UGW ***** appears just slightly less favorable, but still decent. I also tested vs. survival a little, but it looks 50/50 so far.
Anyway, it's just funny to play and sometimes it just wins because of the capability of locking your opponent out of resources. List:
//18 lands
6 Swamp
4 Underground Sea
4 Polluted Delta
3 Wasteland
1 Academy Ruins
// mana support
4 Mox Diamond
3 Crucible of Worlds
// draw
4 Compulsive Research
4 Ancestral Vision
4 Brainstorm
// disrupt
4 Sinkhole
4 Hymn to Tourach
4 Smallpox
2 Pox
// creatures
4 Phyrexian Totem
4 Chimeric Idol
1 Nether Spirit
// sideboard
SB: 3 Engineered Plague
SB: 2 Tormod's Crypt
SB: 4 Duress
SB: 4 Pithing Needle
SB: 2 Stifle
Card choices:
Sinkhole-Hymn-Smallpox-Pox: the usual pox disrupt arsenal. Blue draw spells should allow you to play more of these, so pox is just a 2-of in favor of 4 smallpoxes. These also are very effective in slowing down the opponent while waiting for a suspended ancestral vision to resolve.
Ancestral vision: this is powerful in the deck because you have time to resolve it. If in opening hand, play it first then black disruption stalls the game until 4th turn, then you can start chaincasting more AV while keeping your opponent at disadvantage by your hymns and poxes.
Brainstorm: no need to explaination here.
Compulsive Research: as third draw spell, I choose this because it has great synergy with crucible and because the deck performs great if supported by "quantity" draw.
Chimeric Idol: this is your main win condition; immune to poxes and can be recurred via academy ruins.
Phyrexian Totem: secondary win condition, for mid to late game. Or, for finishing your opponent quickly when his board is empty. Doubles as mana producer, usually casting multiple totems after resolving an ancestral is profitable.
Nether spirit: just great sinergy with poxes, compuls. research, etc. this is the only creature in the deck. Its recursion cumulates with the recursion of totems and idols via academy ruins (which is recurred via crucible) to out-resource the opponent even more.
Crucible of worlds: this is a real card-advantage mvp, wasteland recursion, great sinergy with totem, compulsive research, poxes, moxes, everything in the deck.
Academy ruins: artifacts are important in this deck. Recurring them is huge in so many situations.
Mox Diamond: the piece of acceleration which has most synergy with crucible, compulsive research, and pox effects.
Duress: moved to sideboard because of lack of slots, as I prefer to run more threats and 2-for-1s main to improve survival and aggro matchups.
Tormod's Crypt: not really sure about these, but I think they are needed for NQG, survival, reanimator, etc.
Engineered plague: goblins and slivers.
Pithing needle: again, not really sure about these; the plan is using them in multiples on game 2, with duress and academy ruins.
Stifle: just some more disruption if I see targets for it in game 1.
I hope this deck deserves some hint and developments.