mugs
08-25-2007, 12:35 AM
Char-stick….revisited
I have been having a lot of fun with this lately, and feel I have it optimized a good bit, but perhaps there's stuff I have missed - so its been a while and I'm tossing my pet deck out there for any comments or constructive criticism.
There are two versions –slightly different - the older version being White and Red I have tested the most, the second version I have recently added green to the mix in June which has improved probability with mana and a new sideboard card, but less testing.
CharStick GWR (most current July version)
3 Goblin Char belcher
1 Moat
2 Isochron Scepter
2 Sensei's Divining Top
4 Orim's Chant
4 Abeyance
3 Enlightened Tutor
1 Seal of Cleansing
2 Engineered Explosives
2 Powder Keg
4 Swords to Plowshares
2 Pyroclasm
2 Jeweled Amulet
3 Land Grant
1 Noble Templar
4 Eternal Dragon
4 Tithe
4 Chrome Mox
1 Plains
3 Savannah
1 Tiaga
3 Sacred Foundry
4 Plateau
Sideboard:
4 Jotun Grunt
2 Tormod's Crypt
3 Goblin Welder
3 Krosan Grip
1 Pithing Needle
2 Pyroclasm
________
Charstick RW (old version from spring)
3 Char Belcher
1 Moat
2 Isochron Scepter
4 Orim's Chant
4 Abeyance
3 Enlightened Tutor
2 Sensei's Divining Top
1 Seal of Cleansing
2 Engineered Explosives
2 Powder Keg
3 Swords to Plowshares
3 Pyroclasm
3 Jeweled Amulet
3 Noble Templar
4 Eternal Dragon
4 Tithe
4 Chrome Mox
4 Plains
4 Plateau
4 Sacred Foundry
Sideboard:
4 Jotun Grunt
1 Tormod's Crypt
4 Goblin Welder
2 Aura of Silence
1 Pithing Needle
1 Pyroclasm
1 Rough / Tumble
1 Swords to Plowshares
What is it?
Control/Lock/Combo-y/synergy –kind a thing, While Char stick is fairly different from other decks, I think it falls closest to White Control in many aspects.
So how it plays: basically it’s a funky mana base that supports strong Char Belcher activations, and fast Isochron Scepters or spot solution. It typical plays a control deck role until a win condition can be activated and/or forced through if need be with some chants and abeyances. The win conditions are creatures or Goblin Charbelcher. The deck can have some broken plays - sometimes an early Scepter with a Chant, or Abeyance will just overwhelm a deck. Other times fast mana and pulling out a few plains makes an early Goblin Char Belcher lethal on its first activation.
While it falls closest to White Control types its different in several ways: it has a kill condition that can be fairly quick – a lock potential from Scepter – the deck dips into red for some cheap removal in pyroclasm, utility/resiliency with Goblin Welder and use of mountains for charbelcher – a mana base that while tight, facilitates Char Belcher, can have early acceleration, and work around land disruption with artifact mana and tithes – Utilizes E. tutor for some flexibility against various opponents - Green for some mana support and strong sideboard card Krosan Grip.
I put this deck out a couple of years ago for the CAND contest on The Source but my thread was wiped along with the rest of the old source threads a bit ago. Though I heard the mods can dig up the old threads it might be useful to compare to the current list, just as a reference. I have since worked on the list whenever a new set comes out to just see how it progresses. Primarily I worked on reinforcing a positive goblins matchup with what eventually became main deck pyroclasms and to improve the threshold/pithing needle problems I was having - which ended up being main decked Powder kegs and E. Explosives along with more sideboard help (almost transformational vs Threshold). The other change was a bit of refinement on the mana base so that it could reliably play its mana base going first (as I advocated going second originally with the build). An unusual card I've come to use is Jeweled Amulet – Often considered very weak has surprisingly works quite well in this particular deck and how it sets up – especially in conjunction with plains cycling, working around Daze or Rishadan Port. It's been nice to see the deck retain a good resilience to some of the newer storm combo decks as the changes though unintentional at the time seem to also help with goblin tokens and Tarmgoyf.
I reintroduced STP back onto the list replacing Lightning Helix – I like Helix a lot, but goyf has changed up thresh and some other agro decks enough to consider the switch, my biggest concern was losing a win/control/life gain condition via Lightning Helix on an Isochron Scepter, but STP is looking like the better option right now after more testing. I also have refined my side boarding a good bit that has eventually led me to reducing the number of scepters from 4 to 2. The Scepter change came from me being unhappy vs a deck like threshold. Also the loss of Lightning Helix, and the increased use of Stifle, Krosan Grip and EE in the meta. IBA a frequent source poster recently put out a deck on the source The Mighty Quinn which I found had surprisingly a lot in common with my own build of Char Stick I was working on at the time, and that led me to consider replacing them with Sensei's Divining Top. Since then it has been a solid trade off so far.
THE LAND BASE. I think this factor most often nauseates people seeing the deck for the first time. I have tooled with it for years and do realize it only has 12 actual cards that say land on them. I have likely tried every possible card option available while maintaining the focus of the deck. However I am always open to suggestion.
Statistically I count 19 - 1st turn mana drops (I include Chrome Mox and Land Grant) which is 94% probability in a seven card hand. An opening 7 card hand consideration for mulligan's is to look for a way to achieve 2 mana by your 2nd turn. With it your likely good to go, without, it is fairly risky. I don’t consider this absolute advice but, generally a sound approach for this deck in general. An example of 2 mana on turn 2 could be as odd as Chrome Mox and a Jeweled Amulet. This is "about" 86% probability which would be similar to a standard deck with 24 land looking for 2 in there opening hand. Moreover, there are 30 cards dedicated to mana generation in someway main deck, plus 2 Sensi's Tops and 3 E. Tutors to help out in a pinch – so far I have found this gives it good resilience.
I included some basic side boarding outlines I have been using for a few deck types to give some indication of how it works. (Goblin Welder is quite useful vs. counters, artifact destruction and discard
Sideboard: Charstick GWR version
Goblins
IN: 2 Pyroclasm, 2 Goblin Welder
OUT: 4 Abeyance
Threshold
IN: 3 Goblin Welder, 4 Jotun Grunt, 1 Tormod's Crypt, 2 Krosan Grip
OUT: 3 Enlightened Tutor, 2 Pyroclasm, 2 Isochron Scepter, 1 Seal of Cleansing, 2 Sensei's Divining Top
Cret/Belcher
IN: 2 Pyroclasm, 3 Krosan Grip, 1 Pithing Needle
OUT: 4 STP, 1 Moat, 1 Charblecher
BW Homebrew
IN: 3 Goblin Welder
OUT: 3 Abeyance
Landstill
IN: 3 Goblin Welder, 3 Krosan Grip, 1 Pithing Needle
OUT: 3 Enlightened Tutor, 2 Pyroclasm, 2 Isochron Scepter
Thanks in advance for any comments, I'll answer what I can.
I have been having a lot of fun with this lately, and feel I have it optimized a good bit, but perhaps there's stuff I have missed - so its been a while and I'm tossing my pet deck out there for any comments or constructive criticism.
There are two versions –slightly different - the older version being White and Red I have tested the most, the second version I have recently added green to the mix in June which has improved probability with mana and a new sideboard card, but less testing.
CharStick GWR (most current July version)
3 Goblin Char belcher
1 Moat
2 Isochron Scepter
2 Sensei's Divining Top
4 Orim's Chant
4 Abeyance
3 Enlightened Tutor
1 Seal of Cleansing
2 Engineered Explosives
2 Powder Keg
4 Swords to Plowshares
2 Pyroclasm
2 Jeweled Amulet
3 Land Grant
1 Noble Templar
4 Eternal Dragon
4 Tithe
4 Chrome Mox
1 Plains
3 Savannah
1 Tiaga
3 Sacred Foundry
4 Plateau
Sideboard:
4 Jotun Grunt
2 Tormod's Crypt
3 Goblin Welder
3 Krosan Grip
1 Pithing Needle
2 Pyroclasm
________
Charstick RW (old version from spring)
3 Char Belcher
1 Moat
2 Isochron Scepter
4 Orim's Chant
4 Abeyance
3 Enlightened Tutor
2 Sensei's Divining Top
1 Seal of Cleansing
2 Engineered Explosives
2 Powder Keg
3 Swords to Plowshares
3 Pyroclasm
3 Jeweled Amulet
3 Noble Templar
4 Eternal Dragon
4 Tithe
4 Chrome Mox
4 Plains
4 Plateau
4 Sacred Foundry
Sideboard:
4 Jotun Grunt
1 Tormod's Crypt
4 Goblin Welder
2 Aura of Silence
1 Pithing Needle
1 Pyroclasm
1 Rough / Tumble
1 Swords to Plowshares
What is it?
Control/Lock/Combo-y/synergy –kind a thing, While Char stick is fairly different from other decks, I think it falls closest to White Control in many aspects.
So how it plays: basically it’s a funky mana base that supports strong Char Belcher activations, and fast Isochron Scepters or spot solution. It typical plays a control deck role until a win condition can be activated and/or forced through if need be with some chants and abeyances. The win conditions are creatures or Goblin Charbelcher. The deck can have some broken plays - sometimes an early Scepter with a Chant, or Abeyance will just overwhelm a deck. Other times fast mana and pulling out a few plains makes an early Goblin Char Belcher lethal on its first activation.
While it falls closest to White Control types its different in several ways: it has a kill condition that can be fairly quick – a lock potential from Scepter – the deck dips into red for some cheap removal in pyroclasm, utility/resiliency with Goblin Welder and use of mountains for charbelcher – a mana base that while tight, facilitates Char Belcher, can have early acceleration, and work around land disruption with artifact mana and tithes – Utilizes E. tutor for some flexibility against various opponents - Green for some mana support and strong sideboard card Krosan Grip.
I put this deck out a couple of years ago for the CAND contest on The Source but my thread was wiped along with the rest of the old source threads a bit ago. Though I heard the mods can dig up the old threads it might be useful to compare to the current list, just as a reference. I have since worked on the list whenever a new set comes out to just see how it progresses. Primarily I worked on reinforcing a positive goblins matchup with what eventually became main deck pyroclasms and to improve the threshold/pithing needle problems I was having - which ended up being main decked Powder kegs and E. Explosives along with more sideboard help (almost transformational vs Threshold). The other change was a bit of refinement on the mana base so that it could reliably play its mana base going first (as I advocated going second originally with the build). An unusual card I've come to use is Jeweled Amulet – Often considered very weak has surprisingly works quite well in this particular deck and how it sets up – especially in conjunction with plains cycling, working around Daze or Rishadan Port. It's been nice to see the deck retain a good resilience to some of the newer storm combo decks as the changes though unintentional at the time seem to also help with goblin tokens and Tarmgoyf.
I reintroduced STP back onto the list replacing Lightning Helix – I like Helix a lot, but goyf has changed up thresh and some other agro decks enough to consider the switch, my biggest concern was losing a win/control/life gain condition via Lightning Helix on an Isochron Scepter, but STP is looking like the better option right now after more testing. I also have refined my side boarding a good bit that has eventually led me to reducing the number of scepters from 4 to 2. The Scepter change came from me being unhappy vs a deck like threshold. Also the loss of Lightning Helix, and the increased use of Stifle, Krosan Grip and EE in the meta. IBA a frequent source poster recently put out a deck on the source The Mighty Quinn which I found had surprisingly a lot in common with my own build of Char Stick I was working on at the time, and that led me to consider replacing them with Sensei's Divining Top. Since then it has been a solid trade off so far.
THE LAND BASE. I think this factor most often nauseates people seeing the deck for the first time. I have tooled with it for years and do realize it only has 12 actual cards that say land on them. I have likely tried every possible card option available while maintaining the focus of the deck. However I am always open to suggestion.
Statistically I count 19 - 1st turn mana drops (I include Chrome Mox and Land Grant) which is 94% probability in a seven card hand. An opening 7 card hand consideration for mulligan's is to look for a way to achieve 2 mana by your 2nd turn. With it your likely good to go, without, it is fairly risky. I don’t consider this absolute advice but, generally a sound approach for this deck in general. An example of 2 mana on turn 2 could be as odd as Chrome Mox and a Jeweled Amulet. This is "about" 86% probability which would be similar to a standard deck with 24 land looking for 2 in there opening hand. Moreover, there are 30 cards dedicated to mana generation in someway main deck, plus 2 Sensi's Tops and 3 E. Tutors to help out in a pinch – so far I have found this gives it good resilience.
I included some basic side boarding outlines I have been using for a few deck types to give some indication of how it works. (Goblin Welder is quite useful vs. counters, artifact destruction and discard
Sideboard: Charstick GWR version
Goblins
IN: 2 Pyroclasm, 2 Goblin Welder
OUT: 4 Abeyance
Threshold
IN: 3 Goblin Welder, 4 Jotun Grunt, 1 Tormod's Crypt, 2 Krosan Grip
OUT: 3 Enlightened Tutor, 2 Pyroclasm, 2 Isochron Scepter, 1 Seal of Cleansing, 2 Sensei's Divining Top
Cret/Belcher
IN: 2 Pyroclasm, 3 Krosan Grip, 1 Pithing Needle
OUT: 4 STP, 1 Moat, 1 Charblecher
BW Homebrew
IN: 3 Goblin Welder
OUT: 3 Abeyance
Landstill
IN: 3 Goblin Welder, 3 Krosan Grip, 1 Pithing Needle
OUT: 3 Enlightened Tutor, 2 Pyroclasm, 2 Isochron Scepter
Thanks in advance for any comments, I'll answer what I can.