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View Full Version : [New Deck] Trinknought (Ubg aggro-control)



lukatron2
09-14-2007, 01:43 AM
There have been various decks discussed lately utilizing Trinket Mage as a tool box to fetch various 1 casting cost artifacts such as Sensei's Divining Top, Engineered Explosives, Phyrexian Dreadnought, Pithing Needle, etc. Namingly "Dreadnought is a Fairy" and In the UBW fish thread a list was briefly brought up and discussed by my teammate Anti-American. The deck that I am about to premier is a list that I threw togeather a couple of weeks ago and has been very good in testing so far. It is not "finished" per say but I feel it is well-developed and has plenty of good reasons for playing it in the current meta which I will discuss after I present to you my deck list.

"TrinkNought" (Ubg aggro-control)
Cards: 60

Land: x20

x4 Underground Sea
x4 Tropical Island
x4 Polluted Delta
x2 Flooded Strand
x1 Island
x1 Swamp
x4 Wasteland

Creatures: x14

x4 Dark Confidant
x4 Tarmogoyf
x3 Trinket Mage
x3 Phyrexian Dreadnought

Other spells
x4 Force of Will
x3 Daze
x2 Counterbalance
x4 Stifle
x2 Trickbind
x4 Brainstorm
x2 Sensei's Divining Top
x1 Engineered Explosives
x1 Pithing needle
x3 Extirpate

Sb:(It can change but its what I suggest)
x1 Extirpate
x3 Leyline of the Void
x3 Counterbalance
x2 Krosan Grip
x1 Engineered Explosives
x1 Tormad's Crypt
x4 duress


The sideboard looks kind of generic but there are a couple of cards that are important in it. I know Encroach looks really janky and to tell you the truth, it is, but it doesn't HAVE to be in the deck. I just chose to play it because it adds to the mana denial factor and makes extirpate that much more sweet.

Now, Why play the deck?

Well, the deck can play out similar to thresh with the counter/cantrip/creature base it runs. But it isn't always the case. Often times a turn 2 Dreadnought with Force/and or Daze back up can win games alone. But the deck can also play a more intense control role when needed. Trinket Mage allows you to fetch for the answers you need or get set up for the late game. Once you are good to go you can just drop a huge Nought or a Goyf and go nuts. Also, as you can see, the land denial/destruction package is pretty core. 4 Waste, 4 stifle, 3 Trickbind and 3-4 encroach. This combined with some early pressure via dreadnought/tarmogoyf allows you to steal a number of games. Also toppled with extirpate it's GG in many cases. You can get rid of opposing Goyfs, or Tropical Islands, etcThe quality of creatures in this deck are amazing as well. Nobody is going to want to let Goyfs, Confidants, or Noughts to stick around. But as soon as they answer one, you just drop the next. Dreadnought isn't the center focus but just happens to have super great synergy and makes the deck that much more sweet.
Let me know what you guys think.

Citrus-God
09-14-2007, 01:53 AM
-2 Dreadnaught
-1 Trickbind
-3 Encroach

+3 Counterbalance
+3 Extirpate



I dont think you need more than 1 Dreadnaught. The deck also seemed to be lacking Counterbalance.

Extirpates are sexy. Stifle a fetch, Extirpate. Waste a Trop, Extirpate. Counter a Goyf, Extirpate...

APriestOfGix
09-14-2007, 02:15 AM
-2 Dreadnaught
-1 Trickbind
-3 Encroach

+3 Counterbalance
+3 Extirpate



I dont think you need more than 1 Dreadnaught. The deck also seemed to be lacking Counterbalance.

Extirpates are sexy. Stifle a fetch, Extirpate. Waste a Trop, Extirpate. Counter a Goyf, Extirpate...

Yeah i almost want to fit 4 counterbalance in, and 3 extripate seems good, but a 4th would be as sexy as... SOMETHING REALLY SEXY!!!

Stifle+extripate = SEXY!

Citrus-God
09-14-2007, 02:23 AM
Yeah i almost want to fit 4 counterbalance in, and 3 extripate seems good, but a 4th would be as sexy as... SOMETHING REALLY SEXY!!!

Stifle+extripate = SEXY!

He agrees, you listen, luke.

lukatron2
09-14-2007, 02:25 AM
I actually wanted to fit counterbalance and extirpate in the main originally, but didn't because I didn't own them. It's crazy how broken extirpate can actually be in this deck. I will cut 3 encroach for them. how do you guys suggest that I make room for counterbalance? I guess I could cut 2 Dreadnought and 1 Brainstorm? If I'm going to go that route (down to 1 Dreadnought) I think I should possibly cut the trickbinds for 2 more tops. But then again, I kind of like the trickbinds in there....dunno

Blitzbold
09-14-2007, 02:42 AM
Never ever cut Brainstorm :-) - I think this does'nt need any reasoning.
When playing only 1 Dreadnought I think you can cut one of the Trickbinds as Anti sugggested.

I like the concept of the deck, it reminds me of Tommy Kolowith's deck from GenCon. Too sad they banned Masks in Legacy.

I think both Extirpate and Duress would be great in the maindeck. Stifle is part of your plan and therefore can't be used as disruption exclusively. I'd also like to see some targeted removal in the main, but I don't know how to free up more space than Anti already did. Maybe 1 Explosives is enough whith a fast clock luring in the deck but I am not sure about that.

Meekrab
09-14-2007, 05:49 AM
-2 Dreadnaught
-1 Trickbind
-3 Encroach

+3 Counterbalance
+3 Extirpate



I dont think you need more than 1 Dreadnaught. The deck also seemed to be lacking Counterbalance.

Extirpates are sexy. Stifle a fetch, Extirpate. Waste a Trop, Extirpate. Counter a Goyf, Extirpate...
This set of changes eschews the randomly game-winning turn 2 Dreadnought in favor of extra long-game card advantage. Personally, I think the format favors winning the game, but maybe other cards could be cut for CB/Extirpate.

thefreakaccident
09-14-2007, 09:44 AM
If you guys are taking shit out of the deck, then I would suggest:

-3 encroach
-1 engineered explosives (keeps the one for tutoring)

That gives you a lot more space to work with.. and if needed you can go further.
-1 dreadnought
-1 trickbind

I personally like to have a backup dreadnought, kinda saves you from running out of threats.

lukatron2
09-14-2007, 01:43 PM
I think both Extirpate and Duress would be great in the maindeck. Stifle is part of your plan and therefore can't be used as disruption exclusively. I'd also like to see some targeted removal in the main, but I don't know how to free up more space than Anti already did. Maybe 1 Explosives is enough whith a fast clock luring in the deck but I am not sure about that.

I think I will probably add three extripate in the main board in place of Encroach. As for duress, it is a great card, but it seems like it doesn't add much to the stratagy of the deck. I think turn one I would rather brainstorm, or stifle a fetch, or get rid of my opponents land (Encroach,stifle,or waste a trop followed by extirpate is gg in many cases). I think duress OR encroach are both great, But I think that Extirpate out trumps both of them in this deck.
As for targeted removal, it sounds like a great idea, but like you said, I just don't know if I can free up any more room in the deck.

My theory behind having no targeted removal is that my creatures will almost always trump my opponents. In the instances that they don't, I have 2 Engineered Explosives that are tutorable and counters as well.

I think that 2 Dreadnought is the very MINIMUM that should ran just because if you cut it down to one, you will possibly be low on threats and it lessens your chance of just stealing games due to turn 2/ turn 3 Dreadnought.

so the following have been suggested as for making space:

Cut
-3 Encroach
-1 Engineered Explosives

then if needed

-1 Phyrexian Dreadnought
-1 Trickbind

-3 Encroach +3 Extirpate is what I have so far. I'll test it whenever I can.
I'd like to make room for the 3 counterbalance. I'll see how it goes.
I just like having 2 EE because of the decks lack of targeted removal.
Thanks for the input guys, keep it coming.

BreathWeapon
09-14-2007, 03:01 PM
Have you considered cutting Green and Tarmogoyf for White and Jotun Grunt, Meddling Mage and Swords to Plowshares etc? The deck is going to win the game against aggro on the back of the Dreadnought, and the Grunt is better in the aggro-control mirror since it deals with all of their creatures instead of just facing off against another Tarmogoyf. You also get another card to use Stifle on, and the game against Ichorid should get better. Don't get me wrong, I think Tarmogoyf is an absurd creature, but Green doesn't really give you anything else.

APriestOfGix
09-14-2007, 03:44 PM
i LOVE this deck idea. I'm going to some testing with it and let you know how it goes.

I don't like the goyf, and confidants though...

Citrus-God
09-14-2007, 08:34 PM
This set of changes eschews the randomly game-winning turn 2 Dreadnought in favor of extra long-game card advantage. Personally, I think the format favors winning the game, but maybe other cards could be cut for CB/Extirpate.

Problem is that, Goyfs already do that well. They should buy you enough time to set-up your game plan.

lukatron2
09-15-2007, 01:18 AM
Have you considered cutting Green and Tarmogoyf for White and Jotun Grunt, Meddling Mage and Swords to Plowshares etc? The deck is going to win the game against aggro on the back of the Dreadnought, and the Grunt is better in the aggro-control mirror since it deals with all of their creatures instead of just facing off against another Tarmogoyf. You also get another card to use Stifle on, and the game against Ichorid should get better. Don't get me wrong, I think Tarmogoyf is an absurd creature, but Green doesn't really give you anything else.

Actually when I was designing this deck I was debating between green and white. I was thinking that vindicate would be AWSOME in this deck. It goes along great with the land destruction sweet toppled with extirpate, and also it adds targeted removal to the deck that can deal not only with creatures but other pesky artifacts/enchantments. Also I really wanted to fit swords to plowshares in here. Grunt would be a house but I can't really decide wether he would be better than Tarmogoyf or not. They both have their ups and downs. But I do agree with what you're saying because its good against opposing aggrocontrol/ some combo. Only problem then is: when their goyfs out-trump your Grunts (which happens pretty frequently). I was thinking about meddling mage, and then I thought to myself "do I really need him?" seriously though, he's such a good card, but it seems like the deck has a lot of answers for stuff he'd be good against. What do you think?

I wanted to squeeze Pernicious Deed somewhere in the side but I think it wouldn't really be needed unless someone needles EE or something. Plus EE works SO well with Trinket Mage. Tarmogoyf is so nuts that you don't really need another reason to splash green.

The main thing about splashing white is that as you guys can see, I don't have much room for anything as it is. One of the best points of the deck is that every threat (besides Trinket Mage) is something your opponent doesn't want to stick around. So once they swords that Confidant or Goyf,*BOOM* In comes a Dreadnought. I would like to test white and see how Grunt and Vindicate are. Also Swords and Mage in the SB. It would be nice if someone could test the white splash and see how it compares. Thanks for the sweet suggestions.

APriestOfGix
09-15-2007, 02:41 AM
Actually when I was designing this deck I was debating between green and white. I was thinking that vindicate would be AWSOME in this deck. It goes along great with the land destruction sweet toppled with extirpate, and also it adds targeted removal to the deck that can deal not only with creatures but other pesky artifacts/enchantments. Also I really wanted to fit swords to plowshares in here. Grunt would be a house but I can't really decide wether he would be better than Tarmogoyf or not. They both have their ups and downs. But I do agree with what you're saying because its good against opposing aggrocontrol/ some combo. Only problem then is: when their goyfs out-trump your Grunts (which happens pretty frequently). I was thinking about meddling mage, and then I thought to myself "do I really need him?" seriously though, he's such a good card, but it seems like the deck has a lot of answers for stuff he'd be good against. What do you think?

I wanted to squeeze Pernicious Deed somewhere in the side but I think it wouldn't really be needed unless someone needles EE or something. Plus EE works SO well with Trinket Mage. Tarmogoyf is so nuts that you don't really need another reason to splash green.

The main thing about splashing white is that as you guys can see, I don't have much room for anything as it is. One of the best points of the deck is that every threat (besides Trinket Mage) is something your opponent doesn't want to stick around. So once they swords that Confidant or Goyf,*BOOM* In comes a Dreadnought. I would like to test white and see how Grunt and Vindicate are. Also Swords and Mage in the SB. It would be nice if someone could test the white splash and see how it compares. Thanks for the sweet suggestions.

And of course with the white splash, you can have swords, and a dragon out, and stop combo form winning, but forcing and extra 6 copies of storm to be played to kill you...

BreathWeapon
09-15-2007, 03:07 PM
I think you can safely do away with Daze, Nought is less of a tempo deck and more of a control-combo deck with creatures attached to its disruption, draw and tutoring. Daze is good against Goblins, which is on the decline, while Counterbalance and Meddling Mage are amazing against aggro-control and combo, and that's where the metagaming should be considering the format is just Tarmogoyf.dec at the moment.

lukatron2
09-17-2007, 12:45 AM
I think you can safely do away with Daze, Nought is less of a tempo deck and more of a control-combo deck with creatures attached to its disruption, draw and tutoring. Daze is good against Goblins, which is on the decline, while Counterbalance and Meddling Mage are amazing against aggro-control and combo, and that's where the metagaming should be considering the format is just Tarmogoyf.dec at the moment.


Really? I just think that daze can be so much of a tempo boost sometimes. Also, it gives you another out against fast combo, which is rampant in the meta game right now (Ichorid, Celephid breakfast, CRET belcher, etc). I think even without cutting daze there are ways to make room for counterbalance. Another reason I like daze is it protects your turn 2/3 Dreadnoughts/Tarmogoyfs to give you that early tempo boost. If I did, than what do you suggest that I cut Daze for?

Happy Gilmore
09-17-2007, 08:05 PM
Funny, I was just about to post this deck.

2 Dreadnaught
3 Trinket Mage
4 Tarmogoyf

4 Portent
1 EE
1 Pithing Needle
1 Crypt
4 Stifle
2 Trickbind
3 Sensei’s Diving Top
4 Counterbalance
4 Daze
4 FoW
4 Brainstorm

3 Wasteland
1 Academy Ruins
4 Flooded Strand
2 Polluted Delta
3 Island
2 Underground Sea
4 Tropocal Island
1 Seat of Synod

SB:
3 Threads of Disloyalty
3 Dark Confidant
3 Krosan Grip
1 Aether Vial
3 Engineered Plague
1 Crypt
1 EE

The sb needs work but I like the idea.

lukatron2
09-17-2007, 09:32 PM
Funny, I was just about to post this deck.

2 Dreadnaught
3 Trinket Mage
4 Tarmogoyf

4 Portent
1 EE
1 Pithing Needle
1 Crypt
4 Stifle
2 Trickbind
3 Sensei’s Diving Top
4 Counterbalance
4 Daze
4 FoW
4 Brainstorm

3 Wasteland
1 Academy Ruins
4 Flooded Strand
2 Polluted Delta
3 Island
2 Underground Sea
4 Tropocal Island
1 Seat of Synod

SB:
3 Threads of Disloyalty
3 Dark Confidant
3 Krosan Grip
1 Aether Vial
3 Engineered Plague
1 Crypt
1 EE

The sb needs work but I like the idea.

hahah, thats funny...I think a lot of people are starting to realize the true potential of Trinket Mage. And now with the Errata of Nought, there is a lot of room for experimentation and development. I like your list with more cantrips and the full set of counterbalance. I'm still trying to make room for the other counterbalances in my list. I'm really liking the extirpates maindeck because they are so versatile in the format right now. I also like the Threads of disloyalty in the sb. How do you think they compare with Vedalken Shackles.?

Happy Gilmore
09-17-2007, 11:35 PM
hahah, thats funny...I think a lot of people are starting to realize the true potential of Trinket Mage. And now with the Errata of Nought, there is a lot of room for experimentation and development. I like your list with more cantrips and the full set of counterbalance. I'm still trying to make room for the other counterbalances in my list. I'm really liking the extirpates maindeck because they are so versatile in the format right now. I also like the Threads of disloyalty in the sb. How do you think they compare with Vedalken Shackles.?

I tested a version of UW a while back when the errata was changed. Hoestly I was not impressed with it. Elightened Tutor on the other hand was amazing. I will also mention that I never had a chance to test against thresh. Mostly I was facing fast combo decks and Ichorid, where getting crypt quickly was extremely important. My one is issue with this deck is that your main answer to thresh is to produce a 12/12 trampler, EE is not all that impressive when you have Counterbalance on the board. Idealy you disrupt them using Daze, FoW, Stifle, Wasteland in the early game; Get down a Counterbalance, then resolve more threats than they do. But once the threats hit the board they never really go away. Nimble Mongoose can be a nightmare. Counterbalance GAT might just be better but its hard to tell.