This deck has changed a lot since I played it so I don't know if it really still fits, but I loved Riftstone in my deck. I also ran Nantuko Monastary.
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On the subject of color splashes. I tried out Hexmage Depths in the deck when I took it to the Star City St. Louis Open. My record was 5/3 at the end of the day and I won a single game using hexmage combo. However that game took over 30 minutes, and by the time I got the combo off, I probably could searched and successfully implemented Meloku instead. To make room for it, I had cut Mindslaver. In hindsight I think mindslaver is better the hexmage dark depths because Mindslaver is another out against harder matchups. Where as hexmage in the end was no better than throwing down Meloku, or worse, in my opinion.
What do you guys think of maybe getting more creatures in the maindeck or maybe even playing living wish. I am a specially artifact creatures, because you can retrieve him with academy ruins.
And what about playing a mainboard chalice of the void playing manabond or exploration first and the setting up chalice for 1!
How many mana-lands do you usually play?
Is it enough with 5? I mean, 4 duals and the basic forest.
With the banning of M.Tutor, is Karakas and Ensnaring bridge still necessary?
Which is your basic plan against zoo?
I'm at 5 as well. Remember Tranquil Thicket and Tolaria West can tap for mana, and you can ghost quarter one of them to find your forest. Mox Diamond is also a huge help. Rarely do I mull hands solely because I'm mana screwed. (I have been mana screwed in one competitive game against Landstill where I kept a sloppy hand and played lands + diamond in the wrong order.)
A lot of decks are cold to Ensnaring Bridge game 1; Zoo has to try to burn you out, or wait until they draw pridemage. (Or Steppe Lynx) Both of these make it a practical time walk. Merfolk rarely has an answer. New Horizons needs to hit one of 2 EEs, and then some number of wastelands, all the while dealing with tabernacle and our loam engine.
I'm not cutting Karakas (yet) because Emrakul is showing up in decent numbers in both Survival and Moss-Naught decks (maybe 10% of an expected metagame?)
I play a version with crop rotation and I was wondering what the forum thought of my meta slot being Bog, or should it be Karakas?
I do like how Karakas can bounce Teeg and a fiery, while hurting other decks that run Karakas.
I chose bog because in my meta I keep getting beat by reanimator and realm razor. Also I lose to price of progress a lot so responding with crop for glacial is sweet.
Im playing the mindslaver version. Which land is better? Riftstone portal? Or Urborg, tomb of yawgmoth?
Here is what im playing
4x intuition
4x manabond
4x exploration
4x life from the loam
4x mox diamond
1x engineered explosives
1x mindslaver
1x tormods crypt
1x zuran orb (should i board this if there isnt much fast aggro? Ichorid is probably the fastest deck in my meta, and this doesnt seem to good against it, i would rather have more crypts)
4x wasteland
4x rishadon port
4x maze of ith
4x mishras factory
3x green fetchland (+ 1 more if i cut something else? Or is 3 good enough?)
3x tropical island
3x tolaria west
3x tranquil thickett
1x tabernacle
1x academy ruins
1x urborg, tomb of yawgmoth (or is riftstone portal better?)
1x taiga
1x barbarian ring
1x forest
1x ghost quarter
1x glacial chasm (should i just board this? No zoo in my meta, or reanimator)
Sideboard
4x chalice of the void (might fix my manabase, and replace these with the new white leyline to test them out)
2x tormods crypt
1x engineered explosives
1x karakas
1x smokestack
3x krosan grip (counterbalance is starting to pick up in my meta)
1x ensnaring bridge
1x ray of revelation
1x zuran orb
If anyone can give me some pointers, or advice, i would greatly appreciate it!
@Murderface: My list looks like yours, except for:
-1 Zuran orb
-1 Tormod's Crypt
+1 Green Fetch (total: 4)
+1 Cephalid Coliseum
-1 Urborg for +1 Riftstone Portal
-1 Taiga for +1 Bayou
-1 Barbarian Ring for +1 Cabal Pit
I'm pretty new with the deck, so my list isn't surely perfectly tuned.
I chose black instead of red because of the sideboard options (Extirpate). Adding R.portal helps the slaver plan, and all our lands become savannahs too. These were my reasons...
I still have to test this a little and many ppl here will be able to provide better advices.
Chasm + Vesuva + Zuran Orb is the best for beating aggro.
I have the cards to make this deck. I have heard that the learning cureve is rather high though and was wondering if anyone has any suggestions that may speed up the process? Clearly i will be playtesting, but it doesnt hurt to ask.
also, why the 1 forest?
I have seen some lists run bob in the sideboard, this seems effective to me, but what would you put it in for? it seems like this deck would be difficult to sideboard with.
A way to speed up learning the deck is good ol'fashioned practise. Practise makes perfect.
1 forest is for non-basic land hate.
Bobs, I believe, would be sided in against slow decks where you would like the draw to keep up with the war of attrition. I tested it out and they are fun, but in the end I will be cutting them infavor or more artifacts in the sideboard (I think a more aggro-centric meta makes running creatures less desireable, though I have a hard time cutting Meloku, he is just a bomb).
You could learn by watching someone else play it. http://www.ustream.tv/user/ggslive/v...newest_first/1 <- somewhere in here there should be videos of videos of Chris Woltereck playing the deck to a top finish.
A Google-Translated German article by article by the guy who made the deck (and probably the best player with the deck):
http://translate.google.de/translate...&prev=_t&twu=1
I was wonering about the puzzle in the end of the article above - is there a way to defeat the opponent right away? I think we're one land short... so - we float U from tolaria, sac it to wasteland, tap rishadan+Bayou and loam Tolaria, waste and forest, drop waste and forest, tap waste and tropical+U - search for EE with tolaria, forest+taiga to set EE at 2, tap 2 rishadans to blow goyfs, and we're left with 2 mishra factories and - I wonder if we use one factory to activate another, then in combat we cannot use maze or the damage would be prevented - what am I missing?
Another point I am interested in - is it feasible to run Bojuka bog and/or ghost quarter main, or are they too specific/clunky. And - how good is cephalid coliseum, cause it kind of seems like a win-more card, cause it usually activates when u got your engine up and running, or is it actually good at finding exploration/manabond? I've been putting this deck together fo a long time now, but just don't get to test much in my area, where Legacy is considered super-expensive elitist format :(
The task is to win this turn. You were on the right track, but made the wrong conclusions. When attacking you have to untap one of the Factories by using your mazes on them. As it's not removed from combat by Maze's ability, you can use several Mazes on one Factory, which you then use to pump the other one repeatedly to lethal stats.
yeah I got that idea and I clearly see how it could be done - what I don't see though is the whole sequence. Lol, I actually finally got it while typing)) so - when the EE is set, we use rishadans to activate both factories and go to attack with those, then b4 blockers we double Maze one factory to get 2 mana, blow goyfs and then use 3rd maze activation on the factory to pump another factory - now that is one elegant puzzle!! And I would probably never thought of such a conclusion, probly would just blow goyfs and go for the throat next turn)) brilliant!