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Thread: [Deck] Train Wreck v.1.4 (Helldozer Returns: This Time It's Personal)

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    [Deck] Train Wreck v.1.4 (Helldozer Returns: This Time It's Personal)

    I'm currently typing at the hotel computer, so I don't have time to expand on how mind-boggling ridiculously format-wrecking this deck is in all it's splenderifirous glory is before I leave to catch my taxi to the airport in... seven minutes.

    Feel free to speculate. Or just build the damned thing and win games.

    4x Polluted Delta
    3x Bloodstained Mire
    4x Bayou
    11x Swamp
    4x Cabal Coffers

    3x Helldozer

    2x Haunting Echoes
    4x Pernicious Deed
    3x Chainer's Edict
    3x Mutilate
    3x Decree of Pain
    4x Hymn to Tourach
    4x Duress
    3x Staff of Domination
    3x Gaea's Blessing
    2x Crime/Punishment

    SB:
    4x Infest
    4x Chalice of the Void
    3x Chains of Metistophiles
    4x Grinning Demon

    Edit: -1 Mire, -1 Overgrown Tomb, +2 Swamp, -4x Putrefy, -1 Chainer's Edict, +3 Decree of Pain, +2 Crime/Punishment, +Decided Sideboard

    Edit: Dual-Land Draft list; 6th place;

    Quick tournament summary;


    Here's my list;

    4x Bayou
    4x Polluted Delta
    4x Bloodstained Mire
    4x Cabal Coffers
    10x Swamp

    The Disruption:
    4x Duress
    4x Hymn to Tourach

    The Board Control:
    4x Pernicious Deed
    3x Mutilate
    3x Chainer's Edict
    3x Putrefy
    2x Decree of Pain

    The Utility:
    3x Regrowth
    3x Staff of Domination

    The Kill:
    3x Helldozer
    2x Haunting Echoes


    Sideboard:
    4x Infest
    4x Sphere of Resistance
    1x Haunting Echoes
    3x Undead Gladiator
    2x Persecute*
    1x Decree of Pain*


    * Should've been Nether Voids, but Alix is a big phony.

    The gameplan is to slowly dismantle your opponent's board. Matchups are something like;


    Goblins- Unfavored (40%, maybe). -4 Duress, -3 Chainer's Edict, +4 Infest, +1 Haunting Echoes, +2 Undead Gladiator (or +1 Undead Gladiator, +1 DoP in the suboptimal board). The problem is the repeating hordes of men coming at you, and the relative slowness of board clearers. The post game plan is to keep the board clear for a while and then send off a hopefully devastating Echoes that shuts down their future plans of mayhem. Edit: After further testing, 45% is probably more accurate. The matchup isn't that unfavored. It's hard to tell if Punishment is better or worse than Putrefy in this matchup. It certainly kills Warchief a lot less effectively. It might be correct to side out Staff of Domination over Chainer's Edict, at least when one is on the play, as it gives an answer to turn 1 Lackey. On the draw it's probably better to keep Staff in, i.e., game 3.

    Threshold- Favored (90%). Sideboard probably unnecessary, but probably -1 Pernicious Deed, -1 Helldozer, +1 Haunting Echoes, +1 Undead Gladiator. Everything in your deck is a must counter for them, and you literally run more creature kill than they have creatures. It is, incidentally, perfectly acceptable to Mutilate or Deed for one target in this matchup, although you'd prefer not to target Werebear as he and Pithing Needle are your only Putrefy targets in the White builds. The Red build is slightly more dangerous- perhaps only 85%- game 1, as they can randomly burn you out, but less dangerous games 2/3 as they don't have access to Armageddon.

    Solidarity- Unfavored (25%). You have way too many dead cards game 1. Sideboard is -4 Deed, -3 Mutilate, -3 Chainer's Edict, -1 Putrefy, +4 Sphere of Resistance, +1 Haunting Echoes, +3 Nether Void, +3 Undead Gladiator. Putrefy is specifically the one dead card you keep in over others, even though they're probably all equally dead, as some terrible builds of Solidarity have a transitional sideboard into Chant-Stick. You could keep Deed in if they have the terrible transitional board into Confinement lock, but Confinement doesn't stop you from playing out Helldozer/Void/Sphere to just lock them out of winning anyway. Games 2 and 3 are much more favorable, at any rate, although not auto-win enough to make it a good matchup despite the loss of game 1.

    Deadguy Ale- Not very thorough testing, but a negative matchup. LD hurts. A primary reason to consider boarding Compost or Skyshroud Blessing.

    Rifter- Autowin. It's like Gro, only you have a shit load of answers to it. Except it doesn't matter, because you can kill all of their handful of kill conditions really easily, and they can't deal with shit tons of discard + Haunting Echoes. Sideboard: -2 Mutilate, -2 Putrefy, +3 Undead Gladiator, +1 Haunting Echoes.

    Iggy Pop- 35% Pre-board, this is tough but not unwinnable. If you can get an Echoes or a Helldozer active before they get a lategame IGG you can win, obviously trying to keep up early game discard. Games 2 and 3 are very favorable, as the deck is much worse at fighting through or countering Void/Sphere than Solidarity. Nether Void essentially wins if it resolves.

    Landstill- 98% Draw land and you're good. The closest thing to a danger is Crucible of Worlds, if they're still running it in their build. Assuming a lack of Wasteland recursion, it's very difficult for you to lose. They can't go aggro, and the board progressively turns better in your favor. Decree of Pain certainly kicks their ass, even if most of the cards they drew off of Standstill weren't going to be dead anyway. Even if they have the Wastelands, you can still play out a Coffers the turn you want to go double discard/Echoes for the win and just use it as a temporary mana boost.

    Random Junkz- 85%. The salt of the earth. It's amazing just how few rogue decks have any shot in Hell of beating Train Wreck, which largely comes down to the fact that most rogue decks fall into the category of either.

    a) Rolling over and dying to lots of creature hate,

    or

    b) Rolling over and dying to discard + Echoes.
    Last edited by TheInfamousBearAssassin; 08-08-2006 at 06:56 PM.
    For my confessions, they burned me with fire/
    And found I was for endurance made

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