I was hoping for a less monotone variety of ideas... alas, having multiple decks using the same combo doesn't mean that one ends up with multiples of the same deck. Creativity has to be looked for in different aspects of the lists.
As far as I can allow myself predictions, I will substract points for being too greedy with powerfull cards.
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We define the boundaries of reality; they don't define us.
I was hoping for a less monotone variety of ideas... alas, having multiple decks using the same combo doesn't mean that one ends up with multiples of the same deck. Creativity has to be looked for in different aspects of the lists.
As far as I can allow myself predictions, I will substract points for being too greedy with powerfull cards.
Another idea I'm surprised nobody else pursued was Equipment - Equip costs are activated abilities too. I was choosing from Heartseeker, Sunforger and Demonspine Whip, and I thought Whip would be the most abusable.
But Heartseeker is an awesome target for Power Artifact, especially because the curve works out pretty well: Land 4 Heartseeker, Land 5 play Power Artifact on Heartseeker + Equip to creature, activate its ability to destroy an opposing creature. Land 6, Equip for :3mana:, unattach/destroy, then Equip for again! It seemed good to me at least.
Sunforger is similarly abusable - with Power Artifact, it becomes :1mana::symw::symr:, Play a Red/White Instant CMC 4 or less. For 3 mana!
I'm sure a lot of people realized that Reusability was key to breaking Power Artifact. And it also must be reusable on the same turn. Otherwise, you just get a reduction, and that's no better than playing Ur-Golem's Eye or something similar.
I'm sure a lot of people realized that Reusability was key to breaking Power Artifact. And it also must be reusable on the same turn. Otherwise, you just get a reduction, and that's no better than playing Ur-Golem's Eye or something similar.
The two mana reduction made the Staff of Domination I had in there really beasty I gotta say
Well that will be the last time I use restricted cards. Tried it round 0 and didn't make it. Tried it this round and same result.
I can't speak from a judge's standpoint but I'll offer my opinions anyway. I tried to hint at it before, but I don't think your deck justifies a broken support-base like that. There are very few decks in the world that truly need 2x Tinker, 2x Tolarian Academy and 4x Sol Ring. Your deck can potentially go Infinite via Monolith + Power Artifact or just win via Charbelcher combo, so why do you need the backup of such broken cards? Goblin Charbelcher + Power Artifact doesn't need all of that.
As for your main winning combo, Goblin Charbelcher + Power Artifact, imo is underperforming in the deck. A typical Charbelcher deck only needs 1 activation to win, and the fact that your deck required multiple activations of it despite running a broken support base hurts you. (Side note, Volcanic Island/Steam Vents probably should have been included to double the damage from Charbelcher).
Lastly, the fact that you're calling a 14 land creatureless build "creative" is a little underwhelming when there were many other builds with 0 creatures or very few creatures. It's only 14 land because you're running quadruple Sol Ring + double Academy... not a very compelling case there. But I wouldn't advise you to absolutely rule out Restricted Cards for the future. Some decks really do require 4x Tinker to win - it all depends on the kind of deck you build.
I can't speak from a judge's standpoint but I'll offer my opinions anyway. I tried to hint at it before, but I don't think your deck justifies a broken support-base like that. There are very few decks in the world that truly need 2x Tinker, 2x Tolarian Academy and 4x Sol Ring. Your deck can potentially go Infinite via Monolith + Power Artifact or just win via Charbelcher combo, so why do you need the backup of such broken cards? Goblin Charbelcher + Power Artifact doesn't need all of that.
As for your main winning combo, Goblin Charbelcher + Power Artifact, imo is underperforming in the deck. A typical Charbelcher deck only needs 1 activation to win, and the fact that your deck required multiple activations of it despite running a broken support base hurts you. (Side note, Volcanic Island/Steam Vents probably should have been included to double the damage from Charbelcher).
Lastly, the fact that you're calling a 14 land creatureless build "creative" is a little underwhelming when there were many other builds with 0 creatures or very few creatures. It's only 14 land because you're running quadruple Sol Ring + double Academy... not a very compelling case there. But I wouldn't advise you to absolutely rule out Restricted Cards for the future. Some decks really do require 4x Tinker to win - it all depends on the kind of deck you build.
Just my 2 cents.
I never said the deck needed 2 Tinker and 2 Tolarian academy.. I could have removed both tinker and a Tolarian Academy and it would still preform. I did it for power. This deck beasts in a 4 player FFA game and locks down everyone so effectively I don't need the instant win with Charbelcher. It preformed exactly and more how I wanted it to. I also didn't want to win a T2 legacy Belcher deck. It's been done and is not original.
The mana base and artifact mana support was for the control aspect. I think you and I guess the judges aren't looking at this first as a control build but a belcher build. You say it's not original but if my memory serves me this was the only control build out of the 40 or so builds from the past 3 rounds. If you took the time to play it you would understand the reasons for doing what I did. Are quad Sol Rings broken? Of course they are but I was under the impression that we were allowed to take a few liberties with the restricted list and have some fun with it. Since every deck in the past 3 rounds that has used "broken" levels of restricted cards in it hasn't made the top 8. Hense why I will no longer use more than a single restricted card.
But whatever... just a game. There are many rounds remaining. I kinda think the rules should be amended to say that the vintage restriced list is enforced.
Budget isn't an criteria to judge decks in this contest.
As for playing powerfull cards: I don't want to draw a line on what is when ok and what not, because it would rule out certain (admittedly corner) cases. Be reasonable.
The idea of this contest isn't to make the most vicious deck, it's about making a creative & coherent deck. Opting for powerfull cards because they make the deck win, isn't necessarily the best choice for the deck under this circumstances.
As a matter of fact you can't score more than 5 points for power (that's 20% of the total). This potential has to be weighted against tuning & creativity.
edit:
Quote from ChefStiX »
I kinda think the rules should be amended to say that the vintage restriced list is enforced.
It isn't enforced. Apparently Judges (as a group) have little interest in testing decks that got a steroid fix just because it is allowed.
Chef, understand that I was one of the votes for you, but there is a downside to playing with playsets of lots of restricted cards, and it isn't that I dislike using them. It is that you get a lot, a LOT of raised eyebrows when you whip out known very powerful cards in multiples. That actually has been a problem so far in testing, people see grim monolith and assume the deck is broken. Just like the kid who drops turn 1 island, candelabra in a multiplayer game, it is difficult to keep the other players happy if they assume that you are broken enough to prevent them seeing their 3rd turn. That being said, there was clear room for improvement if your list before we even we consider power cards, so other judges may have been less willing to submit to the brokenness based on that.
your deck was built to be academy, not power artifact.
with the amount of mana capabilites open to you and already present in your deck, dropping power artifact on charbelcher was sub-par to say the least. More bang for your buck would have been achieved with power artifact on grim monolith. And with that, one wonders why you're playing belcher. you were going too broken in deck construction without going broken in your win. If i'm going to weather disapproving stares, I want it to be because I just went lethal on a table of 10 on turn 1, not because people recognize broken cards, even though they don't do especially broken things in my deck. Belcher was a great and unique use of the card centric to this challenge, but you don't want people to ask you: "why are you running this card as your win? a 1-to-1 substitution with card x would make you much stronger"
you're belcher. you're running mana drain as a 4-of and tons of other expensive cards, yet you skip on volcanic island? that is just throwing damage away.
I'm not trying to be harsh, but I think you're missing that there were more than just power concerns present in your deck. I loved the concept, but there were problems
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
It's all good. No need to explain. Like I said. There are many rounds remaining. I just tried doing something a little bit to crazy. I never even said it was an ultimate build. It just whipped everything it was ever playtested against.
I kinda wish charbelcher wasn't in there to be honest. It just seems everyone has focused on that card and what a deck with that card should so. I tried to make a control deck first, belcher deck second.
Edit: Here, some redemption. I have wronged in the judges eyes. I still regret not building a deck like this. So I whipped one up quickly. Something closer to along the lines of what I would build IRL.
Looks like fun. Tried to choose creatures with CITP abilities. Should generate some nice CA if you can stick a wall of blossoms or coiled oracle under a mimic vat or soul foundry. Should also gain some nice life.
It's all good. No need to explain. Like I said. There are many rounds remaining. I just tried doing something a little bit to crazy. I never even said it was an ultimate build. It just whipped everything it was ever playtested against.
I kinda wish charbelcher wasn't in there to be honest. It just seems everyone has focused on that card and what a deck with that card should so. I tried to make a control deck first, belcher deck second.
Edit: Here, some redemption. I have wronged in the judges eyes. I still regret not building a deck like this. So I whipped one up quickly. Something closer to along the lines of what I would build IRL.
Looks like fun. Tried to choose creatures with CITP abilities. Should generate some nice CA if you can stick a wall of blossoms or coiled oracle under a mimic vat or soul foundry. Should also gain some nice life.
I'm going to go build in on MWS
that deck looks like a lot of fun, to the point that I'll give it a spin on cockatrice when i get some free time.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
Quite an interesting Top 8. So we have 2 decks that require Monoliths as a main win-condition, 3 decks that can use Monoliths and benefit from infinite mana yet don't need it to win, and 3 decks that do not use it at all.
I personally find it amusing that out of all the Monolith builds that require the Monolith to win, the more straightforward builds made it in over the ones trying to be different. I suppose elegance of the overall deck was a contributing factor in that decision.
Quite an interesting Top 8. So we have 2 decks that require Monoliths as a main win-condition, 3 decks that can use Monoliths and benefit from infinite mana yet don't need it to win, and 3 decks that do not use it at all.
I personally find it amusing that out of all the Monolith builds that require the Monolith to win, the more straightforward builds made it in over the ones trying to be different. I suppose elegance of the overall deck was a contributing factor in that decision.
QFT
I tried to be different with a variety of choice... and a Guildmage, I mean, come on, a GUILDMAGE was in there.
But I respect the decisions made since the judges look at the decks objectively, well at least, supposed to.
QFT
I tried to be different with a variety of choice... and a Guildmage, I mean, come on, a GUILDMAGE was in there.
But I respect the decisions made since the judges look at the decks objectively, well at least, supposed to.
On that note, it would be interesting to hear the opinions of the judges on the decks that did not make the Top 8. Don't we typically do that for each round?
Creativity/Originality: 4
Yup. Again the deck the comb's put into isn't as much tho. It's still one of my fav. combos of this round.
Effectiveness/Card adherence: 3.5
The deck can win without the combo, but so much more easily with it.
Synergy/Tuning: 4
I would have preferred if you'd have opted for the recurring creatures MB. Would've gotten rid of that mouldy pre-built taste Lorwyn tribal decks have. Given what the deck requires you to play, there isn't much room for doing wrong and you didn't.
Power/Capacity to win: 4
It's reasonably powerfull, even sporting BB and running eight Fea creatures. ^^
Interaction/Protection: 2.5
The relative high appearing score here, isn't as much for protection as for interaction, what the deck, compared to the other submissions (that mostly try to combo out), is.
Format/Thematic: 1
I opt for a point for Rogue Tribal (given I'd let it pass in a Tribal round at our table).
Salty: 17
Creativity/Originality: 4
Timmy approves.
Effectiveness/Card adherence: 3
PA is 'just' another accel card.
Synergy/Tuning: 3.5
I'd have tossed Machinist for Grand Architect, simply because he accels also the casting of artifacts and not only their abilities' activation. Further Altar of Shadows or Predator, Flagship over Tower of Champions for more board control.
Power/Capacity to win: 3.5
Not as powerfull as other decks, but still capable on a reasonable level.
Interaction/Protection: 3
Arbiter and some of the Towers surprisingly are allmost enough, add Hellkite and you've got a package that if, being able to work, works.
Format/Thematic: 0
none.
Fio: 15.5
Creativity/Originality: 4
Def. something new, the MUC shell however isn't.
Effectiveness/Card adherence: 3
Given one can do really stupid things with PA, your usage makes the cost reduction symmetric, and thus backfires - PA plus Choker is not effective. Atleast it is direly needed to get anywhere with the deck.
Synergy/Tuning: 3
The list suffers two problems: Having no answer to permanents, BtB not being as awesome in Casual as it is in Legacy. If something gets past the counters, one has a problem, unless blessed with a combination of multiple Propagandas and Droplets. I'd cut BtBs for Disks and a fourth Droplet - what was the not-so-secret star of the deck.
Power/Capacity to win: 2.5
Choker should only be played when in control of the game, what this deck, as mentioned above had problems with. Once it is down with a PA, it's a ☺☺☺☺ to handle. Think of Stasis meets SDT.
Interaction/Protection: 3
A heavy counter suite, Propaganda and Droplets - yet lacking in answers for resolved stuff.
Format/Thematic: 0
If there was a format for Dave decks, you'd get a point.
Effectiveness/Card adherence: 4
Unlike the burn variant, this deck needs PA to win.
Synergy/Tuning: 3.5
The list reminds me of Hightide: Turnabout, Timespiral & Candelabra. The way the first is used here, namely 'only' tapping down creeps, Cryptic Command would have probably been the better choice. Next, Timespiral never untaps six mana in this deck. But much more suffers the artifact, being condemned to filter mana - what a waste of potential (and money). Stroke of Genius over Zentih would have opened those slots at a more than reasonable risk.
Power/Capacity to win: 4
While burn can protect the pilot and kill in two (to three) non-inf. strikes, the mono blue variant's a lot more consistent in the sense of going inf., because of the cantrips.
Interaction/Protection: 1.5
a few counters, a bit tapping, a bit bounce.
Format/Thematic: -0.5
If you play Candelabra - don't degrade it to a colour filter.
King T: 17.5
Creativity/Originality: 2.5
The much expected Monolith engine.
Effectiveness/Card adherence: 3.5
While PA isn't needed (I get to that), it is effective.
Synergy/Tuning: 3.5
Too many fetches for too few targets. The deck's uninspired.
Power/Capacity to win: 4
Allthough heavily redundant, the chances to get the combo early are in the range of coin-flipping. Now, one advantage of choosing burn over card draw as win-con is that it can be pointed at creatures early, or simply profit from the mana the artifacts concentrate. I won more games with casting two big burn spells, than going inf.
Interaction/Protection: 4
burn, counters, bounce.
Format/Thematic: 0
'Boring' isn't a format.
Gaea's Regent: 17.5
Creativity/Originality: 4
PA on Cube is new, the rest of the deck not so much - atleast to me.
Effectiveness/Card adherence: 2.5
I can't wrap my mind 'round, why one would put PA on Cube in a deck that runs Academy, if not for the sole reason that one's to do something with PA. The deck can produce enough mana without it and if one wanted those amounts of mana, one can do it easier.
Synergy/Tuning: 3.5
Suffers from a slow start and a lack of answers* that could've been included easily (hi Trinket Mage). Concentrate didn't satisfy me, Fact or Fiction would atleast have been a better card. * Hellkite's too expensive to really count and Boomerang is just temporary.
Power/Capacity to win: 4
Given the chance to play its game, it can win (and is fun to play while doing so).
Synergy/Tuning: 2.5
I don't got what you aimed at. Archive, Artisan and the Copy enchantments are cute, but that's about it. Tezz can't really fetch anything without being dead, that's assuming he's not attacked.
Power/Capacity to win: 3
We couldn't figure out how to play this in a way that makes sense. Random Masticores or Tezz being allowed to do his thing can win games, as can Matrix, but as a whole it's a jigsaw.
Interaction/Protection: 2
Masticore and a few counters.
Format/Thematic: 0
none.
urweak : 20
Creativity/Originality: 4.5
[insert obligatory 'heavy metal' joke]. There is a Monolith in the list, but it's not the protagonist of the deck - that role belongs to Squee's hilarious raiment (I totaly would've splashed for him :D) and a few other trinkets.
Effectiveness/Card adherence: 3.5
Solid, but also able to win without it.
Synergy/Tuning: 4.5
I'd include an additional Ruins and some mass removal, but that's me being fussy.
Power/Capacity to win: 4
Yep and exceptionally funny.
Interaction/Protection: 3.5
Removal is lacking, but indestructible critters and Regalia hold the fort quite well.
Format/Thematic: 0
none.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Just some comments in defense of my card choices: Time Spiral never needs to untap 6 lands. It's there to draw 7, one of which should be the missing piece to your win. Candelabra of Tawnos was necessary to untap those Islands when you're looking for 3 blue for Zenith. I also chose Blue Sun's Zenith over Stroke of Genius because Stroke was someone else's win-con.
I know the points are set in stone, just wanted to speak my mind.
Reminder PM was already sent. Please mind that the top 8 were announced later than planned and testing might take accordingly longer (and all of us also have irl stuff, that scores higher than sally) ...
be nice to the judges and they'll be nice to you ^^
Private Mod Note
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Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Reminder PM was already sent. Please mind that the top 8 were announced later than planned and testing might take accordingly longer (and all of us also have irl stuff, that scores higher than sally) ...
be nice to the judges and they'll be nice to you ^^
Hey Blut, I baked you some Double-Chocolate Time Spiral Cookies, wanna give me more points in return?!
Dlink123: 19 Creativity/Originality: 4
Yup. Again the deck the comb's put into isn't as much tho. It's still one of my fav. combos of this round.
Glad to hear it was one of your favorite combos, as that is one of the main reasons I build decks. I am a little bummed that I only got a 4 as I aim for a 5 in originality every round. As far as I know, or from what Google tells me, nobody has ever made a deck around Power Artifact + Demonspine Whip. I figured the Rogue Tribal would cost me some originality points, but to be fair I did go through countless variations with other creatures...it was just that the disruption was so light and I needed creatures with built in evasion AND disruption - which are very hard to come by at low CMC. I conceived of the combo first, and then put the creatures in last.
Interaction/Protection: 2.5
The relative high appearing score here, isn't as much for protection as for interaction, what the deck, compared to the other submissions (that mostly try to combo out), is.
Yeah I figured something like this would happen. I had hoped the aggro pump part would sort of push through defenses before protection was required. Still, I think the deck build was interesting and creative - and that's all I really care about in the end. Thank you for your time and input
Honestly, I think you would've been better off with a normal wincon in a MUC shell like this. The choker isn't as reliable simply because your opponent can control it as well.
The combo was neat, it appealed to my casual side. It was neat when it went off, but when it went off, nothing really happened except a bunch of 1/1's hitting the field. Overall, the wincon felt kind of underwhelming for the buildup. Last, I'd definetly give this deck style points just because of the way it's out there.
Overall, this deck performed as it should have, but there was a couple things I didn't like. First, the inclusion of Copy enchantment bugged me a little bit. I didn't like that it was only useable when you already had another enchantment on the field (which there were only 6 of). The second issue was the focus. Golem Artisan was a house, I feel like you could've done a bit more with guys like him. In general, the build worked, but felt a little scattered in what it was trying to do, you could've picked a focus and ran with it and the deck probably would've been a bit more cohesive.
Most of the games, I felt like I was playing some weird build of Solidarity that was missing High Tide and replaced it with the monolith combo. I do give you credit for going a slightly different route when it came to wincon though. This deck could get explosive, but like I said about high tide, you might have been better off from a winning perspective with something closer to Solidarity, since there were times where the combo fizzled. Overall, this was fun to play, and I enjoyed it. Also, I like how you went a different route with the infinite mana besides burn spells.
Interesting take on the card for the round. Overall, you probably would've been better off with a more focused approach, it felt like you were trying to do too many different things. I found myself wanting to win early on with the creatures, while at the same time trying to get out the combos. This, unfortunately, delayed things more than anything else. I really like the deck, but you probably could have gone for something a bit more streamlined.
There's no doubt that this combo is powerful, and I felt like I was playing a deck where Power Artifact was needed. This deck wins games, but it wins games very slowly. When it comes to issues, there weren't many. The deck curved out nicely, and I felt like I was always doing what I needed in order to set up the necessary pieces. I didn't like Copy Enchantment purely because it only has four targets.
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EDH: It's like a pillow fight, except occasionally someone pulls out a chainsaw.
If you suggest a card to add to a deck, suggest one to take out as well.
Creativity/Originality: 5
Awesome ideas for our card of the week.
Effectiveness/Card adherence: 4
The deck was much better with Power Artifact but it wasn't the absolute focal point.
Synergy/Tuning: 4
I thought this deck was very well balanced, although there were a couple games were it just felt like I wasn't drawing the right cards for the situation.
Power/Capacity to win: 4
The deck was definitely quite strong even if not overwhelmingly so.
Interaction/Protection: 4
Good package with the primary artifacts and counters helped control things quite well.
Creativity/Originality: 5
Definitely both creative and original.
Effectiveness/Card adherence: 4
Power Artifact took this deck over the top even if it wasn't necessary to win.
Synergy/Tuning: 5
I loved the design of this deck. I'm a big fan of low mana curves and I loved the creature choices.
Power/Capacity to win: 4
While not as powerful as some of the other decks this week, it's also not as broken >_< Also gets extra credit for being fun for me to play
Interaction/Protection: 2.5
Like some other decks this round, it didn't necessarily need much protection or removal. Which is good because there wasn't much here
Creativity/Originality: 5
Another one of the more creative uses. Loved the towers 8D
Effectiveness/Card adherence: 3.5
Almost felt overly reliant on PA even with the other mana accell.
Synergy/Tuning: 3.5
Pretty solid all around but would have tried for a slightly lower curve, might have personally made some other changes.
Power/Capacity to win: 4
Steel hellkite is a beast. The towers are quite powerful too when you get them going.
Interaction/Protection: 3.5
I don't have any specific recommendations but it just felt like there should have been more removal or control elements.
Creativity/Originality: 4
Fun build here with doubling cube and I gotta admit I'm a sucker for snakes :] hint for future rounds? lol
Effectiveness/Card adherence: 3.5
It was somewhat limited in it's targets, but I did like Power Artifact with doubling cube, or the hatchery
Synergy/Tuning: 4
I felt this deck was pretty well put together.
Power/Capacity to win: 3.5
Didn't perform as well as I would have liked in my tests. Pretty fun tutoring up for Tolarian Academy every game though.
Interaction/Protection: 3
A few counters and bounce spells (and the pithing needle) never felt like enough. I always wished muddle the mixture was just counterspell when I wasn't transmuting it.
Creativity/Originality: 3
Middle of the road score, nothing original about the monoliths but I kinda liked the overall feel of the deck, trying to be controlly and hold off just long enough to go off with an infinite X spell.
Effectiveness/Card adherence: 2.5
I gave this score to the decks that only used power artifact as a means to infinite mana.
Synergy/Tuning: 4
Pretty solid... ya, that's all I can really say. Not outstanding, but solid.
Power/Capacity to win: 5
Straight up, this deck won pretty hard every game I played.
Interaction/Protection: 3.5
Washout was a nice touch & the counters helped hold things up. Nothing besides that, but this deck didn't need much protection because it was able to go off so fast and consistently most games.
Creativity/Originality: 3
Masticore and Golem Artisan didn't take full advantage of power artifact as their abilities only cost 2 so it only gets reduced by 1. Still, was better than another infinite mana combo (even though there was that option).
Effectiveness/Card adherence: 2.5
See previous sentence.
Synergy/Tuning: 3
I felt that the deck was just average, the mana curve was a little high and a few times I had a bad mix of cards in hand. I remember when masticore used to be the shizzle, now it's just kinda meh.
Power/Capacity to win: 3
The deck felt a little clunky and although it had it's moments, I again felt it was just kinda average.
Interaction/Protection: 2.5
Minimal interaction outside of the counters and masticores.
Creativity/Originality: 1
Another MUC build with infinite mana monoliths.
Effectiveness/Card adherence: 2.5
I gave this score to the decks that only used power artifact as a means to infinite mana.
Synergy/Tuning: 4
Despite my previous two low scores, I do think the deck was pretty well constructed in regards to the balance of spells...
Power/Capacity to win: 4
...but there still felt like there was a little something missing. Can't quite put a finger on it. Maybe it's that I had a hard time assembling the infinite mana in a few games.
Interaction/Protection: 2.5
Not the best score here but there were a few cards that helped.
Creativity/Originality: 2.5
Nothing original about mono blue control, but gets some credit for trying to use jinxed choker
Effectiveness/Card adherence: 1
Power Artifact was not really necessary for the deck.
Synergy/Tuning: 2.5
There were some decent control elements with the counterspells and propaganda/back to basics, of course, but really this deck was pretty silly.
Power/Capacity to win: 1
No interaction with opponent's resolved spells. This deck really had trouble dealing with anything that got past a counter.
Interaction/Protection: 2
Not only could it not deal with creatures, it couldn't deal with any other permanent type either, besides the counters, but you can't counter everything. I guess countering spells counts as interaction though and propaganda helped a little bit, so 1 extra point for those.
Honestly, I think you would've been better off with a normal wincon in a MUC shell like this. The choker isn't as reliable simply because your opponent can control it as well.
The combo was neat, it appealed to my casual side. It was neat when it went off, but when it went off, nothing really happened except a bunch of 1/1's hitting the field. Overall, the wincon felt kind of underwhelming for the buildup. Last, I'd definetly give this deck style points just because of the way it's out there.
Overall, this deck performed as it should have, but there was a couple things I didn't like. First, the inclusion of Copy enchantment bugged me a little bit. I didn't like that it was only useable when you already had another enchantment on the field (which there were only 6 of). The second issue was the focus. Golem Artisan was a house, I feel like you could've done a bit more with guys like him. In general, the build worked, but felt a little scattered in what it was trying to do, you could've picked a focus and ran with it and the deck probably would've been a bit more cohesive.
Most of the games, I felt like I was playing some weird build of Solidarity that was missing High Tide and replaced it with the monolith combo. I do give you credit for going a slightly different route when it came to wincon though. This deck could get explosive, but like I said about high tide, you might have been better off from a winning perspective with something closer to Solidarity, since there were times where the combo fizzled. Overall, this was fun to play, and I enjoyed it. Also, I like how you went a different route with the infinite mana besides burn spells.
Interesting take on the card for the round. Overall, you probably would've been better off with a more focused approach, it felt like you were trying to do too many different things. I found myself wanting to win early on with the creatures, while at the same time trying to get out the combos. This, unfortunately, delayed things more than anything else. I really like the deck, but you probably could have gone for something a bit more streamlined.
There's no doubt that this combo is powerful, and I felt like I was playing a deck where Power Artifact was needed. This deck wins games, but it wins games very slowly. When it comes to issues, there weren't many. The deck curved out nicely, and I felt like I was always doing what I needed in order to set up the necessary pieces. I didn't like Copy Enchantment purely because it only has four targets.
Sorry Salty could you explain Solidarity? I don't get the reference. I don't think it's to Solidarity the card.
Creativity/Originality: 5
Very unique, strong concept, far outside of the obvious infinite mana combos enabled by this card
Effectiveness/Card adherence: 2
Frankly, the combo didn't synergies with the deck. Bitterblossom won games on its own and had literally 0 interaction with power artifact and very little with the combos that power artifact was based around.
Synergy/Tuning: 2
The combo felt weak and untuned. the deck was packed with 1 power beaters, 2 at the outside, and that just made the wine feel bad, despite being very powerful with power artifact. blue has so many 2 and greater power unblockable beaters that would have improved synergy so much more. the rogue theme made the deck go down a path where it neither could do the combo well or do faeries well.
Power/Capacity to win: 2
It pulled off some sweet wins, but mostly it just lacked horsepower. no fast mana meant that the combo was slow, turn 5 was really the earliest you'd go lethal, and that was with very limited removal. Bitterblossom + blackguard won more games and won them more handily than the core combo.
Interaction/Protection: 2
the grixis charm and the limited hand disruption helped a little, but some counter protection and direct removal
Creativity/Originality: 5
Ok, I admit, I wasn't enthused with the initial list, but it turned out to be a lot of fun. Nothing else was quite like it.
Effectiveness/Card adherence: 4
Power artifact was good, but a margin of 2 mana on an 8 mana activation turned out to be less significant than i would of guessed. It still greatly improved the deck and was never an unwanted topdeck.
Synergy/Tuning: 4
Soldevi Machinist was a major weakpoint. More Voltaic Key or subbing in Worn Powerstone/Paladium Myr in their place would have been [i]much[/i] better. Voltaic Key was the key to what made this deck work, when nearly every fabricate went for a 2-of with longings for more even with those two in play, perhaps something is wrong. More artifact mana was greatly needed, as i said, worn powerstone or Paladium Myr would have been a great improvement. Stuffy doll felt like a missing combo piece for the tower of calamities, and more than one opponent on cockatrice remarked as such.
Power/Capacity to win: 4
I won a surprising amount of games. if even a single tower lands and sticks, you win. the weakest was probably the +6/+6 one, but even it had its moments.
Interaction/Protection: 4
strong match-up vs mid-range and ramp, very weak to aggro until you land an arbiter, weak vs control but skillful play made the match-up manageable. No artifact hate, strong targeted creature removal, steel hellkite can sometimes just end games for tighter curve aggro. Very weak to mill if you don't draw the ruins, but you can mill them if you land it :D. dropping an arbiter with a tower of calamities online was a strain soft-lock vs aggro (you just shoot the one they declare). A funny occurrence was shooting a hardcast emmy twice with calamities before it could swing. the main deduction was the lack of any real response to artifact hate (aura shards was BAD news) or to permission.
Format/Thematic: 1
yes, the tower cycle earned it one. as a core theme of the deck, they were sweet
Creativity/Originality: 4
very unique
Effectiveness/Card adherence: 1
It just… didn't work. Jinxed choker felt much too weak, was too scarce a target for Power Artifact, and was just too weak an interaction to justify the fact that a control deck was running what typically amounted to 11 dead cards, one of which was the "core card".
Synergy/Tuning: 1
The draw was unrefined, the land drops inconsistent, counterspell count was low, win condition failed.
Power/Capacity to win: 1
My counter wall was too thin, there was no reason not to run [i]something[/i] as a draw at 1 mana, my win condition was weak as hell, and i had no answers to a resolved threat.
Interaction/Protection: 3
the weak counter defense and the propaganda + btb were some good interactive qualities
Format/Thematic: 0
Creativity/Originality: 2
Same combo as ever, some interesting choices in the deck tho
Effectiveness/Card adherence: 5
when you land a power artifact, you win. no better way to put it.
Synergy/Tuning: 5
I would have built it differently, but you can't argue with turn 3 and 4 wins.
Power/Capacity to win: 4.5
permission was a small problem, but conservative play and counter protection worked fine to force a win through. Krosan Grip was a bigger issue that i think just needs to be written off as an unavoidable hazard, however, waiting until they tap out to go off can work against decks packing it. Misdirect and Redirect were dangerous, but targeting the first zenith at yourself for your deck can protect yourself. what was more dangerous was one of those two spells aimed at your time spiral in order to untap their lands ([i]really[/i] bad news[/i])
Interaction/Protection: 4
The 4 counterspells were enough more often than not.
Format/Thematic: 0
Creativity/Originality: 2
more of the monolith combo
Effectiveness/Card adherence: 4
power artifact was the only path to victory
Synergy/Tuning: 2
nowhere near enough draw. washout and remand are fine tempo cards, but they were not what this deck needed. I was dieing to decks that a combo with this horsepower had no business dieting to because i just couldn't assemble the pieces fast enough because i was relying on remand and my normal draws
Power/Capacity to win: 2.5
Seriously, this deck just couldn't assemble it's combo.
Interaction/Protection: 2
some nice interaction to defend and stall, but without draw, they aren't enough.
Format/Thematic: 0
Creativity/Originality: 4
Except for the name, very original
Effectiveness/Card adherence: 2
It really didn't contribute to the deck in much of a meaningful way.
Synergy/Tuning: 3
it found the pieces, but the only effective kill the deck had was steel hellkite, and even there it was weak. the entire snake theme failed in actual gameplay.
Power/Capacity to win: 1
It just couldn't win most of the time.
Interaction/Protection: 1.5
Just for the hellkite and potential use of muddle as a counter
Format/Thematic: 1
Creativity/Originality: 3.5
Some sweet unique tricks were thing using overflowing chalice as a secondary source of "infinite" mana after landing the combo once. this made it much less disruptible. It was also the only list to pack a masticore with infinite mana
Effectiveness/Card adherence: 4
the
Synergy/Tuning: 3
Walking Archive was just bad. I never saw real utility from it, the draw was poor, other power artifact targets outclassed it. Needs more monolith and 'core, but there were still enough tutors to get the job done. artisan wins with infinite mana
Power/Capacity to win: 4
I really wanted a 3.9 here, but i didn't want to cut smaller than .5, so rounded up to 4 it is.
It won, even with the archive
Interaction/Protection: 3.5
2 masticore, 4 counters. surprisingly, this was often enough. don't ask me how, i can't explain it
Format/Thematic: 0
Creativity/Originality: 5
General's regalia. Most unique list submitted. I would give this a fricking 6/5. Loved it.
Effectiveness/Card adherence: 4.5
It powered up the deck to be obscene, yet i didn't auto-lose from extirpate on powered artifact. Very nice.
Synergy/Tuning: 4.5
Sometimes i'd be left grasping for a creature for regalia to target, but i was set up by turn 4 very consistently. Very powerful draw from the Thirsts.
Power/Capacity to win: 4.5
I really had no problems here, wither and infect were the main bad matchups, past that everything was pretty gravy. mana drain just owned permission hard, not even funny. I suspect ponza would be a weak match-up, but i never was able to test that one :(.
Interaction/Protection: 5
it had solid interaction with all match-ups i tested. creature-based strategies were hosed so bad, it wasn't even funny. X-cost burn ramp failed vs regalia, x-cost draw was counterable, krosan grip was prevented from becoming problematic by academy ruins. i was very happy
Format/Thematic: 1
remember how i said I wanted to give it a 6/5? yeah. right here.
any wrong words in there are likely auto-corrects that i missed :/.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
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ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
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:ER:, you suck as a hero
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As far as I can allow myself predictions, I will substract points for being too greedy with powerfull cards.
Har...har..har...too punny.
To be fair I started with a Treasure Mage/Clockwork Dragon/Steel Hellkite build, and then decided to make my first infinite combo deck.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
But Heartseeker is an awesome target for Power Artifact, especially because the curve works out pretty well: Land 4 Heartseeker, Land 5 play Power Artifact on Heartseeker + Equip to creature, activate its ability to destroy an opposing creature. Land 6, Equip for :3mana:, unattach/destroy, then Equip for again! It seemed good to me at least.
Sunforger is similarly abusable - with Power Artifact, it becomes :1mana::symw::symr:, Play a Red/White Instant CMC 4 or less. For 3 mana!
I'm sure a lot of people realized that Reusability was key to breaking Power Artifact. And it also must be reusable on the same turn. Otherwise, you just get a reduction, and that's no better than playing Ur-Golem's Eye or something similar.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
The two mana reduction made the Staff of Domination I had in there really beasty I gotta say
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
CorwinOfAmber
kiljo
Necroticah
Casual Aspect
ChefStix 2
Dlink123 3
Salty 3
Fio 3
PeterRiviera 3
King T 4
Gaea's Regent 4
Wingedkagouti 4
urweak 4
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
I can't speak from a judge's standpoint but I'll offer my opinions anyway. I tried to hint at it before, but I don't think your deck justifies a broken support-base like that. There are very few decks in the world that truly need 2x Tinker, 2x Tolarian Academy and 4x Sol Ring. Your deck can potentially go Infinite via Monolith + Power Artifact or just win via Charbelcher combo, so why do you need the backup of such broken cards? Goblin Charbelcher + Power Artifact doesn't need all of that.
As for your main winning combo, Goblin Charbelcher + Power Artifact, imo is underperforming in the deck. A typical Charbelcher deck only needs 1 activation to win, and the fact that your deck required multiple activations of it despite running a broken support base hurts you. (Side note, Volcanic Island/Steam Vents probably should have been included to double the damage from Charbelcher).
Lastly, the fact that you're calling a 14 land creatureless build "creative" is a little underwhelming when there were many other builds with 0 creatures or very few creatures. It's only 14 land because you're running quadruple Sol Ring + double Academy... not a very compelling case there. But I wouldn't advise you to absolutely rule out Restricted Cards for the future. Some decks really do require 4x Tinker to win - it all depends on the kind of deck you build.
Just my 2 cents.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
I never said the deck needed 2 Tinker and 2 Tolarian academy.. I could have removed both tinker and a Tolarian Academy and it would still preform. I did it for power. This deck beasts in a 4 player FFA game and locks down everyone so effectively I don't need the instant win with Charbelcher. It preformed exactly and more how I wanted it to. I also didn't want to win a T2 legacy Belcher deck. It's been done and is not original.
The mana base and artifact mana support was for the control aspect. I think you and I guess the judges aren't looking at this first as a control build but a belcher build. You say it's not original but if my memory serves me this was the only control build out of the 40 or so builds from the past 3 rounds. If you took the time to play it you would understand the reasons for doing what I did. Are quad Sol Rings broken? Of course they are but I was under the impression that we were allowed to take a few liberties with the restricted list and have some fun with it. Since every deck in the past 3 rounds that has used "broken" levels of restricted cards in it hasn't made the top 8. Hense why I will no longer use more than a single restricted card.
But whatever... just a game. There are many rounds remaining. I kinda think the rules should be amended to say that the vintage restriced list is enforced.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
As for playing powerfull cards: I don't want to draw a line on what is when ok and what not, because it would rule out certain (admittedly corner) cases. Be reasonable.
The idea of this contest isn't to make the most vicious deck, it's about making a creative & coherent deck. Opting for powerfull cards because they make the deck win, isn't necessarily the best choice for the deck under this circumstances.
As a matter of fact you can't score more than 5 points for power (that's 20% of the total). This potential has to be weighted against tuning & creativity.
edit:
It isn't enforced. Apparently Judges (as a group) have little interest in testing decks that got a steroid fix just because it is allowed.
I'm not trying to be harsh, but I think you're missing that there were more than just power concerns present in your deck. I loved the concept, but there were problems
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules
I kinda wish charbelcher wasn't in there to be honest. It just seems everyone has focused on that card and what a deck with that card should so. I tried to make a control deck first, belcher deck second.
Edit: Here, some redemption. I have wronged in the judges eyes. I still regret not building a deck like this. So I whipped one up quickly. Something closer to along the lines of what I would build IRL.
Just for fun the deck that never was:
4x Kitchen Finks
3x Obstinate Baloth
4x Coiling Oracle
4x Groundbreaker
3x Wall of Blossoms
4x Power Artifact
3x Copy Enchantment
Artifacts (7)
4x Soul Foundry
3x Mimic Vat
Instants (4)
4x Mana Leak
4x Breeding Pool
4x Flooded Grove
4x Misty Rainforest
6x Island
6x Forest
Looks like fun. Tried to choose creatures with CITP abilities. Should generate some nice CA if you can stick a wall of blossoms or coiled oracle under a mimic vat or soul foundry. Should also gain some nice life.
I'm going to go build in on MWS
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
that deck looks like a lot of fun, to the point that I'll give it a spin on cockatrice when i get some free time.
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules
I personally find it amusing that out of all the Monolith builds that require the Monolith to win, the more straightforward builds made it in over the ones trying to be different. I suppose elegance of the overall deck was a contributing factor in that decision.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
QFT
I tried to be different with a variety of choice... and a Guildmage, I mean, come on, a GUILDMAGE was in there.
But I respect the decisions made since the judges look at the decks objectively, well at least, supposed to.
On that note, it would be interesting to hear the opinions of the judges on the decks that did not make the Top 8. Don't we typically do that for each round?
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
Dlink123: 19
Yup. Again the deck the comb's put into isn't as much tho. It's still one of my fav. combos of this round.
Effectiveness/Card adherence: 3.5
The deck can win without the combo, but so much more easily with it.
Synergy/Tuning: 4
I would have preferred if you'd have opted for the recurring creatures MB. Would've gotten rid of that mouldy pre-built taste Lorwyn tribal decks have. Given what the deck requires you to play, there isn't much room for doing wrong and you didn't.
Power/Capacity to win: 4
It's reasonably powerfull, even sporting BB and running eight Fea creatures. ^^
Interaction/Protection: 2.5
The relative high appearing score here, isn't as much for protection as for interaction, what the deck, compared to the other submissions (that mostly try to combo out), is.
Format/Thematic: 1
I opt for a point for Rogue Tribal (given I'd let it pass in a Tribal round at our table).
Salty: 17
Timmy approves.
Effectiveness/Card adherence: 3
PA is 'just' another accel card.
Synergy/Tuning: 3.5
I'd have tossed Machinist for Grand Architect, simply because he accels also the casting of artifacts and not only their abilities' activation. Further Altar of Shadows or Predator, Flagship over Tower of Champions for more board control.
Power/Capacity to win: 3.5
Not as powerfull as other decks, but still capable on a reasonable level.
Interaction/Protection: 3
Arbiter and some of the Towers surprisingly are allmost enough, add Hellkite and you've got a package that if, being able to work, works.
Format/Thematic: 0
none.
Fio: 15.5
Def. something new, the MUC shell however isn't.
Effectiveness/Card adherence: 3
Given one can do really stupid things with PA, your usage makes the cost reduction symmetric, and thus backfires - PA plus Choker is not effective. Atleast it is direly needed to get anywhere with the deck.
Synergy/Tuning: 3
The list suffers two problems: Having no answer to permanents, BtB not being as awesome in Casual as it is in Legacy. If something gets past the counters, one has a problem, unless blessed with a combination of multiple Propagandas and Droplets. I'd cut BtBs for Disks and a fourth Droplet - what was the not-so-secret star of the deck.
Power/Capacity to win: 2.5
Choker should only be played when in control of the game, what this deck, as mentioned above had problems with. Once it is down with a PA, it's a ☺☺☺☺ to handle. Think of Stasis meets SDT.
Interaction/Protection: 3
A heavy counter suite, Propaganda and Droplets - yet lacking in answers for resolved stuff.
Format/Thematic: 0
If there was a format for Dave decks, you'd get a point.
PeterRiviera: 15
Monolith engine. Yawn.
Effectiveness/Card adherence: 4
Unlike the burn variant, this deck needs PA to win.
Synergy/Tuning: 3.5
The list reminds me of Hightide: Turnabout, Timespiral & Candelabra. The way the first is used here, namely 'only' tapping down creeps, Cryptic Command would have probably been the better choice. Next, Timespiral never untaps six mana in this deck. But much more suffers the artifact, being condemned to filter mana - what a waste of potential (and money). Stroke of Genius over Zentih would have opened those slots at a more than reasonable risk.
Power/Capacity to win: 4
While burn can protect the pilot and kill in two (to three) non-inf. strikes, the mono blue variant's a lot more consistent in the sense of going inf., because of the cantrips.
Interaction/Protection: 1.5
a few counters, a bit tapping, a bit bounce.
Format/Thematic: -0.5
If you play Candelabra - don't degrade it to a colour filter.
King T: 17.5
The much expected Monolith engine.
Effectiveness/Card adherence: 3.5
While PA isn't needed (I get to that), it is effective.
Synergy/Tuning: 3.5
Too many fetches for too few targets. The deck's uninspired.
Power/Capacity to win: 4
Allthough heavily redundant, the chances to get the combo early are in the range of coin-flipping. Now, one advantage of choosing burn over card draw as win-con is that it can be pointed at creatures early, or simply profit from the mana the artifacts concentrate. I won more games with casting two big burn spells, than going inf.
Interaction/Protection: 4
burn, counters, bounce.
Format/Thematic: 0
'Boring' isn't a format.
Gaea's Regent: 17.5
PA on Cube is new, the rest of the deck not so much - atleast to me.
Effectiveness/Card adherence: 2.5
I can't wrap my mind 'round, why one would put PA on Cube in a deck that runs Academy, if not for the sole reason that one's to do something with PA. The deck can produce enough mana without it and if one wanted those amounts of mana, one can do it easier.
Synergy/Tuning: 3.5
Suffers from a slow start and a lack of answers* that could've been included easily (hi Trinket Mage). Concentrate didn't satisfy me, Fact or Fiction would atleast have been a better card. * Hellkite's too expensive to really count and Boomerang is just temporary.
Power/Capacity to win: 4
Given the chance to play its game, it can win (and is fun to play while doing so).
Interaction/Protection: 2.5
See synergy/tuning.
Format/Thematic: 0
none.
Wingedkagouti: 14
Uhm, ... yes. Weird list.
Effectiveness/Card adherence: 2.5
Not really.
Synergy/Tuning: 2.5
I don't got what you aimed at. Archive, Artisan and the Copy enchantments are cute, but that's about it. Tezz can't really fetch anything without being dead, that's assuming he's not attacked.
Power/Capacity to win: 3
We couldn't figure out how to play this in a way that makes sense. Random Masticores or Tezz being allowed to do his thing can win games, as can Matrix, but as a whole it's a jigsaw.
Interaction/Protection: 2
Masticore and a few counters.
Format/Thematic: 0
none.
urweak : 20
[insert obligatory 'heavy metal' joke]. There is a Monolith in the list, but it's not the protagonist of the deck - that role belongs to Squee's hilarious raiment (I totaly would've splashed for him :D) and a few other trinkets.
Effectiveness/Card adherence: 3.5
Solid, but also able to win without it.
Synergy/Tuning: 4.5
I'd include an additional Ruins and some mass removal, but that's me being fussy.
Power/Capacity to win: 4
Yep and exceptionally funny.
Interaction/Protection: 3.5
Removal is lacking, but indestructible critters and Regalia hold the fort quite well.
Format/Thematic: 0
none.
Waiting for the other judges. ándale!
I know the points are set in stone, just wanted to speak my mind.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
be nice to the judges and they'll be nice to you ^^
Hey Blut, I baked you some Double-Chocolate Time Spiral Cookies, wanna give me more points in return?!
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Glad to hear it was one of your favorite combos, as that is one of the main reasons I build decks. I am a little bummed that I only got a 4 as I aim for a 5 in originality every round. As far as I know, or from what Google tells me, nobody has ever made a deck around Power Artifact + Demonspine Whip. I figured the Rogue Tribal would cost me some originality points, but to be fair I did go through countless variations with other creatures...it was just that the disruption was so light and I needed creatures with built in evasion AND disruption - which are very hard to come by at low CMC. I conceived of the combo first, and then put the creatures in last.
Other creatures considered: Dracoplasm, Sedraxis Specter, Plated Geopede, Voidmade Prodigy, Spellstutter Sprite, Silhana Ledgewalker, Jhessian Infiltrator, Inkfathom Infiltrator and much more. At one point, the deck was amusingly called "Go-Go Infiltrator" as it was based around the Jhessian/Inkfathom/Dimir Infiltrators.
Yeah I figured something like this would happen. I had hoped the aggro pump part would sort of push through defenses before protection was required. Still, I think the deck build was interesting and creative - and that's all I really care about in the end. Thank you for your time and input
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
Creativity/Originality: 4
Effectiveness/Card Adherence: 2
Synergy/Tuning: 1.5
Power/Capacity to Win: 2
Interaction/Protection: 3
Format/Theme:
Total: 12.5
Honestly, I think you would've been better off with a normal wincon in a MUC shell like this. The choker isn't as reliable simply because your opponent can control it as well.
Creativity/Originality: 3
Effectiveness/Card Adherence: 2.5
Synergy/Tuning: 2.5
Power/Capacity to Win: 4.5
Interaction/Protection: 3.5
Format/Theme:
Total: 16
The combo played pretty well. I felt like this deck played relatively average: nothing really standing out, yet nothing to complain about either.
Creativity/Originality: 4
Effectiveness/Card Adherence: 2.5
Synergy/Tuning: 2.5
Power/Capacity to Win: 2.5
Interaction/Protection: 1.5
Format/Theme: +1
Total: 14
The combo was neat, it appealed to my casual side. It was neat when it went off, but when it went off, nothing really happened except a bunch of 1/1's hitting the field. Overall, the wincon felt kind of underwhelming for the buildup. Last, I'd definetly give this deck style points just because of the way it's out there.
Creativity/Originality: 4.5
Effectiveness/Card Adherence: 3.5
Synergy/Tuning: 3.5
Power/Capacity to Win: 3
Interaction/Protection: 2.5
Format/Theme:
Total: 17
Overall, this deck performed as it should have, but there was a couple things I didn't like. First, the inclusion of Copy enchantment bugged me a little bit. I didn't like that it was only useable when you already had another enchantment on the field (which there were only 6 of). The second issue was the focus. Golem Artisan was a house, I feel like you could've done a bit more with guys like him. In general, the build worked, but felt a little scattered in what it was trying to do, you could've picked a focus and ran with it and the deck probably would've been a bit more cohesive.
Creativity/Originality: 3
Effectiveness/Card Adherence: 3
Synergy/Tuning: 3.5
Power/Capacity to Win: 3.5
Interaction/Protection: 2.5
Format/Theme:
Total: 15.5
Most of the games, I felt like I was playing some weird build of Solidarity that was missing High Tide and replaced it with the monolith combo. I do give you credit for going a slightly different route when it came to wincon though. This deck could get explosive, but like I said about high tide, you might have been better off from a winning perspective with something closer to Solidarity, since there were times where the combo fizzled. Overall, this was fun to play, and I enjoyed it. Also, I like how you went a different route with the infinite mana besides burn spells.
Creativity/Originality: 4.5
Effectiveness/Card Adherence: 2
Synergy/Tuning: 2.5
Power/Capacity to Win: 2
Interaction/Protection: 2
Format/Theme: 1
Total: 14
Interesting take on the card for the round. Overall, you probably would've been better off with a more focused approach, it felt like you were trying to do too many different things. I found myself wanting to win early on with the creatures, while at the same time trying to get out the combos. This, unfortunately, delayed things more than anything else. I really like the deck, but you probably could have gone for something a bit more streamlined.
Creativity/Originality: 4.5
Effectiveness/Card Adherence: 3.5
Synergy/Tuning: 4
Power/Capacity to Win: 3.5
Interaction/Protection: 4
Format/Theme:
Total: 19.5
There's no doubt that this combo is powerful, and I felt like I was playing a deck where Power Artifact was needed. This deck wins games, but it wins games very slowly. When it comes to issues, there weren't many. The deck curved out nicely, and I felt like I was always doing what I needed in order to set up the necessary pieces. I didn't like Copy Enchantment purely because it only has four targets.
If you suggest a card to add to a deck, suggest one to take out as well.
Creativity/Originality: 5
Awesome ideas for our card of the week.
Effectiveness/Card adherence: 4
The deck was much better with Power Artifact but it wasn't the absolute focal point.
Synergy/Tuning: 4
I thought this deck was very well balanced, although there were a couple games were it just felt like I wasn't drawing the right cards for the situation.
Power/Capacity to win: 4
The deck was definitely quite strong even if not overwhelmingly so.
Interaction/Protection: 4
Good package with the primary artifacts and counters helped control things quite well.
Creativity/Originality: 5
Definitely both creative and original.
Effectiveness/Card adherence: 4
Power Artifact took this deck over the top even if it wasn't necessary to win.
Synergy/Tuning: 5
I loved the design of this deck. I'm a big fan of low mana curves and I loved the creature choices.
Power/Capacity to win: 4
While not as powerful as some of the other decks this week, it's also not as broken >_< Also gets extra credit for being fun for me to play
Interaction/Protection: 2.5
Like some other decks this round, it didn't necessarily need much protection or removal. Which is good because there wasn't much here
Creativity/Originality: 5
Another one of the more creative uses. Loved the towers 8D
Effectiveness/Card adherence: 3.5
Almost felt overly reliant on PA even with the other mana accell.
Synergy/Tuning: 3.5
Pretty solid all around but would have tried for a slightly lower curve, might have personally made some other changes.
Power/Capacity to win: 4
Steel hellkite is a beast. The towers are quite powerful too when you get them going.
Interaction/Protection: 3.5
I don't have any specific recommendations but it just felt like there should have been more removal or control elements.
Creativity/Originality: 4
Fun build here with doubling cube and I gotta admit I'm a sucker for snakes :] hint for future rounds? lol
Effectiveness/Card adherence: 3.5
It was somewhat limited in it's targets, but I did like Power Artifact with doubling cube, or the hatchery
Synergy/Tuning: 4
I felt this deck was pretty well put together.
Power/Capacity to win: 3.5
Didn't perform as well as I would have liked in my tests. Pretty fun tutoring up for Tolarian Academy every game though.
Interaction/Protection: 3
A few counters and bounce spells (and the pithing needle) never felt like enough. I always wished muddle the mixture was just counterspell when I wasn't transmuting it.
Creativity/Originality: 3
Middle of the road score, nothing original about the monoliths but I kinda liked the overall feel of the deck, trying to be controlly and hold off just long enough to go off with an infinite X spell.
Effectiveness/Card adherence: 2.5
I gave this score to the decks that only used power artifact as a means to infinite mana.
Synergy/Tuning: 4
Pretty solid... ya, that's all I can really say. Not outstanding, but solid.
Power/Capacity to win: 5
Straight up, this deck won pretty hard every game I played.
Interaction/Protection: 3.5
Washout was a nice touch & the counters helped hold things up. Nothing besides that, but this deck didn't need much protection because it was able to go off so fast and consistently most games.
Creativity/Originality: 3
Masticore and Golem Artisan didn't take full advantage of power artifact as their abilities only cost 2 so it only gets reduced by 1. Still, was better than another infinite mana combo (even though there was that option).
Effectiveness/Card adherence: 2.5
See previous sentence.
Synergy/Tuning: 3
I felt that the deck was just average, the mana curve was a little high and a few times I had a bad mix of cards in hand. I remember when masticore used to be the shizzle, now it's just kinda meh.
Power/Capacity to win: 3
The deck felt a little clunky and although it had it's moments, I again felt it was just kinda average.
Interaction/Protection: 2.5
Minimal interaction outside of the counters and masticores.
Creativity/Originality: 1
Another MUC build with infinite mana monoliths.
Effectiveness/Card adherence: 2.5
I gave this score to the decks that only used power artifact as a means to infinite mana.
Synergy/Tuning: 4
Despite my previous two low scores, I do think the deck was pretty well constructed in regards to the balance of spells...
Power/Capacity to win: 4
...but there still felt like there was a little something missing. Can't quite put a finger on it. Maybe it's that I had a hard time assembling the infinite mana in a few games.
Interaction/Protection: 2.5
Not the best score here but there were a few cards that helped.
Creativity/Originality: 2.5
Nothing original about mono blue control, but gets some credit for trying to use jinxed choker
Effectiveness/Card adherence: 1
Power Artifact was not really necessary for the deck.
Synergy/Tuning: 2.5
There were some decent control elements with the counterspells and propaganda/back to basics, of course, but really this deck was pretty silly.
Power/Capacity to win: 1
No interaction with opponent's resolved spells. This deck really had trouble dealing with anything that got past a counter.
Interaction/Protection: 2
Not only could it not deal with creatures, it couldn't deal with any other permanent type either, besides the counters, but you can't counter everything. I guess countering spells counts as interaction though and propaganda helped a little bit, so 1 extra point for those.
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Sorry Salty could you explain Solidarity? I don't get the reference. I don't think it's to Solidarity the card.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Creativity/Originality: 5
Very unique, strong concept, far outside of the obvious infinite mana combos enabled by this card
Effectiveness/Card adherence: 2
Frankly, the combo didn't synergies with the deck. Bitterblossom won games on its own and had literally 0 interaction with power artifact and very little with the combos that power artifact was based around.
Synergy/Tuning: 2
The combo felt weak and untuned. the deck was packed with 1 power beaters, 2 at the outside, and that just made the wine feel bad, despite being very powerful with power artifact. blue has so many 2 and greater power unblockable beaters that would have improved synergy so much more. the rogue theme made the deck go down a path where it neither could do the combo well or do faeries well.
Power/Capacity to win: 2
It pulled off some sweet wins, but mostly it just lacked horsepower. no fast mana meant that the combo was slow, turn 5 was really the earliest you'd go lethal, and that was with very limited removal. Bitterblossom + blackguard won more games and won them more handily than the core combo.
Interaction/Protection: 2
the grixis charm and the limited hand disruption helped a little, but some counter protection and direct removal
Format/Thematic: 1
slightly unwilling tribal bonus
Creativity/Originality: 5
Ok, I admit, I wasn't enthused with the initial list, but it turned out to be a lot of fun. Nothing else was quite like it.
Effectiveness/Card adherence: 4
Power artifact was good, but a margin of 2 mana on an 8 mana activation turned out to be less significant than i would of guessed. It still greatly improved the deck and was never an unwanted topdeck.
Synergy/Tuning: 4
Soldevi Machinist was a major weakpoint. More Voltaic Key or subbing in Worn Powerstone/Paladium Myr in their place would have been [i]much[/i] better. Voltaic Key was the key to what made this deck work, when nearly every fabricate went for a 2-of with longings for more even with those two in play, perhaps something is wrong. More artifact mana was greatly needed, as i said, worn powerstone or Paladium Myr would have been a great improvement. Stuffy doll felt like a missing combo piece for the tower of calamities, and more than one opponent on cockatrice remarked as such.
Power/Capacity to win: 4
I won a surprising amount of games. if even a single tower lands and sticks, you win. the weakest was probably the +6/+6 one, but even it had its moments.
Interaction/Protection: 4
strong match-up vs mid-range and ramp, very weak to aggro until you land an arbiter, weak vs control but skillful play made the match-up manageable. No artifact hate, strong targeted creature removal, steel hellkite can sometimes just end games for tighter curve aggro. Very weak to mill if you don't draw the ruins, but you can mill them if you land it :D. dropping an arbiter with a tower of calamities online was a strain soft-lock vs aggro (you just shoot the one they declare). A funny occurrence was shooting a hardcast emmy twice with calamities before it could swing. the main deduction was the lack of any real response to artifact hate (aura shards was BAD news) or to permission.
Format/Thematic: 1
yes, the tower cycle earned it one. as a core theme of the deck, they were sweet
Creativity/Originality: 4
very unique
Effectiveness/Card adherence: 1
It just… didn't work. Jinxed choker felt much too weak, was too scarce a target for Power Artifact, and was just too weak an interaction to justify the fact that a control deck was running what typically amounted to 11 dead cards, one of which was the "core card".
Synergy/Tuning: 1
The draw was unrefined, the land drops inconsistent, counterspell count was low, win condition failed.
Power/Capacity to win: 1
My counter wall was too thin, there was no reason not to run [i]something[/i] as a draw at 1 mana, my win condition was weak as hell, and i had no answers to a resolved threat.
Interaction/Protection: 3
the weak counter defense and the propaganda + btb were some good interactive qualities
Format/Thematic: 0
Creativity/Originality: 2
Same combo as ever, some interesting choices in the deck tho
Effectiveness/Card adherence: 5
when you land a power artifact, you win. no better way to put it.
Synergy/Tuning: 5
I would have built it differently, but you can't argue with turn 3 and 4 wins.
Power/Capacity to win: 4.5
permission was a small problem, but conservative play and counter protection worked fine to force a win through. Krosan Grip was a bigger issue that i think just needs to be written off as an unavoidable hazard, however, waiting until they tap out to go off can work against decks packing it. Misdirect and Redirect were dangerous, but targeting the first zenith at yourself for your deck can protect yourself. what was more dangerous was one of those two spells aimed at your time spiral in order to untap their lands ([i]really[/i] bad news[/i])
Interaction/Protection: 4
The 4 counterspells were enough more often than not.
Format/Thematic: 0
Creativity/Originality: 2
more of the monolith combo
Effectiveness/Card adherence: 4
power artifact was the only path to victory
Synergy/Tuning: 2
nowhere near enough draw. washout and remand are fine tempo cards, but they were not what this deck needed. I was dieing to decks that a combo with this horsepower had no business dieting to because i just couldn't assemble the pieces fast enough because i was relying on remand and my normal draws
Power/Capacity to win: 2.5
Seriously, this deck just couldn't assemble it's combo.
Interaction/Protection: 2
some nice interaction to defend and stall, but without draw, they aren't enough.
Format/Thematic: 0
Creativity/Originality: 4
Except for the name, very original
Effectiveness/Card adherence: 2
It really didn't contribute to the deck in much of a meaningful way.
Synergy/Tuning: 3
it found the pieces, but the only effective kill the deck had was steel hellkite, and even there it was weak. the entire snake theme failed in actual gameplay.
Power/Capacity to win: 1
It just couldn't win most of the time.
Interaction/Protection: 1.5
Just for the hellkite and potential use of muddle as a counter
Format/Thematic: 1
Creativity/Originality: 3.5
Some sweet unique tricks were thing using overflowing chalice as a secondary source of "infinite" mana after landing the combo once. this made it much less disruptible. It was also the only list to pack a masticore with infinite mana
Effectiveness/Card adherence: 4
the
Synergy/Tuning: 3
Walking Archive was just bad. I never saw real utility from it, the draw was poor, other power artifact targets outclassed it. Needs more monolith and 'core, but there were still enough tutors to get the job done. artisan wins with infinite mana
Power/Capacity to win: 4
I really wanted a 3.9 here, but i didn't want to cut smaller than .5, so rounded up to 4 it is.
It won, even with the archive
Interaction/Protection: 3.5
2 masticore, 4 counters. surprisingly, this was often enough. don't ask me how, i can't explain it
Format/Thematic: 0
Creativity/Originality: 5
General's regalia. Most unique list submitted. I would give this a fricking 6/5. Loved it.
Effectiveness/Card adherence: 4.5
It powered up the deck to be obscene, yet i didn't auto-lose from extirpate on powered artifact. Very nice.
Synergy/Tuning: 4.5
Sometimes i'd be left grasping for a creature for regalia to target, but i was set up by turn 4 very consistently. Very powerful draw from the Thirsts.
Power/Capacity to win: 4.5
I really had no problems here, wither and infect were the main bad matchups, past that everything was pretty gravy. mana drain just owned permission hard, not even funny. I suspect ponza would be a weak match-up, but i never was able to test that one :(.
Interaction/Protection: 5
it had solid interaction with all match-ups i tested. creature-based strategies were hosed so bad, it wasn't even funny. X-cost burn ramp failed vs regalia, x-cost draw was counterable, krosan grip was prevented from becoming problematic by academy ruins. i was very happy
Format/Thematic: 1
remember how i said I wanted to give it a 6/5? yeah. right here.
any wrong words in there are likely auto-corrects that i missed :/.
Body Count: GRRRUUUUUUUUUUU
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Level 1 Judge
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