Been playing this deck here and there for a few weeks, it's in the tuning process. Basic strategy is to play some ramp artifacts and then play a large threat, asking your opponent if they have an answer. Eventually Kozilek is cast refilling your hand with threats and/or gas to recast him when he dies.
Just looking for some feedback and discussion. Also, are sideboards allowed in French Rules? If so, mine would contain cards that interact with combo decks such as, Lodestone Golem, Thorn of Amethyst, etc as those decks are in theory hard for this deck to beat. Other problems for this deck include artifact hosers such as Null Rod and Shattering Spree. In theory, this deck demolishes aggro decks because they have few ways to interact with what I'm doing and have to kill me before I play a large creature. Thanks
My driving concepts about the deck are
1. every play should be game-warping 'cose the threat density is very low with 30+ mana accelerator
I do not agree that 30+ mana accelerator is too many. Because our general is a 12/12 Annihilator 4 + Tidings it's like we always have a game-warping threat as an 8th card in our hand. Having many mana accelerators increases the consistency of casting Koz before they kill you. How are we casting these threats if not with mana rocks? Playing a Wurmcoil Engine on turn 6 against an aggro deck may well be too late. Playing it on turn 4 ends the game.
2. Consistecy & redundancy over fancy comboes. Though Kozi has draw4 triggered the deck has 0 manipulation and very costly tutoring ( Planar Portal - if played) or Drawing.
Agree as well, this is why I have so many mana accelerators in my list. I would like for you to point out all of the cards in my list that you believe are only there for the sake of durdling, and then I can make an argument towards or against cutting the card.
3. Never miss a landrop. Every landdrop you miss is -1 mana cc0, with the defoult 40 lands you're going to miss a landrop about t5-t6, i play with 42
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I figured 40 lands was fine. But I agree with what you're saying here and will definitely add two more lands if I can decide on two cuts. Though one of your lands is Maze of Ith, which does not truly count as a land. It counts as missing a land drop to play a removal spell. In this case, if I can find 1 card to cut, then 1 land will be the first thing that I add.
4.
Fast eldrazi with annilhator trigger is our best removal.
There are two eldrazi that cost less than Koz, Ulamog's Crusher and Artisan of Kozilek, both are fantastic. Again I could see myself adding Pathrazer and It again if I decide on two cuts, that's two more cuts after making a cut for one more land.
Beside this i have some questions about your list:
1. How did you feel "stack" package in game? before winter orb banning i played
Winter orb
Mishira helix
Mana web
Defence grid
and it was very cool.
Winter Orb would obviously be insane in this deck if it were legal. Mana web and Defense Grid are not truly stax effects. Stax effects include cards like Sphere of Resistance , that restrict players' abilities to cast spells. All Mana Web and D-Grid do is restrict when and how players can cast spells, specifically counterspells and instants, while not actually doing anything against sorcery speed spells.
Sphere of Resistance could be interesting but I dislike them in the maindeck simply because they make Koz cost more. If sideboards are allowed, I would sideboard these cards against combo opponents where they greatly hinder the opponent's game plan.
2. How did you feel Spine - Ironworks ? a recurrable removal is very strong but i always felt 2card comboes hard to set-up in monobrown
[CARD]
Spine of Ish Sah[/CARD] + Krark-Clan Ironworks is a combo I have yet to assemble for exactly the reasons you state, However, Spine and KCI are both respectable cards on their own. Destroying any permanent for 7 mana is a strong play in this deck, it buys time to cast Koz, and compliments annihilator perfectly. Spine also combos with Phyrexia's Core which is not a moot point. KCI creates a similar effect to Lotus Bloom and LED, making sacrifices for a boost in mana, a welcome effect in this deck.
As a general consideration however i think that a deck that could be completely turned off by a card ( null rod ad you pointed out ) is difficult to be competitve. Especially with the bannings of the best accellerator
The hope as that if we run into Null Rod or Stony Silence we can get to 7 lands and play Karn or Spine, All is Dust also works against Stony. Another plan is to get out Smokestack and sit on it. Shattering Spree is far less beatable however. The only other sliver of hope we have is that they draw these cards after we already cast Koz.
While artifact hate is quite strong against us, there are other cards the opponent will have that don't interact with us at all. The best example of this is Jitte, a card that is good against almost every other deck in the format that does close to nothing against us. We have Millikin, Manakin, Plague Myr, Palladium Myr and Metalworker that it is good against, just 5 cards.
While Mana vault, Mana crypt, Tomb and Sol are banned there are cards legal in French that are not in regular EDH. Sundering Titan, Emrakul, and Metalworker are insane cards, obviously not as insane as Sol Ring, but great in this deck nonetheless. Also in French, cards like Batterskull and Wurmcoil are great, but pretty poor in regular edh. That doesn't make those banning hurt any less, but it's a good comparison.
It's an uphill battle, trying to play colorless. My hunch is that in the majority of competitive 1v1 games, you're not even going to cast your general. So that's card disadvantage before you even roll to see who goes first. On top of that, you're by definition using a worse cardpool than every single player you play against.
At least Karn, Silver Golem gives you a nice wall that you'll be able to cast most games. And Emrakul most likely gives you a much better chance of winning than Kozilek, provided your opponent somehow lets you amass all this mana.
If you're dead-set on colorless though, the one card I'd recommend is Memory Jar. Also perhaps Trinisphere.
I'd also significantly cut down the number of high-casting-cost spells in your deck. Nullstone Gargoyle probably hurts you more than your opponent. And Possessed Portal is most likely going to be in your hand when you're behind.
It's an uphill battle, trying to play colorless. My hunch is that in the majority of competitive 1v1 games, you're not even going to cast your general. So that's card disadvantage before you even roll to see who goes first. On top of that, you're by definition using a worse cardpool than every single player you play against.
I need to play more games to see how often I can actually get to Koz, but finding people to play French EDH with Cockatrice isn't easy. A lot of the players I do find don't want to play more than a couple games, or are complete jerkoffs (for some reason I play against jerkoffs in this format more often than in other formats). I realize playing colorless gives you worse options than everyone else, but that's what makes it a challenge, and more rewarding when you win. If the deck is trash even after it's tweaked to absolute perfection, so be it, I tried. I suppose the one up-side of playing colorless is that every one of your lands has an ability, at no sacrifice to the consistency of the manabase.
At least Karn, Silver Golem gives you a nice wall that you'll be able to cast most games. And Emrakul most likely gives you a much better chance of winning than Kozilek, provided your opponent somehow lets you amass all this mana.
Karn and his ilk like Batterskull are in the deck for that reason. Emrakul as a general is unreasonable because getting to 15 mana without card draw is impossible without a card like Channel or some absurd nut-draw involving Ironworks.
If you're dead-set on colorless though, the one card I'd recommend is Memory Jar. Also perhaps Trinisphere.
[CARD]
Memory Jar[/CARD] slipped my mind, card is busted. Trinisphere is interesting, and very close to being one-sided. Our cards that it hits hardest are LED and Lotus Bloom. But it may be disruptive enough to warrant inclusion anyway.
I'd also significantly cut down the number of high-casting-cost spells in your deck. Nullstone Gargoyle probably hurts you more than your opponent. And Possessed Portal is most likely going to be in your hand when you're behind.
Agreed, high-cost spells aren't needed with a 10 mana general. Gargoyle seemed nice b/c it's a way to interact that colorless doesn't really have, though Null Brooch may be better here. Possessed Portal is definitely too clunky they way you say it is, I'll cut it along with Gargoyle.
Artisan of Kozilek, Ulamog's Crusher, Myr Battlesphere, Staff of Nin, Spine of Ish Sah, would be my next five.
Smokestack is best when you have a permanent that makes lots of other permanents. Or a bunch of low-cc spells. I don't think it would be good in your deck... too slow, and you need your permanents just as much, if not more, than your opponent needs theirs.
Mimic Vat... not sure you have enough creatures, nor do you have enough removal, for this.
Would also add Tumble Magnet and Welding Jar. Tumble Magnet is only good for a short time, but that time is turns 3 through 5, helping ensure you get a turn 6. Welding Jar is just a hunch... but I play a Slobad deck occasionally, and regenerating artifacts is pretty useful.
Static Orb is great against decks that attack with multiple creatures (i.e. half the metagame). Fun stuff too, with Clock of Omens, Krark Clan Ironworks, Tumble Magnet, etc., too. Storage Matrix also worth considering, though not quite as good as Static Orb.
Artisan of Kozilek, Ulamog's Crusher, Myr Battlesphere, Staff of Nin, Spine of Ish Sah, would be my next five.
I could see cutting all of these except for Spine. It has been quite strong for me. It's also an out to Null Rod.
Smokestack is best when you have a permanent that makes lots of other permanents. Or a bunch of low-cc spells. I don't think it would be good in your deck... too slow, and you need your permanents just as much, if not more, than your opponent needs theirs.
Smokestack is one of the best cards in the deck. It's a way to beat cards like Null Rod. And because your opponent has to sac first, they will run out of permanents before you, and then you can just wait to rebuild. It's also great with any permanent that counts as two cards, like Gods' Eye, Wellspring, Spine, and with Trading Post and Springjack making a useless permanent to sac every turn to it. Sacing a useless tapped Grim Monolith to it is also fine.
Mimic Vat... not sure you have enough creatures, nor do you have enough removal, for this.
This was mostly in for the disruption aspect, while occasionally being insane with a Wurmcoil. Now that I'm cutting creatures this is a clear cut.
Would also consider Boseiju and Urborg, Tomb of Yawgmoth.
The only card Boseiju, who shelters all actually makes uncounterable is All is Dust. Besides that it comes in tapped and makes us pay life, which not what we want on a land, for this same reason I choose to not run Hall of the Bandit Lord.
Urborg I would run if it could still be used as a strip mine for opposing Urborgs, but that no longer works, and can actually end up helping the opponent while not having any upside for us. The next land I'd add would be Rogue's Passage, and I think 42 lands should be the right number.
Would also add Tumble Magnet and Welding Jar. Tumble Magnet is only good for a short time, but that time is turns 3 through 5, helping ensure you get a turn 6. Welding Jar is just a hunch... but I play a Slobad deck occasionally, and regenerating artifacts is pretty useful.
Tumble Magnet seems great, and adds another card that's good to proliferate with Contagion Engine. Jar protecting something insane like a Smokestack could be clutch, will try it.
Static Orb is great against decks that attack with multiple creatures (i.e. half the metagame). Fun stuff too, with Clock of Omens, Krark Clan Ironworks, Tumble Magnet, etc., too. Storage Matrix also worth considering, though not quite as good as Static Orb.
Static Orb seems great b/c it slows the game down to a crawl which is what we want.
Relic of Progenitus is a no-brainer to me; worst case it cycles.
Agree, will add.
Also, add Clock of Omens. It will immediately become perhaps the 5th best card in your deck. It's outrageously good.
Yeah I had it and cut it b/c of the lack of Mana Vault, Crypt, and Sol. But there's enough insane things to untap that including it should be great. I also cut Voltaic Key for the same reason, though I think Key is a weaker card, b/c it doesn't quite count as a mana accelerator and doesn't go off the same way Clock does.
Gemstone array
Ventifact bottle
Ice caludron
what you think about?
__________________
These types of cards are interesting, but in the end they just waste slots that actual mana accelerators could be using. They let you keep having enough mana to keep casting koz after he's died a few times, but Doubling Cube does that job better.
I also removed maze for another panorama.
I would suggest looking at my manabase. All of my lands have an ability other than adding mana. Panoramas are weaker than other lands we could run b/c they don't actually do anything other than tap for mana. Yes, most times lands just tap for mana, but every one of our lands does something else for "free" in the sense that having these colorless lands doesn't sacrifice consistency to our manabase the same way it would for a deck that needs colors.
Cutting Artisan of Kozilek, Ulamog's Crusher, Myr Battlesphere, Staff of Nin, Mimic Vat for Rogue's Passage, Relic of Progenitus, Clock of Omens, Welding Jar, and Static Orb.
Smokestack is really slow... which you'll find, I think.
Also regarding Ichor Wellspring, you only have two ways to put it in the graveyard yourself, as far as I can tell, which makes it a pretty poor card IMO. May as well play Urza's Bauble.
3. Never miss a landrop. Every landdrop you miss is -1 mana cc0, with the defoult 40 lands you're going to miss a landrop about t5-t6, i play with 42.
[/DECK]
I'm not a 1v1 player and never used the french banlist, I run a multiplayer Kozilek edh. I agree that there are certain differences like Sol Ring, Ancient Tomb and many more fast mana accel, nevertheless I saw this thread and got interested.
However.. I cannot disagree more with this statement. 42 land? I'm not sure about both of you guys's decks but we are all playing Kozilek, Butcher of Truth right? Opportunity on a stick in the general zone? How can a card-draw mania deck justify running this amount of land?
And even with that ramp how can the OP not be running Walking Atlas?
Koz can happen as early as turn 4 but you need a far above average hand, like it will happen about 10% of the time goldfishing. When the opponent interacts, that percentage goes down. On average, he should get cast around turn 8 if the opponent is interacting.
I've found that most times though, the deck is not resilient enough. Disruption + clock is enough to do you in. If it's just disruption, you may be able to pull out eventually, but it's unlikely as all our cards are worse than our opponent's cards. If all they have is a clock and no relevant disruption, or their disruption happens at the wrong time, you should cast Koz and win easily. Alas, this is rarely the case. I don't think this deck is good enough, at least not as is.
Walking Atlas is def. a good card if you're running 42 lands.
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Only pros cast blind Cabal Therapies!
Currently playing:
UW Modern Tron WU UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
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0 Blasted Landscape
0 Blinkmoth Nexus
0 Blinkmoth Well
0 Buried Ruin
0 Cavern of Souls
0 City of Traitors
0 Crystal Vein
0 Darksteel Citadel
0 Desert
0 Deserted Temple
0 Dread Statuary
0 Dust Bowl
0 Eldrazi Temple
0 Encroaching Wastes
0 Eye of Ugin
0 Gargoyle Castle
0 Gemstone Caverns
0 Ghost Quarter
0 Gods' Eye, Gate to the Reikai
0 Haunted Fengraf
0 High Market
0 Homework Path
0 Inkmoth Nexus
0 Miren, the Moaning Well
0 Mishra's Factory
0 Mutavault
0 Mystifying Maze
0 Petrified Field
0 Phyrexia's Core
0 Quicksand
0 Rishadan Port
0 Rogue's Passage
0 Scorched Ruins
0 Springjack Pasture
0 Stalking Stones
0 Tectonic Edge
0 Thespian's Stage
0 Tower of the Magistrate
0 Urza's Factory
0 Vesuva
0 Wasteland
0 Zoetic Cavern
Ramp/Mana Accelerating Artifacts (30)
0 Jeweled Amulet
0 Lion's Eye Diamond
0 Lotus Bloom
0 Mox Diamond
0 Mox Opal
2 Coldsteel Heart
2 Doubling Cube
2 Everflowing Chalice
2 Fellwar Stone
2 Fractured Powerstone
2 Grim Monolith
2 Guardian Idol
2 Mind Stone
2 Prismatic Lens
2 Sphere of the Suns
2 Manakin
2 Millikin
2 Plague Myr
3 Coalition Relic
3 Metalworker
3 Palladium Myr
3 Urza's Incubator
3 Worn Powerstone
4 Krark-Clan Ironworks
4 Sisay's Ring
4 Thran Dynamo
4 Ur-Golem's Eye
5 Gilded Lotus
6 Dreamstone Hedron
Misc Utility/Disruption (15)
0 Welding Jar
1 Brittle Effigy
1 Relic of Progenitus
2 Ichor Wellspring
3 Sculpting Steel
3 Static Orb
3 Tangle Wire
4 Clock of Omens
4 Smokestack
4 Trading Post
5 Memory Jar
6 Contagion Engine
6 Mindslaver
6 Ward of Bones
7 All is Dust
7 Karn Liberated
7 Spine of Ish Sah
Creatures (14)
5 Batterskull
5 Karn, Silver Golem
6 Duplicant
6 Steel Hellkite
6 Triskelion
6 Wurmcoil Engine
7 Grim Poppet
8 Sundering Titan
11 Ulamog, the Infinite Gyre
15 Emrakul, the Aeons Torn
Just looking for some feedback and discussion. Also, are sideboards allowed in French Rules? If so, mine would contain cards that interact with combo decks such as, Lodestone Golem, Thorn of Amethyst, etc as those decks are in theory hard for this deck to beat. Other problems for this deck include artifact hosers such as Null Rod and Shattering Spree. In theory, this deck demolishes aggro decks because they have few ways to interact with what I'm doing and have to kill me before I play a large creature. Thanks
Change Log
+ Tower of the Magistrate, Memory Jar
8/3/13: - Artisan of Kozilek, Ulamog's Crusher, Myr Battlesphere, Staff of Nin, Mimic Vat
+ Rogue's Passage, Static Orb, Clock of Omens, Relic of Progenitus, Welding Jar
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
I do not agree that 30+ mana accelerator is too many. Because our general is a 12/12 Annihilator 4 + Tidings it's like we always have a game-warping threat as an 8th card in our hand. Having many mana accelerators increases the consistency of casting Koz before they kill you. How are we casting these threats if not with mana rocks? Playing a Wurmcoil Engine on turn 6 against an aggro deck may well be too late. Playing it on turn 4 ends the game.
Agree as well, this is why I have so many mana accelerators in my list. I would like for you to point out all of the cards in my list that you believe are only there for the sake of durdling, and then I can make an argument towards or against cutting the card.
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I figured 40 lands was fine. But I agree with what you're saying here and will definitely add two more lands if I can decide on two cuts. Though one of your lands is Maze of Ith, which does not truly count as a land. It counts as missing a land drop to play a removal spell. In this case, if I can find 1 card to cut, then 1 land will be the first thing that I add.
4.
There are two eldrazi that cost less than Koz, Ulamog's Crusher and Artisan of Kozilek, both are fantastic. Again I could see myself adding Pathrazer and It again if I decide on two cuts, that's two more cuts after making a cut for one more land.
Winter Orb would obviously be insane in this deck if it were legal. Mana web and Defense Grid are not truly stax effects. Stax effects include cards like Sphere of Resistance , that restrict players' abilities to cast spells. All Mana Web and D-Grid do is restrict when and how players can cast spells, specifically counterspells and instants, while not actually doing anything against sorcery speed spells.
Sphere of Resistance could be interesting but I dislike them in the maindeck simply because they make Koz cost more. If sideboards are allowed, I would sideboard these cards against combo opponents where they greatly hinder the opponent's game plan.
[CARD]
Spine of Ish Sah[/CARD] + Krark-Clan Ironworks is a combo I have yet to assemble for exactly the reasons you state, However, Spine and KCI are both respectable cards on their own. Destroying any permanent for 7 mana is a strong play in this deck, it buys time to cast Koz, and compliments annihilator perfectly. Spine also combos with Phyrexia's Core which is not a moot point. KCI creates a similar effect to Lotus Bloom and LED, making sacrifices for a boost in mana, a welcome effect in this deck.
The hope as that if we run into Null Rod or Stony Silence we can get to 7 lands and play Karn or Spine, All is Dust also works against Stony. Another plan is to get out Smokestack and sit on it. Shattering Spree is far less beatable however. The only other sliver of hope we have is that they draw these cards after we already cast Koz.
While artifact hate is quite strong against us, there are other cards the opponent will have that don't interact with us at all. The best example of this is Jitte, a card that is good against almost every other deck in the format that does close to nothing against us. We have Millikin, Manakin, Plague Myr, Palladium Myr and Metalworker that it is good against, just 5 cards.
While Mana vault, Mana crypt, Tomb and Sol are banned there are cards legal in French that are not in regular EDH. Sundering Titan, Emrakul, and Metalworker are insane cards, obviously not as insane as Sol Ring, but great in this deck nonetheless. Also in French, cards like Batterskull and Wurmcoil are great, but pretty poor in regular edh. That doesn't make those banning hurt any less, but it's a good comparison.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
At least Karn, Silver Golem gives you a nice wall that you'll be able to cast most games. And Emrakul most likely gives you a much better chance of winning than Kozilek, provided your opponent somehow lets you amass all this mana.
If you're dead-set on colorless though, the one card I'd recommend is Memory Jar. Also perhaps Trinisphere.
I'd also significantly cut down the number of high-casting-cost spells in your deck. Nullstone Gargoyle probably hurts you more than your opponent. And Possessed Portal is most likely going to be in your hand when you're behind.
I need to play more games to see how often I can actually get to Koz, but finding people to play French EDH with Cockatrice isn't easy. A lot of the players I do find don't want to play more than a couple games, or are complete jerkoffs (for some reason I play against jerkoffs in this format more often than in other formats). I realize playing colorless gives you worse options than everyone else, but that's what makes it a challenge, and more rewarding when you win. If the deck is trash even after it's tweaked to absolute perfection, so be it, I tried. I suppose the one up-side of playing colorless is that every one of your lands has an ability, at no sacrifice to the consistency of the manabase.
Karn and his ilk like Batterskull are in the deck for that reason. Emrakul as a general is unreasonable because getting to 15 mana without card draw is impossible without a card like Channel or some absurd nut-draw involving Ironworks.
[CARD]
Memory Jar[/CARD] slipped my mind, card is busted. Trinisphere is interesting, and very close to being one-sided. Our cards that it hits hardest are LED and Lotus Bloom. But it may be disruptive enough to warrant inclusion anyway.
Agreed, high-cost spells aren't needed with a 10 mana general. Gargoyle seemed nice b/c it's a way to interact that colorless doesn't really have, though Null Brooch may be better here. Possessed Portal is definitely too clunky they way you say it is, I'll cut it along with Gargoyle.
As far as other expensive spells in the deck, we'll say expensive is 6 mana or more, there's: Dreamstone Hedron, Contagion Engine,Mindslaver, Staff of Nin, Ward of Bones, All is Dust, Spine of Ish Sah, Duplicant, Steel Hellkite, Trisklelion, Wurmcoil Engine, Grim Poppet, Myr Battlesphere, Sundering Titan, Ulamog's Crusher, Artisan of Kozilek, Ulamog, and Emrakul. Cuts that pop out to me are Triskelion, Grim Poppet, and Ward of Bones. Any others you think could go?
A card I just remembered existed, Serrated Arrows. Seems quite strong.
Changes I've made so far: - Possessed Portal, Nullstone Gargoyle, + Tower of the Magistrate, Memory Jar. Will change list in op
Also, I would not mind at all if anyone wanted to test with me on Cockatrice. My username is the same as the one on here.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
Smokestack is best when you have a permanent that makes lots of other permanents. Or a bunch of low-cc spells. I don't think it would be good in your deck... too slow, and you need your permanents just as much, if not more, than your opponent needs theirs.
Mimic Vat... not sure you have enough creatures, nor do you have enough removal, for this.
Would also consider Boseiju and Urborg, Tomb of Yawgmoth.
Would also add Tumble Magnet and Welding Jar. Tumble Magnet is only good for a short time, but that time is turns 3 through 5, helping ensure you get a turn 6. Welding Jar is just a hunch... but I play a Slobad deck occasionally, and regenerating artifacts is pretty useful.
Static Orb is great against decks that attack with multiple creatures (i.e. half the metagame). Fun stuff too, with Clock of Omens, Krark Clan Ironworks, Tumble Magnet, etc., too. Storage Matrix also worth considering, though not quite as good as Static Orb.
Relic of Progenitus is a no-brainer to me; worst case it cycles.
I could see cutting all of these except for Spine. It has been quite strong for me. It's also an out to Null Rod.
Smokestack is one of the best cards in the deck. It's a way to beat cards like Null Rod. And because your opponent has to sac first, they will run out of permanents before you, and then you can just wait to rebuild. It's also great with any permanent that counts as two cards, like Gods' Eye, Wellspring, Spine, and with Trading Post and Springjack making a useless permanent to sac every turn to it. Sacing a useless tapped Grim Monolith to it is also fine.
This was mostly in for the disruption aspect, while occasionally being insane with a Wurmcoil. Now that I'm cutting creatures this is a clear cut.
The only card Boseiju, who shelters all actually makes uncounterable is All is Dust. Besides that it comes in tapped and makes us pay life, which not what we want on a land, for this same reason I choose to not run Hall of the Bandit Lord.
Urborg I would run if it could still be used as a strip mine for opposing Urborgs, but that no longer works, and can actually end up helping the opponent while not having any upside for us. The next land I'd add would be Rogue's Passage, and I think 42 lands should be the right number.
Tumble Magnet seems great, and adds another card that's good to proliferate with Contagion Engine. Jar protecting something insane like a Smokestack could be clutch, will try it.
Static Orb seems great b/c it slows the game down to a crawl which is what we want.
Agree, will add.
Yeah I had it and cut it b/c of the lack of Mana Vault, Crypt, and Sol. But there's enough insane things to untap that including it should be great. I also cut Voltaic Key for the same reason, though I think Key is a weaker card, b/c it doesn't quite count as a mana accelerator and doesn't go off the same way Clock does.
These types of cards are interesting, but in the end they just waste slots that actual mana accelerators could be using. They let you keep having enough mana to keep casting koz after he's died a few times, but Doubling Cube does that job better.
I would suggest looking at my manabase. All of my lands have an ability other than adding mana. Panoramas are weaker than other lands we could run b/c they don't actually do anything other than tap for mana. Yes, most times lands just tap for mana, but every one of our lands does something else for "free" in the sense that having these colorless lands doesn't sacrifice consistency to our manabase the same way it would for a deck that needs colors.
Cutting Artisan of Kozilek, Ulamog's Crusher, Myr Battlesphere, Staff of Nin, Mimic Vat for Rogue's Passage, Relic of Progenitus, Clock of Omens, Welding Jar, and Static Orb.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
Also regarding Ichor Wellspring, you only have two ways to put it in the graveyard yourself, as far as I can tell, which makes it a pretty poor card IMO. May as well play Urza's Bauble.
I'm not a 1v1 player and never used the french banlist, I run a multiplayer Kozilek edh. I agree that there are certain differences like Sol Ring, Ancient Tomb and many more fast mana accel, nevertheless I saw this thread and got interested.
However.. I cannot disagree more with this statement. 42 land? I'm not sure about both of you guys's decks but we are all playing Kozilek, Butcher of Truth right? Opportunity on a stick in the general zone? How can a card-draw mania deck justify running this amount of land?
And even with that ramp how can the OP not be running Walking Atlas?
Am I missing something crucial in 1v1 ?
[Primer] Kozilek, Butcher with Juice.
I've found that most times though, the deck is not resilient enough. Disruption + clock is enough to do you in. If it's just disruption, you may be able to pull out eventually, but it's unlikely as all our cards are worse than our opponent's cards. If all they have is a clock and no relevant disruption, or their disruption happens at the wrong time, you should cast Koz and win easily. Alas, this is rarely the case. I don't think this deck is good enough, at least not as is.
Walking Atlas is def. a good card if you're running 42 lands.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW