So, I've been playing Daretti for a while now, tinkering around with builds and such, and well, here's my list. This thread is mainly for me to keep up with changes, post results, and ask for critique or advice from you all. I know there is a primer for him already, but I figured I'd put my list up since it is more unique than what I've seen. Feel free to post tips or questions, I'll be happy to look at em all. Without further ado, here's the list!
[spoiler=Card Choices]
I'm only going to touch on cards that I think are odd choices or that are key to the deck's function.
Artifacts Contagion Engine: Being able to proliferate twice per activation is nice, allowing us to really abuse the PWs and steal wins with Inkmoth Nexus Dreamstone Hedron: Daretti's ability to abuse this thing for card draw purposes make this one of the best rocks in the deck. Rings of Brighthearth: Doubling our PWs activations is quite enough to include it, but it also works very well with all the other activated abilities too. Too good to pass up. The Chain Veil: How can you build Superfriends without it? You can go infinite with it in this deck as well. Throne of Geth: Proliferate and saccing artifacts to bring them back? This thing was made just for this deck! The primary use of this card though is to sac our orbs or wire at eot so that Daretti can bring them right back and we're not slowed by them.
Creatures Kurkesh, Onakke Ancient: Our second Rings of Brighthearth, but unfortunately just for artifacts. Not much to say really, other than with our low amount of mountains he usually doesn't have that much fuel. Hasn't been a problem for me yet though.
[/spoiler]
[spoiler=The Gameplan]
Getting Daretti out by turn 2 or 3 is best, however don't be afraid to slow roll him if you expect early beats coming at him. Alternate between using his +2 and -2 as you see fit, and obviously try to cheat out something nasty to tear your opponents down with.
The main wincon of the deck is our planeswalkers. Ugin and Koth give us powerful tools to close out the games, while the others give us great support. Daretti's Emblem isn't that important, but Koth's and Sarkhan's are. All three are quite obtainable in this build and I've even gotten multiples of Sarkhan's emblems before.
Use the orbs and wire to slow down your opponents. We do have a bit of spot removal and wipes to take out opposing creatures. If your PWs can't win you the game, then Blightsteel and the Eldrazi most likely can. Or, maybe you can just burn them away with Valakut copied once or twice.
[/spoiler]
[spoiler=Bad Matchups]
Fast Aggro: Be it wide or tall, this deck can really be hurt by fast aggro. Thankfully, we pack spot removal, wipes and some stax to keep them slowed down. Fortunately, most wide decks aren't able to rebuild too quickly, but if the opponent can keep spitting out monstrosities you may not be able to win.
Combo: Our answers are mostly in the form of sorcery speed removal. Also...we're not blue, so there's not much we can do unless the opponent is giving us time to interact with the combo.
[/spoiler]
And there you have it. Feel free to leave tips or questions, or just to say how much you like the deck and what not. I'll be checking back regularly. And thank you in advance for taking the time to look over my thread mates!
So I played around a little bit today. Had a game against a Kemba, was supposed to be a 3 way game but the other guy dropped as soon as we started. I ramped a little bit, turn 3 dropped a Volcanic Offering killing his Stoneforge Mystic and Kemba, along with his Windbrisk Heights and some other land that I can't remember, leaving him at only 1. He promptly conceded and kicked me from the game. Kind of unfortunate, since that's currently the only big LD card in the deck.
The second game was actually very interesting and is a testament to how strong the deck actually is. I played a 1v1 against a Skithiryx, the Blight Dragon that was well tuned. Normally, my deck isn't made for 1v1s, but apparently it can hold its own. This match went three rounds, and EVERY SINGLE ONE started with him Imperial Sealing for a Pithing Needle naming Daretti of course. Can't remember the first round, I lost terribly. The second one was very, very long, basically I let him ramp and cast Skittles, but he didn't hold up regen mana so I killed it, then dropped Static Orb. He was keeping me at bay with Liliana of the Veil, eating my dudes and hand away. At the least, I was able to keep her ticked down for a little while. Eventually, he dropped Necropotence, drew some off, but the Orb was slowing him down too much and he had lost a lot of life from his effects. I topdecked and slammed down Karn Liberated, took out Potence, then on my following turn took out Lili. He conceded. Third game went fast as I drew a lot of ramp, put out Myr Battlesphere and Palladium, which somehow they went uncontested and just killed him. I think I also used Volcanic Offering to kill Skittles and a Dark Confidant.
With those game reports come some tweaks to the deck as well:
-Nuisance Engine + Fault Line Engine just isn't what I thought it would be, had already been on the chopping block. I looked over ISB's Daretti list and saw Fault Line on there, so I figured I'd give it a shot.
-Mirror Works + Smokestack The original version of this deck was very stax heavy with a lot of mass LD and the stack itself. Without the mass LD, I think Smokestack is a bit weaker, but it should still pull its weight just fine.
-Loreseeker's Stone + Vandalblast Another card that I have been thinking about cutting as well. And I just realized I didn't have any of those juicy red artifact destruction cards.
-Prototype Portal + Shattering Spree Winmore card versus a very good answer card. I think I'll take the answer instead.
-Prismatic Lens + Lion's Eye Diamond Been thinking about pumping up my mana ramp and I believe Diamond has some good applications here. Not sold yet, so only testing will tell.
-Hammer of Purphorus +Grim Monolith Hammer was supposed to be for artifact gen more than haste, but I've never used it for the golems. So, instead I'm going to grab some more ramp.
-City of Traitors +Temple of the False God City is pretty good, but I'm tired of having to sac it all the time. Hopefully Temple will prove to be better, which I'm actually sure it will.
-Scrying Sheet +Crystal Vein With the removal of City, I feel I do need another early land that will provide 2, so when I need it for the accel, I can pop it. Plus, I never have used the ability of sheets even once in the deck.
1 Daretti, Scrap Savant
Artifacts 31
1 Claws of Gix
1 Clock of Omens
1 Contagion Engine
1 Crucible of Worlds
1 Dreamstone Hedron
1 Everflowing Chalice
1 Gilded Lotus
1 Grim Monolith
1 Ichor Wellspring
1 Krark-Clan Ironworks
1 Lion's Eye Diamond
1 Mana Crypt
1 Mana Vault
1 Mind Stone
1 Mycosynth Wellspring
1 Rings of Brighthearth
1 Scroll Rack
1 Sculpting Steel
1 Smokestack
1 Sol Ring
1 Spine of Ish Sah
1 Static Orb
1 Tangle Wire
1 The Chain Veil
1 Thran Dynamo
1 Throne of Geth
1 Trading Post
1 Ugin's Nexus
1 Unstable Obelisk
1 Voltaic Key
1 Winter Orb
1 Arcbound Ravager
1 Blightsteel Colossus
1 Burnished Hart
1 Duplicant
1 Goblin Welder
1 Kozilek, Butcher of Truth
1 Kurkesh, Onakke Ancient
1 Myr Battlesphere
1 Myr Retriever
1 Palladium Myr
1 Pilgrim's Eye
1 Solemn Simulacrum
1 Steel Hellkite
1 Ulamog, the Infinite Gyre
1 Wurmcoil Engine
Instants 4
1 Lightning Bolt
1 Skred
1 Starstorm
1 Volcanic Offering
Planeswalkers 5
1 Chandra, Pyromaster
1 Karn Liberated
1 Koth of the Hammer
1 Sarkhan, the Dragonspeaker
1 Ugin, the Spirit Dragon
Sorceries 8
1 All is Dust
1 Blasphemous Act
1 Gamble
1 Reforge the Soul
1 Scrap Mastery
1 Tormenting Voice
1 Wheel of Fortune
1 Wild Guess
15 Snow-covered Mountains
1 Mouth of Ronom
1 Ancient Tomb
1 Crystal Vein
1 Temple of the False God
1 Strip Mine
1 Wasteland
1 Arid Mesa
1 Bloodstained Mire
1 Scalding Tarn
1 Wooded Foothills
1 Myriad Landscape
1 Eye of Ugin
1 Inkmoth Nexus
1 Phyrexia's Core
1 Terrain Generator
1 Thespian's Stage
1 Vesuva
1 Valakut, the Molten Pinnacle
1 Inkmoth Nexus
[spoiler=Card Choices]
I'm only going to touch on cards that I think are odd choices or that are key to the deck's function.
Artifacts
Contagion Engine: Being able to proliferate twice per activation is nice, allowing us to really abuse the PWs and steal wins with Inkmoth Nexus
Dreamstone Hedron: Daretti's ability to abuse this thing for card draw purposes make this one of the best rocks in the deck.
Rings of Brighthearth: Doubling our PWs activations is quite enough to include it, but it also works very well with all the other activated abilities too. Too good to pass up.
The Chain Veil: How can you build Superfriends without it? You can go infinite with it in this deck as well.
Throne of Geth: Proliferate and saccing artifacts to bring them back? This thing was made just for this deck! The primary use of this card though is to sac our orbs or wire at eot so that Daretti can bring them right back and we're not slowed by them.
Creatures
Kurkesh, Onakke Ancient: Our second Rings of Brighthearth, but unfortunately just for artifacts. Not much to say really, other than with our low amount of mountains he usually doesn't have that much fuel. Hasn't been a problem for me yet though.
[/spoiler]
[spoiler=The Gameplan]
Getting Daretti out by turn 2 or 3 is best, however don't be afraid to slow roll him if you expect early beats coming at him. Alternate between using his +2 and -2 as you see fit, and obviously try to cheat out something nasty to tear your opponents down with.
The main wincon of the deck is our planeswalkers. Ugin and Koth give us powerful tools to close out the games, while the others give us great support. Daretti's Emblem isn't that important, but Koth's and Sarkhan's are. All three are quite obtainable in this build and I've even gotten multiples of Sarkhan's emblems before.
Use the orbs and wire to slow down your opponents. We do have a bit of spot removal and wipes to take out opposing creatures. If your PWs can't win you the game, then Blightsteel and the Eldrazi most likely can. Or, maybe you can just burn them away with Valakut copied once or twice.
[/spoiler]
[spoiler=Bad Matchups]
Fast Aggro: Be it wide or tall, this deck can really be hurt by fast aggro. Thankfully, we pack spot removal, wipes and some stax to keep them slowed down. Fortunately, most wide decks aren't able to rebuild too quickly, but if the opponent can keep spitting out monstrosities you may not be able to win.
Combo: Our answers are mostly in the form of sorcery speed removal. Also...we're not blue, so there's not much we can do unless the opponent is giving us time to interact with the combo.
[/spoiler]
[spoiler=Testing]
[spoiler=7/3/15]
-Pilgrim's Eye + Wayfarer's Bauble
-Reforge the Soul + Codex Shredder
-Mycosyth Wellspring + Karn, Silver Golem
-Blightsteel Colossus +Salvaging Station
-Mountain +Blinkmoth Well
-Ichor Wellspring +Chromatic Star
Conclusions: To be determined
[/spoiler]
[spoiler=Chopping Block]
Nothing right now
[/spoiler]
[spoiler=Change Logs]
[spoiler=7/1/15]
Posted the list
[/spoiler]
[spoiler=7/3/14]
-Nuisance Engine +Fault Line
-Mirrorworks +Smokestack
-Loreseeker's Stone +Vandalblast
-Prototype Portal +Shattering Spree
-Prismatic Lens +Lion Eye's Diamond
-Hammer of Purphorus +Grim Monolith
-City of Traitors +Temple of the False God
-Scrying Sheets +Crystal Vein
Reasoning
[/spoiler]
[/spoiler]
And there you have it. Feel free to leave tips or questions, or just to say how much you like the deck and what not. I'll be checking back regularly. And thank you in advance for taking the time to look over my thread mates!
Seriph0 on cockatrice
EDH Decks
WBGKaradorWBG
The second game was actually very interesting and is a testament to how strong the deck actually is. I played a 1v1 against a Skithiryx, the Blight Dragon that was well tuned. Normally, my deck isn't made for 1v1s, but apparently it can hold its own. This match went three rounds, and EVERY SINGLE ONE started with him Imperial Sealing for a Pithing Needle naming Daretti of course. Can't remember the first round, I lost terribly. The second one was very, very long, basically I let him ramp and cast Skittles, but he didn't hold up regen mana so I killed it, then dropped Static Orb. He was keeping me at bay with Liliana of the Veil, eating my dudes and hand away. At the least, I was able to keep her ticked down for a little while. Eventually, he dropped Necropotence, drew some off, but the Orb was slowing him down too much and he had lost a lot of life from his effects. I topdecked and slammed down Karn Liberated, took out Potence, then on my following turn took out Lili. He conceded. Third game went fast as I drew a lot of ramp, put out Myr Battlesphere and Palladium, which somehow they went uncontested and just killed him. I think I also used Volcanic Offering to kill Skittles and a Dark Confidant.
With those game reports come some tweaks to the deck as well:
-Nuisance Engine + Fault Line Engine just isn't what I thought it would be, had already been on the chopping block. I looked over ISB's Daretti list and saw Fault Line on there, so I figured I'd give it a shot.
-Mirror Works + Smokestack The original version of this deck was very stax heavy with a lot of mass LD and the stack itself. Without the mass LD, I think Smokestack is a bit weaker, but it should still pull its weight just fine.
-Loreseeker's Stone + Vandalblast Another card that I have been thinking about cutting as well. And I just realized I didn't have any of those juicy red artifact destruction cards.
-Prototype Portal + Shattering Spree Winmore card versus a very good answer card. I think I'll take the answer instead.
-Prismatic Lens + Lion's Eye Diamond Been thinking about pumping up my mana ramp and I believe Diamond has some good applications here. Not sold yet, so only testing will tell.
-Hammer of Purphorus +Grim Monolith Hammer was supposed to be for artifact gen more than haste, but I've never used it for the golems. So, instead I'm going to grab some more ramp.
-City of Traitors +Temple of the False God City is pretty good, but I'm tired of having to sac it all the time. Hopefully Temple will prove to be better, which I'm actually sure it will.
-Scrying Sheet +Crystal Vein With the removal of City, I feel I do need another early land that will provide 2, so when I need it for the accel, I can pop it. Plus, I never have used the ability of sheets even once in the deck.
Edit: Added in a testing section.
Seriph0 on cockatrice
EDH Decks
WBGKaradorWBG