The judging for Round 2 is running concurrently with the Round 3 submission process.
The same rules still apply.
Click below to check out the rules and the card for the third round.
1. Main Rules:
A submitted deck has to contain the card of the current round and must be build around the card in some way. The card does not have to be the primary win condition, but it must be integral to the deck.
It’s a good idea to give judges insight on your ideas and tricks in order to improve understanding of how your deck works. Please note that brevity is the soul of wit.
Anyone may submit a deck. Contestants may only submit one deck per round. You can edit your deck, change it, overhaul it, etc. as many times as you wish before the round’s submission deadline.
There is no Restricted or Banned list. It should be noted, however, that judges might not be impressed by overuse of “broken” cards.
“Build Around” cards are selected by the judges. Please do not offer suggestions.
2. Time:
Contestants will have approximately six (6) days to build and post decks for each round.
Testing and rating may take 6-10 days.
3. Judging:
There is one singleton judge (Etched Chester); there may or may not be more judges on a volunteer basis.
Some decks will be chosen for rating and some will not. This is determined by the judge’s spare time and interest. I will leave an explanation as to why some decks were not chosen.
The contest is purely for fun. There are no formal awards except for bragging rights.
Please don't rush the judges.
Up to 25 points to each tested deck can be awarded, based on the following system:
Creativity/Originality: 0 to 5 points How creative and original is your deck? Has it been done before? Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards work together in the deck? How are elegance and card selection? Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? (It doesn't have to win all the time, but it shouldn't bomb, either.) Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks?
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage & Legacy; 1 point for incorporation of theme/flavour. (EDIT: Only if applicable; not all cards / rounds may warrant specific format possibility.)
EDH Decks are not permitted.
Interpretation of this is up to the judges, individually.
If you have any questions, concerns, or issues with the rules or with the judging process, please PM me or visit my helpdesk.
The idea of this deck is to use Metalworker to get a crapton of mana and play Mycosynth Lattice. Then, play Door to Nothingness and activate Metalworker again for 2 of each colored mana and win. Note that almost every card in this deck is an Artifact.
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I am racky54 on Cockatrice and I'm almost always up for a match
First things first: Door needs you to get access to double Domain and atleast survive a turn (or untap it and need even more mana) - what makes it atleast a clunky wincon for any combo approach. Anways, you can either play cards that add WUBRG to your mana pool, that means winning becomes a three card combo; or you combo for infinite mana, turns, Warp World loops etc., but again that means three plus cards; or you play ramp spells, that means you need to play a metric ton of spells that have no impact on the game state and pro'ly a lot basics that randomly screw your draws over; - or you play a land base that easily assembles Domain by itself and then double the amount of mana your lands produce. -> Duals -> Fetches -> Crucible. And Wake as a cheap Wish-able doubling card that does not affect any other players. This way the lands take as much of a burden off the rest of the deck as possible and you can fill spell slots with actual buisness.
Ideally you land a Crucible and can reuse tap-fetches to assmeble Domain (I suggest sorting them wubrg) and cast T5 Wake, for t6 Door into T7 win. There's no way to win faster with this deck. If Wake gets nuked, Crucible means you hit every land drop, so don't panick. Jace helps you dig, acts as decoy and plan B to win, tho in my testing I never needed that (either I lost, or got to Door). Plan C would be an eleven-land Waked-backed Grasp for 20, D Obelisk (mainly added for the life, secondary as repeatable weenie removal) pings, and E beating with one of the two critters in the SB, tho that's really sub-par; or a combination of C-E.
The land base, is ... pro'ly sub-par, but I didn't do any maths on this one. It's working tho, more or less. You should get access to WW, UU or BB while assembling Domain (order depending on draw) - keep that in mind.
The rest is a fairly basic five colour control deck with a multicolour Wish-board and a little Enlightened Tutor toolbox. ... Not much to say.
I think I'm slightly above a 50% win ratio on Trice against random people, not counting folks that think Legacy or Vintage decks are Casual, if you test this, you should take this into account.
Built Around - Door to Nothingness Format - None (designed for MTGO's Classic). Single games, no sideboarding. Theme - None. Type - Annoying Insta-win Playtest Amount - :rate1::rate0: as of latest post edit.
My first idea was a control deck with win condition Doors but it's pretty hard to do it because it's cost so many mana that you cannot control and ramp mana at the same time so I change my mind to this deck after I realise it pretty impossible to do a control deck with Door.
You have tons of ways to gain mana into this deck. Everything interact to everything and it's easy to get more mana than you need. I didn't include Emrakul but it's can definitly be cast in this deck in turn 4 if you get a good hand. Green Sun's Zenith was there to get Primival Titan or Avenger of Zendikar. Avenger can be use to kill or to survive before you resolve Doors. Blue Sun's Zenith was pretty cool to get draw and the 3 blue wasn't hard to get with Bird, Cobra etc...
Mana Reflection was pretty nice in this deck because it's double everything I use Crystal Quarry become: t: Add WWUUBBRRGG to your mana pool. Thran Dynamo give 6 mana, Sol Ring give 4 mana.
This card was just pure gain. With this card you can easilly get over 20 manas mid game.
How to pay the doors cost:
1- One of each basics land with Mana Reflection
2- 2 Crystal Quarry with 10 to activated them
3- 1 Crystal Quarry with Mana Reflection and 5 to activated it.
Otherwise you can easilly pay it with the Basics land and Bird/Cobra.
since blue and green seem to be the most popular colors to go with door to nothingness, I wanted to go red since it was the only other color I liked for interactions with it.
Basically the deck wants to Cantrip/Loot, use welder for more advantage, make a lot of mana with the help of flare or gauntlet, then cast/Weld the door into play, then use composite golem and or Kaleidastone/crystal quary to pay for door to nothingness.
The 8 cantrip artifacts, plus faithless looting and reforge the soul help you to see large chunks of your deck each game helping to insure you have what you need without needing tutors. They also play nice with welder (ichor welspring makes absurd advantage). so does composite golem (turning any artifact into wubrg.) and making reforge the soul and faithless looting that much beter because you can bring artifacts bake from the grave. despite the fact that landing a welder makes the deck function much smoother, its still fairly easy to win without it just casting a mana doubler and haveing 5 mountains and 2/12 filters.
The wish Board allows a large number of tricks to be played.there are a number of spells to hold off creatures. My favorite part is using Metallic mastery or mark of mutiny to allow you to use welder or door to nothingness a turn earlier or twice in a turn. also you have a noncreature version of welder, 2 wheel effects, ways to remove troublesome lands and artifacts and last chance to enable you to cast door then get an untap step since you are just going to make the opponent lose the next turn.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
How it works: Get a Charmed Pendant and untapped Door in play, with Progenitus at the top of the library. Use the Pendant, get a double rainbow of mana, and win.
Major cards and interactions:
Progenitus: To keep it from being the best reanimator target ever, Progenitus can never be in a graveyard. This deck uses that downside to its advantage. Insidious Dreams and Charmed Pendant, which both fill your graveyard, will keep Progenitus handy somewhere in your deck.
Charmed Pendant: A weird form of acceleration. At any given time you have a 2/X chance of getting WWUUBBRRGG off this, where X is the size of your library. But there are also 8 cards with 2-5 colored mana in the deck beside Progenitus.
Insidious Dreams: Set up as many draws as you have spare cards in hand. (Which is why duplicate Pendants or Dreams are never a bad thing; just pitch them.) I included Wall of Blossoms and Kodama's Reach to keep your hand stocked in the early turns.
Most of the deck needs a Charmed Pendant to really work, so I've got a number of cards that will bring it to you: there are 12 cards in the deck that are Pendants or Pendant tutors. Meaning that on turn 4 you have a 91%/93% chance of having it, depending on whether you're on the play or draw.
If a Door isn't forthcoming, you can use a weird toolbox of rainbow creatures that can be accessed with Charmed Pendant and Congregation at Dawn/Insidious Dreams. The most straightforward is to tutor up two Progenituses and run it out there. Titan's Revenge can be a Blaze every turn if you need to get control of the battlefield; Terminus can do this a little more quickly.
Birds of Paradise speeds everything up by a turn, and helps you get a black mana, a red -- whatever you need.
This is a slow process, but I've started compiling scores.
Creativity/Originality: 4. Mirari’s wake was (sorta) obvious, but I really liked your “stall tactics,” namely Humility + Night of Soul’s Betrayal (why I wanted to play the deck in the first place). Effectiveness/Card Adherence: 4. Kind of hard to judge because it’s basically the only wincon, and the whole deck is centered around getting Door to Nothingness to work. I’m not going lower than 4 because admittedly, I gave you a card that isn’t going to win early, period. Synergy/Tuning: 3. I either got it to work, or I didn’t. Some of this relied on the tricks of the deck, but some relied on the luck of the draw. Though I enjoyed playing Glittering Wish, I often found that there was nothing really worth getting. It took AGES to get Door out, and I usually lasted long enough only if I had the Humility / Soul’s Betrayal combo out. Power/Capacity to Win: 3. I won around half the games I played. Interaction/Protection: 3. I was at the mercy of Cockatrice. Burn decks demolished me, but I was OK vs. creature decks and control decks. Flavor: 1 because of the fun little combo.
TOTAL: 19/25
Creativity/Originality: 3. This looks strikingly similar to your round 1 deck, but it looked like it could work, so you got chosen. Effectiveness/Card Adherence: 5. Every card in the deck makes sure that Door to Nothingness gets out there. After I got used to playing the deck, I never worried about getting Door to go off, because the pieces were all there. Counterspell etc. did enough to stall when things were a bit slow. Synergy/Tuning: 4. I never used Pithing Needle, but other than that, most of the cards were perfect. Good call on the Candelabra; by untapping Tolarian Academy, I was able to get the Door to work rather quickly, and often with only a few life to spare. Mycosynth Lattice was a no-brainer (my favorite game on Cockatrice: “You know that your Door to Nothingness needs more than blue mana, right? Oh, that will do it.” There was plenty of control / “removal” to help keep me in the game, but I surprisingly didn’t need it that as often as I anticipated. Power/Capacity to Win: 4. I played around 15 games with this one, and won 10-ish. That’s a lot better than I thought it would do. I wouldn’t say the deck has “power” since Door to Nothingness is the only wincon, but it worked…..quickly. Interaction/Protection: 4 Good use of standard Counterspells and the like. Surprisingly, I did well vs. aggro decks, and control decks didn’t really have much to control. This one was actually quick enough to compete with a burn deck. The only games I lost were against faster decks when I couldn’t get the pieces together in time, but that was rarely a problem. Flavor: no points because, as I said, very close to your round 1 deck.
For all intents and purposes, the two enchantments you thought of as crucial could've been two more Wrath effects, if not for the fact that Enlightened Tutor could get them. I never got or needed both of them online; as I mainly rode Jace backed by timely mass- and spot-removal to victory by showing people the Door. Jace with Crucible and a fetchland is a very potent engine (drawing up to four non-land cards per turn), albeit not a very creative one - so I'm quite surprised Creativity is one of my better scores - for something I thought of as minor component of the deck. I can't say how much of a mistake it is to think of the two one-off enchantments as crucial, because I never played the deck like that - but I'd say it is one nonetheless.
Were you honestly not satisfied with Vindicate/Pulse, Deed/Spout, Helix and Wake as Wish targets? I acknowledge, the other cards are very specialized - but only because the aforementioned cards cover so much so well (and again are far from creative).
I would've thought the deck scores where you gave me a medicore three points.
Slight critique as former judge, and I think former colleagues will/would second this: I would never play a Door to Nothingness deck against a serious/classic burn deck, that's an exercise in futility wasting scarce time (atleast not much ><). It's important to test a deck against things it can actually win against - not only is testing matches one can't possibly win boring to unfun, but it's also disregarding the deck's potential, that needs a certain meta to flourish. Taking into account your medium of testing - I would concede to burn almost on the spot (as soon as I recognize the archetype) and ask for a different deck.
edit: and yes the deck is painfully slow. What did you expect? It's Door to WWUUBBRRGG Nothingness.
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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.
For all intents and purposes, the two enchantments you thought of as crucial could've been two more Wrath effects, if not for the fact that Enlightened Tutor could get them. I never got or needed both of them online; as I mainly rode Jace backed by timely mass- and spot-removal to victory by showing people the Door. Jace with Crucible and a fetchland is a very potent engine (drawing up to four non-land cards per turn), albeit not a very creative one - so I'm quite surprised Creativity is one of my better scores - for something I thought of as minor component of the deck. I can't say how much of a mistake it is to think of the two one-off enchantments as crucial, because I never played the deck like that - but I'd say it is one nonetheless.
Were you honestly not satisfied with Vindicate/Pulse, Deed/Spout, Helix and Wake as Wish targets? I acknowledge, the other cards are very specialized - but only because the aforementioned cards cover so much so well (and again are far from creative).
I would've thought the deck scores where you gave me a medicore three points.
Slight critique as former judge, and I think former colleagues will/would second this: I would never play a Door to Nothingness deck against a serious/classic burn deck, that's an exercise in futility wasting scarce time (atleast not much ><). It's important to test a deck against things it can actually win against - not only is testing matches one can't possibly win boring to unfun, but it's also disregarding the deck's potential, that needs a certain meta to flourish. Taking into account your medium of testing - I would concede to burn almost on the spot (as soon as I recognize the archetype) and ask for a different deck.
edit: and yes the deck is painfully slow. What did you expect? It's Door to WWUUBBRRGG Nothingness.
I'm kind of at the mercy of who's playing cockatrice.
I wish I had the time to carefully select my opponents.
EDIT: Children / wife / family > carefully thought-out testing strategies. I'm doing the best I can, here.
if i had decided to participate in this round, i probably would have gone green-ramp via Overlaid Terrain.
I'll definitely partake in the next round.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
This is a long overdue Official Bump. So you don't have to search the thread for scores, I'll post them all here.
Unfortunately, I'm not quite done. Life got in the way of deck testing. Soul Canard's score has been added, and I still have to test Fenris211. Hopefully, that will happen soon.
Thanks for your patience!
Creativity/Originality: 4. Mirari’s wake was (sorta) obvious, but I really liked your “stall tactics,” namely Humility + Night of Soul’s Betrayal (why I wanted to play the deck in the first place). Effectiveness/Card Adherence: 4. Kind of hard to judge because it’s basically the only wincon, and the whole deck is centered around getting Door to Nothingness to work. I’m not going lower than 4 because admittedly, I gave you a card that isn’t going to win early, period. Synergy/Tuning: 3. I either got it to work, or I didn’t. Some of this relied on the tricks of the deck, but some relied on the luck of the draw. Though I enjoyed playing Glittering Wish, I often found that there was nothing really worth getting. It took AGES to get Door out, and I usually lasted long enough only if I had the Humility / Soul’s Betrayal combo out. Power/Capacity to Win: 3. I won around half the games I played. Interaction/Protection: 3. I was at the mercy of Cockatrice. Burn decks demolished me, but I was OK vs. creature decks and control decks. Flavor: 1 because of the fun little combo.
TOTAL: 19/25
Creativity/Originality: 3. This looks strikingly similar to your round 1 deck, but it looked like it could work, so you got chosen. Effectiveness/Card Adherence: 5. Every card in the deck makes sure that Door to Nothingness gets out there. After I got used to playing the deck, I never worried about getting Door to go off, because the pieces were all there. Counterspell etc. did enough to stall when things were a bit slow. Synergy/Tuning: 4. I never used Pithing Needle, but other than that, most of the cards were perfect. Good call on the Candelabra; by untapping Tolarian Academy, I was able to get the Door to work rather quickly, and often with only a few life to spare. Mycosynth Lattice was a no-brainer (my favorite game on Cockatrice: “You know that your Door to Nothingness needs more than blue mana, right? Oh, that will do it.” There was plenty of control / “removal” to help keep me in the game, but I surprisingly didn’t need it that as often as I anticipated. Power/Capacity to Win: 4. I played around 15 games with this one, and won 10-ish. That’s a lot better than I thought it would do. I wouldn’t say the deck has “power” since Door to Nothingness is the only wincon, but it worked…..quickly. Interaction/Protection: 4 Good use of standard Counterspells and the like. Surprisingly, I did well vs. aggro decks, and control decks didn’t really have much to control. This one was actually quick enough to compete with a burn deck. The only games I lost were against faster decks when I couldn’t get the pieces together in time, but that was rarely a problem. Flavor: no points because, as I said, very close to your round 1 deck.
TOTAL: 20/25
Creativity / Originality: 4. You had a nifty little combo going on there, and I liked the thought behind it. Effectiveness/Card adherence: 3. The deck was clearly designed with the Door in mind, but there were only two in the deck. Even with tutors, it wasn’t easy to find. Synergy/Tuning: 2. Despite the combo being nifty, it was incredibly difficult to pull off. Frankly, I wanted more ways to stock my hand so I could really set things up with Insidious Dreams. Unfortunately, I often didn’t have much to discard, or I didn’t want to discard what I had; a larger hand may have enabled me to set up exactly what I wanted; the wincon needs three cards (Door to Nothingness and a Charmed Pendant with Progenitus on top of the deck), and things would have been infinitely easier if I had enough cards left in my hand to discard X to Insidious Dreams. Alas, that was not often the case. As a result, the deck relied on a very specific early game that I rarely got. Power/Capacity to win: 2. I came so close to winning so many times, but as mentioned, the combo was difficult to pull off. By the time it got going in roughly ¾ of my games, it was too late. Interaction/Protection: 2. Basically, your best protection spells were singletons. One Titan’s Revenge with two mountains in the deck isn’t going to cut it. Wall of Blossoms helped early game, but not forever. One Moment’s Peace? I never saw it! Flavor: 1 point for using Progenitus with no intention of actually casting Progenitus.
TOTAL: 14
Creativity/Originality: 4. Ramping is nothing new, of course, but the Mana Reflection / Crystal Quarry combo was nice! Despite the deck's inability to win (:(), I had tons of fun playing it.
Effectiveness/Card adherence: 3. Again, it certainly focuses on the Door to Nothingness, but I’m torn here: it didn’t win without your alternate wincon (aka Primeval Titan), so it could have used more of those, but that would have made the Door useless, so….:shrug:
Synergy/Tuning: 3. Some good synergy here like Thran Dynamo, Crystal Quarry, etc. to really get the door going. However, very few things could keep me alive for long enough to get enough use of it. Avenger of Zendikar kept me going with plant defenders, but he was a rarity. In order to get the Door to win, I needed something to keep me alive; more on that below.
Power/Capacity to win: 1. I won a single game with this deck. Don’t get me wrong, I had tons of fun playing it, but I usually came close to getting the Door to go off then killed. Or, Primeval Titan did all the dirty work.
Interaction / Protection: 1. Without my plant tokens generated by the Avenger, I was wide open. The much-needed Lotus Cobra and Birds of Paradise ended up being blockers primarily, so if I needed them for defense, then I couldn't ramp much. In other words, too much ramp but no way to protect myself.
Flavor: 1 point just for being able to make people sweat...a single win, but it was fun trying.
TOTAL: 13/25
Thanks for getting around to my deck; a lot of these things fizzle. I suppose my list was a sand castle... looks cool until the tide comes in. I'm kind of excited that you even got close to winning. I was concerned that the combo would just never work.
Holy crap, that took me forever. I finally added Fenris211's scores, and the Round 3 scores can be found here (or two posts above this one).
So, the CDCmC lasted three rounds. Looks like Gaea's Regent is the overall winner. I'll see about getting someone to make him a digital bragging post or something. Perhaps he knows someone who owns a sig shop?
I'd love to do another one of these things, but not until I get some more people committed to judging. PM me if you can do that so I can get another one going in the not-to-distant future (but still the future).
Hope you had fun, if you still remember this contest even existed!
Casual Deck Construction mini Contest
Round 3
Round 3 has
begunended a long, long time ago.You may enter the contest for Round 3 even if you did not submit a deck for Rounds 1 and 2.
The thread for Round 1 can be found here.
The thread for Round 2 can be found here.
The judging for Round 2 is running concurrently with the Round 3 submission process.
The same rules still apply.
Click below to check out the rules and the card for the third round.
How creative and original is your deck? Has it been done before?
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards work together in the deck? How are elegance and card selection?
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods? (It doesn't have to win all the time, but it shouldn't bomb, either.)
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks?
1 point for any format adherence other than Vintage & Legacy; 1 point for incorporation of theme/flavour. (EDIT: Only if applicable; not all cards / rounds may warrant specific format possibility.)
EDH Decks are not permitted.
If you have any questions, concerns, or issues with the rules or with the judging process, please PM me or visit my helpdesk.
Cards and Submission Deadlines
Door to Nothingness
Force of Savagery
Round 2 Thread
Martyr's Bond
Round 1 Thread
Submissions for Round 3 may be posted in this thread.
Thanks to GR @ Yavin IV Studios for the signature!
4 Ancient Den
4 Vault of Whispers
4 Darksteel Citadel
4 Seat of the Synod
4 Great Furnace
4 Tree of Tales
4 Sol Ring
4 Fellwar Stone
4 Door to Nothingness
4 Expedition Map
4 Etherium Sculptor
2 Myr Retriever
4 Demonic Tutor
2 Tinker
The idea of this deck is to use Metalworker to get a crapton of mana and play Mycosynth Lattice. Then, play Door to Nothingness and activate Metalworker again for 2 of each colored mana and win. Note that almost every card in this deck is an Artifact.
2 Door to Nothingness
3 Crucible of Worlds
1 Obelisk of Alara
Enchantments:
1 Night of Soul's Betrayal
1 Humility
1 Treachery
1 Pernicious Deed
3 Mirari's Wake
Planeswalkers:
4 Jace the Mind Sculptor
Instants:
3 Enlightened Tutor
Sorceries:
3 Duress
1 Inquisition of Kozilek
1 Maelstrom Pulse
1 Vindicate
1 Firespout
2 Wrath of God
2 Damnation
1 Demonic Tutor
3 Glittering Wish
Lands
1 Bad River
2 Flood Plain
2 Grasslands
1 Flooded Strand
1 Marsh Flats
1 Windswept Heath
1 Verdant Catacombs
1 Volcanic Island
2 Underground Sea
3 Scrubland
1 Badlands
1 Taiga
1 Plateau
2 Tundra
1 Tropical Island
2 Bayou
2 Savannah
Creatures:
1 Angel of Desolation
1 Child of Alara
1 Mirari's Wake
2 Lightning Helix
1 Naya Charm
1 Artifact Mutation
1 Aura Mutation
1 Maealstrom Pulse
1 Vindicate
1 Fiery Justice
2 Firespout
1 Death Grasp
First things first: Door needs you to get access to double Domain and atleast survive a turn (or untap it and need even more mana) - what makes it atleast a clunky wincon for any combo approach. Anways, you can either play cards that add WUBRG to your mana pool, that means winning becomes a three card combo; or you combo for infinite mana, turns, Warp World loops etc., but again that means three plus cards; or you play ramp spells, that means you need to play a metric ton of spells that have no impact on the game state and pro'ly a lot basics that randomly screw your draws over; - or you play a land base that easily assembles Domain by itself and then double the amount of mana your lands produce. -> Duals -> Fetches -> Crucible. And Wake as a cheap Wish-able doubling card that does not affect any other players. This way the lands take as much of a burden off the rest of the deck as possible and you can fill spell slots with actual buisness.
Ideally you land a Crucible and can reuse tap-fetches to assmeble Domain (I suggest sorting them wubrg) and cast T5 Wake, for t6 Door into T7 win. There's no way to win faster with this deck. If Wake gets nuked, Crucible means you hit every land drop, so don't panick. Jace helps you dig, acts as decoy and plan B to win, tho in my testing I never needed that (either I lost, or got to Door). Plan C would be an eleven-land Waked-backed Grasp for 20, D Obelisk (mainly added for the life, secondary as repeatable weenie removal) pings, and E beating with one of the two critters in the SB, tho that's really sub-par; or a combination of C-E.
The land base, is ... pro'ly sub-par, but I didn't do any maths on this one. It's working tho, more or less. You should get access to WW, UU or BB while assembling Domain (order depending on draw) - keep that in mind.
The rest is a fairly basic five colour control deck with a multicolour Wish-board and a little Enlightened Tutor toolbox. ... Not much to say.
I think I'm slightly above a 50% win ratio on Trice against random people, not counting folks that think Legacy or Vintage decks are Casual, if you test this, you should take this into account.
4 Door to Nothingness
4 Mycosynth Lattice
4 Amulet of Vigor
4 Expedition Map
1 Candelabra of Tawnos
1 Elixir of Immortality
1 Pithing Needle
1 Sol Ring
4 Trinket Mage
Other Spells
4 Boomerang
4 Counterspell
4 Fabricate
4 Foresee
1 Tinker
8 Island
4 Darksteel Citadel
4 Seat of the Synod
2 Deserted Temple
1 Minamo, School at Water's Edge
1 Tolarian Academy
Academy ramp into both Mycosynth Lattice + Door to Nothingness. ASAP. Tinker speeds up the process. If they don't rage-quit, activate the door with 10x:symu:
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4 Birds of Paradise
4 Lotus Cobra
2 Primeval Titan
1 Avenger of Zendikar
Artifacts
4 Door to Nothingness
4 Thran Dynamo
1 Sol Ring
2 Mana Reflection
Sorceries
4 Kodama's Reach
4 Explore
3 Green Sun's Zenith
2 Blue Sun's Zenith
Instants
3 Enlightened Tutor
4 Crystal Quarry
1 Swamp
1 Mountain
2 Island
12 Forest
3 Plains
1 Academy Ruins
My first idea was a control deck with win condition Doors but it's pretty hard to do it because it's cost so many mana that you cannot control and ramp mana at the same time so I change my mind to this deck after I realise it pretty impossible to do a control deck with Door.
You have tons of ways to gain mana into this deck. Everything interact to everything and it's easy to get more mana than you need. I didn't include Emrakul but it's can definitly be cast in this deck in turn 4 if you get a good hand. Green Sun's Zenith was there to get Primival Titan or Avenger of Zendikar. Avenger can be use to kill or to survive before you resolve Doors. Blue Sun's Zenith was pretty cool to get draw and the 3 blue wasn't hard to get with Bird, Cobra etc...
Mana Reflection was pretty nice in this deck because it's double everything I use Crystal Quarry become:
t: Add WWUUBBRRGG to your mana pool.
Thran Dynamo give 6 mana, Sol Ring give 4 mana.
This card was just pure gain. With this card you can easilly get over 20 manas mid game.
How to pay the doors cost:
1- One of each basics land with Mana Reflection
2- 2 Crystal Quarry with 10 to activated them
3- 1 Crystal Quarry with Mana Reflection and 5 to activated it.
Otherwise you can easilly pay it with the Basics land and Bird/Cobra.
WBGhost Council of OrzhovaBW
GUBThe MimeoplasmBUG
RGWort, the RaidmotherGR
UGRRiku of Two ReflectionsRGU
Casual
WGBJunkStone DeckBGW
BMonoBlack VampireB
4 crystal cave
4 Goblin Welder
4 Composite Golem
4 Ichor wellspring
4 Kaleidostone
2 mana flare
4 gauntlet of might
4 faithless looting
3 reforge the soul
4 burning wish
4 door to nothingness
1 Reforge the soul
1 breath of darigaaz
1 starstorm
1 incendiary command
1 death by dragons
1 fanning the flames
1 Last chance
1 mark of mutiny
1 metallic mastery
1 reckless charge
1 trash for treasure
1 shattering spree
since blue and green seem to be the most popular colors to go with door to nothingness, I wanted to go red since it was the only other color I liked for interactions with it.
Basically the deck wants to Cantrip/Loot, use welder for more advantage, make a lot of mana with the help of flare or gauntlet, then cast/Weld the door into play, then use composite golem and or Kaleidastone/crystal quary to pay for door to nothingness.
The 8 cantrip artifacts, plus faithless looting and reforge the soul help you to see large chunks of your deck each game helping to insure you have what you need without needing tutors. They also play nice with welder (ichor welspring makes absurd advantage). so does composite golem (turning any artifact into wubrg.) and making reforge the soul and faithless looting that much beter because you can bring artifacts bake from the grave. despite the fact that landing a welder makes the deck function much smoother, its still fairly easy to win without it just casting a mana doubler and haveing 5 mountains and 2/12 filters.
The wish Board allows a large number of tricks to be played.there are a number of spells to hold off creatures. My favorite part is using Metallic mastery or mark of mutiny to allow you to use welder or door to nothingness a turn earlier or twice in a turn. also you have a noncreature version of welder, 2 wheel effects, ways to remove troublesome lands and artifacts and last chance to enable you to cast door then get an untap step since you are just going to make the opponent lose the next turn.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Ebay Stuff
4 Charmed Pendant
2 Door to Nothingness
1 Scroll Rack
Creature
3 Wall of Blossoms
2 Progenitus
2 Birds of Paradise
1 Oracle of Mul Daya
1 Maelstrom Archangel
1 Child of Alara
1 Bringer of the White Dawn
4 Insidious Dreams
3 Enlightened Tutor
3 Congregation at Dawn
1 Vampiric Tutor
1 Moment's Peace
Sorcery
4 Kodama's Reach
1 Titan's Revenge
1 Terminus
5 Forest
4 Temple Garden
4 Overgrown Tomb
3 Swamp
3 Plains
2 Mountain
2 Island
1 Volrath's Stronghold
How it works: Get a Charmed Pendant and untapped Door in play, with Progenitus at the top of the library. Use the Pendant, get a double rainbow of mana, and win.
Major cards and interactions:
Charmed Pendant: A weird form of acceleration. At any given time you have a 2/X chance of getting WWUUBBRRGG off this, where X is the size of your library. But there are also 8 cards with 2-5 colored mana in the deck beside Progenitus.
Insidious Dreams: Set up as many draws as you have spare cards in hand. (Which is why duplicate Pendants or Dreams are never a bad thing; just pitch them.) I included Wall of Blossoms and Kodama's Reach to keep your hand stocked in the early turns.
Most of the deck needs a Charmed Pendant to really work, so I've got a number of cards that will bring it to you: there are 12 cards in the deck that are Pendants or Pendant tutors. Meaning that on turn 4 you have a 91%/93% chance of having it, depending on whether you're on the play or draw.
If a Door isn't forthcoming, you can use a weird toolbox of rainbow creatures that can be accessed with Charmed Pendant and Congregation at Dawn/Insidious Dreams. The most straightforward is to tutor up two Progenituses and run it out there. Titan's Revenge can be a Blaze every turn if you need to get control of the battlefield; Terminus can do this a little more quickly.
Birds of Paradise speeds everything up by a turn, and helps you get a black mana, a red -- whatever you need.
Blutsau
Gaea's Regent
Soul Canard
Fenris211
This testing may take a while, so please be patient!
Thanks to all who entered.
Thanks to GR @ Yavin IV Studios for the signature!
Creativity/Originality: 4. Mirari’s wake was (sorta) obvious, but I really liked your “stall tactics,” namely Humility + Night of Soul’s Betrayal (why I wanted to play the deck in the first place).
Effectiveness/Card Adherence: 4. Kind of hard to judge because it’s basically the only wincon, and the whole deck is centered around getting Door to Nothingness to work. I’m not going lower than 4 because admittedly, I gave you a card that isn’t going to win early, period.
Synergy/Tuning: 3. I either got it to work, or I didn’t. Some of this relied on the tricks of the deck, but some relied on the luck of the draw. Though I enjoyed playing Glittering Wish, I often found that there was nothing really worth getting. It took AGES to get Door out, and I usually lasted long enough only if I had the Humility / Soul’s Betrayal combo out.
Power/Capacity to Win: 3. I won around half the games I played.
Interaction/Protection: 3. I was at the mercy of Cockatrice. Burn decks demolished me, but I was OK vs. creature decks and control decks.
Flavor: 1 because of the fun little combo.
TOTAL: 19/25
Creativity/Originality: 3. This looks strikingly similar to your round 1 deck, but it looked like it could work, so you got chosen.
Effectiveness/Card Adherence: 5. Every card in the deck makes sure that Door to Nothingness gets out there. After I got used to playing the deck, I never worried about getting Door to go off, because the pieces were all there. Counterspell etc. did enough to stall when things were a bit slow.
Synergy/Tuning: 4. I never used Pithing Needle, but other than that, most of the cards were perfect. Good call on the Candelabra; by untapping Tolarian Academy, I was able to get the Door to work rather quickly, and often with only a few life to spare. Mycosynth Lattice was a no-brainer (my favorite game on Cockatrice: “You know that your Door to Nothingness needs more than blue mana, right? Oh, that will do it.” There was plenty of control / “removal” to help keep me in the game, but I surprisingly didn’t need it that as often as I anticipated.
Power/Capacity to Win: 4. I played around 15 games with this one, and won 10-ish. That’s a lot better than I thought it would do. I wouldn’t say the deck has “power” since Door to Nothingness is the only wincon, but it worked…..quickly.
Interaction/Protection: 4 Good use of standard Counterspells and the like. Surprisingly, I did well vs. aggro decks, and control decks didn’t really have much to control. This one was actually quick enough to compete with a burn deck. The only games I lost were against faster decks when I couldn’t get the pieces together in time, but that was rarely a problem.
Flavor: no points because, as I said, very close to your round 1 deck.
TOTAL: 20/25
Thanks to GR @ Yavin IV Studios for the signature!
Were you honestly not satisfied with Vindicate/Pulse, Deed/Spout, Helix and Wake as Wish targets? I acknowledge, the other cards are very specialized - but only because the aforementioned cards cover so much so well (and again are far from creative).
I would've thought the deck scores where you gave me a medicore three points.
Slight critique as former judge, and I think former colleagues will/would second this: I would never play a Door to Nothingness deck against a serious/classic burn deck, that's an exercise in futility wasting scarce time (atleast not much ><). It's important to test a deck against things it can actually win against - not only is testing matches one can't possibly win boring to unfun, but it's also disregarding the deck's potential, that needs a certain meta to flourish. Taking into account your medium of testing - I would concede to burn almost on the spot (as soon as I recognize the archetype) and ask for a different deck.
edit: and yes the deck is painfully slow. What did you expect? It's Door to WWUUBBRRGG Nothingness.
I'm kind of at the mercy of who's playing cockatrice.
I wish I had the time to carefully select my opponents.
EDIT: Children / wife / family > carefully thought-out testing strategies. I'm doing the best I can, here.
Thanks to GR @ Yavin IV Studios for the signature!
Two more on the way.
Thanks to GR @ Yavin IV Studios for the signature!
I'll definitely partake in the next round.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Unfortunately, I'm not quite done. Life got in the way of deck testing. Soul Canard's score has been added, and I still have to test Fenris211. Hopefully, that will happen soon.
Thanks for your patience!
Creativity/Originality: 4. Mirari’s wake was (sorta) obvious, but I really liked your “stall tactics,” namely Humility + Night of Soul’s Betrayal (why I wanted to play the deck in the first place).
Effectiveness/Card Adherence: 4. Kind of hard to judge because it’s basically the only wincon, and the whole deck is centered around getting Door to Nothingness to work. I’m not going lower than 4 because admittedly, I gave you a card that isn’t going to win early, period.
Synergy/Tuning: 3. I either got it to work, or I didn’t. Some of this relied on the tricks of the deck, but some relied on the luck of the draw. Though I enjoyed playing Glittering Wish, I often found that there was nothing really worth getting. It took AGES to get Door out, and I usually lasted long enough only if I had the Humility / Soul’s Betrayal combo out.
Power/Capacity to Win: 3. I won around half the games I played.
Interaction/Protection: 3. I was at the mercy of Cockatrice. Burn decks demolished me, but I was OK vs. creature decks and control decks.
Flavor: 1 because of the fun little combo.
TOTAL: 19/25
Creativity/Originality: 3. This looks strikingly similar to your round 1 deck, but it looked like it could work, so you got chosen.
Effectiveness/Card Adherence: 5. Every card in the deck makes sure that Door to Nothingness gets out there. After I got used to playing the deck, I never worried about getting Door to go off, because the pieces were all there. Counterspell etc. did enough to stall when things were a bit slow.
Synergy/Tuning: 4. I never used Pithing Needle, but other than that, most of the cards were perfect. Good call on the Candelabra; by untapping Tolarian Academy, I was able to get the Door to work rather quickly, and often with only a few life to spare. Mycosynth Lattice was a no-brainer (my favorite game on Cockatrice: “You know that your Door to Nothingness needs more than blue mana, right? Oh, that will do it.” There was plenty of control / “removal” to help keep me in the game, but I surprisingly didn’t need it that as often as I anticipated.
Power/Capacity to Win: 4. I played around 15 games with this one, and won 10-ish. That’s a lot better than I thought it would do. I wouldn’t say the deck has “power” since Door to Nothingness is the only wincon, but it worked…..quickly.
Interaction/Protection: 4 Good use of standard Counterspells and the like. Surprisingly, I did well vs. aggro decks, and control decks didn’t really have much to control. This one was actually quick enough to compete with a burn deck. The only games I lost were against faster decks when I couldn’t get the pieces together in time, but that was rarely a problem.
Flavor: no points because, as I said, very close to your round 1 deck.
TOTAL: 20/25
Effectiveness/Card adherence: 3. The deck was clearly designed with the Door in mind, but there were only two in the deck. Even with tutors, it wasn’t easy to find.
Synergy/Tuning: 2. Despite the combo being nifty, it was incredibly difficult to pull off. Frankly, I wanted more ways to stock my hand so I could really set things up with Insidious Dreams. Unfortunately, I often didn’t have much to discard, or I didn’t want to discard what I had; a larger hand may have enabled me to set up exactly what I wanted; the wincon needs three cards (Door to Nothingness and a Charmed Pendant with Progenitus on top of the deck), and things would have been infinitely easier if I had enough cards left in my hand to discard X to Insidious Dreams. Alas, that was not often the case. As a result, the deck relied on a very specific early game that I rarely got.
Power/Capacity to win: 2. I came so close to winning so many times, but as mentioned, the combo was difficult to pull off. By the time it got going in roughly ¾ of my games, it was too late.
Interaction/Protection: 2. Basically, your best protection spells were singletons. One Titan’s Revenge with two mountains in the deck isn’t going to cut it. Wall of Blossoms helped early game, but not forever. One Moment’s Peace? I never saw it!
Flavor: 1 point for using Progenitus with no intention of actually casting Progenitus.
TOTAL: 14
Effectiveness/Card adherence: 3. Again, it certainly focuses on the Door to Nothingness, but I’m torn here: it didn’t win without your alternate wincon (aka Primeval Titan), so it could have used more of those, but that would have made the Door useless, so….:shrug:
Synergy/Tuning: 3. Some good synergy here like Thran Dynamo, Crystal Quarry, etc. to really get the door going. However, very few things could keep me alive for long enough to get enough use of it. Avenger of Zendikar kept me going with plant defenders, but he was a rarity. In order to get the Door to win, I needed something to keep me alive; more on that below.
Power/Capacity to win: 1. I won a single game with this deck. Don’t get me wrong, I had tons of fun playing it, but I usually came close to getting the Door to go off then killed. Or, Primeval Titan did all the dirty work.
Interaction / Protection: 1. Without my plant tokens generated by the Avenger, I was wide open. The much-needed Lotus Cobra and Birds of Paradise ended up being blockers primarily, so if I needed them for defense, then I couldn't ramp much. In other words, too much ramp but no way to protect myself.
Flavor: 1 point just for being able to make people sweat...a single win, but it was fun trying.
TOTAL: 13/25
Thanks to GR @ Yavin IV Studios for the signature!
So, the CDCmC lasted three rounds. Looks like Gaea's Regent is the overall winner. I'll see about getting someone to make him a digital bragging post or something. Perhaps he knows someone who owns a sig shop?
I'd love to do another one of these things, but not until I get some more people committed to judging. PM me if you can do that so I can get another one going in the not-to-distant future (but still the future).
Hope you had fun, if you still remember this contest even existed!
Thanks to GR @ Yavin IV Studios for the signature!