*Phybrid mana cards can only be played if no mana would be spent to cast the card. (See Mental Misstep)
**Affinity and Convoke are only valid if you reduce the cost of the card to zero.
***Good luck with this.
Things that don't work
This thread is now open to discuss legality of cards, strategies, decklists, testing results and the already evolving metagame of Hobo Magic. Please be civil and respectful of other people's views.
Current List of Readily Usable Casting/Cost Modifiers
*Affinity and Convoke are only valid if you reduce the cost of the card to zero.
**Phybrid mana cards can only be played if no mana would be spent to cast the card. (See Mental Misstep)
***Good luck with this.
Black Lotus, Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire, Blazing Shoal and Bridge from Below have been banned.
Blazing Shoal enabled kills with Inkmoth Nexus which are simply too fast for the format. Bridge has been banned as a measure to prevent Dredge outclassing completely every other deck. For these reasons they have been banned from Hobo Magic.
Lotus and Moxen were just too good at accelerating mana in a large amount of decks.
Ok so my favorite is was Red Deck Wins, most notable for dealing 20 poison to an unexpecting Balefire (but now Shoal is banned). I also managed a couple of turn 4 kills with Blistering Firecat and Fury of the Horde. Pyrokinesis is amazing against tokens and Fireblast is a closer. This deck is called Bozo Deck Wins because Bozo sort of sounds like hobo.
Another strong strategy is affinity. I don't think this build is ideal, but here is a GW build with Gavony Township for the long game. The deck is called ruffinity because sometimes hobos are ruffians.
Here is my URb Tinker list, aiming to get a Blightsteel Colossus by casting Recoup and Tinker from the graveyard. Also I insist that all hobo combo decks are referred to as hombo decks. And that Brofaux's hobo decks are referred to as hobro decks.
A lot of the numbers are still in flux, but this deck has done very well. I haven't lost a game yet
General strategy is that you are playing for the long game. Your only way to win is your manlands (or decking with Vision against dredge I guess). However, the rest of the deck is all support. Once you have established control, though, you should definitely try and close out the game as quickly as possible by being aggressive with your lands.
Force of Will, Daze, and Foil are your counter suite. Force is the strongest, naturally, with Foil as a somewhat distant second. Daze can be VERY powerful against an opponent with few mana sources, but it is generally weak and should be pitched to the other cards.
Misdirection and Commandeer are your protection. These help you win counter wars and can steal particularly dangerous spells from the opponent. In particular, opposing Ancestral Visions are very attractive to steal.
Snapback can be backbreaking against the Greater Gargadon decks, or even just be a blowout in manland v. manland combat. It's worth the slot. It loses a lot of value against tokens, naturally.
Ancestral Vision and Gush are your card drawing. This deck is VERY greedy for cards. Your ideal turn 1 consists of suspending a Vision. It's too easy to run out of gas without one. Gush is, simply, the only other choice. It went from being a 2-of to a 4-of very quickly because you MUST have a full grip at basically all times. The Islands aren't even bad to have in hand because of Foil, either!
The lands are fairly self explanatory. 8 manlands, 8 LD cards, and the rest islands. I anticipate cutting some of the islands. The deck wants them very much for Foil + Gush, but they don't add much otherwise.
The sideboard is somewhat outdated, but the reasoning for the choices is as follows:
Chalice of the Void: Defeats the morph decks and the affinity decks. Also good in the mirror versus Vision (though you then lose the ability to resolve your own, so be careful. Engineered Explosives: For tokens + affinity. Also good against dredge. The number currently in the board will increase in the future. Ghost Quarter: These come in against a lot of decks, Bazaar or Heights in particular. Mindbreak Trap: For storm decks. Pact of Negation: Catch-all. Ravenous Trap: For any grave-based deck.
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your penis online within 3 minutes
This is my Ninjutsu deck. It has plowed on to a 3-1 score so far.
First of all, you really want Ornithopters or Blinkmoth Nexus in your opening hand. Mull if you have to, but get one of those in your hand. I have never won a game without those two.
Second, you want land. This deck can use up lots of mana. Mistblade Shinobi can be devastating against reanimation decks and generally a nuisance. Ninja of the Deep Hours isn't as good in Hobo Magic, but it's still a solid creature.
Throat Slitter is an excellent card and lets you kill annoying stuff. Sadly, it can't kill manlands, which are prevalent in this format. Higure, the Still Wind will generally be your finisher, as he makes everything unblockable (generally, you hit with a ninja and keep the ninja back, as you don't want to trade with manlands), as well as searching up answers, making the deck kinda like a "toolbox".
I haven't been able to get out Walker of Secret Ways much, but the bouncing Ninjas back is a solid Plan B. Okiba-Gang Shinobi has a prohibitive Ninjutsu cost, but if your opponent has no manlands out then he can definitely wreck an opponent's hand.
The idea of the deck is to deal lethal poison damage. There are several avenues to do this: Primetime, Hypergenesis, and Blightsteel can be stashed in hideaways, which can be activated using Dryad Arbors, Memnites, and tokens, as well as some of your pump (in the case of mosswort bridge). Depending on your board position, you then either swing with a pumped Inkmoth, or go to town with blightsteel.
The deck is weak to land removal and creature sweepers during the first few turns, which is the reason for the Tropical Island + Daze for games 2&3.
One of the strengths of the deck is it does not rely on the graveyard at all, something which many decks in the format are fond of.
More in-depth analysis to come as the deck sees more testing, and the build stabilizes.
Will fix those later yeah, cockatrice doesn't export very well.
KoolKoal and I played some UR suspendy decks, he took the match because his detritivore wiped me out and he double fireblasted the gargadon that was my entire board.
I played a game vs CC, who couldn't pitch an unburial rites to save his life, while I went to literally the last turn, facing my own lethal wheel of fortune and a lethal Mana Crypt that had pinged me every turn for 6 turns in a row since I played it. CC Misdirected two of my Recoups to Replenish, but on the last turn he was out of cards and I managed to pull it off, pulling 4 Warstorm Surges and 4 Saproling Bursts from the yard. Someone do the math on that?
I started with the idea of building a deck that would trump the various "land deck wins" strategies, and found a pretty decent control deck. It still needs a bit of smoothing, but this is the build so far:
12 Land Destruction lands: This is the original plan. This format is built around powerful lands right now, so much so that most of the decks don't even play basics (making Ghost Quarter better against these decks than Strip Mine, as you can use it for mana fixing if you're desperate). The ability to destroy the problem lands is very helpful, and they actually build into one of the win conditions as well.
Detritivore: The first finisher, this guy will almost always be cast for 5 mana, making him the most expensive card in the deck, mana-wise.
Deep-Sea Kraken: The other finisher, probably out-classes Detritivore, but it may be too slow against the faster moving decks in the format.
Keldon Halberdier/Infiltrator il-Kor: The small finishers, the infiltrator is basically unblockable, and a pretty fast clock. I'm not sold on the Halberdier at all, against control decks w/out gut shot it is wonderful, but I haven't gotten to test it against faster decks.
Force of Will/Foil: A little permission to take out key spells. This is a small control package, so it can be difficult to pick the correct spells to counter. Generally any creature with 5 or more toughness that the opponent casts will be worth countering as the burn package doesn't deal more than 4 damage a card. Otherwise it's fairly standard protection of finishers.
Pyrokinesis/Fireblast: The burn package, the numbers here may be wrong. I'm inexperienced with Fireblast so I don't know how many I can afford to play on 8 mountains. 2 seems to work well for now, but having more burn that can hit players would be good. Pyrokinesis is great against multiple man-land attacks.
Gitaxian Probe/Gush/Ancestral Vision: One of the deck's problems was consistency, so the Probes are a brand new, untested edition. Gush and Ancestral are obviously just the best option for card draw in blue.
Tormod's Crypt/Ravenous Trap: Anti dredge, the odd mix is because the trap gets beaten by dredge that mixes permission. I'm not 100% on this amount of graveyard hate, and not on the exact mix either.