Here's my Land Nauseam deck. How it works should be pretty obvious. I don't have a sideboard for it yet. Any tips or suggestions for the deck would be appreciated.
The Zuran Orb is so you can do Ad Nauseam twice if necessary. Say you have lost a few life, then you can probably get most of your library with the first Ad Nauseam, Orb some extra life up, and Ad Nauseam again.
I love the idea but I fear that you'll be hit by Pithing Needle and Relic of Progenitus like a train. As stated Conflagrate is much better because it can't be counterspelled.
I think the problem that he may be referring to is first-turn Extract getting rid of Seismic Assault. IMO, that is not much of a problem because pretty much nobody uses Extract. The other thing is Jester's Cap, in which case hopefully the deck can go off before then. What S.M said is a little harsh about this deck being "Hopeless." I don't believe that to be true.
Oh shoots, I just realized, you have 2x Lotus Petal. Lotus Petal is restricted. That must be a typo, which is fine because you are missing Mox Pearl anyways.
Here is some ideas I have for changes to this deck:
You need at least 4 Dark Rituals to be able to cast Ad Nauseam quickly, and probably Cabal Rituals too. I think the issue with this is that there are already better Ad Nauseam decks out there that have fewer dead cards, have actual disruption and turn 1 plays, and don't require RRR to go off. No offense meant or anything, and I guess the direction you go depends on how important it is to you to try something unique.
I would also like to know how is this better than Ad Nauseam Tendrils? Tendrils is on-color, so you don't need triple red to play. A lot of lists do not play a full suit of moxen, so its cheaper to build. And my biggest hang-up is that, unless I'm mistaken, statistically I think you would need to draw a larger number of cards in order to have your kill ready, w/ the land ver. as opposed to the tendrils ver which runs fewer lands. One might consider the land ver. safer w/ Ad Nauseam's russian roulette effect, but I disagree. While the tendrils ver. runs fewer lands thus on average, more damage taken per card, that also means you are drawing more business spells. So you are getting closer to having a 10 spell kill. Where as I believe the greatest weakness land-nauseam will have is your need for 10 lands in hand, as well as some means of producing triple red.
I apologize for the harsh comment. I will say it with a little more tenderness. This is the vintage developement thread {competitive area}. How can you build a vintage deck that's jammed with a bunch of cards, have no true synergy, and only one card you're praying will hit and stay inorder to gain a win?:stupid: {wouldn't work with the players I battle against:cool:}.
I just don't undertstand how this deck came about, and when I get my workshop loaded up again I'm more then willing to hand you a game or two with the worst tier deck I can find just to show you were I'm coming from:p. It'll be a positive lession to learn.
I have a point in this post, but I wish you luck on this deck. I sometimes forget about how players just want to build fun decks:facepalm: {non competitive, and I almost thought I was in the casual thread that's why I offered to help you with a more stable templete once I noticed were I was}, and that's my bad....I'm way to competitive, and I don't take vintage lightly I guess:mad:. I'll leave this thread alone, and again good luck bud:D.
S.M.
Oh, I didn't realize the petal was restricted, my bad. Anyway, to explain a few things ... here goes.
First off, I like the Conflagrate idea. That's sweet.
The Hurkyl's Recall is there to get rid of any Pithing Needles. As for Seismic Assault, well, a billion people have done Tendrils, what would be the point in me making yet another deck of the same? Same with the whole Time Vault thing, it's way too overused ever since they changed how the vault worked.
The whole point here is to play the Ad Nauseam. If that goes off, it's over. The entire deck is in your hand, making the Seismic easy to drop along with the ten lands. Most of the rest of the deck is just tutors and speed to make you draw it and play it faster.
There are a couple of other cards in there that are for 'just in case' scenarios like if the opponent dropped a Pithing Needle or Meddling Mage or something.
I do appreciate the suggestions though. Obviously I am new here and have a lot to learn. However, I would like to keep the suggestions into a certain line, aka, keep them true to the intent of the deck. This is not a Tendrils or Time Vault deck, It's an Ad Nauseam / Seismic Assault deck.
I always thought that Type 1 games were fast and crazy and over in two or three turns anyway. This keeps up with that.
how about white and enlightened tutor? it's not restricted and can find the assaults, at least. that said, black's tutoring with imperial seal, demonic tutor, and vampiric tutor is likewise very effective, if not more so. why hurkyl's recall? you're in red and heavily. I'd think meltdown, shattering spree, or any of the various red arti hates would be better here. honestly, I'd really like to see a couple of duress in here over a ton of that acceleration. I reallize that your deck is about speed, but a little disruption goes a long way, and duress to nail their force of will is a beautiful intro into a combo turn. I'd keep the lion's eye diamond, though, and add one conflagrate, too, though I could see that backfiring. at least conflagrate reads RRR, discard 20, kill target opponent. I suppose you could likewise consider rite of flame in here. might be useful. Good luck. it's good to see another deck try to compete.
If I did run Enlightened Tutor, I would see it more being used to draw a Black Lotus or Mana Vault, rather than the Seismic Assault. The Ad Nauseam draws the Seismic.
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1x Seismic Assault
1x Ancestral Recall
1x Brainstorm
1x Demonic Tutor
1x Imperial Seal
1x Mystical Tutor
1x Personal Tutor
1x Ponder
1x Time Walk
1x Vampiric Tutor
3x Pact of Negation
2x Zuran Orb
1x Engineered Explosives
1x Hurkyl's Recall
1x Slaughter Pact
2x Dark Ritual
2x Lotus Petal
1x Black Lotus
1x Lion's Eye Diamond
1x Mana Crypt
1x Mana Vault
1x Mox Ruby
1x Mox Jet
1x Mox Sapphire
1x Sol Ring
4x Maze of Ith
1x The Tabernacle at Pendrell Vale
3x Badlands
3x Gemstone Mine
3x Volcanic Island
3x Wasteland
1x Library of Alexandria
1x Polluted Delta
1x Strip Mine
1x Tolarian Academy
In terms of Win Condition, Conflagrate might make an interesting addition, because it can be flashbacked FTW.
Another thing I thought of is that adding Time Vault/Voltaic Key into this deck wouldn't hurt (they are only 3 mana)
S.M.
What could possibly go wrong?
If you have the last post in a thread and need to add to it, please use the edit button instead of double posting.--Binary
Bubsy?
I think the problem that he may be referring to is first-turn Extract getting rid of Seismic Assault. IMO, that is not much of a problem because pretty much nobody uses Extract. The other thing is Jester's Cap, in which case hopefully the deck can go off before then. What S.M said is a little harsh about this deck being "Hopeless." I don't believe that to be true.
Oh shoots, I just realized, you have 2x Lotus Petal. Lotus Petal is restricted. That must be a typo, which is fine because you are missing Mox Pearl anyways.
Here is some ideas I have for changes to this deck:
-1 Lotus Petal (it has to be done to make the deck tournament legal)
+1 Mox Pearl
-1 Zuran Orb (Mox Emerald is much better then Zuran Orb, besides you don't need two.)
+1 Mox Emerald
-1 Personal Tutor (What is this doing here??)
-1 Hurkyl's Recall (Its two mana, might as well put it in the sideboard)
+1 Time Vault
+1 Voltaic Key
-1 Wasteland (This isn't exactly a stax deck lol)
+1 Uborg, Tomb of Yawgmoth (I cannot stress how valuable this could be to this deck's land base)
Here is those changes, plus I built a sideboard to start you off:
2 Ad Nauseam
1 Seismic Assault
1 Zuran Orb
1 Time Vault
1 Voltaic Key
Tutors (4):
1 Demonic Tutor
1 Vampiric Tutor
1 Imperial Seal
1 Mystical Tutor
Spells (6):
2 Dark Ritual
1 Ancestral Recall
1 Time Walk
1 Ponder
1 Brainstorm
Control Cards (10):
4 Maze of Ith
3 Pact of Negation
1 Engineered Explosives
1 Tabernacle at Pendrell Vale
1 Slaughter's Pact
5 Moxen
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Lotus Petal
1 Lion's Eye Diamond
3 Mox Diamond
Lands (20):
4 Undgerground Sea
3 Badlands
3 Volcanic Island
3 Gemstone Mine
2 Wasteland
1 Polluted Delta
1 Uborg, Tomb of Yawgmoth
1 Library of Alexandria
1 Strip Mine
1 Tolarian Academy
4 Pithing Needle
4 Red Elemental Blast
3 Tormod's Crypt
2 Shattering Spree
1 Hurkyl's Recall
1 Extirpate
Trade Thread
Modern
RWGBurnGWR
GUInfectUG
GRTronRG
UWGifts TronWU
URBGrixis DelverBRU
RGWZooWGR
Legacy
BUWTinFinsWUB
UROmniTellRU
BURTESRUB
GElves!G
GBPSIBG
RGBelcherGR
UBRGWDredgeWGRBU
UBAffinityBU
RBurnR
Vintage
UBGDoomsdayGBU
0Martello Shops0
GElves!G
UBTPSBU
UBelcherU
0Dredge0
I just don't undertstand how this deck came about, and when I get my workshop loaded up again I'm more then willing to hand you a game or two with the worst tier deck I can find just to show you were I'm coming from:p. It'll be a positive lession to learn.
I have a point in this post, but I wish you luck on this deck. I sometimes forget about how players just want to build fun decks:facepalm: {non competitive, and I almost thought I was in the casual thread that's why I offered to help you with a more stable templete once I noticed were I was}, and that's my bad....I'm way to competitive, and I don't take vintage lightly I guess:mad:. I'll leave this thread alone, and again good luck bud:D.
S.M.
First off, I like the Conflagrate idea. That's sweet.
The Hurkyl's Recall is there to get rid of any Pithing Needles. As for Seismic Assault, well, a billion people have done Tendrils, what would be the point in me making yet another deck of the same? Same with the whole Time Vault thing, it's way too overused ever since they changed how the vault worked.
The whole point here is to play the Ad Nauseam. If that goes off, it's over. The entire deck is in your hand, making the Seismic easy to drop along with the ten lands. Most of the rest of the deck is just tutors and speed to make you draw it and play it faster.
There are a couple of other cards in there that are for 'just in case' scenarios like if the opponent dropped a Pithing Needle or Meddling Mage or something.
I do appreciate the suggestions though. Obviously I am new here and have a lot to learn. However, I would like to keep the suggestions into a certain line, aka, keep them true to the intent of the deck. This is not a Tendrils or Time Vault deck, It's an Ad Nauseam / Seismic Assault deck.
I always thought that Type 1 games were fast and crazy and over in two or three turns anyway. This keeps up with that.
Credit to DolZero for this awesome sig!