The point of the deck is simple. Disrupt your opponent's deck! Hard to win if you don't have a deck or you can't play your own cards.
A. Use Leveler lose your deck, sacrafice the Leveler and Endless Whispers triggers and Leveler comes into play and your opponent decks out on their draw phase. B. Use Leveler lose your deck, don't sacrafice the Leveler and Shared Fate triggers and your opponent has no cards to draw from. C. Use Leveler and Stifle it. You just got a 10/10 guy, attack!
People are going to ask, why?
Staff of Domination and Metalworker = infinate mana, which never hurts. Darksteel Forge & Akroma's Memorial = a brutal combination of Indestructability of all artifacts, flying, first strike, vigalance, haste, trample, protection from red and black for all my creatures. That makes one pissed off 10/10 creature that doesn't have to tap to attack and can fly over most creatures. You know that Leveler would have to look like a flying trash truck with teeth to pull that off. Even a lolely Metalworker 1/2 can block darn near anything at this point and survive the encounter. Vedalken Orrery = Artifacts at instant speed. I'm concerned about counters and I'd like to be able to play things at the end of an opponents turn when he's tapped out. If he somehow counters it, bring it back with the Goblin Welder anyway.
I'm looking for positive suggestions. I know it's not going to change Vintage play, the B/R list did that all ready. I'm simply looking for something different to play in my local Vintage format. Please feel free to suggest other card ideas, I'd love to hear them. I'm not opposed to removing anything if I can justify the change. Thanks for looking at this thread, your suggestions are appreciated.
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It seems like you're running a combo deck. I'd prolly ditch the artifact lands and focus more on protecting your leveler or stiflenaught combo. 26 lands is way too much especially with moxen/lotus. I'd put in wastelands and a strip mine maybe COWs and definitely a trinisphere to slow your opponent down and maybe counter and some bounce. That should make your deck solid.
Do you think Welder is enough protection against Null Rod? Cause I'm looking at this deck and the first thing I think of is "nearly half of this deck is neutered by Null Rod."
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Yup I hear you on that one. But he wants to play it. If i had all that power i'd be running something else. Like Type 1 Leveler oh wait...nevermind. Prolly control slaver or stax instead.
There is little getting around Null Rod vs Artifacts. I don't dispute that. However, I don't see why this deck shouldn't run by turn 3,4,5. I have several artifact decks (modular, darksteel collosus, etc.) that utilize this heavy mana base and rarely ever fall short on mana, so I don't see any real problem pushing out Shared Fate and Leveler early. I know I'm playing russian roulette against a null rod, but that's the chance I'm taking. Also a Phyrexian Dreadnaught & Stifle on turn 2,3 is a formidable creature at 12/12. Artifact hate has been around forever and that will never change, but that is why I tried to set this up with several different angles. I completely understand the Strip MineWastelandRishadan Port reference through my goblin decks.
So Wolfpack69 what are you thinking:-/ to pull out to put in the bounce (boomerangs, capsize, washout, etc?)
Are you thinking less search more control?
Hell, I was actually thinking throw in 4 Berserks. 12/12 doubled or 10/10 doubled:D might be able to do it early. Then I start thinking about Lightning Greaves or Loxodon Warhammer, but I don't want to start cluttering things up. I need to pick one win condition with an alternate and stop looking at three of four right now and that's to much.
P.S. to Binary, I may not like the fact you see the negative aspects because it usually just breaks my excitedness:-/, but you're usually right 95% of the time and I respect your input, so keep it coming. Thank you.:)
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If you want to build a deck disruption/mill deck why make a crazy complex Leveler combo when you could go with the cool new Painter's Adept / Grindstone combo?
I'm an old school fan of artifacts. I personally dislike what is happening to artifacts in these last two sets. I don't like the idea of color specific artifacts, that is the opposite of what makes artifacts attractive.
You've got these new cards that are essentially limited to when and where they can be played (black wither, etc.) because of their color orientation. This scarecrow is for red, this one for black, etc.
It's like taking Jitte and saying it can only be played on purple Kithkins or telling me Null rod can only works on Construct artifacts creatures. It's to specific. Artifacts are multi tooled instruments used in many decks. I don't like the idea behind scarecrows. I think it's limited and weak. (This does not negate the effectiveness and viability of the new scarecrow decks.)
What happened to the idea that we use a color with an artifact as an additional bonus and not as a limitation? I.e., if black was spent get this, etc. But instead with these new cards we can only give black, etc. creatures this, and it doesn't work on any other color.
By no means am I claiming the leveler deck will be an awe inspiring triumph. I was just going in a different direction. I have several competative artifact builds and was looking for something new. I've had Lattice Decks, Indestructable Nev's Decks, Sundering Titan Decks, Memnarch Theft Decks, Collossus Decks.
I wanted to try to use cards that up until recently were considered useless. Really who played Leveler or Phyrexian Dreadnaught? You can probably count all the MTG players on one had who currently play them. There is something fun about bringing out a card that your opponent sits there and goes what the "h^ll" that's going to screw you over why are you playing that? Then the wheels start turning as the play unfolds and the creativity of the build is revealed.
Haven't you've ever gone to a tournament with a deck you knew was not top tier, but you knew was going to be competative and really screw with your opponents heads because no one knew what it was all about.
I'll just ask this one question, have you ever seen this combination of cards utilized in this manner before, Leveler, Phyrexian Dreadnaught, Shared Fate, Stifle, Endless Whispers?
Grindstone has been used with Metalworker in infinate mana combos for years to mill decks. The new scarecrow deck with this in mind is just following suite in an age old family tree of artifact milling deck combos. again not knocking it, just an observation that although it looks new it's still a very recognizable idea... So here is a deck (Leveler) that can deck you out in a single turn as well. Again not a new idea, but something from a very old family tree of artifact milling deck combos.
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The difference is if they counter your combo piece (you're running exactly 2 Endless Whispers) you're effectively dead in the water. It's not even an artifact you can Welder back up. If you run Painterstone you have a 2 piece combo, each useful in it's own right (Grindstone keeps people honest with top-of-library tricks, Painter lets you run REB and Pyroblast as 1 mana counters/destroy target permanent spells) AND they're both artifacts so you can Welder them right up if they're countered.
Half of what you just said greatly indicates to me that you either aren't reading the actual cards and/or don't know what you're talking about.
I'll adress my specific issues:
Painter's Servant is not color-specific, so I don't see why you brought up that whole design issue. No color-specific artifact recently printed is good in any format. Furthermore, color-specific artifacts have existed forever (see:iron star, etc), so it's not a new concept.
Even then, this is not the place for that discussion. Whether or not you "like" a design concept shouldn't have a whole lot do do with figuring out how to play with them. That would be like me saying "you should cut the moxen because the art isn't very good".
I'm not sure what you think Grindstone actually is, but it was never played in vintage or any other recent format until painter's servant. Furthermore, what you fail to aknowlege about this combo over yours is that it is significantly easier to play, is mono-brown, is weldable in both elements, is cheaper, repeatable, and all around just better (in most reasonable circumstances).
Regarding your Dreadnought claim, it actually sees fairly significant play. This indicates to me that you aren't looking at vintage results or have a firm grasp of the metagame; deeznoughts is a fairly significant player, and it is to your disadvantage to ignore that kind of deck.
Now we get to the creativity argument: I am all for creativity, but not for the sake of creativity. You are playing bad and inferior cards; it isn't an issue of innovating at this point, its an issue of an understanding of basic deck mechanics.
Allow me to elaborate.
You have built a rather eclectic casual deck, without clear focus and with serious design flaws. These will mannefest themselves in the speed and ability of your deck, although that may not be obvious in testing. What you have done is found a few (obsolete, for the most part) combos, and tried to throw them into a deck, but payed no attention to what you're up against.
For instance, you have NO disruption. None. This is an irreconcilable design flaw. Look at any given vintage deck. Disruption is a neccessity; esspecially when you have such a slow deck focus. Decks like long and ichorid are going to win before you can even do anything, and decks like slaver, bomberman, etc are going to laugh; drain your big spells and use them to fuel bigger, more effecient threats.
Next, you have an insane amount of really bad mana sources. Over half your deck is mana. This just statistically isn't a good idea as it will directly lead to virtual card disadvantage. I would start by cutting all of the artifact lands; Run more effecient mana sources. You can also incorporate disruptive elements here in the form of wastes; but say you want some sort of five color/big mana theme, why not play with some ancient tombs, some cities of brass; that is, try to mazimize effeciency. You're running power to facilitate fast/quality mana, and then you squander that with a vulnerable and unneccessarilly large land base.
Furthermore, while creativity is good, you still need some focus. You can't just throw random cards into a deck and expect to win with "creativity". There should be a goal. In this respect, your cards choices and quantities need to refelct this. You have a bunch of combos, but you only run 2 of each piece. The conistancy just isn't there, and too often you will be drawing dead cards.
This is compounded by the uselessness of the comob elements outside the combo, coupled with their inneffeciency. If you draw a leveler and a nought, you have just drawn two completely useless cards until you draw an elment to combo with them; which, due to lack of disruption, has a high chance of not resolving. Look at other deck designs; you want to minimize dead deck space. This is why bomberman plays aether spellbomb and not pyrite; although pyrite "combos" better, its less useful outside of the combo. Or painter decks, which make use of painters to strengthen elmental blasts and forces. They also often only run one grindstone, and encorporate elments such as the trinket engine in order to obtain the copy when it's relevent, while similtaneously avoiding situations where they draw it when it isn't.
Looking at your deck, you have all your eggs in a poorly made basket with holes in it, to put it bluntly. You have prolific and eclectic combo elments, lacking consistancy, with no disruption or protecitno, and a disproportionate mana base all in a highly vulnterable framework.
This probably is comming off harsh, but try and get something out of what I'm trying to impress. Playing "fun" decks is fine, but unless your idea of fun is losing every game, I'm really trying to help you out.
Everyone has a valid point. If I were you I'd throw in some Force of Wills or anything that will stall your opponent so you can play your dreadnaught or leveler. Definitely run Crucible Strip Wastelands and a Trinisphere. You seriously can go wrong with a first Crucible Strip or Trinisphere. You will have to deal with crap like Ichorid and all that graveyard digging goodness that can kill you turn one or two. I use to run type 1 heavy decks (Control Slaver, Uba Stax) but sometimes i'd like to show up something i thought of and not copied from someone else. Your deck is impressive but you gotta tweek it if you wanna make it win. Ditch the extra lands and akromas for disruption or even stalling cards, whether its bounce, counters, or screwing with their mana.
The first half of your reply does come off as insulting an unnecessary to relevant constructive criticism. While I appreciate the statement (disclaimer), "This probably is comming off harsh, but try and get something out of what I'm trying to impress. Playing "fun" decks is fine, but unless your idea of fun is losing every game, I'm really trying to help you out." that's how large portion comes off. I don't claim to be a Level 3 judge or have an all seeing eye. I do have a good basic working of game play as well as the over all mechanics. My color specific reference was directed more specifically at the new Skulkin artifact creatures. Skulkin's are absolutely color specific. I'm not sure how you got this jump to Painter's Servant, but that is neither here nor there.
Now as for your diagnosis of the deck, you are absolutely right. It will not survive. I wanted to put a "basic deck idea" up and start from there.
Let me make it clear that I value your suggestions "Glix" as well as everyone else who has contributed (Wolfpack69). However negative feedback without alternatives is not productive feedback. I've read many of your posts and I respect your input, so please help me turn this from "Eclectic Mess into an Efficient & Dynamic."
so please help me turn this from "Eclectic Mess into an Efficient & Dynamic." [/SIZE][/FONT]
That's the root problem, though. I don't think there's a way this deck can be made "efficient and dynamic" without essentially turning it into the Painter's Servant/Grindstone combo. It's trying to achieve the same end (decking the opponent), while relying on a combo that is inherently less efficient as each of the two parts of the combo has little-to-no real value by themselves.
One thing that I tried to cut down on when I was moderator of this forum was threads for decks whose sole reason for existing was "I didn't want to play this other deck that does what I'm trying to do better."
As Glix said, creativity for the sake of creativity doesn't really stand up as a justification for competitive deck-building. If the deck doesn't have a real advantage in a tournament for some reason (it has a better matchup against X archetype, for example) then there's no real reason for it to exist.
And honestly, I just don't see where this deck would ever be better than Painter's Servant/Grindstone.
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I'm sorry for coming of as insulting, but I'm not sure where you got to this just about skulkins? Why are you talking about them? I assumed you were talking about painter, because it was the only scarecrow mentioned in this thread, so when you were talking about them, you have to understand that it logically sounds like you are refering to servant. Even then, this argument is irrelevent.
The deck is looking better, but strip mine is restricted (that would be ridiculous if it weren't) fyi.
As per the deck itself, you now have two good cores (drain, shop), but they are conflicting. You don't have the mana base to support double blue turn 2, which is what drain expect. Furthermore, shop is a card that you also want to play as early as possible. To illustrate this conflict, think about this situation: You have an opening hand with shop and a blue source. Which do you play turn 1? If you play shop, you can play those artifacts, but now you can't play your drain until turn 3 at the earliest.
Furthermore, your shop/metalworker core is highly demanding of a large quanityt of artifacts, while your force/drain core is highly demaning of blue cards/islands. These strategies therefore conflict.
I would advise chosing one of these directions and sticking with it.
Due to you seeming to want to stick with the shared fate combo, I would be inclined to go for the blue core, as drain + islands is going to be a much more consisnat level of playing shared fate.
Also, with a blue core, the servant/grindstone combo is looking much more appealing to me. I would advise testing it at least. The combo is both more versitile and more practical, so I don't see it as an issue of creativity so much as effeciency, as it shouldn't alter the play style of the deck too much.
Regardless, that's some serious improvement, keep up the good work.
Glix is right on the conflict of blue mana with the Fow and Mana drain. You can only have on strip mine. So I'd add these
In:
Chalice of the Void x3
Trinisphere x1
Crucible x1
Mindslaver x1
Chain of Vapor x1
Out:
Force of Will x4 (You need to go blue card heavy for this to work)
Rishadan Port x4 (Don't need this, I think it'll just waste your time and focus more on the kill than to tap down your opponent)
x4 Strip Mines, that's Brilliant!!! Sorry that was an edit, copy, paste error as the first three Artifact Lands were all x4.
Out: Workshops Rishadan Ports FOWs
Creates a lot of space. Anyone opposed to a Mana Vault, 4 Dual Lands Blue/Green or Blue/White for - Berserk, Regrowth, BOP, or etc.
In: Chalice of the Void x3 - Friend had a clock spinning deck that made this evil. Trinisphere x1 - Used against my Goblin deck, Ouch! Crucible x1 - Got 2 in at the moment. Mindslaver x1 - 6 cast 4 to activate - Just plane annoying, used it on Tuesday, wished for a hymn and dumped the rest of his had, it was early and he was short on mana, he wasn't happy, but did think it was effective for minimal available mana. Chain of Vapor x1 - interesting hadn't thought of it. What do you think of wash out?
"Glix", don't worry about it. I was looking left and you were looking right. That's the problem with text, it doesn't have a tone of voice, there is no inflection of the voice, there are no body signals.
"Binary", you are right. However, I still wish to proceed with the thread and subsequently the build. I have all the parts to Painter's, that's not the issue. I see your arguement as why build something for competative that isn't as competative as a current deck. I have seen however that many people have tweeked and twisted ideas time and time again. I believe it might have been one of you two who just recently said that Goblins wouldn't make top 8 and then that same week it did, stranger things have happened. So please let me give this a try, fail as it might, I don't think the end result will be horrible and I'll have learned something out of the process. Simply to stop everytime someone says it won't be as viable as another deck would leave us where? How much current debate is going on about Eventide cards? Who knows how these new cards could impact current play, even if only as SB interests. That is the great thing about magic whether it's the B/R list turning things upside down or new card interactions the game is ever changing, it is dynamic. So any help you can provide, please do, it is appreciated.
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Nah if anything keep the Workshops in that'll power you to drop anything turn one (i.e. crucible, trinisphere, metalworker, chalice for 1,). I'd say run it first with the artifacts. I'd take out the drains, forces, and rishdan ports oh add an artifact land or two. Mindslaver is late game if you need it. Nothing like infinite turns with crucible, welder, slaver. Chalice, Crucible/strip, and trinisphere are your all counter/disrupt measures you'll ever need. Chain of Vapor is tight main deck one. I don't know what tek they use for ichorid that might be big trouble though.
Wolfpack69, that's pretty much what I was hoping someone would say, because Workshop = Metalworker, Crucible, Trinisphere. I've dropped, Sundering Titan, Darksteel Collossus, Clockwork Dragon, off of a Metalwoker numerous times. Most times I'm lucky enough to have a Welder in had if it gets destroyed.
Blue disruption is great, but I think everyone is 100% right that I can't do both at once. That is usually why I go search heavy with Tinker & Tutors, etc. A lot of people don't like Gifts, but I've never had it go wrong "If you make the right choices." I started playing with Regrowth because of Gifts. People don't know what to choice, so they choice the lesser of two evils and then you just bring back the rest with Welder or Relearn or Regrowth.
I LOVE the Crucible, Welder, Slaver comment, spot on for late game fun. I had another one that raced to get out Darksteel Forge and then Nev's Disk. Blow everything up except for your artifacts and clear the board every time. The only problem was waiting a turn for Nev's disk to untap, it helped to have a Time Walk when ever possible.
White Artifact Land x4
Black Artifact Land x4
Blue Artifact Land x4
Mishra's Workshop x4
Glimmervoid x4
Tolarian Academy x1
Instant/Socrery
Crop Rotation x1
Mystical Tutor x1
Ancestral Recall x1
Enlightened Tutor x1
Demonic Tutor x1
Time Walk x1
Tinker x1
Stifle x3
Enchantments
Endless Whispers x2
Shared Fate x2
Creatures
Arcbound Ravager x2
Metalworker x4
Arcbound Reclaimer x2
Leveler x2
Goblin Welder x2
Phyrexian Dreadnought x2
Artifacts
Moxen x5
Black Lotus x1
Sol Ring x1
Vedalken Orrery x1
Akroma's Memorial x1
Darksteel Forge x1
Staff of Domination x1
The point of the deck is simple. Disrupt your opponent's deck! Hard to win if you don't have a deck or you can't play your own cards.
A. Use Leveler lose your deck, sacrafice the Leveler and Endless Whispers triggers and Leveler comes into play and your opponent decks out on their draw phase.
B. Use Leveler lose your deck, don't sacrafice the Leveler and Shared Fate triggers and your opponent has no cards to draw from.
C. Use Leveler and Stifle it. You just got a 10/10 guy, attack!
People are going to ask, why?
Staff of Domination and Metalworker = infinate mana, which never hurts.
Darksteel Forge & Akroma's Memorial = a brutal combination of Indestructability of all artifacts, flying, first strike, vigalance, haste, trample, protection from red and black for all my creatures. That makes one pissed off 10/10 creature that doesn't have to tap to attack and can fly over most creatures. You know that Leveler would have to look like a flying trash truck with teeth to pull that off. Even a lolely Metalworker 1/2 can block darn near anything at this point and survive the encounter.
Vedalken Orrery = Artifacts at instant speed. I'm concerned about counters and I'd like to be able to play things at the end of an opponents turn when he's tapped out. If he somehow counters it, bring it back with the Goblin Welder anyway.
I'm looking for positive suggestions. I know it's not going to change Vintage play, the B/R list did that all ready. I'm simply looking for something different to play in my local Vintage format. Please feel free to suggest other card ideas, I'd love to hear them. I'm not opposed to removing anything if I can justify the change. Thanks for looking at this thread, your suggestions are appreciated.
So Wolfpack69 what are you thinking:-/ to pull out to put in the bounce (boomerangs, capsize, washout, etc?)
Are you thinking less search more control?
Hell, I was actually thinking throw in 4 Berserks. 12/12 doubled or 10/10 doubled:D might be able to do it early. Then I start thinking about Lightning Greaves or Loxodon Warhammer, but I don't want to start cluttering things up. I need to pick one win condition with an alternate and stop looking at three of four right now and that's to much.
P.S. to Binary, I may not like the fact you see the negative aspects because it usually just breaks my excitedness:-/, but you're usually right 95% of the time and I respect your input, so keep it coming. Thank you.:)
You've got these new cards that are essentially limited to when and where they can be played (black wither, etc.) because of their color orientation. This scarecrow is for red, this one for black, etc.
It's like taking Jitte and saying it can only be played on purple Kithkins or telling me Null rod can only works on Construct artifacts creatures. It's to specific. Artifacts are multi tooled instruments used in many decks. I don't like the idea behind scarecrows. I think it's limited and weak. (This does not negate the effectiveness and viability of the new scarecrow decks.)
What happened to the idea that we use a color with an artifact as an additional bonus and not as a limitation? I.e., if black was spent get this, etc. But instead with these new cards we can only give black, etc. creatures this, and it doesn't work on any other color.
By no means am I claiming the leveler deck will be an awe inspiring triumph. I was just going in a different direction. I have several competative artifact builds and was looking for something new. I've had Lattice Decks, Indestructable Nev's Decks, Sundering Titan Decks, Memnarch Theft Decks, Collossus Decks.
I wanted to try to use cards that up until recently were considered useless. Really who played Leveler or Phyrexian Dreadnaught? You can probably count all the MTG players on one had who currently play them. There is something fun about bringing out a card that your opponent sits there and goes what the "h^ll" that's going to screw you over why are you playing that? Then the wheels start turning as the play unfolds and the creativity of the build is revealed.
Haven't you've ever gone to a tournament with a deck you knew was not top tier, but you knew was going to be competative and really screw with your opponents heads because no one knew what it was all about.
I'll just ask this one question, have you ever seen this combination of cards utilized in this manner before, Leveler, Phyrexian Dreadnaught, Shared Fate, Stifle, Endless Whispers?
Grindstone has been used with Metalworker in infinate mana combos for years to mill decks. The new scarecrow deck with this in mind is just following suite in an age old family tree of artifact milling deck combos. again not knocking it, just an observation that although it looks new it's still a very recognizable idea... So here is a deck (Leveler) that can deck you out in a single turn as well. Again not a new idea, but something from a very old family tree of artifact milling deck combos.
I'll adress my specific issues:
Painter's Servant is not color-specific, so I don't see why you brought up that whole design issue. No color-specific artifact recently printed is good in any format. Furthermore, color-specific artifacts have existed forever (see:iron star, etc), so it's not a new concept.
Even then, this is not the place for that discussion. Whether or not you "like" a design concept shouldn't have a whole lot do do with figuring out how to play with them. That would be like me saying "you should cut the moxen because the art isn't very good".
I'm not sure what you think Grindstone actually is, but it was never played in vintage or any other recent format until painter's servant. Furthermore, what you fail to aknowlege about this combo over yours is that it is significantly easier to play, is mono-brown, is weldable in both elements, is cheaper, repeatable, and all around just better (in most reasonable circumstances).
Regarding your Dreadnought claim, it actually sees fairly significant play. This indicates to me that you aren't looking at vintage results or have a firm grasp of the metagame; deeznoughts is a fairly significant player, and it is to your disadvantage to ignore that kind of deck.
Now we get to the creativity argument: I am all for creativity, but not for the sake of creativity. You are playing bad and inferior cards; it isn't an issue of innovating at this point, its an issue of an understanding of basic deck mechanics.
Allow me to elaborate.
You have built a rather eclectic casual deck, without clear focus and with serious design flaws. These will mannefest themselves in the speed and ability of your deck, although that may not be obvious in testing. What you have done is found a few (obsolete, for the most part) combos, and tried to throw them into a deck, but payed no attention to what you're up against.
For instance, you have NO disruption. None. This is an irreconcilable design flaw. Look at any given vintage deck. Disruption is a neccessity; esspecially when you have such a slow deck focus. Decks like long and ichorid are going to win before you can even do anything, and decks like slaver, bomberman, etc are going to laugh; drain your big spells and use them to fuel bigger, more effecient threats.
Next, you have an insane amount of really bad mana sources. Over half your deck is mana. This just statistically isn't a good idea as it will directly lead to virtual card disadvantage. I would start by cutting all of the artifact lands; Run more effecient mana sources. You can also incorporate disruptive elements here in the form of wastes; but say you want some sort of five color/big mana theme, why not play with some ancient tombs, some cities of brass; that is, try to mazimize effeciency. You're running power to facilitate fast/quality mana, and then you squander that with a vulnerable and unneccessarilly large land base.
Furthermore, while creativity is good, you still need some focus. You can't just throw random cards into a deck and expect to win with "creativity". There should be a goal. In this respect, your cards choices and quantities need to refelct this. You have a bunch of combos, but you only run 2 of each piece. The conistancy just isn't there, and too often you will be drawing dead cards.
This is compounded by the uselessness of the comob elements outside the combo, coupled with their inneffeciency. If you draw a leveler and a nought, you have just drawn two completely useless cards until you draw an elment to combo with them; which, due to lack of disruption, has a high chance of not resolving. Look at other deck designs; you want to minimize dead deck space. This is why bomberman plays aether spellbomb and not pyrite; although pyrite "combos" better, its less useful outside of the combo. Or painter decks, which make use of painters to strengthen elmental blasts and forces. They also often only run one grindstone, and encorporate elments such as the trinket engine in order to obtain the copy when it's relevent, while similtaneously avoiding situations where they draw it when it isn't.
Looking at your deck, you have all your eggs in a poorly made basket with holes in it, to put it bluntly. You have prolific and eclectic combo elments, lacking consistancy, with no disruption or protecitno, and a disproportionate mana base all in a highly vulnterable framework.
This probably is comming off harsh, but try and get something out of what I'm trying to impress. Playing "fun" decks is fine, but unless your idea of fun is losing every game, I'm really trying to help you out.
- The first half of your reply does come off as insulting an unnecessary to relevant constructive criticism. While I appreciate the statement (disclaimer), "This probably is comming off harsh, but try and get something out of what I'm trying to impress. Playing "fun" decks is fine, but unless your idea of fun is losing every game, I'm really trying to help you out." that's how large portion comes off. I don't claim to be a Level 3 judge or have an all seeing eye. I do have a good basic working of game play as well as the over all mechanics. My color specific reference was directed more specifically at the new Skulkin artifact creatures. Skulkin's are absolutely color specific. I'm not sure how you got this jump to Painter's Servant, but that is neither here nor there.
- Now as for your diagnosis of the deck, you are absolutely right. It will not survive. I wanted to put a "basic deck idea" up and start from there.
Let me make it clear that I value your suggestions "Glix" as well as everyone else who has contributed (Wolfpack69). However negative feedback without alternatives is not productive feedback. I've read many of your posts and I respect your input, so please help me turn this from "Eclectic Mess into an Efficient & Dynamic."I think Wolfpack69 is on the right track with the Stripmine, Wasteland, and Rishadan Port.
Now where do you think we should go as far as "disruption." Are you thinking more counters Mana Drain, Force of Will, or Counter Spell? Or are you thinking more bounce, Capsize, Washout, etc?
Here is Revision # "1"
- Lands
Strip Mine x4Wasteland x4
Rishadan Port x4
Mishra's Workshop x4
Glimmervoid x4
Tolarian Academy x1
- Instant/Socrery
Crop Rotation x1Force of Will x4
Mana Drain x4
Ancestral Recall x1
Enlightened Tutor x1
Demonic Tutor x1
Time Walk x1
Tinker x1
Stifle x4
Fastbond x1
- Enchantments
Shared Fate x2Creatures
Metalworker x3
Leveler x3
Goblin Welder x2
Phyrexian Dreadnought x3
- Artifacts
Moxen x5Black Lotus x1
Sol Ring x1
Staff of Domination x1
Crucible of the Worlds x2
What do you think about using a wish card and putting a Stifle & a Shared Fate in the sideboard?
That's the root problem, though. I don't think there's a way this deck can be made "efficient and dynamic" without essentially turning it into the Painter's Servant/Grindstone combo. It's trying to achieve the same end (decking the opponent), while relying on a combo that is inherently less efficient as each of the two parts of the combo has little-to-no real value by themselves.
One thing that I tried to cut down on when I was moderator of this forum was threads for decks whose sole reason for existing was "I didn't want to play this other deck that does what I'm trying to do better."
As Glix said, creativity for the sake of creativity doesn't really stand up as a justification for competitive deck-building. If the deck doesn't have a real advantage in a tournament for some reason (it has a better matchup against X archetype, for example) then there's no real reason for it to exist.
And honestly, I just don't see where this deck would ever be better than Painter's Servant/Grindstone.
The deck is looking better, but strip mine is restricted (that would be ridiculous if it weren't) fyi.
As per the deck itself, you now have two good cores (drain, shop), but they are conflicting. You don't have the mana base to support double blue turn 2, which is what drain expect. Furthermore, shop is a card that you also want to play as early as possible. To illustrate this conflict, think about this situation: You have an opening hand with shop and a blue source. Which do you play turn 1? If you play shop, you can play those artifacts, but now you can't play your drain until turn 3 at the earliest.
Furthermore, your shop/metalworker core is highly demanding of a large quanityt of artifacts, while your force/drain core is highly demaning of blue cards/islands. These strategies therefore conflict.
I would advise chosing one of these directions and sticking with it.
Due to you seeming to want to stick with the shared fate combo, I would be inclined to go for the blue core, as drain + islands is going to be a much more consisnat level of playing shared fate.
Also, with a blue core, the servant/grindstone combo is looking much more appealing to me. I would advise testing it at least. The combo is both more versitile and more practical, so I don't see it as an issue of creativity so much as effeciency, as it shouldn't alter the play style of the deck too much.
Regardless, that's some serious improvement, keep up the good work.
In:
Chalice of the Void x3
Trinisphere x1
Crucible x1
Mindslaver x1
Chain of Vapor x1
Out:
Force of Will x4 (You need to go blue card heavy for this to work)
Rishadan Port x4 (Don't need this, I think it'll just waste your time and focus more on the kill than to tap down your opponent)
Out:
Workshops
Rishadan Ports
FOWs
Creates a lot of space. Anyone opposed to a Mana Vault, 4 Dual Lands Blue/Green or Blue/White for - Berserk, Regrowth, BOP, or etc.
In:
Chalice of the Void x3 - Friend had a clock spinning deck that made this evil.
Trinisphere x1 - Used against my Goblin deck, Ouch!
Crucible x1 - Got 2 in at the moment.
Mindslaver x1 - 6 cast 4 to activate - Just plane annoying, used it on Tuesday, wished for a hymn and dumped the rest of his had, it was early and he was short on mana, he wasn't happy, but did think it was effective for minimal available mana.
Chain of Vapor x1 - interesting hadn't thought of it. What do you think of wash out?
"Glix", don't worry about it. I was looking left and you were looking right. That's the problem with text, it doesn't have a tone of voice, there is no inflection of the voice, there are no body signals.
"Binary", you are right. However, I still wish to proceed with the thread and subsequently the build. I have all the parts to Painter's, that's not the issue. I see your arguement as why build something for competative that isn't as competative as a current deck. I have seen however that many people have tweeked and twisted ideas time and time again. I believe it might have been one of you two who just recently said that Goblins wouldn't make top 8 and then that same week it did, stranger things have happened. So please let me give this a try, fail as it might, I don't think the end result will be horrible and I'll have learned something out of the process. Simply to stop everytime someone says it won't be as viable as another deck would leave us where? How much current debate is going on about Eventide cards? Who knows how these new cards could impact current play, even if only as SB interests. That is the great thing about magic whether it's the B/R list turning things upside down or new card interactions the game is ever changing, it is dynamic. So any help you can provide, please do, it is appreciated.
Blue disruption is great, but I think everyone is 100% right that I can't do both at once. That is usually why I go search heavy with Tinker & Tutors, etc. A lot of people don't like Gifts, but I've never had it go wrong "If you make the right choices." I started playing with Regrowth because of Gifts. People don't know what to choice, so they choice the lesser of two evils and then you just bring back the rest with Welder or Relearn or Regrowth.
I LOVE the Crucible, Welder, Slaver comment, spot on for late game fun. I had another one that raced to get out Darksteel Forge and then Nev's Disk. Blow everything up except for your artifacts and clear the board every time. The only problem was waiting a turn for Nev's disk to untap, it helped to have a Time Walk when ever possible.
Here is Revision # "2"
Lands
Strip Mine x1
Wastelandx4
Tropical Island x4
Mishra's Workshop x4
Glimmervoid x4
Tolarian Academy x1
Instant/Socrery
Crop Rotation x1
Ancestral Recall x1
Enlightened Tutor x1
Demonic Tutor x1
Time Walk x1
Tinker x1
Stifle x4
Fastbond x1
Gifts Ungiven x1
Regrowth x1
Enchantments
Shared Fate x2
Creatures
Metalworker x3
Leveler x3
Goblin Welder x2
Phyrexian Dreadnought x3
Artifacts
Moxen x5
Black Lotus x1
Sol Ring x1
Chalice of the Void x3
Trinisphere x1
Mana Vault x1
Staff of Domination x1
Crucible of the Worlds x2
Mind Slaver x1