OP. Would you please explain the reasoning why you have so many cards in your deck, this way we can get past the "OMG, It's not 60!!!!" phase. I expected to see Battle of Wits of some sort in the deck, but did not.
I withhold judgment until a defense is posted. Is it simply to Traumatize yourself for a lot of land so you can retrace the Worm's Harvest? If so, this could be reliable at a lower number of cards, giving you your Traumatizes faster.
The deck relies on multiple, reliable win conditions that can all be accomplished with or without a Traumatize. As seen in the OP, the build includes tricks such as Ancestor's Chosen with Felidar Sovereign. You -usually- hit three Narcomeoba allowing you to Dread Return Ancestor's Chosen upon a successful resolution of Traumatize allowing you to gain a large amount of life. The other conditions include control/beat down with the creatures included. There is also the reason of the deck to be, which is Worm Harvest. After a traumatize your Worm Harvest will land for around 30-50 tokens which must be answered by your opponents -- only to have you do it again next turn with Dakmor Salvage.
For those of your claiming a 60 card package would do, you haven't taken the time to understand the complete point of the deck which is to utilize the combo to it's fullest potential. I have actually tested it, being the one who build this in particular version and have not run into too many problems. The Mana base has consistently worked for me, and I have been able to pull off one of the multiple win conditions within 6-7 turns against a large variety of decks.
Edit: Also, I am not claiming in any way shape or form that 200 cards is the best design for the deck -- simply a personal preference. Decks posted in the original design threat over on the Official Wizards Forums ranged in size and variety of colors as well.
HOLY CRAP!! What is the point? Why not just make a 60 or 61 card esper deck? I mean with that many cards and no battle of wits? wth? 60 to 61 cards would give you consistancy. How would this current form handle fae or rdw? Not very consistantly i would imagine. Please dont say there are cards in here that can handle every possible deck.
Making 10 to 12 guys a turn and winning is more important then making 30 something guys sooner or later and loosing. I know, you will tutor for an answer. But with that many cards its hard to believe you could tutor for an answer and already be holding the combo. You would have to tutor for an answer then wait, then tutor for another answer then wait then tutor for another answer then probably die.
Hell, Why not make it all answers and no win con combo? Straight deck every game? Take your sb and stick it main. What is another 15 cards? I mean really.
This crazy sceme of yours may have worker back in standard... I guess. But I for one have never lost to any thing like this.
With all seriousness aside, I wish you luck with this. I really really really hope this becomes the deck to beat. I promise you I got that. In fact here is a public challenge. Get every one at a tourney to play this and message me, if I don`t go undefeated then you can have my entire collection, first born son, trophy girlfriend, car, 100k a year personal business, I`ll study night and day and make a time machine go back and buy you a thousand pounds of gold from the early 1900`s and personally kneel down and worship every crap you take.
You clearly do not see the point, and your harsh attitude isn't appreciated. Instead of calling something out at first glance I suggest you try it instead. I make it a policy to not call out any deck and how it is designed to work until playing a couple of games and learning it's Pros/Cons. Thank you for your time.
What is Can-O-Worms?
Before the Time Spiral Rotation in Standard, a deck popped up on the MTG Forums known as Can-O-Worms. A large Traumatize Combo based on the card Worm Harvest. With the introduction of New Extended, it seems like the perfect time to restore this deck (Even if only for a short time).
How does it work?
Using stall tactics such as Damnation and Wrath of God or counter magic such as Cryptic Command and Mana Leak you can buy time until you either draw a Traumatize or a tutor such as Diabolic Tutor or Beseech the Queen (Or other Tutors included in the package). Once you Traumatize yourself, your graveyard is filled with lands and Dakmor Salvage to give you the ability to recur Worm Harvest giving you a mass of creatures. Also included is Narcomoeba and Dread Return allowing you to reccur creatures included in your build, or reach alternate win conditions such as Ancestor's Chosen with Felidar Sovreign. Overall each deck is extremely customizable with both colors and land choices.
Source? It could be neat, but chances that they would do this are extremely slim. Especially considering we don't even know much about SoM to even be considering this.
Jesus, people really do need to READ more and TYPE less. I just noticed a post below Arnarnia "DIDNT KNOW" about Karn's corruption.
I posted it two posts above yours buddy -_-'. If you're not going to read the thread, AT LEAST READ THE PAGE YOU'RE ON FOR CRYING OUT LOUD!
Onto why i'm actually replying-- Urza Planeswalker was NOT a mono-white Planeswalker, and Karn won't be either. First, you're basing your "White Urza" theory on what exactly? Oh, at one point ONCE in storyline history, Serra refers to his essence as predominantly white? That's it. Everything else points to Artifacts and the closely related Artifact color Blue. Hell, a White Walker wouldn't join a Black Demi-God hellbent on destroying his own home plane. A White Walker wouldn't be able to see the logic in the alternative to salvation. Now a Blue Walker might, if i just consult my Color Pie...
Karn being White is ridiculous. Absolutely ridiculous. He has almost NO white influence in his life (Jeska RED, Jhoira RED, Teferi BLUE, Barrin BLUE, Urza BLUE, Gerrard FINALLY THE ONE AND ONLY WHITE). He has a Phyrexian Oil-based Corruption. Phyrexia, the blackest of black planes. He is an artifact Walker, which means they don't have to color him to begin with.
And if they do, I think i've proven White is absolutely NOT the color they'd choose to go with him. Besides, they don't need another Mono White walker. Ajani (Vengeant as well, to some extent), Elspeth, and Gideon have all represented White Walkers just fine, and there is no need to push further Walkers into the most broken Walker color overall. (Blue gets single best Walker arguably, but White has the combination 2 Best)
PS. Being a Hero doesn't make you "white". Ask Kamahl the Barbarian (then a DRUID! lol), Chainer the Dementia Caster from the Cabal, Glissa the Elf, Toshiro Umezawa and his Ancestor TETSUO UMEZAWA (greatest hero in storyline EVER honor wise, and he was Blue/Black/Red for crying out loud!)
Last I heard, Pacifism is a white card. Last I heard, Karn was still a pacifist... regardless of his so called "Corruption" (Which it is never confirmed as, in the story it only seems as though a mortal enemy defeats him or appears). Karn is also a very "White" influence on the other Planeswalkers around him. But regardless, chilling with Teferi and Jeska all the time would have little to no effect on a MACHINE and how it chooses to think. Characteristically, pre-mending Karn was a white walker; he even chose to create life (Mirrodin) and protect others (The Mirari on Otaria) with the former being more green, and the latter being a very white action.
It is not confirmed, nor 100% that Karn has become corrupted, just that he may have been weakened or defeated in some way by a powerful enemy (IE. Our good evil machine friends).
Regardless, although he may not be White in the new block; he definitely was a White Planeswalker Pre-Mending.
The kids that went to visit WOTC a while back made a Planeswalker as well... and i think it was UB as well...
maybe WOTC is hinting at something seeing as whenever WOTC does anything including take a dump they maybe / are hinting at something...
[waiting for the slew of "OmG THIS Comfirms PUrple mana!" and other nonsense]
Perhaps the cards were designed by outside sources visiting R&D for some reason? This could explain the outdated copyrights on the cards; as they could have been quite a while ago.
This is the list I put together and have consistent testing results with, it's too fast for control decks to deal with adequately, and against Jund the match rolls down to if Jund can deal with your mass of creatures. My current list:
Sideboard isn't 100% however Brave the Elements and Lightcaster are somewhat 100%.
With many decks in the format veering away from Fallout and Pyroclasm, this deck offers a quick, fast solution to the metagame. It's almost always guaranteed to just keep going. Most of your creatures are efficient (First strike, Flying, etc.) and the support (Honor, Ajani) allows the deck to keep packing a punch even if your in topdeck mode. It was a building decision to not run any non-permanent cards maindeck as this allows the deck to keep producing threats.
Any comments of "Loses to Day of Judgement, Pyroclasm, etc" will be met with a fish slap to the face with the words "Overextending when you know your opponent is going to do that makes you ********" written on it.
Magosi is a necessary one-of, and it not by any definition "win more". Magosi provides the deck with an out to a stalled game, OR allows you to charge it early game. I use it whenever my opponent misses say the third land drop, etc. As long as my opponent is struggling, or in topdeck mode I have the advantage of using Magosi the end the game, no questions asked. Magosi is especially useful if you can activate it and hold a counterspell for your opponents second turn.
If I had more Mindbreak Traps I'd be running them but they are pretty scarce here. I can understand the argument about dropping Jace but in knowing my meta and the fact most people don't respect card draw as power I know I'll draw more cards from a single Jace over the course of a game than 2-3 Capsules, besides Jace is my only other 3 drop outside of Double Negative. I'll have to look at this again and see how to fit in the Negates without having to muck up the SB too much. What about dropping 1 Swerve, 1 Burst Lightning and 1 Into the Roil?
I'd drop the Swerves period, they are strictly a sideboard card to me. If you draw it in a matchup where it does nothing whereas a Negate would have saved the day you will regret it, especially because almost anything that can be swerved can be Negated. Also, as nice as Jace is I do find Capsule is just better as a card-draw engine combined with Into the Roil and Sphinx of Lost Truths.
P.S. We need a ballin' name for this deck, and a sexy banner.
The deck relies on multiple, reliable win conditions that can all be accomplished with or without a Traumatize. As seen in the OP, the build includes tricks such as Ancestor's Chosen with Felidar Sovereign. You -usually- hit three Narcomeoba allowing you to Dread Return Ancestor's Chosen upon a successful resolution of Traumatize allowing you to gain a large amount of life. The other conditions include control/beat down with the creatures included. There is also the reason of the deck to be, which is Worm Harvest. After a traumatize your Worm Harvest will land for around 30-50 tokens which must be answered by your opponents -- only to have you do it again next turn with Dakmor Salvage.
For those of your claiming a 60 card package would do, you haven't taken the time to understand the complete point of the deck which is to utilize the combo to it's fullest potential. I have actually tested it, being the one who build this in particular version and have not run into too many problems. The Mana base has consistently worked for me, and I have been able to pull off one of the multiple win conditions within 6-7 turns against a large variety of decks.
Edit: Also, I am not claiming in any way shape or form that 200 cards is the best design for the deck -- simply a personal preference. Decks posted in the original design threat over on the Official Wizards Forums ranged in size and variety of colors as well.
Another person who obviously did not read. Build a 60 Card Version of this deck please, then I will show you why it requires a large card base.
You clearly do not see the point, and your harsh attitude isn't appreciated. Instead of calling something out at first glance I suggest you try it instead. I make it a policy to not call out any deck and how it is designed to work until playing a couple of games and learning it's Pros/Cons. Thank you for your time.
What is Can-O-Worms?
Before the Time Spiral Rotation in Standard, a deck popped up on the MTG Forums known as Can-O-Worms. A large Traumatize Combo based on the card Worm Harvest. With the introduction of New Extended, it seems like the perfect time to restore this deck (Even if only for a short time).
How does it work?
Using stall tactics such as Damnation and Wrath of God or counter magic such as Cryptic Command and Mana Leak you can buy time until you either draw a Traumatize or a tutor such as Diabolic Tutor or Beseech the Queen (Or other Tutors included in the package). Once you Traumatize yourself, your graveyard is filled with lands and Dakmor Salvage to give you the ability to recur Worm Harvest giving you a mass of creatures. Also included is Narcomoeba and Dread Return allowing you to reccur creatures included in your build, or reach alternate win conditions such as Ancestor's Chosen with Felidar Sovreign. Overall each deck is extremely customizable with both colors and land choices.
Sample Decklist:
4 Misty Rainforest
4 Marsh Flats
2 Rupture Spire
4 Evolving Wilds
2 Arcane Sanctum
4 Reflecting Pool
4 Vivid Meadow
5 Plains
4 Verdant Catacombs
4 Vivid Marsh
4 Vivid Grove
4 Vivid Creek
4 Dakmor Salvage
4 Urborg, Tomb of Yawgmoth
4 Sunken Ruins
2 Flooded Grove
2 Mystic Gate
5 Forest
5 Swamp
5 Island
4 Terramorphic Expanse
4 Murmuring Bosk
Creatures
4 Baneslayer Angel
4 Kitchen Finks
4 Mulldrifter
4 Narcomoeba
4 Grave Titan
4 Ancestor's Chosen
4 Shriekmaw
4 Felidar Sovereign
4 Damnation
4 Beseech the Queen
4 Diabolic Tutor
4 Worm Harvest
4 Traumatize
4 Broken Ambitions
4 Cryptic Command
4 Path to Exile
4 Wrath of God
4 Day of Judgment
4 Ancestral Vision
4 Beacon of Unrest
4 Maelstrom Pulse
4 Oblivion Ring
4 Dread Return
4 Demonic Collusion
4 Liliana Vess
4 Makeshift Mannequin
4 Hallowed Burial
4 Mana Leak
4 Crystal Ball
4 Vexing Shusher
4 Guttural Response
4 Autumn Veil
3 Pull from Eternity
This is my personal build, and through testing I find it has enjoyable match ups.
The original deck and concept for builds can be found here:
http://community.wizards.com/go/thread/view/75842/19110030/Can-O-Worms
Feel free to comment and post builds of your own.
Last I heard, Pacifism is a white card. Last I heard, Karn was still a pacifist... regardless of his so called "Corruption" (Which it is never confirmed as, in the story it only seems as though a mortal enemy defeats him or appears). Karn is also a very "White" influence on the other Planeswalkers around him. But regardless, chilling with Teferi and Jeska all the time would have little to no effect on a MACHINE and how it chooses to think. Characteristically, pre-mending Karn was a white walker; he even chose to create life (Mirrodin) and protect others (The Mirari on Otaria) with the former being more green, and the latter being a very white action.
It is not confirmed, nor 100% that Karn has become corrupted, just that he may have been weakened or defeated in some way by a powerful enemy (IE. Our good evil machine friends).
Regardless, although he may not be White in the new block; he definitely was a White Planeswalker Pre-Mending.
Perhaps the cards were designed by outside sources visiting R&D for some reason? This could explain the outdated copyrights on the cards; as they could have been quite a while ago.
Says you. I've been testing it and it performs well against the entire field. Something about First strike just happens to make the deck tick.
20 Plains
Creatures
4 Kor Skyfisher
4 Knight of the White Orchid
4 White Knight
4 Akrasan Squire
4 Kazandu Blademaster
4 Baneslayer Angel
4 Sigiled Paladin
4 Elite Vanguard
4 Ajani Goldmane
4 Honor of the Pure
3 Brave the Elements
4 Devout Lightcaster
4 Path to Exile
4 Day of Judgment
Sideboard isn't 100% however Brave the Elements and Lightcaster are somewhat 100%.
With many decks in the format veering away from Fallout and Pyroclasm, this deck offers a quick, fast solution to the metagame. It's almost always guaranteed to just keep going. Most of your creatures are efficient (First strike, Flying, etc.) and the support (Honor, Ajani) allows the deck to keep packing a punch even if your in topdeck mode. It was a building decision to not run any non-permanent cards maindeck as this allows the deck to keep producing threats.
Any comments of "Loses to Day of Judgement, Pyroclasm, etc" will be met with a fish slap to the face with the words "Overextending when you know your opponent is going to do that makes you ********" written on it.
Most Landfall triggers will only matter on their own turn anyways... Ghost Quarter is good regardless.
I'd drop the Swerves period, they are strictly a sideboard card to me. If you draw it in a matchup where it does nothing whereas a Negate would have saved the day you will regret it, especially because almost anything that can be swerved can be Negated. Also, as nice as Jace is I do find Capsule is just better as a card-draw engine combined with Into the Roil and Sphinx of Lost Truths.
P.S. We need a ballin' name for this deck, and a sexy banner.