Yeah workshop is a really awful land, you should consider cutting it for Rhystic Cave. I mean, how great is workshop? I mean sure, it accerlates you three land drops, allowing you to accelerate into absalutely massive spells pretty early, but the drawback is HUGE! You can use the mana to activate things like Mishra's Factory and Mutavault. Man Lands win games, no doubt about it. And having a mana drop that can't activate them is a huge drawback. I mean, when you think about it, it's just not worth it.
On a serious note, Mishra's Factory can be untapped with Voltaic Construct and made to be a 9001/9001 after you get infinite mana with a 3 mana artifact. If you want style points, you can't get more than by doing OVER 9000! damage with a land.
Awsome, thanks. Just one thing though, workshop (3) will never be able to tap/untap itself using that because the three mana can only be used to cast artifacts. Thanks for the in-detail math though
I think Smokestack would fit this deck perfectly, I would even consider calling it a win-con. Tangle Wire has great synergy with equipment. The only danger is having too much equipment and your opponent denying you creatures, in which case Karn, Silver Golem could provide a nice way to use the equipment. You can also wrath with alot of equipment onboard and then cast him post-wrath, animate X number of equipment attaching Y-X equipment to the X equipment where X is animated equipment and Y is total number of equipment. This could provide a lethal post-wrath stratagy to the #1 wrathing color in the game. This post-wrath stratagy brings up my next topic: Wrath-Effects. Because equipment buffs creatures, you can continually whipe the board and any 1 creature you play can become epically large. This allows you to not extend many creatures onto the board at a time, allowing you to save more creatures in your hand, allowing you to wrath more often, allowing you to gain lots of CA through whiping the opponents board. If you can afford it mishra's workshop would love to be in here. I suggest you run Darksteel Forge to protect your equipment from artifact sweepers. I also suggest running about 10-15 Artifact Mana accelerants, such as Sol Ring, Mana Crypt, Grim Monolith, Mana Vault, Basalt Monolith, Gilded Lotus, etc. I also suggest you run as many man-lands as possible to maximize on post-wrath-creature-with-equipment-face-bashing.
Looks like it could use some work still, but it's a pretty good first-decklist. Keep up the good work!
Cons
- Vintage like format by nature, lots of mechanics.
- Doesn't give a sense of what the rest of magic's staples are (it's nice to know, but is it really that important? He'll pick this up from being around magic players in general.)
- Again, Vintage format, deckbuilding: easy to make deck, nearly impossible to refine a deck to perfection.
- Additional rules to memorize
- Vintage card pool requires an acute understanding of basic rules (Priority, timing, etc.)
- Fair deal of cash to get started
Pro's
+ No need to replace the deck every year!
+ Teaches you how to play magic
+ I'm pretty sure what keeps us all addicted to this format is the feeling of learning something after a tough game
+ Teaches him how to play the game, not the deck - singletons
+ He'll learn lots of cards
+ Because no 2 situations are ever going to be the same, he's going to have to learn to critically analyze each situation as a different one. This is a key part of learning to play magic at a high calibur. Magic is all about critical thinking.
Despite all the cons, I believe, in this instance, that the pros outweigh them. I think in the end he's going to be happier learning the game through the less cutthroat environment. (compared to legacy...)
Hi. I'm curious about *when* exactly you have to name costs for lets say, phyrexian processor or Meddling Mage. Such as in the case of processor, if it's countered, am I still paying the X life? Could anyone copy or link me to a specific place in the comprules for this. Thanks folks
I see your point behind not running Emrakul in alot of your decks. Personally, I really like having a big bomb I can resolve later game against those pesky blue decks (*Cough* Erayo, Azami *Cough*) that is uncounterable and usually swings for lots of CA. The words "can't be countered" makes my face light up whenever I look at Emrakul ... That really says something about the format though...
Predator Flagship seems pretty weak, isn't there something more efficient (you have to pay 12 mana before you even deal with a creature...) that could be run? I'm not saying you should cut it, I'm just curious to why it's made it this far into construction.
Surging Chaos has the right idea on this one. If you're in a 1v1 with one of those Tri-Color generals, disrupt their mana base. You can give Zur a really hard time if you can make sure they're lacking one of their keycolors. To do this you will want to be running as much LD in the form of lands (Wasteland, Stripmine, Tectonic Edge, Dust Bowl). Most notably these are all colorless, so playing >2 colors will be difficult. Green's abilty to ramp into larger end spells quicker could be something to look into, and red has a plethora of "can't counter me" spells. Akroma, Angel of Fury is a great anti-control deck that functions really well. White is probably not going to be your strongest color in this case. Black has some interesting tricks as it is good at tutoring/ exploiting expendable creatures. Black also has the great ability to target the hand. Finally, you could go with the classic "if you can't beat 'em, join 'em. and play blue.
Oh yah, and, running Emrakul as an out never hurts
On a serious note, Mishra's Factory can be untapped with Voltaic Construct and made to be a 9001/9001 after you get infinite mana with a 3 mana artifact. If you want style points, you can't get more than by doing OVER 9000! damage with a land.
Looks like it could use some work still, but it's a pretty good first-decklist. Keep up the good work!
Cons
- Vintage like format by nature, lots of mechanics.
- Doesn't give a sense of what the rest of magic's staples are (it's nice to know, but is it really that important? He'll pick this up from being around magic players in general.)
- Again, Vintage format, deckbuilding: easy to make deck, nearly impossible to refine a deck to perfection.
- Additional rules to memorize
- Vintage card pool requires an acute understanding of basic rules (Priority, timing, etc.)
- Fair deal of cash to get started
Pro's
+ No need to replace the deck every year!
+ Teaches you how to play magic
+ I'm pretty sure what keeps us all addicted to this format is the feeling of learning something after a tough game
+ Teaches him how to play the game, not the deck - singletons
+ He'll learn lots of cards
+ Because no 2 situations are ever going to be the same, he's going to have to learn to critically analyze each situation as a different one. This is a key part of learning to play magic at a high calibur. Magic is all about critical thinking.
Despite all the cons, I believe, in this instance, that the pros outweigh them. I think in the end he's going to be happier learning the game through the less cutthroat environment. (compared to legacy...)
I see your point behind not running Emrakul in alot of your decks. Personally, I really like having a big bomb I can resolve later game against those pesky blue decks (*Cough* Erayo, Azami *Cough*) that is uncounterable and usually swings for lots of CA. The words "can't be countered" makes my face light up whenever I look at Emrakul ... That really says something about the format though...
Oh yah, and, running Emrakul as an out never hurts