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Author
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Topic: MDF league (Read 6186 times)
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Xilren's Twin
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Here's what I went with for my latest MDF league. I;m currently in week 3. I thought I was in serious trouble as I my only artifact removal for non creature was a Goblin replica but the Molder Slug has been huge for me. It;s a rather high mana curve deck already so most often I was looking to hold out early game still i hit 5-9 mana. Surprisingly, it worked.
Week 1: 5-0 in matches Bringer of the Green Dawn - 5/5, always hardcast for 9, but a free 3/3 a turn is game over Wurmskin Forger - 2/2 but adds 3 +1/+1 counters which can be a huge help Tangle Spider - 3/4 block flyer and play as an instant Fangren Pathcutter - 4/6 gives all attackers trample Spire Golem - 2/4 flying, affinity for islands Molder Slug - 4/6 that makes each play sac an artifact during upkeep, my mvp Needlebug - 2/2, protection from artifacts, can play as an instant Viridian Joiner - 1/2 mana elf, mana=power (used equip and counters to power up) Goblin Replica 2/2, can pay R3 to sac & destroy and artifact Thought Courier 1/1 tap to draw a card, then discard 1 Wizard Replica - 1/3 flyer, sac to counter unless pay 2 Myr Enforcer - 4/4 affinity for artifacts Anodet Lurker - 3/3 get 3 life when it goes to graveyard Tel-Jilad Wolf 2/2 +3/+3 if blocked by artifacts
Heartseeker - +2/+1, tap to unattach and destory target creature Vulshok Morning Start - +2/+2 equipment Horned Helm - +1/+1 can bounce as instant for GG Bonespliter - +2/0
Fireball - red x; what more can you say Barbed Lightning - 3 dam to creature of player, can entwine Electrostatic Bolt - 2 dam to creature or 4 to artifact creature
Serum Visions - draw 1, scry 2 Thirst for Knowledge - draw 3 and discard 2 or 1 artifact Regress - bounce a perm back to hand
Stalking Stones 3 Mountain 3 Island Great Furnace Seat of the Synod 8 Forest
Week 2: no green at all in pack :( Added: Icy Manipulator Damping Matrix - shuts down all activated abilities of creatures and artifacts so my fattys can go to work with no tricks Iron Myr Talisman of Unity
Removed: Anodet Lurker, Bonespliter, Horned Helm, Regress
Went 4-1 that week, getting totally wrecked by a deck packing Reiver Demon (kill all non black non art critters plus a 6/6 flyer body)
Week 3 Tough choices this week. My packs had Another Heartseeker +2/+1, basically pay 5 to tap and kill a critter Spire Golem 2/4 flyer, affinity for islands Death Mask Duplicant - 5/5 for 7 plus can imprint abilties from graveyard creatures Whispersilk Cloak - makes creature unblockable plus can't be targeted Unforge - destroy equipment, do 2 damage to creature equiped Talisman of Indulgence Viridian Acolyte - mana color fixer Vedalken Engineer - add 2 mana for artifacts only Neorok Spy 2/2 unblockable if opponent has an artifact
I've tried a couple of sets but when 1-2 so far against some good decks (razormane manticore is mucho painful).
The rest of the pool: Ęther Spellbomb Arcbound Hybrid Armed Response Assert Authority Awe Strike Barter in Blood Battlegrowth Blind Creeper Bonesplitter Burden of Greed Darksteel Pendant Death-Mask Duplicant Demon's Horn Disarm Disciple of the Vault Dragon's Claw Echoing Courage Essence Drain Fractured Loyalty Frogmite Grimclaw Bats Groffskithur Hallow Inflame Infused Arrows Irradiate Krark-Clan Engineers Krark-Clan Grunt Krark-Clan Shaman Leonin Scimitar Loxodon Anchorite Loxodon Mender Machinate Molten Rain Moriok Scavenger Mourner's Shield Myr Adapter Myr Enforcer Myr Incubator Myr Moonvessel 2 Necrogen Mists Necrogen Spellbomb Neurok Hoversail Neurok Stealthsuit Nim Lasher Opaline Bracers Oxidda Golem Power Conduit Pteron Ghost Raise the Alarm Razor Barrier Skeleton Shard Skyhunter Cub Skyhunter Patrol Slagwurm Armor Soldier Replica Somber Hoverguard Spincrusher Steel Wall Swamp Talisman of Indulgence Tanglebloom Test of Faith Tooth of Chiss-Goria Vicious Betrayal Vulshok Gauntlets Vulshok Sorcerer Wrench Mind
Any suggestions? Or questions for that matter?
Xilrens
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"..but I'm by no means normal." - Schild
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Anonymous
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Wow, that's some fat you got right there... I'll sort your cards and come up with an opinion soon, but the short answer is: cut the fat. More in a bit (I'll edit this post).
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Calantus
Terracotta Army
Posts: 2389
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The above post was mine, didn't realise I wasn't logged in... :/
This pool really wants U/B/r Affinity (try it in the tie-breakers maybe?):
Myr Enforcer Goblin Replica Icy Manipulator Needlebug 2 Spire Golem Talisman of Indulgence Wizard Replica Skeleton Shard Iron Myr
Vulshok Morning Star Bonespliter
Neorok Spy Somber Hoverguard Serum Visions Thirst for Knowledge Thought Courier
Blind Creeper Essence Drain Grimclaw Bats Moriok Scavenger Nim Lasher
Barbed Lightning Electrostatic Bolt Fireball
Stalking Stones 1 Mountain Great Furnace 5 Islands Seat of the Synod 6 Swamps
Of course if you want to keep the fatty green, this is the G/U/r (best colors for the green in this pool IMO) deck I'd recommend:
Goblin Replica Icy Manipulator Iron Myr Needlebug Spire Golem x2 Talisman of Indulgence Talisman of Unity Wizard Replica
Bonesplitter Vulshok Morning Star
Bringer of the Green Dawn Fangren Pathcutter Molder Slug Tangle Spider Tel-Jilad Wolf Viridian Joiner Wurmskin Forger
Neorok Spy Serum Visions Thought Courier
Barbed Lightning Electrostatic Bolt Fireball
Stalking Stones 3 Mountain 5 Island 7 Forest
A bit about why I chose this:
Cutting the enforcer is easy, you don't have enough artis to make it worth it, especially in a deck with so much fat already. I dropped a land because I added in 4 mana accelerators to get the fat out nice and quick, and 17 lands + 4 accel is too much even in a deck like this (I chose a mountain... you have 4 "red" spells and 2 non-land red sources). The bonesplitter and morning star have great synergy with the spy, the 2 spire golems, veridian joiner, and the trample guy. Not a fan of heartseeker to be honest, but if you want it, take out the bonesplitter for it. The thirst I dropped because I find it too expensive in limited if I don't have the artifacts to discard, which you don't (plus you have serum visions and thought courier, you don't need the card draw really). Took out the dampening matrix because it's a sideboard card against decks with insane activated abilities, otherwise it's just as likely to hurt you more. Added in another spire golem because they rock and you need the evasion. Neurok spy doesn't need an explanation. I took out the arti lands and replaced them with basics because nothing in your deck works off artifacts and artifact lands can hurt you. I also moved a forest into an island to better help the spire golems and make blue more regular. Losing a forest shouldn't hurt as you have 2 non-land green sources and all your double green spells are expensive anyway.
Hope that helps.
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schild
Administrator
Posts: 60350
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For a moment there I tried a Wurmskin Forger out in my limited decks (mostly in sealed deck tourneys) and have discovered that it's just total crap and can ruin the tempo of a deck completely. I suggest dropping him and keeping him out. I want like the U/B/R affinity idea above, though looking at the creatures it looks almost as though you could go mono-color about now. Or possibly dual. I'm not entirely sure three colors is a necessary evil at this point. Some people get lucky and 3 colors will still work in terms of draw, but I know better than to even chance that with my decks.
If I catch you online I'll challenge you so I can really see how the deck works. But I agree with the sentiment of just removing the Myr Enforcer altogether. I mean if you want to leave him in, remove the Wurmskin Forger.
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Anonymous
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My suggestion:
Ęther spellbomb Electrostatic Bolt Bonesplitter
Iron Myr Talisman of Unity Talisman of Indulgence Vedalken Engineer Vulshok Morningstar Thought Courier
Goblin Replica Neurok Spy Thirst for Knowledge Barbed Lightning Skeleton Shard Wizard Replica Vulshok Sorcerer
Infused Arrows Frogmite Needlebug Icy Manipulator
2 Spire Golem Somber Hoverguard
Myr Enforcer
Fireball
= 25 spells
Great Furnace Seat of the Synod Swamp 4 Mountain 8 Island
= 15 lands
Green is your worst colour (and the worst colour in Mirrodin block in general). Molder slug does have a certain allure, but the support it needs is just not there. White doesn't look that hot either, so you're faced with playing some combination of your blue, red and black cards. The double spire golem with assorted goodies puts you in heavy blue, so the question becomes which red and/or black cards to play. You'll want to play the red removal headed up by fireball, so the two main options are a blue/black deck with a red splash, or a blue/red deck. I'd go with the more stable two-colour build here. You get to play more artifacts in that deck (this setup has 19), which has synergy with your affinity cards. The skeleton shard is a star in this deck, as it has 8 artifact creatures and the mana to power it up.
Didn't see anyone playing the infused arrows, which is certainly a mistake in any deck that's not mono-coloured. It's good with two colours in play, and really great if you get more. You should routinely get three counters on it with this build, as you have two talismans, an engineer and a swamp to produce other colours than blue or red.
15 lands is an easy choice due to four mana accelerants plus a spellbomb.
I'd not run the stalking stones as they'll make it harder to cast either the sorcerer or the spire golems depending on whether you cut an island or a mountain for them. I rarely ended up playing it in this format. Damping matrix is as likely to hinder you as help you.
Given the large card pool, you have a lot of sideboarding options. It's entirely reasonable to have worked out whole different decks to side into if you meet certain colour combinations. I'd definately give the heartseekers some thought if you run into any non-red or green decks that don't seem too fast. Unforge will probably also find its way into your deck a fair percentage of the time.
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Xilren's Twin
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My suggestion:
Iron Myr 1/1 mana Vedalken Engineer 1/1 Thought Courier 1/1 Goblin Replica 2/2 Neurok Spy 2/2 Wizard Replica 1/3 fly Vulshok Sorcerer 1/1 tim Frogmite 2/2 Needlebug 2/2 2 Spire Golem 2/4 fly Somber Hoverguard 3/2 fly Myr Enforcer 4/4
= 13 critters My issue with this sort of build is very few of those creatures look good enough to win me games. Other than the flyers, who aren't very scary nor tough (3 artifacts and a 2 toughness guy), and the Spy, it's a bunch of gray ogres and 1/1 with limited special abilities, and one 4/4 guy. Yeah, i've got 2 equipment to power them up, but everyone does. Best case, i have 6 creatures I think can actually use to win with, plus 1 fireball. I just dont think that's going to get it done. Not enough offense, nor enough defense to commit to either path. That why I went green on weeks 1 and 2. It's my least favorite color, but if an opponent plays a single 4/4 or better against this config i'm basically done. That's how i won 9 of my first 10 matches; playing one or more 3/4, 4/6, or 5/5 guys they couldn't deal with and tricks/removal to get them through. It's definately a slow deck, which has given me problems, (when i do run mana shy it's almost an auto loss) and it's lack of true artifact removal it a huge weakness. But the other builds I fooled with didn;t look to have enough win conditions to work. Didn't see anyone playing the infused arrows, which is certainly a mistake in any deck that's not mono-coloured. It's good with two colours in play, and really great if you get more. You should routinely get three counters on it with this build, as you have two talismans, an engineer and a swamp to produceother colours than blue or red. Not sure I agree with this logic. Typically it's a one shot effect card for 4, plus it's sitting there so your opponent knows it's combat trick value. Is this a card that helps you win compared to including another 2/2 or 3/3 creature or even a decent instant? Hell if it would at least go to the graveyard upon use you might could recurse it a bit but once its counters have been used it's a dead card sitting in play. Not a huge fan. Sadly, i lost 2 more matches so I'm 10-5 after starting 9-1. Crapola. Can't complain too much as I really should have lost them. One to a Goblin Charbelcher heavy mountain deck which was just brutal (no real artifact removal for me plus reuseable art damage=yikes. The other to a decent white black deck that was just too fast for me. For example, the black Slith plus a morningstar plus a 1/3 white flyer by the time i got to 4 mana was just too much to keep up with. Tried to sub defensive for game 2 but it wasn't enough. So, i shall be very insterested to see what the final week's booster brings. I'll keep playing with configs this week in tiebreaker games to see what i like and what I don't. Thanks for the suggestions everyone. Xilren
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"..but I'm by no means normal." - Schild
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Anonymous
Guest
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OK, infused arrows is really good. It screws up their combat math a lot, and it can be re-used! That is key! If you get 4 counters on it, you can use 2 point to finish off a big guy you blocked, then kill another 2/2 later.
I do agree with your general comments about a bunch of "meh" guys.
I started a league last night and I played a deck based on Molder Slug, Karstoderm, Fangren Hunter and Harvester of Sorrow. (I might be making that name up, the black 5/6 guy who forces opponents to sac 2 permanents.)
Molder Slug won a bunch of games on his own. I won more than one game by outright concession when the opponent was not in immediate danger.
My build only had artifacts for mana accel and card drawing. Myr, Talisman, Spellbomb, Chromatic Sphere, Pentad Prism. And a Loxodon Warhammer, because it really is that good. (A must play in limited)
With this build I can detroy artifacts, and am basically immune to artifact hate.
I went 3-2, but that's really because I just don't have enough cards to make a 2 color deck and had to run some pretty weak filler. I got some great cards but pretty spread out over 5 colors, and my artifacts were pretty weak overall. I ran Black/Green because black was my only other color with more than 3 or 4 playable cards. Most of my good playable cards had double color CC so 3 color wasn't an option.
Hopefully one of my colors will fill in next week and I can make a more solid 2-color deck. (My red has some nice stuff in it but is just too thin overall)
I would NOT play workskin forger or bringer if I only expected to hardcast him for the green cost. As you go by in time people have more answers and quicker decks, more evasion, etc. If you are looking to hardcast bringer it will be at best case turn 6 or so, assuming you do nothing but accelerate mana, and much more likely to be turn 7-8 or later. Molder Slug has a bigger rear (important for guys you really want to keep around for special abilities) and can come out pretty reliably on turn 4.
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Anonymous
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I cleared my cookies and logged in, and I'm still guest...any suggestions?
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schild
Administrator
Posts: 60350
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I cleared my cookies and logged in, and I'm still guest...any suggestions? I can delete your old account and you can remake it. POST COUNT GOES BYE BYE.
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Margalis
Terracotta Army
Posts: 12335
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Seems to be working ok now...
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vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
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