Dark Design

Sunday, 20 February 2011

Gordon Vader's Marvellous Mechanical Mouse organ

Well it's been a while, but fret not dear travellers  I've been far from idle. In between keeping the planes safe and drinking heavily I took time to tnker with some new spells. So it's a little bit overdue, but it's a fun and it's cheap and it's nuts. Ladies and Gentlmen I give you my new deck  I call it....

Gordon Vader's Marvellous Mechanical Mouse Organ...

for reasons that will probably never be entirely clear....
You will need. 

3 Wall of Vines
4 Overgrown Battlement
3 Wall of Tanglecord
4 Myr Battlesphere
4 Myr Turbine
4 Luminarch Ascension
4 Throne of Geth
4 Everflowing Chalice
3 Ancient Stirrings
3 Contagion Clasp

Lands ... I am currently still trying different options and so far the following list is working... But you could swap out the Oran Reif's for some Sun Petal Groves.

4 Mystifying Maze
2 Stirring Wildwood
4 Oran-Rief The VastWood
4 Razorverge Thicket
4 Tectonic Edge
3 Plains
3 Forest

So what's the plan?  Well i had a look at the top 8 Paris dcks and I figured we'd be seeing a lot of birds with swords... So with this in mind I decided to build a counter offensive.

This one's a builder. It's gonna come out in three different directions, all of them sideways and it'll hold it's own while it does it.  Big Walls with reach will keep bladed hawks and signal pests at bay and if that doesn't work then exiling and de-euipping them with the maze will soon sort them out...

So how does it win? Ok there's a simple combo hidden in the depths of the deck and by the time it happens your opponent won't be able to do much about it, but we'll get to that in a second because the real agenda is getting that Luminarch Ascension online, because the real win for this deck is a storm of angels.

Won't they see it coming? Well you''re half right... Yes of course as soon as you plant the enchantment they'll be on high alert. You may find your opponent changes tactics. Jaces will be set to work digging deeper looking for Into the Roils or Days of Judgement and mid range players may suddenly show their fangs, but importanlty if they go on the attack then that will leave you free to persue the first hidden agenda, which is to get a turbine into play. Aggro players will give you the hardest run, but there are enough walls to keep them out. If they do leave you alone long enough to get a counter on the ascension then that's all you're going to need. Although there are some big defenders in the deck they are really there for another reason.... RAMP!...
The deck ramps in two different ways. .  The first is the Walls... Overgrown Battlement will not only hold off a goblin guide, but add a couple of other walls and tthe deck's secret misssion is not going to be far away...

The other route to mana city is obviously the chalice and throne routine and the myr turbine will  help supercharge it...

Early game there are a decent amount of defenders and even the meekest of them will hold off the dreaded squadron hawk and with some tinkering the Oran rief can give them a little boost, You might think its a lot of effort for +1 counter, but  it taps for green and a turn two wall of vines with a counter will send the pesky signal pest to an much needed early grave.

So whats this combo then? Well... what you want is a Myr Turbine as early as possible and with a little tinkering and some proliferating ,it won't be long before you get the Myr Battlesphere. and a Battelsphere plus a turbine is actuually two battlespheres and that is gonna be game. add more turbine and get more Battlespheres...

Sneaking in battlespheres (even in response to a doom blade) is one way to win, but don't forget you can also light up the heavens with an army of angels...


I'd recommend Tajuru Preservers in case you come across Eldrazi ramp and Leyline of Sanctity incase you meet Valakut..Revoke Existance is also good versus today's game and you may even find a home for fog.

I have also tested an alternative version of this deck involving Steel Overseers over the Wall of Vines,, In this option obviously you can drpp the Oran Riefs for Sunpetal Groves...

So how does it play?

Well, you'll have to build it yourself to see, but the honest answer is pretty well... A good turn one is to find the throne or the turbine or the chalice, with the nncient stirrings..(Ideally you'll have any two of these and will only need to find the third).

A turn two could be a clasp or a chalice or a battlement or an ascension... Don;t worry too much about getting the counters on the acension, you should be able to get one on and then the rest is done by proliferating, so have a giggle while your opponent is forced to waste their removal on one mana walls and squander theor burn just to keep down the enchantment that soon they won't be able to stop at all. and I guarentee they won't see the batt;esphere and the turbine trick before it's too late...