Dark Design

Monday, 14 March 2011

no Hidden Agenda


No Hidden Agenda


It’s great when you discover a cool combo or some secret tech for your magic the gathering deck, but your idea can live depending on who plays what in your area. Playing Magic in Brighton I tend to see two different decks.  Variants of blue/white and blue/black control and Goblins.  Well with so many similar decks and having to complete with heavy counter decks and at the same time extremely quick aggro decks there isn’t a lot of room for error. So, this decks unusual for me in that it’s not at all combo based and there is no chicanery at all, infact it’s just exactly what it says on the tin. I call it No Hidden Agenda because that’s exactly what it’s about.

It’s infect its sneaky, but there is no smoke and there are no mirrors  

You will need.


4 plains
4 forest

So what does it do? Well this one’s really really simple you’re trying to get the whispersilk cloak on one of your fatties and it’ll be dead by dawn, the rest of the deck is there to spoil your opponents day and in ways that will seem flippant and maybe even risky at first,  but it will become apparent quickly that the jokes on your opponent.
What am I going on about?
Well life gain to be frank, this deck makes effective use of the fact that you’re trying to win through infect and as such it abuses a few cards that are weighted in your opponents favour for their speed.  Take nature’s claim for example, put simply it’s naturalize, but at a cost, if you want to be able to speed the card up it’s going to cost you a 4 point life swing in a normal deck this is a definite consideration, but in this deck it’s no brainer because you don’t care how much life your opponent as, Oust and Condemn work on the same theory.
Is a midrange deck and what you’re trying to do is get a whispersilk cloak out early game in readiness for the juggernaut or the hydra.   The inkmoths can help you get early damage through and repel the darkness, condemn oust and natures’ claim will help you sort out the other threats. Tangle adder is there for evasion and he makes a decent blocker too.
Planeswalkers will be a pain ,but then they always are. I suggest some adding some fliers to the side board to help with that little problem.

Friday, 4 March 2011

Game Day On Sunday

This is just a quick post to say I will be running a version of Nitroglissarin on Sundays Game day and I  will be posting the results after the weekend... It does mean that I am most certainly playing for the dark side though and i can I help feeling a little bit dirty...

On course I may change my mind and trial my mono white. control.... mmmm decisions ... Any way I hope what ever you play on Sunday you do well...

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...

Sideboard?

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...

 
.

Wednesday, 16 February 2011

I'll let you keep it, but only if I can blow it up later..

We got this one in the post....I beleive from Double Negative? But do write in and clarify if I've got that wrong...

It's a sassy number that's easier on your pocket than it is on your opponent... If it has a message it's very simple...

'I'll let you keep it, but only if I can blow it up later...'

Budge UR Counter Burn. It controls what your opponent plays by being extremely Blue permission based and keeps the board clear using Red burn and sweeps. Jace and Chandra are both alternate win conditions along with budget favorite, Sphinx of Jwar Isle. Here's my list that is up in the wizard forums:

Budget U/R Counter Burn Control

Creatures:


Spells:






Lands:

7x Mountain
5x Island
Sideboard:

1x Slagstorm

The deck's only really bad matchup is Ramp/Valakut which is why Tunnel Ignus and Spreading Seas are in the deck plus Tectonic Edge. Jace Beleren is the most expensive card in the deck but he's extremely neccessary to give you draw power as well as an answer to the format's most expensive card, Jace the Mindsculptor. The Jace 1.0s are worth it for any budget deck that wants to compete. The only problem this deck has is that because of budget restrictions, it can't afford fetchlands. Add Scalding Tarn ASAP.

PS. I would like to slip 2-3 Narcolepsy into this deck. Great Titan tech on a budget.

Sunday, 13 February 2011

Well it's time for another Vader clearout... So have a looksee HERE for another treasure trove of Vader magic.Featuring some very rare artist proofs...Mint Portal 3 Kingdom cards and a few Alphas, other oddites and nonsense... And!  you can also pick up a genuine Vader top 8 stamped Draft pick from some random P.T.round  (note to self ...drafting 5 colour angels is not perhaps the best strategy....).


Friday, 11 February 2011

Kuldotha Forgemaster - We love you

We've been in love with this card ever since we saw it... We've had many goes at getting it into a deck and it seems with good casue...

Because... Kuldotha Forgemaster has hit the mainstream.....

This is Juza's GP list...
.
4x Tezzeret, Agent of Bolas
4x Jace, the Mind Sculptor -
4x Kuldotha Forgemaster
4x Inquisition of Kozilek
1x Duress
2x Preordain
4x Everflowing Chalice
4x Sphere of the Suns
3x Tumble Magnet
3x Ratchet Bomb
1x Myr Battlesphere
1x Mind Slave
1x Blightsteel Colossus
4x Inkmoth Nexus
4x Darkslick Shores
4x Drowned Catacomb
5x Island
7x Swamp
Sideboard
3x Flashfreeze
3x Black Sun's Zenith
1x Platinum Emperion
2x Duress
1x Memoricide
2x Go for the Throat
1x Ratchet Bomb
1x Negate
1x Spell Pierce

Basically the only difference between this and the mastery forgery list, is that Juza uses Jace the Mind Sculptor (obviously being a budget blog we can't) and he uses sphere and chalice to ramp instead of Grand Architect...  He also makes use of main deck disruption, whereas we have that in the sideboard... but then his sideboard contains a card we run main deck... (eg Platinum Emperion...) Appart from these differences the mana base is the same as the post besieiged list ... the bombs are essentially the same and we actually have a few more tricks up our sleeve...(not that I'm saying our deck is better... after all he's the one with the undefeated pro tour record...)

Here's a history of the decks we've made featuring the Forgemaster...

Bog Blue Boom Button
Master Forgery