Brownstone beats Keeper.....

Beyond Dominia: The Type One Magic Mill: Tournament Archive -- ALL TOURNAMENT REPORT THREADS GO HERE: Brownstone beats Keeper.....

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By Sssmwc (Sssmwc) on Thursday, November 01, 2001 - 12:09 am:

...or it does when Azhrei plays against Matt anyways. But seriously this is the most recent version of the deck that I have created, crafted, and will probably play for the next several months (if not longer). In playtesting it competes favorably with Keeper and most other decks in its vein (non mono colored control decks). I have NOT had a chance to play against BBS with it but look forward to testing against it. The removal works well against aggro (which was the prevalent metagame until the recent influx of control with the last Richmond Comix T1) and the sheer number of 'must counter bombs' the deck contains starts at the 1 slot with Goblin Welder and goes upto the usual suspects like Mind Twist, Masticore, etc. With this deck Goblin Welder is THE THREAT you must deal with. An active welder can start turning Moxen into Memory Jars, and really lets you abuse Masticore even more thoroughly than usually possible (discard Processor to Masticore, weld it back in, pay 10 make a critter etc). With out further introduction here is the decklist and some explanation of the why's and hows for the deck's components:

Creatures:
4 Goblin Welder
3 Masticore
3 Covetous Dragon
2 Gorilla Shaman
1 Karn, Silver Golem
1 Phyrexian Colossus

Spells:
3 Fire/Ice
2 Fact or Fiction
1 Disenchant
1 Ancestral Recall
1 Mystical Tutor
1 Timetwister
1 Tinker
1 Mind Twist
1 Balance
1 Vampiric Tutor
1 Yawgmoth's Will
1 Time Walk
1 Demonic Tutor

Artifacts:
1 Voltaic Key
1 Mana Vault
1 Grim Monolith
1 Memory Jar

Mana:
4 Badlands
4 Volcanic Islands
4 City of Brass
2 Wasteland
2 Mishra's Factory
1 Strip Mine
1 Tolarian Academy
1 Library of Alexandria
1 Black Lotus
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Sapphire
1 Mox Pearl
1 Sol Ring

Notes:
I'll be the first to say this deck may not be right for your metagame. It was crafted with an eye on the aggro decks around Richmond while maintaining the ability to beat control. Combo really does not exist in the local metagame (well besides my illfated attempted at an Underworld Dreams deck). The land usually does not get me mana screwed and if it does it is wanting to have a CoB so I can play Disenchant. The key card slots I am reconsidering are:
-Disenchant (was previously a Seal of Cleansing but I switched since I can mystical for Disenchant).
-Balance (is a broken card but I don't believe I have ever cast, tutored for it, or needed it. I usually have a Fatty in play and I can remove most of the threats in play against me).
-Phyrexian Colossus (a huge nigh-unblockable threat that is easy abusable with Key or Welder. But straight casting it is a bitch and I don't want to see this guy in my opening hand).
-Timetwister (possibly removed due to the amount of cook in the local metagame. Refilling the gun for SRB is what some consider 'bad').

Possible candidates for Main Deck:
-Phryexian Processor (abusable with Welder, Key, etc. While this is ass vs SRB, I should be able to squeeze out atleast one or two 10/10s before its removed)
-Mishra's Helix (someone told me most control decks need mana to operate. This plus the 3 Shaman [the 2 actual Gorillas and the Gorilla on steriods ie Karn] make for some good mana denial)
-Standstill (first turn Masticore, 2nd turn Standstill sounds like a beating to me)

The SB right now looks somewhat like this:
3 REB
2 Blood Oath
3 Anarchy
1 Helix
1 Processor
2 Bottle Gnomes
3 BEB

This is truly an Aggro deck with the feel of a combo deck since it can just "go off" with a 1st Turn Dragon or 'Core and just abuses the restricted list. Please let me know what you think. During playtesting this beats Keeper 60/40 if not at a better clip (though versions with Shaman are a tougher match up but hence the Fire/Ice).


By Azhrei (Azhrei) on Thursday, November 01, 2001 - 12:36 am:

It IS true-- I almost had Matt giving up on control after a few games.

Your two Factories should be WASTELANDS!

Seal of Cleansing over Disenchant.


By Sssmwc (Sssmwc) on Thursday, November 01, 2001 - 07:20 am:

I do see your point about the wastelands over the factories--Matt's Library killed me in game 2 during the tournament.

But what is the arguement for Seal over Disenchant? I can MysTutor for Disenchant but can only DemTutor for Seal and I have only 5 sources of White in the deck.


By Spiritmonger on Thursday, November 01, 2001 - 07:31 am:

This is just a suggestion and you may think it's a stupid one, but Mishra's Workshop could easily find it's way in there. Triskelions have great synergy with Goblin Welder (put two in graveyard, then cycle them out for 6 damage a turn, and with mishra's workshops this can be accomplished by turn 3). I didn't see Wheel of Fortune in this deck, but if it plays out fast I would recommend adding them. Also, maybe in the fire/ice's spot, you should probably run at lest 3 Lightning Bolts because they are just so fast and helpful. The deck looks very fun and original, I hope that I helped you in some way. Oh, one last thing, I think Disenchant is better then Seal of Cleasning, it can be found easier, it has the elements of surprise, and you won't have to wait (think about it, they play an enchantment and you disenchant, where if you had seal of cleansing they would just remove it with a disenchant of their own, first, although this might not be interely bad).

Good-bye!


By SliverKing on Thursday, November 01, 2001 - 08:17 am:

The flip side of Seal vs Disenchant is that you have very few white sources. Seal lets you play it when you have the city. Then future wastelands, miners, etc dont totally wreck your ability to play it. Also it has synergy with Will.

and oh yeah...

Overnight Sensation owns you!!!!!


By Matt D'Avanzo, the Sylvan Librarian (Matt) on Thursday, November 01, 2001 - 12:30 pm:

Seriously, this deck is not bad at all--I'm a believer. I think in the 5 games Az and I played every turn one was some ridiculously explosive draw. Playing against it is like playing combo...mulliganing into FoW is not bad. It does get much easier after boarding though. StP can stop any of the threats and Disenchant/Seal stops quote a few.

--Matt


By Sssmwc (Sssmwc) on Thursday, November 01, 2001 - 04:51 pm:

I do agree with Matt about Brownstone's exposure to disruption.

Wheel of Fortune does not fit well in the local metagame I play in. Giving SRB 7 new cards after they have emptied their hand would hurt too much. I previously did have Bolt in the Fire/Ice slot but being able kill Shaman and Pup is what I really needed. Bolts to the dome aren't really needed too much. After SB against control the Fire/Ice turn into REB and Blood Oath so the 'dome' strategy would be more viable.

The problem with Workshops (besides having traded the 2 I had for the two Abyss I have)is it is dead for most of the brokenness I am going to be casting. The only artifacts I will be casting are Jar, 'Core, Monolith, Vault, Karn. The artifacts are most about acceleration.

Focusing on the control matchup, I'm thinking REB, Blood Oath might be a good idea. Would Duress be good also to take away FoW or Drain? It would be good protection for the 'combo' turn (the deck usually has atleast one turn if not two where it goes off).

I really think I'm going to need to test Seal vs Disenchant more. Its a dead card vs SRB but is gold vs control (kill Abyss, etc).


By FeverDog (Feverdog) on Friday, November 02, 2001 - 12:24 am:

I dont like running only 6 real threats, i mean neither of them are untargetable even if Masti has regen it wont save him from StP. I do like the deck though, i just think you could play a few more creatures and cut a few "toys", i mean do you really need the white in there?


By Azhrei (Azhrei) on Friday, November 02, 2001 - 01:28 am:

I see eight solid victory conditions and 4 Welders that are great since who StoPs anymore?


By Sssmwc (Sssmwc) on Friday, November 02, 2001 - 11:48 am:

The white is optional. No one plays StP (besides the one WW player each tourny) so I'm not too worried that. Last tourny I has both a 'Core and Dragon StP'd and it actually HELPED me survive the first swarm of critters until I could stabilize with an active 'Core and draw into Fire/Ice.

By 'toys' what do you mean?


By FeverDog (Feverdog) on Friday, November 02, 2001 - 12:35 pm:

the main problem i have with the deck is that i dont feel you have enough artifacts to truly abuse Welder, i mean Masticore is great and there are a few neat tricks in there but i think you should add a few more artifacts. I think Processor would be good and maybe try Teekas dragon instead of the Colossus, i mean they both beat down hard but you dont need a Voltaic Key or Welder to attack more than once with it.


By Azhrei (Azhrei) on Friday, November 02, 2001 - 01:09 pm:

I think the lack of "toys" is helpful. It makes for a more focused main deck and keeps the specific hosers to the SB where they belong-- we have too diverse a metagame to really go too much against control -OR- aggro since you're as likely to hit one or the other now.


By Sssmwc (Sssmwc) on Saturday, November 03, 2001 - 06:56 pm:

The Mishra's are now Wastelands. While the deck lacks some of the explosiveness that City of Traitors provides, the ability to hurt Keeper/OSE in the early game is better (ie they MUST have the FoW).


By Azhrei (Azhrei) on Saturday, November 03, 2001 - 07:01 pm:

Good. I think that will provide much-needed disruption to the deck, as most of the games I won against Matt were when I drew 1-2 Wastelands early on since my mana development was through the roof despite the 1:1 land trade.


By Sssmwc (Sssmwc) on Saturday, November 03, 2001 - 11:53 pm:

I'm still trying to decide about the Colossus and the Balance. The balance could be an Edict and would fit in better with the existing mana base of the deck.


By Matt D'Avanzo, the Sylvan Librarian (Matt) on Sunday, November 04, 2001 - 04:13 am:

Balance and a shit-load of artifact mana = combo.

It really is one more way to dump your hand and be broken on turn one. Wheel, Jar/Tinker, Twsiter, Mindtwist, AND Balance. I'd use all of them I think.

Do you use Mana Crypt in your deck?

--Matt


By yxhuvud on Monday, November 05, 2001 - 09:30 pm:

why is there a library in the deck? this sure looks like a deck that empties it's hand fast


By Sssmwc, Keeper of the Funker (Sssmwc) on Monday, November 12, 2001 - 12:07 pm:

With the SRB in the comix metagame the possible bolt from the crypt each turn hurts.


By John`O (Johno) on Monday, November 12, 2001 - 12:18 pm:

How about a Citunal Flute, then you
can Tinker for a Welder :)

John


By Sssmwc, Keeper of the Funker (Sssmwc) on Monday, November 12, 2001 - 01:09 pm:

The deck has some tricks in it but the Flute would be situational I think.


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Monday, November 12, 2001 - 01:44 pm:

Control Stacker?


By Sssmwc, Keeper of the Funker (Sssmwc) on Monday, November 12, 2001 - 02:24 pm:

Hmm, the deck does go into a controllish mode sometimes vs Aggro (Karn is great vs. SuiBlack and Sligh).


By Sssmwc, Keeper of the Funker (Sssmwc) on Monday, November 12, 2001 - 08:29 pm:

I am still trying to figure out why my matches seem to be taking the better part of 50 minutes each round (Az, SliverKing, URMage and everyone at comix can attest to this). For all the brokenness in the deck you'd think it would be faster one way or the other.


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