Standard Fog Machine

by Farrom23 on 01 November 2009

Main Deck (60 cards)

Creatures (4)


Artifacts (8)


Enchantments (4)


Sideboard (11 cards)

Creatures (3)


Instants (3)

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Deck Description

Standard Turbo-Fog Machine.

Mill using Mine and Mythos, and start fogging as soon as they start trying to get damage in, then archive trap to get the card advantage and advance the mill, using Silence to force the discard. Meanwhile, pump out all the 4/4 Angels you can with Luminarch Ascension and the game is in your hands. Sideboard as needed to counter Unstable Footings, disable Planeswalkers, and remove their graveyard.

Deck Tags

  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 2,079 times.

Mana Curve

Mana Symbol Occurrence

1580011

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Standard Fog Machine

i love it being called "fog machine" lol that is great.
i see a lot of people main decking archive trap and i think in many cases that makes for a dead card. i understand people are constantly using fetch lands but not all the time. i would side those main the negates. check out my combo deck and rate it if you get a chance.
+1
http://www.mtgvault.com/ViewDeck.aspx?DeckID=32041

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Posted 01 November 2009 at 15:30

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love it! good take on a standard version of turbo fog. i have been waiting to see somthing like this pop up in the format.

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Posted 01 November 2009 at 16:54

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Thanks!! I was thinking long and hard about Archive Trap and whether to put in Path to Exiles to entice it's trap ability, but decided nah... No need for Path in this deck really, and I'm fine paying it's hard cost considering all you need is one of them to go through to get the card advantage :)

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Posted 01 November 2009 at 18:58

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Looks brutal as hell. I would hate to play this deck... +1 lol. I think I might try it out tonight and let you know how it goes.

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Posted 05 November 2009 at 16:59

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swap out the reliquary towers for seaside citadel to strengthen your mana base

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Posted 06 November 2009 at 06:14

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Ok so I played with the idea a bit and heres what I came up with.

Mana base wasn't really a problem, but created tough choices at times. Luminarch Ascension is showcased brilliantly, however, it almost seems unnecessary. Milling is the obvious win condition, so by the time you are pumping out angels, your opponent probably has a fleet swinging at air. So the mana your spending on angels should be spent strengthening the mill, or ensuring your survival.

I took Luminarch out and for another Silence, Tanglesap, and 2 Mindbreak trap. I didn't see it happen, but 7-8 turns in I was getting nervous that an opponent might be able to counter a Fog, so I was considering Negates, but I believe that by the time it would be important to counter a counter, Mindbreak should be armed. So possible Negate SB? Towards the end of the game your opponent has a hand full for 15 cards and probably enough mana to play half of them, so Mindbreak hits hard.
I also took out Birds for Noble Heirarch (just based on personal preferance).

Overall, definition of Turbo Fog and a force to be reckoned with.

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Posted 06 November 2009 at 14:29

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Puffermad, Reliquary Tower, given that I as well as my opponent will ideally be drawing several cards per turn, is fairly important in this deck style, to allow me to play from 10-12 cards instead of 7, and maximize the fact that I will be milling my opponent to death, but will myself just be collected the cards I need :).

Hopesrise, Thank you so much, that insight into the playtesting of this deck is well appreciated :) I had worried about that happening with Luminarch in some scenarios, that it might just end up being a pretty card in a deck. The Mindbreaks would be great, and I love the Negates for the SB, they're definitely staying there. I will play around with it some more on your suggestions for sure. Thanks!! :)

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Posted 06 November 2009 at 17:55

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This is interesting, I actually really like this idea for Standard but I think you should find a better kill condition incase they just remove the Ascension... which is all they have to really deal with ever. Find a creature with some evasion like Shroud and that can get around creatures really well. Back in the day Shadowmage Infiltrator was great at doing it, he didnt have Shroud but having 3 Toughness helped him out while keeping the hand full. Troll Ascetic is good but unfortunately it can be blocked easily. Im sure youll find something, just keep looking. Mystic Enforcer would have been good here but its out of Type 2 Again. +1 Definetly. Just get a second way to win in here.

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Posted 07 November 2009 at 18:12

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Originally Luminarch's were the second win condition haha, and now it just depends on the draw whether that game will win through Mill, or through Luminarch Ascension :)

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Posted 08 November 2009 at 11:03

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This deck seems very frustrating to play against. Consider adding a few Tome Scours or the Planeswalker Jace Beleren instead of those Luminarch Ascensions. It might be better to have a few castable milling options other than Archive Trap, just in the opponent doesn't search his library.

Also I think Gwafa Hazid, Profiteer fits very nicely in this deck. He'll force your opponent to draw a card, and will disable one of his creatures.

Very cool idea and name. +1

Check out my trap deck, it uses Archive Trap as a game changer as well.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=33389

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Posted 12 November 2009 at 20:22

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I have been considering some Hedron Crabs as another solid 1 drop that helps with card adantage, and I really do like the Gwafa idea a lot and will definitely test it out some :) Thanks!

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Posted 13 November 2009 at 17:13

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