Puschkin

112 Decks, 2,325 Comments, 1,030 Reputation

Yeah, don't do that. If you mix reanimation, you'll get to the point where this becomes a reanimator deck very fast. I mean, if you can Entomb and Reanimate any creature you want, why then play Triplets at all? You could do that with Griselbrand instead and before you know it, you are playing with your grave instead with your opponent's cards.

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Posted 05 September 2014 at 09:43 in reply to #500646 on The Violater

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The Guided Passage make it a little bit mire complex, but yes, it's a simple deck :) Sometimes simple solutions work the best.
I am still waiting for R&D to print another version of the Blasts, then I could run 24 of them, probably eliminating the need to recycle the 16 I have now. It would simplify things even more.

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Posted 05 September 2014 at 09:38 in reply to #500668 on Blast from the Past (30$)

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Junk Diver itself is only 3 mana, yes, but what do I fetch with it? You mean another Junk Diver?
See, this is for multiplayer. After I nuked everything, I will basically play against everybody else because a) I made them angry and b) they don't want a second Cataclysm. Which means I can't afford to slowly build up again. For the same reason I didn't include Ivory Gagrgoyle, as tempting as it was.

But yes, was very worth suggesting! It might still make it's way into the deck at some point, simply to get back any artifact mana I had to sacrifice to Cataclysm!

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Posted 05 September 2014 at 06:45 in reply to #500501 on Pick wisely

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Mystical Tutor is restricted.
One Eternal Dragon is all I have but I already added more to my wantlist because of this deck :)

Problem with stuff like Junk Diver: It only gets things back into my hand. But after a Cataclysm, I may be in better shape than my opponents, but but still won't have enough mana to replay everything.

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Posted 04 September 2014 at 21:39 in reply to #500501 on Pick wisely

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Ugh, yes, It that Betrays would be a game winner, but it costs 12 mana and I have no alternate ways to cast stuff and all my reanimation only works on things that already were in play ... with the exception if Mistmoon Griffin, hehe. Okay, I got to include a single It that Betrays - but if that ever works, I will blame you on it, deal?

Second Sunrise needs Tormod's Crypt to work (and even then it screws only a single opponent and I need both plus Cataclysm to work in the same turn which puts me in the realm of combo. I don't want to go there, but good thinking!

I once played an aggressive Cataclysm deck that had white, green and black (actually it was my Extended deck for league play for while). I don't really need black here, though, and the deck is already full. Black would have been the next colour to add if I hadn't found enough creatures that fit the bill.

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"So...if you have, let us say, a card that counts for: 1) An artifact 2) Enchantment 3) Land 4) Creature.
Could you sack that one card and let it count for all of them?
Example: Can you sack the Spear and have it count toward both 1) Artifact AND 2) Enchantment?"

You seem to misread Cataclysm. If I cast that, everybody has to sac EVERYTHING he has EXCEPT one of each permanent type. And if I have something like Spear of Heliod, I can KEEP him as either my artifact or enchantment.

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Posted 04 September 2014 at 19:37 in reply to #500438 on Pick wisely

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Made a new multiplayer deck that abuses Cataclysm.
http://www.mtgvault.com/puschkin/decks/pick-wisely/

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Posted 04 September 2014 at 10:41 as a comment on Puschkin, please help me!

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White would also allow you to run Children of Korlis. They allow you to pump your Wall of Blood to 38 :)

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Posted 04 September 2014 at 08:20 in reply to #500362 on $11 Turn 2 Win (No Rares!)

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The problem is, if I run Rectors, then my opponents can grab them once a Shared Fate is in play. It would defeat the purpose of this deck.

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Posted 04 September 2014 at 07:51 in reply to #500360 on Shared Fate

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Well, Righteousness is a rare, albeit a very cheap one.

The good thing about Tribe is that
a) you can discard to it all cards you don't need (read, excess combo pieces for example), so even a bad hand is still a hand that can fule Tribe
b) If the opponent doesn't have a blocker on turn 2, you can simply attack with it (in addition to Flinging it if needed), so the number of cards you have to discard isn't that great

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Posted 04 September 2014 at 07:49 in reply to #500362 on $11 Turn 2 Win (No Rares!)

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You asked me, so bear with me:
I don't see the point in aiming for a turn 2 win if you have to sacrifice that much consistency in order to achieve that. It means you will have your spectacular win in, say, 1 out of 100 games but you'll lose the other 99 horribly. And that isn't exactly fun for either of you. Which is also the main reason I don't like combo decks to begin with - basically, both players are playing Solitaire Magic. You just shuffle your deck and ask "did you draw your dream hand this time?" and then decide the winner without even playing.
And yes, your chances won't be better than 1 in a 100. The chance to draw both Dark Ritual and Wall of Blood in your opening hand is already as low as something around 12% (if you had 4 Rituals, that is). Now add three more cards you have to draw.

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This deck is convoluted. It not only needs 5 different cards (4 of which don't have a replacement) to go off, it also requires the opponent to attack. To my mind it would be a lot easier to forget about the Glyph and instead go for something that gives you just that one extra life you need to be able to pump the Wall of Blood to 20. In either case, turn 2 is so unrealistical that I can only recommend to aim for turn 3, maybe 4, which leaves us that much more room. And whatever it is: It should be better than Tireless Tribe/About Face combo you could play instead, which is actually a lot easier to pull off than this one. In fact, I think you could combine this deck and a regular Face/Tribe deck and complement it with the Wall of Blood and Fling, then add Righteousness (instead of Glyphs). Turn 2 kills are more likely then and turn 3 or 4 kind of consistent. Only problem would be to get the mana right if you don't allow rares.

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Posted 04 September 2014 at 07:32 as a comment on $11 Turn 2 Win (No Rares!)

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The Rest in Peace Energy Field combo IS good, but not at 2 copies each since each card doesn't do much on it's own! Yes, you have tutors but you also need them to get your Triplets.

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Posted 03 September 2014 at 07:56 in reply to #499816 on The Violater

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There was one occasion during my sample draws where you went off second turn. However, this required him to
a) not mulligan even though he had only one Island in hand (second one was on top of librabry
b) to Force of Will his own Memnite (lol)

After that stunt he had an active Erayo and Faeries in play but only one card in hand (Arcane Lab). He wouldn't draw a third Island soon, so that Lab was dead in his hand. He might still win if the opponent's deck was very expensive but most decks should be able to overcome him at that point.

And yes, this deck is hard to build but very potent, you'll probably tinker with it forever. Which is a very good exercise BTW. This deck is a rare combination of Combo and Control.

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Posted 02 September 2014 at 21:31 in reply to #499862 on I made you Quit playing Magic!

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BTW, no matter how many times you click "draw a sample hand", you will never get an opening hand that is able to pull this off in the second turn, even if you count in the next two draws (assuming you go second).

What this deck actually needs is library manipulation and mana acceleration. You have nothing to do on turn one, which is bad - that turn should be used to play something like Brainstorm which helps setting up. And the good thing about Brainstorms and mana accelerators is that they count towards the 4 spells for Erayo - so, if you play a Mox (Chrome or Diamond) or a Lotus Petal, you not only have one more mana to cast something like Brainstorm, the Mox/Petal itself also counts for Erayo. This way you will increase the probability to get off tremendously - or let's say, this is the only chance to see it happen at all!

EDIT:
And the next problem is:
Even if you get the perfect hand OR if you add those library manipulators and mana accelerators ... even then, every scenario that pulls off a second turn Erayo flipped will leave with an almost empty hand, defenseless. The only thing you achieved at that point is that the opponent can counter one spell per turn. If the opponent is able to cast two creatures or a random spell plus a card that kills Erayo, you are dead.

So, my verdict:
Do NOT try to pull this off turn two! And not turn 3 either ... You actually have to play this like a control deck for a few turns and then try to go off later. And I think cards like Memnite aren't the way to go in this setup. You need cards that help you to survive until that turn where you want to flip Erayo.

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Posted 02 September 2014 at 16:18 as a comment on I made you Quit playing Magic!

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To be fair, Acane Lab decks aren't exactly a new invention, with or without Erayo, there have been tournament decks around this concept (albeit Legacy and Vintage ones) and I can tell you that my casual playgroup has also seen an Arcane Lab deck (with Standstill instead of Erayo, it was a multiplayer built). But there is lots of room for innovation and usually no two Lab decks look the same. It's one of those decks where seemingly small choices make a huge difference, for example, if you focus on Capsize as your main defense, the entire deck structure will look different and your support cards will be much different.

And to answer your initial question: This is not a flaw of MTG, just one of many ways how to play this game (and far from unbeatable). It is, however, highly annoying and generally doesn't generate entertaining games unless you are somewhat of sadistic/masochistic nature ;)
And there have been so many decks in the history of Magic that are as annoying as this one and yet the game thrived, so I tend to claim that this is just part of the game. However, having said that, the owner of the Arcane Lab deck of our group has been ... erm ... let's say "encouraged" ... to not play this deck again in multiplayer :P

(fun story about that deck: My buddy wanted to build a deck around Standstill and asked for help. So we co-build the deck and added Arcane Laboratory at some point. It turned out to be the key card next to Standstill. Although I technically own half the credit for that deck, I never emphasized on that fact and was glad that my buddy was the one playing this, so HE would get all the hate :P )

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Posted 02 September 2014 at 10:21 in reply to #499815 on I made you Quit playing Magic!

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There you go. You might also want to check out this deck of mine because it does exactly what you want to accomplish, just in a very different way:

http://www.mtgvault.com/puschkin/decks/shared-fate/

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Posted 02 September 2014 at 10:07 in reply to #497983 on Puschkin, please help me!

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You might also want to check out this deck of mine because it does exactly what you want to accomplish, just in a very different way:

http://www.mtgvault.com/puschkin/decks/shared-fate/

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Posted 02 September 2014 at 10:07 as a comment on The Violater

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The challenge was to build a fun deck and your answer is "The only purpose of this deck is to annoy my brother as much as possible" and " i want to keep the main idea of this deck... humiliate your opponent" ... yeah, that will surely do the trick :D

But anyway, you have a solid description and vision of what you want to achieve and already a decent decklist, this is the perfect playground for me. However, since your goal is to use your brother's decks against him, it would be beneficial to know what kind of decks your brother usually plays. Are they creature heavy? If so, small or big? Blind aggression or tricks? Or does he prefer combo? Or control? This is very important since you are on different clocks.
Another question would be if you want this to stay Legacy legal.

Anyway, here we go:

* Thada Adel, Acquisitor looks like it was made for this deck :) It's especially useful to snatch artifact mana from your opponent to get rolling.

* Tinker should be in here to get the Triplets. Works well with Thada :P You don't run many artifacts now so you might lack sacrifice material, however, I will make many suggestions, so consider Tinker when you are done with the rest.

* Rest in Peace + Energy Field is a solid combo to stay alive, however, that won't happen at 2 copies apiece (and they are both next to useless on their own). Since you'll need deck space, I would remove that combo altogether.

* If you truly want to play with your opponent's cards and your goal is to annoy and humilate ... then the ultimate card for you is MINDSLAVER, both in name/flavour and what it does ingame! I see it's in the sideboard but it really should be maindeck, way over something like Helm of Obediance for example.

* Desecration Demon looks like out of place. It's a good card (in an aggressive deck) and I agree that you need a win condition on your own in case the opponent plays control as well. However, this guy doesn't really fit, mostly because he isn't a reliable blocker (opponent can tap him during HIS combat step) and because of the double-black he costs. I would have expected something like good old Morphling instead here but considering your theme I'd say play Keiga, the Tide Star instead. That or Phyrexian Metamorph which is faster and much more flexible.

So, this is what I would change for sure regardless of what you brother is playing. Rest in Peace and Energy Field goes in favour of Tinker, 2 Thada Adel and a Mindslaver, Desecration Demon is removed in favour of Keigas or Metamorphs.

Then, depending on your brothers decks, make more adjustments. Bribery for example should be in if he perefers fatties, Reins of Power if he prefers weenies etc. First card to go would probably be the Helm of Obedience.

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Posted 02 September 2014 at 10:00 as a comment on The Violater

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You might want to check out this one then:
http://www.mtgvault.com/puschkin/decks/maralen-lockdown/

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Posted 01 September 2014 at 07:19 in reply to #499539 on I made you Quit playing Magic!

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Don't get fooled by the description of turn 2 - while there are many combinations for the lock on turn two, it will still be very hard to get everything you need that early.

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Posted 01 September 2014 at 06:45 in reply to #499520 on I made you Quit playing Magic!

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Why don't you play Arcane Lab 4 times!?

Black Vise as the kill card! Chroneatog can be stopped by any random regenerator, Fog Bank or something like this. But most importantly, you can play it on turn one where you don't have anything to do.

I am surprised that this doesn't run Standstill.

As much as I like Cathedral of War, it's pretty pointless in this. Should be Mishra's Factories or Wastelands (if you can afford them).

Assuming that the sidesboard is a real sideboard and not cards you consider adding: Put Reins of Power in it! That's the dick-move that will make them quit Magic if they haven't already in the first game ...

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Posted 31 August 2014 at 21:10 as a comment on I made you Quit playing Magic!

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