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The Classic Storm Combo Primer, Part 1 |
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dangerlinto
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Topic: The Classic Storm Combo Primer, Part 1Posted: 13 Mar 2007 at 7:28am |
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This thread is for discussion of the article: The Classic Storm Combo Primer, Part 1 |
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DJ Catchem
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Posted: 13 Mar 2007 at 8:13am |
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Thanks for putting it up, Danger! Looks great!
...er, except that when you click into the article, it still says Evu wrote it. =P
--->DJ
--->I also apologize twice...once because that must ahve been a bear to edit, and again because part two is about 6 times longer...
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dangerlinto
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Posted: 13 Mar 2007 at 9:31am |
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<ninja edit>
Now, on to my analysis.
Of course you know that I agree with you on most points with storm - especially after vampiric tutor testing showed it was essentially game over as soon as you drew the tutored card. And Serum Visions is just fine in the deck over brainstom where the shuffle potential is muted.
But this assertion:
"To put it bluntly, there isn’t a single faster deck available in Classic". (which I used in the byline) I think is incorrect.
Let's, take for example, Protean Hulk. Hulk's turn one win hand looks like this:
Swamp, Ritual, Therapy, Hulk, Grave, #6, #7
You storm's turn one Desire hand looks like this
Land, Ritual, LED, Desire, Sins of the Past, #6, #7
Now, even if you get, say a Chrome Mox in there, and can lay it down, you are looking at a storm of 4. Lets pretend you are crazy lucky with any other ritual and you just float the extra mana. That's five - which should be lethal. Now I bolded Sins of the past for a reason - you only have one of it main deck. The chances of you getting the turn one had are far below what Hulk can do. In fact, your chances for a turn 2 win are even below what dragon can usually pull off, given that it has win conditions out the wazoo.
This doesn't mean I think Storm is worse than those two decks - far from it. But Storm simply isn't ever going to go off on turn 1, sometimes 2 and sometimes 3. Anytime after that and you are just hoping to out race aggro and the hate.
That beig said, your version of storm here is easily the most resiliant form available. First of all, you probably will get a turn 2-3 goldfish any number of times. Im sure your testing will show a high percentage.
The problems with hulk and dragon is that if you run up against control, you can't just shrug aside counterspells the same way Storm can. Hulk runs a nice suite of anti counter hate, but it's can't hope to run it all out while drawing like a madman - hulk's weakness lay in all the useless topdecks it can get.
Dragon suffers from the fact that almost any hate is unrecoverable from - losing all your permanents is a game-ender.
Storm gets to concentrate all it's anti-hate where is needs it and it does so very well.
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DJ Catchem
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Posted: 13 Mar 2007 at 10:24am |
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I do stand by the above statement, although I do believe it needs some clarification.
There are, of course, several Classic decks that can all lay claim to the 'Fastest Deck' title via a turn one win on the play, including Dragon and Hulk as well as Burning Tendrils. (In fact, in part two of this article, one of my first five draws was a blistering turn one Desire-driven kill - Land, Rite LED, LED, Burning wish, #6, #7.) My assertion that Burning Desire is at the top of the heap (and the clarification I should have included) is for two main reasons:
-REDUNDANCY AND FLEXIBILITY. This deck is tuned to a bleeding edge at this point to be able to win quickly and on the back of any of several different avenues. There are dozens of acceleration configurations that can make things happen, several different tutor paths, and multiple win conditions found in different ways. If it doesn't find LED or Burning Wish, it can find Dark Ritual and Infernal Tutor. Also, it doesn't need to see Sins Of The Past. It doesn't need to see Burning Wish. It doesn't even need Desire to win. When you look at the other decks, each one has a very specific avenue to a win that requires a set few cards. I know Dragon has several different win configurations too, but they almost all involve animating the Dragon. You can get in on Burning Tendrils with Extraction or Extirpate and it can still find a work-around no matter what you hit.
It could be argued that Hulk might pull a higher turn 1 percentage, but I would argue it's close. And it's certainly higher than Dragon. As well, out of my testing with this deck, it has an effective win average of turn 2.3. More often than not, it goes after it untaps for the first time. That's pretty quick by any standards.
It also enjoys the other bonuses you stated, such as a resiliancy to control that other combo decks just don't have, as well as the ability to side-step graveyard hate (LotV isn't dead yet!). Don't get me wrong- I'm in no way down-playing the viability of other combo, but I feel like it is the most concentrated and most cohesive of the bunch.
--->DJ
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lathspel
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Posted: 13 Mar 2007 at 5:27pm |
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You've laid out an admirable decklist, and the argument for it - nice job! I'm convinced on the topic of Serum Visions, at least for this build, although I could believe that there are builds where the 10-card opening hand, plus Duress protection, would offset the library clearing potential, and would result in more turn 2 wins. Possibly Classic doesn't have the power density to make that a reality?
I have been trying to decide if Crystal Vein is just a crutch for me. I'll need to go back and test, and see how many times the extra 1 wasn't really needed. I found it handy for Thresh at times. The card I like the least, without eggs, is Vamp, just because it really doesn't interact with anything mid-combo other than Visions. I haven't tested this build, but it seems like building in anti-hate cards maindeck, plus the possibility of flipping Vamp (+1 Storm but effectively not a tutor at that point), would decrease some of your explosive power. That said, I've played one Vamp, and would consider more, but I'm not sure I could bring myself to play all 4. (On the other hand, at least Vamp shuffles for Brainstorm.) The other thing that concerns me about the eggless build is that it's a lot tougher to play a maindeck Desire, rather than aiming for LED+Wish as your main plan. Particularly if you aim for turn 2/3, you are going to have to use at least one land to start a ritual, and likely two, leaving you with U from a possible third land, and maybe U from a Mox. (That said, I haven't tested it, and will need to do so before I can really say for sure. It could be I'm not playing tight enough or taking the right risks, and again using the eggs as a crutch.) I like the 11 land manabase, as I was finding 8 plus 4 mox resulted in too many mulligans of otherwise winning hands. All in all, great article, and plenty to think about. Edited by lathspel - 13 Mar 2007 at 5:31pm |
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dangerlinto
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Posted: 14 Mar 2007 at 5:12am |
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Funny you should say that - DJ and I had that same thought months ago when DJ started building that decklist. After I started building a "budget" version (Death Wish over Burning Wish), and I decided to try 4 Vamp.
You're right that Vamp has no interaction with any of the other cards. It doesn't matter. A turn 1 vamp is so very likely to turn into a turn 2 win, you just don't care that it has no interaction with desire. In fact, with a decklist as this one is - so redundant to not have at two of your three components - it' just an auto win - I honestly can't remember playing a game with it where I vamped and it didn't win me the game next turn (or, if it was say turn 3 or later, by playing it on my upkeep).
Honestly, I find my biggest problem is trying to make
Oh man, can I not wait for Tempest to get here - it can't come fast enough.
Edited by dangerlinto - 14 Mar 2007 at 5:15am |
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DJ Catchem
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Posted: 14 Mar 2007 at 5:46am |
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Lath-
You're spot on with your assessment of Vamp Tutor, as Danger said, it's not important when you just win out after playing it.
It's very crucial not to mis-assign Vampiric Tutor's role in this deck. It doesn't work like Burning Wish or Infernal Tutor, to find a win condition on the spot. It works like Brainstorm would, which is as a setup during your opponents end-step the turn before you untap and win. Danger and I both originally pulled Vamp as we moved away from a more 'Egg'-oriented list. I discovered that the deck was so easy to configure redundantly that it didn't want draw - hence the removal of the Wheel Of Fate and excess Sins Of The Past that looked so good on paper. The deck just always puts together 99 percent of the correct cards to win, and wants nothing more than to find the last card.
Originally, I had Brainstorm and Chromatic Star in the deck, theorizing that I could jsut draw into the right piece. Star was not nearly deep enough, and when Brainstorm missed, it was game-breaking. So I went with Careful Study and Serum Visions, thinking that for one mana, I could either find or clear the path to find what I needed on turn one for a turn two win. It was then that Danger and I both hit on the fact that Vamp does that exact thing better than any of the above cards.
So don't mis-assign it's role, and the card is simply the nut-high.
The other important thing is that you shouldn't be thinking about playing a main-deck Desire. You should be thinking about playing Burning Wish or Infernal Tutor. Usually, Desire is a dead draw and I almost never want to see it in my opening hand. Occasionally, you'll be able to support one, but you're right...it typically needs to be supported by three permanent mana sources, which almost always is too late. You'll find, though, if you play with goal of finding Wish/IT, you'll be faster and hardly ever have mana issues.
And Danger was spot-on with his assessment of Crystal Vein. It was great when the deck supported more Egg effects, but with no colorless costs in the deck currently, it's just dead. In fact, as I said, you want to be able to do up to five things in your first turn if you aren't winning on the spot:
-Make U for Serum Visions.
-Make B for Vampiric Tutor
-Make B for Duress
-Make U for Chain Of Vapor
-Post-board, make G for Xantid Swarm.
If you run more that 11 or 12 lands, you greatly enhance your chances of fizzling a Desire. Running a playset of colorless lands greatly enhances your chances of not being able to do one of the five things above. The marginal gain in mana is simply not required, and in most cases is unimportant since your acceleration all requires a colored source. I haven't missed Crystal Vein at all.
And Amen to Tempest...
--->DJ
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DJ Catchem
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Posted: 14 Mar 2007 at 5:51am |
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Grr, edit not working on my work computer... <<<You're spot on with your assessment of Vamp Tutor, BUT as Danger said, it's not important when you just win out after playing it.>>>
The first paragraph should read like that. =)
--->DJ
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lathspel
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Posted: 14 Mar 2007 at 5:26pm |
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Good points, definitely, on Vamp. Thanks for well-thought-out posts.
Even in egg-filled builds, LED into Desire was always Plan A. My argument is just that it seems to place a higher dependency on LED now, since you realistically can't execute any other plan at all (in the turn 2-3 timeframe) if Plan A doesn't happen. It's the one piece of the deck that isn't 8-way redundant. OTOH, 4 Vamp help answer redundancy problems. So testing seems to be in order for me. |
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DJ Catchem
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Posted: 15 Mar 2007 at 6:29am |
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No problem, Lath. I'm glad to have some discussion here. There is a bit more of an onus placed on this deck to find LED than with more traditional 'Egg' builds, but I have yet to really encounter this in a way that hampers the deck. On one hand, you have a quicker, less mana-intensive out in the Warrens win, which requires no LED. Typically, I've found that you can take about 15% of the hands that are *almost* able to win off of Desire, and make a bunch on goblins with it on the spot. This shift is almost across the board, so there are plenty of turn two Desire hands that are turn one Warrens hands.
In addition to that, the beauty of the deck is the few required pieces needed to win. That's the true resiliancy. Really, any of several combinations of acceleration plus a tutor equals a win. To that extent, I have often found that I can easily accomodate finding LED as well as my needed tutor, to the point that I removed the Chromatic Stars that were there mostly jsut to fix my blue mana for a 'hard-cast' Desire. In short, I think you'll find that as you grow more familiar with the deck, you'll see that the increased reliance on LED is very rarely a problem for the deck, and is absolutely worth the tweaks in construction that provide a faster build with more protection and redundance.
And yeah...the Vamps are the crucial piece. They're the best innovation to hit this build in quite some time.
Give it a spin! =)
--->DJ
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Burning_Lotus
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Posted: 15 Mar 2007 at 8:38am |
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I have to start with a congratulations to DJ. This was a very interesting and entertaining article to read. I love the way that you break it down to explain each part properly along with the averages. I have done the exact same thing with several decks to try to determine the # of a particular type of spell that I should play and the likelyhood of an opening hand. Though I have never played storm in my life, I have been beat by it enough to know its power. I am very excited to read the upcomming part 2 of this article and can't wait to get some heated debate going =D
P.S. Boros = fastes deck in classic =D I jokes, I jokes.... but seriously.
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"I will go to any length to achieve my goal. Eternal life is worth any sacrifice." Eternal for life. |
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DJ Catchem
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Posted: 15 Mar 2007 at 8:47am |
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Thanks very much, BL! I certainly appreciate the feedback.
I'm very excited to see what comes of the response to part two as well...it's a monster. =)
--->DJ
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Burning_Lotus
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Posted: 16 Mar 2007 at 9:11am |
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Well I got bored yesterday and proxied up this deck to try it out and give you guys some feedback on it. What I have found in my >20 games is that I rarly win before T4. IF its not T4 then I win T2 off a 5 card desire with intense hits on them. I have founf that in order to make UU is the main reason I have problems with this list. After reading it again I was trying to go the rout of desire or die, forgetting all about the possibility of a warrens win with 8-10 tokens. Though I have never played a desires deck in my life I think that I have enough skill at this game to teach myself and give some good feedback on this list. I have found that LED is great, but its not so hot w/o wish or tutor, as well as Infernal tutor seeming almost worthless w/o LED. I have yet to pull a T1 win out of the deck, but I have gotten about 5+ T2's and the rest were me learning how to play this deck. I have also found that I love the light land base, but it has hindered me slightly. Mox kills one of the cards that sometimes would be needed in a non-goldfish game. I also found that a few times the draws can be HORRID. My bad shuffling perhaps, but I have nailed the 4 lands and accel hands several times as well as the no land/no mox hands. With me testing more over my spring break I'll try to give you guys some feedback based on what I have learned. But as of now it is, I am noob with the deck and unless you are awesome at magic, stick with a simpler list =D
<<<Edit>>> Would the U searcher from Mirage be better then one of the other tutors in the deck??? Edited by Burning_Lotus - 16 Mar 2007 at 9:22am |
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"I will go to any length to achieve my goal. Eternal life is worth any sacrifice." Eternal for life. |
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dangerlinto
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Posted: 16 Mar 2007 at 9:55am |
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The problem with Mystical Tutor is that it can't find LED when you don't draw it.
There is almost no way to pull a turn 1 win out of this deck. It's basically impossible unless you have the lone sins of the past in your hand.
Infernal Tutor can also be used turn 2 to get another dark ritual or rite of flame to go off turn 3.
As far as difficult decks to play, this deck is tops - you are correct - counting mana sucks, and remembering to hold ctrl when you play your tutor so you can sac LED are the hardest part of the game, I've found. You really need to spend a lot of time goldfishing with this deck just to learn to pilot it.
That being said, with a far worse list I hammered Affinty the other day. and I only have 2 LED and I sub in 2 Lotus.
But really, if any combo was so consistently good that it could always pull off a turn 2 win in this format, we'd probably be looking to hose it somehow anyway. What you are really hoping for is a bit of luck over 7 matches that you draw good hands and can play through hate.
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DJ Catchem
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Posted: 16 Mar 2007 at 10:27am |
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<<<There is almost no way to pull a turn 1 win out of this deck. It's basically impossible unless you have the lone sins of the past in your hand.>>>
It's certainly possible in other ways. Any hand with LED and either Burning Wish or Infernal Tutor is possible, given the right combination of playable acceleration. For example:
-LED, Infernal Tutor, Land, Dark Ritual, Dark Ritual
-LED, LED, Burning Wish, Land, Rite Of Flame (This hand was one of my test hands as described better in part 2 of the article.)
Unlikely, sure. But there are far more ways to get a turn 1 win than just surrounding Sins Of The Past.
But you are both correct; this deck is a bear to play correctly. Counting mana, analyzing your different paths, and running mental odds on what cards could be coming up next that will help you is a migrane-inducer. I can't recomend spending a ton of time goldfishing this deck to learn it enough.
That said, BL, you should be seeing wins much sooner than turn 4 on average. I'm guessing some seat time will make the difference, as you'll start to understand some of the intricacies of the various card interactions. I'm not questioning your skill in any way, but I do think you're playing this thing wrong so far.
And to speak to the draws, you certainly need to develop a strong mulliganing skill with this list - I get heavily into this in part two of the article, along with tons of sample draws and goldfish play-throughs, and a lot more indepth explanation as to the way things work. Stay tuned.
--->DJ
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dangerlinto
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Posted: 16 Mar 2007 at 10:48am |
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Turn 1 wins -
I think the point being that if you are going to be asking for double Dark Ritual or double LED, you could in fact run practically any other combo and get a much more assured turn 1 victory - because even with the god hands you listed, it isn't a sure thing.
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Ambitious
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Posted: 16 Mar 2007 at 11:21am |
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True, but there's no Leyline of the Void for storm decks. |
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dangerlinto
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Posted: 16 Mar 2007 at 11:35am |
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Which is exactly why storm combo is so very good, and so essential to the format. It is very hard to run Leyline of the Void in your sideboard when you also have to run your storm hate, and your affinity hate, and your control hate.
Leyline can't be run as anything less than 4x in your board - it takes up so much space. I find it's much to hard to run it in the sidebard now. A couple of crypts are a much better option.
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DJ Catchem
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Posted: 16 Mar 2007 at 12:19pm |
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That's really it in a nutshell. Like I've said before, it's capable of a turn one win, but it's not built for one, much like most other combo decks in the format. It excels because, in addition to being able to pull one off, it can otherwise set up for a win jsut as well or better than the other combo decks in the format, while dodging most of the current combo (read: graveyard) hate and being more resiliant to control.
THAT'S why the deck is so strong.
--->DJ
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Burning_Lotus
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Posted: 19 Mar 2007 at 1:22pm |
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Well you should be and you are correct I was playing it worse then par at those first few runs. Now I consistantly make T2 4+ storm counts with the correct draw. And I do see the point with the U totor though it still seems like it could be a good inclusion to the deck. In goldfishing I keep getting crap off my desire on times though, double CoV(Chain of Vapors) a ritual or 2 and like a land or something wich is why I made the suggestion of the U totor in the 1st place. 5 is a good # for this deck though this deck is much more luck dependant once you have done the real work. I know in a deck like this that you need defense, but is CoV so important that it is relavant to run it MD or 3 coppies?
<<<Edit>>> Any way for this deck to stop its 2 most hated enemies? Orim's Chant and Shadow of Doubt? The latter being likely more relevant to the player base we have. Edited by Burning_Lotus - 19 Mar 2007 at 1:33pm |
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"I will go to any length to achieve my goal. Eternal life is worth any sacrifice." Eternal for life. |
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DJ Catchem
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Posted: 20 Mar 2007 at 5:33am |
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I'm glad things are working smoother for you. =)
That said, I've been testing Mystical Tutor over Serum Visions, and to be honest, I'm still totally up in the air. Mystical does a few things very well; it increases the ability to have the exact answer you need when you need it. (For example, finding the singleton Echoing Truth if your opponent runs out Chalice for one is really tough, but if you can Mystical for it in response to the Chalice, you're in much better shape.) It also seems to increase the speed in which you can win via an early Empty The Warrens. But there are two downfalls. It doesn't seem to make any difference on the speed of Desire wins, and it also introduces the means for a critical failure if all you need is a land. Serum Visions almost always can find you a lland in your next four cards, but if that's all you need, and you have Mystical, you're in top-deck mode. Otherwise, the deck jsut doesn't fizzle if played properly.
That's the main reason I still run Serum.
As far as storm count goes, I really think this deck has a breaking point between Empty The Warrens and Mind's Desire. That is, if you can reasonably get more than a count of four, Desire is the way to go. If not, take an earlier Empty The Warrens for eight tokens. It's a delicate balance that requires a great deal of information to make the correct decision; sometimes, it is correct to wait out the Desire. But you're correct in that a Desire that only reveals four cards will typically not win you the game, unless you luck out on a second Desire or Sins. (This is incidentally whay more Sins maindeck would be the correct call, as it basically guarantees your first Desire, no matter how small, will end up chaining into another one.)
Chain is massively important these days, and I stand by three copies. The biggest benefit is, as I detailed, the modular sideboarding effect you get with eight maindeck protection slots. It's really easy to custom-tailor your defense in games two and three. But the other end is that so many decks run maindeck hate now, and it's almost becoming even more crucial than Duress to have game one access. I've had more success with the deck since moving up to eight full protection slots that ever.
If I were to try less bounce maindeck, I wouldn't do it without running Mystical Tutor maindeck. Chain is *that* important. It could be feasable to run less Chains in favor of some amount of Mystical Tutor and a larger Sins count maindeck, but I'm not convinced that is the correct way to go in this meta.
As for Chant and Shadow, these aren't that hard to deal with in my eyes. Information is critical and speed is your friend here. Game one is usually not hard because your opponent won't know what you're running until you win and thus won't sit back on these, so the worst you'll see is a turn two ScepterChant that is either bounced immediately or unable to be activated on your third turn to stop you from just winning. Games two and three are much easier; Xantid Swarm is fantastic at baiting out these spells post-board, and you have access to more bounce for Sticks. All in all, if you use all available information and play smart, these aren't nearly as worrysome as permanents like Chalice or Glowrider.
--->DJ
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Burning_Lotus
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Posted: 29 Mar 2007 at 5:36pm |
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One other thing that I never did think about. What about Simain Spirit Guide (spelling???) The discard add a R guy from PC. That might not be enough acell, but would sure seem to be about as good as chrome mox and let you keep a card. Perhaps I am wrong, but it seems worth a look to me at least.
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"I will go to any length to achieve my goal. Eternal life is worth any sacrifice." Eternal for life. |
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Ambitious
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Posted: 29 Mar 2007 at 5:58pm |
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I think the verdict was that it doesn't help storm, therefore out, but I might be misremembering. |
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Burning_Lotus
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Posted: 29 Mar 2007 at 7:07pm |
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Ahh true, it is not played therefor no storm count. In this deck it is all about the # of spells so maybe that's not such a good idea, but still might be worth a look.
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"I will go to any length to achieve my goal. Eternal life is worth any sacrifice." Eternal for life. |
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DJ Catchem
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Posted: 30 Mar 2007 at 6:02am |
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You pretty much hit the nail on the head. While it is acceleration, the fact that it doesn't help out Storm is part of the equation. Another important part is that it isn't a permanent mana source, which is huge, even at the expense of a card in hand. Lastly, red is the last color you typically are hurting for in that slot. Black is far-and-away the most important color to have access to, followed next by blue in most cases.
All in all, it's just not a good fit here.
--->DJ
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