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Post by Ape on Mar 5, 2005 14:46:59 GMT -5
Ok, so i had this idea. Just like most of the other decks i've posted, its just an idea. I messed arround with it a bit today (and only today) so i havn't put too much thought into it, but i think this could be a pretty good deck idea. What you mostly want out is a Shirei, Shizo's Caretaker and a Goblins Bombardment, along with a Sneak Attack. Sneak Attacks "at end of turn, sac the creature" won't matter, since you'll be sacrificing to the Bombardment anyways. Basically what you'll want to to do is sneak attack a few creatures out, attack, sac all thats blocked to the bombardment and then sac everything that was unblocked during the 2nd main phase. You'll get it all back at the end of turn (everything in here has a power of 1) with the Caretaker. This will work even better with a Pandamonium in play, especially if you pull a Deranged hermit in play (thats 4 damage when it comes into play, 4 after sacing everything, then another 4 when it re-enters play at end of turn, then another 4 if you don't want blockers next turn). Smoke is in there for obvious reasons, you won't be needing to untap anything. It goes very will with the Teardrop Kami, the 1 creature that they get to untap gets tapped anyways. And i only have the Bile Urchin and Mogg Fanatic in there for safety reasons. Just in case you don't pull a Bombardment. They probably aren't needed, but i thought i'd throw them in there anyways. Lands 7 Mountain 4 Swamp 7 Forest 1 Island 1 Plains // Creatures 1 Teroh's Faithful 2 Rishadan Cutpurse 2 Quirion Trailblazer 2 Merchant of Secrets 4 Deranged Hermit 3 Shirei, Shizo's Caretaker 1 Teardrop Kami 2 Mogg Fanatic 2 Bile Urchin 4 Sakura-Tribe Elder // Spells 3 Explosive Vegetation 4 Demonic Tutor (Yea yea, i know, shaddup, it could be replaced) 2 Pandemonium 4 Sneak Attack 2 Goblin Bombardment 2 Smoke I'm sure with some work it could be pretty decent. Its just a bit slow for now. It usually goes well if you get a Tribe Elder, but if not it can take a couple turns to play anything out, so meh.
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Post by Ape on Mar 6, 2005 16:43:07 GMT -5
Ok, so after putting some thought into it i realized that its pretty much a really bad Lifeline deck. So here's a T2 version...since Lifeline isn't T2 // Lands 3 Swamp 16 Plains // Creatures 3 [FD] Auriok Champion 3 [BOK] Shirei, Shizo's Caretaker 4 [CHK] Ashen-Skin Zubera 4 [CHK] Silent-Chant Zubera 4 [CHK] Floating-Dream Zubera 4 [CHK] Ember-Fist Zubera 4 [CHK] Dripping-Tongue Zubera // Spells 3 [DS] Fireball 3 [FD] Paradise Mantle 3 [DS] Spawning Pit 2 [FD] Gemstone Array 4 [DS] Darksteel Ingot The fireball i added for a filler. As was the Champion. I'm sure you can fit in something better. So basically what i was thinking in this deck was using the Spawning pit as your sacrificer, and since the Zuberas work so well when hitting the graveyard the whole pandomonium thing isn't even needed. Obviously, the Ingot, Array, and Mantle are used for the 5 colors of land, and the Caretaker is in there for obvious reasons. I don't keep up with T2 very much, so i'm sure you tourny-people can recomend some better alternatives and whatnot.
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Post by SuperBassX84 on Mar 6, 2005 23:15:23 GMT -5
Screw the Champion, screw the Fireball.
Devouring Greed. 4x. Love it.
Also, more swamps!
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Post by Ape on Mar 7, 2005 16:08:47 GMT -5
I agree, i was digging through my T2 cards last night and saw Devouring Greed AND Devouring Rage, but the greed could definitely be fun. Some cards i've found are... Clash of Realities Lifespinner + Kodama of the Center Tree (or any others, i figured this would be your best choice since it can be sacrificed if needed, and if not you've got a ground-pounder, but it can really only be used once then lifespinner becomes useless.) I'm sure there'ss plenty more i'm missing, this is just from skimming through my cards.
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Post by SuperBassX84 on Mar 7, 2005 21:00:01 GMT -5
Center tree is meh at best, though I like the 'Spinner to find Shirei.
Clash of Realities is TERRIBLE.
Say it with me. "T-E-R-R-I-B-L-E"
Go with the Greed - you'll be much happier
Oh, and Thief of Hope, too.
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Post by Ape on Mar 8, 2005 16:15:01 GMT -5
Nah, Theif of Hope is useless in this deck, unless of course i added Grave Pact. The Pact might be interesting even without adding the Theif, but i dunno. And Clash of Realities could be pretty good in the deck if Shirei wasn't a spirit.
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Post by SuperBassX84 on Mar 10, 2005 6:30:37 GMT -5
Pretty much. Also, if he was the only non-spirit in play, he'd be Forked, too...I think. I don't remember the exact wording on Clash. And Thief is VERY good. Why? 1. Allows all those other spirits/arcane spells to steal life and keep you ALIVE. You know, as in not dead? Also allows you to slowly sap the opponent. 2. Soulshifts for two, so if you lose a Zubera early, you can get it back if the Thief dies. Trust me, you want it in the deck. It'll help a lot, I guarantee it. Also, multicolor mana producing lands are your friend. Tendo Ice Bridge and Mirrodin's Core, for example.
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Post by Ape on Mar 11, 2005 16:22:55 GMT -5
Right, when i read your post i instantly thought Wicked Akuba, and was wondering how that would do any good in the deck. (and why i said it'd only be good with a Grave Pact)
Though, another great add to the deck is Aether Vial. You don't even need colors with it. Plus you only need 2 counters on it to play most of the deck.
If you added the Vial, i'd make most of the lands swamps. Since the only thing you'd have to cast is Shirei.
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Post by SuperBassX84 on Mar 12, 2005 4:13:17 GMT -5
Now you're thinkin' like a champ. Revise the deck and put an updated decklist here and then we'll critique sommore.
Also - is this for tourneys or just shits and giggles?
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Post by Ape on Mar 13, 2005 8:15:14 GMT -5
Hehe, all my decks are just shits and giggles. Though i may actually try to build this one. I have a bagillion deck ideas/random decks on MWS it isn't even funny...just ask DA. Updatedness: // Lands 8 [CHK] Swamp 12 [CHK] Forest // Creatures 3 [BOK] Shirei, Shizo's Caretaker 4 [CHK] Ashen-Skin Zubera 4 [CHK] Silent-Chant Zubera 3 [CHK] Floating-Dream Zubera 4 [CHK] Ember-Fist Zubera 4 [CHK] Dripping-Tongue Zubera 3 [FD] Joiner Adept // Spells 3 [DS] Aether Vial 3 [FD] Paradise Mantle 3 [DS] Spawning Pit 4 [DS] Darksteel Ingot 3 [CHK] Devouring Greed Changes: I took out - Auriok Champion, Fireball, Gemstone Array, 1 Floating-Dream Zubera Added: Devouring Greed, Aether Vial, Joiner Adept I'm not sure what to take out for Thief of Hope. I'm thinking maybe a couple Ashen-Skins and another Floating-Dream will do, since i'm sure after a single sacrifice your oponent won't have a hand anymore for the Ashens, and you don't want to draw TOO many cards with the Floating Zuberas. So thats what i'd probably go with.
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Post by SuperBassX84 on Mar 14, 2005 1:32:23 GMT -5
I'm considering saying screw the Spawning Pit and just go with Greed as your lone win condition - it'd allow the Thiefs without a problem and you wouldn't lose too much.
Also, if you have to remove a Zubera, remove the W one, not the U one. The W one is easily the worst.
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Post by Ape on Mar 14, 2005 20:09:33 GMT -5
The U one is good alone, the problem is if you have a couple out and your drawing 10+ cards a turn, your going to deck yourself. Multiple W isn't going to screw yourself over like that. Of course, you could just not sac one of the U ones when its in play...but then that defeats the whole purpose of the deck, I figured taking out a U wouldn't hurt much. Same goes for the B, you really only need 1 in play to empty your opponents hand in a turn. W can only help. Plus i figured that you will take a bit of damage early on while your working for you combo, so that extra life could be a life saver. And if you really wanted, you could add a 4th Devouring Greed and lowering it down to 2 Spawning pits, but i'd always keep a couple in there to back yourself up a bit. Just use it to get a bunch of chump blockers until you can pull a giant Greed.
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Post by SuperBassX84 on Mar 14, 2005 22:11:59 GMT -5
1 - The Zuberas are the chump blockers. Duh. With Shirei, they'll always come back, so you don't need to worry about being overrun.
2 - If you're drawing 10 cards a turn you'll also be dealing 10 damage/put 10 1/1s in per turn. Somehow I doubt you'll lose by decking with that kind of advantage.
3 - Devouring Greed will do 10 - 20 by itself with enough Zuberas. You needn't worry about decking or losing too much life.
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Post by Ape on Mar 15, 2005 16:17:48 GMT -5
1. True, but i also planned on sacrificing zuberas every turn to the spawning pits, since you get them back every turn. So i'm not sure why you even posted that, hehe. 0.0
2. Yea, but it might be hard to play every Zubera every turn. And yes, drawing 10 would be nice, but my point was that you don't want alot of U's in play. If you get 2 with 10 or so zubera's, drawing 20 cards a turn is going to deck yourself pretty fast. (unless you have a R zubera, in which case you don't need the U in the first place) I'm not saying the U is bad, just that if i had to take a card or 2 out, it'd probably be a U and a B.
3. Agreed, which is why Greed is in the deck. But i thought the Spawning Pit would be there just in case. You can sac everything to it and get it all back at the end of turn anyways, so theres no reason not to do that every turn. And those Spawns add up quickly. Not to mention your Red Zubera will be piling on damage EVERY turn.
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Post by SuperBassX84 on Mar 18, 2005 4:46:14 GMT -5
I still don't like the Spawning Pit. I can understand its use, but I think there are a number of good cards you'd much rather have there that than - Sakura Tribe Elder or Theif of Hope or something similar.
Also, with the exception of a massive alpha-strike against you, the Blue Zubera should die unless you choose to have it die.
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