Anti-everything deck? Help

  • Thread starter Force of Will Smith
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Force of Will Smith

Guest
Im trying to put together a deck that runs consistenty against most decktypes nowadays.. One with artifact demolition, enchantment hate for exteneded, and ways to stop things like a disciple dealing you 20 points of damage.. Heres some ideas

I think the deck would be Red/White/Blue... How patriotic


White:
Benevolent Unicorn (1 Damage reduced when any damage is dealt)
Serenity 1W (1 turn and enchantments and artifacts poof)
Balance 1W
Presence of the Master No enchantments get through
Island Sanctuary
Ivory mask
Story Circle

Red:
Ancient Runes 2R (players take 1 dam per artifact they own each turn)
Price of Progress 1R( 2 dam for each nonbasic)
Goblin Tinkerer 1R 1/2
R,T, Kill an artifact land or 0cc, or 1cc artifact, no drawback.


Blue:
Energy Flux 2U (each artifact has upkeep of 2)
Hurkyll's recall (bounce each artifact instant speed)
Back to basics (against non basic, sliver decks, etc)
march of Machines (kill all art lands, 0cc)
Energy Field ( opponent amasses artifacts for 2-3 turns, you grin)
Land Equilibrium


Artifact:
Chalice of the Void
Cursed Totem: No Birds, No elf tap ability, no wellwisher
Nev Disk
Meekstone(stop bigger beef)
Caltrops(kill 1/1s)
Tangle Wire (stall)
Kill Switch (tap all art, keep em tapped)


Other cards:
Telepathy
Bribery
Control Magic
Dominate (to steal killing disciples fast, then Serenity for the game)
Blood Oath, after a Rebuild/ Hurkyls
Evacuation
Reins of Power for Kill possibly
Orims chant
Root Maze (after stasis if running forsaken wastes, a must for the lock)
Spellshock (affinity, elves)
Ankh of Mishra (turboland)


Mana Vortex (to slowly kill all lands)


Arcane Lab
Meddling Mage

possibly cards like splinter/ quash/ scour/ eradicate

This might just be a stall/stasis deck
Might be a Bounce all/Oath deck

I dunno..
I think itll rip affinity/disciple/ equipment decks to hell

energy flux/back to basics/serenity/march/tinkere/
all make artifacts very very hard to play/use

any ideas?
 
F

Force of Will Smith

Guest
here's what ive come up with.

10 Mountain
10 Island
// Artifact:
4 Ivory Tower
4 Chalice of the Void
2 Meekstone
2 Cursed Totem
// Blue
4 Telepathy
4 Zur's Weirding
4 Energy Flux
3 Reins of Power
2 Hurkyl's Recall
// Red:
4 Goblin Tinkerer(GODLY!!)
4 Ancient Runes(GODLY!!)
3 Blood Oath(you can usually predict it, most people netdeck)


Energy Flux is better than March.
Hurkyl helps for land but its better to let ancient runes hit them.
Zur's Wierding makes them reveal and with Ivory towers you gain more life

Telepath or Zur's/Oath is a good method
Most artifact heavy decks dont run enchantment kill or very few. I think it definately has potential.

Typical is like this.
T1: Ivory Tower, Chalice for 0
T2: Telepathy/tinkerer/meekstone
T3: Ancient Runes/Energy Flux
T4: Zurs if you played ancient, or a Chalice for 2 to stop atog/cranial plate/myrs, talismans, greaves,powderkegs, naturalizes, SHATTERS, TELjihad justices :) :) :)

Basically things that F up what you got on the table. if you wait it out you could even cast a chalice for 4 later on, then thats pretty much all of the cards that could destroy what you have.

at this point if they played even 2 artifact lands, theyre hurting. And without being able to cast 1 or 2 casting cost spells with 2 land.(soon to be 0 from tinkerer) not much to do but die (or let me get 80 life). You could even sit there for a while till you have a ridiculous amount of life... then blow up your own cards.... let him amass an army... then reigns of power for the kill while you hold 3 of them in your hand.

Artifact decks cry :)



Elves: Early totem or tower, kill with belated reins

Control: ehhh... topdecking a hand of
just the right lands, a tower, and 2 chalices.. ouch.

Suicide Black: Tower helps, too fast to contend. Ideally play a Turn 2 Chalice Blocking Dark Rit.. Maybe sideboard in that dominate, steal it before its big?

RDW: Chalice for 1 always, stall with tower, oath naming creatures. bad matchup
Ravager:they scoop, a single hurkyl or runes is all youll ever need
The Rock/Turbo Rock: Cursed Totem Wrecks, get a Weirding out, Chalice for 1
Confintement: too many damn counterspells, Chalice for 3 to kill squee perhaps

Threshold:Totem, If you can chalice for 1.
Slight: Chalice for 1 stops (bolt, fanatic, grenate, raging and pup) Rips it apart, Tower helps

Aluren - chalice for 2(stop lim dul's vault, brain freeze, and cavern harpy)

Krark Iron: 50/50, 2 cc is your biggest threat for freeze and retrievers.. maybe sb in balance...

Dominate is increasingly important, as would be balance... I hate making sb's tho
 
T

train

Guest
I think you can shut all of it down with a Damping Matrix... throw in some basic enchantment control, and critter hate, and there's not much to worry about...

I think I'd come up with a mono-white deck that could easily bury all of it...

Keys:
Damping Matrix
Humility
Rule of Law

:cool:
 
F

Force of Will Smith

Guest
Quite possibly. I have a ridiculous grindstone prevention mono white deck that doesnt lose to very much.

I wanted to go in a slightly different direction tho.


enchantment control like enchantment removal?

hmm.. critter control..

should i go for full bounce, or static killl like aether flash?


my grindstone runs


Island Sanctuary
Wraths
Ivory Masks
Hannas Custody
Story Circles
Humility
Peacekeeper
Grindstones
Millstones
Howline Mines
Enlightened Tutors
Disenchants
2x Masticores

something like that
 
T

train

Guest
for critter control I was thinking Swords, humbles, etc... Caltrops works wonders for all the 1/1's...

For the counters you could face... You'd probably have to splash green for city of solitude, or just run defense grids...;)

you could easily run celestial dawn, if you want to make it real interesting...;)
 
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