The Dark Brotherhood

Unknown Darkness1835

SCORE: 1 | 1068 COMMENTS | 476 VIEWS


Slot 39 —Aug. 1, 2013

Uncovered Clues

actiontech says... #1

I was just thinking glider over rusher.

July 31, 2013 12:11 a.m.

Darkness1835 says... #2

Do we even need the rusher though is the real question.

July 31, 2013 2:40 a.m.

Agog says... #3

Autodraft sounds good

Undecided on the rusher for me... Don't really need it in the deck, but haven't got my head around what the final few critters will be in the main board. What to do with beetle form Mage is relevant to that question.

July 31, 2013 3:14 a.m.

Darkness1835 says... #4

Oh we'll be arguing over what to include very soon. Caley's autodrafting the rest of the draft as I type this. Once we get those picks, we can start putting together our deck.

July 31, 2013 3:32 a.m.

I'm making this list on the assumption that we get no decent picks in the next packs except for one more Maze Glider (which I'm not utilizing). The focus is on speed and Cyclops consistency.

Creatures:
7 Nivix Cyclops
2 Fluxcharger
1 Maze Glider
1 Riot Piker
1 Wind Drake
Total: 13
This is about as fast as we can get with our creatures while still keeping one Maze Glider to punch through stalls. I avoided the Beetleform Mage because it ties up 2 mana each turn, and that's not what we want to be doing on turn 4.

Instants + Sorceries:
5 Hidden Strings
2 Weapon Surge
1 Dragonshift
1 Punish the Enemy
1 Flesh / Blood
2 Uncovered Clues
Total: 12
These are all of our core spells, plus the 1 Uncovered Clues . They help fill out the deck and ensure that we don't run out of gas.

Land:
1 Simic Guildgate
2 Forest
7 Island
5 Mountain
Total: 15
Didn't do the math on the core basic lands because that should be pretty easy and I'm lazy, so take those with a grain of salt. Three green sources should be good for our one-card green splash. With the extremely low curve of the deck, I think we can get away with running just 15 lands.

Grand Total: 40

What does everybody think? Officially it's a bit early to build, but I don't see any gold coming our way in the dregs of these packs.

July 31, 2013 9:17 a.m.

If we wanted to take this build to 16 lands (which might be smart), I'd swap an Uncovered Clues for a Mountain

July 31, 2013 9:18 a.m.

actiontech says... #7

I'd been running a land base of 7 island + 7 mountain + 1 guidgate + 1 forest and doing pretty well. Remember without red we can't cast anything that matters and even with 7 I've run test games where it took a turn or two to draw that red source. Sure I could've mulliganed but we don't really want to do that do we?

Truth is the green splash is the only complicated part of this deck. May need to add another forest and go 7/6/1/2.

July 31, 2013 9:24 a.m.

Not getting one our core basic lands in this deck is pretty much the same as not getting a Cyclops. If it happens it's a result of an unlucky shuffle, not bad deckbuilding.

The worst thing we can do is have the game in our hand but not be able to play it because we never found a Forest . Flesh / Blood really is that powerful.

July 31, 2013 9:27 a.m.

actiontech says... #9

Then I do agree to pull one copy of Uncovered Clues out and run 6 island, 7 mountain, 1 guildgate, 2 forest.

July 31, 2013 9:36 a.m.

dcarpntr says... #10

landgrafb: Your list only has 12 creatures. So you have one more card slot to fill. :)

July 31, 2013 11:32 a.m.

Prevailed says... #11

You can keep 2 copies of Uncovered Clues We still have 1 slot left.

July 31, 2013 11:33 a.m.

dcarpntr says... #12

I would suggest the list that landgrafb proposed with a couple tweaks.

One, bump it up to 2x Wind Drake so that we do have 13 creatures (I assume that was what you meant to do with your initial list but forgot to write 2 next to Wind Drake).

Two, I'd change the land base to be 6 island, 6 mountain, 2 forest, and 1 simic guildgate.

July 31, 2013 11:42 a.m.

Prevailed says... #13

Playtest the mana difference. We can't afford to EVER be mana screwed.

I agree with the Drakes. Back ups in case no Glider.

July 31, 2013 11:47 a.m.

Agog says... #14

Unfortunately I'm on the road and not in a position to play test the deck. I like the list Landgraf issued (adjusted with the missing wind drake) but going below 16 land worries me that we will be gambling on opening hands a lot. We have a low mana curve, but pretty much nothing happens until we hit 3 mana.

My inclination would be to bump to 16 land with another mountain and go with 1 Uncovered Clues .

For the testers, how is it looking?

July 31, 2013 12:34 p.m.

Yeah second Wind Drake seems to fill that spot nicely. The bump to 16 lands makes me happier than I was with 15.

July 31, 2013 12:41 p.m.

actiontech says... #16

Playtests pretty good. Won't know until it meets the opposition of course, but right now we should be doing 18 or more damge pretty consistently by turn 5. I have been mana screwed once and flooded once, but that's just normal luck of the draw.

July 31, 2013 1:02 p.m.

Darkness1835 says... #17

Our card pool is now complete. We didn't get anything worth playing, although we did pick another Clear a Path which is a little reassuring. From what I gather, our working mainboard is this:

Creatures:
7 Nivix Cyclops
2 Fluxcharger
1 Maze Glider
1 Riot Piker
2 Wind Drake

Instants + Sorceries:
5 Hidden Strings
2 Weapon Surge
1 Dragonshift
1 Punish the Enemy
1 Flesh / Blood
2 Uncovered Clues

Land:
1 Simic Guildgate
2 Forest
6 Island
6 Mountain

Personally if we were to cut an Uncovered Clues for a mana source, I'd want the Gruul Cluestone , not a land. The extra draw can be great during stallouts, as well as reducing the chance of mana screw for Blood. Another switch I'm curious about is Riot Piker vs Murmuring Phantasm . The defender helps us stall out until alpha strike, and the piker becomes a dead draw after Turn 4.
I'm okay with not putting in Beetleform Mage at this point; it's just not the direction our deck went. Beastly card though, and I'm glad we don't have to fight it.
Thoughts on the cluestone or phantasm switch? Also, we have until Friday to get this list done, but I'd like to have it set by the end of today to maximize the amount of playtesting we can do.

July 31, 2013 1:39 p.m.

dcarpntr says... #18

I'm in favor of Riot Piker out, Murmuring Phantasm in.

July 31, 2013 1:58 p.m.

actiontech says... #19

Despite my virulent dislike of cluestones in general I have to agree with your logic. I do believe we need 16 mana sources and I'm fine with going 6/6/2/1 lands + 1 cluestone.

As for the creatures I don't have a problem with the phantasm. I figure either one is just a dead creature anyway and the wall is a much better staller than the piker.

July 31, 2013 2 p.m.

dcarpntr says... #20

Oh wow! Two Awe for the Guilds in the sideboard! Yes please! Side those in against opponents with boat loads of mono colored creatures.

July 31, 2013 2:01 p.m.

My issue with Cluestones is that they cost 3 mana, which is where the rest of our deck already sits.

If we have the mana to cast a Cluestone then we're already fine, and if we don't have the mana to cast a Cluestone then the Cluestone isn't going to help us at all.

July 31, 2013 2:21 p.m.

actiontech says... #22

landgrafb I think it's more that I'd rather draw it as a green source if we needed it (this makes 4 total) and if we draw it late game we can just cycle it which is better than pulling an extra mountain.

July 31, 2013 2:25 p.m.

I think I like keeping the Riot Piker mainboard and siding it out if it keeps getting stuffed in our matchup. The first strike interacts well with our deck, and 2 damage still gets us towards where we're going. Aggressive decks don't want to be sitting behind defenders (i know, irony).

July 31, 2013 2:25 p.m.

In my prerelease deck I only had 3 sources of my splash color and I never found myself mana-screwed because of it. I think that wasting a turn casting a cluestone slows us down enough to be disrupted.

Again, could just be me being paranoid, but I hope that our deck can be as fast as possible because there are a lot of bomb cards in the format that could just end us.

July 31, 2013 2:27 p.m.

actiontech says... #25

I'm just having my doubts that any other deck is going to be either as streamlined or as consistent as ours. My theory about how this draft went: everyone else was fighting early over B/W (it seemed) and later over G/R as they tried to "fix" their weak decks by moving into 3rd (or 4th) colors while we sat pat on izzet and dominated these 2 colors. This is a draft deck that plays like a better-than-decent constructed deck. I really don't think anyone else will beat us outside of a bad luck shuffle here and there and that's just gonna happen sometimes.

That said I am on record for hating cluestones. If we don't run it I'm totally fine with that. Even with it in I've been drawing bomb hands and never getting any green sources and still dealing over 30 damage by turn 6.

July 31, 2013 2:37 p.m.