Hope of Ghirapur has been under-performing as of right now. I wanna see if she can net me even more early game pressure. I'm testing +3 Drana, Liberator of Malakir right now in place -2 Ob Nixilis Reignited and -1 Fatal Push mainboard. For the record, I played against Grixis Fevered Visions (2-0), BW Eldrazi (0-2)(a deck I beat last week), and UR Visions (2-0). Lost mostly to misplays/not mulliganing than the deck not being good enough. Game 2 I boarded in more removal and counter but never saw any of it. I should have mulliganed again to ensure I had early interaction, but I kept a hand with Tezzeret, Ob Nixilis, Fumigate, and three lands thinking I'd draw into my early removal (I never did). In the one match I lost, I had to mulligan to six cards Game 1. Th3M4g1cM4n's Deck Magic Online OCTGN2 Apprentice Buy These Cards I went 2-1 tonight in a 3 round tournament (losing to 2-0 to a deck I had previously beaten last week). Cards like Sram's Expertise and Servo Exhibition are also simply cheaper and better at putting servos on the battlefield as well. Angel could theoretically work well if you're looking to pump your creatures late game, BUT, 5 mana is a lot to pay for a creature that easily dies to removal. I haven't considered running Yahenni, Undying Partisan or Angel of Invention in my build, but am now testing them out to see how they work. Stasis Snare or Anguished Unmaking are better because they can be cast at any time on your opponent's turn. I agree with Lajube that Thopter Arrest is weak (even tho it's easy on the mana. Otherwise you're gonna run into problems mana-wise quickly. I don't know what lands you plan on running in your deck, but if you're running Spire of Industry, you NEED a Turn 1 artifact on the battlefield if you're running more than two colors. I think a stronger Turn 1 play like Thraben Inspector is better because it nets you both a creature AND a clue token for card advantage. You can read all of my notes concerning the evolution of my build in the thread, as well as why I think some of the cards mentioned don't work as well in the I stated in the thread I linked above, I don't like Renegade Map because of the variance it brings to the build. an interesting result of MM with servos is that it might leave the opponent open to attack because blocking and killing the servos means the opponent is going to lose life anyway from MM (potentially a lot more life loss if MM is pumped when ETB instead of making servo tokens).īeen running a Marionette Master deck for a while now: I've had good success with the deck in my local meta. it also assumes the opponent is at 20 life. Of course all of this assumes that none of the servos are destroyed by the opponent before MM is played. or already have enough servo sac targets if Servo Exhibition is played on turn 2 instead of Hidden Stockpile. Turn 5 pumped MM, then crew the Caravan, sac it and the 3 tokens from Sram's Expertise, trigger Revolt of Hidden Stockpile and get another servo token at beginning of end step, sac it for the final damage. (again can tap Caravan for Fatal Push if needed, or a Renegade Map) Turn 4 Sram's Expertise = 3 servo tokens and a free Yahenni or Caravan depending on the other card played on turn 3. Turn 3 Caravan or Yahenni (tap Caravan for Fatal Push if needed, or a Renegade Map) Turn 2 Hidden Stockpile or Servo Exhibition The only way I can see it working is like this. that means the deck needs to create 4 more sac targets AND Yahenni on turns 1, 2, and 4. But, the ramp for MM is worthless unless there are already enough servo tokens in play to sac and win the game. I also like that I can tap the Caravan to cast a Fatal Push on turns 3 and/or 4 to disrupt the opponent. a 5/5 beatsitck threat is always a nice option on turn 3, and followed by a turn 4 Sram's Expertise provides enough crew. I like the Caravan but not sure what to remove. This is just a shell at the moment, and is considered to have 4 copies of each card. Renegade Map helps ensure the deck plays 6 lands in 6 turns, and if it isn't needed for lands it can wait around as a free instant speed artifact sac until Marionette Master is played on turn 6. Yahenni is a free & instant speed sac outlet, while Hidden Stockpile is a backup sac outlet and servo token generator. However, I think this list could also be a potent servo swarm deck even if Marionette Master doesnt see play. only 4 servos are necessary for 20 damage if a turn 5 Angel of Invention is followed by a turn 6 pumped Marionette Master.Īn idea I'm toying with is to create several servos and sac them to a pumped Marionette Master to win the game on turn 6. 5 servos and a pumped Marionette Master is 20 points of damage. I'm not a combo player or a combo deck builder, but I do understand that for combos to work they need to win the game immediately when played.
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