So it seemed like folks really enjoyed the effort and the
post put together by Mixayn over in the main portion of the DotP forums and therefore I figured I'd step up my game and copy some of the ideas s/he used in my presentation of this deck.
The IdeaOf course I soak up as much DotP as I can and therefore enjoy tuning in regularly to
Hakeem928's youtube channel to see some good quality DotP decks in action (and of course pick up tips/tricks along the way). Recently Hakeem featured his version of the cloudshift combo which centers around:
The main focus is to cast cloudshift onto the archaeomancer so that when it re-enters the battlefield, it can return the cloudshift that just got sent to the grave. Meaning you can repeat the process infinitely as long as you have the available mana to keep casting it. Then you find cards that allow you to abuse this 'enter the battlefield' combo. Typically this is inserted into a defensive/control style shell that allows the player the time to find the particular combo pieces and protect the combo as they 'go off'. If you watch Hakeem's matches, the deck works quite well and does exactly what it's suppose to do. The videos got me to wondering if there was another way to take advantage of this combo (or more appropriately, if there was another shell that could take advantage of this). The thought wasn't entirely original but I decided this could work quite well in a sac/steal shell (and since I hadn't seen it yet in the forums, I figured this variant was worth exploring). If it is somewhere in the pages of decks on the forums then - my bad. Don't I have yolk on my face?!?! Regardless, I'm going to continue on like I'm a special snowflake.....
The DeckNow don't get me wrong, I still included the token generation theme which will allow you to build an army and just alpha strike your opponent. These 'bosses' are:
But now we could also abuse the token production with:
The cloudshift/archeomancer/station combo allows us to use up those other pesky tokens that just sit around and can't attack but didn't get sacrificed to blasting station when they first came into play. For example
Goblin Rabblemaster is in play and you let the token be created but don't sac it, then swing with Rabble and the token(s) to get the +X/+0 bonus. Now you can bounce the Archaeomancer which counts as a body re-entering the board which triggers the Blasting Station allowing you to get in the tap/sac/untap step. This will give some value/reach at instant speed and still let you get your Rabble bonus. This in conjunction with a token generator will allow for two creatures (or 2 triggers) to come in and let you eat up any additional/unused tokens you have in play. This gives some flexibility in growing an actual board state without losing out on Blasting Station triggers and allows for some instant speed shenanigans (similar to say -
Raise the Alarm).
We can also include:
Which pairs quite nicely with both Blasting Station and Cloudshift. Steal a dude, beat down with it and then sac it to Station. Or if you'd prefer, steal a dude, beat down with it and then blink it with Cloudshift and keep it. I will say that in my testing, I stole a
Banisher Priest, blinked it and then exiled the opponents last blocker to allow me to swing for lethal. Good times (sorry if that was you!)
The Cloudshift combo also allows for some pretty impressive draw.
Add in any token generation on top of the combo and you run out of mana quick (well you run out of mana quick with just the combo but what-evar). Yes you need
for Cloudshift and everything dies to removal etc etc blah blah blah. This doesn't have to sit around long to get the card advantage you need and my suggestion is not to cast it 'shields down'. The draw potential does allow for
Chasm Skulker to get quite big, quite fast. Just don't forget to 'crack' him with blasting station to get a bazillion triggers.
All these 'show piece' cards above where the core of the deck idea. Everything else is meant to produce additional tokens and fuel/compliment this theme. The one strange duck;
Traumatic Visions. It is there as a '25th land' (as I was told
) that can be blinked back from the grave for a late game/clutch interrupt. Honestly I'd like to have a 2nd one but the cut is probably
Baneslayer Angel to fit it in and I just don't want to give up that card. I already had to cut
Stormbreath Dragon which was hard (yes I know these are in every deck that everyone plays but it's because they are so dang good. They just win games and therefore just good tech to include them).
Please note that this is quite a busy deck (anyone who's played a Blasting Station deck will know this). There is a TON of triggers and decisions that take place and you will need to be considering the game phases, stack and zones at all times throughout the match. You will also have to turn OFF auto resolution to ensure you can properly use all these triggers (I'm assuming most folks know this but better to be safe than sorry). The deck is a lot of work (as are most Station decks) but it surprisingly satisfying to micro everything.
The Legend I sure hope someone gets the man, the myth, the legend reference here instead of thinking I'm some sort of pompous arseSpecial thanks goes out to Hakeem. I've been picking his brain for a little while now and he's made several suggestions that you currently see in the list.
I hope folks give it a spin and I'd love to hear feedback/thoughts.
Oh and all the tap lands are tri-lands. Just because of the one thread in the main forums area AND because it drives folks like Hakeem crazy with their OCD. Muahahaha!
elk