Alright! Round 1 wasn't a total bust so lets keep going. The rules are almost the same as last time - the only differences are that you now must use max copies of the card(s) to be broken and now you may only submit one deck rather than up to one deck per breakable card.
The rules: 0. I will announce 1 or more cards for each round. 1. You may submit a deck that utilizes one or both of the announced cards. Decks that use multiple announced cards may get a small bonus in the judging (at the judges' discretion) 2. Your deck should "break" the chosen card(s). A card can be considered broken if it has a normally weak effect that gets utilized in an exceptionally powerful way. A card that has trade-off effects can also be considered broken if it is used in such a way that all of its effects are positive for the deck. 3. You ARE required to run full playsets of each of the chosen cards that you use. 4. Unless explicitly stated, there are NO deckbuilding restrictions (color, rarity, or otherwise). As long as it's legal in Duels and breaks one or more of the cards, it's valid. 5. The building part of the contest will last for a week. After that, I'll still consider submissions, but probably with some sort of late penalty. 6. Submissions must be sent by PM. For this round, submissions will NOT be anonymous. 7. Unless we get significantly more entries this round, the judging will be done by Soupcannon and Barney again (assuming they are both still willing). 8. The winner of each round gets to decide one of the cards for the next round.
Notes: Use the tough creeps to stall the game while you look for combo pieces. Hold off on fatal blocks until your life is at the halfway point, tho - if the opponent is swinging with one bog creep and holding back lots smaller creeps because they can't push through your walls, you prolly come out ahead keeping those walls alive for as long as possible and trying to get a token engine online to chump the fatties. If you find Grid, use it defensively at first, tapping on your opponent's eot or combat step and prioritizing managing his board over shipping at his health. Sigil on Aggregate is the biggest damage combo, but if you get Grid AND Throne out, you can do 3 damage per pair of arti creatures, so think about shifting to offense if that combo comes out (tapping on your own turn to get damage from Throne). Don't bother cracking Maps unless you still feel you need more land - every artifact helps for improvise and Grid damage.
Game plan: Use cantrips and Maps as required to hit land drops early, leaving them on the field where possible to enable Rebukes. Efficient Construction is critical - after it's down, cantrips make for a limitless supply of chump blockers. Spy Network functions as a slower EC for the most part, but its card draw leads to cantrips leads to more EC thopters.
Pia's Revolution can lead to early wins if Opp gets greedy and denies artifacts. Doesn't take many bolts to the face before Disintegrations and thopters can sneak in the last few points. If Opp opts out of the bolt-to-the-face program, the cantrips just come right back and make EC thopters on the way.
Lightning Axe does a nice job of making late game Rebukes look less awful, and Disintegration played well enough to justify the splash for it alone.
The judges have spoken! After a litte debate over scoring, it is decided that Haven_PT is the winner of round 2. But wait! CardboardNomad is also the winner?! Jock-le-blue! What shall we do?! Well, Haven has the highest score after normalizing the judges’ scores so he will choose any 2 (or 3 if he wants) cards. Nomad had the highest score prior to normalizing so he will then puck which of Haven’s cards he most wants to build around and that will be the official build around card for the next round.
Last edited by TheFlakyMage on Sun Oct 29, 2017 2:50 pm, edited 6 times in total.
Joined: Nov 10, 2013 Posts: 17748 Location: Montreal, Quebec, Canada
I promise to win many a game with the thopter factory (Canadians make for ace pilots for thopter decks donchaknow?) and I promise to lose any game where I actually resolve that awful black creature
Joined: Jun 08, 2016 Posts: 622 Location: noun, a particular place or position
Identity: Protozoan
Preferred Pronoun Set: Soup/Soup's/Soupself
I love Thopters! Back in the day, before stupid Kaladesh, I had a kickass thopter deck. I fully expect to be treated to a deck which gives me the insane high of that time. Any deck that is anything less that spectacular, I will treat as a personal insult!
Why not try to include Anointed Procession and see if you can make a full thopter air force?
Crud. Cucho’s build is similar to a mono- one I had in mind (that land count is aggressive tho). I’m still kicking ideas around. Izzet, Dimir, and Grix all have great cards to add. Even Rakdos and Orzhov are possibilities.
Izzet would be funny cuz Efficient Construction x3 would completely render the deck LESS efficient.
Cucho I'm sad to see max copies of Foundry Inspector with zero copies of Skyship. t4 skyship is the wettest of dreams.
Also making a Thopter deck without red (Thopter Enginner, Nalaars...) is bold AF. I'm really surprised and excited to try mono-blue.
....excited to lose.
This are janky times, I'm squeezing Padeem, Baral expertise, imprisoned in the moon and that crapy efficient trade... ahh and also mechanized production... you are going to loose so bad xD
Izzet would be funny cuz Efficient Construction x3 would completely render the deck LESS efficient.
Cucho I'm sad to see max copies of Foundry Inspector with zero copies of Skyship. t4 skyship is the wettest of dreams.
Also making a Thopter deck without red (Thopter Enginner, Nalaars...) is bold AF. I'm really surprised and excited to try mono-blue.
....excited to lose.
Izzet Efficient Construction plus Reckless Fireweaver sounds like it could do some damage. Get some token generators out like Thopter Spy Network plus a couple Fireweavers and you can just sit back and do damage for nothing, as long as you have some protection from removal.
Joined: Nov 10, 2013 Posts: 17748 Location: Montreal, Quebec, Canada
you idiots better show some appreciation if I manage to win a few games with this junk. Going 3-0 with Flaky's Dimir mess was a pretty cool moment for me this year, and I totally get what this contest is trying to do. I was doing all these weird things like tossing creatures into the yard, cycling and drawing like crazy, getting them back with Waltz Madness and dropping Drakes. People were sending me so many messages after games, "what a weird, cool deck". And I'm honestly excited to play Haven's foiled bloodsuckers in the weeks and months to come.
so congrats on guys on being able to build stuff with junk. It's fun when it actually gets pulled off. Looking forward to more of that. xo
Just a public service announcement before anyone else is tempted to make an Efficient Construction + Era of Innovation Energy deck: Do not do this unless you enjoy hour long matches against the AI.
What a terrible decision that was!
Cucho, I'm looking at your list but I can't find Esperzoa anywhere, what are you thinking man?
God, at one point I had all 3 Constructions out and I started cracking Eras just so every turn didn't have five minutes of confirmation pop-ups. I should have just quit.
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
I actually started trying to make a deck with both Sly Requisitioner and efficient Construction, but the cards don't really work together...
Anyway, I figured my really grindy Rakvolutions deck would be a good starting point for the Requisitioner deck (which will only make it even more janky). And voilá:
So the idea is to use self-sacrificing artifacts or creatures who can sacrifice artifacts to recur them with the revolutions and gain big value, while pinging away with Fireweavers. Goggles seem like they can help out since most creatures are artificers. The attempt to break the Requisitioner is through Map/Ballista/Vial recursion, pooping out an army of servos and eventually boring opponent to death.
Currently trying the 2 Reverse Engineer and a 19th land in place of 3 Ruin in Their Wake, for better midgame power and artifact usage. It's a really fun deck! The first one of the 8-10 builds I've attempted for this round that I'm actually having a good time playing. Sigil and Throne are both fantastic game winning jank.
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