I don't like the idea, sorry.
Without the option to combo off, or draw a bunch of cards, because you sided the paladin out, you really have to rely on the Planeswalkers.
If you don't have a mox some decks kill you before you drop a walker. And if you manage to get one out, I doubt it will live for long. If your opponent has more than one creature, the tapping down effects won't help you.
To me winning of planeswalkers seems much harder than comboing through removal.
Don't be sorry, I enjoy crude criticism. Yes the idea itself is to rely on the walkers since my opponent probably has nothing to deal with them by siding removal for paladin, their only answer are creatures I can keep tapped (in theory) until I start producing 5/5s with the equips left on deck or blow up their lands, grapeshot is used as removal of creatures like confidant and such.
But I haven't begun testing it, I figured we should try to focus on the main idea for the sb before we rule it out for a transformable one.
So here is my take at a sb:
4 Gemstone Caverns - Possible Acceleration for a turn 1-2 kill with the opponent on the play. Can't let them get their answers ready.
4 Pact of Negation - Protection on the turn you drop paladin for the kill.
4 Sundering Growth - Hate if they try to hose the combo with an enchantment or artifact.
3 Dispatch - Hate if they try to hose the combo with a creature. (Just had to use a grapeshot to kill Thalia so I could go off, though I still didn't win since he top decked a witness to replay thalia and then top decked pod...)
3 dispatch vs 4 sundering growth, because dispatch is backed up by grapeshot.
DOn't care about sb answers to planeswalkers since they are played past turns 3-4 and don't have much capacity to interfere with the combo.
The only thing I don't like about this combo is having to keep track of the storm count. Switching Grapeshot for Grinding Station solves this. You can play the deck the same way, then after your last retract with your deck on hand, play the station or do the 2 mana with 3 mox trick and play the station, then throw the equips at the opponent one at a time.:laugh:
The only difference is that you have to play it just after the last retract so you have the equips on hand for the kill.
EDIT 2: Don't play the station until you have played the last retract or it will go up with the resolution of retract and you probably won't have mana to replay it. First game test, first mistake, the rest of it worked just as the grapeshot version.
EDIT 3: I think I got a risky proposal:
The deck has an undeniably good game 1 and a disastrous game 2, however, game 3 we're on the play again...
I think the basic plan would be to run the deck game 1 as it is intended. Then sideboard something like that last sb list I posted with the hope of getting a turn 1-2 kill before they play their answer. If it fails, re-sideboard the original deck, with you on the play again a turn 2 kill is again really possible so your opponent will only have one land and it will probably be tapped.
We should focus on games 1 and 3, and just try our best on game 2.
Would it be possible to run a Time Sieve sideboard? I cannot for the life of me find a good combo for it other than Thopter Assembly. If we can go infinite with it without using a creature like Assembly, then we can effectively nullify the spot removal they side in while still having a cheap, compact combo.
Edit: Holy cow Tron is easy. 2-0 with two no-lander hands, through a Beast Within game 2. That matchup might well be un-loseable.
Edit2: Beat a Jund player 2-0, he ragequit in the second game when I went Pally-->ate removal-->Pally-->Opal-->Second Pally-->Retract. To be fair, I had the absolute nuts game 2, my 7 was Pally, Pally, Pally, Land, Land, Retract, Equip, and I drew Opal on turn 1.
This deck seriously has the potential to start tearing up tournaments. I only pray that Pally isn't banned before I can personally pilot it at a few events.
About Grinding Station:
I don't know what it should do, what Grapeshot can't do. Having to count storm or getting to a storm of 16-20 (and usually even more) is not a problem imho.
Station doesn't kill through Leyline of Sanctity and makes you lose to Emrakul. There are a few cards that Grinding Station does win against, that Grapeshot does not (like Faith's Shield), but those are rarely played. But not being able to win against Tron is much worse imho.
Regarding Sundering Growth and Dispatch: I would say play Echoing Truth, it is more of a catch-all.
On Time Sieve: Don't know what this should do? It combos with Thopter Assembly, yes, but what then? How do you win? Time Sieve just seems to overcomplicate things...
Thopter Foundry for a transformative sideboard sounds really good.
Ok, I'm officially stating my personal preference for the Pact of Negation sideboard. After running it for a few matches, I'm completely sold.
After going off turn 2 against KikiTwin, I used one Pact to stop a Spell Pierce on my Opal, and then when I whiffed at about 15 Storm (he was at 18), I used a second Opal and two more Pacts to get a lethal Storm count. It dilutes the combo, but it's rather analogous to diluting moonshine. When you start out with nearly 100% alcohol, you can add some water and still have crazy strong stuff.
The main thing is, don't side out more than 1 of anything, and don't side out equipments. Pacts don't draw you cards, so don't take out things that do. Except maybe a miser Probe, which is what I did against Twin.
Also, sometimes you whiff on turn 2, drop a Sigil for X=4 on turn 3, and start swinging with a 7/16 Vigilance/Reach monster.
For reference, here's my current list. I would appreciate help filling out the last 6 slots in the board.
Gemstone Caverns are definitely good sideboard material. I just rolled over Scapeshift and Storm today, and faced a pretty bad looking GW ramp deck. He kept playing until the fourth game, where I went, turn 1 Pally, and he Path'd it. Turn 2 I went, Spoils for Pally, cast Pally, Retract, go off and he ragequit tot he second Retract.
I won a game through Thorn of Amethyst by dropping two Paladins and drawing through to a third one, then dropping Sigils for 7 every turn while using an occasional Grapeshot to clear his board.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I understand the ban list on modern was to degrade T2 win-combos, and this seems like a very consistent T2WC, but if this thing reaches degenerate proportions I don't think they would ban Paladin. That would destroy other non-degenerate decks that use paladin. Maybe they'll ban Retract seeing as no other meta decks abuses it so no one will cry about it. The sad thing is this combo can't be nerfed, if they ban a piece to try and nerf it they will just kill it as without those exact pieces it just doesn't work. So it is either legal to play or completely unplayable.
Anyways i'll enjoy the crap out of this deck until that day comes, if it does.
I'm trying to think up trolling combos like the Turn 2-3 Shrouded-hasty-B.Colossus.
Examples with 2cc or less equips:
A turn 3-4 Swiftfoot Boots+Scythe of the Wretched+Basilisk Collar+Viridian Longbow = Vs. Combo - Paladin pings himself infinite times for infinite life which puts you out of many combo deck's kill range. Vs. Aggro - You can take all their creatures over to your side of the field the turn yu drop the combo, after that you can take any other creature at instant speed (all after doing the infinite life trick). Add Mortarpod if you want to ping the opponent while gaining infinite life (Pal pings himself with longbow, equip basilisk, sac with pod to ping opponent gaining 1 life, return to battlefield with scythe). Add Avacyn's Collar if you want infinite tokens out of the process.
Empyrial Plate+greaves suddenly seems scary when you've got 30+ cards in your hand on turn 2-3, just add trample and Paladin himself can seal the deal.
Combos based on equips means you still get a cantrip from playing the non-0cc equips.
I want to seek other routes but its just a personal preference, the best wincon is undeniably grapeshot, but I just don't like Paladin winning through that, like I said I'm a paladin fanatic (my desktop is an HD paladin image) and grapeshot just doesn't feel like a Paladin win.
I don't think this deck will EVER have to worry about being banned out. Its so easy to hate there is no reason to go past the SB to deal with it.
I think the different sideboard routes tend to dilute the deck, I feel like caverns and pact of negation are probably the best route and just try to combo faster.
As I said before, Shoal Infect died to the same/more things than this and was banned.
Dredge is possibly the easiest deck in the game to hate out, and it came per-banned.
@zero: There are replacement pieces, though they will slow us down. Retract can become Hurkyl's Recall, Spoils can become Plunge into Darkness. Paladin is the real enabler in here.
I don't expect to get this banned, I'm just saying nobody should be surprised if it gets popular enough that Wizards sees it and thinks it's a problem.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Merry Christmas, everyone! It's actually just past midnight here, but the spirit still lingers.
Some matchup info from my testing these past couple weeks.
Tron: 75/25
This is highly favorable, their only maindeck answers are 1) Superfast Karn and 2) Pyroclasm, which isn't really an answer being a sorcery.
Out of the side, they have Beast Within, which requires them to slow down their Tron setup for green mana, and can be a turn too late anyway. If they use that Forest on turn 3 thinking you don't have it yet, it's probably over.
Sideboard Strategy:
-3 Cavern of Souls
-1 City of Brass (or whatever gold lands you run)
+4 Gemstone Caverns
Jund: 60/40
This one is less favorable, but still decent. It probably shifts to about 55/45 or 50/50 postboard, when they know your game and mull to removal or discard. Basic gameplan is to wait for the Goyf/Confidant tapout and go for it. In game 2, if they didn't lead with discard, you can also wait for turn 4 BBE, since they will always go for that and it has the bonus of giving you time to sculpt your hand. Other than that, try to win through removal by having multiples or waiting for the tapout.
Sideboard Strategy:
-3 Cavern of Souls
-1 City of Brass
+4 Gemstone Caverns
-1 Gitaxian Probe
-1 Mox Opal
-1 Plains
-1 Retract
+4 Pact of Negation
Twin (Pod and non-Pod): 65/35
They are just too slow comboing out, have little removal, and their counters don't touch us since Paladin is backed by Caverns and Mox Opal can usually be backed up in multiples mid-combo.
Sideboard Strategy:
-1 Plains
-1 Gitaxian Probe
-1 Mox Opal
-1 Retract
+4 Pact of Negation
Valakut: 80/20
Not only slower than us, but most of their combo involves tapping out on their turn, and very little of their already scant removal is instant speed. Just keep a Paladin or Spoils hand and go for it.
Sideboard Strategy*:
-3 Cavern of Souls
-1 City of Brass
+4 Gemstone Caverns
*Against RUG variants, which are the most popular, you may want to leave Cavern in to fight against Remand/Mana Leak. In that case, just leave the board alone; you're fast enough that Gemstone Caverns are just a luxury, really.
U/W Control Variants: 30/70
Side in 4 Pacts and pray. This matchup can get considerably better depending on how much removal they run, but it's usually enough maindeck and more out of the board.
Sideboard Strategy:
-1 Gitaxian Probe
-1 Mox Opal
-1 City of Brass
-1 Retract
+4 Pact of Negation
+4 Prayer
Storm: 75/25
Same as Valakut, just go ahead and win while they're scrying and trying to set up. Watch out for Remand.
Sideboard Strategy:
None
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Some of them will tap out turn 2; if they don't, your best bet (unlikely though it is) is a Turn 1 Paladin with at least one Shield thrown on him to boost toughness.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I thought its possible to drop the thopter assembly through mycosynth golem the same way I drop the blightsteel colossus, and you can drop the time sieve with the 3 mox trick the same way i drop the boots for colossus haste.
You can then sac 5 equips to get off on turn 3 and you can replay the assembly for free again and again with the golem in play. But why take extra turns when a blightsteel can end the game right there?
The point was, I wanted to use it without Paladin. My idea wsa to side out Paladin for Time Sieve+engine, so that all the spot removal they brought in was useless.
I've been unable to find a reliable engine, though, so I'm just sticking with protection for the Paladin right now.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I played someone on cockatrice who was playing this w/ cruel control. I won 2-0, but cruel control is probably a really bad matchup for this deck. I also highly doubt the valakut matchup is 80/20. Even if the matchup is really really good, bad draws and mulligans will make it closer to 70/30 than 80/20 regardless of whether you actually play or not.
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Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
The point was, I wanted to use it without Paladin. My idea wsa to side out Paladin for Time Sieve+engine, so that all the spot removal they brought in was useless.
I've been unable to find a reliable engine, though, so I'm just sticking with protection for the Paladin right now.
Oh I get it, yeah not too useful then. Maybe keep an eye on the time sieve thread, they might come up with something.
I still ran tests to see how it works:
Pic1 - Time Sieve - Got it off turn 3 as expected. I had exiled one thoper with Spoils, i activated time sieve when I was down to 6 life and didn't want to risk a spoils for the next thopter with 10 cards remaing on deck. He ran away anyways with a silly excuse claiming I lost cause I ended the turn before discarding down to 7 cards. lol, kids!
after that it would have ended by buffed up golems attacking.
BaddB: Yes, control variants are really, really rough. You can win more often than you should with luck and good timing, but it's not a favored matchup.
Valakut is a very, very good matchup. Mulligans might factor in to make it around 75/25, but I honestly don't think that they affect it that strongly. This deck mulligans surprisingly well, having only a 35% chance of not opening with either Spoils or Paladin, and being able to win on turn 2 or 3 off mulligans to 4.
I would however like to fix a mistake I made in those; the Tron matchup is much stronger than the Kut matchup. Tron is easily one of our very best MUs, expect a bye in the round if you see it across the table.
For anybody who's interested, this deck prices out at $200 flat. It's not necessarily "budget", but it's certainly a budget option compared to playsets of Goyf and Bob.
Also, approaching 100 replies and 3k views on this! I am really awed by the response I've gotten. Thank you all for playing and enjoying the deck, and good luck racking up the turn 2 wins like I've been doing.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
is there anyway this can go off turn 1?
edit: here is an issue I run into also...
Discard such as thoughtseize or inquisition
and if you can't get a pally on turn 2
Don't be sorry, I enjoy crude criticism. Yes the idea itself is to rely on the walkers since my opponent probably has nothing to deal with them by siding removal for paladin, their only answer are creatures I can keep tapped (in theory) until I start producing 5/5s with the equips left on deck or blow up their lands, grapeshot is used as removal of creatures like confidant and such.
But I haven't begun testing it, I figured we should try to focus on the main idea for the sb before we rule it out for a transformable one.
So here is my take at a sb:
4 Gemstone Caverns - Possible Acceleration for a turn 1-2 kill with the opponent on the play. Can't let them get their answers ready.
4 Pact of Negation - Protection on the turn you drop paladin for the kill.
4 Sundering Growth - Hate if they try to hose the combo with an enchantment or artifact.
3 Dispatch - Hate if they try to hose the combo with a creature. (Just had to use a grapeshot to kill Thalia so I could go off, though I still didn't win since he top decked a witness to replay thalia and then top decked pod...)
3 dispatch vs 4 sundering growth, because dispatch is backed up by grapeshot.
DOn't care about sb answers to planeswalkers since they are played past turns 3-4 and don't have much capacity to interfere with the combo.
EDIT: Juts had the craziest idea: Grinding Station
The only thing I don't like about this combo is having to keep track of the storm count. Switching Grapeshot for Grinding Station solves this. You can play the deck the same way, then after your last retract with your deck on hand, play the station or do the 2 mana with 3 mox trick and play the station, then throw the equips at the opponent one at a time.:laugh:
The only difference is that you have to play it just after the last retract so you have the equips on hand for the kill.
EDIT 2: Don't play the station until you have played the last retract or it will go up with the resolution of retract and you probably won't have mana to replay it. First game test, first mistake, the rest of it worked just as the grapeshot version.
EDIT 3: I think I got a risky proposal:
The deck has an undeniably good game 1 and a disastrous game 2, however, game 3 we're on the play again...
I think the basic plan would be to run the deck game 1 as it is intended. Then sideboard something like that last sb list I posted with the hope of getting a turn 1-2 kill before they play their answer. If it fails, re-sideboard the original deck, with you on the play again a turn 2 kill is again really possible so your opponent will only have one land and it will probably be tapped.
We should focus on games 1 and 3, and just try our best on game 2.
"When you get your opponent down to 0 sanity, you win the game!"
Edit: Holy cow Tron is easy. 2-0 with two no-lander hands, through a Beast Within game 2. That matchup might well be un-loseable.
Edit2: Beat a Jund player 2-0, he ragequit in the second game when I went Pally-->ate removal-->Pally-->Opal-->Second Pally-->Retract. To be fair, I had the absolute nuts game 2, my 7 was Pally, Pally, Pally, Land, Land, Retract, Equip, and I drew Opal on turn 1.
This deck seriously has the potential to start tearing up tournaments. I only pray that Pally isn't banned before I can personally pilot it at a few events.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
I don't know what it should do, what Grapeshot can't do. Having to count storm or getting to a storm of 16-20 (and usually even more) is not a problem imho.
Station doesn't kill through Leyline of Sanctity and makes you lose to Emrakul. There are a few cards that Grinding Station does win against, that Grapeshot does not (like Faith's Shield), but those are rarely played. But not being able to win against Tron is much worse imho.
Regarding Sundering Growth and Dispatch: I would say play Echoing Truth, it is more of a catch-all.
On Time Sieve: Don't know what this should do? It combos with Thopter Assembly, yes, but what then? How do you win? Time Sieve just seems to overcomplicate things...
Thopter Foundry for a transformative sideboard sounds really good.
After going off turn 2 against KikiTwin, I used one Pact to stop a Spell Pierce on my Opal, and then when I whiffed at about 15 Storm (he was at 18), I used a second Opal and two more Pacts to get a lethal Storm count. It dilutes the combo, but it's rather analogous to diluting moonshine. When you start out with nearly 100% alcohol, you can add some water and still have crazy strong stuff.
The main thing is, don't side out more than 1 of anything, and don't side out equipments. Pacts don't draw you cards, so don't take out things that do. Except maybe a miser Probe, which is what I did against Twin.
Also, sometimes you whiff on turn 2, drop a Sigil for X=4 on turn 3, and start swinging with a 7/16 Vigilance/Reach monster.
For reference, here's my current list. I would appreciate help filling out the last 6 slots in the board.
4 Spoils of the Vault
4 Retract
4 Gitaxian Probe
2 Grapeshot
4 Sigil of Distinction
4 Kite Shield
4 Bone Saw
4 Accorder's Shield
4 Paradise Mantle
4 Spidersilk Net
4 Mox Opal
1 City of Brass
4 Gemstone Mine
4 Glimmervoid
3 Cavern of Souls
1 Plains
4 Nature's Claim
4 Pact of Negation
1 Storm Entity
6 ???
Entity has been relevant out of the sideboard; I have run into Leylines, and I have swung at their faces.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Anyways, this is the best trolling deck ever.
I've been trolling all day at work, just had 3 matches vs scapeshift with the 2 Lightning Greaves, 2 Blightsteel Colossus, 2 Mycosynth Golem setup.
Lost game 1, I could not get to the next retract so I conceded the turn before he was ready to go off.
Won the other 2 games on turn 3 with the Blightsteel+Greaves+Bone Saws.
A turn 3 hasty blightsteel is so unsexpected. SO SWEET!!!
"When you get your opponent down to 0 sanity, you win the game!"
I won a game through Thorn of Amethyst by dropping two Paladins and drawing through to a third one, then dropping Sigils for 7 every turn while using an occasional Grapeshot to clear his board.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Anyways i'll enjoy the crap out of this deck until that day comes, if it does.
I'm trying to think up trolling combos like the Turn 2-3 Shrouded-hasty-B.Colossus.
Examples with 2cc or less equips:
A turn 3-4 Swiftfoot Boots+Scythe of the Wretched+Basilisk Collar+Viridian Longbow = Vs. Combo - Paladin pings himself infinite times for infinite life which puts you out of many combo deck's kill range. Vs. Aggro - You can take all their creatures over to your side of the field the turn yu drop the combo, after that you can take any other creature at instant speed (all after doing the infinite life trick). Add Mortarpod if you want to ping the opponent while gaining infinite life (Pal pings himself with longbow, equip basilisk, sac with pod to ping opponent gaining 1 life, return to battlefield with scythe). Add Avacyn's Collar if you want infinite tokens out of the process.
Empyrial Plate+greaves suddenly seems scary when you've got 30+ cards in your hand on turn 2-3, just add trample and Paladin himself can seal the deal.
Leering Emblem has Storm Entity's ability. Add greaves and again paladin himself can swing for lethal.
Combos based on equips means you still get a cantrip from playing the non-0cc equips.
I want to seek other routes but its just a personal preference, the best wincon is undeniably grapeshot, but I just don't like Paladin winning through that, like I said I'm a paladin fanatic (my desktop is an HD paladin image) and grapeshot just doesn't feel like a Paladin win.
"When you get your opponent down to 0 sanity, you win the game!"
I think the different sideboard routes tend to dilute the deck, I feel like caverns and pact of negation are probably the best route and just try to combo faster.
Dredge is possibly the easiest deck in the game to hate out, and it came per-banned.
@zero: There are replacement pieces, though they will slow us down. Retract can become Hurkyl's Recall, Spoils can become Plunge into Darkness. Paladin is the real enabler in here.
I don't expect to get this banned, I'm just saying nobody should be surprised if it gets popular enough that Wizards sees it and thinks it's a problem.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Some matchup info from my testing these past couple weeks.
Tron: 75/25
This is highly favorable, their only maindeck answers are 1) Superfast Karn and 2) Pyroclasm, which isn't really an answer being a sorcery.
Out of the side, they have Beast Within, which requires them to slow down their Tron setup for green mana, and can be a turn too late anyway. If they use that Forest on turn 3 thinking you don't have it yet, it's probably over.
Sideboard Strategy:
-3 Cavern of Souls
-1 City of Brass (or whatever gold lands you run)
+4 Gemstone Caverns
Jund: 60/40
This one is less favorable, but still decent. It probably shifts to about 55/45 or 50/50 postboard, when they know your game and mull to removal or discard. Basic gameplan is to wait for the Goyf/Confidant tapout and go for it. In game 2, if they didn't lead with discard, you can also wait for turn 4 BBE, since they will always go for that and it has the bonus of giving you time to sculpt your hand. Other than that, try to win through removal by having multiples or waiting for the tapout.
Sideboard Strategy:
-3 Cavern of Souls
-1 City of Brass
+4 Gemstone Caverns
-1 Gitaxian Probe
-1 Mox Opal
-1 Plains
-1 Retract
+4 Pact of Negation
Twin (Pod and non-Pod): 65/35
They are just too slow comboing out, have little removal, and their counters don't touch us since Paladin is backed by Caverns and Mox Opal can usually be backed up in multiples mid-combo.
Sideboard Strategy:
-1 Plains
-1 Gitaxian Probe
-1 Mox Opal
-1 Retract
+4 Pact of Negation
Valakut: 80/20
Not only slower than us, but most of their combo involves tapping out on their turn, and very little of their already scant removal is instant speed. Just keep a Paladin or Spoils hand and go for it.
Sideboard Strategy*:
-3 Cavern of Souls
-1 City of Brass
+4 Gemstone Caverns
*Against RUG variants, which are the most popular, you may want to leave Cavern in to fight against Remand/Mana Leak. In that case, just leave the board alone; you're fast enough that Gemstone Caverns are just a luxury, really.
U/W Control Variants: 30/70
Side in 4 Pacts and pray. This matchup can get considerably better depending on how much removal they run, but it's usually enough maindeck and more out of the board.
Sideboard Strategy:
-1 Gitaxian Probe
-1 Mox Opal
-1 City of Brass
-1 Retract
+4 Pact of Negation
+4 Prayer
Storm: 75/25
Same as Valakut, just go ahead and win while they're scrying and trying to set up. Watch out for Remand.
Sideboard Strategy:
None
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
You wanted to find a way to use it.
I thought its possible to drop the thopter assembly through mycosynth golem the same way I drop the blightsteel colossus, and you can drop the time sieve with the 3 mox trick the same way i drop the boots for colossus haste.
You can then sac 5 equips to get off on turn 3 and you can replay the assembly for free again and again with the golem in play. But why take extra turns when a blightsteel can end the game right there?
"When you get your opponent down to 0 sanity, you win the game!"
I've been unable to find a reliable engine, though, so I'm just sticking with protection for the Paladin right now.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Oh I get it, yeah not too useful then. Maybe keep an eye on the time sieve thread, they might come up with something.
I still ran tests to see how it works:
Pic1 - Time Sieve - Got it off turn 3 as expected. I had exiled one thoper with Spoils, i activated time sieve when I was down to 6 life and didn't want to risk a spoils for the next thopter with 10 cards remaing on deck. He ran away anyways with a silly excuse claiming I lost cause I ended the turn before discarding down to 7 cards. lol, kids!
after that it would have ended by buffed up golems attacking.
Pic2 - Compare time sieve to the Colossus setup.
"When you get your opponent down to 0 sanity, you win the game!"
Valakut is a very, very good matchup. Mulligans might factor in to make it around 75/25, but I honestly don't think that they affect it that strongly. This deck mulligans surprisingly well, having only a 35% chance of not opening with either Spoils or Paladin, and being able to win on turn 2 or 3 off mulligans to 4.
I would however like to fix a mistake I made in those; the Tron matchup is much stronger than the Kut matchup. Tron is easily one of our very best MUs, expect a bye in the round if you see it across the table.
For anybody who's interested, this deck prices out at $200 flat. It's not necessarily "budget", but it's certainly a budget option compared to playsets of Goyf and Bob.
Also, approaching 100 replies and 3k views on this! I am really awed by the response I've gotten. Thank you all for playing and enjoying the deck, and good luck racking up the turn 2 wins like I've been doing.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
One question though, the way you side seems to always have you on the draw game 2..how so?
edit: here is an issue I run into also...
Discard such as thoughtseize or inquisition
and if you can't get a pally on turn 2
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Also, the 'whiff rate' seems like it would be higher than everyone is making it seem.