I am currently running LED, in the deck. This is a card I have wavered on the most but It is has won me the game twice before so I am keeping it. The discarding your hand sucks but it can speed up your clock by one turn. It also has good syenergy with the spellbombs and brainstorm. I cut energy flux from the sideboard in favor of serenity. Serenity has proven very helpful, sure you have to wait a turn but it blows up everything. For the echoing truth I was thinking about Maindecking a decree of Justice.
Well it is actually more of a meta dependant thing. I would keep truth, because I see more Colossus/Big Duders in control decks over here than anything. But if you have a lot of Control with out big dudes or if you need it for chumpers, etc. Then Go ahead.
4 Auriok Salvagers 4 Trinket Mage 4 Meddling Mage 1 Darksteel Collossus 1 Tinker 1 Mystical Tutor 4 Brainstorm 3 Thirst for Knowledge 1 Ancestral Recall 4 Mana Drain 4 Force of Will 1 Decree of Justice 1 Time Walk 1 Mox Pearl 1 Mox Sapphire 1 Sol Ring 1 Mana Crypt 1 Black Lotus 1 Lion’s Eye Daimond 1 Pyrite Spellbomb 1 Pithing Needle 1 Engineered Explosives 1 Phrexyain Furnace 2 AEther Spellbomb 4 Flooded Strand 4 Tundra 1 Volcanic Island 6 Island 1 Plains
Sideboard 3 Serenity 3 STP 2 Seal of Cleansing 2 Vedalken Shackles 1 Old Man of the Sea 1 Decree of Justice 1 Exalted Angel 1 Chalice of the Void 1 Tormod’s Crypt
I managed to win 5 games lose 2 games and draw 1 game, Giving me 26th place. Here is a short report of what happened. I only wrote down how I won so the rest is from memory.
Round 1: Bye
Round 2 vs. Control Slaver
Game 1: I combo out with salvagers.
Game 2: Tinker into DSC first turn. He Rack and Ruins the DSC and a spellbomb. I point out that the DSC does not die, He says that he can not target the DSC with Rack and Ruin because it is indestructible and tries to take it back and play an energy flux. I call a judge over who says that DSC is targetable with Rack and Ruin and I win.
Round 3 vs. Dragon
Game 1: I play a mage naming animate dead. He plays necromancy on dragon and wins.
Game 2: I board in 3 STP and 1 crypt. I go infinite with salvagers and win.
Game 3: I tinker into DSC and play a mage naming animate dead. He animates a titan which I STP. I then beat with DSC for the win.
Round 4 vs. GG Gifts
Game 1: I combo out with Salvagers.
Game 2: I tinker into DSC and play a mage naming welder
Round 5 vs. U/W null rod fish
Game 1: I combo with salvagers and LED
Game 2: He brings in hate, and plays null rod meddling mage and rootwater thief and wins
Game 3: He plays null rod and Pithing Needle, at which point I decide to go aggro and win with old man of the sea and trinket mage.
At this point I am 5-0 and need to win 1 more game.
Round 6 vs. Dragon
Game 1: He goes infinite with dragon
Game 2: He animates a titan and beats me to death
Round 7 vs. Control Slaver
Game 1: He wins with a big yawg win and trike beats
Game 2: We trade counterspells untill we are finally down to him with a trike and me with 2 meddling mages. I am able to beat him to death with the mages.
Game 3: We are low on time so I keep a very aggressive hand with first turn maeddling mage second turn tinker with no countermagic. I play the mage nameing welder and then play tinker which resolves. He then bounces my DSC. The game went to time but if we had played it out he would have won.
Round 8 vs Control Slaver
Game 1: I am within one turn of comboing with salvagers when he mindslavers me and decks me with infinite mana.
Game 2: I lose to Pent beats etc.
I end up 26th and I am pretty satsfied about how I did. Part of the reason a lost the games I lost was because I was tired and started doing stupid things like not realizing I had countermagic and leaving my hand face up on the table.
I feel like the deck could still use some work. I found my sideboard was useless a fair bit of the time so that needs to be redone. I also don’t think TFK really fits the deck and want to look into other draw options. Anyway help would be appreciated.
well I couldnt help but notice that there was mention of an animated titan in there...obviously the dragon player has been lead astray if that couldnt finish the game...especially with it coming into play AND leaving play and the salvager deck still having enough gusto to win...heh...
But still, fantastic finish...
How was the pyrite spellbomb for you though, since that has been a big topic here?
As for TFK, the deck should then need all moxen, crypt, vault, even vials, etc. to be good. You don't necessarily want to drop your needle when you want to drop a spellbomb or LED.
And I'm curious about how pyrite helped you too. As utility, of course.
I actually did not use the damage partpyrite at all in this tournament. There where however situations in which it would have been very nice to have it. I either did not have the right mana or I did have the mana but not the pyrite. There was one situation that I had the pyrite but would have much rather of had an AEther spellbomb, I think I won that game anyway though. With that said it was a much easier just to show the pyrite to your opponent then having to go through your deck play all the creatures spells etc. At this point I would probably keep it however It should be tested more.
One thing I think that does need improvment, is the draw engine, TFK really has not been doing enough for me. I often found myself running out of steam with no cards in hand when my opponent had 5 or 6. I think that is partly becasue of the quality of draw but also becasue of the small amount of it for a deck like this. It relies on a 2 card combo with 1 of the cards being restricted. I have been considering things like telling time and AK Intuition however none of them seemed to fit. One thing I should add is a library so I think I would probably take out an island for it. Thoughts?
Sorry for the double post, here is my updated list and I was wondering what people thought.
4 Auriok Salvagers
4 Trinket Mage 4 Meddling Mage 1 Darksteel Collossus 1 Tinker 1 Mystical Tutor 4 Brainstorm 3 Thirst for Knowledge 1 Ancestral Recall 4 Mana Drain 4 Force of Will 1 Decree of Justice 1 Time Walk 1 Mox Pearl 1 Mox Sapphire 1 Sol Ring 1 Mana Crypt 1 Black Lotus 1 Lion’s Eye Daimond 1 Enlightned Tutor 1 Pithing Needle 1 Engineered Explosives 1 Phrexyain Furnace 2 AEther Spellbomb 4 Flooded Strand 4 Tundra 1 Library of Alexiandra 6 Island 1 Plains
Sideboard 3 Serenity 3 STP 2 Seal of Cleansing 2 Vedalken Shackles 1 Old Man of the Sea 1 Decree of Justice 1 Exalted Angel 1 Chalice of the Void 1 Tormod’s Crypt
The main change is I cut the pyrite for an enlightned tutor and a volcanic island for a LOA. I cut pyrite for 2 reasons, first it is hard to find both volcanic and pyrite, and second I did not need it that often. I have had no problem killing without pyrite, it is just a little harder.
I also need help with my sideboard for an upcoming tournament. I am trying to find a place for 3 Chill, but I do not know what to cut. I am running chill becasue about a 1/4 of my meta is red decks, mainly aggro countrol like The Mountains Win Again. So far I am thinking of cutting a decree and maybe the vedalken shackles, although the shackles are helpful vs. Fish. Anyway help would be apprciated especially on the sideboard.
-1 Decree of justice
-1 Mana crypt
+1 Aether spellbomb or phyrexian furnace
+1 Fact or fiction
Decree of justice is 100% win more, and the beatdown can be potent enough to take down the opponent. Likewise, a spellbomb or furnace would be more utility against whatever archetypes you see the most and helps for the combo. Also, there are not enough artifacts to make thirsts good enough, so why not put another one. Why remove crypt then? Because the games can be long enough if your beatdown is slowed down, so it can hurt you a lot. FoF has been very good in every game I played. It is a quality drawer and another spell for a drain juice.
I agree that it would be good to add another furnace and a FoF, I do not agree however that I should cut a decree and mana crypt. Mana crypt makes salvagers and trinket mage easier to cast making my combo faster. Decree helps with beatdown if my opponent has something to stop the combo.
I would consider cutting a decree for something however the mana crypt has to stay. Anybody have any idea what else to cut from the maindeck for FoF and furnace and from the sideboard for 3 Chills?
I went 2-3 at the tournament playing basically the same list as I posted above except I put in a FoF and took out a trinket mage. I also sideboarded 3 chills, which turned out to be a horrible idea. Library was not to helpful, all it did was mana screw me. I am rethinking the whole pyrite spellbomb thing (Again). I had a couple issues going off becasue of the small number of spellbombs I was running. Here is a short report of what I remeber.
Round 1 R/G Madness Beats 2-0
Round 2 Control Slaver 0-2
Round 3 Meandeck Gifts 2-1
Round 4 U/R Fish 1-2 I made a play mistake game 3 not countering a mox monkey which made me lose.
Round 5 Chalice Oath 0-2
I will post a new list soon, after a figure out what I am doing with the pyrite spellbomb.
fireballchannel: I know that decree can be a good beatdown, but it just adds to the already good enough beatdown that this deck has, even if it isn't based purely on beats. The 2/2s block any 1/1 creature you want, and the salvagers can block the 3/Xs and they are good utilities.
lunar: I know that crypt is a very good accelerant and that it helps put the combo on the table very fast, but the deck doesn't ''focus'' on the combo. It goes the way the deck goes and it's a combo/control/aggro deck, and it can go into very long games. Well....I don't know. I've not played enough games with crypt/tinker and all, but in my testings, I prefered vault.
crypt is too good...not only accelerating you easily into stuff like tinker and your dudes (without having to tap 1 to play it) plus it can be used over successive turns throughout a game to good use...the massive benefits far outweigh the negatives...
well 3-2 in a tourney you should have gone 4-1 in isnt so bad...seems like the deck was decent for you...beating gifts and oath is a good sign to be sure...
I do kinda agree with the non-need of decree...it does somewhat feel like a win more card for you...maybe dropping this out to fit back in either the pyrite or another aether spellbomb. Just a thought.
The 2-0 against Oath should actually be a 0-2, so my showing is quite a bit worse. Here is the current list I am testing. Note that I am running pyrite/volcanic, but nothing is finalized yet.
BomberMan: 4 Auriok Salvagers 3 Trinket Mage 4 Meddling Mage 1 Darksteel Collossus 1 Tinker 1 Mystical Tutor 4 Brainstorm 3 Thirst for Knowledge 1 Fact or Fiction 1 Ancestral Recall 4 Mana Drain 4 Force of Will 1 Time Walk 1 Mox Pearl 1 Mox Sapphire 1 Sol Ring 1 Mana Crypt 1 Black Lotus 1 Lion’s Eye Daimond 1 Enlightned Tutor 1 Pithing Needle 1 Engineered Explosives 1 Phrexyain Furnace 2 AEther Spellbomb 1 Pyrite Spellbomb 4 Flooded Strand 4 Tundra 1 Volcanic Island 6 Island 1 Plains Sideboard: 3 Serenity 3 STP 3 Seal of Cleansing 2 Vedalken Shackles 1 Old Man of the Sea 1 Exalted Angel 1 Decree of Justice 1 Tormod’s Crypt
I boarded the decree, and I am now running the pyrite as a kill. I am looking to add another Pithing Needle and Trinket Mage. I was thinking of cutting the Pyrite and Volcanic for them. So if people have thoughts about pyrite kill etc. please share them with me about which way I should go with it.
The combo works like this: Sacrifice black lotus or LED for white, floating 3 mana, return it via salvagers for 2, floating 1. This chain, when activated many times, gives you an absurd amount of mana (infinite). With that mana, you sacrifice your spellbomb or furnace (or return it from the grave, play it and sac it) to draw a card. Repeat until you've drawn about all the deck, returned all opposing creatures into their owner's hands (aether spellbomb), removed the opponent's grave from the game (phyrexian furnace), blew up all non-land permanents with cc 5 or less (engineered explosives), but before, you had to return all your creatures, replay them, naming key cards with mages.
FINALLY, you cast time walk and give a huge swing for the win, or wait a turn with a full hand of counters and answers before winning.
And the deck is competitive. However, it usually has bad matchups against stax, which doesn't mean anything good. It does have good matchups against oath however, as the bomber builds usually have a lot of answers to their creatures (spellbomb, stp, trinket mages fetching spellbomb, random disenchant)
CA is pretty good against bomber. However, it doesn't have as much chances against it as stax and a quick needle for bazaar of welder may be fatal over the long game. A good build would have a 60/40 matchup against bomber normally.
Bomberman hates artifact decks, but has good matchups against almost everything else. Just a rule of thumb.
I will refrain from too much comment on why CA beats this deck badly 90% of the time...these things should be pretty apparent.
Running more needles can help the matchup but if needles were really that bad for bazaar decks then people wouldnt be playing bazaars at all, we have ways to deal with that kind of crap too, heh...besides...after sideboard you pretty much really really need to be naming tormods crypt BEFORE you can bother to name bazaar or welder anyways...your aggro cannot out aggro cerebral assasin...the combo win is key for bomberman in this matchup IMO. however this presents the deck with some problems...
Bomberman REALLY needs to act the control in this matchup early, which unfortunatly for bomberman plays right into CA's strong points (which is designed to wreck control) Bomberman basically HAS to be able to counter at a minimum the first two things from CA AND has to combo out shortly afterwards...This becomes a problem when you have to start bouncing/EEing away sundering titans which are laying the smackdown on your lands...
Salvager Oath is a bit trickier for CA as with a quickly resolved Oath they can sit back and play the control a bit more effectivly AFTER setting up the combo with oath very easily (this is STILL a 50/50 matchup most of the time though)
BomberMan: 4 Auriok Salvagers
4 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge 1 Fact or Fiction
1 Ancestral Recall
4 Mana Drain
4 Force of Will
1 Time Walk
1 Mox Pearl
1 Mox Sapphire 1 Mox Ruby 1 Mox Emerald 1 Mox Jet
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Enlightened Tutor
1 Pithing Needle
1 Engineered Explosives
2 AEther Spellbomb
4 Flooded Strand
4 Tundra
5 Island
1 Plains
Sideboard:
3 Serenity
3 STP 3 Seal of Cleansing
3 Vedalken Shackles
1 Exalted Angel 1 Decree of Justice
1 Tormod’s Crypt
I have cut the furnace, an island and a library in favor of 3 more moxen. At the tournament I attended it turns out another Bomberman deck won, here is the list he ran:
Oliver Beaumont (Oh My God! Not Another Bad Deck Name - Salvagers)
5x Island
1x Tolarian Academy
1x Plains
4x Tundra
4x Flooded Strand
1x Adarkar Wastes
3x Trinket Mage
4x Auriok Salvagers
1x Darksteel Colossus
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Black Lotus
1x Sol Ring
1x Mana Crypt
1x Tinker
1x Time Walk
1x Ancestral Recall
1x Gifts Ungiven
1x Mystical Tutor
4x Force of Will
1x Pyrite Spellbomb
2x AEther Spellbom
4x Mana Drain
1x Rebuild
4x Brainstorm
1x Merchant Scroll
1x Decree of Justice
1x Engineered Explosives
3x Thirst for Knowledge
1x Telling Time
Sideboard
2x Old Man of the Sea
2x Echoing Truth
3x Swords to Plowshares
1x Jesters Cap
2x Tormods Crypt
2x Sacred Ground
3x Orims Chant
Just something to compare and contrast too. The main way this list differs is that it runs no Meddling Mages. Thoughts?
Well, the deck sure is a combo/control deck now. I think gifts can be great in this deck as it's another spell for drain and can fetch most artifacts. It's seems that Stax was pretty dominant in its meta, considering the rebuild and the decree which helps against the wires.
It can be good.
Ironically enough so do I. I currently have 12 proxies not 13(I own a mana crypt). First I would suggest buying a mana crypt if you can, its really worth it. If you can not I would run mana vault in its place. For the other 2 moxen I am running a mox daimond and a chrome mox, not sure if that is optimal though.
Another upate, I have cut island for a tolarian academy. Do people have more thoughts on other list that won the tournament I went to?
I have another tournament this sunday and was looking for some more advice and suggestions. Because it is a ten proxy tournament I am running chrome mox and mox daimond in place of 2 off color moxen. I found daimond to be okay but the chrome mox screwed me over to often. I have been thinking of adding a sensei's divining top and takeing out the chrome mox. I am currently running 2 shackles in the board but I am not sure if something like control magic would be better. Thanks in advance for the help
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4 Auriok Salvagers
4 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge
1 Ancestral Recall
4 Mana Drain
4 Force of Will
1 Decree of Justice
1 Time Walk
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Lion’s Eye Daimond
1 Pyrite Spellbomb
1 Pithing Needle
1 Engineered Explosives
1 Phrexyain Furnace
2 AEther Spellbomb
4 Flooded Strand
4 Tundra
1 Volcanic Island
6 Island
1 Plains
Sideboard
3 Serenity
3 STP
2 Seal of Cleansing
2 Vedalken Shackles
1 Old Man of the Sea
1 Decree of Justice
1 Exalted Angel
1 Chalice of the Void
1 Tormod’s Crypt
I managed to win 5 games lose 2 games and draw 1 game, Giving me 26th place. Here is a short report of what happened. I only wrote down how I won so the rest is from memory.
Round 1: Bye
Round 2 vs. Control Slaver
Game 1: I combo out with salvagers.
Game 2: Tinker into DSC first turn. He Rack and Ruins the DSC and a spellbomb. I point out that the DSC does not die, He says that he can not target the DSC with Rack and Ruin because it is indestructible and tries to take it back and play an energy flux. I call a judge over who says that DSC is targetable with Rack and Ruin and I win.
Round 3 vs. Dragon
Game 1: I play a mage naming animate dead. He plays necromancy on dragon and wins.
Game 2: I board in 3 STP and 1 crypt. I go infinite with salvagers and win.
Game 3: I tinker into DSC and play a mage naming animate dead. He animates a titan which I STP. I then beat with DSC for the win.
Round 4 vs. GG Gifts
Game 1: I combo out with Salvagers.
Game 2: I tinker into DSC and play a mage naming welder
Round 5 vs. U/W null rod fish
Game 1: I combo with salvagers and LED
Game 2: He brings in hate, and plays null rod meddling mage and rootwater thief and wins
Game 3: He plays null rod and Pithing Needle, at which point I decide to go aggro and win with old man of the sea and trinket mage.
At this point I am 5-0 and need to win 1 more game.
Round 6 vs. Dragon
Game 1: He goes infinite with dragon
Game 2: He animates a titan and beats me to death
Round 7 vs. Control Slaver
Game 1: He wins with a big yawg win and trike beats
Game 2: We trade counterspells untill we are finally down to him with a trike and me with 2 meddling mages. I am able to beat him to death with the mages.
Game 3: We are low on time so I keep a very aggressive hand with first turn maeddling mage second turn tinker with no countermagic. I play the mage nameing welder and then play tinker which resolves. He then bounces my DSC. The game went to time but if we had played it out he would have won.
Round 8 vs Control Slaver
Game 1: I am within one turn of comboing with salvagers when he mindslavers me and decks me with infinite mana.
Game 2: I lose to Pent beats etc.
I end up 26th and I am pretty satsfied about how I did. Part of the reason a lost the games I lost was because I was tired and started doing stupid things like not realizing I had countermagic and leaving my hand face up on the table.
I feel like the deck could still use some work. I found my sideboard was useless a fair bit of the time so that needs to be redone. I also don’t think TFK really fits the deck and want to look into other draw options. Anyway help would be appreciated.
PS...animating Sundering Titan is a lot of fun.
Ha! That coming from a Cerebral Assassin player.
But still, fantastic finish...
How was the pyrite spellbomb for you though, since that has been a big topic here?
As for TFK, the deck should then need all moxen, crypt, vault, even vials, etc. to be good. You don't necessarily want to drop your needle when you want to drop a spellbomb or LED.
And I'm curious about how pyrite helped you too. As utility, of course.
One thing I think that does need improvment, is the draw engine, TFK really has not been doing enough for me. I often found myself running out of steam with no cards in hand when my opponent had 5 or 6. I think that is partly becasue of the quality of draw but also becasue of the small amount of it for a deck like this. It relies on a 2 card combo with 1 of the cards being restricted. I have been considering things like telling time and AK Intuition however none of them seemed to fit. One thing I should add is a library so I think I would probably take out an island for it. Thoughts?
4 Auriok Salvagers
4 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge
1 Ancestral Recall
4 Mana Drain
4 Force of Will
1 Decree of Justice
1 Time Walk
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Lion’s Eye Daimond
1 Enlightned Tutor
1 Pithing Needle
1 Engineered Explosives
1 Phrexyain Furnace
2 AEther Spellbomb
4 Flooded Strand
4 Tundra
1 Library of Alexiandra
6 Island
1 Plains
Sideboard
3 Serenity
3 STP
2 Seal of Cleansing
2 Vedalken Shackles
1 Old Man of the Sea
1 Decree of Justice
1 Exalted Angel
1 Chalice of the Void
1 Tormod’s Crypt
The main change is I cut the pyrite for an enlightned tutor and a volcanic island for a LOA. I cut pyrite for 2 reasons, first it is hard to find both volcanic and pyrite, and second I did not need it that often. I have had no problem killing without pyrite, it is just a little harder.
I also need help with my sideboard for an upcoming tournament. I am trying to find a place for 3 Chill, but I do not know what to cut. I am running chill becasue about a 1/4 of my meta is red decks, mainly aggro countrol like The Mountains Win Again. So far I am thinking of cutting a decree and maybe the vedalken shackles, although the shackles are helpful vs. Fish. Anyway help would be apprciated especially on the sideboard.
-1 Decree of justice
-1 Mana crypt
+1 Aether spellbomb or phyrexian furnace
+1 Fact or fiction
Decree of justice is 100% win more, and the beatdown can be potent enough to take down the opponent. Likewise, a spellbomb or furnace would be more utility against whatever archetypes you see the most and helps for the combo. Also, there are not enough artifacts to make thirsts good enough, so why not put another one. Why remove crypt then? Because the games can be long enough if your beatdown is slowed down, so it can hurt you a lot. FoF has been very good in every game I played. It is a quality drawer and another spell for a drain juice.
I would consider cutting a decree for something however the mana crypt has to stay. Anybody have any idea what else to cut from the maindeck for FoF and furnace and from the sideboard for 3 Chills?
WOOT!
WTF!?! dude....you must be up out yo mind.
Try out
-1 Trinket Mage (FoF is a pretty decent replacement here)
I would need a pretty full meta rundown beyond just the decks you want to add chill for to comment better on SB options....
Round 1 R/G Madness Beats 2-0
Round 2 Control Slaver 0-2
Round 3 Meandeck Gifts 2-1
Round 4 U/R Fish 1-2
I made a play mistake game 3 not countering a mox monkey which made me lose.
Round 5 Chalice Oath 0-2
I will post a new list soon, after a figure out what I am doing with the pyrite spellbomb.
lunar: I know that crypt is a very good accelerant and that it helps put the combo on the table very fast, but the deck doesn't ''focus'' on the combo. It goes the way the deck goes and it's a combo/control/aggro deck, and it can go into very long games. Well....I don't know. I've not played enough games with crypt/tinker and all, but in my testings, I prefered vault.
well 3-2 in a tourney you should have gone 4-1 in isnt so bad...seems like the deck was decent for you...beating gifts and oath is a good sign to be sure...
I do kinda agree with the non-need of decree...it does somewhat feel like a win more card for you...maybe dropping this out to fit back in either the pyrite or another aether spellbomb. Just a thought.
BomberMan:
4 Auriok Salvagers
3 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge
1 Fact or Fiction
1 Ancestral Recall
4 Mana Drain
4 Force of Will
1 Time Walk
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Lion’s Eye Daimond
1 Enlightned Tutor
1 Pithing Needle
1 Engineered Explosives
1 Phrexyain Furnace
2 AEther Spellbomb
1 Pyrite Spellbomb
4 Flooded Strand
4 Tundra
1 Volcanic Island
6 Island
1 Plains
Sideboard:
3 Serenity
3 STP
3 Seal of Cleansing
2 Vedalken Shackles
1 Old Man of the Sea
1 Exalted Angel
1 Decree of Justice
1 Tormod’s Crypt
I boarded the decree, and I am now running the pyrite as a kill. I am looking to add another Pithing Needle and Trinket Mage. I was thinking of cutting the Pyrite and Volcanic for them. So if people have thoughts about pyrite kill etc. please share them with me about which way I should go with it.
What about the 3 serenities and seal of cleansing? Are they not too much of hate sideboard?
FINALLY, you cast time walk and give a huge swing for the win, or wait a turn with a full hand of counters and answers before winning.
And the deck is competitive. However, it usually has bad matchups against stax, which doesn't mean anything good. It does have good matchups against oath however, as the bomber builds usually have a lot of answers to their creatures (spellbomb, stp, trinket mages fetching spellbomb, random disenchant)
CA is pretty good against bomber. However, it doesn't have as much chances against it as stax and a quick needle for bazaar of welder may be fatal over the long game. A good build would have a 60/40 matchup against bomber normally.
Bomberman hates artifact decks, but has good matchups against almost everything else. Just a rule of thumb.
Running more needles can help the matchup but if needles were really that bad for bazaar decks then people wouldnt be playing bazaars at all, we have ways to deal with that kind of crap too, heh...besides...after sideboard you pretty much really really need to be naming tormods crypt BEFORE you can bother to name bazaar or welder anyways...your aggro cannot out aggro cerebral assasin...the combo win is key for bomberman in this matchup IMO. however this presents the deck with some problems...
Bomberman REALLY needs to act the control in this matchup early, which unfortunatly for bomberman plays right into CA's strong points (which is designed to wreck control) Bomberman basically HAS to be able to counter at a minimum the first two things from CA AND has to combo out shortly afterwards...This becomes a problem when you have to start bouncing/EEing away sundering titans which are laying the smackdown on your lands...
Salvager Oath is a bit trickier for CA as with a quickly resolved Oath they can sit back and play the control a bit more effectivly AFTER setting up the combo with oath very easily (this is STILL a 50/50 matchup most of the time though)
BomberMan:
4 Auriok Salvagers
4 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge
1 Fact or Fiction
1 Ancestral Recall
4 Mana Drain
4 Force of Will
1 Time Walk
1 Mox Pearl
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Jet
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Enlightened Tutor
1 Pithing Needle
1 Engineered Explosives
2 AEther Spellbomb
4 Flooded Strand
4 Tundra
5 Island
1 Plains
Sideboard:
3 Serenity
3 STP
3 Seal of Cleansing
3 Vedalken Shackles
1 Exalted Angel
1 Decree of Justice
1 Tormod’s Crypt
I have cut the furnace, an island and a library in favor of 3 more moxen. At the tournament I attended it turns out another Bomberman deck won, here is the list he ran:
Oliver Beaumont (Oh My God! Not Another Bad Deck Name - Salvagers)
5x Island
1x Tolarian Academy
1x Plains
4x Tundra
4x Flooded Strand
1x Adarkar Wastes
3x Trinket Mage
4x Auriok Salvagers
1x Darksteel Colossus
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Black Lotus
1x Sol Ring
1x Mana Crypt
1x Tinker
1x Time Walk
1x Ancestral Recall
1x Gifts Ungiven
1x Mystical Tutor
4x Force of Will
1x Pyrite Spellbomb
2x AEther Spellbom
4x Mana Drain
1x Rebuild
4x Brainstorm
1x Merchant Scroll
1x Decree of Justice
1x Engineered Explosives
3x Thirst for Knowledge
1x Telling Time
Sideboard
2x Old Man of the Sea
2x Echoing Truth
3x Swords to Plowshares
1x Jesters Cap
2x Tormods Crypt
2x Sacred Ground
3x Orims Chant
Just something to compare and contrast too. The main way this list differs is that it runs no Meddling Mages. Thoughts?
It can be good.
BomberMan:
4 Auriok Salvagers
4 Trinket Mage
4 Meddling Mage
1 Darksteel Collossus
1 Tinker
1 Mystical Tutor
4 Brainstorm
3 Thirst for Knowledge
1 Fact or Fiction
1 Ancestral Recall(proxy)
4 Mana Drain(proxy x4)
4 Force of Will
1 Time Walk(Proxy)
1 Mox Pearl(proxy)
1 Mox Sapphire(proxy)
1 Mox Ruby(proxy)
1 Mox Emerald(proxy)
1 Mox Jet(proxy)
1 Sol Ring
1 Mana Crypt(proxy)
1 Black Lotus (proxy)
1 Enlightened Tutor
1 Pithing Needle
1 Engineered Explosives
2 AEther Spellbomb
4 Flooded Strand
4 Tundra
5 Island
1 Plains
Sideboard:
3 Serenity
3 STP
3 Seal of Cleansing
3 Vedalken Shackles
1 Exalted Angel
1 Decree of Justice
1 Tormod’s Crypt
I know its the list right above this post. But I put in what I have to proxy.
All together, that's 13 proxies...i need to cut 3 cards....=(
any help would be AWESOME.
Thanks!
Another upate, I have cut island for a tolarian academy. Do people have more thoughts on other list that won the tournament I went to?