Also, going back to the original deck (Lucids), it seems like Shock is 100% outclassed by Galvanic Blast. You've got 10 artifacts in there already, so it seems crazy not to stock up on 'em.
I like the idea (as always with Lucid) and I had looked at it before with a friend of mine.
I think adding Auramancer would be a wise thing to do. Also, making it "Team America" deck isn't a bad idea, since it will give you some dig, and also allow you to counter things. Overall though, its problem is that it is a combo based mid range deck, what do we do if we don't have Manabarbs, as that is the primary focus? We have to find another pressure or prison card. (Norn's Annex rarely effects people, if they are winning, the just continue to win with it)
After playing a few more games with the list on page 1 I realized its pretty much necessary to run 4x Forbidden Alchemy. I'm also doing 4x Ponder. Smooths out the colors well and allows you to get your Barbs/Sanctuary online early. Slagstorm has been a champ so far, clearing the way for t4 manabarbs. It's pretty crucial to either A) Wipe the board before you play manabarbs or B) establish a stronger board before you play manabarbs.
On another note, has anybody given these cards any thought?
- Koth for mana in monored. The theme would basically be using efficient creatures and burn to win before your opponent (perilous myr, goblin arsonist, fireslinger, galvanic blast etc). I also would consider infernal plunge for landing a t2 Koth or Manabarbs. Seems like there is potentially a decent amount of synergy.
- Grand Architect and small blue creatures (illusions?) to produce mana after barbs is established.
Sorry about the delay on deck ideas/starting points. Life has been pretty crazy. It looks like things have moved away from RW but hopefully I can at least provide some inspiration with a couple of deck lists (untested unfortunately). I was looking to avoid the problem of not drawing Manabarbs by building a midrange aggro deck that can win without the enchantment but works well with it as well. Here are the decks I came up with:
This is the Mesa Enchantress idea I had. It's basically just trying to drop some early threats beat down to a point that Manabarbs locks out the opponent. I like Inquisitor Exarch for the deck as he provides some reach and also negates the life loss from casting him if you don't have Personal Sanctuary. Keeping the curve at or below three is also to help with not losing action with a solo Manabarbs.
This idea wants to drop things that help finish off games after a Manabarbs has hit the field (usually cast after dropping a bomb). It's fairly similar to the previous list. If Manabarbs never shows up you can just beat down with swords on weenies or efficient fatties.
It looks like the lists are a little weak to RDW but that can be resolved with sideboard or tweaks to the MB. I shied away from Slagstorm because it doesn't work all that well with the 2/2s that I run but it is a decent sideboard card. Anyways, the rest seems fairly self explanatory to me but I can clarify stuff if there are any questions.
I think adding Auramancer would be a wise thing to do. Also, making it "Team America" deck isn't a bad idea, since it will give you some dig, and also allow you to counter things. Overall though, its problem is that it is a combo based mid range deck, what do we do if we don't have Manabarbs, as that is the primary focus? We have to find another pressure or prison card. (Norn's Annex rarely effects people, if they are winning, the just continue to win with it)
MTGS egos at their finest.
Thoughts on proxies:
On another note, has anybody given these cards any thought?
- Koth for mana in monored. The theme would basically be using efficient creatures and burn to win before your opponent (perilous myr, goblin arsonist, fireslinger, galvanic blast etc). I also would consider infernal plunge for landing a t2 Koth or Manabarbs. Seems like there is potentially a decent amount of synergy.
- Grand Architect and small blue creatures (illusions?) to produce mana after barbs is established.
- Pallidium Myr?
4 Doomed Traveler
4 Myr Sire
2 Cathedral Membrane
2 Roc Egg
Enchantments (11)
4 Manabarbs
3 Personal Sanctuary
3 Oblivion Ring
Artifacts (5)
2 Isolation Cell
2 Norn's Annex
1 Shrine of Burning Rage
3 Ponder
4 Forbidden Alchemy
2 Vapor Snag
Lands (24)
4 Clifftop Retreat
4 Seachrome Coast
4 Sulfur Falls
4 Glacial Fortress
3 Plains
3 Island
2 Mountain
3 Slagstorm
2 Day of Judgement
2 Shrine of Burning Rage
4 Galvanic Blast
1 Shrine of Loyal Legions
1 Shrine of Piercing Vision
2 Witchbane Orb
Standard
GGRWolf Run RampRGG
BGGKessig Cage-PodGGB
WRMyrRW
In Construction:
RWUAmerican LiberationUWR
Modern
UGGrafty KrajGU
4 Galvanic Blast
2 Lifelink
Twos: 6
2 Inquisitor Exarch
2 Grand Abolisher
2 Spirit Mantle
4 Mesa Enchantress
4 Mirran Crusader
2 Auramancer
3 Personal Sanctuary
3 Oblivion Ring
2 Sword of War and Peace
4 Manabarbs
Sixes: 2
2 Sun Titan
Lands: 24
4 Ghost Quarter
4 Clifftop Retreat
10 Plains
6 Mountain
This is the Mesa Enchantress idea I had. It's basically just trying to drop some early threats beat down to a point that Manabarbs locks out the opponent. I like Inquisitor Exarch for the deck as he provides some reach and also negates the life loss from casting him if you don't have Personal Sanctuary. Keeping the curve at or below three is also to help with not losing action with a solo Manabarbs.
----
Next idea has a slightly higher curve:
4 Galvanic Blast
Twos: 6
3 Grand Abolisher
3 Inquisitor Exarch
Threes: 12
4 Mirran Crusader
3 Personal Sanctuary
3 Oblivion Ring
2 Sword of War and Peace
4 Manabarbs
4 Solemn Simulacrum
Fives: 2
2 Gideon Jura
Sixes: 4
2 Sun Titan
2 Wurmcoil Engine
4 Ghost Quarter
4 Clifftop Retreat
10 Plains
6 Mountain
This idea wants to drop things that help finish off games after a Manabarbs has hit the field (usually cast after dropping a bomb). It's fairly similar to the previous list. If Manabarbs never shows up you can just beat down with swords on weenies or efficient fatties.
It looks like the lists are a little weak to RDW but that can be resolved with sideboard or tweaks to the MB. I shied away from Slagstorm because it doesn't work all that well with the 2/2s that I run but it is a decent sideboard card. Anyways, the rest seems fairly self explanatory to me but I can clarify stuff if there are any questions.
Yeah, I realized that last night. I'm thinking about tossing that idea now.
Standard
GGRWolf Run RampRGG
BGGKessig Cage-PodGGB
WRMyrRW
In Construction:
RWUAmerican LiberationUWR
Modern
UGGrafty KrajGU