Heyo. Per (multiple?!?) requests, this is by Measure of Wickedness deck. It's very budget friendly! Unfortunately, it's not been one of my more competitive decks, but it was designed for "free-for-all" multiplayer - and I've sadly been relegated to duels the last couple of months. But maybe the forum can help!
Goals are first, then the list, then possible evolution of the deck, then lastly, Tips and Tricks below.
Goals:
- "Build around me" style of the "hot potato" that is Measure of Wickedness
- Pair with a deck style that allows you to send cards to the grave at command to punt the cursed monkey's paw around - initial try is stuff like seals, cycling, spellshapers, and sacrifice critters
- Recur Measure. It's no fun as a one-shot.
- Seals work well in free-for-all. Nobody wants to attack into a player with a Seal of DOOM! Try to design for FFA.
- Dowsing Shaman can recur every turn. Look for something that can really break the game.
Evolution:
- If you have them or have $, "fetch lands" are a no-brainer. Can't go wrong with a mix of BG, BU, or GU ones.
- Look for better game breakers that do interesting things if recurred every turn. Chance and Vapors are fun... but certainly better things are around.
- If you have them or have $, the shrouded enchantresses are a no-brainer.
- ?
Tips and Tricks:
- Measure of Wickedness. Hey 8 life for 4 is not too bad, no? Get rid of it by sacrificing a seal, turning Silkwings into "rampant growths," cycling lands, or spellshaping with your Greenseeker. You can do all these at instant speed in case you need to pass the ball on other player's turns. Pay particular notice to the Greenseeker; this is a guaranteed every turn swap if you need it.
- You need a lot of fixing for this color combo. You got a good amount here.
- Dowsing Shaman recurs practically 1/3 of this deck... too bad he is mana heavy. He can block little critters and then tap and recur though.
- Your seals can do a lot of control. Kill critters. Bounce critters. Kill artifacts and enchantments. Giant Growth to play your defense or play politics in opponent / opponent combat.
- Play up the political angle. Nobody wants to attack into your seals if it mean they lose something vs. attacking the other player. Tell em you'll help them out if you go after the other guy. Offer up your kills, bounces, or growths. More time for you to develop.
- Enchantress is practically required. It's a nice idea to play her with a blue seal on the field to save her. Not required but nice.
- You have two "game-screwers" to that can do weird things to the game state - Lethal Vapors and Second Chance. They aren't staples so I have them at singletons. If you have a Shaman and a decent size Yav or a nice pile of seals, recurring the Vapors can shut down a player, giving you time to develop. Second Chance lost so much power without mana burn I am not sure to run it any more, but it is still possible that if you play it at 5 or less and survive the next turn, you can go infinite with the Shaman.
So there you have it. It's been a fun deck to play. Not one of my more competitive ones as I stated before, but fun for casual. I haven't played it much yet, so it may do better in your hands.
Comments / critiques / suggestions / hate mail?!? all welcome. Thanks in advance.
Um, Seal of Doom seems awkward in the deck because once you sacrifice your Seal, the Measure goes over, then their creature dies and the Measure comes back. Also, maybe consider running Leyline of the Void to ensure they never have cards hit the graveyard.
I will post more ideas as I think of them!
Best Regards,
MagicProfessor28
PS Thanks for the list- I am working on my own version that when finished I will be happy to share with you
hey warden love your decks and would like you to tell us how this plays out in reality. i've got to question how much gas you'll get out of measure of wickedness. i personally think it will be hard to take down one opponent. multiple enemies looks pretty hard.
Thanks for posting this list man...I love the hot potato action...
What I like particularly is how it perfectly plays the "slow buildup, deterant" multi-player politics. Pose little threat, have some action on the board to deter folks from attacking, get your "combo" going.
The only real way to win would be by letting them kill each other and sweeping in at the end...which is to say, not terribly reliable. I'm not sure what kind of "finisher" a deck like this could run (except the yav enchantress)...*strokes chin*
Here are some ideas, thoughts and random ramblings as I read this:
- Femeref Enchantress, gain from the loss of your disposible enchantments. It'd be a 2x, but I'm not sure there's room in here honesly.
- "Hidden" enchantments (ie Hidden Ancients) could be fun here. Conditional, but fun. http://www.magiccards.info/query?q=o%3Aif+o%3Ais+o%3Aan+o%3Aenchantment+o%3Abecomes&v=card&s=cname . So could Opals :grin:
- Urborg Elf is a decent critter in these colors, but I'd hate to lose him to Wickedness.
- I'm thinking there might be cool cards that auto bounce, or do cool things when they hit the gy...EDIT: The reassembling skeleton from M11 could be good.
Kamahl, FistFighter: Me too. I've only played it a few times so far, so I don't know how to play it yet.
MagicProfessor28: Right, I know. Seal of Naturalize has the same problem. It is awkward, but as this was (too obviously, really) designed for free-for-all where Measure + Kill seal meant kill player A's permanent and give Measure to player B. It's fairly annoying in duels (to myself) getting the Measure right back. Still, Doom and Primorium are solid utility, so they are in anyway.
If anybody is wondering how / why this swap problem occurs, you can see where I explained it to get a confirmation in a recent Rulings forum thread.
noodle: "leyline done look the goods in this deck." Um lolwut? Care to explain? Anyway, glad you like my stuff. Yes, in early testing, Measure has not served a great finisher role. It takes a while to trip others on it, and my 2/1 fliers often get in for some damage, but a better finisher (shrouded flier maybe) is something I'm going to look into. Recurring Dooms with a big old enchantress hasn't got there enough for me either.
DrDRum: Thanks. Interesting suggestions. White would require a complete overhaul, but possible to do BWG maybe. You like Opals? I have a very competitive casual Opal deck that's a blast. Better finisher would definitely help.
Goals are first, then the list, then possible evolution of the deck, then lastly, Tips and Tricks below.
Goals:
- "Build around me" style of the "hot potato" that is Measure of Wickedness
- Pair with a deck style that allows you to send cards to the grave at command to punt the cursed monkey's paw around - initial try is stuff like seals, cycling, spellshapers, and sacrifice critters
- Recur Measure. It's no fun as a one-shot.
- Seals work well in free-for-all. Nobody wants to attack into a player with a Seal of DOOM! Try to design for FFA.
- Dowsing Shaman can recur every turn. Look for something that can really break the game.
3x Measure of Wickedness
4x Dowsing Shaman
Spells
4x Seal of Doom
3x Seal of Removal
2x Seal of Strength
3x Seal of Primordium
2x Utopia Sprawl
1x Lethal Vapors
1x Second Chance
3x Greenseeker
4x Silkwing Scout
4x Verduran Enchantress
3x Yavimaya Enchantress
Lands
2x Terramorphic Expanse
1x Remote Isle
1x Slippery Karst
1x Polluted Mine
6x Island
4x Swamp
8x Forest
60x cards
Evolution:
- If you have them or have $, "fetch lands" are a no-brainer. Can't go wrong with a mix of BG, BU, or GU ones.
- Look for better game breakers that do interesting things if recurred every turn. Chance and Vapors are fun... but certainly better things are around.
- If you have them or have $, the shrouded enchantresses are a no-brainer.
- ?
Tips and Tricks:
- Measure of Wickedness. Hey 8 life for 4 is not too bad, no? Get rid of it by sacrificing a seal, turning Silkwings into "rampant growths," cycling lands, or spellshaping with your Greenseeker. You can do all these at instant speed in case you need to pass the ball on other player's turns. Pay particular notice to the Greenseeker; this is a guaranteed every turn swap if you need it.
- You need a lot of fixing for this color combo. You got a good amount here.
- Dowsing Shaman recurs practically 1/3 of this deck... too bad he is mana heavy. He can block little critters and then tap and recur though.
- Your seals can do a lot of control. Kill critters. Bounce critters. Kill artifacts and enchantments. Giant Growth to play your defense or play politics in opponent / opponent combat.
- Play up the political angle. Nobody wants to attack into your seals if it mean they lose something vs. attacking the other player. Tell em you'll help them out if you go after the other guy. Offer up your kills, bounces, or growths. More time for you to develop.
- Enchantress is practically required. It's a nice idea to play her with a blue seal on the field to save her. Not required but nice.
- You have two "game-screwers" to that can do weird things to the game state - Lethal Vapors and Second Chance. They aren't staples so I have them at singletons. If you have a Shaman and a decent size Yav or a nice pile of seals, recurring the Vapors can shut down a player, giving you time to develop. Second Chance lost so much power without mana burn I am not sure to run it any more, but it is still possible that if you play it at 5 or less and survive the next turn, you can go infinite with the Shaman.
So there you have it. It's been a fun deck to play. Not one of my more competitive ones as I stated before, but fun for casual. I haven't played it much yet, so it may do better in your hands.
Comments / critiques / suggestions / hate mail?!? all welcome. Thanks in advance.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
I'm curious as to just how well it will work in practice though.
I will post more ideas as I think of them!
Best Regards,
MagicProfessor28
PS Thanks for the list- I am working on my own version that when finished I will be happy to share with you
hey warden love your decks and would like you to tell us how this plays out in reality. i've got to question how much gas you'll get out of measure of wickedness. i personally think it will be hard to take down one opponent. multiple enemies looks pretty hard.
What I like particularly is how it perfectly plays the "slow buildup, deterant" multi-player politics. Pose little threat, have some action on the board to deter folks from attacking, get your "combo" going.
The only real way to win would be by letting them kill each other and sweeping in at the end...which is to say, not terribly reliable. I'm not sure what kind of "finisher" a deck like this could run (except the yav enchantress)...*strokes chin*
Here are some ideas, thoughts and random ramblings as I read this:
- Femeref Enchantress, gain from the loss of your disposible enchantments. It'd be a 2x, but I'm not sure there's room in here honesly.
- "Hidden" enchantments (ie Hidden Ancients) could be fun here. Conditional, but fun. http://www.magiccards.info/query?q=o%3Aif+o%3Ais+o%3Aan+o%3Aenchantment+o%3Abecomes&v=card&s=cname . So could Opals :grin:
- Urborg Elf is a decent critter in these colors, but I'd hate to lose him to Wickedness.
- I'm thinking there might be cool cards that auto bounce, or do cool things when they hit the gy...EDIT: The reassembling skeleton from M11 could be good.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
MagicProfessor28: Right, I know. Seal of Naturalize has the same problem. It is awkward, but as this was (too obviously, really) designed for free-for-all where Measure + Kill seal meant kill player A's permanent and give Measure to player B. It's fairly annoying in duels (to myself) getting the Measure right back. Still, Doom and Primorium are solid utility, so they are in anyway.
If anybody is wondering how / why this swap problem occurs, you can see where I explained it to get a confirmation in a recent Rulings forum thread.
noodle: "leyline done look the goods in this deck." Um lolwut? Care to explain? Anyway, glad you like my stuff. Yes, in early testing, Measure has not served a great finisher role. It takes a while to trip others on it, and my 2/1 fliers often get in for some damage, but a better finisher (shrouded flier maybe) is something I'm going to look into. Recurring Dooms with a big old enchantress hasn't got there enough for me either.
DrDRum: Thanks. Interesting suggestions. White would require a complete overhaul, but possible to do BWG maybe. You like Opals? I have a very competitive casual Opal deck that's a blast. Better finisher would definitely help.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498