So another deck I'd like to present to you is an artifact deck I made kind of by a dare made by a friend of mine. When Bosh and Memnarch both were allowed to be generals my friend was much more of a Memnarch fan and I was a Bosh fan, we got into an debate of who was better and eventually we made decks to test it out.
This deck has two major tribes going, Golem and Myr. What's nice about this deck is that while they aren't focused on tribal aggro, it's possible to go the route and overrun the board with Myr tokens.
The deck focuses heavily on getting some mana doubling going while keeping blockers up. Some instant speed creature gabbing allows for either defensive or offensive plays depending on the situation. Aside from Greed, I've exhausted most all purpose card searches available for mono-red. Most often it's easy to win late game with Bosh equipped with Grafted Exoskeleton, in fact I've been able to shoot down 3 people mid/late game out of no where casting Bosh the same turn.
Kiki and Mirrorworks help you break the deck to your advantage. If you notice, no real mass sweepers, so you kind of have to rely on your opponents to keep the creature state minimum, which they normally do :D.
The deck suffers from early game aggression, but other than that is usually pretty solid. Let me know if there is anything you would like to talk about, or any suggestions on cards to replace.
I also have a Bosh deck that I have taken in a completely different direction.
Th thread can be found here. Maybe that will give you some ideas for some possibilities.
The biggest problem I see at first glance is that the deck doesn't have enough early plays and not enough mana or acceleration. There are tons of mana rocks available that help on both fronts that all provide plenty of fodder for Bosh once you reach a critical mass of mana production.
And if you are going to run Darksteel Reactor, you should consider Dismantle to combo with it.
Not enough mana or acceleration? I run 38 lands plus 4 different mana doublers, I've won games with 3 lands in play before as a result. I'd rather keep it mostly basic for Valakut (and if Vesuva can make a copy then we're really in business) and for my doublers to make me mana intensive. Journeyer's Kite helps with acceleration. I could use an Expedition Map to make sure I get Valakut. Where this deck tends to fall short is keeping a full grip, if anything.
Care to explain more about the early plays?
I should also mention that every card in this deck was aquired through either trade or already owned before the making of this deck, and I kind of aim to keep it that way. So Monolith and Vault are most likely out of reach, that and I don't care much for infinite combos.
The Reactor serves as really a means to eat an exile or tuck spell, if 20 turns passes and nothing happens, I deserve to win.
Two cards I see in your deck I could use would be Mind's Eye and Memory Jar for sure. But you're right, yours is kind of a different path than mine.
I don't run Darksteel Forge because I have Mycosynth Lattice and The Disk, I just feel like using the Forge would be an un-fun way to win as well as people wouldn't enjoy playing against it.
I do however like the wheels you suggested. What would you suggest cutting for them?
As far as the mountains go, I've been playing this deck for a while and normally I can get at least 2 or 3 mana doubles online giving my mountains RRRR per tap. So the mana isn't a real problem, at least I've never ran into one before.
Not enough mana or acceleration? I run 38 lands plus 4 different mana doublers, I've won games with 3 lands in play before as a result. I'd rather keep it mostly basic for Valakut (and if Vesuva can make a copy then we're really in business) and for my doublers to make me mana intensive. Journeyer's Kite helps with acceleration. I could use an Expedition Map to make sure I get Valakut. Where this deck tends to fall short is keeping a full grip, if anything.
Comparatively speaking, I'm running 37 lands, 14 3cmc or less mana accelerators or land fetchers, and 4 4cmc or more mana accelerators while you are running 39 land, 4 3cmc or less mana accelerators and 4 4cmc or more mana accelerators. 55 sources of mana is siginificantly more than 47 even if 4 of those 47 are doublers. I have found that the style of Bosh decks people usually run require much more mana to operate than that (for example, our decks have a pretty similar avg. mana cost at 4.2 for mine vs. 4.3 for yours).
Care to explain more about the early plays?
Comparing my deck to yours, I have 29/62 non-land cards that cost 3 or less where you have 23/60. One of my biggest complaints with the earliest incarnations of the deck was that everything was so expensive that I'd often get into a situation where cards would rot in my hand and/or I wouldn't have enough mana to pay for activated costs and play spells in the same turn. Putting in more strategic low casting cost cards in the deck helps put early turns to better use and lets the deck function better in the late turns.
I should also mention that every card in this deck was aquired through either trade or already owned before the making of this deck, and I kind of aim to keep it that way. So Monolith and Vault are most likely out of reach, that and I don't care much for infinite combos.
I'm lucky in that I've been playing since Homelands, so I have plenty of good cards that are currently high-priced that were not so when I got them. I think I picked up my playset of Mana Vaults for $1 and I opened 3 out of my 4 Grim Monoliths in packs (buying the last one for $4). They'd run you about $100 for a playset of both nowadays. And don't ask me how many Force of Wills I own, cracking them all in packs of Alliances at $2 a pop.
I also don't care much for infinite combos and I usually go out of my way to not include them or not use cards in those manners.
With all that said, I don't mean to sound that my deck is the end-all, be-all version of the deck. I'm only using as a means of comparison to demonstrate my point that I've found that Bosh is really mana hungry and too easily flooded with high cost cards. I hope the above explains that a little better.
Do the early plays ever have anything to do with creature aggro decks? I agree that that's where I suffer the most, just not sure on where to cut in order to set a better curve.
Also, no worries, I'm not trying to sound defensive (although rereading my posts it comes off that way). For the most part my deck is mana hungry but through tons of play testing I've yet to really have an issue keeping up with the group as far as mana. I've had very few instances where I scoop because of mana screw.
Do the early plays ever have anything to do with creature aggro decks?
Any early agression, but also to match opposing ramp spells, setup cards, and whatnot. The idea is to create your own early board presence and to get your more expensive cards online faster. If your opponents are playing stuff, you usually cannot afford to sit idle.
I agree that that's where I suffer the most, just not sure on where to cut in order to set a better curve.
I only figured it out by playing. There were some things that I just never got around to casting or I found that I had too much of one effect or another. I also eventually cut some of the more "cute yet not really effective" choices.
I have also found that cutting cards is a hugely personal choice and that no two people see certans cards the same way. I'm pretty good at suggesting adds, but I'm not good at suggesting what to cut.
Also, no worries, I'm not trying to sound defensive (although rereading my posts it comes off that way).
Lol. I didn't take it that way... I was trying to make sure that I didn't sound offensive with the "Well MY deck does blah, blah, blah..." comments.
For the most part my deck is mana hungry but through tons of play testing I've yet to really have an issue keeping up with the group as far as mana. I've had very few instances where I scoop because of mana screw.
If it works for your group, then perhaps you should just leave it alone. I've found that trying to deploy all the 5, 6, and 7 drops the deck plays (not to mention an 8cmc General) that I am often losing badly or watching someone else win by the time my deck gets going if I don't have any early acceleration. I have also found that once my deck gets going, having extra mana lets me advance my board plus play an answer spell or play an X-spell for maximum benefit or play Bosh with mana up to use him.
So here it is:
1 Bosh, Iron Golem
Creatures
1 Zealous Conscripts
1 Hoarding Dragon
1 Myr Retriever
1 Precursor Golem
1 Conquering Manticore
1 Goblin Welder
1 Lodestone Myr
1 Kiki-Jiki, Mirror Breaker
1 Blightsteel Colossus
1 Artisan of Kozilek
1 Obsidian Fireheart
1 Anger
1 Kozilek, Butcher of Truth
1 Solemn Simulacrum
1 Duplicant
1 Myr Battlesphere
1 Shimmer Myr
1 Platinum Emperion
1 Greater Gargadon
1 Myr Welder
1 Slobad, Goblin Tinkerer
1 Viashino Heretic
Planswalkers
1 Koth of the Hammer
1 Tibalt, the Fiend-Blooded
1 Chandra Ablaze
1 Word of Seizing
1 Into the Core
1 Grab the Reins
1 Wild Ricochet
1 Chaos Warp
Sorceries
1 Reforge the Soul
1 Insurrection
Enchantments
1 Mana Flare
1 Bludgeon Brawl
Artifacts
1 Journeyer's Kite
1 Druidic Satchel
1 Grafted Exoskeleton
1 Blinkmoth Urn
1 Mirrorworks
1 Caged Sun
1 Sundial of the Infinite (for the lawls)
1 Liquidmental Coating
1 Myr Turbine
1 Mycosynth Lattice
1 Planar Portal
1 Sculpting Steel
1 Rings of Brighthearth
1 Gauntlet of Power
1 Sensei's Divining Top
1 Extraplanar Lens
1 Crucible of Worlds
1 Spine of Ish Sah
1 Vedalken Orrery
1 Nevinyrral's Disk
1 Unwinding Clock
1 Dreamstone Hedron
1 Everflowing Chalice
1 Gensis Chamber
1 Lightning Greaves
1 Darksteel Reactor (also for the lawls)
25 Mountain (plan on changing these over to Snow Mountains soon)
1 Eye of Ugin
1 Naya Panorama
1 Tectonic Edge
1 Forgotten Cave
1 Jund Panorama
1 Winding Canyons
1 Grixis Panorama
1 Miren, the Moaning Well
1 Vesuva
1 Spinerock Knoll
1 Buried Ruin
1 Temple of the False God
1 Valakut, the Molten Pinnacle
1 Smoldering Crater
This deck has two major tribes going, Golem and Myr. What's nice about this deck is that while they aren't focused on tribal aggro, it's possible to go the route and overrun the board with Myr tokens.
The deck focuses heavily on getting some mana doubling going while keeping blockers up. Some instant speed creature gabbing allows for either defensive or offensive plays depending on the situation. Aside from Greed, I've exhausted most all purpose card searches available for mono-red. Most often it's easy to win late game with Bosh equipped with Grafted Exoskeleton, in fact I've been able to shoot down 3 people mid/late game out of no where casting Bosh the same turn.
Kiki and Mirrorworks help you break the deck to your advantage. If you notice, no real mass sweepers, so you kind of have to rely on your opponents to keep the creature state minimum, which they normally do :D.
The Mycosynth Lattice is where the deck really shines, allowing the Viashino Heretic to start popping anything on the board for really cheep or making Into the Core one of the best spot removals in the game. It makes Unwinding Clock into a Seedborn Muse and gives you a mana boost with Blinkmoth Urn. Also helps Goblin Welder get you back some expensive artifacts at the cost of a cheep land that can be brought back with Crucible of Worlds.
The deck suffers from early game aggression, but other than that is usually pretty solid. Let me know if there is anything you would like to talk about, or any suggestions on cards to replace.
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
Th thread can be found here. Maybe that will give you some ideas for some possibilities.
The biggest problem I see at first glance is that the deck doesn't have enough early plays and not enough mana or acceleration. There are tons of mana rocks available that help on both fronts that all provide plenty of fodder for Bosh once you reach a critical mass of mana production.
And if you are going to run Darksteel Reactor, you should consider Dismantle to combo with it.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Care to explain more about the early plays?
I should also mention that every card in this deck was aquired through either trade or already owned before the making of this deck, and I kind of aim to keep it that way. So Monolith and Vault are most likely out of reach, that and I don't care much for infinite combos.
The Reactor serves as really a means to eat an exile or tuck spell, if 20 turns passes and nothing happens, I deserve to win.
Two cards I see in your deck I could use would be Mind's Eye and Memory Jar for sure. But you're right, yours is kind of a different path than mine.
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
Dont forget Gratuitous Violence...
would also add wheel of fortune and wheel of fate, and more basic mountain to maximise your gauntlet effect
Hakim, Loreweaver
Autumn Willow
Yomiji, Who Bars the Way
Hanna, Ship's Navigator
Chromium
Skyfire Kirin
I don't run Darksteel Forge because I have Mycosynth Lattice and The Disk, I just feel like using the Forge would be an un-fun way to win as well as people wouldn't enjoy playing against it.
I do however like the wheels you suggested. What would you suggest cutting for them?
As far as the mountains go, I've been playing this deck for a while and normally I can get at least 2 or 3 mana doubles online giving my mountains RRRR per tap. So the mana isn't a real problem, at least I've never ran into one before.
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
Comparatively speaking, I'm running 37 lands, 14 3cmc or less mana accelerators or land fetchers, and 4 4cmc or more mana accelerators while you are running 39 land, 4 3cmc or less mana accelerators and 4 4cmc or more mana accelerators. 55 sources of mana is siginificantly more than 47 even if 4 of those 47 are doublers. I have found that the style of Bosh decks people usually run require much more mana to operate than that (for example, our decks have a pretty similar avg. mana cost at 4.2 for mine vs. 4.3 for yours).
Comparing my deck to yours, I have 29/62 non-land cards that cost 3 or less where you have 23/60. One of my biggest complaints with the earliest incarnations of the deck was that everything was so expensive that I'd often get into a situation where cards would rot in my hand and/or I wouldn't have enough mana to pay for activated costs and play spells in the same turn. Putting in more strategic low casting cost cards in the deck helps put early turns to better use and lets the deck function better in the late turns.
I'm lucky in that I've been playing since Homelands, so I have plenty of good cards that are currently high-priced that were not so when I got them. I think I picked up my playset of Mana Vaults for $1 and I opened 3 out of my 4 Grim Monoliths in packs (buying the last one for $4). They'd run you about $100 for a playset of both nowadays. And don't ask me how many Force of Wills I own, cracking them all in packs of Alliances at $2 a pop.
I also don't care much for infinite combos and I usually go out of my way to not include them or not use cards in those manners.
With all that said, I don't mean to sound that my deck is the end-all, be-all version of the deck. I'm only using as a means of comparison to demonstrate my point that I've found that Bosh is really mana hungry and too easily flooded with high cost cards. I hope the above explains that a little better.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Also, no worries, I'm not trying to sound defensive (although rereading my posts it comes off that way). For the most part my deck is mana hungry but through tons of play testing I've yet to really have an issue keeping up with the group as far as mana. I've had very few instances where I scoop because of mana screw.
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
Any early agression, but also to match opposing ramp spells, setup cards, and whatnot. The idea is to create your own early board presence and to get your more expensive cards online faster. If your opponents are playing stuff, you usually cannot afford to sit idle.
As for early creature aggression, I also play a bunch of red sweepers to help out. Cards like Starstorm, Bonfire of the Damned, Rolling Earthquake, Blasphemous Act, and All is Dust can help go a long ways towards surviving your opponents getting out to an early lead on the board.
I only figured it out by playing. There were some things that I just never got around to casting or I found that I had too much of one effect or another. I also eventually cut some of the more "cute yet not really effective" choices.
I have also found that cutting cards is a hugely personal choice and that no two people see certans cards the same way. I'm pretty good at suggesting adds, but I'm not good at suggesting what to cut.
Lol. I didn't take it that way... I was trying to make sure that I didn't sound offensive with the "Well MY deck does blah, blah, blah..." comments.
If it works for your group, then perhaps you should just leave it alone. I've found that trying to deploy all the 5, 6, and 7 drops the deck plays (not to mention an 8cmc General) that I am often losing badly or watching someone else win by the time my deck gets going if I don't have any early acceleration. I have also found that once my deck gets going, having extra mana lets me advance my board plus play an answer spell or play an X-spell for maximum benefit or play Bosh with mana up to use him.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
In/Out
Expedition Map/Blinkmoth Urn (too helpful to everyone, especially if Lattice is online)
Blood Moon/Chandra Ablaze (4 dmg is nice, but the ultimate is useless for this deck)
Inkmoth Nexus/Mountain (with Bludgeon Brawl out this could be a house)
Trading Post/Precursor Golem (his effect usually eats a kill spell causing all my golems to die)
All Is Dust/Liquimetal Coating (coating's effect is just too limited, needed a sweeper)
Cards still looking to get: Gamble, Scroll Rack, Memory Jar and either Wheel.
WUBRGUnexpected Results
WBRAggro Burn Flicker
EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem