One thing that may well make this archetype a whole lot more viable is the introduction of Dramatic Reversal. With so many appropriate tutors, non-land mana producers and a general combo shell the Isochron Scepter Dramatic Reversal combo seems like it would fit pretty well into this deck. I am not sure what you would use as the finisher or mana sink when you went off but even if it was otherwise a blank card in the deck you can likely afford 3 slots to double up on your combos. Dramatic Reversal itself if quite potent in going off along the Belcher route. Any way, I am going to keep this about pure no-land-Belcher combo so as to best express the archetype.
The Forest Version
36 Spells
Mox Opal
Chrome Mox
Lotus Petal
Lion's Eye Diamond
Lotus Bloom
Mana Vault
Tinder Wall
Elixir of Immortality
Birds of Paradise
Goblin Welder
Expedition Map
Faithless Looting
Gitaxian Probe
Preordain
Conjurer's Bauble
5x Talisman
Simic Signet
Demonic Tutor
Land Grant
Spellskite*
Nature's Lore
Balance*
Tinker
Elvish Spirit Guide
Simian Spirit Guide
Thirst for Knowledge
Goblin Charbelcher
Daretti, Scrap Savant
Thoughtcast
Chancellor of the Tangle
4 Land
Breeding Pool
Stomping Ground
Taiga
Tropical Island
I think you want about two non-combo disruption cards in the deck which can be a wide array of things. I have included Spellskite and Balance for their power and synergy with the deck but a more simple Pact of Negation and Duress might be better, if less exotic. You could even fit the mighty Upheaval into this archetype if you wanted that kind of disruption. There are plenty of other cards allowing for useful tweaks in certain directions should you chose. Murmuring Bosk can replace the Breeding Pool if you like for added black and white consistency.
To fetch out your lands you have Land Grant, Nature's Lore, Expedition Map and Intuition. In certain situations the Intuition also doubles up as a tutor for the Belcher. Other good options include all the same sorts of things. Gifts Ungiven and Realms Uncharted are the big hitters if you want to go heavier on lands and play six or more. Sylvan Scrying, Crop Rotation and Farseek and even Wood Elves are all considerations. While many of these are better than the Expedition Map I chose to play they don't have much utility in the deck beyond getting lands which the Map does.
You want a good amount of card draw as your cards like Lotus Petal and the Spirit Guides really hurt your hand size. So much so that looting becomes a very painful way to dig into your library and loses value. I would be very temped to try and run a Wheel of Fortune or Memory Jar in the deck as a way. One issue with drawing too much is that your library gets smaller than 20 cards and makes your combo a lot slower and weaker. You have some tools for this as well in Elixir of Immortality and Conjurer's Bauble. Generally these are cheap artifacts you throw down early to power up metalcraft effects, cycle or loot away. Sometimes however they totally bail you without ever being much of a cost. Both can get back your key Belcher should it find itself in the graveyard with no way to return it to hand or play. Both also help restock the library. Elixir does the whole load and should reliably give you 20+ to kill people with. Bauble is slow but has the advantage of being able to put a mountain on the bottom and ensure a kill with very few cards.
The card I miss most for the deck is Tezzeret the Seeker. He is just awsome all round and would be a great inclusion as Belcher number two and alternate win condition. He is a lot more painful to cast than anything else and would likely need some significant changes to sensibly house. Being both 5 mana and double blue is a tall order for the deck with 4 lands! I think you could pretty reasonably trim my list as it is to 3 lands. Trade a little consistency for a bit of speed.
36 Spells
Mox Opal
Chrome Mox
Lotus Petal
Lion's Eye Diamond
Lotus Bloom
Mana Vault
Tinder Wall
Elixir of Immortality
Birds of Paradise
Expedition Map
Chromatic Star
Gitaxian Probe
Ancient Stirrings
Terrarion
5x Talisman
Simic Signet
Demonic Tutor
Artificer's Intuition
Spellskite*
Tinker
Elvish Spirit Guide
Simian Spirit Guide
Thirst for Knowledge
Goblin Charbelcher
Daretti, Scrap Savant
Khalni Gem
Thoughtcast
Tezzeret the Seeker
Chancellor of the Tangle
4 Land
Tree of Tales
Seat of the Synod
Vault of Whispers
Great Furnace
I think this version is a little weaker mostly due to not having mountains. This makes it really important to remove your lands from the deck before bothering to go off. The artifact version certainly has way more options on things you can jam in from Tangle Wire to Glint-Nest Crane to Memory Jar. I have kept these two lists fairly similar but you could reduce the green component further and lose the Birds of Paradise in favour of even more artifact stuff. The main strength of the artifact deck is that it competes with very few decks for cards. Getting the ideal dual lands alone for the first list is going to be tough so in a rotisserie style draft the artifact version may be a touch safer. More options that are less contested is a lot to gain for a very small cost in power.
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