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Risser

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Since: Oct 19, 2005
Posts: 53



(Msg. 1) Posted: Fri Apr 28, 2006 7:02 am
Post subject: Singleton
Archived from groups: rec>games>trading-cards>magic>strategy (more info?)

I've got to come up with a singleton deck in a couple of weeks, but I'm
not sure where to begin.

I think the best thing to do is take a standard archetype, like Red
Deck Wins or Sligh, on Mono-Blue Control, and play "synonyms", with
lots of cards that do approximately the same thing. But, I'd also like
to include some big-bang rares that I have that I rarely use because I
don't have 4.

So, that being said, does anyone have any tips on building singleton
decks? Or know of any sites with appropriate tutorials/guides/etc.?


For a mono-blue deck, I was thinking of something like so:
24 Island
12 counters (3 mana or less)
8 bounce
4 fatties
4 tutors (gifts ungiven/fact or fiction)
8 walls/speed-bumps w/ effects

that makes 60.
I could up the fatties to 6 and drop a couple of counters, or a counter
and a bounce.
But again, this is a stab. I'm not a blue mage at heart, so I'm sort
of swinging in the dark.

Also, I originally thought about adding black, but then I decided
against it.


Another I'd like to try is RG beats, with some Gruul, some classic R
speed, G mana fixing, big R & G fatties, Red removal, and so on. Maybe
something like so:

24 land (Mtn/Forest/duals)
8 fatties
4 mana-boosting weenies (lawnmower, BoP, werebear, caryatid...)
8 speedy 1& 2 drops (raging goblin, jackal pup, kird ape, wild
mongrel...)
4 board clearers (pyroclasm, savage twister, slice/dice)
8 pinpoint killers (shock, k's torch, fireball, rolling thunder,
fanning flames)
4 land grabbers (harrow, K's reach, sakura elder, farseek)

I don't know. It seems a little all over the place.
Any ideas?

Peter

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Zoe Stephenson

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Since: Mar 30, 2006
Posts: 124



(Msg. 2) Posted: Fri Apr 28, 2006 11:55 am
Post subject: Re: Singleton [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Risser <peterrisser.RemoveThis@gmail.com> sent:
> I've got to come up with a singleton deck in a couple of weeks, but I'm
> not sure where to begin.

I'm assuming that you're allowed cards from way back, given that you
quote Jackal Pup and the like below.

> I think the best thing to do is take a standard archetype, like Red
> Deck Wins or Sligh, on Mono-Blue Control, and play "synonyms", with
> lots of cards that do approximately the same thing. But, I'd also like
> to include some big-bang rares that I have that I rarely use because I
> don't have 4.

> So, that being said, does anyone have any tips on building singleton
> decks? Or know of any sites with appropriate tutorials/guides/etc.?

Selection, flexibility, synergy and recursion. Selection lets you find
the right card for the job, flexibility means that more of your cards
do the job you need doing, synergy means that your cards all complement
one another and recursion lets you make those one-ofs go the extra
distance. Not that these aren't perfectly good strategies for any
deck, but they're especially important when you can't duplicate cards.
Cards with buyback or similar effects (Eternal Dragon, Hammer of
Bogardan) will see a lot of play as they're both flexible and
recursive. It's also a good idea to pack in creatures that have useful
CIP or activated abilities. Kicker is rather powerful in this format,
especially if you're crossing multiple colors.

> For a mono-blue deck, I was thinking of something like so:
> 24 Island
> 12 counters (3 mana or less)
> 8 bounce
> 4 fatties
> 4 tutors (gifts ungiven/fact or fiction)
> 8 walls/speed-bumps w/ effects

> that makes 60.
> I could up the fatties to 6 and drop a couple of counters, or a counter
> and a bounce.
> But again, this is a stab. I'm not a blue mage at heart, so I'm sort
> of swinging in the dark.

I have a blue/white deck that packs in Propaganda and Soothsaying;
the Soothsaying is pretty good as a selection enabler. The only
recursion is one Mnemonic Nexus and one Reminisce, which is really
a last resort measure as it's too fragile to be generally useful.

> Also, I originally thought about adding black, but then I decided
> against it.

Black is pretty powerful, you have a wide selection of removal and
reanimate options available, and creature recursion makes for a
fairly consistent game.

> Another I'd like to try is RG beats, with some Gruul, some classic R
> speed, G mana fixing, big R & G fatties, Red removal, and so on. Maybe
> something like so:

> 24 land (Mtn/Forest/duals)
> 8 fatties
> 4 mana-boosting weenies (lawnmower, BoP, werebear, caryatid...)
> 8 speedy 1& 2 drops (raging goblin, jackal pup, kird ape, wild
> mongrel...)
> 4 board clearers (pyroclasm, savage twister, slice/dice)
> 8 pinpoint killers (shock, k's torch, fireball, rolling thunder,
> fanning flames)
> 4 land grabbers (harrow, K's reach, sakura elder, farseek)

> I don't know. It seems a little all over the place.
> Any ideas?

I played a B/G one a long time ago, with Mtenda Lion and Wild Dogs
being the stars. Anything that ups the tempo is a problem for the
opponent, as they will often need to build up a little before being
able to consistently find answers. I have an acquaintance with a
B/R/G thing with Stormbind, Shattering Pulse, Thundermare, Xira
Arien, Inferno and all sorts of other neat spells. There are lots
of options, and you don't necessarily have to fit into a specific
archetype - a rogue singleton can stand just as much change, make
the opponent think more and be much more fun to play.

--
-- zoe

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Risser

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Since: Oct 19, 2005
Posts: 53



(Msg. 3) Posted: Tue May 02, 2006 9:18 am
Post subject: Re: Singleton [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here's the thing with the R/G one. I think I need to choose either
speedy minions or whopping monsters with mana acceleration.

It doesn't feel like a deck can support both very easily.
Anyone?
Peter
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Risser

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Since: Oct 19, 2005
Posts: 53



(Msg. 4) Posted: Thu May 04, 2006 2:33 pm
Post subject: Re: Singleton [Login to view extended thread Info.]
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Allrighty, this is a list I've got so far. I need to cut it from 71
cards to 36 (I've got 22 land + 2 man-land). That's about half. But
all the cards seem pretty good. I'm not sure where to start. Any
suggestions would be welcome:

blinkmoth nexus
chrome mox
grand coliseum
gaea's cradle
gruul turf
mox diamond
Skarrg, the Rage Pits
treetop village
aether vial
birds of paradise
blaze
bonesplitter
death spark
electrostatic bolt
frostling
genju of the cedars
genju of the spires
jackal pup
kird ape
lightning bolt
llanowar elves
mogg fanatic
Mogg Sentry
pyrite spellbomb
raging goblin
reckless charge
scorched rusalka
seething anger
shattering spree
shock
skullclamp
wild dogs
seal of fire
fanning the flames
incinerate
magma jet
Minotaur Explorer
pyroclasm
Sakura-Tribe elder
savage twister
shattering pulse
slith firewalker
spawning pit
Umezawa's Jitte
wall of blossoms
wild mongrel
blasting station
breaking point
burning-tree shaman
call of the herd
eternal witness
goblin sharpshooter
harrow
loxodon warhammer
moldervine cloak
pulse of the forge
pulse of the tangle
seething song
Spectral Searchlight
threaten
uktabi orangutan
viridian shaman
vulshok sorcerer
Zo-Zu the Punisher
blistering firecat
forgotten ancient
giant solifuge
hush
Nantuko Vigilante
primeval light
Ulasht, the Hate Seed
Arc-Slogger
Kumano, Master Yamabushi
savage firecat
shard phoenix
Rorix Bladewing
Silvos, Rogue Elemental
slice and dice
krosan tusker

Peter
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Risser

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Since: Oct 19, 2005
Posts: 53



(Msg. 5) Posted: Mon May 08, 2006 11:21 am
Post subject: Re: Singleton [Login to view extended thread Info.]
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Once again, following up with myself.

Okay, this turned out to be a pile.
Really, it's exactly as I feared. I have all the wrong things at the
wrong times. I can't get enough pizzaz to get anything going, and I've
got PLENTY of mana. Too much.

So, I made these changes:
- Mana: I had 24. 22, plus 2 man lands. I dropped to 22 (20 + 2 man
lands). I also had Birds of Paradise, Mox Diamond and Chrome Mox in
place. Since nearly 50% of my cards only cost 1 mana, I dropped all
these for more power: burn and beaters.
- Utility: I have a couple of utility type things for handling
artifacts/enchantments and such. I dropped these and kept only the
ones that (a) cycled or (b) were attached to creatures. No wasted
cards here.
- Biggies: I dropped the two biggies, but kept Arc-Slogger and added
Weatherseed Treefolk (if it goes to the graveyard, it goes back to your
hand. Nice!). So I've got 2 "fatties" at 5 mana, 4 things at 4 mana
(2 of which cycle), and the rest is 3 or less, including 17 1-mana
cards. With one Forest and one Mountain, I should be pretty well off.
- Beaters and burn: Supplemented the above with more beaters and burn.
Some beaters I added that I didn't know I had: pouncing jaguar (2/2
for G with Echo), Rogue Elephant (3/3 for G(!!!!), plus sac a forest).
THe nice thing is this balanced my deck back into the green.

I am afraid I'll run out of gas. But, I suppose that's a problem for
any speed-weenie deck.

I'll try tonight and see how it turns out.
Peter
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Zoe Stephenson

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Since: Mar 30, 2006
Posts: 124



(Msg. 6) Posted: Tue May 09, 2006 12:11 pm
Post subject: Re: Singleton [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Risser <peterrisser RemoveThis @gmail.com> sent:
> Once again, following up with myself.

> Okay, this turned out to be a pile.
> Really, it's exactly as I feared. I have all the wrong things at the
> wrong times. I can't get enough pizzaz to get anything going, and I've
> got PLENTY of mana. Too much.

> So, I made these changes:
> - Mana: I had 24. 22, plus 2 man lands. I dropped to 22 (20 + 2 man
> lands). I also had Birds of Paradise, Mox Diamond and Chrome Mox in
> place. Since nearly 50% of my cards only cost 1 mana, I dropped all
> these for more power: burn and beaters.
> - Utility: I have a couple of utility type things for handling
> artifacts/enchantments and such. I dropped these and kept only the
> ones that (a) cycled or (b) were attached to creatures. No wasted
> cards here.
> - Biggies: I dropped the two biggies, but kept Arc-Slogger and added
> Weatherseed Treefolk (if it goes to the graveyard, it goes back to your
> hand. Nice!). So I've got 2 "fatties" at 5 mana, 4 things at 4 mana
> (2 of which cycle), and the rest is 3 or less, including 17 1-mana
> cards. With one Forest and one Mountain, I should be pretty well off.
> - Beaters and burn: Supplemented the above with more beaters and burn.
> Some beaters I added that I didn't know I had: pouncing jaguar (2/2
> for G with Echo), Rogue Elephant (3/3 for G(!!!!), plus sac a forest).
> THe nice thing is this balanced my deck back into the green.

> I am afraid I'll run out of gas. But, I suppose that's a problem for
> any speed-weenie deck.

> I'll try tonight and see how it turns out.

Glad to hear about how the deck is going; looks like you've found out
some good stuff on how to tune a fast beatdown deck to the needs of the
singleton environment. Your principles point towards consistency
(dropping the extra mana supply), reuse (the Weatherseed Treefolk)
and flexibility (cycling or effects on creatures; Arc Slogger).

Keep up the good work - as with anything, it's all in how well it pans
out in practice.

--
-- zoe
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Risser

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Since: Oct 19, 2005
Posts: 53



(Msg. 7) Posted: Wed May 10, 2006 5:40 am
Post subject: Re: Singleton [Login to view extended thread Info.]
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Okay, final tweaks, based purely on random 7-card deals to myself.

I took out the 2 X spells (Kaervek's Torch and Savage Twister). X
spells are for 2 things: hitting big creatures and big shots to the
dome. The thing is, with 17 one-drops (incl. creatures and burn), I
don't ever plan to have enough mana on the board to make an X spell
worthwhile. It should be over by the time the X spell would matter.

Second, I took out lands that come into play tapped. This includes
Shivan Oasis and Gruul Turf. Once again, I can't wait that extra turn.
I need the speed.

Well, I left Treetop Village.

Also, I added Tranquil Thicket and Forgotten Cave from Onslaught
(cycling lands). These do come into play tapped, but I figured later
on (again hopefully it shouldn't last this long), I could cycle them
for something useful. And, in a pinch I could drop it early, tapped,
but better than nothing.

ANyway. Today is the "big day". We'll see how it shapes up.
Peter
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