Treasure Production Control (POST ROTATION READY)

Standard w33m4n

SCORE: 211 | 291 COMMENTS | 45445 VIEWS | IN 90 FOLDERS


w33m4n says... #1

Just from experience most of my creatures end up dead fast in early game from removal allowing a surge in mid and upper range sometimes if i dont get my draw right now its to test if i like him there over bontu's

January 10, 2018 12:35 a.m.

xhuggels says... #2

With rivals they actually made Revel in Riches doable. Im thinkin Pitiless Plunderer with Ruthless Knave sacking a Gleaming Barrier or dire fleet hoarder for a whopping 4 treasures. its even doable in aggro...imagine that.

January 10, 2018 12:47 a.m.

w33m4n says... #3

Debating it but all my guys as is create on entry or when they die serving their purpose. I wanna start with a super consistent base then see if going big with something combo-y like that can be viable once standard settles.

January 10, 2018 12:57 a.m.

xhuggels says... #4

thats probably the smart way to do it lol. What do you think about a 1 of of Brass's Bounty as at the very least it gives you 4-5 extra treasures, considering you could use a few of your own to cast it.

January 10, 2018 1 a.m.

w33m4n says... #5

I've been thinking about Brass's Bounty. Earliest I'd use it realistically would be like turn 5 to setup for a turn 6 Marionette Master but at 7 drop it seems it could be a bit inconsistent but with some testing we shall see.

January 10, 2018 11:29 a.m.

xhuggels says... #6

I know what you mean. Normally i just skip through the 7 drops. I dont even know what half of them do since i just assume i wont realistically be able to play it at all, but treasures really make anything possible.

So the way i see it the ultimate combo would be, have 5 lands on turn 5 and flip treasure-map for 7 total, play brass's bounty for 5 more, turn 6 you play the master if you hit your land drop deal 20 damage; or play the master first, with 1 treasure remaining, play the bounty on turn 6 if you hit your land drop and deal 28 damage. Either way you have to hit your land drops every turn in order to pull this off. Seems like you need 4 copies of treasure map for the fastest win as i dont think you will have any manna for counter/kills spells if youre trying to get treasures through creatures. You also probably need 1 or 2 more lands just to ensure the land-drops if ur going for something this all-out. Whats nice about this is that your 1st, 3rd and 4th turns are open to disrupt your opponent with counter/kill spells or to get your CA in order, but i dont see creatures as being part of that plan.

Its probably just better to leave it as is and go for a later win, with your first creature coming in turn 4-5.

January 10, 2018 12:02 p.m.

w33m4n says... #7

That's really the game plan. Good ole fashioned control for early game, win in late game. Deck really shines in matches that go on too long. Early setup will be minimal really just being Treasure Map or Gleaming Barrier leading into counters and some treasure producing creatures down the line or as necessary during play if it's my only option. What I am happy with right now in standard is that there is a way to make treasures at almost every major CMC level (2-5). So my treasures were already kinda consistent to get at least 5 so I'm hoping five will now be the absolute regular setup and then higher in optimal games.

Right now I'm going into the testing for Storm the Vault

January 10, 2018 12:39 p.m.

w33m4n says... #8

Right now also debating Awakened Amalgam as an idea for a cheap decent size body with how I have the land setup right now.

January 10, 2018 12:40 p.m.

xhuggels says... #9

Storm the Vault definitely needs something like Slippery Scoundrel to get through if you want to get treasures from it, but you also should have enough treasures without it just by how the deck is setup. Could definitely work with Torment of Hailfire to just end the game. The concern is that it cant really come in on curve, as ideally you want ready to play torment through it and your treasures should you have to on the turn the vault comes in, and you also want to flip it as it comes in. Its a great alternative win-con though.

January 10, 2018 1:05 p.m.

w33m4n says... #10

I'm going the as is route. No need to worry about attackers. Not what the deck is suppose to do. That'll matter more in my other deck


The Locust Swarm

Standard w33m4n

SCORE: 10 | 16 COMMENTS | 2164 VIEWS | IN 2 FOLDERS


which is all flyers and will be getting revised as well for new flyers and etc.

And getting the colors I need so far in testing doesn't seem to really be an issue to feed Torment of Hailfire or even Ribbons side of Cut / Ribbons as a finisher as well from Storm the Vault payout or even just mana with treasures.

January 10, 2018 1:33 p.m.

mrlucky131313 says... #11

Needs bontus last reckoning, at least in the sideboard.

January 10, 2018 1:44 p.m.

w33m4n says... #12

Was normally main deck. Testing for Cut / Ribbons at the moment (mostly for Ribbons with Storm the Vault) but Bontu's Last Reckoning will likely end up back in because yeah... board wipe for 3

January 10, 2018 1:51 p.m.

Currently you have 61 cards mainboard

January 16, 2018 2:26 p.m.

w33m4n says... #14

And your point Dakotakillian88?

January 16, 2018 2:49 p.m.

xhuggels says... #15

hes saying none of the rules that normally apply to deckbuilding apply once you go over 60 cards :P also that you built a broken deck, and that its impossible to assume you are just editing it from time to time. if that is the case, i agree :D

January 16, 2018 3:18 p.m.

w33m4n says... #16

I do edit from time to time to test things but I don't see how 61 cards really matters when the deck works. And I definitely wasn't thinking about the rules of deck building when I made this lol.

January 16, 2018 3:30 p.m.

xhuggels says... #17

61 is doable, though it does mean you have a slight weaker chance of finding everything, lands included, but treasures make up for that. 62 cards ruin decks though.

January 16, 2018 3:48 p.m.

w33m4n says... #18

xhuggels In a way yes you are right but really it's just a math game. I could easily run a 70 card deck and make it work just fine so long as there is enough draw/sort/scry to keep cards moving. 60 is just the "ideal" number to operate with obviously to increase odds of draw, but that odd can be increased artificially too using the deck by filtering, fetching, and drawing. Right mix of cards will make anything work. Run enough Evolving Wilds, Treasure Map, Opt, or whatever other means in standard to move cards and it'll still work.

People just get too engrossed with " oh a pro said 60 only and if you ever go over it's bad." And yet there have been dominant decks over the years that were 75 card control decks that somehow still dominated a field only because the mix of answers versus speed and utility was there to make sure the deck operated so I always take the "build for 60 cards" rules with a grain of salt. Original version of this deck when I was playing FNM and winning a lot was a 65 card build technically to be able to stack a little heavier on counters cause the draw is there to make it work.

January 16, 2018 4:02 p.m.

W33m4n I just meant to see if it was a mistake. Have you done any testing with Azcanta, chart a course, or opt? Ive been play testing this a bit and it seems like its sorta slow In the beginning and it just needs a little push to find more treasure or ramp a little

January 16, 2018 7:38 p.m.

w33m4n says... #20

Yes and no being I've been playing competitively I've had to adjust the deck to allow for more removal and more creatures on the field due to energy base decks but given that they just got maimed this will likely end up going back to black and blue strict control

January 16, 2018 7:45 p.m.

Well. Keep updated. I also feel like Sword point diplomacy might work well with this

January 16, 2018 8:03 p.m.

w33m4n says... #22

Eh im not big on it at 3 drop spot thats counter range

January 16, 2018 8:10 p.m.

I dont see why, it accomplishes 2 tasks. 1. It can possibly draw you three cardsAnd 2. Can potentially damage your opponent for 3 damage a Card.

And only for 3 mana. And that isnt exactly true. There are three drop counters such as disallow, lookouts dispersal, and cancel. But there are also Negate, essence scatter, spell pierce, and censor which cost less than 3. To name a few

January 16, 2018 8:46 p.m.

w33m4n says... #24

You are right but only late game. If going true control route turns 2 thru 5 ideally need to be control plays and my top end is marionette or torment payout (irl form of original deck list). Second issue is that sorcery speed. I prefer playing all my spells during or at the end of their turn. Playing sorcery speed early leaves a turn for a sure play which turn 3 seems to be the critical spot in standard( at least pre new bans). Right now im focusing on instant speed that way i just leave mana open for their turns. True old fashioned control.

Spell pierce is ehhh. Essence scatter is god and of course disallow. For me the only circumstantial counter i like for this deck is lookouts dispersal (cheap with big catch) and supreme will( cause hell yeah dual purpose).

I feel like itll make more sense once the new list is up and such

January 16, 2018 9:03 p.m.

Do you mean that you are playing a different deck than is listed here? With Torment? And ok. When do you see the new deck revisions being in?

January 16, 2018 9:32 p.m.

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