Treasure Production Control (POST ROTATION READY)

Standard w33m4n

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


Congrats on the Top 10!

October 31, 2017 5:43 p.m.

w33m4n says... #2

Thanks!!

October 31, 2017 5:50 p.m.

jubale says... #3

hm, it strikes me as odd that you have tons of counterspells but no removal. Also, is Lookout's Dispersal as good as Metallic Rebuke?

Perhaps it works though. The other thing that seems odd is Panharmonicon. It is great with Marionette Master and 5 of your pirates, but that's it. Does that bit make a huge difference for you?

I went a slightly different route with Anointed Procession. That also doubles treasures and servos, but not +1 counters. Treasure Master. This list also runs Hidden Stockpile as an alt-win direction and more removal but fewer counters.

November 1, 2017 9:53 a.m.

w33m4n says... #4

jubale removal in sideboard if needed. Metallic Rebuke is garbage unless its late game and I have treasures out. Plus Lookout's Dispersal they have to pay 4 instead of 3 giving it more room to work in top end. Also plenty consistent at being a 2 drop so that's always a plus. I'm not going 3 color cause mana fixing is annoying for my idea in 3 colors I've tried Grixis and Esper. This just works best. And you act like the counters cant counter a creature thus not needing removal. and Yes Panharmonicon is a very good option in here to A.) Double all my treasure on ETB triggers. B.) Colorless so no 3rd color needed. C.) Great Synergy in combo with Siren's Ruse. D.) Reduces the amount of treasures needed since Marionette Master comes out +3/+3 bigger.

November 1, 2017 10:40 a.m.

jubale says... #5

Good answer. About removal, it's not that counterspells don't work, it's that you don't always have them. Let me ask you, when do you play out your pirates and Panharmonicon? Do you play them early and let them play stuff (because you are tapped out), or do you play them late only when you have countered everything you could? Also they could have 1-drops and 2-drops that beat your counters to the battlefield. How do you deal with that?

I expect the answer lies in the overall gameplan of the deck, where a small handful of threats out of the opponent won't kill you before you get to play Master and sac treasures. Which leads me to ask, which kinds of decks does it work well for (3 out of 4 apparently) and what are the challenges?

November 1, 2017 12:46 p.m.

w33m4n says... #7

jubale Indeed you are correct. But the play of course changes dependant on what I'm playing against. Some decks I can just play the normal buildup of creatures turns 3-5 followed by a Marionette Master on turn 6-7 for win. Most times though the early field gets countered out till turn 5 or 6. Then once they have lost steam and are dwindling their hand I will start to place pieces on the field. Only exception being a turn 2 treasure map. which if its in hand at start of game its going on the field turn 2 no matter what unless they counter it. The card just causes so many problems when it resolves on turn 5-6.

So far I can comfortably say that this decks mainboard does well against about 75% of the decks it goes up against without needing to sideboard. Super creature heavy decks or token decks have removal in the SB to deal with all versions whether it be little guys to midrange off a treasure sac with Fatal Push, indestructibles or gods get Vraska's Contempt with token or overwhelming field presence getting Bontu's Last Reckoning.

Mirror match in the sense of control vs. control does get a bit dicey and really boils down to who plays smarter. But most times even then people don't expect the marionette and treasures. People see and immediately assume The Scarab God and Torrential Gearhulk not Marionette Master and Torment of Hailfire(my normal second win con. blue gearhulk is in list now just for testing.)

November 1, 2017 2:22 p.m.

w33m4n says... #8

My biggest debate right now is more so keeping Opt or not. Pretty good early game to help set things up but late game it feels a bit lackluster in this deck.

November 1, 2017 2:29 p.m.

cole20112 says... #9

The Scarab God isn't a bad idea if you have the money. It works very well with the master and you have plenty of etb creatures to get back. I understand if you want to try and trick people, but I feel like not including it would be a mistake. Now if you have a meta where Lost Legacy is a thing, I 100% recommend not including it or boarding it, as it would get exiled anyway; but otherwise, it is just such a hard to answer finisher that really deserves a spot. You could take out like the disallows, as you're probably using them just as cancels anyway, or you could take out some sirens ruse, as blink effects aren't great with tokens. Just my two cents, but this is your deck. Hope you continue to perform well!

November 2, 2017 9:43 a.m.

w33m4n says... #10

cole20112 I have 2 scarab gods already. And the blink effects aren't for tokens obviously. It bounces the creatures which makes more tokens and all my token producers are pirates so i also get to draw a card. Also there is a ruling that it removes all targeting and such so it can save creatures from removal so Siren's Ruse will remain at a 4 of and Disallow is used heavily so far as much more than just a counter. Ya know how funny it is when someone thinks they are gonna run a huge nissa off or trigger a Electrostatic Pummeler for Letal and it gets snuffed is hilarious. Also lost legacy is a part of my meta hence why i said people are expecting it to come out....every... single... time. Believe me if it was worth running him I would but it's not. It's been hilarious seeing people see black blue immediately assume im running scarab and gearhulk use lost legacy just to find out its not even in my deck.

November 2, 2017 10:06 a.m.

Chasedrk1 says... #11

I dont see mechanized production anymore in the MB. And it wasnt mentioned beyond testing. Progress on that?

November 5, 2017 1:56 p.m.

w33m4n says... #12

Chasedrk1 No more mechanized. Panharmonicon instead

November 6, 2017 7:52 a.m.

w33m4n says... #13

List placed up as of 11/6/17 is the current build from Friday. Went 3-1 (all 3 wins were 2-0) and the loss coulda been a win had I not misplayed. =(

November 6, 2017 11:20 a.m.

Limo says... #14

I have a very similar deck to this one. Competitive Standard treasure Deck;Could you please give me some suggestions about how to improve it. I play tested it against this deck and won, but it was probably because I don't know this deck well.

November 6, 2017 8:27 p.m.

kameenook says... #15

I would imagine in this meta with lots of Ramunap Red and other decks running about you want to max out on Sailor of Means? To me it seems important that you can attempt to block red decks, cubs, and if you're lucky enough to have two creatures down on board siphoners.

November 8, 2017 10:21 a.m.

w33m4n says... #16

Ramunap does provide a bit of a challenge for the deck given its speed. Sailor of Means is definitely key as a blocker in the matchup against ramunap. Also while Baral, Chief of Compliance is burnable he is also protectable with his ability making a negate only cost or my other counters only costing or for Disallow. In the end it comes down to can he get enough damage in before I start shutting the deck down with the removal and counters that would be getting sided in for Ramunap matchup. Base version of the deck does still have the opportunity to win by turn 6-7 if the right cards for treasures come up. Both times I faced Ramunap I've won in FNM at 2-0 and 2-1 but I will say in all the matches I'm almost always under 10 life by the time I win which is very rare for this deck.

November 8, 2017 10:37 a.m.

HowlingFoxGPH says... #17

If you would replace Baral, Chief of Compliance, which card will you try?

November 9, 2017 3:51 a.m.

w33m4n says... #19

nintendoluk I'm sure he was asking you. But HowlingFoxGPH I would go either Contraband Kingpin or Ruthless Knave. I have one reservation on Contraband Kingpin in that he falls to Fatal Push where as Ruthless Knave won't fall to push but falls to burn. Both serve their purpose of course. I feel like Ruthless Knave better serves my win condition going off where as Contraband Kingpin just helps sort the deck out in general. Both useful. Use your best judgement

November 9, 2017 9:49 a.m.

It's a good sketch.

Yahenni's Expertise could be good as your creatures have 4 toughness and could survive through it.

Revel in Riches as others have said. Also consider Tezzeret the Schemer.

Think you want 4 Disallow before even considering Dispersal.

The deck doesn't look like it can beat Mono Red or Temur Game 1 with the way you currently have it setup. Consider moving 4 Push to the MD.

Good luck. Have fun.

November 9, 2017 2:11 p.m.

w33m4n says... #21

You are right main deck doesn't immediately handle super aggro decks but i do win against them in best out of 3 usually. If you look through the comments i already have explanations as to why I dont run those cards. Boils down to they arent that good in here and my sideboard accomodates for most decks hence a 11-5 record

November 9, 2017 2:20 p.m.

w33m4n says... #22

Also dispersal is 2 of here because they can end up only costing vs having 4 Disallow(which i used to and saw more success this way

November 9, 2017 2:22 p.m.

mrlucky131313 says... #23

I assume aggro just destroys you? You have no early removal

November 9, 2017 11:14 p.m.

w33m4n says... #24

Well yes and no. Depends on how much tempo they keep up. Sometimes it works for them sometimes it doesn't. But if I sideboard in my removal things dont work too well for em. I am capable of winning on turn 6 with the deck so it becomes a gamble.

November 9, 2017 11:28 p.m.

HowlingFoxGPH says... #25

Fair enough...you are right with Contraband Kingpin, he dies so soon before i even get to use him efficiently. i playtested your deck and it seems the deck is most of the time consistent turn 7-8 win with marionette..turn 6 sometimes with a really good draw and bad hand of opponent. but vs an energy-counter deck and mono-red, it has a 50/50 chance of not surviving on turn 5. There is no token type deck in my meta, so i don't know how this fairs with such. Anyways, I tried adjusting by replacing some spells with Battle at the Bridge instead of Fatal Push and other removals, just to survive longer and also used Inventors' Fair to extend the game for a few more turns and trigger marionette-win. Ends up this deck's life total is reduced to less than 10, sometimes even down to 1 and win which leaves my opponent frustrated. Nice deck. Already upvoted a few days ago. I think Battle at the Bridge deserves a sideboard position or even on main deck IMO.

November 10, 2017 9:43 a.m.

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