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Switch to Forum Live View [Pre-Archetype] EtherStorm
4 years ago  ::  Apr 27, 2009 - 8:52AM #1
Glare_of_the_Loxodon
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Date Joined: May 12, 2006
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What is EtherStorm? Show
EtherStorm is an artifact deck that takes advantage of the synergistic abilities of artifact cards.

The main engine is the cost-reducing Etherium Sculptor , combined with cheap cantrips such as Chromatic Star , Mind Stone , Elsewhere Flask and Kaleidostone to cycle through the deck and dig for goodstuff. Etherium Sculptor can also be used with any other artifact with good effect.

Note that EtherStorm is not an Esper deck, merely a subset of it, focusing on chaining artifacts for a quick win.
Why Should I Play This? Show
There are many different strategies you can take when building and playing this deck, so if you like artifacts, this is the deck for you -

Aggro-Combo
[INDENT]This comes as close to Mirrodin-era Affinity as you will ever get without building the original deck itself. Add Glaze Fiend , Master of Etherium and cheap, recurring artifacts such as Springleaf Drum and Thopter Factory for explosive turns. It regularly gets T3-4 wins, with a significant amount of must-answer threats (10+). If you like to laugh at peoples expressions when you suddenly beat with a 11/12 creature on Turn 4, then this is the deck for you.[/INDENT]
Midrange
[INDENT]Add removal (such as Executioner's Capsule ), and additional engines such as Scarecrone , Tezzeret the Seeker and Bitterblossom for a more midrange yet still resilient build.[/INDENT][/INDENT]

Additionally, most of the deck is made up of commons and uncommons, which makes this a budget deck that still performs very well.


Cards To UseCreatures Show





  • Salvage Titan - A free 6/4 fattie, or a 4-5 CMC 6/4 with Sculptor out, and it recurs from the graveyard to boot
Non-Creature Artifacts Show


  • Mind Stone - Acceleration that functionally costs with Sculptor out (you play it for , and it can also generate ). Chaining a few of them together will not only buff your Glaze Fiend , it'll also quickly accelerate your mana like any other green deck.
  • Elsewhere Flask - Excellent cantrip, and also fixes mana (like the manabase needs it)
  • Courier's Capsule - "Draw 2 cards" for 3 mana (with Sculptor out). Elsewhere Flask is significantly better than this, especially since it works better with Esperzoa too, and Flask buffs Master of Etherium after drawing the card, while this doesn't.
  • Kaleidostone - Good cantrip that can replace or be played with Elsewhere Flask
  • Thopter Factory - Absolutely insane in the deck. Buffs Glaze Fiend , yet also gains you life, and also produces 1/1 blockers.
  • Time Sieve - The 5 artifacts is not a problem in this artifact heavy deck. Useful in more midrange/control builds.



Spells Show

  • Bitterblossom - Unsynergistic with the deck, but shores up weak matchups
  • Call to Heel - Temporary removal so that your attackers can get through for that last few points of damage, or removal evasion. Also cantrips, which is a plus
  • Agony Warp - Removal
  • Terror - Removal
  • Countersquall - Counterspell

  • Esper Charm - Flexible spell, but not recommended unless the manabase can take it.


  • Profane Command - Deals the last few points of damage after your fatties have beat in the early turns. Also can reanimate another finisher or grant evasion.
Lands Show
  • Painlands
  • Filterlands
  • Basic Lands



Sample Decklists

EtherStorm Aggro-Combo by Potshot Show EtherStorm Midrange by Potshot Show
Playing the Deck Show
This deck plays a bit like a mix of Affinity and Threshold, playing a lot of cheap artifacts that cantrip into more cheap artifacts. You normally want Sculptor down as early as possible (but it depends on the matchup), but you want Glaze Fiend to be dropped even earlier, because it often gets at least one chance to hit the opponent, so use that chance to buff it up as much as possible.

Don't play colorless artifacts on turn 1 (eg. Sigil, Star), because you'll rather save them to pump the Fiend later on, unless you don't have Sculptor and have a Master of Etherium , in which case you should play them early.

Don't keep a hand without a Sculptor unless there's Master of Etherium , or enough artifacts to fuel your Glaze Fiend . Never keep a hand with no threats (Fiend, MoE and Esperzoa). Salvage Titan doesn't count.

Don't put all your eggs in one basket, especially if your opponent can nuke your beaters (especially Fiend). Don't overextend your creatures, although you can overextend your non-creature artifacts.

Examples of T4 wins Show
T1: Land
T2: Land, Fiend
T3: Land, Sculptor, Chromatic Star (cracked), Mind Stone, Mind Stone, Elsewhere Flask, beat for 10
T4: Flask, Sigil (for 2, after equipping = 1), MoE, beat for 10

T1: Land, Capsule
T2: Land, Sculptor
T3: Land, Fiend, MoE (4/4), beat for 2
T4: Land, Stone, Flask, Sigil for 4, 7/8 Fiend & 7/7 MoE and 5/6 Sculptor beat for 19

Or alternatively, Profane on T5 if you draw a lot of lands. Or Titan T4 after combat.

Examples of T3 win Show
T1:Land, Drum, Thopter, Drum
T2:Land, Sculptor, Fiend, Fiend
T3:Land, Star(pop), Flask, Star(pop), Flask, Thopter, Swing 21


Matchups
  • Fae: 80-20 Show
    T2 fiend and you cant lose. They lose a life everytime they make a 1/1 flyer, we gain a life for the same creature. Fae has Scion to make there 1/1s big. We have MoE, and Tez to tutor for Master. They usually run 2-3 MD Scion, we have essentially 6 chances to draw into a master. Getting an Executioners capsule to stick is like a nail in the coffin, once you have it on board you laugh in the face of an impending Mistbind Clique.

  • RDW: 70-30 Show
    The trick is getting a thopter foundry or warhammer to stick early. Usually the lifegain you produce is to much for them.

  • 5 Color Control: 70-30 Show
    You come out of the gates rediculously faster than 5CC. By the time they have cryptic mana open you usually have them down to an easy kill range.

  • Dark Bant: 70-30 Show
    In this match you usually have an upper hand with a continual stream of chumpers, which end up pumping fiend for continual damage. They only card that gives us problems is rhox war munk, If you can kill it early on when they play it, you cant lose.

  • Boat Brew: 50-50 Show
    These decks are horrible for us. The only thing you can do is throw your hand up on the board and hope they dont T2 Bitterblossom, T3 Spectral, T4 Ajani. T5 Siege-gang. Post board your cumberstones are allstars.

  • Blightning Beats: 40-60 Show
    The trick is getting a thopter foundry or warhammer to stick early. Usually the lifegain you produce is to much for them. This is a lot harder to beat post board than RDW, because they will usually be running 6-8 sweepers.

  • BW tokens: 40-60 Show
    These decks are horrible for us. The only thing you can do is throw your hand up on the board and hope they dont T2 Bitterblossom, T3 Spectral, T4 Ajani. T5 Siege-gang. Post board your cumberstones are allstars.


Special Thanks
- Hodoku for the dividers
- Team 0-2 Drop, whom were the creators of this deck idea
- Potshot for the banner & matchup information
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4 years ago  ::  Apr 27, 2009 - 8:52AM #2
Glare_of_the_Loxodon
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This replaces the Etherium Snare thread in the Tournament Center.

*goes to ask for move*
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4 years ago  ::  Apr 27, 2009 - 10:39AM #3
Rockdeworld
Date Joined: May 4, 2008
Posts: 204
First post :P

Also, the T3 win needs to be modified so that the Ornithopter is the last card played on T3, since the T3 win requires 10 cards to be played, including cantrips, and you wouldn't get the three cards after the thopter if it came second.

The T4 wins require 10 cards also, but you have 11, so there's a little leeway.
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4 years ago  ::  Apr 27, 2009 - 11:04AM #4
Propagandist
Date Joined: Mar 16, 2009
Posts: 290
I want to make this an aggressive control deck that applies pressure early and then ensures victory with answers and card advantage.

This will be my attempt to fight the interesting Meta-Game I expect to see this week:

"Etherium Reborn" Show

"Etherium Reborn"

ROOTS (20 x )
Etherium Sculptor x4
Ethersworn Canonist x2
Filigree Angel x1
Inkwell Leviathan x2
Master Transmuter x4
Sculpting Steel x2
Sen Triplets x1
Sharuum The Hegemon x1
Thousand-Year Elixir x3
---
FINDERS (6 x )
Enigma Sphinx x1
Sphinx Summoner x3
Tezzeret The Seeker x2
---
ANSWERS (7 x )
Grim Poppet x1
Meddling Mage x2
Oblivion Ring x2
Pithing Needle x1
Platinum Angel x1
---
COUNTERMAGIC (4 x )
Negate x4
---
LAND (24 x )
Arcane Sanctum x4
Exotic Orchard x2
Island x3
Mystic Gate x4
Reflecting Pool x3
Sunken Ruins x4
Vivid Creek x4
---
SIDEBOARD (15 x )
Counterbore x1
Dragon's Claw x2
Ethersworn Shieldmage x2
Grim Poppet x1
Meddling Mage x2
Sen Triplets x1
Soul Manipulation x4
Wrath of God x2


ARB cards are linked. I expect my Meta to be heavy Blightning, Naya, and Bant with a few people still playing their Boat Brews and B/W Tokens.

Some other candidates are: Cumberstone , Ponder , Sphinx of the Steel Wind , Tidehollow Sculler

Critique?
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4 years ago  ::  Apr 27, 2009 - 12:50PM #5
Chazn2
Date Joined: Mar 20, 2009
Posts: 44
@ Propagandist
I think your deck has nothing to do with the style of play this is going for. Correct me if I'm wrong.
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4 years ago  ::  Apr 27, 2009 - 1:10PM #6
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267
New thread eh.....
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4 years ago  ::  Apr 27, 2009 - 1:29PM #7
Propagandist
Date Joined: Mar 16, 2009
Posts: 290

Chazn2 wrote:

@ Propagandist
I think your deck has nothing to do with the style of play this is going for. Correct me if I'm wrong.


I don't see how it's out of the realm of Mid-Range / Control versions of this deck that are mentioned in the OP.

EDIT: But alright I'll move it to the Transmuter Archetype thread I just found.

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4 years ago  ::  Apr 27, 2009 - 2:06PM #8
Potshot
Date Joined: Jun 3, 2008
Posts: 162
This is my current list, I have been doing about 10 hours play testing with it. It really is efficient, and can bash early for a lot, but follow up with a solid mid range game as well.

Mid-Range Savage Salvage
Mana [20 x ]
6 x *Island
5 x *Swamp
1 x *mountain
3 x *Mistvein Borderpost
3 x *Sunken Ruins
2 x *Cascade Bluffs
.
Creatures [19 x ]
4 x *Etherium Sculptor
4 x *Master of Etherium
4 x *Esperzoa
4 x *Glaze Fiend
2 x *scarecrone
1 x *Razormane Masticore
.
Others [21 x ]
4 x *Mind Stone
4 x *Elsewhere Flask
3 x *Executioner's Capsule
3 x *Thopter Foundry
2 x *profane command
1 x *Unscythe, Killer of Kings
2 x *Loxodon Warhammer
2 x *Tezzeret, the Seeker
.
Sideboard [15 x ]
4 x *Cumber Stone
2 x *Rite of Consumption
2 x *banefire
3 x *Time Sieve
4 x *Anathemancer
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4 years ago  ::  Apr 27, 2009 - 2:36PM #9
Propagandist
Date Joined: Mar 16, 2009
Posts: 290
With all the token generation in MD, why only Time Sieve in the SB? Why not throw 1 MD so Tezz can grab it?
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4 years ago  ::  Apr 27, 2009 - 2:38PM #10
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267
What's everyone's thoughts about Sculpting Steel , I know it's situationally good, but making sure you pump out that extra Sculptor to play all your tripping spells for free is kinda important.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html

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