Thursday, April 08, 2010

Open the Vaults: messing around with bad cards

So my old open the vaults went undefeated at FNM last week. It is fun, and I want to try to improve the consistency of getting a turn 5-6 open the vaults with good stuff in the yard, or otherwise make it more stable so if i don't get a turn 5-6 open the vaults i still have a decent chance of making it to turn eight or nine for a big open the vaults explosion. Here's last weeks deck:

3x Everflowing Chalice
4x Spreading the Seas
3x Journey to Nowhere
3x Day of Judgment
4x Architects of Will
4x Glassdust Hulk
4x Sphinx of Lost Truths
1x Sphinx Summoner
1x Ethersworn Adjudicator
1x Sharuum
4x Open the Vaults
4x Filigree Angel

2x Celestial Colonnade
4x Glacial Fortress
4x Drowned Catacomb
3x Marsh Flats
6x Island
4x Plains
1x Swamp

board:
1x Day of Judgment
3x Oblivion Ring
3x Flashfreeze
2x Negate
1x Sanguine Bond
3x Hindering Light
2x Obelisk of Alara

So now what I want to do is: 1) Fix my mana base. 2). Try to find a way to make it draw better or stabilize easier. 3). Add more jank.

43 spells
4x Everflowing Chalice
4x Spreading Seas
4x Pilgrim's Eye
4x Fieldmist Borderpost
3x Mistvein Borderpost
4x Day of Judgment
4x Sphinx of Lost Truths
4x Glassdust Hulk
2x Sanguine Bond
2x Obelisk of Alara
4x Open the Vaults
4x Filigree Angel

17 lands
7x Island
6x Plains
2x Swamp
1x Mountain
1x Forest


So now I turn one land + borderpost.
Turn two land + everflowing chalice + borderpost.
Turn three land + everflowing chalice for two.
Turn four land 2 pilgrim's eye. Then chump block.
Turn five land + sphinx with no kicker and discard stuff. Maybe play a spreading seas.
...or Obelisk of Alara.
...or everflowing chalice for 3
Turn six play a big open the vaults.
...or hardcast an angel and go back to 20 or 30 life.
...or hardcast another sphinx with the kicker.
...or Day of Judgment and if i hava an obelisk in play then that is pretty good board position.
...or Martial coup for five.

sideboard:
3x Flashfreeze
3x Negate
3x Hindering Light
2x Sanguine Bond
2x Tezzeret, the Seeker
2x Magister Sphinx

the sphinx is great against anyone gaining life.

tez is great against decks light on creatures. play him and activate his +1. Next turn easily swing for lethal with my borderposts.

bond is good vs control and/or people gaining life

hindering light is good against a lot of stuff, especially Cruel Control and Jund.

Flashfreeze is good vs RDW, Jund and Cruel Control.

Negate is good vs BU control, or to get a pesky planeswalker.

No comments: