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Topics - Federico Rosano

Pages: [1] 2 3
1
Deck Reviews / [Modern] Mutate Deck (UG): $12 fun deck
« on: August 05, 2022, 11:47:08 am »
https://deckstats.net/decks/88072/2455250-mutate

Mutate Deck

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Mutate is a keyword ability that allows two or more creatures to merge into one final creature. The resulting merged creature has power and toughness of the topmost creature, and gains all the abilities of all the cards below. At first sight it looks like a plain bad mechanics, at least compared to Auras or Equipments. Considering that putting a stack of creatures one on top of another for their mutate ability actually doesn’t add up much board advantage. Or does it?

Deck Overview
The main advantage of this mechanics lays in the "whenever this creature mutates" triggered abilities, leading us to mutate multiple times on the same stack of creatures to trigger all the abilities at once. For example, mutating the Trumpeting Gnarr on top of the Glowstone Recluse triggers both of their effects. Any additional creature we mutate on top (or bottom) of that triggers all the effects once again. The deck also contains the Symbiotes that have specific effects that triggers “whenever a creature you control mutates” and make the whole mutate mechanics very rewarding to play with. It’s now clear that the Sea-Dasher Octopus is a true gem for the strategy and let us trigger a mutated effect at any point of the game.

The mutate effects offer +1/+1 counters, creature tokens, removals and card draw in a reasonable proportion that leads to a considerable board advantage later in the game and therefore this deck can be defined as a typical aggro-midrange. This mechanics proved to be a lot versatile and fun to play with and against.

The main disadvantage of this mechanics is the vulnerability from removal spells. The mutated creatures act as one single creature, so one Terminate or one Path to Exile can remove the whole thing. I’ve seen many decks using the Slippery Bogle as a baseline creature, but this doesn’t solve the issue with cards like Wrath of God or Soul Shatter that don’t target. I prefer to put some defensive spells like Stubborn Denial and Tamiyo's Safekeeping that somehow protect the mutated creatures from a wider range of removal spells.

That's it. Enjoy your cheap awesome Mutate deck and good Magic to all!

2
Deck Reviews / [Modern] SHRINES deck: pentacolor enchantments
« on: November 03, 2021, 12:51:12 am »
https://deckstats.net/decks/88072/2089694-shrines-ft-all-colors-

SHRINES deck: pentacolor enchantments in Modern

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Found across all colors, Shrines are Legendary enchantments with effects based on the number of shrines you control, so the more you have, the bigger your advantage is. The Hondens activate during your upkeep, while two of the new Sanctums have activated abilities and the other three trigger during the precombat main phase. The Shrine mechanics encourages to widen the strategy to a 5 color deck, first because of the limitations on the number of legendary permanents allowed on the battlefield, second because their effects have a profound sinergy that really brings the mechanics to a whole new level. Even if the first issue can be addressed with the Mirror Gallery, allowing a 1 or 2 color deck with Shrines, however this solution doesn't unleash the full potential of the format.

In this deck, the 5 Shrines are the leading actors and they're responsible of the majority of the ramp, defense and offense of the deck. Even if the deck is pentacolor, the actual deck base is White and Green, as it exploits the mana fixing ability of the amazing Sanctum Weaver and Sanctum of Fruitful Harvest to cast the whole Shrine crew with ease. With the help of tutoring cards like Sterling Grove and Moon-Blessed Cleric is quite common to have all 6 Shrines on the battlefield during turn 6.

- Sanctum of Tranquil Light
- Sanctum of Stone Fangs
- Honden of Infinite Rage
- Sanctum of Fruitful Harvest
- Sanctum of Calm Waters

The big boy, Sanctum of All, really steps up the strategy: it's amazing. With a full Shrine party we can deal 12 damages to any target, gain 12 life, each opponent loses 12 life and so on, each turn.
The deck proved to be surprisingly consistent even against aggro decks. Honden of Infinite Rage is a good removal, but Wrath of God is an extra defense card against some really nasty battlefields. Sterling Grove is another great enchantment that protects the Shrines and still can be used as a tutor whenever we need.
So far it has been an enjoyable experience and it will surely improve over time to a better level of enjoyment and winning solutions.


3
General Magic / Venom land deck suggestions? [Casual]
« on: October 16, 2021, 12:35:04 pm »
DECK HELP for Psychic Venom LAND DECK
Yesterday I found these two beauties: Pooling Venom and Psychic Venom.
I'm planning to build a Casual Dimir deck around this "tap" mechanic but I'd love your tips, expecially if you already built a deck with these cards.

Here's my plan:
- Enchanting the opponent's lands with the two venoms.
- Using cards like Paralyze and Slow Motion to slow down the attacking phase and forcing my opponent to tap the lands.
- Control the board with cards like Early Frost, Gigadrowse and Curse of Chains, triggering the venoms and the other curses.

Is all looking good, but I do have a couple of doubts:
- how do I stop big Hexproof boys like Carnage Tyrant? I have no answer to this rather than mass removal or white cards like Celestial Flare.
- how do I stop big hordes of creatures? Like a Tribal Goblin deck? I can't enchant them all. Eventually using Propaganda as an extra defense?
- how I survive against mass removal spells like Back to Nature? Just by adding counterspells like Miscast?

The deck looks promising tho.
I'm open to your suggestions. Just keep in mind this's just a deck to play with friends and it has to be cheap (in the $20 range).

4
https://deckstats.net/decks/88072/2102388-contraption-deck-ft-unstable-s

Contraptions deck (ft. Unstable set)

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Besides the lack of cards choice from the Unstable Set, the Contraption keyword can be found in each color type and the Deckstats database offers a good number of decks featuing this mechanics. Thinking about how the Contraptions work I realized they're far superior to regular artifacts for these three aspects:
- they can be assembled as an interrups as long as the card assembling them can,
- they can be played from a separate pile of cards so we don't need to wait to draw them,
- they still trigger each *Metalcraft* and *Affinity* ability.

Deck Overview
Moreover then Riggers assemble a Contraption as soon as they come into play, so they can be later used as fresh-meat to block our opponents' attacking creatures. The only two exceptions are the Kindly Cognician and the Steamflogger Boss that speed up the assembling process, but the deck proved to work even without both, it just takes a bit longer. Each Contraption can be assembled in one of the three slot available. A sproket activates one slot at the time at the beginning of each own upkeep so that each Contraption assembled in that slot are triggered. The Contraption choice for this deck is aggro, as the control side is a bit lacking. Some of them creates tokes, for example Faerie Aerie and Rapid Prototyper, while others support them during combat, for example Top-Secret Tunnel and Turbo-Thwacking Auto-Hammer, while others have effects to improve deck consistency and card draw, for example Record Store and Widget Contraption.

The mechanics proved to be absolutely devastating even against some nasty aggro decks, having some hard times only against the super fast Goblin deck and the mighty powerful Life Control deck. The overall enjoyment has been good, mainly because the Contraptions assemble an unique machinery each game and offer great flexibility over different match types.

5
General Magic / [Question] What's your first deck ever?
« on: July 18, 2021, 10:18:27 am »
I start first. It was a mono blue deck I arranged back in 2003 with a bunch of cards I found. It had some cool cards in it tho: Phantom Warrior, Thieving Magpie, Wind Drake, Mana Leak, Dehydration. I'm still using some of these in my current decks.
But I was just a kid (10), I didn't pay attention to rules back then and I kept playing it wrong all the time: I drew up to 7 at the end of each turn, I probably played any amount of lands each time. I had so much fun and I still have today. I never stopped playing MTG.

6
Deck Reviews / -1/-1 COUNTERS deck (ft. Hapatra, Vizier of Poisons)
« on: July 06, 2021, 12:44:28 pm »
https://deckstats.net/decks/88072/2138781-hapatra-1-1-counters-

-1/-1 COUNTERS deck (ft. Hapatra, Vizier of Poisons)

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Most of the decks I’ve seen that are based on -1/-1 counters work by placing the counters on the opponents’ creatures to gain a board advantage. While this mechanics can be well supported by amazing cards like Necroskitter and Blowfly Infestation, it requires valid targets to place the counters on. I can think of control decks without creatures and other situations where we’re unable to place the counters because of hexproof, protection or counter spells. So even if these -1/-1 counters decks can work on paper, there's no guarantee they will work 100% of the time, and often they won't.

A more reliable strategy may be to place the -1/-1 counters on our own creatures as a tradeoff to play cards with better than average abilities, like the Baleful Ammit, and compensate this downside with cards that take an advantage from those counters. In fact, this deck exploits the effects of Hapatra, Vizier of Poisons, Nest of Scarabs and Obelisk Spider to create a board advantage and a life gain/drain source thanks to the -1/-1 counters. In this way, we’re gaining a lasting advantage by placing the counters and so they become a resource rather than a downside. At this point, we can extract value from any card that places a counter: so, sorceries like Scarscale Ritual and Lethal Sting triggers additional effects that improve our strategy and become surprisingly powerful compared to similar cards. To avoid any downside due to the -1/-1 counters, we may put them on the tokens itself or remove them with cards like Hapatra's Mark, Shed Weakness and the Decimator Beetle that ensure we always have a valid target to place our counters on.

This mechanics proved to be very consistent and often pulls out impressive performances against a good variety of aggro and control decks. The deck has good defensive capabilities thanks to the Snake Tokens with deathtouch and offers different winning options that make the strategy really enjoyable.

7
Deck Reviews / Suggestions for my Phytohydra deck?
« on: June 29, 2021, 05:53:46 pm »
I'm building a casual/cheap deck around the Phytohydra mechanic. I'm using creatures like the Stormwild Capridor and damage spells like Pit Fight and Pyroclasm to pump my own creatures to get an advantage over my opponents. I'm looking for good sinergy. Any suggestion is appreciated, expecially if you already built a deck of this type.

https://deckstats.net/decks/88072/2129648-phytohydra-deck

10
General Magic / Unusual combo
« on: January 19, 2021, 10:49:50 am »

11
Deck Reviews / [Modern] Hapatra (-1/-1 counters)
« on: January 18, 2021, 06:40:21 pm »
I always have so much fun with this!

https://deckstats.net/decks/88072/1714149-hapatra-1-1-

12
Sperando che gli avversari usino dei buoni copricarte!

https://deckstats.net/decks/88072/1898269-psyc-probe-deck-shuffle-

13
Deck Reviews / [Casual] Psychogenic Probe deck (Shuffle!)
« on: January 18, 2021, 12:09:41 pm »

14
Deck Reviews / Shapeshifters [Casual]
« on: August 20, 2020, 05:30:16 pm »
I'm building this Shapeshifters deck, with the help of the awesome Amoeboid Changeling.

Spirit Mirror + {T}Amoeboid Changeling = destroy target creature.
Spirit Mirror + Shields of Velis Vel = destroy all creatures target player controls.
Peer Pressure + {T}Amoeboid Changeling = gain control of target creature.

Shapesharer is super useful for both defense and offense (transforming my 1/1 into a copy of an attacking/blocking big boy).
Other cards are for support and general situation play.
Any help on this? The only suggestion: it has to be budget.

https://deckstats.net/decks/88072/1731359-shapeshifters

15
Deck Reviews / A deck with Tainted Remedy [Casual]
« on: May 08, 2020, 02:02:00 pm »
Any help on this one? I've searched almost every other deck with Tainted Remedy and I can't find any better way to use it.
Also I'm not sure how Roar of Jukai works.
https://deckstats.net/decks/88072/1636627-the-cure

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