Witchcraft

Started by Pwnager, February 10, 2012, 02:18:36 AM

Previous topic - Next topic

Pwnager


Witchcraft

65 cards, 0 sideboard


2 {Mountain}
9 {Swamp}
1 {Island}
9 {Plains}
4 {Evolving Wilds}

25 lands


4 {Doomed Traveler}
4 {Bitterheart Witch}
4 {Skirsdag Flayer}
4 {Village Cannibals}
4 {Disciple of Griselbrand}

20 creatures


4 {Gather the Townsfolk}
4 {Curse of Misfortunes}
2 {Curse of Thirst}
1 {Curse of the Pierced Heart}
1 {Curse of Exhaustion}
4 {Go for the Throat}
1 {Curse of Death's Hold}
1 {Curse of Echoes}
2 {Curse of Bloodletting}

20 other spells


Sideboard

Pwnager

Lemme know what yall think. A few play tests prove it to hold up quite well against high aggro, which seems to be the problem for a few of the other curse decks ive seen. It uses sacking to pull out Misfortunes, as well as ramp up my defenders or gain life if needed.

Pwnager

I tried as best as i could to provide expendable early game blockers to hold off the fast aggro of your average standard deck, ({Gather the Townsfolk}, {Doomed Traveler}, etc.) as well as a decent mid-game blocker ({Village Cannibals}) that would benefit from my witch-sacking engines {(Skirsdag Flayer}, {Griselbrand Disciple}). All of these have the simple goal of keeping me alive untill the curses can kick in around turn five.

Thattallguy

Maybe {ancient grudge} in your sideboard. {witchbane orb} will be this decks downfall. Maybe {auramancer} to return enchantments to your hand from the graveyard if they get destroyed and sent to your graveyard.

Appleguru56

Vote: who wants me to rant on about the unplayability of most curses?

BlackJester

Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
I vote yes, provided you don't make anyone cry. 😭

Thattallguy

Your forgetting he only has to play one curse and the rest will be free.

Pwnager

Quote from: Thattallguy on February 10, 2012, 09:34:58 PM
Your forgetting he only has to play one curse and the rest will be free.
Thank you. Ive tested it about ten times against my goblin tribal deck, it wins 50/50. And my goblin deck is all legacy super fast aggro, so thats fairly impressive for a curse deck. Ill probably sideboard some removal for that Wichbane. Thanks for the tip :)

Pwnager

Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p

Appleguru56

Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype

Pwnager

Go for it :) On a side note i added in two Divine Offering at the cost of a GFTT and a cannibal. Hopefully that will take care of any pesky Witchbanes

theguyofdragon

Curses don't work, like Guru said. They cost wayyyyy too much to be effective. And even if you want to, run more curse of the pierced hearts, that way you can stack quick damage

Pwnager

Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.

Appleguru56

Welcome to another episode of the guru channel everyday! Today we are going over some things about curses!
1. Curses are extremely expensive are are not worth what they cost.
-most curses out there cost somewhere from 3-5 mana, and they are all absolutely horrible! Why? Well one thing is for sure is that they don't have a great ability, nor do they work together as an archetype to make a deck function properly.
-most curses do not win you any games. As you may probably already know, these curses simply allow you to maybe get value out of them once or twice in a game, if at all. These curses posseses no relevant abilities and they do not win you any games. For five mana, I can play a havengul lich and simply win the game. They are simply not good cards when compared to everything else you can possibly use in the entire 1500+ cards in standard. These cards are a waste of mana and a precious card slot in your deck to do something, say; make them lose one life for a few turns.
2. These cards do nothing against anything else.
-not only do they do nothing FOR you, they also do nothing AGAINST your opponents. When determining a value of a card, one would logically look at what things it can possible do for you, or to screw with yor opponent. Curses on the otherhand, do not really help you, nor do they hinder your opponent by any significant amount. No curses with stop your opponent from playing {frost Titan} and crushing your face with it. They won't stop them when they {day of judgment} everything you have off the face of the world. So, it is clear that the curses essentially do nothing.
3. There are better alternatives
-as mentioned before, there are so many things you can do with cards and mana, curses simply do not outweigh at all in importance in any shape or form. They do not help win, or help opponent lose, so it's like playing something and watching it do almost nothing, and stare in profound disappointment. Solution: play something better!

Now curses can be a fun deck, just to troll with others. What I am saying is not to disprove this, but to simply say that when you play this, don't expect to win anything past casual. Curses can be fun, but they are terrible terrible cards overall. If you care at all about winning a game, don't play this archetype.

Appleguru56

Quote from: Pwnager on February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.
Stuff are inherently bad, Im glad we can agree on this. What I am saying is that stuff doesn't just get better because "we put time into it." the materials, the strategy, they playability of the cards itself isn't going to simply get better because we try to make it be. Cards are (most if not all the time) inherently good/bad. Why does anyone need to play against every single deck in the world to be able to judge them? Logical reasoning tells us whether a deck is good or not base upon our perception on the value and correlation between the functions of the cards themselves. People don't just simply make something "good" because they try to. Things that are inherently bad can get "better" but they will almost never be good.