4 Goblin Welder 1 Gorilla Shaman 1 Wheel Of Fortune 1 Ancestral Recall 1 Time Walk 1 Tinker 1 Black Lotus 1 Candelabra Of Tawnos 3 Chalice Of The Void 1 Citanul Flute 3 Crucible Of Worlds 1 Duplicant 1 Jester's Cap 1 Karn, Silver Golem 1 Mana Crypt 1 Mana Vault 1 Memory Jar 1 Mindslaver 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Pentavus 3 Smokestack 1 Sol Ring 1 Trinisphere 1 Triskelion 4 Uba Mask 4 Bazaar Of Baghdad 1 Great Furnace 4 Mishra's Workshop 1 Riftstone Portal 1 Strip Mine 1 Tolarian Academy 4 Volcanic Island 2 Wasteland 1 Wooded Foothills Sideboard: 1 Chalice Of The Void 1 Ensnaring Bridge 1 Eon Hub 1 Granite Shard 2 Orb Of Dreams 1 Tormod's Crypt 1 Sundering Titan 1 Viashino Heretic 1 Artificer's Intuition 1 Overload 1 Pyroblast 1 Red Elemental Blast 1 Bosh, Iron Golem 1 Maze Of Ith
top 8 (22 players)
4 Bazaar of Baghdad 4 Mishra's Workshop 5 Mountain 1 Riftstone Portal 1 Strip Mine 1 Tolarian Academy 4 Wasteland 1 Black Lotus 4 Chalice of the Void 3 Crucible of Worlds 2 Duplicant 1 Karn, Silver Golem 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 3 Null Rod 2 Solemn Simulacrum 1 Sol Ring 4 Smokestack 1 Sundering Titan 1 Trinisphere 4 Uba Mask 4 Goblin Welder 1 Gorilla Shaman 1 Wheel of Fortune Sideboard: 4 Lava Dart 3 Viashino Heretic 2 Duplicant 3 Orb of Dreams 1 Null Rod 2 Maze of Ith
Same deck as 26/06/05 played at Origins.
Managed 3-1-2, 4-0-1 (1st) and 4-0-0 (1st).
the only things Im thinking of changing is to finaly get rid of the riftstone portal for a red fetch, bc as neato a bit of tech it is to get bazaars to tap for mana and a free discard, Id rather more reliably hit red mana. Also, if oath is on the decline, dream ball becomes much less necesary as a sideboard option. maybe REBs instead for all the drain decks.
Main deck: -1 Bloodstained Mire +1 Barbarian Ring -1 Uba Mask +1 Gorilla Shaman Sideboard: 2 Lava Dart 2 Price Of Glory 3 Viashino Heretic 2 Duplicant 1 Null Rod 2 Orb Of Dreams 1 Uba Mask 2 Maze Of Ith
taking out the duplicants against morrison was a mistake. as soon as he played heretic I was afraid I was boned, ie kill my chalice @ 1, then swords my heretic, then dominate my board. if I had known about the heretic
I would have probably brought in extra dupes, as the little viashino badass is terrifying.
the standard boarding plans are:
if I win game 1, take out chalice, unless Im facing combo or draingifts. I keep it in for goblins too, bc chalice @ 1 is so good against them.
if im facing workshop or goblins, or any other primarily permanent based deck, I take out uba mask, bc it loses a big chunk of its potency when theres no opp counterspells to erase, and dedicated hate would be more worthwhile.
against workshop, I take out trisphere every time, even if Im still going first. if my deck is designed to play around it, so is theres.
I also board out uba against cerebral assassin, which is a scary matchup bc they play welders and bazaars and can completely turn my engine against me. fortunately Ive faced this deck precisely zero times in any tournament of consequence.
any time I board out uba, I usually take out wheel of fortune, since I primarily play it for the mind twist effect.
if Im facing something that has no artifacts except mana, I usually lose the n-rods, unless its something like draingifts that really abuses black lotus multiple times.
control slaver is probably the hardest deck to board against, bc everything in the main is effective, yet I really need to bring in welder hate. losing game 1 to CS sucks in terms of the match strategy. I usually end up taking out duplicants, bc 6 mana is a lot to take out a 1/1, and dupe is bad against trike and bus, since you dont win card advantage either way. if Im playing someone who Im sure knows how to play against ubastax, then I keep the duplicants in bc welder advantage is so key then.
against drain gifts, I have to size up my opponent. if they are good I will board out the duplicants, bc opp wont give me an opportunity to remove the colossus before 2xwalking. or they will assume I brought more dupes in and concentrate on the tendrils win, never offering up dsteel as a target. I will keep in all the mana denial and aim for a total constriction of their early game rather than trying to recover after theyve landed the tinker. on the other hand a bad player will go all in on tinker first chance they get, so theres no reason not to snipe them easily w 4x dupes and mazes.
Against Oath, I bring in the mazes, dream balls and extra dupes. I usually take out all my non-welder/duplicant creatures.
against goblins I used to bring in orb of dreams to slow down their haste guys, but Ive found having to wait a turn for blockers and mazes to untap was killing me more than it saved me.
against fish I bring in mazes, darts, dupes, and take out nulls and chalices, but it barely matters, that matchup is a bye.
I think that covers all the major matchups.
re: maze of ith
Ive found that maze is actually better in the matchups where it looks not as good. maze is awesome at crippling the clock of a swarm deck like fish or goblins, more so than hoping to perpetually stall mega creatures from oath and tinker. however not every tinker/oath deck actually run strip effects, and the time they sit around waiting to find it is usually enough for soot counters to build up.
re: energy flux
Ive loosely kept track and Im certain I have a winning record in all the games my opponent has resolved energy flux against me. its just not that scary a hoser. It might cost me a few locks, but a welder will play through it no sweat, or as long as I can afford to keep an uba on the table, theyre still F-d, bc decks that play e-flux typically suffer bad when all their counters and draw get removed before theyre used.
re: barbarian ring
I havnt tested barbarian ring extensively yet. it wasnt much of a factor in chicago, but I only played against a few welder decks. I agree b-ring fits the permanents-only philosophy of the deck much better than L-darts, which alone is enough to convince me to atleast replace them in the board. Im not sure more are necesary main, as Ive found 5 to be the right number of basics.
re: wheel vs jar
memory jar gets turned off by n-rod and is nowhere good as wheel. w uba mask wheel is a mind twist plus a one sided draw 7. uba + wheel is the most broken play in the deck. memory jar gives them their original hand back,
so uba doesnt interact w it except for removing their cards instead of discarding them.]>
1 Crop Rotation 1 Fastbond 4 Goblin Welder 2 Gorilla Shaman 1 Wheel of Fortune 1 Black Lotus 4 Chalice of the Void 4 Crucible of Worlds 1 Duplicant 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 3 Null Rod 4 Smokestack 1 Sol ring 1 Trinisphere 3 Uba Mask 4 Barbarian Ring 4 Bazaar of Baghdad 1 Glacial Chasm 4 Mishra's Workshop 1 Strip Mine 3 Taiga 1 Tolarian Academy 4 Wasteland Sideboard: 3 Fiery Temper 4 Pyroblast 4 Viashino Heretic 1 Duplicant (*) 2 Tormod's Crypt 1 Glacial Chasm (*)
(*) pas sûr
4 Barbarian Ring 4 Bazaar of Baghdad 4 Mishra's Workshop 3 Mountain 1 Strip Mine 1 Tolarian Academy 4 Wasteland 1 Black Lotus 4 Chalice of the Void 4 Crucible of Worlds 1 Duplicant 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 3 Null Rod 4 Sphere of Resistance 1 Sol Ring 4 Smokestack 1 Trinisphere 3 Uba Mask 4 Goblin Welder 2 Gorilla Shaman Sideboard: 4 Pyroblast 3 Viashino Heretic 2 Duplicant 1 Jester's Cap 2 Tormod's Crypt 3 Maze of Ith
+1 Mountain -1 Wasteland +1 Null Rod +1 Uba Mask +4 Tangle Wire +1 Duplicant -2 Gorilla Shaman -4 Sphere of Resistance -1 Crucible of Worlds Sideboard: 2 Ensnaring Bridge 4 Mogg Fanatic 2 Pithing Needle 3 Pyrostatic Pillar 2 Rack and Ruin 2 Tormod's Crypt