Knowledge Pool Aggro

by JohnC on 06 February 2011

Main Deck (60 cards)

Sideboard (15 cards)

Instants (2)


Planeswalkers (1)



Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Deck featuring grand architect and new tezzeret with aggressive features and explosive draws.

Has power in all stages of the game. Sacrificing extra beats by going ub instead of kuldotha red, but gains some acceleration and disruption. I liken the deck to fairies because you develop a different strategy for each game. sometimes you're all out aggro, sometimes aggro control, sitting behind an early advantage and setting tempo with counter and tezzeret, sometimes ramp/combo.

Complete lockout tool (pool) against valakut decks. Accelerating into Wurmcoil or knowledge pool as early as turn 3. Knowledge pool is the nut in this deck, trading your useless to opponent spells for their bombs such as titansand the like. Invalidates counterspells played from hand. An early pool against valakut is a win. Unified will is useless for most opponents under a pool and is a hard counter for cheap early.

Please let me know what you think.

Board options (instead of a set board as numbers will fluctuate based on preferences and metagame) will be added shortly.

I am a local of the Boston scene, ratings over 19oo, with pt and plenty of gp exp.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

15
Likes

This deck has been viewed 3,270 times.

Mana Curve

Mana Symbol Occurrence

017200

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Knowledge Pool Aggro

Knowledge pool is pretty nuts in this deck, you have a bunch of useless things for your opponent to cast, and you get to cast their spells in the cheap

0
Posted 06 February 2011 at 22:44

Permalink

scorpio7777 has deleted this comment.

Posted 08 February 2011 at 00:56

Permalink

scorpio7777 has deleted this comment.

Posted 08 February 2011 at 00:58

Permalink

Lets see if I got this right on your 6 mana ramp by turn 3. There's only one way it's possible, and it has to be pretty rare that you could actually get to 6.

Turn 1: 2 mana (1 land and mox) if you're lucky to have metalcraft up by then.
Turn 2: possibly 4 mana if you have a land and a chalice.
Turn 3: most likely just another land, unless you get a spiffy trinket mage.

That's 6, if they don't counter anything. Not bad if it works.

Seems like this deck has a lot of possibilities. Knowledge pool would be unexpected too, I'd think.

I may have to try to make my take on it. I'll let you know how the testing goes.

0
Posted 08 February 2011 at 15:08

Permalink

Also, have you tested this deck against other top tier type 2 decks? I'd like to hear your results if so.

0
Posted 08 February 2011 at 15:11

Permalink

Turn 2 architect turns all your artifact guys into mana accelerants .

0
Posted 09 February 2011 at 00:02

Permalink

Turn 2 grand architect off a mox is turn 3 whatever you'd like.. I'm thinking about changing around for forgemaster . Testing has been pretty good .. winning percentages against vampires and ramp, still trying to find a happy medium for the control matchups.

0
Posted 08 February 2011 at 19:53

Permalink

So I've fit in forgemaster instead of t mages. Makes sense since it can get all artifacts, makes the one of masticore look a little less unseemly ... love to hear some thoughts?

0
Posted 08 February 2011 at 21:28

Permalink

I like the mass of artifacts in the deck but you definitely need more land. Like, at least an additional 5 or so. Forgemaster seems like a bad idea really... It's like a 3-for 1 and your opponent always wins when you give them that. Also, the deck seems a bit conflicted in what it wants to really do. It looks like half the deck wants to go aggro while half wants to play big bombs and whatnot. I'd say try to focus the deck more in one direction and maybe throw the other half into the SB to make a transformational sideboard. That would be pretty sweet. Game one go pure aggro and game two, switch to slower bomb-dropping deck while they board in their sweepers and anti-agro cards. Unified WIll is also probably better as just Mana Leak, or even better with so many artifacts, Stoic Rebuttal.

0
Posted 08 February 2011 at 21:41

Permalink

The land count I'm shaky on too.. its pretty delicate there. But 5 is way too many to add. The net cc of the deck is something retarded low. About the forgemaster, there are some ridiculous cards it gets in certain matchups. There are what .... 7 cards that cost 5 or more? Forgemaster gets pool against valakut before they can go off... the guys are to provide pressure early and can be looked at as acceleration when drawing architect, fodder for forge or as just a win condition if they can't deal.
For the leak vs will argument... when dropping 2 or 3 guys turn one do you think you'll be ahead on men?
I might be going higher w trinket mages, grabbing a friend (0 cc) or a pest is very good.
Have you played any games w this? I suggest loading it up and trying it out

0
Posted 08 February 2011 at 22:39

Permalink

Nope, haven't played it but it looks fun. How does the pool really help against Valakut all that much? They drop Titan in one form or another and you get screwed... Also, 5 land will bring it to 23 which almost seems like you'll need at least as many. You even just mentioned that you have like 7 cards at 5 or more cmc. Even decks with a high cmc of 3 often play at least 22 land (elves can be an exception due to the many ramp cards already in it).

0
Posted 08 February 2011 at 22:50

Permalink

As for the Unified Will argument, what happens after an early pyroclasm/Day of Judgement/sweeper of any form? Or against boros/Kuldotha Red? You will often lose that war, sorry to say. Also Rebuttal seems pretty good as having 3 guys down on turn one leads to a turn two hard counter in the Rebuttal anyways. Plus, it just gets much, much better the longer the game goes.

0
Posted 08 February 2011 at 22:52

Permalink

Pool is to shut off Titan. They have to cast Titan + another spell, since the Titan gets exiled at first. Slows them down, and you just cast it instead .
Meh, I think its semantics on the counterspell argument. Leak is not what is wanted.. rebuttal is better, and I'm still leading toward will right now..
Back to the land argument. The majority of this deck costs 0 to 2 cmc... you want 3 to 4 over a whole game. Between opals chalice and architect (making the rest of your creatures into accelerants) I feel flooded at 18. You want to ramp or cheat everything costing more than 4

0
Posted 08 February 2011 at 23:11

Permalink

This deck applies early pressure, can stay ahead with the couple counterspells and has haymakers it can throw real early.
If you have steel overseer and they don't have pyroclasm on two, you're pretty good there. And if you have counter for it, this a moot point. You obviously have to ease back against the red decks and not.blow.the.whole.load.
Pool shuts down counterspells (for the most part) and Titans, as well as let's you cheat in your own big spells if they are on top.

0
Posted 08 February 2011 at 23:21

Permalink

I'm just gonna say let's agree to disagree since it doesn't appear that this is going anywhere... Those are just my opinions. I really LOVE the Pool but I'm just not seeing it outside of casual and/or multiplayer. 18 land is such a bad idea. Your average hand won't even get 2 land, or maybe just barely, in it with very little chance of having 4 land on turn 4. That's never good news.

0
Posted 09 February 2011 at 14:23

Permalink

Nearly half the deck is mana sources, if you count the ramp spells.. Meh, I'm heading to test live as we.speak, ill let you know

0
Posted 09 February 2011 at 15:59

Permalink

I like it and have the makings of a pool deck put together, more for casual but this makes me think it might have a bit more to go on. I am looking more at running for a pool, playing the usefuls and sacrificing it before my opponents turn. I am also looking at running 4 Inkmoth. I might have mine up and running in the next 2 days or so, I've got half a month to playtest and I am in no hurry.

But it has the possibility to run a proactive game with a reactive side, with throwing agro and bombs into the mix. The switch hitter with bombs in the sideboard and aggro main deck is a great idea though, you can play one and then when they board to control its offense jump to the other side. But you need to be patient, dropping a load down on turn 1 and 2 is all good, but when you get wiped on turn 2 with no open mana cause you rushed, you are going to be SOL.

0
Posted 10 February 2011 at 12:43

Permalink

Actually, I came into just this play.. he got day of judgement, putting it into the pool for something trash, and I was able to seal the deal by forgemastering pool away when the trash spell was on stack

0
Posted 10 February 2011 at 17:59

Permalink

Play tested it already and it works fine. Although i replaced 2 grand architects to 2 Jace TMS, knowledge pool to mirrorworks.

0
Posted 12 February 2011 at 09:44

Permalink

I got a deck similar to this, Im running mono blue with 2 argentum armors and 3 pools. Its really cool, Im running 3 treasure mage and 3 trinket mage though.

0
Posted 25 February 2011 at 01:43

Permalink

Wow, Knowledge Pool is sick.

If I understand correctly, you can fill your deck with cheap instant-speed disruption. Once Pool's in play, you cast enough cheap junk to empty the pool of anything good they exiled off the top. From then on, once the opponent casts something, you can cast junk at instant speed and steal their spell, allowing you to play (their) artifacts and creatures and such on their turn, for cheap. They can't effectively respond to counter the spells you steal unless they have an instant *and* there's a counter in the pool. So pool wins the game for you.

Amazing. I hope this finds its way into Legacy, though 6cc is practically verboten.

All that having been said, why aren't you running more instants? Do the current Standard decks generally only drop one spell per turn? I feel like, intuitively, you ought to need a full and thorough set of instant-speed disruption. Otherwise they can cast their win-spell (Titan or whatever) and follow it up with any cheap junk spell. I guess Pool isn't your main focus here, especially since you're going aggro-control rather than pure control. I'd love to see a pure control Knowledge Pool deck.

0
Posted 27 February 2011 at 13:08

Permalink

Two Words: Shimmer Myr.

Giving artifacts flash allows you to instant-speed disrupt an already drawn out process for a Titan. They cast Primeval, then cast some 1 drop creature, and you drop a Memnite at Instant speed to steal the titan. GG bro.

Good work on the deck, I originally discovered the amazing-ness that is Knowledge Pool and revealed it to my friends at my local game store. Since then Knowledge Pool decks are now the most used decks there. XD

-BuLLZ3Y3

1
Posted 28 February 2011 at 00:28

Permalink

Sweet, that answers my objection to the low incidence of instants.

0
Posted 01 March 2011 at 11:17

Permalink