your absolutely right about the mimic vat; in a creature light control deck it becomes part of a 2 card combo. the odds of having a vat and a creature worth using it with are very low in this situation and it becomes dead weight in a deck. In order to make it work tutor would have to be dropped in at 4 of and more high cost creatures would need to be added; that's a bad idea since your messing with the odds of getting the control cards that are needed for defense. Statistically combo's can work only in situations where that 4 of center piece amplifies the effectiveness of everything else or where multiple interactions can make the combo go off such as card A and B; or card A and C; or card C and B
Permalink
removed the sphinx's and added stingers; I think I may add the 2011 core jace's in place of the cryptologist's since baby jace only goes for ten bucks and offers a much more reliable base for card draws.
benmarx your right I need those man lands; 30$ for a set though 8(
kozilek does rock; it's staying MB haunting echo's is dropped into the roll has a cc of 3, regress is at 4; it's there in case someone gets an enchantment/ artifact/ walker past me and onto the board; i doubt i will ever use the kicker. -4 -4 will take down most non-finishing indestructible's; the thing I do not like about it is the B(B) casting cost. crypto's stay; the crazy card draws with multiples out rock and really help keep everything locked down.
I chose creatures based on their evasion abilities. skithy has built in regen while the sphinx has built in shroud; both have flying. granted after they come out it's still another 3 or 4 turns till game and they do not work together. I would run just 4 skithy's but i only have 2 atm and i need a back up in case someone is running grasp of darkness also. the cryptologist's guys give a massive card advantage once they come online and have a small casting/ leveling cost; they also tend to work as bait for removal that pops up on the draw. I pulled out haunting echo's; in testing today it turns out that it's a really bad idea to drop it on turn 5 since it weeds out all the smaller creatures in a deck leaving an opponent with large creatures and higher mana cost spells right when they can start using them. I changed around the side board and added perish the thought for a anti-planes walker card; memrocide cripples combo decks and the other side board stuff is very situational, smother is there for a vamps match up since it makes doom blade a dead card.
This would be a fun deck to play but I don't believe it's anything that could be taken seriously. When you base the entire concept of a deck around 4 cards and are trying to win by turn 3 or 4 your going to lose 90% of the time. after 3 card draws in a 60 card deck you have around a 50/50 chance of either hitting your card in your opening hand or drawing it. now if you play that card and hits removal the statistical probability of you drawing another drops off into nothing (4%ish); and since the rest of your game is based directly around that card you are screwed.