spg's picture
By: spg, spg
Jan 13 2009 1:00am
4.88889
Login to post comments
5527 views


Explorations #14 - Manaplasm and Big Spells

Steve Gargolinski

Way back when in this article, I threw out a few undeveloped Shards of Alara strategies including the idea of playing Manaplasm alongside spells are are more expensive than they seem such as Flame Javelin and Tower Above.  I decided that this was something that I wanted to take all the way to a full decklist, so I started searching around Standard for cards to include.  I knew that I wanted to run green for Manaplasm and red for Flame Javelin, but beyond that I wasn't really sure of other cards to use - when I thought of Fireblast.

Flame Javelin is great to run with Manaplasm because it has a converted mana cost of six, but you can play it for only three mana.  This adds an additional +3/+3 to Manaplasm over what you paid for the spell, and is just a solid card in general.  Fireblast is similar.  Instead of paying six full mana, you can toss two Mountains to give Manaplasm +6/+6 alongside four damage to your opponent's face at instant speed.  That sounds like a lot of fun to me!

Running Fireblast means that I'm making a Classic deck, but it opens up a whole bunch of options when it comes to alternate casting costs.  I searched Gatherer for "rather than pay" and came up with this list of cards in red and green:

Fireblast
Discussed above.  Used in aggressive red decks throughout the years as a finishing blow.  Four quick damage that can be cast even while totally tapped out and boosts Manaplasm +6/+6.

Allosaurus Rider
Requires pitching two cards for a creature that will probably be somewhere around 3/3 to 8/8 or so.  Boosts Manaplasm +7/+7.

Bounty of the Hunt
Gives Manaplasm +8/+8 at instant speed for the cost of one pitched green card.

Fury of the Horde
Requires a two-card pitch, which is sort of a bummer, but creates a huge Manaplasm and then sends it right back into the red zone again.

Nourishing Shoal
Does this deck want to gain a bunch of life?  Probably not.

Pyrokinesis
Similar to Fireblast, but the pitch requires a red card in hand instead of two Mountains in play.  You can spread the damage out, but it can't hit creatures.

Blazing Shoal
Blazing Shoal can grow Manaplasm to epic size, and benefits greatly from the other spells we're going to play with huge mana costs.  Attack with 1/1 Manaplasm and pitch something like Fireblast to Blazing Shoal.  Manaplasm will get +8/+8 from playing Blazing Shoal, and then another +6/+0 from the Blazing Shoal's effect.  This creates a 15/9 Manaplasm for zero mana!

Manaplasm costs three mana, and we're planning on casting a bunch of spells with the growing 1/1 in play, which means that we're talking about a midrange deck.  Red and green have plenty of creatures to offer in this department, so let's figure out a list.  I want to focus on gold or hybrid green-red cards, since most of the red pitch spells require a red card to operate.  But first, there's one other cool thing about Manaplasm that I want to talk about and use in this deck:  it survives Pyroclasm.  It also survives Firespout.  Some combination of those two cards should help us recover against fast decks to lay down a beating in the midgame.  Since Firespout is going to be in this list for sure, I'll focus on creatures that don't have trouble with the three-damage sorcery.

Mogg Fanatic
Doesn't survive Firespout, but he's very useful to apply pinpoint damage to utility creatures - and can be sacrificed for a point of damage if Firespout is going to take him out.

Burning-Tree Shaman
I was always surprised that Burning-Tree Shaman seemed to slowly get cut out of the good Gruul decks running around during Ravnica-Time Spiral Standard as time went on.  A 3/4 for three mana with a somewhat disruptive ability seems very strong, but I guess it was just one notch too low on the power scale.  Four toughness dodges Firespout.

Rumbling Slum
A 5/5 for four mana sounds good, doesn't it?

Chameleon Colossus
Dodges black removal, combos well with Blazing Shoal and the 2GG power-doubling ability, and doesn't die to Firespout.  The only bummer is that the Colossus isn't red and can't be pitched to Blazing Shoal or Pyrokinesis.

Deus of Calamity
If we end up running a creature as high as the five-mana slot, then Deus of Calamity will almost definitely be our guy.  If our opponent stumbles on dealing with the Deus, then one or two swings will almost definitely take them out of the game.

This deck doesn't seem to be shaping up to have much of an early game, so I'm going to add some mana acceleration to get to the big creatures quicker.  Also, if the game goes long, this deck might actually have a shot at hardcasting some of the pitch cards.  Gruul Signet seems like the best thing to run here, along with a singleton Mana Crypt.  Wall of Roots provides mana acceleration, holds off an early attack, and also survives Fireblast.  I'm not going to start off with Wall of Roots, but it may make an appearence later on.

Here's my first shot at a deck:

 

Manaplasm Red
Steve Gargolinski - Classic Legal
Creatures
4 Manaplasm
4 Burning-Tree Shaman
3 Rumbling Slum
2 Deus of Calamity
13 cards

Other Spells
1 Mana Crypt
3 Gruul Signet
2 Sylvan Library
4 Firespout
4 Fireblast
4 Flame Javelin
3 Blazing Shoal
2 Pyrokinesis
23 cards
Lands
4 Stomping Ground
4 Taiga
4 Wooded Foothills
8 Mountain
4 Forest
24 cards
Fireblast

This is a tough deck to put together without doing any testing at all, but this seems like a decent enough first pass?  Time for some test games!

Game 1 vs Kithkin

My opponent starts off quickly with Goldmeadow Harrier and then Knight of Meadowgrain.  I cast Pyrokinesis to buy myself some time and then play out Burning-Tree Shaman.  My opponent casts out Patrol Signaler and then Unmakes my Shaman, making some tokens and getting through for damage.  I cast out Rumbling Slum, but the big guys goes down to another Unmake.

Double Knight of Meadowgrain hit the table and I use Firespout to clear them away.  I'm drawing way too much land and my opponent casts Cloudgoat Ranger and Wizened Cenn.  I can't handle the pressure and go down quickly.

Analysis:  This game shows exactly why I made such a big deal out of playing Firespout and creatures that don't die to Firespout.  Maybe I should have also included Pyroclasm?  If you find that the metagame has a bunch of decks like this one, then you might want to consider also adding Pyroclasm.  This deck doesn't run a huge number of creatures, so there's definitely some vulnerability to spot removal - so be careful about going crazy with things like Blazing Shoal if you think that your opponent is playing Unmake, Terror, or something similar.

Game 2 vs Seismic Assault / Psychic Vortex

I curve out a bit better in this game with Sylvan Library into Burning-Tree Shaman, but my opponent stalls things down with Vine Trellis.  I take the wall out with Flame Javelin and start to get in for some damage.  Another Vine Trellis hits the table and I have to use a combination of Firespout and the Burning-Tree Shaman to take the 0/4 out.  A THIRD Vine Trellis hits the table, but I have another Firespout to keep my opponent's side of the board clear.

My opponent uses Long Term Plans and then lays down Seismic Assault.  I Blazing Shoal and pitch Pyrokinesis for nine damage with Burning-Tree Shaman, and then finish my opponent off with Flame Javelin.

Analysis:  Cards like Vine Trellis (or something like Wall of Roots) are a huge pain for this deck to handle.  You definitely don't want to be spending your business spells on taking down walls, but sometimes that's what you need to do.  It's definitely better to use Firespout to take down Walls when your other option is Flame Javelin, but if you can't get your creatures through then Manaplasm Red can't really win.

Game 3 vs Mono Black Something

We both have slow starts, and then my opponent makes the first move with double Deadly Grub.  I clear them away with Firespout and then lay down Rumbling Slum.  He casts Purraj of Urborg and then Evil Eye of Orms-by-Gore, but I have Firespout and then Pyrokinesis to clear out his side of the table.  Rumbling Slum attacks for the win.

Analysis:  Firespout is amazing once again in this game, and it also shows a good demonstration of how to win with this deck without Blazing Shoal or Manaplasm.  There aren't too many creatures in this deck, but they are all very strong - a midrange beatdown plan is definitely possible.

Game 4 vs Gr Control

I have to mulligan down to five, but I get a turn one Manaplasm alongside Mana Crypt.  I get through on turn two for thirteen with Blazing Shoal, but my opponent plays out double Llanowar Elves and then Icy Manipulator to hold down the Manaplasm.  Creeping Mold hits one of my lands, but I come back with Burning-Tree Shaman.  He casts Deus of Calamity, but I have one of my own.  We trade, and then I play out a second Deus of Calamity.  My new 6/6 takes me all the way.

Analysis:  Just like the last game, this one gives a decent look at the way Manaplasm Red can win with midrange creatures.  I did get through for thirteen on turn two with Manaplasm, but the rest of the damage had to come the old fashioned way.

Alright, time to make some changes.  There are two major things that I want to update in this deck - first I want to reduce the amount of mana, there's definitely too much, and then I want to take a look at some card selections to reduce the clunky draws that this deck is capable of.

Out:  3x Gruul Signet, 1x Mana Crypt, 2x Pyrokinesis
In:  4x Lightning Bolt, 2x Tower Above

I'm taking out all three of the Gruul Signets and the Mana Crypt.  Most of the cards I'm running are very dependant on colored mana, so the Mana Crypt is not as useful as it could be.  I'm also taking out two copies of Pyrokinesis, which aren't as fantastic as I remember them being back in the days of Alliances.  I'm adding in four copies of Lightning Bolt and then two copies of Tower Above, to add some versatile spells that also add in some decent reach.

Here's the new list:

 

Manaplasm Red v2
Steve Gargolinski - Classic Legal
Creatures
4 Manaplasm
4 Burning-Tree Shaman
3 Rumbling Slum
2 Deus of Calamity
13 cards

Other Spells
2 Sylvan Library
4 Firespout
4 Lightning Bolt
2 Tower Above
4 Fireblast
4 Flame Javelin
3 Blazing Shoal
23 cards
Lands
4 Stomping Ground
4 Taiga
4 Wooded Foothills
8 Mountain
4 Forest
24 cards
 
Lightning Bolt

 

Game 5 vs 250 Card BGu Something

My opponent casts Tanglebloom and then I play out Burning-Tree Shaman, which shuts down the Tanglebloom - something that my opponent doesn't realize for a few turns.  I cast Rumbling Slum, but Nekrataal take him out.  I use Tower Above and get through for a bunch of damage, and my opponent plays out Thought Prison.  In response I use double Lightning Bolt, and then topdeck Flame Javelin for the win.

Analysis:  My opponent's cards were just too slow to deal with my quick attack in this one, not much more to talk about.

Game 6 vs UWb Control/Mana Ramp?

I play out Wooded Foothill, Sylvan Library, and then Manaplasm.  My opponent plays Cloudcrest Lake, double Azorius Signet, Sensei's Divining Top, and then Talisman of Dominance.  With him tapped out, I cast Tower Above to make my Manaplasm 11/11 and then attack.  During combat I Lightning Bolt to grow the Manaplasm to 12/12 and then use Fireblast to make the big guy an 18/18.  This is plenty of damage for the win.

Analysis:  Turn four win is pretty sweet, I'm pretty sire that's about how quick this deck can be under ideal circumstances.  There are a bunch of different permutations of the turn four kill - and this is one of them.  A white/blue/black control deck is pretty much Manaplasm Red's worst nightmare - so if they tap out, as my opponent did, then do your best to go for the win.

Game 7 vs BW Rogues

My opponent casts Pulling Teeth, revealing Oona's Blackguard on the clash and I come back with Burning-Tree Shaman.  The Shaman eats Eyeblight's Ending, so I come back with Manaplasm.  My opponent taps out for Nightguard Patrol, so I decide to get in as much damage as I can.  I use Firespout to take out the Patrol, and then cast Lightning Bolt and Fireblast to bring my opponent down to two life.

Eyeblight's Ending takes down Manaplasm, and I start drawing every land in my deck.  My opponent plays out Marsh Flitter, Oona's Blackguard, and another Marsh Flitter.  I have a few turns to draw a business spell, but get no action at all.

Analysis:  I still think that going for the big attack in this game was the correct move, even without a win all at once.  I knew that my opponent was playing a bunch of discard, and I didn't want to lose any of my business spells.  After the attack I had a whole bunch of outs that would have just won the game for me instantly (three Lightning Bolts, four Flame Javelins, three Fireblasts) as well as a bunch of others that would have helped me piece together a win.  Then again, I also had a bunch of lands in my deck.  Sometimes you just draw the lands.

Game 8 vs Mono Red Goblins

My first play is a Burning-Tree Shaman, and by that time my opponent has two Raging Goblins and a Mudbutton Torchrunner.  I cast out a second Burning-Tree Shaman and attack, taking out all of his creatures.  I cast Manaplasm and he comes back with Goblin Warchief.  I use Flame Javelin to take out the Goblin Warchief and then double Blazing Shoal to make my Manaplasm a 25/18!  That's more than enough for the win.

Analysis:  This game was pretty similar, strategy-wise, to the Kithkin deck that I played in game one.  This goblin deck, however, wasn't nearly as dangerous.  I had Firespout, and didn't even need it.  The 25/18 Manaplasm is the biggest that I've made so far.

Budget Time

One of the cool things about this deck is that it doesn't really run any money cards, outside of the manabase.  There are a bunch around the one ticket mark, but many of them are staple cards that you will probably want to own moving forward anyways.  The most expensive card is Sylvan library at a few tickets each.  Here's what we can do to overhaul the manabase if you're working under a budget.

Out:  4x Wooded Foothills, 4x Taiga, 4x Stomping Ground
In:  4x Terramorphic Expanse, 3x Mountain, 2x Forest, 3x Vivid Crag

There are a few cards left that cost more than a ticket or so.  Fireblast is just over a ticket, but is central to the deck.  Lightning Bolt is just under two tickets, but I would definitely recommend investing in a few if you like red at all and enjoy playing Classic.  If you don't want to invest then you could run something like Shock, Incinerate, or Shard Volley.  The other slightly expensive card is Sylvan Library at just over two tickets, but a natural replacement is Sensei's Divining Top at under one ticket.

Out:  4x Lightning Bolt, 2x Sylvan Library
In:  4x Incinerate, 2x Sensei's Divining Top

Here's a decklist with all of these changes:

Budget Manaplasm Red
Steve Gargolinski - Classic Legal
Creatures
4 Manaplasm
4 Burning-Tree Shaman
3 Rumbling Slum
2 Deus of Calamity
13 cards

Other Spells
2 Sensei's Divining Top
4 Firespout
4 Incinerate
2 Tower Above
4 Fireblast
4 Flame Javelin
3 Blazing Shoal
23 cards
Lands
4 Terramorphic Expanse
3 Vivid Crag
11 Mountain
6 Forest
24 cards
 
Rumbling Slum

...and then here's the cost breakdown:

Card Quantity Cost
Manaplasm 4 $0.60
Burning-Tree Shaman 4 $2.00
Rumbling Slum 3 $1.20
Deus of Calamity 2 $2.50
Sensei's Divining Top 2 $1.74
Firespout 4 $2.60
Incinerate 4 $0.48
Tower Above 2 $0.24
Fireblast 4 $5.00
Flame Javelin 4 $2.00
Blazing Shoal 3 $1.92
Terramorphic Expanse 4 $0.48
Vivid Crag 3 $0.60

for a total of just over $20 or so.  Prices, as always, are from mtgotraders.com.

In Conclusion

This deck ended up working out pretty well, and is a blast to play if the idea of attacking with a 25/18 Manaplasm appeals to you.  If you want to play the deck moving forward, I would suggest messing around with something like Fury of the Horde - mess around with the mix of pitch spells and see if you can come up with something fun.  Are there other types of spells that have solid synergy with Manaplasm that I didn't think of?  If so then let me know!

There are also other valid creatures to run in a deck like this.  Boartusk Liege is one that I would consider thinking about if I decide to play this deck again; red and green are filled with strong midrange creatures.  Can you think of some that make more sense to run in this list?

Steve Gargolinski
spgmtgo@gmail.com

15 Comments

by hamtastic (not verified) at Tue, 01/13/2009 - 06:43
hamtastic's picture

Another great article!  Kudos for this.  :)

The only thing that stunned me was the lack of berserk.  That would let you push damage through as well as give it a bit more damage.

Turn 1 Manaplasm

Turn 2 Attack, Pitch a Bounty of the Hunt, play Berserk, game over.

Although that takes a pretty specific configuration of cards, so it might not work like that very often.  Although this article has inspired me to try a mono green manaplasm deck now.  :)

by spg (not verified) at Tue, 01/13/2009 - 07:09
spg's picture

Unfortunately Fire-Lit Thickett is around 4 tickets, so a playset is close to the cost of the entire deck...

by spg (not verified) at Tue, 01/13/2009 - 07:06
spg's picture

Good call!  If I had thought of Bersek, then I would definitely have played it =)

by Katastrophe (not verified) at Tue, 01/13/2009 - 06:48
Katastrophe's picture

OMG Berserk! You said that right as I was typing my comments. Definitely Berserk.

by Katastrophe (not verified) at Tue, 01/13/2009 - 06:46
Katastrophe's picture

Game 4 I think is pretty ideal. Because your other creatures should be good enough to win, too.

I wonder if Manaplasm is better as just a nice combo? Because you're playing some possibly sub-optimal cards that fit the Manaplasm theme like Blazing Shoal. It would reduce the possibility of swinging with a huge turn 2 guy, but would it be better if the Blazing Shoal were something like that new XR spell from Conflux? So instead of trying to make a 20-power Manaplasm, the new goal would be to play a Manaplasm on turn 2 or 3, then follow it with a series of 4-6 drop. Which is more midrangey and less combo. But you were doing great in the casual room anyways so it probably doesn't matter.

The budget manabase may make it hard to cast Rumbling Slum, Fireblast, Tower Above, and Flame Javelin in the same game. One is fine, two may be hard. Going from RR to GG on three or four lands is hard. Is the RG hybrid land budget friendly?

Another Great Article by rerepete (not verified) at Tue, 01/13/2009 - 11:04
rerepete's picture

Another fine read....keep up the good work.

Would Orcish Lumberjack help with the RR and GG spells in the budget version?

by spg (not verified) at Tue, 01/13/2009 - 11:15
spg's picture

I think turn one Manaplasm was probably off of Mana Crypt, which also lets you drop a turn one Signet.  The reason I went for Signets over mana Elves is Firespout, which may not be good enough justification - I didn't get a chance to test out the deck with Elves or Birds.

by iceage4life (not verified) at Tue, 01/13/2009 - 11:11
iceage4life's picture

Wouldn't some mana elves be good?  I'm not a fan of a deck that has six cards for the first two turns of the game, four (Lightning Bolt) not even being cast then half the time.  T1 Elf, t2 Manaplasm is much more exciting than t1 land, t2 land, t3 Manaplasm.

hamtastic are you running a set of Elvish Spirit Guides in your deck?  Otherwise I'm confused as to your t1 Manaplasm.

by hamtastic (not verified) at Tue, 01/13/2009 - 11:51
hamtastic's picture

I'm not sure which way I'll go yet for the mono-green version.  I'm thinking mox/petals + Ancient Tombs improves my likelihood of landing a turn 1 'plasm.  The other option is forests + regular free acceleration (Petals, Moxen, crypt, etc).

Going with forests opens up the ability for a free midgame Tangle Golem (or two) which would beef up a 'plasm nicely as well.

Heck, maybe I'll even run him in some janky green affinity deck (just green/blue for the Plasms and berserks).  Nothings says "Booyah" like droping an early Plasm and then emptying a hand full of Frogmites and enforcers.  Obviously it's not a strong enough for competitive deck, but I'm starting to get the itch for building up some decks for it.  :)

by iceage4life (not verified) at Tue, 01/13/2009 - 16:14
iceage4life's picture

In mono green Spirit Guide is always going to be better than petal.  Later in game it can be cast as a +3/+3 to Plasm not to mention it being a 2/2.  Sounds like your deck is very focused so i'd reocmend working on ways to find Manaplasm quickly.  Worldly Tutor, Summoner's Pact, and Serum Powder seem like options.

by Anonymous(Unregistered) 165.122.174.66 (not verified) at Tue, 01/13/2009 - 16:13
Anonymous(Unregistered) 165.122.174.66's picture

Dumb question perhaps, but would the Manaplasm benefit from cycling cards gaining the +X/+X actual mana cost? 

If it does Slice, and Dice seems like perhaps a good card to side board in for Tower Above against blue control.

 

Dream Halls by Katastrophe (not verified) at Tue, 01/13/2009 - 17:47
Katastrophe's picture

When we get (Dream Halls) and (Tropical Island) I wonder if that will be any good? Play the Halls, get +5/+5. Then pitch your hand for disruption against your opponent's disruption or more damage, and swing for lethal.

(Soul's Fire) might be another neat combo. Cast it, +3/+3. Target some damage. Swing.

by spg (not verified) at Tue, 01/13/2009 - 16:23
spg's picture

Unfortunately Manaplasm's ability doesn't trigger when you cycle a card.  There's a brief discussion in Mike Turian's article here:

http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ld/5

PaiffDuspaf by poursette (not verified) at Thu, 08/06/2009 - 17:09
poursette's picture

kneemiuluri
afef
Irracecheeria
rdof

Honohogma by Noxexodaysued (not verified) at Thu, 08/27/2009 - 05:29
Noxexodaysued's picture

Choosing the good used laptop or refurbished laptop may pocket a inconsequential legwork. flash ideapad
Proponents of digital claimed too that because digital scrambled up the signals into bursts, it was more stable than analog and can nick thwart cloning, an pretend of grabbing phone account dirt as surplus the air in order to example then resell that data for piracy purposes. frames The interviews were conducted with 50 economic and hominid resource directors of avenue and ample UK companies.