[G-Tech] Empty-Hand Lock Decks
------------------------------

  Jonathan W. Mills
  jwmills@cs.indiana.edu

With illuminating comments by:

  Dave Meeson, Green Mage
  Founding Member of The Chimera Project
  meesond@stelnj.com


Disclaimer
----------

This is a "Guerilla-Tech" posting for novices. Combos and playing suggestions 
may be well-known to experienced players. Paraphrased card text is given as a 
help to new players. Refer to the database at www.moxperl.com for full text.

Suggestions and corrections from readers who are expert strategists and deck 
builders are greatly appreciated.

The decks described in this article are T2 tournament-legal, but not strong 
enough to be competitive except in friendly play. If I'm wrong about that, 
please tell me about your win!


Highlights of This Note
-----------------------

	- Six empty-hand lock deck listings (four T2, two Rath Cycle)

	- An analysis of the decks and their combos, including what did
	  -not- work

	- Graphical results of playtesting

	- Suggestions for playing the decks


Introduction
------------

Robert Hahn predicted that empty-hand lock decks would be a future trend in MtG 
(Sep 98 Duelist, page 60). Because many of this kind of deck's components are 
artifacts (Cursed Scroll, Ensnaring Bridge, Null Brooch, etc.) a colorless 
artifact-only deck looked like a good but extreme position from which to start 
-- all of the design flaws would show up quickly.

The original deck evolved into a colorless deck with splashes of white and 
black and lost its artifact-only theme after extensive playtesting. The design 
process is described to show how the deck evolved, and to stimulate other 
players to build better decks of this type.  (What would you bet that Robert 
Hahn already has a killer empty-hand lock deck on his desk?  :-)

To start the deck design I searched the web and the newsgroups to see if anyone 
had already posted an empty-hand lock deck. It seems no one has, although 
William Burns, a member of the PlanesWalker League, said in his directory 
entry's notes that he had created a colorless artifact deck, and that it worked 
well.  He didn't post a deck listing, and I'm not sure if it's good manners to 
ask him for it.  Besides, by this time I wanted to see what I could come up 
with.

************************
* 
* Note:  I found two decks in the Deck Workshop on The Dojo that were posted
* on August 23rd, after I had started this project.  Both are empty-hand lock
* decks, and offer two different slants on the design. "Bridge Brooch" by Dan
* Lang is a mono-red deck that uses direct damage for early and mid-game
* creature removal, and Scalding Tongs as a finisher. You can find this deck 
* at:
* 
*    Linkname: Bridge Brooch 0822
*         URL: d984/dk.980822dla.txt
* 
* "Pit Lock" by John Lindsey is a mono-black deck that uses Bottomless Pit and 
* Volrath's Dungeon for discard advantage, Bottle Gnomes for early life gain to 
* slow the game, and Cursed Scroll for the kill. "Pit Lock" is particularly 
* interesting because it uses a transforming sideboard to dump the lock combo, 
* and switch in a black weenie rush. This deck is located at:
* 
*    Linkname: Null Pit 0823
*         URL: d984/dk.980823jli.txt
* 
************************

Now let's see how a different slant on empty-hand deck design evolved. Here is 
the first version of "Scroll Lock", a barely-playable slow deck that starts out 
at the extreme end of the design spectrum: colorless and artifact-only.


"SCROLL LOCK v1" colorless
--------------------------

Artifacts
---------

These cards make up the core of the deck.

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Cursed Scroll        1  3,T: opp picks card, if chosen 2 damage
4 Scroll Rack          2  1,T: swap X cards from hand to library top
4 Null Brooch          4  2,T: discard hand, counter noncreature spell
4 Lotus Petal          0  T: sacrifice for 1 mana any color
3 Scalding Tongs       2  if cards in hand <4, deal opp 1 damage
3 Winter's Orb         2  players can't untap >1 land during untap phase
3 Altar of Dementia    2  sac creature: target player puts # cards equal
                          to creature's power into his graveyard
3 Mindless Automaton   4  1: discard card, add 1/1 counter
                          remove 2 1/1 counters, draw card
2 Fountain of Youth    0  2,T: gain 1 life


These cards configure the deck. This configuration deals with weenie decks.

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
3 Ensnaring Bridge     3  3,T: opp picks card, if chosen 2 damage
3 Portcullis           4  1,T: swap X cards from hand to library top
2 Iron Star            1  1: gain 1 life once per red spell cast
2 Ivory Cup            1  1: gain 1 life once per white spell cast


Land
----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Urza's Tower            T: 3 mana if control Tower, Mine, Powerplant
4 Urza's Mine             T: 2 mana if control Tower, Mine, Powerplant
4 Urza's Powerplant       T: 2 mana if control Tower, Mine, Powerplant
4 Ghost Town              0: Return to owner's hand during opponent's turn
2 Maze of Shadows         T: 1 colorless mana; T: untap target attacking
                             creature w/shadow; neither deals/receives damage
2 Volrath's Stronghold    T: 1 colorless mana; T: put target creature card
                             from your graveyard on top of your library


Sideboard
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Bottle Gnomes        1  sacrifice bottle gnomes: gain 3 life
4 Sphere of Resistance 2  all spells cost 1 more to cast
2 Crystal Rod          1  1: gain 1 life once per blue spell cast
2 Throne of Bone       1  1: gain 1 life once per black spell cast
2 Wooden Sphere        1  1: gain 1 life once per green spell cast
2 Fountain of Youth    0  2,T: gain 1 life



ANALYSIS
--------

"Scroll Lock" builds an engine during play whose pieces are "loose combos" that 
begin to work as cards are discarded. The player's goal is to end up with an 
empty hand that creates a lock on the opposing player. The win can then be 
obtained leisurely -- or so it is hoped!  Sometimes it even works. :-)

The deck includes only two artifact creatures, Mindless Automaton and Bottle 
Gnomes, to prevent disruption by anti-creature spells such as Unsummon, Wrath 
of God, etc. Two variations were designed, one for play against a creature-
oriented deck, the second (configured from the sideboard) for play against a 
sorcery-oriented deck.

Here is what the pieces are intended to accomplish.

Card Advantage
--------------

Scroll Rack, Mindless Automaton

In the first few turns Scroll Rack lets you look at an extra five to eight 
cards, and pull out the lock's spells and enough mana to play them. In the mid- 
to late-game Scroll Rack lets you exchange the card you drew for another, or 
"walk" a card down into the deck to save it for use later. Mindless Automaton 
helps get the cards into play quickly, keeps your hand empty and speeds the 
rate at which you can look through your library.

Fast Mana
---------

Lotus Petal, [Urza's Tower + Urza's Mine + Urza's Powerplant]

Four each of the Urza's lands and Lotus Petal boost mana in the early game.
You should be wary of sending out an unprotected artifact without the mana to 
play its abilities. That means that you should play the Lotus Petals to empty 
your hand of artifacts in a short "mana burst" after you have at least three 
lands in play.

A disadvantage of this deck is that artifacts have relatively high casting 
costs. Your game will develop slowly, and you must play defensively.  You can 
very easily be mana screwed even with four lands in play if you don't get the 
Urza's combo. City of Shadows is a possible replacement for the non-Urza's 
lands, as it builds mana during your upkeep.

Counterspelling
---------------

Null Brooch, Ghost Town, Maze of Shadows

Null Brooch protects your developing lock. An obvious threat before your hand 
is empty is b:Megrim. The artifacts in the lock are easy targets for single and 
mass artifact removal spells. Disenchant and Shatter will slow your lock in the 
early game, while a mid- or late-game Shattering Pulse with buyback, or a 
Shatterstorm, can finish you.

Ghost Town is an Armageddon counter. If your opponent plays Armageddon, the 
zero-cost ability to return Ghost Town to your hand will give you some mana on 
the next turn. Or, if you have several, you can draw, then pay for Scroll Rack 
to look into your library for something better.

Maze of Shadows can be tapped to prevent damage from one attacking creature 
with shadow. There are enough players using shadow to make this a better-than-
nothing choice when playing a creature deck. 

Card Discard
------------

Null Brooch, Mindless Automaton

Null Brooch empties your hand as part of its ability's cost, which is fine once 
the lock is in place. Using it too early can disrupt the developing lock, bad 
news during a weenie rush. Mindless Automaton needs cards to generate counters, 
so it sits idle if Null Brooch is played before it during your turn.

Gain Life
---------

Fountain of Youth, Ivory Cup (w), Crystal Rod (u), Throne of Bone (b),
Iron Star (r), Wooden Orb (g)

These cards slow down the game, dragging it out long enough (you hope!) to get 
the lock into place. Sideboard in the charm for your opponent's main deck 
color(s), or add more Fountain of Youths. You can build up a nice balance of 
life as your opponent successfully casts spells, or buy more life outright 
using the Fountain.

The Lock
--------

[Winter Orb + Ensnaring Bridge + Portcullis + (Null Brooch, Mindless 
Automaton)]

The lock is established by playing Ensnaring Bridge, then emptying your hand. 
Winter Orb slows the game down so that your opponent cannot deploy a lot of 
creatures, while Portcullis keeps them out of the game even if he tries. Play 
Mindless Automaton before Portcullis if possible, so that you can use the 
Automaton's discard abilities.

The Kill
--------

Cursed Scroll, Scalding Tongs,
[Mindless Automaton + Altar of Dementia + Volrath's Stronghold]

"Scroll Lock" has several paths to a win, but none of them are first or second 
turn killers. All of them depend on the lock being established, then whittling 
your opponent's life down.

Use Cursed Scroll with one card in your hand to damage your opponent for 2. The 
Scroll can also open a "slot" for Mindless Automaton by killing an opponent's 
creature when Portcullis is in play. If you can't make a slot, discard the 
Automaton to the graveyard and bring it into play later, when a slot is open, 
with Volrath's Stronghold.

Scalding Tongs will continuously deal your opponent one damage as long as you 
have three or fewer cards in your hand.

The combination of Mindless Automaton + Altar of Dementia + Volrath's 
Stronghold, with a Lotus Petal or two for black mana, can let you clear massive 
numbers of cards out of your opponent's library late in the game, causing him 
to lose by being unable to draw a card ("decking" himself). If Portcullis is in 
play, be sure you have enough mana to bring the Automaton back into play during 
your turn, or your opponent might be able to cast a creature spell and lock the 
Automaton out. This will prevent you from discarding cards, and your opponent 
might be clever enough to NOT cast any non-creature spells so that Null Brooch 
won't help you discard cards either.

Mana Burn
---------

To avoid mana burn plan how you tap lands to pay for artifact abilities. For 
example, if you need to activate Null Brooch, but only the three-mana Urza's 
Tower is untapped, you are going to lose one life unless you can find something 
to spend the other mana on. Possibilities are to do a null turn of your library 
with Scroll Rack, or tap another land (or play a Lotus Petal) to gain a life by 
tapping the Fountain of Youth.


PLAYTESTING
-----------

I playtested "Scroll Lock" against the Exodus pre-constructed deck "White 
Heat", a white weenie deck with red direct damage spells and creature 
abilities, such as shadow, flying, and enchantment removal. This deck also has 
Shattering Pulse, an artifact destruction spell with buyback that hurts "Scroll 
Lock" in the mid- to late-game. Although "White Heat" is not tournament-level 
quality (it's usually too slow), it -can- send out a bunch of white weenies 
quickly with the right draw, and it -can- do direct damage like a burn deck. It 
was also cheap.  $200 or $300 for playtesting is a bit much. :-)

"Scroll Lock" was slow to get started, taking me about 7-10 turns to get the 
lock into place.  Once it was established then it took another 12-15 turns to 
finish off my opponent.

I made some mistakes while learning to play the deck due to my haste to deal 
damage to my opponent. If, for example, Null Brooch is in play, always leave it 
enough mana to counter a spell, even if that means losing your first or even 
second Cursed Scroll to a discard, or even not playing it for a turn and taking 
some damage.

Example life-mana curves for a win and a loss are shown below:




HOW TO IMPROVE THIS DECK
------------------------

Speed
-----

The deck starts out slow, and makes itself slower with Winter Orb. A weenie 
deck is fast, fast, fast. It can get within kill range in four turns, which 
means "Scroll Lock" has to get REALLY lucky to get cards out quickly. Playing 
Scroll Rack may help, and can be a good tactic to improve a bad hand, but it 
wastes time.  Even worse, Winter Orb doesn't hurt a low-casting cost weenie 
deck as much as it hurts a high-casting cost artifact deck. Since most artifact 
abilities cost one to four mana to use, Winter Orb effectively locks you out of 
play.

Creature Removal
----------------

The only creature removal spell is Cursed Scroll.  Your opponent will go for it 
with Shatter, Disenchant, etc. If Null Brooch is not in play, you are in 
trouble quickly. Maze of Shadows will stop a creature with shadow, but not 
remove it, while taking one mana away from you during your turn. Your life 
total drops geometrically as more creatures are put into play, attack, and 
aren't removed.

Gain Life
---------

Fountain of Youth and the "Lucky Charms" looked good, but weaken the deck 
because they increase the mana needed to run it. Even though you may believe 
you are benefiting from your opponent's spellcasting, if you have to pay to 
gain life, you aren't.

Focus
-----

While the deck focused on a -theme- (colorless artifact-only), I missed the 
more important -strategic- theme: an empty-hand lock. Looking at the 
playtesting results, my first reaction was that the deck needed more mana 
quickly in the early game to get the artifacts cast.

Green does this well, so I added land enchantments to pump up the mana, and 
produced a significantly faster deck. The new deck centered on Manabond to play 
lands and simultaneously discard cards from your hand, moving closer to the 
strategic focus.


"SCROLL LOCK v2" colorless(G)
-----------------------------

Artifacts
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Cursed Scroll        1  3,T: opp picks card, if chosen 2 damage
4 Ensnaring Bridge     3  creatures w/power>[cards in hand] can't attack
4 Null Brooch          4  2,T: discard hand, counter noncreature spell
4 Mindless Automaton   4  1: discard card, add 1/1 counter
                          remove two 1/1 counters, draw card
3 Scroll Rack          2  1,T: swap X cards from hand to library top
3 Bottle Gnomes        3  sacrifice bottle gnomes: gain 3 life
3 Wall of Spears       3  First strike; counts as a wall


Fast Mana
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Lotus Petal          0  T: sacrifice for 1 mana any color
4 Wild Growth          g  tapped enchanted land produces
                          one additional green mana
3 Manabond             g  put all lands in hand into play during your
                          discard phase; discard rest of hand
2 Overgrowth          2g  tapped enchanted land produces
                          two additional green mana

Land
----

 # Card               Text (see card for full text)
-- ------------------ -----------------------------
10 Forest
 4 Urza's Tower       T: 3 mana if control Tower, Mine, Powerplant
 4 Urza's Mine        T: 2 mana if control Tower, Mine, Powerplant
 4 Urza's Powerplant  T: 2 mana if control Tower, Mine, Powerplant


ANALYSIS
--------

"Scroll Lock" v2 was definitely faster, and played better against "White Heat". 
Although it improved the strategic focus, it still was a miss in the areas of 
creature removal and damage to the opponent. I really missed the important role 
that card discard plays:  a discard can do double duty to establish the lock 
and pay for desirable effects without spending mana.

Counterspelling
---------------

I learned -- again! -- to save two mana to activate at least one Null Brooch. 
It's better to wait a turn without doing damage (and possibly take a little 
with one card in hand) than it is to lose protection from artifact destruction 
spells, like Shatterstorm (a Wrath of God for artifacts).

Gain Life
---------

Bottle Gnomes were chosen, but they aren't reusable in this deck because I had 
no way to pull them back from the graveyard without Volrath's Stronghold.

The Lock
--------

With fair reliability I could get the lock into place somewhere within turns 4 
to 7 by drawing an early Ensnaring Bridge, before being swamped by weenies or 
nuked by spells. Portcullis was left out of the deck because it was redundant, 
and also locked out Mindless Automaton, Wall of Spears, and Bottle Gnomes.

The Kill
--------

Cursed Scroll finished the game because Ensnaring Bridge kept Mindless 
Automaton from attacking in the mid- to end-game.

Mana Burn
---------

Casting Overgrowth on an Urza's land early led to mana burn problems later when 
the Urza's lands combo was established. I was sometimes forced to generate more 
mana than I could spend.

Speed & Fast Mana
-----------------

Manabond fit the strategic theme of an empty-hand lock. With Wild Growth and
Overgrowth I was able to get 5 to 12 mana out by turn three or four, more than 
enough to put the lock in place.

Card Discard
------------

Cards are discarded by:

	- feeding them to the Mindless Automaton

	- casting artifacts & land growth spells, and

	- playing lands.

One problem became apparent. If a spell can not be cast due to lack of the 
correct colored mana, then the lock breaks and lets a weenie rush through. This 
causes lots of damage if your opponent has been playing creatures and waiting 
for just this opportunity.

Creature Removal
----------------

Cursed Scroll, and sometimes an early blocking Bottle Gnome, were used. 
Problems cropped up due to the opponent's creatures' evasion capabilities 
(shadow, flying). The deck is "tight" already, and the idea of adding a 
Phryxian Splicer or Skyshaper weakens it.

Creature Defense
----------------

Early defense against a rush is provided by Wall of Spears, which has first 
strike. It is a weak defense, as it is only 2/3. It doesn't last long in play, 
and often wasn't drawn when needed. Nor does it contribute to the lock.


PLAYTESTING
-----------

"White Heat" was the opposing deck again, as well as a red deck ("Lock Killer") 
especially constructed to kill "Scroll Lock" by overloading it with direct 
damage and artifact destruction spells.  A few observations:

1. Playing a land-only draw sometimes works, since there is probably a
   Manabond or Scroll Rack available in the first few turns.

2. Limited Resources can actually help you win. Let your opponent
   play it, then add growth enchantments to your lands. Also, discard
   lands to the Automaton until you can get an Urza's lands combo going.

3. Use Scroll Rack with Mindless Automaton to snoop into your deck, but
   be careful not to get stuck with cards in your hand (unless you've
   killed all your opponent's creatures). You will open the lock.

Example life-mana curves for a win and a loss are shown below:




HOW TO IMPROVE THIS DECK
------------------------

Dave Meeson volunteered to take a look at "Scroll Lock". Here are his 
suggestions.

Comments by Dave Meeson
-----------------------

> The idea for empty-hand lock decks came from Robert Hahn's
> September column in Duelist. I noticed that there are so many powerful
> artifacts that an artifact-only strategy might work.

It's true that there are a LOT of good artifacts, especially with what Exodus 
added - probably the strongest of the bunch, Null Brooch and Mindless 
Automaton.  Wizards really went bonkers with this whole "empty-hand" stuff.

Decks that overload artifacts present too many threats to be taken
care of.  Often, if you are able to remove one artifact, another is on
its way to replace it.

> I spent the day splashing different colors into the deck.  It looks like
> green is the winner, since the colorless deck was very slow.

You might also consider White.  Lemme see what all you've got for green.  Hrm.  
White can give you a number of nice addins to this deck - Aura of Silence, for 
example, and/or Disenchant should your opponent also be using artifacts.  Tithe 
can help you get more lands.  Hanna's Custody (iffy) can help protect against 
massive removal like Shatterstorm or Seeds of Innocence.  Argivian Find can let 
you dig up a piece of the lock that's been put in the graveyard.

> After that, with fair reliability, I can get the lock into place
> somewhere within turns four to seven.

Just make sure you're playing SOMETHING each turn.  *laugh*  The way the
Standard environment is now, everything revolves around getting your
monkeys in order as fast as possible.  Hatred and White Weenie and
Deadguy Red (or Sligh) can often get you within kill range in the first
four turns.

> There is not too much I can do against a lucky quick kill by
> Pandenought decks, though.

Same with the lucky third-turn ProsBloom explosion.  I think with both
decks its either one or the other - either you go off early, or you die
before you get your act together.  *laugh*

Against either of these decks, you might consider Jester's Caps in the
sideboard.  An early cap can remove a good portion of their threat cards
(remove the Drain Lifes or the Pandemoniums, say) and still stick with
your all-artifact theme.

> Then you just crunch your way down through the library, discarding
> to the Mindless Automaton

The Automaton is an excellent sink for cards, but almost ensures you
have to use the Scroll as your kill card (since he can't attack because
of the Bridge).  Either that or gnomie beatdown. =)

> I think it's better to wait a turn without doing damage (and take a
> little with one card in hand) than it is to lose protection from artifact
> destruction spells like Shatterstorm.

Shatterstorm (and its green brother Seeds of Innocence) don't see that
much tournament play.  Or, at least they didn't up until all these cool
artifacts came out.  I presume the Shatterstorm was in the red deck
built explicitly to beat you? [Yes, and it was -nasty-! -JWM]

I'll touch on two quick points.

One: Null Rod.  These are going to be all over the tournament scene, in my 
opinion, due precisely to Null Brooch.  You need to have some way to deal with 
them, or your Brooches and Scrolls are useless, and you can't discard cards to 
the Automaton.  I'm going to again suggest adding White to the deck instead of 
Green - that'll give you access to Disenchant and Aura of Silence, which could 
be a big help against other artifacts in general.

Two: Either of the Orbs (Static or Winter) might also pose a mana problem, 
allowing you to either counter or scroll, but not both. This is, of course, 
only if they get past the Brooch to begin with, and that's entirely possible.  
I think if I was looking at a deck like this, I'd drop my Winter Orb as soon as 
possible in hopes of locking down.


The Next Version
----------------

I used Dave's suggestion to splash white and came up with this intermediate 
version of the deck.


"SCROLL LOCK v3" colorless(W/G)
-------------------------------

Remove:

# Card               
- ------------------ 
3 Wild Growth        
1 Manabond

1 Urza's Tower
1 Urza's Mine
1 Urza's Powerplant
5 Forest
       

Add:

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Disenchant           1w Destroy target artifact or enchantment

4 Reflecting Pool         Produce 1 mana of any type of land you control
4 Vec Township            T: 1 colorless mana; T: G or W; does not untap on
                             your next turn    


ANALYSIS
--------

I splashed white and tried to keep the green by using Vec Townships and 
Reflecting Pools, but this deck didn't work well. The fast mana effects were 
diluted because I'd substituted Disenchants for the land enchantments, and the 
deck was still slow because of the artifacts.

A new problem was that Disenchant is a targeted spell. Without a target it 
cannot be cast, and if Mindless Automaton is not in play, or there is no spell 
for Null Brooch to counter, the Disenchant in hand opens the lock. As the game 
progresses, the increased probability of getting a second Disenchant opens the 
lock wider, and makes it more difficult to get rid of it into your library 
using Scroll Rack.


PLAYTESTING
-----------

The inability to discard a targeted spell usually killed me.

Example life-mana curves for a win and a loss are shown below:




This experience forced me to recognize the importance of card discard in the 
strategic theme. I began to look for "double-duty" spells that would allow me 
to discard -and- obtain a beneficial side-effect by doing so. I also recognized 
the importance of b:Bottomless Pit (which Hahn had mentioned in his column), 
and saw how it would work into a colorless(W/B) deck. Black can also produce 
fast mana with Dark Ritual, so it seemed like a good choice.

Here is the T2-legal empty-hand lock deck, this time colorless(W/B).


"SCROLL LOCK v4" colorless(W/B)
-------------------------------

Artifacts
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Cursed Scroll        1  3,T: opp picks card, if chosen 2 damage
4 Ensnaring Bridge     3  creatures w/power>[cards in hand] can't attack
4 Null Brooch          4  2,T: discard hand, counter noncreature spell
3 Scroll Rack          2  1,T: swap X cards from hand to library top
4 Lotus Petal          0  T: sacrifice for 1 mana any color


White
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
3 Disenchant          1w  destroy target artifact or enchantment
3 Hidden Retreat      1w  discard card to library: prevent damage
                          from instant or sorcery
3 Peace of Mind       1w  pay W: gain 3 life
3 Wrath of God       2ww  bury all creatures


Black
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Dark Ritual          b  add 3 B mana to your mana pool
4 Megrim              2b  opponent dealt 2 damage whenever discards card
3 Bottomless Pit     1bb  each player discards card at random during upkeep


Land
----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Urza's Tower            T: 3 mana if control Tower, Mine, Powerplant
3 Urza's Mine             T: 2 mana if control Tower, Mine, Powerplant
3 Urza's Powerplant       T: 2 mana if control Tower, Mine, Powerplant
4 Reflecting Pool         0: add 1 mana any color produced by land you control
4 Salt Flats              comes into play tapped; T: 1 colorless mana;
                          T: add W or B mana for 1 damage

ANALYSIS
--------

White and black are the right choices for this empty-hand lock deck.  I used 
Disenchants, Hidden Retreats, Peace of Minds, and Wrath of Gods, and from black 
Megrims, Bottomless Pits, and Dark Rituals. The mana comes from Salt Flats 
(T:1, T:W or B, 1 damage), Reflecting Pools and the Lotus Petals, with Urza's 
lands providing the rest (and sometimes a mana "jump" when the combo kicks in).

Mindless Automaton is gone, with card discard provided by Peace of Mind, Hidden 
Retreat, and Bottomless Pit.

The deck is artifact oriented, but can get a lock going or Wrath the board by 
turn three or four, or slow the effect of a weenie rush by buying life. The 
ability to empty your hand quickly improved. For example, it is possible on the 
first turn to play:

	1 Salt Flats (which you can't use this turn)
	1 Lotus Petal (for the black mana)
	1 Dark Ritual
	1 Ensnaring Bridge

You are ready on the next turn to play another land, a Hidden Retreat or Peace 
of Mind, and to put the lock on by turn 3. Hidden Retreat is a great protector 
in the early game (prevent damage from instants or sorceries by discarding card 
to library), and Peace of Mind buys time for the lock or buffers against direct 
damage (gain 3 life by paying one W and discarding a card).


PLAYTESTING
-----------

"Scroll Lock" v4 never lost to "White Heat" during playtesting -- although 
that's just a matter of time. It's also possible that I learned to play the 
deck better, too. Both short and long games developed, and there were two 
paths to a kill: Megrim + Bottomless Pit, and Cursed Scroll. 

Example life-mana curves for a win and a loss are shown below:




HOW TO IMPROVE THIS DECK
------------------------

Dave and I talked about this deck some more. Here are his comments.

More Comments from Dave Meeson
------------------------------

> While I was thinking about your ideas, it struck me that once the 
> Bridge is in place, it would be possible to play an N-handed lock 
> deck using Infinite Hourglass to pump up everybody's creatures. The 
> risk is that your opponent would pay to have enough tokens taken off 
> that his creatures could attack. But this could let you keep some 
> spells in hand to counter attacks on the lock.

If you're worried about protecting the Bridge, you might try Ertai, Wizard 
Adept.  Coupled with the Null Brooch, you should be able to fend off most 
spells that would threaten your artifacts.


> Also Elkin Bottle would let you play a card each turn without it 
> ever getting into your hand.  Safer than the Hourglass, but I got 
> nailed playing TSL with a splash of blue and white because I hadn't 
> got the Automaton out yet, and was stuck with spells that I couldn't 
> play because they didn't have a target (Disenchant; Counterspell; 
> Spell Blast).

Elkin Bottle's an interesting choice - would allow you to draw a card at the 
beginning of your opponent's turn to afford you a little bit of protection.  Of 
course, your opponent's going to know what the card is ... *laugh*

The main reason I suggested White was for something like Aura of Silence.  
Since you're going the overload route (putting more permanents in play than 
your opponent can handle), enchantments are the way to go. Aura makes it harder 
for your opponent to play his own artifacts, plus you can sac it to take out 
something threatening.


Back to Jon for a minute
------------------------

I agree that Aura of Silence is a good choice, although a bit more expensive to 
cast at 1ww. But Aura doesn't need a target to be cast, and so won't open the 
lock like Disenchant does, and won't clog the top of your library. Even better, 
once cast it sticks around until you need it to destroy an opponent's artifact 
or enchantment that can cause you trouble, such as Null Rod, Touchstone, 
r:Goblin Bombardment, or g:Primal Order. Substitute Aura for the three 
Disenchants. You might even want to use four, and drop one Hidden Retreat.


Back to Dave
------------

Another possibility in the Artifact department: Erratic Portal.  You can use it 
to bounce back things to your hand if they're going to be destroyed ...

Another thing you might not be aware of is that, if a continuous artifact 
becomes tapped, its powers are turned off.  For that you could use Mind Games 
(Blue instant, U, Buyback 2U, tap target artifact, creature, or land), or, if 
you aren't playing Type 2, Icy Manipulator (Artifact, 4, 1T: tap target 
artifact, creature, or land).  You can tap the Bridge at the beginning of your 
turn and attack, then untap it after you're done.  A little mana-intensive 
though.

BUT!  You'll want to avoid having this used against you.  Touchstone (Artifact, 
2, T: tap target artifact you do not control) will probably see a lot of 
sideboard use against decks like this, as it can be used to turn the Ensnaring 
Bridge against the owner.  It's also a good defense against Winter Orb, keeps 
Brooches from countering ... you get the idea. Aura of Silence is perfect 
against these.  *laugh*

Wraths are an excellent choice for this deck - you can probably take a
little damage before dropping the lock, but too much would be bad, and
the Wraths will let you keep control of the board until you're able to
put the lock down.  I'm not so sure about the Black half (although the
Pits help you to empty your hand for the lock) - you'll have to let me
know how it works out.

> The deck is artifact oriented, still a little slow, but can get a lock
> going or Wrath the boards by turn three or four. Hidden Retreat is a
> great protector in the early game (counters instants or sorceries for
> a card discard), and Peace of Mind buys time for the lock or a buffer
> against direct damage (gain 3 life by discarding a card).

How often do you get stuck having to discard a piece of the lock just to
stay alive?  In other words, how often do you have one of these two
cards in play, and instead of automatically playing one of the
artifacts, you think to yourself, "Hrm, I oughta hold on to this just in
case I need to counter something/gain life"?  You might look at Hanna's
Custody, a white enchantment that makes it so artifacts cannot be the
target of spells or abilities - that'll also help protect a good portion
of your deck from Disenchants, etc., and forces another step in the
Disenchant ladder, which means one less to take out part of the lock.

> To play the deck in Rath Cycle constructed I might: 
> 
>   - substitute Rod of Ruin for Cursed Scroll, and replace Bottle 
>     Gnomes with Scalding Tongs. This combo can still deal two damage 
>     to your opponent for 3 mana each turn.

Another viable route would be to use Grindstones and deck your opponent. 
Anything they'd be able to get out would be held at bay by the Bridge or the 
Automatons; anything real dangerous to the artifacts can be countered by the 
Null Brooch.  Since there's no Uktabi Orangutans in Rath Cycle, Null Brooch is 
nigh unstoppable.

>    - splash a little red into the green, and substitute r:Fling 
>      for Cursed Scroll. Fling deals damage to your opponent equal to 
>      the power of the creature sacrificed. Use a pumped Mindless 
>      Automaton, protected by Null Brooch, and the game is over.

I like this idea too.  Another way you can do this in Rath Cycle is with Hornet 
Cannon (Artifact, 4, 3T: Put a 1/1 Hornet token with flying and celerity into 
play; at the end of turn, destroy token) and Goblin Bombardment (Red 
Enchantment, 1R, sac a creature: Goblin Bombardment does 1 damage to target 
player).  With an empty-hand, draw a card, activate the cannon, attack with the 
hornet token (you have one card in hand so it can get past the Bridge), then 
sac it to the bombardment.  A little combo-y, a little expensive to get out, 
but has the same activation cost as Cursed Scroll, plus it keeps adding to the 
Artifact theme.


Back to Jon
-----------

So, working from Dave's suggestions, here are two Rath Cycle constructed empty-
hand lock decks. "Sting Lock" uses [Hornet Cannon + Pandemonium + Goblin 
Bombardment], a combo that can be developed during the longer games this deck 
produces, to deal 3 damage for three mana. The Lotus Petals help to cast 
the red cards. Scalding Tongs deals damage ahen you have less than four cards 
in hand. Megrim + Bottomless Pit add to your opponent's damage as the game 
develops.  You may be able to deal 6 to 9 damage in a single turn, and do so by 
turn 8.


"Sting Lock" v1 colorless(W/B)
---------------------------------

Artifacts
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Lotus Petal          0  T: sacrifice for 1 mana any color
4 Ensnaring Bridge     3  creatures w/power>[cards in hand] can't attack
3 Null Brooch          4  2,T: discard hand, counter noncreature spell
3 Hornet Cannon        4  3,T: put 1/1 hornet token into play with flying
                          and celerity; bury token at end of turn
3 Scroll Rack          2  1,T: swap X cards from hand to library top
3 Scalding Tongs       2  if cards in hand <4, deal opp 1 damage

White
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Peace of Mind       1w  pay W: gain 3 life
3 Hidden Retreat      1w  discard card to library: prevent damage
                          from instant or sorcery
2 Disenchant          1w  destroy target artifact or enchantment


Black
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Dark Ritual          b  add 3 B mana to your mana pool
3 Megrim              2b  opponent dealt 2 damage whenever discards card
3 Bottomless Pit     1bb  each player discards card at random during upkeep


Red
---

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
2 Goblin Bombardment  1r  Sacrifice creature: deal 1 damage to opponent
1 Pandemonium         3r  Creature may deal damage=power to opponent when
                          it comes into play

Land
----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
5 Plains
5 Swamps
4 Salt Flats              comes into play tapped; T: 1 colorless mana;
                          T: add W or B mana for 1 damage
2 Reflecting Pool         T: add 1 mana any color produced by land you control
2 Cinder Marsh            T: add 1 colorless mana; T: B or R mana for 1 damage

ANALYSIS
--------

"Sting Lock" does not have the targeted creature removal in the early game that 
"Scroll Lock" gains from Cursed Scroll, so Peace of Mind becomes very important 
to keep you alive during the weenie rush. Shooting hornet tokens helps some, 
but doesn't deal with shadow creatures.

The Hornet Cannon plays just as Dave Meeson suggested:  with one card in
hand, attack with a 1/1 hornet token, then sacrifice the token to Goblin 
Bombardment for one more damage. Pandemonium is put in as a "sweetener" for the 
late game to increase the damage to three. With Bottomless Pit and Megrim in 
play, you can generate four to eight damage per turn, and the game ends 
quickly. Cinder Marsh, Reflecting Pool, and Lotus Petal provide the mana for 
the very tiny splash of red, losing only two potential white mana to Cinder 
Marsh.

PLAYTESTING
-----------

"White Heat" was the test deck again, and lost every time, although "Sting 
Lock" will lose over time, and with a bad draw! The lock decks are approaching 
decent playability for friendly play, with what seems to me to be a good mix of 
defensive and offensive spells, speed, and robust-but-flexible ways to play 
various draws.

Example life-mana curves for two wins are shown below:




Building these things is addictive! Here's another Rath Cycle constructed deck, 
this one a bit slower (ugh!) but with a nice smorgasbord of discard options and 
lots of "loose combos". 


"Combination Lock" v1 colorless(W/B)
------------------------------------

Artifacts
---------

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Lotus Petal          0  T: sacrifice for 1 mana any color
4 Scalding Tongs       2  if cards in hand <4, deal opp 1 damage
4 Ensnaring Bridge     3  3,T: opp picks card, if chosen 2 damage
3 Null Brooch          4  2,T: discard hand, counter noncreature spell
3 Scroll Rack          2  1,T: swap X cards from hand to library top

White
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
3 Peace of Mind       1w  pay W: gain 3 life
3 Hidden Retreat      1w  discard card to library: prevent damage
                          from instant or sorcery
3 Disenchant          1w  destroy target artifact or enchantment
1 Limited Resources    w  players sac all but 5 lands; no lands may be
                          played as long as 10 lands are in play

Black
-----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
4 Dark Ritual          b  add 3 B mana to your mana pool
3 Megrim              2b  opponent dealt 2 damage whenever discards card
3 Bottomless Pit     1bb  each player discards card at random during upkeep
3 Volrath's Dungeon  2bb  any player can pay 5 life to destroy; controller
                          chooses & discards card: target player returns
                          card to top of his library
1 Evincar's Justice  2bb  (BB:3) deal 2 damage to each creature & player

Land
----

# Card               Cost Text (see card for full text)
- ------------------ ---- -----------------------------
6 Plains
8 Swamps
4 Salt Flats              T: 1 colorless mana; T: untap target attacking
                             creature w/shadow; neither deals/receives damage


ANALYSIS
--------

"Combination Lock" adds extra punch to the Bottomless Pit + Megrim combo with 
Limited Resources. This enchantment forces players to sacrifice all but five 
lands apiece, then forbids playing lands as long as 10 or more are in play. 
When Bottomless Pit and Megrim are out, your opponent must discard land cards 
and take two damage. Without Limited Resources an opponent will play the land 
instead of holding it.

Just for grins I swapped out the four Scalding Tongs for two Dauthi Horrors
and two Dauthi Cutthroats. Against a white weenie deck the Horror provided
early damage. It could be played with two cards in hand to attack, followed
by closing the lock to everything except 1/1 creatures, and continuing to
discard to Peace of Mind to keep the weenies from having an effect. This
technique also kept Soltari Visionary from dealing any damage and destroying
any of my enchantments.

As I learned to play the deck better, you can see that there are tricks
that let you open and close the lock to attack your opponent. Of course,
for this to work well, you need the "discard advantage" that these decks
have.


PLAYTESTING
-----------

"White Heat" was the test deck again, and lost every time. The range of card
discard options, and the side effects that can be obtained with them, are IMHO
the ultimate key to designing and playing empty-hand lock decks. Here's what I
finally ended up with to gain "discard advantage":

	- Hidden Retreat     prevent damage from instant or sorcery
	- Peace of Mind      pay W: gain 3 life (slows game)
	- Volrath's Dungeon  return cards from own or opponent's hand to library
	- Null Brooch        counter noncreature spell
	- Bottomless Pit     real advantage is damage that Megrim deals opponent
	- Scroll Rack        swap a card to discard from hand to library

All of these pieces work together to keep your hand empty. You'll have more 
options the longer the games goes on, as your increasing discard advantage can 
stretch out the game by gaining life, establish and protect the lock, save a 
card that you'll need later, prevent direct damage to yourself, and slow your 
opponent's rush.

You can even tune this deck to use Cataclysm.  Replace Evincar's Justice with 
Cataclysm, and substitute two Maddening Imps for one Megrim and one Bottomless 
Pit. When you have these cards in play:

	- Ensnaring Bridge
	- Maddening Imp
	- Peace of Mind
	- Salt Flats

then use Cataclysm to clear the boards.  Kill off all non-wall creatures while 
you wait to draw your kill cards. It's unlikely that you'll get these cards out 
early, and it's a very risky strategy, but hey, why not live dangerously now 
and then? OK, OK, it was a stupid idea!  :-)

Example life-mana curves for two "Combination Lock" wins are shown below:




HOW TO IMPROVE THESE DECKS
--------------------------

"Scroll Lock" v4, "Sting Lock" v1, and "Combination Lock" v1 need sideboards. I 
have focused on the main decks to tune them for the white/red environment, and 
probably black, too, but the blue and blue/green decks are unknowns. Advice on 
sideboards, especially backed up by playtesting, would be greatly appreciated.

Cursed Scroll is so good during the entire game that its removal leaves me 
feeling, well, -naked- out there! Without creature removal, you might want to 
merge the deck with a suicide black deck to feel less exposed (as did John 
Lindsey in "Pit Lock"). Here are some ideas for some combos/cards that work in 
T2, and others in Rath Cycle constructed.

Maddening Imp + Ensnaring Bridge:  Force non-Wall creatures to attack (but they 
can't because of Ensnaring Bridge) so they destroy themselves. This does work, 
and is legal. A longthy discussion on the newsgroup finally led to the 
realization by some of us poor, confused newbies that the "must attack" (but 
cannot) effect of the Imp is separate from the "destroy all non-Wall creatures 
that did not attack" wording. This is a delightful combo that fits the 
strategic theme perfectly, and is re-usable each turn. 

Bounty Hunter: Destroy creatures like walls that the Imp misses.

Pit Imp, Vampire Bats, Frozen Shade, Carrion Ants: Any 0/1 pumpable creature 
can be used to attack even with no cards in hand (cool!), and then can be 
pumped up -after- blockers are declared. This can also be used against you. 
Choosing blockers is a real bear, too, because the attacker can choose how to 
pump -after- blockers are declared. I predict that there will be a lot of 
sneaking creatures under the Bridge if empty-hand lock decks become playable 
and popular.

(Bad Moon or Infinite Hourglass) + Ensnaring Bridge : Raise the power of all 
black creatures so they can't attack. But be sure to kill them ASAP before 
Goblin Bombardment or Fling kills you -- almost the only thing your opponent 
can do to you, especially if the Brooch or Hidden Retreat isn't out.

Hatred + Peace of Mind + <any 0/1 creature>: Slip the creature under the
Bridge, then cast Hatred on it.


Conclusion
----------

The deck is evolving away from an artifact-only theme because of the need
for speed. The synergy between white, black and artifacts helps establish and 
maintain what is basically a huge combo deck. It seems to work, though. I'm 
ready to explore it with a Deadguy Red and a Suicide Black deck from the 
tournament winners.  If it can stand up to those, then we might have something!