I think it's just too cute. You have to survive long enough AND draw Braid of Fire + Leyline + Emrakul + no interaction from your opponent. In that case I would just play the Goryo Breach "Reanimator" deck.
Yep, that's a big issue. I'd say one copy can work because we still fill the GY with stuff like Maps, Repeals/Remands and cards discarded to TfK during the early game. My main problem is that we're seldom trying to dig to find that combo piece (like Scapeshift for example). We want to ramp, stall and then find and *exact* card to win the game. Dig can hit that card, but will also miss a lot of times.
I'll probably test it as a one of (never ever replacing Thirst though) out of curiosity, but I'm not sure it fits well here. Double blue isn't impossible but I avoid it as much as possible. It also sucks during the early game, is worse than the tutors we already run to find specific cards (as we know, each matchup requires a specific finisher) and multiple Delve cards just make each other worse.
It seems to be a way better fit for a deck like Scapeshift, which I also play, since you can just dig for that Scapeshift, Cryptic, land or sweeper you need to win/stabilise.
Thirst is the reason this deck is playable, don't cut any copies.
So, Dispel is a pain in the ass, but that's ok. Just play draw-go. They must activate their Colonnades at some point to beat you and that will make they go short on mana. Waiting also makes Mana Leak bad. You opponent seems to be playing more counters than UWR plays usually, but anyway, you have Academy Ruins. Force your opponents to use their counters on their turn. Don't fight too much over a win con if you know you can Ruins it back later. I had Minslaver/Titan countered a lot of times and just kept replaying them until I won.
Sometimes you'll lose that last counter war and and game, that's Magic. Generally, you're a heavy favourite in any pure Control matchup.
UWR Control is a very favourable matchup. Twin is slightly favourable but it's also pretty easy to punt as they can punish you and just win. I side out all Solemns against combo decks, even knowing that Tempo Twin will also side out some combo pieces. Never tap out against Twin, even when you don't have nothing to play, you have to fake it at least. Tapping out gives your opponent perfect information (unless you're playing Pact of Negation ;)).
Affinity is a bad matchup and Delver is pretty close. They have the edge when they're on the play and they can just slip a couple spells under your counters.
Not much detail was provided, but I'm guessing you need to be more patient. UWR and Twin are matchups in which you just have to wait, build up your mana, sculpt the perfect hand and then win. Against UWR both Titan and Mindslaver are very good. Against Twin I try to go for the slaver lock, but Titan isn't bad and Wurmcoil is also viable.
In the long run, you have the better end game, so keep playing draw-go, throw some TfKs at them EOT, let them tap out. Don't rush.
That might work as a 1-of, maybe. We're not exactly trying to dig for a combo pice and already have plenty tutors at our disposal, but we also dump a lot of stuff into the graveyard, so it could work.
Mindswipe is awful for this deck. You splash a color to pay one more mana, making your manabase worse and get 2-4 damage in return on a 1-for-1 trade with no cantrips nor Scry. These damage points are irrelevant for our gameplan 99% of the times.
Cooling pads may help a bit. The software is just too heavy anyway, the fans will be turned on after a couple minutes no matter what.
I changed some settings on the MTGO client installed on my laptop and it was effective. It still leaks memory, so restarting it between rounds is a good idea.
I don't have the client opened here, so this is from memory: go to Settings > Display, disable foil animation, flavor text and reminder text (if you're familiar with most cards). You can also disable summoning sickness animation but that's not that heavy. In the "Chat" settings you can disable most of the annoying notifications too.
Also, during gameplay, there's an "Options" dropdown near your "hand". There's an option there to disable animations. That one helped a lot. It disables useless animations when tapping, attacking and putting stuff on the stack. Nothing that affects the gameplay negatively, but it makes the client a lot faster.
When I'm playing blue decks against Jund I tend to side out counters too, mostly because they're bad top decks. In that matchup you want a lot of bombs and live draws to "outvalue" your opponent.
IMHO, Twin and UR Delver are even matchups and really skill testing ones (on both sides). It's very easy to punt and don't even notice as these games are all about accumulated small edges.
Against Goyfs you have to stall with STE, Repeal, Snapcaster and Cryptic until you can combo. It's probably a disappointing answer, but it's really just that. Post board you may bring some beaters that overpower the green monster, like Wurmcoil Engine, and cards to keep them under control like Relic of Progenitus.
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It seems to be a way better fit for a deck like Scapeshift, which I also play, since you can just dig for that Scapeshift, Cryptic, land or sweeper you need to win/stabilise.
Even though I side them out against any deck that uses Stony Silence or very fast aggro decks, they're really important to our "big mana" strategy.
Good luck next week!
So, Dispel is a pain in the ass, but that's ok. Just play draw-go. They must activate their Colonnades at some point to beat you and that will make they go short on mana. Waiting also makes Mana Leak bad. You opponent seems to be playing more counters than UWR plays usually, but anyway, you have Academy Ruins. Force your opponents to use their counters on their turn. Don't fight too much over a win con if you know you can Ruins it back later. I had Minslaver/Titan countered a lot of times and just kept replaying them until I won.
Sometimes you'll lose that last counter war and and game, that's Magic. Generally, you're a heavy favourite in any pure Control matchup.
UWR Control is a very favourable matchup. Twin is slightly favourable but it's also pretty easy to punt as they can punish you and just win. I side out all Solemns against combo decks, even knowing that Tempo Twin will also side out some combo pieces. Never tap out against Twin, even when you don't have nothing to play, you have to fake it at least. Tapping out gives your opponent perfect information (unless you're playing Pact of Negation ;)).
Affinity is a bad matchup and Delver is pretty close. They have the edge when they're on the play and they can just slip a couple spells under your counters.
Not much detail was provided, but I'm guessing you need to be more patient. UWR and Twin are matchups in which you just have to wait, build up your mana, sculpt the perfect hand and then win. Against UWR both Titan and Mindslaver are very good. Against Twin I try to go for the slaver lock, but Titan isn't bad and Wurmcoil is also viable.
In the long run, you have the better end game, so keep playing draw-go, throw some TfKs at them EOT, let them tap out. Don't rush.
Mindswipe is awful for this deck. You splash a color to pay one more mana, making your manabase worse and get 2-4 damage in return on a 1-for-1 trade with no cantrips nor Scry. These damage points are irrelevant for our gameplan 99% of the times.
I changed some settings on the MTGO client installed on my laptop and it was effective. It still leaks memory, so restarting it between rounds is a good idea.
I don't have the client opened here, so this is from memory: go to Settings > Display, disable foil animation, flavor text and reminder text (if you're familiar with most cards). You can also disable summoning sickness animation but that's not that heavy. In the "Chat" settings you can disable most of the annoying notifications too.
Also, during gameplay, there's an "Options" dropdown near your "hand". There's an option there to disable animations. That one helped a lot. It disables useless animations when tapping, attacking and putting stuff on the stack. Nothing that affects the gameplay negatively, but it makes the client a lot faster.
Against Goyfs you have to stall with STE, Repeal, Snapcaster and Cryptic until you can combo. It's probably a disappointing answer, but it's really just that. Post board you may bring some beaters that overpower the green monster, like Wurmcoil Engine, and cards to keep them under control like Relic of Progenitus.