These are my personal analysis and vendetta against Evergreen's Iname.
Iname's cost is 2 less than MW (4BB=6 vs 5URG=8)... that means when it comes to ramp wars, Iname gets to step in early because he's turn 2 early.
Fastest MW to cast is 2 turn if you managed to drop Fastbond and lots of lands on your first turn.
Fastest Iname drop would be turn 3 on a very consistent basis because of tutors, lands and rituals.
In addition, you have to dedicate your turn gathering the necessary and essential 3 manas before you cast MW.
Iname just need BB.
Iname's deck teck is mostly ramp and with a bit of disruption and other win con... when Iname's getting cast, he's getting the necessary army to be revive in the next few turns.
With Patriarch's Bidding and friends... it's enough to hit you for 10-15 in a single swing.
Maelstrom Wanderer's reliance to 2 free spells is awesome but cascading ramps and rocks are often and always will nonessential unless you manage to sweep the field. You need a very dedicated deck manipulation (which will highly affected your MW deck performance against other meta) like tutors or Scroll Rack to get the necessary sweepers.
With Maelstrom getting killed... the only time Ever kill my boss is when I'm wide of and/or not having enough mana to recast him the next turn during our match... that or he needs to kill MW if doesn't like blockers and win. And when I attack, he can block with something weak.
With land sweepers... he still has Bloodghast and friends to swing at you while you try to recover your mana.
Not only you have to hit his manabase, you also need to messed his graveyard after he cast his boss (via Primal Command and/or Time Spiral) because he can bring back his guys one by one per turn Oor all of it in one turn... especially when I have to drop lands for recast.
I think I missed a topic or two...
with him and with recorded score, I've scored 13/39 with a winrate of 33.33%. Not much to say since you have 100 games with your opponent.
1) The difference between 6 mana and 8 mana is huge (quantitatively, yes, it's only 2 mana).
For example, casting Iname turn 4 requires just Worn Powerstone or Coalition Relic. Maelstrom Wanderer on the other hand, requires a deck dedicated to ramp to consistently cast your general early enough to not get steamrolled by combo or aggro.
2) MW is less consistent than Iname. Arcadus touched on this, but I don't think does it sufficient justice. Iname is one of the most consistent decks in the meta. Your general does exactly what it wants to every time you resolve it, and you require only one of 6-10 cards in your deck to then win. This is an extremely easy board position to assemble, especially because you play black and have access to tutors.
3) MW lacks the color black or white. Removal is very integral to beating Zur. MW has a bad matchup against Zur. Zur is the best deck in the meta. You can see where this is going.
All of that aside though, MW when build appropriately has a positive matchup against Iname. Cards like Upheaval, Wildfire, or Destructive Force prevent Iname from simply resurrecting his graveyard again (or, mana denial + wrath = good against Iname).
Much of Iname's removal is also dead against MW, which puts the deck at an immediate card disadvantage. Iname also struggles to consistently kill early enough to prevent MW from resolving.
I just want to shout out to Evergreen for inspiring me to play Iname. I built my deck a few months back and have recently made an account on here, and have been reading what people have been using in their decks. The last few Ann Arbor Tournaments I've been going to I've been placing 3rd and 5th, which I'm pretty content about. I just wanted to ask, I'm currently in an aggro meta'd group, and I've been debating to take spirit of the night out for midnight banshee. I haven't tested the thing yet, but it looks like it would shut down curse of predation, and other marath decks. Yea, it craps on token decks, but also faster aggro decks. Thoughts?
I have, and they replace spirit of the night with another kill spell. I'm honestly baffled by it, but could someone fill me in as to why no one uses him anymore?
I want a Ramp/Combo deck for this season now that I have U/b Control deck and Mono-Green elf deck. I think this is pretty close to the list Ill end up with. planeswalkers seem way too strong not to run, they give us back-plans and use of important resources.
I also don't understand why we don't run Grizzly B. He is the most powerful creature in the format and demands to be in here.
I just want to shout out to Evergreen for inspiring me to play Iname. I built my deck a few months back and have recently made an account on here, and have been reading what people have been using in their decks. The last few Ann Arbor Tournaments I've been going to I've been placing 3rd and 5th, which I'm pretty content about. I just wanted to ask, I'm currently in an aggro meta'd group, and I've been debating to take spirit of the night out for midnight banshee. I haven't tested the thing yet, but it looks like it would shut down curse of predation, and other marath decks. Yea, it craps on token decks, but also faster aggro decks. Thoughts?
Rather than trying to get Midnight Banshee out, I'd say that you should be focusing more on ramping hard into Iname, and following it up with a mass resurrection spell. If your opponent's field hasn't been cleared out via Living Death, then Kuro and Horobi should be enough.
How much ramp are you running? I'd recommend a bare minimum of 15 spells. Not even counting lands.
Rather than trying to get Midnight Banshee out, I'd say that you should be focusing more on ramping hard into Iname, and following it up with a mass resurrection spell. If your opponent's field hasn't been cleared out via Living Death, then Kuro and Horobi should be enough.
How much ramp are you running? I'd recommend a bare minimum of 15 spells. Not even counting lands.
+1 the faster you get Iname out and find any mass re-animation spell you've basically won. There really is no need to play cards that are good by themselves, but don't win you the game on the spot when you have other options on comboing out.
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French EDH BRGW Saskia the Unyielding BRGW GUWB Thrasios, Triton Hero // Tymna the Weaver GUWB B Braids, Cabal Minion B G Titania, Protector of Argoth G R Zurgo Bellstriker R
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Sorry, I've been kinda busy to upload my deck. However, yea, griselbrand is the best in these colors. However, I feel that you would have to find a way to put him in your graveyard. If he was a spirit, he would be a windmill include in the deck. Also, I'm personally not a fan of midnight banshee; why not just wrath their board by paying X life, where X is the number of non-indestructible creatures they control. I've been considering putting in Lily of the Dark Realms in. She's deck thinning,removal, or more aggro if need be. I personally dont like Sorin in the deck. He's a win con, yea, but honestly, I dont run him in my deck. Yea, he shuts down Oloro, but beyond that, you should win the game after you resolve a mass reanimate. I'm still surprised that people don't run spirit of the night...I've said this before, but he's pretty good.
Sorry, I've been kinda busy to upload my deck. However, yea, griselbrand is the best in these colors. However, I feel that you would have to find a way to put him in your graveyard. If he was a spirit, he would be a windmill include in the deck. Also, I'm personally not a fan of midnight banshee; why not just wrath their board by paying X life, where X is the number of non-indestructible creatures they control. I've been considering putting in Lily of the Dark Realms in. She's deck thinning,removal, or more aggro if need be. I personally dont like Sorin in the deck. He's a win con, yea, but honestly, I dont run him in my deck. Yea, he shuts down Oloro, but beyond that, you should win the game after you resolve a mass reanimate. I'm still surprised that people don't run spirit of the night...I've said this before, but he's pretty good.
I'm also curious about peoples opinions on thran dynamo, now that grim monolith is banned. Sure, it produces 3 each turn and untaps...but at the heavy cost of 4?
I think I missed a topic or two...
with him and with recorded score, I've scored 13/39 with a winrate of 33.33%. Not much to say since you have 100 games with your opponent.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
1) The difference between 6 mana and 8 mana is huge (quantitatively, yes, it's only 2 mana).
For example, casting Iname turn 4 requires just Worn Powerstone or Coalition Relic. Maelstrom Wanderer on the other hand, requires a deck dedicated to ramp to consistently cast your general early enough to not get steamrolled by combo or aggro.
2) MW is less consistent than Iname. Arcadus touched on this, but I don't think does it sufficient justice. Iname is one of the most consistent decks in the meta. Your general does exactly what it wants to every time you resolve it, and you require only one of 6-10 cards in your deck to then win. This is an extremely easy board position to assemble, especially because you play black and have access to tutors.
3) MW lacks the color black or white. Removal is very integral to beating Zur. MW has a bad matchup against Zur. Zur is the best deck in the meta. You can see where this is going.
All of that aside though, MW when build appropriately has a positive matchup against Iname. Cards like Upheaval, Wildfire, or Destructive Force prevent Iname from simply resurrecting his graveyard again (or, mana denial + wrath = good against Iname).
Much of Iname's removal is also dead against MW, which puts the deck at an immediate card disadvantage. Iname also struggles to consistently kill early enough to prevent MW from resolving.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
1 Polluted Delta
2 Verdant Catacombs
3 Marsh Flats
4 Bloodstained Mire
5 Urborg, Tomb of Yawgmoth
6 Cabal Coffers
7 Nykthos, Shrine to Nyx
8 Crypt of Agadeem
9 Lake of the Dead
10 Wasteland
11 Tectonic Edge
12 Dustbowl
13 Rishadan Port
14 Dakmor Salvage
15 Ebon Stronghold
16 Peat Bog
17 Bojuka Bog
18 Boseiju, Who Shelters All
19 Cavern of Souls
20 Swamp
Ramp (8)
1 Lotus Bloom
2 Dark Ritual
3 Jet Medallion
4 Mind Stone
5 Charcoal Diamond
6 Coldsteel Heart
7 Basalt Monolith
8 Coalition Relic
1 Duress
2 Inquisition of Kozilek
3 Thoughtseize
4 Hymn to Tourach
5 Distress
6 Unmask
Finishers (2)
1 Yawgmoth’s Will
2 Army of the Damned
Enchantments (5)
1 Bitterblossom
2 Contamination
3 Recurring Nightmare
4 Phyrexian Arena
5 Erebos, God of the Dead
Removal (11)
1 Black Sun’s Zenith
2 Infest
3 Drown in Sorrow
4 Toxic Deluge
5 Damnation
6 Go for the Throat
7 Diabolic Edict
8 Geth’s Verdict
9 Dismember
10 Sudden Death
11 Hero’s Downfall
Tutors (4)
1 Expedition Map
2 Demonic Tutor
3 Beseech the Queen
4 Diabolic Tutor
1 Bloodghast
2 Nether Shadow
3 Nether Traitor
4 Akuta, Born of Ash
5 Graveborn Muse
6 Crypt Ghast
7 Horobi, Death’s Wail
8 Krovikan Horror
9 He Who Hungers
10 Kokusho, the Evening Star
11 Midnight Banshee
12 Kuro, Pitlord
Creatures (1)
1 Griselbrand
Artifacts (2)
1 Torpor Orb
2 Defense Grid
Reanimator (5)
1 Living Death
2 Patriarch’s Bidding
3 Twilight’s Call
4 Dread Return
5 Victimize
Planeswalkers (4)
1 Liliana of the Veil
2 Liliana of the Dark Realms
3 Sorin Markov
4 Karn, Liberated
I want a Ramp/Combo deck for this season now that I have U/b Control deck and Mono-Green elf deck. I think this is pretty close to the list Ill end up with. planeswalkers seem way too strong not to run, they give us back-plans and use of important resources.
I also don't understand why we don't run Grizzly B. He is the most powerful creature in the format and demands to be in here.
Sygg, River Cutthroat (U/B Disruptive Aggro)
Rather than trying to get Midnight Banshee out, I'd say that you should be focusing more on ramping hard into Iname, and following it up with a mass resurrection spell. If your opponent's field hasn't been cleared out via Living Death, then Kuro and Horobi should be enough.
How much ramp are you running? I'd recommend a bare minimum of 15 spells. Not even counting lands.
+1 the faster you get Iname out and find any mass re-animation spell you've basically won. There really is no need to play cards that are good by themselves, but don't win you the game on the spot when you have other options on comboing out.
BRGW Saskia the Unyielding BRGW
GUWB Thrasios, Triton Hero // Tymna the Weaver GUWB
B Braids, Cabal Minion B
G Titania, Protector of Argoth G
R Zurgo Bellstriker R
Founding Father of [Team Stepfathers]: We beat you and you hate us
My Street Art
wow you are alive