why daze? is bad with deathrite chaman in legazy ...
Not every deck plays with DRS, and even then you can counter Liliana of the Veil and JTMS out of some of those decks. There are just enough high impact 3-4 cmc cards that make daze worth while. If it's utterly useless, it can become FoW food.
I'll refer back to the notes on Storm I've previously written, particularly sideboarding. For you, that means specifically +2 Rod +1 ETruth +1 Cage +2 Crypt -4 TNN -2 Vial.
I almost always play out my silvergils before playing lords out. In Modern, it makes more sense to play lord-first as there's a lot more removal and the damage margins are a lot closer. In Legacy, the extra card into your deck matters more than a slight bit of extra damage earlier, particularly if that extra card turns out to be a Force. You pretty much always need more gas, whether you know it at the time or not. What if he could have gone off again the next turn before you drew that Force that you would have already drawn had you played silvergil? That's an unnecessary window of vulnerability. Let's also compare the clock for just cursecatcher, silvergil, lord, lord and not drawing a 3rd lord as you had in your game.
Same number of turns and only a very slight decrease in the amount of total damage dealt on each turn before the lethal turn.
It was absolutely correct for you to let the Past in Flames resolve when there's only a cantrip and a ritual in the yard. That's a "value PiF" we don't need to care about and not a must-counter "kill PiF".
Your opponents continue to use horribly illegal plays. LED requires you to discard your hand, he did not do that and played them as straight Black Lotus. Past in Flames also only applies to cards currently in your yard, not cards that enter your yard later, so it was illegal for him to flashback that Dark Petition. You really need better opponents badly. Your level of play is fine enough to not detract from your videos, but the lack of quality resistance means that you aren't getting punished hard enough for your mistakes, which gives you a wrong impression of how you can improve.
I'll refer back to the notes on Storm I've previously written, particularly sideboarding. For you, that means specifically +2 Rod +1 ETruth +1 Cage +2 Crypt -4 TNN -2 Vial.
I almost always play out my silvergils before playing lords out. In Modern, it makes more sense to play lord-first as there's a lot more removal and the damage margins are a lot closer. In Legacy, the extra card into your deck matters more than a slight bit of extra damage earlier, particularly if that extra card turns out to be a Force. You pretty much always need more gas, whether you know it at the time or not. What if he could have gone off again the next turn before you drew that Force that you would have already drawn had you played silvergil? That's an unnecessary window of vulnerability. Let's also compare the clock for just cursecatcher, silvergil, lord, lord and not drawing a 3rd lord as you had in your game.
Same number of turns and only a very slight decrease in the amount of total damage dealt on each turn before the lethal turn.
It was absolutely correct for you to let the Past in Flames resolve when there's only a cantrip and a ritual in the yard. That's a "value PiF" we don't need to care about and not a must-counter "kill PiF".
Your opponents continue to use horribly illegal plays. LED requires you to discard your hand, he did not do that and played them as straight Black Lotus. Past in Flames also only applies to cards currently in your yard, not cards that enter your yard later, so it was illegal for him to flashback that Dark Petition. You really need better opponents badly. Your level of play is fine enough to not detract from your videos, but the lack of quality resistance means that you aren't getting punished hard enough for your mistakes, which gives you a wrong impression of how you can improve.
I agree 100% about needing better opponents, as while I am learning a lot of things pretty quickly, there's no way I should have an 80% winning rate after playing 235 games.
Either way, thank for the insight as always tuxdev.
Nikachu, you have a way overblown fear of SDT. It's very good, but not nearly as game-breaking as you seem to think it is. DO NOT FORCE IT. I used to have similar fears and forced T1 tops, but got punished for it too many times when they just use other cantrips and easily find another Top. Null Rod is really where you want to be, and Rod also stops Engineered Explosives.
I'd recommend siding out Vial and Cursecatcher rather than Image and Harbinger vs. Miracles, and maybe even bring in Tidebinder for threat density and quality, as a 2/2 is just twice as good as a 1/1. It's way too easy for miracles to play around Cursecatcher's ability so it really ends up just being a 1/1 dork. Phantasmal is not great, but still better than Cursecatcher, particularly if it's copying a Silvergil or a Mutavault. Harbinger is actually one of the better cards in the matchup. It's a flash threat and in a racing situation it can bounce mentor, mentor tokens, or angel tokens. Vial, while useful G1 to do EoT stuff, is actually overall bad in the matchup. We're not looking to dump our hand ASAP so it's not even that great in the opener, and even worse than it usually is as a topdeck. I'm very very happy when my Vial gets Forced. That's a Force they don't have when we're fighting over a more relevant card, like terminus or entreat or jace.
That G1 vs. 4-color. That line is just the best feeling in Magic and the reason *that card* is my fav card in the deck.
ReANiMaToR1, if you're consistently available at 7AM PST, I can play against you with any deck you'd like to practice against. Of course, I'm not as good as the true specialists, but I'm definitely better than players that have a, uh, loose appreciation for the rules.
ReANiMaToR1, if you're consistently available at 7AM PST, I can play against you with any deck you'd like to practice against. Of course, I'm not as good as the true specialists, but I'm definitely better than players that have a, uh, loose appreciation for the rules.
That would be great!
This week will be a little busy as I have a ton of biz stuff to take care of then I'm traveling for Thanksgiving...
So I'll let you know when a good day is available after the holiday shenanigans ensue.
Interesting to note the 2 maindeck Jitte's, the 19 land without Cavern or Wasteland. SB seems a bit random but otherwise fairly stock.
The top64 is pretty standard as well with Sneak and Show looking like the combo deck to beat atm and Sultai Delver/Eldrazi/D&T the aggro decks with Miracles/Shardless as the clear control decks. Chalice of the Void is still incredibly potent and powerful but it does seem less effective in that top 64 with it only being good to great vs. Miracles and Delver iterations. Has Chalice ever had a successful run on the SB of Fish decks? Any thoughts?
I've been still doing a lot of tinkering with my sideboard and wanted to bring up this card because it seems like it could be a good fit.
Pretty random and what not, however, it can definitely help for a few matches I've thought of.
Miracles: Using a Swords To Plowshares wouldn't put the creature in your graveyard, Terminus doesn't put creatures in your graveyard, Vendilion Clique doesn't put creatures in your graveyard so it would definitely slow them down. They'd probably bring in Pyroblast and if they brought in Wear // Tear, that can deal with it.
Reanimator: The advantages to this match-up aren't huge, but getting it into play means they would need to deal with it first, which is good. The problem here is that they usually run a good amount of Thoughtseize and Unmask so getting a card in your graveyard won't be as difficult. Chalice Of The Void on 1 can help against Thoughtseize but either way, I could definitely see bringing in 2 to slow them down.
Death & Taxes: Once again, using a Swords To Plowshares wouldn't put the creature in your graveyard, so to deal with it they would have to Mangara of Corondor (and usually there aren't too many of them in 75), and they can't kill your creatures using Umezawa's Jitte or Sword Of Fire And Ice seeing the damage would be prevented.
I'm sure there's other decks that it could be useful against so it does seem like it can be helpful...
Or heck, maybe I'm misinterpreting what the card does. Either way I'll do some testing with it.
Like anything else, you're welcome to try it and see how it works for you. I think it's way too fragile though. Of the 4 matchups you list where you want it to help, I'm only really scared of 1 of them (D&T). We already have very solid matchup and options against the others. Also, remember that D&T runs 4 wastelands and likely boards in disenchants for Jitte, Manriki, or Rod, as well as some number of council's judgement for TNN.
Like anything else, you're welcome to try it and see how it works for you. I think it's way too fragile though. Of the 4 matchups you list where you want it to help, I'm only really scared of 1 of them (D&T). We already have very solid matchup and options against the others. Also, remember that D&T runs 4 wastelands and likely boards in disenchants for Jitte, Manriki, or Rod, as well as some number of council's judgement for TNN.
Was that an Echoing Truth I saw in g1 vs. Lands? Also, I couldn't agree more about Energy Field as I think it is too fragile and we have access to other really solid and versatile answers (Dismember, Null Rod, etc.)
Yep, that was an echoing truth. The reason I actually started playing it was because of a local Lands player so it's nice to show how much insurance it gave me that game. I delayed my chalice1 a turn so that I could make sure I left up 2 mana. If he was on ports I'd likely needed to have waited for even more land drops, but since he was on ghost quarter instead I knew it was safe to slam it with 4 lands. The insurance due to echoing truth is why I went really aggressive with jitte pump instead of holding back a little. I wanted him to sweat.
Other highlights was how *awful* the day started by facing up against gobbos round 1, so it was kind of weird that I actually got on camera. Also later my opponent SnTed an emrakul G1, and the next turn I topdecked and slammed jace.. He was like "lolwat that in fish?!" - so satisfying.
Death & Taxes: Once again, using a Swords To Plowshares wouldn't put the creature in your graveyard, so to deal with it they would have to Mangara of Corondor (and usually there aren't too many of them in 75), and they can't kill your creatures using Umezawa's Jitte or Sword Of Fire And Ice seeing the damage would be prevented.
FWIW Council's Judgment is a more common D&T sideboard card than Mangara, and certainly coming in anyway to deal with TNN. Many are also starting to run 1-2 Disenchant or Seal of Cleansing. These are spells, but you can't counter them or else your FoW etc. will pop your Energy Field. You might still have Echoing Truth to save the Field, though it would give them a chance to alpha strike or prep counters on Jitte. As others have mentioned the bigger problem is probably not being able to play your 8-10 nonbasic lands for fear of Wasteland popping Field.
That's 4c Deathblade. Back to Basics is pretty good against them, as is anything that can deal with the Stoneforge Mystic. It's a 50-50ish matchup in my experience.
https://youtu.be/CjsaV8xagQo
https://youtu.be/RvxywklghBc
Merfolk VS Some red aggro type deck (not sure the real name)
https://www.twitch.tv/floridamarlin/v/101813033
https://youtu.be/xm_2lHMlkn4
https://www.twitch.tv/floridamarlin/v/101849368
Aside from the interesting spot with Past In Flames, I'm digging the moves made in this matchup.
I almost always play out my silvergils before playing lords out. In Modern, it makes more sense to play lord-first as there's a lot more removal and the damage margins are a lot closer. In Legacy, the extra card into your deck matters more than a slight bit of extra damage earlier, particularly if that extra card turns out to be a Force. You pretty much always need more gas, whether you know it at the time or not. What if he could have gone off again the next turn before you drew that Force that you would have already drawn had you played silvergil? That's an unnecessary window of vulnerability. Let's also compare the clock for just cursecatcher, silvergil, lord, lord and not drawing a 3rd lord as you had in your game.
Cursecatcher (20)
Lord, 2 damage (18)
Lord, 6 damage (12)
9 damage (3)
Dead
Cursecatcher (20)
Silvergil, 1 damage (19)
Lord, 5 damage (14)
Lord, 10 damage (4)
Dead
Same number of turns and only a very slight decrease in the amount of total damage dealt on each turn before the lethal turn.
It was absolutely correct for you to let the Past in Flames resolve when there's only a cantrip and a ritual in the yard. That's a "value PiF" we don't need to care about and not a must-counter "kill PiF".
Your opponents continue to use horribly illegal plays. LED requires you to discard your hand, he did not do that and played them as straight Black Lotus. Past in Flames also only applies to cards currently in your yard, not cards that enter your yard later, so it was illegal for him to flashback that Dark Petition. You really need better opponents badly. Your level of play is fine enough to not detract from your videos, but the lack of quality resistance means that you aren't getting punished hard enough for your mistakes, which gives you a wrong impression of how you can improve.
Twitch channel
I agree 100% about needing better opponents, as while I am learning a lot of things pretty quickly, there's no way I should have an 80% winning rate after playing 235 games.
Either way, thank for the insight as always tuxdev.
I'd recommend siding out Vial and Cursecatcher rather than Image and Harbinger vs. Miracles, and maybe even bring in Tidebinder for threat density and quality, as a 2/2 is just twice as good as a 1/1. It's way too easy for miracles to play around Cursecatcher's ability so it really ends up just being a 1/1 dork. Phantasmal is not great, but still better than Cursecatcher, particularly if it's copying a Silvergil or a Mutavault. Harbinger is actually one of the better cards in the matchup. It's a flash threat and in a racing situation it can bounce mentor, mentor tokens, or angel tokens. Vial, while useful G1 to do EoT stuff, is actually overall bad in the matchup. We're not looking to dump our hand ASAP so it's not even that great in the opener, and even worse than it usually is as a topdeck. I'm very very happy when my Vial gets Forced. That's a Force they don't have when we're fighting over a more relevant card, like terminus or entreat or jace.
That G1 vs. 4-color. That line is just the best feeling in Magic and the reason *that card* is my fav card in the deck.
ReANiMaToR1, if you're consistently available at 7AM PST, I can play against you with any deck you'd like to practice against. Of course, I'm not as good as the true specialists, but I'm definitely better than players that have a, uh, loose appreciation for the rules.
Twitch channel
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
https://youtu.be/xQxRmZfKN88
This week will be a little busy as I have a ton of biz stuff to take care of then I'm traveling for Thanksgiving...
So I'll let you know when a good day is available after the holiday shenanigans ensue.
.
Congrats on dominating jrmtg!
Was combo popular at all in your meta?
https://youtu.be/pQhM_DDxhgQ
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
3 Phantasmal Image
2 Harbinger of the Tides
4 True-Name Nemesis
4 Force of Will
4 Æther Vial
4 Chalice of the Void
2 Umezawa's Jitte
4 Mutavault
15 Island
2 Echoing Truth
1 Pithing Needle
2 Vendilion Clique
1 Surgical Extraction
1 Submerge
1 Kira, Great Glass-Spinner
1 Relic of Progenitus
1 Grafdigger's Cage
1 Dismember
1 Misdirection
2 Back to Basics
1 Hurkyl's Recall
Interesting to note the 2 maindeck Jitte's, the 19 land without Cavern or Wasteland. SB seems a bit random but otherwise fairly stock.
The top64 is pretty standard as well with Sneak and Show looking like the combo deck to beat atm and Sultai Delver/Eldrazi/D&T the aggro decks with Miracles/Shardless as the clear control decks. Chalice of the Void is still incredibly potent and powerful but it does seem less effective in that top 64 with it only being good to great vs. Miracles and Delver iterations. Has Chalice ever had a successful run on the SB of Fish decks? Any thoughts?
I've been still doing a lot of tinkering with my sideboard and wanted to bring up this card because it seems like it could be a good fit.
Pretty random and what not, however, it can definitely help for a few matches I've thought of.
Miracles: Using a Swords To Plowshares wouldn't put the creature in your graveyard, Terminus doesn't put creatures in your graveyard, Vendilion Clique doesn't put creatures in your graveyard so it would definitely slow them down. They'd probably bring in Pyroblast and if they brought in Wear // Tear, that can deal with it.
Reanimator: The advantages to this match-up aren't huge, but getting it into play means they would need to deal with it first, which is good. The problem here is that they usually run a good amount of Thoughtseize and Unmask so getting a card in your graveyard won't be as difficult. Chalice Of The Void on 1 can help against Thoughtseize but either way, I could definitely see bringing in 2 to slow them down.
Eldrazi: Thought-Knot Seer exiles a card so it doesn't hit your graveyard, so after looking through a few deck lists there's only a few ways to stop it. Wasteland our Cavern Of Souls or Mutavault (or Mishra's Factory if you're playing it), use All Is Dust, or cast Ulamog, the Ceaseless Hunger, or Dismember a creature. There might be a few other ways, but it seems Energy Field could do some work against Eldrazi.
Death & Taxes: Once again, using a Swords To Plowshares wouldn't put the creature in your graveyard, so to deal with it they would have to Mangara of Corondor (and usually there aren't too many of them in 75), and they can't kill your creatures using Umezawa's Jitte or Sword Of Fire And Ice seeing the damage would be prevented.
I'm sure there's other decks that it could be useful against so it does seem like it can be helpful...
Or heck, maybe I'm misinterpreting what the card does. Either way I'll do some testing with it.
Thoughts?
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
On another note: True-Name Nemesis is a Good Magic Card. Too bad I didn't see one G2.
Twitch channel
Was that an Echoing Truth I saw in g1 vs. Lands? Also, I couldn't agree more about Energy Field as I think it is too fragile and we have access to other really solid and versatile answers (Dismember, Null Rod, etc.)
Other highlights was how *awful* the day started by facing up against gobbos round 1, so it was kind of weird that I actually got on camera. Also later my opponent SnTed an emrakul G1, and the next turn I topdecked and slammed jace.. He was like "lolwat that in fish?!" - so satisfying.
Twitch channel
FWIW Council's Judgment is a more common D&T sideboard card than Mangara, and certainly coming in anyway to deal with TNN. Many are also starting to run 1-2 Disenchant or Seal of Cleansing. These are spells, but you can't counter them or else your FoW etc. will pop your Energy Field. You might still have Echoing Truth to save the Field, though it would give them a chance to alpha strike or prep counters on Jitte. As others have mentioned the bigger problem is probably not being able to play your 8-10 nonbasic lands for fear of Wasteland popping Field.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
It's definitely fragile, and requires you to play a completely different gameplan based around 0 nonbasics and casting lots of instants early.
Won't be doing any further testing it currently, mayhaps in the future though.
Onto something more important.
I've been playing (aka: getting slayed) against a deck which seems to have every annoying yet powerful card out there.
Abrupt Decay, Stoneforge Mystic, Umezawa's Jitte, Batterskull, Swords To Plowshares, Deathrite Shaman, Jace, The Mind Sculptor and heck, even a True-Name Nemesis.
Not sure what the deck is called, but I feel like it's only a step above better than playing D&T since they use islands.
Any specific strategy against this? Here's what I'm running after figuring out the SB.
4x Cursecatcher
4x Lord Of Atlantis
4x Master Of The Pearl Trident
4x Phantasmal Image
4x Silvergill Adept
4x True-Name Nemesis
2x Daze
1x Echoing Truth
4x Force Of Will
4x Chalice of The Void
1x Umezawa's Jitte
4x Cavern of Souls
12x Island
4x Mutavault
2x Dismember
2x Flusterstorm
1x Echoing Truth
1x Harbinger Of The Tides
2x Submerge
1x Manriki-Gusari
2x Null Rod
2x Grafdigger's Cage
2x Tormod's Crypt
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers: