Hypothetically--is there anything wrong with only running 1-3 Leylines in the side? Assuming you did run them, do they *have* to be a 4 of?
They have to be 3-4x. I would run 3 in place of 3 discard, as "anti-spell/combo" is what I categorize both under. 1-2 is silly because you need the leyline turn 0 in your hand. It's too inconsistent at 2x or less. Likewise, against burn, you may die before you naturally land it for 2WW.
A widely applicable anti-burn package looks like
2 Canonist
3 Leyline/Discard
1 Ooze #2 (if not in MD)
If you're lucky, you can keep some combination of Canonist/Ooze/Thalia/DRS (lifegain) on the table to get out of lethal range quickly. THey lose to lifegain and disruption of spells. If you live the dream with this package, you can turn 0 leyline on top of hate-bear them out. Hard part is pulling irrelevant pieces, as I try to keep all live cards.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
When I played Maverick I played COP:Red in the sideboard as Burn was fairly popular. The heavy burn decks dont play enchantment removal in the sideboards so it's fun to watch them make the,"Oh woooow" look if it resolves lol.
I've been testing the Kor for the burn matchup, using a typical mono-red burn list.
Burn:
+2 Kor Firewalker
+3 Thoughtseize (will become 2 Duress, 1 Thoughtseize)
-2 Something?
-1 Sword Fire and Ice
-1 Gaddock Teeg
-1 Scryb Ranger
-2 Sylvan Library
+2 Armageddon
The Firewalker is good until they get a Vortex down, and then I need to burn Qasali on it - if I haven't burned it on an Eidolon yet. This plus a miracles heavy meta makes me lean towards Decays mainboard.
I think Firewalker will be better over CoP:Red for the droves of UR Delver because it can block Swiftspear all day long and it takes the edge off of their burn. CoP:Red can do that as well but Delver is already taxing our mana with Daze and being much faster in general, while they can just flood out with Pyro tokens or smash with Delver.
The COP Red + ETutor is nice, but not better than 2x Firewalker since it's still one of two cards you need to find. Obviously you can still run more beats like Chains and Canonist (and Courser!) for other matches but the board looks pretty tight to me. It's also good if Elves runs Progentius, but I think if they fire off a Natural Order without Priest then we've already lost.
--
I like the concept of Courser. Defensive, bolt resistant, nice life gain, and it smooth your draws. You can also use it with Knight to get some extra life points.
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Also, consider that Liliana counts as occasional mana denial, and it starts to become a significant portion of our strategy.
I've been testing the Kor for the burn matchup, using a typical mono-red burn list.
Burn:
+2 Kor Firewalker
+3 Thoughtseize (will become 2 Duress, 1 Thoughtseize)
-2 Something?
-1 Sword Fire and Ice
-1 Gaddock Teeg
-1 Scryb Ranger
-2 Sylvan Library
+2 Armageddon
The Firewalker is good until they get a Vortex down, and then I need to burn Qasali on it - if I haven't burned it on an Eidolon yet. This plus a miracles heavy meta makes me lean towards Decays mainboard.
I think Firewalker will be better over CoP:Red for the droves of UR Delver because it can block Swiftspear all day long and it takes the edge off of their burn. CoP:Red can do that as well but Delver is already taxing our mana with Daze and being much faster in general, while they can just flood out with Pyro tokens or smash with Delver.
The COP Red + ETutor is nice, but not better than 2x Firewalker since it's still one of two cards you need to find. Obviously you can still run more beats like Chains and Canonist (and Courser!) for other matches but the board looks pretty tight to me. It's also good if Elves runs Progentius, but I think if they fire off a Natural Order without Priest then we've already lost.
--
I like the concept of Courser. Defensive, bolt resistant, nice life gain, and it smooth your draws. You can also use it with Knight to get some extra life points.
That's an interesting SB strategy. I usually keep Fire/Ice, as Pro-red is very important (usually being the way I push through them). Strapping Fire/Ice on Thalia or Canonist is basically GG right there. Additionally, I am unsure if pulling Sylvans are the correct call. I usually enjoy having a free Sensei's top filter for relevant cards. I've been able to find answers against burn when needed. Usually, I'm able to nab a key piece of removal or that needed QPM. As for 'Geddon, there's a high degree of risk there. I am not sure I agree there
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I briefly played a few a little while ago and wasn't satisfied with them. Aside from its obvious application as an "anti-blue" card, it has several interesting functions against combo, turning off Glimpse, Griselbrand activations, etc. I think overall it is in an awkward spot because there isn't really room in the maindeck since it isn't GSZ-able and there are just higher impact and more applicable sideboard cards. I think the meta has shifted such that they are better positioned now however, so its something I've thought about recently. I like that it can fit in an E-tutor package.
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That's an interesting SB strategy. I usually keep Fire/Ice, as Pro-red is very important (usually being the way I push through them). Strapping Fire/Ice on Thalia or Canonist is basically GG right there. Additionally, I am unsure if pulling Sylvans are the correct call. I usually enjoy having a free Sensei's top filter for relevant cards. I've been able to find answers against burn when needed. Usually, I'm able to nab a key piece of removal or that needed QPM. As for 'Geddon, there's a high degree of risk there. I am not sure I agree there
For Burn, I basically take out anything that's too slow. Fire/Ice can be really slow, strapping it on Thalia or Canonist and you're already turn 4 (SFM) or 5 range...or rather, dead. Sylvans are the same, they basically filter one or two draws before I'm dead, meanwhile turn 2 they're beating with Goblin Guide again and dropping Eidolon.
What do you take out?
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Also, consider that Liliana counts as occasional mana denial, and it starts to become a significant portion of our strategy.
That's an interesting SB strategy. I usually keep Fire/Ice, as Pro-red is very important (usually being the way I push through them). Strapping Fire/Ice on Thalia or Canonist is basically GG right there. Additionally, I am unsure if pulling Sylvans are the correct call. I usually enjoy having a free Sensei's top filter for relevant cards. I've been able to find answers against burn when needed. Usually, I'm able to nab a key piece of removal or that needed QPM. As for 'Geddon, there's a high degree of risk there. I am not sure I agree there
For Burn, I basically take out anything that's too slow. Fire/Ice can be really slow, strapping it on Thalia or Canonist and you're already turn 4 (SFM) or 5 range...or rather, dead. Sylvans are the same, they basically filter one or two draws before I'm dead, meanwhile turn 2 they're beating with Goblin Guide again and dropping Eidolon.
What do you take out?
Depends what I pack. If I run with Leylines and Canonists (feeling this will be a good call for the GP to make it through day 1 and budget burn decks)
+3 Leyline (your odds go up considerably)
+2 Canonist (at worst, she's a pin-cushion. at best, she slows their game down)
-1 Teeg (only stops fireblast)
-1 or 2 Sylvan
-1 equipment (usually consider keeping Fire/Ice but if I'm running batterskull or light/shadow, the lifegain is be more important)
-1 KotR (shave down to 3)
-1 wasteland or DD (I typically shave a waste because of all their basics. I've assembled the combo a handful of times quickly enough to insta-kill them prior to them dealing lethal. If I won G1, I consider dropping the DD instead and working to win behind a wall of protection)
Again, this is if I run Leyline. I lived the dream a month ago where I turn 0 leyline --> t1 mom (burned) --> t2 thalia (burned) --> t3 KotR + stage --> DD/Stage combo-ing. I'm also not afraid to swords my own guys if it mathematically buys me extra time. Luck is a HUGE factor in the burn matchup and I try to appease the topdeck Gods as much as I can.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I briefly played a few a little while ago and wasn't satisfied with them. Aside from its obvious application as an "anti-blue" card, it has several interesting functions against combo, turning off Glimpse, Griselbrand activations, etc. I think overall it is in an awkward spot because there isn't really room in the maindeck since it isn't GSZ-able and there are just higher impact and more applicable sideboard cards. I think the meta has shifted such that they are better positioned now however, so its something I've thought about recently. I like that it can fit in an E-tutor package.
Yeah, I find that it's a beast against combo and control if it survives, but the again, that's what mother of runes does. I do run the enlightened tutor package, also because it gives me the option to put a lot of 1 of hate in side, and can also act a little like a stoneforge if I need it to. This is what I got:
Not trying to be contrarian, but which control and combo decks are you talking about? Or do you just mean brainstorm decks?
Other than 4 brainstorms and activating top--Miracles doesn't really have card draw (although their cliques just outright <pillage> your hand if you have a Spirit in play)
4 Brainstorms and 4 ponder is the only thing slowed down in ANTS, same with Show and Tell.
My friend and I tried for a while to get it to work in his Junk deck and we realized that it simply slowed down the ability for decks to cantrip, but not much else. (His plan was to use hymns, lily, and thoughtseize to empty their hand with spirit to "lock them out" of cantrips. It just made it so they would topdeck pyroclasm/combo pieces for 2-3 turns and then win anyway)
So I'd like to know which decks its worked for you against and which cards it was able to stunt? Because I've only really seen Spirit work with Vial.
I'd just like to say that the only Maverick lists to do well at SCG events have been modeled after Herzog's. While the Punishing Maverick list from Eternal Weekend does offer an interesting alternative, most lists that face success outside of localized metas have been packing a list close to Herzog's. Disputing that he's best Maverick player at the moment seems petulant, as he's the one with the best results (Top 8'ing 3 out of the 4 SCG events he has attended). I'd advise anyone to use his list as the base line for large events.
Herzog's shell is the real deal. I've done well with it at SCG Syracuse and GPNJ (check out my grinder winner). I don't agree with everything he says but his sentiments of Maverick holding its own in the meta is certainly true
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Depends upon their build. If they are slow/grindy, I pull Thalia's out (shocker) for Armageddon + sweepers/removal. They all need mana to function. If they are banking on TNN you can profit from ZP and Toxic. If they are banking on SFM, you know QPM alongside kgrips/decays works well. If they are fast like patriot delver with SFM a thrown in, you need to stabilize more than anything. Mom + QPM + large KotR/Scooze tend to race them. Spot removal can handle anything they throw at you except TNN. Ethersworn Canonist is also a strong card (better than Thalia) as their deck durdles a lot. Oh, and remember to run out Sylvan Library as fast as possible.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
So, how is everyone faring against these UWR Blade decks? I have been having a little bit of trouble with the matchup.
Short Answer: I very rarely lose to Jeskai Delver.
Longer Answer: I'd need to know both your deck list and your play style.
For example, I run only six basics, 4 fetches, and Noble Hierarchs. This gives me very strong resiliency to Stifles, Wastelands, and Daze effects. When realize that this is his game plan I favor using Green Sun's to search for Heirarchs and relying on topdecks for fatties. But if he's more aggressive in his plan A and relies on Delvers and True-Names, then I become a very equipment focused deck relying heavily on evasion + equipment. I also run the Dark Depths combo allowing me to, with minor preparation, win games I out to have lost.
But a large part of it is to read your opponent's playstyle, and then emphasize your deck's options to break their crux. I rely on having 4 Stoneforge + 4 Green Sun to adapt my playstyle with DD combo as my plan B in case I fall behind.
So, how is everyone faring against these UWR Blade decks? I have been having a little bit of trouble with the matchup.
Short Answer: I very rarely lose to Jeskai Delver.
Longer Answer: I'd need to know both your deck list and your play style.
For example, I run only six basics, 4 fetches, and Noble Hierarchs. This gives me very strong resiliency to Stifles, Wastelands, and Daze effects. When realize that this is his game plan I favor using Green Sun's to search for Heirarchs and relying on topdecks for fatties. But if he's more aggressive in his plan A and relies on Delvers and True-Names, then I become a very equipment focused deck relying heavily on evasion + equipment. I also run the Dark Depths combo allowing me to, with minor preparation, win games I out to have lost.
But a large part of it is to read your opponent's playstyle, and then emphasize your deck's options to break their crux. I rely on having 4 Stoneforge + 4 Green Sun to adapt my playstyle with DD combo as my plan B in case I fall behind.
Again, it depends upon the UWR build. Fighting against stifles, swords, and wastelands = not a good DD situation. Nevertheless, the card can singlehandedly win as it flies over TNN & co. If they have delver, you have some extra pre-requisites.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I've been in a huge maverick mood lately. I've actually been tweaking my build/list a couple times a week for the last month or so. Before I had to take a break, I was playing Punishing Maverick, which I'm still hugely fond of, but the appearance of Young Pyroman and Swiftspear makes things a little awkward. My first tournament back, I tried Punishing with a small black splash. I decided to try something a little different the next week (at least for me) GW Living Wish
e
We only ended up with 7, but one guy dropped after round 1. No big deal, I'm still easing back into the game, and this is a good transition for me.
Round 1, against Nick with Dredge.
Basically, Nick had garbage luck all day with his dredges. This slowed him down enough for living wish into Bog to be an actual win. Gaddock Teeg kills off dread return, and Ooze, while a little slow, ended the game. Game 1, he went all in and whiffed on a breakthrough. Living Wish for Bog ended him there. Game 2, I kept a hand of Plains, Mom, Swords x2, Thalia x2. Unfortunately, his Therapy's really did work. Game 3, I was able to get Ooze out and slowly eat his grave until he scooped.
Round 2, against (other) Nick, with Infect
I was scouting a little bit before the event and saw the infect deck fanned out on the table. I opted to fit Melira into my board for this reason. Sadly, I didn't get a chance to cast her at all. Game 2, I brought Melira in (then I'd have 5 virtual copies instead of the 4), and naturally, I drew the living wish instead of the GSZ . The deck is kinda fast, and when you can't find your out or play really loosely (like wasting swords and wastelands on unpumped/non-lethal attackers), things don't go well for you
Round 3, against Gabe, with Reanimator
Karakas is kinda good, I hear. The mix of Karakas, Swords, and Sword of Fire and Ice game 2 (when he brought in Inkwell Levaithan) made things pretty solid. Knight is a beautiful thing
I'm torn between this build and good ol' Punishing Mav for the "Big Legacy" next weekend. I haven't played anything on a larger level in a while. Any thoughts?
I'm of the opinion that straight GW just doesn't cut it for competitive metas these days. The cost of splashing a third color is quite low, and the upside is very high. Just having two black sources and some Thoughtseize and Zealous Persecution as the only Black spells sideboard goes a long way in shoring up some of the inherent weaknesses of GW (no interaction in zones other than the battlefield, trouble with TNN/swarms of Elves/Elementals, etc.), for example. Another thing to keep in mind is receiving splash damage from Forked Bolt.meta by playing a pile of X/1s and GW really can't afford to play fewer than 12 maindeck.
Then again, if you look back a page or two pages you'll see that TMagpie put up a reasonable result with straight GW at an SCG Open, so maybe I' just talking out of my ass.
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I'm of the opinion that straight GW just doesn't cut it for competitive metas these days. The cost of splashing a third color is quite low, and the upside is very high. Just having two black sources and some Thoughtseize and Zealous Persecution as the only Black spells sideboard goes a long way in shoring up some of the inherent weaknesses of GW (no interaction in zones other than the battlefield, trouble with TNN/swarms of Elves/Elementals, etc.), for example. Another thing to keep in mind is receiving splash damage from Forked Bolt.meta by playing a pile of X/1s and GW really can't afford to play fewer than 12 maindeck.
Then again, if you look back a page or two pages you'll see that TMagpie put up a reasonable result with straight GW at an SCG Open, so maybe I' just talking out of my ass.
I've been playing pure GW for a little over a year now. It biggest strength was being able to run a high basic land count at the same time as running a high utility land count. Orim's Chants works about 75%-90% as well as discard (and has allowed me to counter more than a few Terminus') and running a low fetchland count (to fit basics) allowed me to stifle the strength of opposing wastelands and Deathrite Shamans. The only thing I *really* miss is Zealous Persecutions. Council's Judgements beats True-Name, Teeg+Orim's Chant beats elves, Exalted triggers piles on damage as efficiently as deathrite does--but when you need that spell that works at both protecting your board from sweepers (+1/+1) while at the same time giving you a trump against the mirror (-1/-1) there is just no substitute at that kind of mana efficiency.
Pure GW is great in a heavy D&T/RUG Delver meta dependent on mana disruption and only having "goyf/serra avenger" sized creatures. Problems occur when Pyromancer Tokens *can* chump your Knights for days, for when the meta has less wastelands/D&T making running a higher basic count weaker.
I'm most likely going to be running a Dark Maverick list the next time I go to an open unless the meta shifts back to rewarding basics more.
GW has only one main strength.
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They have to be 3-4x. I would run 3 in place of 3 discard, as "anti-spell/combo" is what I categorize both under. 1-2 is silly because you need the leyline turn 0 in your hand. It's too inconsistent at 2x or less. Likewise, against burn, you may die before you naturally land it for 2WW.
A widely applicable anti-burn package looks like
2 Canonist
3 Leyline/Discard
1 Ooze #2 (if not in MD)
If you're lucky, you can keep some combination of Canonist/Ooze/Thalia/DRS (lifegain) on the table to get out of lethal range quickly. THey lose to lifegain and disruption of spells. If you live the dream with this package, you can turn 0 leyline on top of hate-bear them out. Hard part is pulling irrelevant pieces, as I try to keep all live cards.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Burn:
+2 Kor Firewalker
+3 Thoughtseize (will become 2 Duress, 1 Thoughtseize)
-2 Something?
-1 Sword Fire and Ice
-1 Gaddock Teeg
-1 Scryb Ranger
-2 Sylvan Library
+2 Armageddon
The Firewalker is good until they get a Vortex down, and then I need to burn Qasali on it - if I haven't burned it on an Eidolon yet. This plus a miracles heavy meta makes me lean towards Decays mainboard.
I think Firewalker will be better over CoP:Red for the droves of UR Delver because it can block Swiftspear all day long and it takes the edge off of their burn. CoP:Red can do that as well but Delver is already taxing our mana with Daze and being much faster in general, while they can just flood out with Pyro tokens or smash with Delver.
The COP Red + ETutor is nice, but not better than 2x Firewalker since it's still one of two cards you need to find. Obviously you can still run more beats like Chains and Canonist (and Courser!) for other matches but the board looks pretty tight to me. It's also good if Elves runs Progentius, but I think if they fire off a Natural Order without Priest then we've already lost.
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I like the concept of Courser. Defensive, bolt resistant, nice life gain, and it smooth your draws. You can also use it with Knight to get some extra life points.
-MTG Salvation.
That's an interesting SB strategy. I usually keep Fire/Ice, as Pro-red is very important (usually being the way I push through them). Strapping Fire/Ice on Thalia or Canonist is basically GG right there. Additionally, I am unsure if pulling Sylvans are the correct call. I usually enjoy having a free Sensei's top filter for relevant cards. I've been able to find answers against burn when needed. Usually, I'm able to nab a key piece of removal or that needed QPM. As for 'Geddon, there's a high degree of risk there. I am not sure I agree there
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I briefly played a few a little while ago and wasn't satisfied with them. Aside from its obvious application as an "anti-blue" card, it has several interesting functions against combo, turning off Glimpse, Griselbrand activations, etc. I think overall it is in an awkward spot because there isn't really room in the maindeck since it isn't GSZ-able and there are just higher impact and more applicable sideboard cards. I think the meta has shifted such that they are better positioned now however, so its something I've thought about recently. I like that it can fit in an E-tutor package.
For Burn, I basically take out anything that's too slow. Fire/Ice can be really slow, strapping it on Thalia or Canonist and you're already turn 4 (SFM) or 5 range...or rather, dead. Sylvans are the same, they basically filter one or two draws before I'm dead, meanwhile turn 2 they're beating with Goblin Guide again and dropping Eidolon.
What do you take out?
-MTG Salvation.
Depends what I pack. If I run with Leylines and Canonists (feeling this will be a good call for the GP to make it through day 1 and budget burn decks)
+3 Leyline (your odds go up considerably)
+2 Canonist (at worst, she's a pin-cushion. at best, she slows their game down)
-1 Teeg (only stops fireblast)
-1 or 2 Sylvan
-1 equipment (usually consider keeping Fire/Ice but if I'm running batterskull or light/shadow, the lifegain is be more important)
-1 KotR (shave down to 3)
-1 wasteland or DD (I typically shave a waste because of all their basics. I've assembled the combo a handful of times quickly enough to insta-kill them prior to them dealing lethal. If I won G1, I consider dropping the DD instead and working to win behind a wall of protection)
Again, this is if I run Leyline. I lived the dream a month ago where I turn 0 leyline --> t1 mom (burned) --> t2 thalia (burned) --> t3 KotR + stage --> DD/Stage combo-ing. I'm also not afraid to swords my own guys if it mathematically buys me extra time. Luck is a HUGE factor in the burn matchup and I try to appease the topdeck Gods as much as I can.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Not trying to be contrarian, but which control and combo decks are you talking about? Or do you just mean brainstorm decks?
Other than 4 brainstorms and activating top--Miracles doesn't really have card draw (although their cliques just outright <pillage> your hand if you have a Spirit in play)
4 Brainstorms and 4 ponder is the only thing slowed down in ANTS, same with Show and Tell.
My friend and I tried for a while to get it to work in his Junk deck and we realized that it simply slowed down the ability for decks to cantrip, but not much else. (His plan was to use hymns, lily, and thoughtseize to empty their hand with spirit to "lock them out" of cantrips. It just made it so they would topdeck pyroclasm/combo pieces for 2-3 turns and then win anyway)
So I'd like to know which decks its worked for you against and which cards it was able to stunt? Because I've only really seen Spirit work with Vial.
Please Don't use the word rape like this.
Maverick represent!
Edit:
Modern: GWB Abzan Coco; BWR Mardu; GWB Knightfall; BW Eldrazi Taxes
Tiny Leaders: GWB Anafenza
I know Herzog did well 3 times in 2014, but that doesn't mean thats the only time people watch legacy
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Short Answer: I very rarely lose to Jeskai Delver.
Longer Answer: I'd need to know both your deck list and your play style.
For example, I run only six basics, 4 fetches, and Noble Hierarchs. This gives me very strong resiliency to Stifles, Wastelands, and Daze effects. When realize that this is his game plan I favor using Green Sun's to search for Heirarchs and relying on topdecks for fatties. But if he's more aggressive in his plan A and relies on Delvers and True-Names, then I become a very equipment focused deck relying heavily on evasion + equipment. I also run the Dark Depths combo allowing me to, with minor preparation, win games I out to have lost.
But a large part of it is to read your opponent's playstyle, and then emphasize your deck's options to break their crux. I rely on having 4 Stoneforge + 4 Green Sun to adapt my playstyle with DD combo as my plan B in case I fall behind.
Again, it depends upon the UWR build. Fighting against stifles, swords, and wastelands = not a good DD situation. Nevertheless, the card can singlehandedly win as it flies over TNN & co. If they have delver, you have some extra pre-requisites.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
e
2 Forest
1 Plains
4 Windswept Heath
3 Wooded Foothills
3 Wasteland
1 Karakas
1 Maze of Ith
1 Gaea's Cradle
1 Horizon Canopy
1 Dryad Arbor
4 Mother of Runes
4 Noble Hierarch
1 Qasali Pridemage
1 Scavenging Ooze
3 Stoneforge Mystic
3 Thalia, Guardian of Thraben
1 Gaddock Teeg
4 Knight of the Reliquary
1 Thrun, the Last Troll
1 Sigarda, Host of Herons
1 Sword of Fire and Ice
1 Batterskull
4 Swords to Plowshares
4 Green Sun's Zenith
4 Living Wish
1 Gaddock Teeg
1 Scavenging Ooze
1 Ethersworn Canonist
1 Qasali Pridemage
1 Spirit of the Labyrinth
1 Stoneforge Mystic
1 Kataki, War's Wage
1 Sylvan Safekeeper
1 Melira, Sylvok Outcast
1 Phyrexian Revoker
1 Umezawa's Jitte
1 Manriki Gusari
1 Wasteland
1 Bojuka Bog
1 Tower of the Magistrate
We only ended up with 7, but one guy dropped after round 1. No big deal, I'm still easing back into the game, and this is a good transition for me.
Round 1, against Nick with Dredge.
Basically, Nick had garbage luck all day with his dredges. This slowed him down enough for living wish into Bog to be an actual win. Gaddock Teeg kills off dread return, and Ooze, while a little slow, ended the game. Game 1, he went all in and whiffed on a breakthrough. Living Wish for Bog ended him there. Game 2, I kept a hand of Plains, Mom, Swords x2, Thalia x2. Unfortunately, his Therapy's really did work. Game 3, I was able to get Ooze out and slowly eat his grave until he scooped.
Round 2, against (other) Nick, with Infect
I was scouting a little bit before the event and saw the infect deck fanned out on the table. I opted to fit Melira into my board for this reason. Sadly, I didn't get a chance to cast her at all. Game 2, I brought Melira in (then I'd have 5 virtual copies instead of the 4), and naturally, I drew the living wish instead of the GSZ . The deck is kinda fast, and when you can't find your out or play really loosely (like wasting swords and wastelands on unpumped/non-lethal attackers), things don't go well for you
Round 3, against Gabe, with Reanimator
Karakas is kinda good, I hear. The mix of Karakas, Swords, and Sword of Fire and Ice game 2 (when he brought in Inkwell Levaithan) made things pretty solid. Knight is a beautiful thing
I'm torn between this build and good ol' Punishing Mav for the "Big Legacy" next weekend. I haven't played anything on a larger level in a while. Any thoughts?
Have any questions or concerns? Come take a dip in my pool.
Then again, if you look back a page or two pages you'll see that TMagpie put up a reasonable result with straight GW at an SCG Open, so maybe I' just talking out of my ass.
I've been playing pure GW for a little over a year now. It biggest strength was being able to run a high basic land count at the same time as running a high utility land count. Orim's Chants works about 75%-90% as well as discard (and has allowed me to counter more than a few Terminus') and running a low fetchland count (to fit basics) allowed me to stifle the strength of opposing wastelands and Deathrite Shamans. The only thing I *really* miss is Zealous Persecutions. Council's Judgements beats True-Name, Teeg+Orim's Chant beats elves, Exalted triggers piles on damage as efficiently as deathrite does--but when you need that spell that works at both protecting your board from sweepers (+1/+1) while at the same time giving you a trump against the mirror (-1/-1) there is just no substitute at that kind of mana efficiency.
Pure GW is great in a heavy D&T/RUG Delver meta dependent on mana disruption and only having "goyf/serra avenger" sized creatures. Problems occur when Pyromancer Tokens *can* chump your Knights for days, for when the meta has less wastelands/D&T making running a higher basic count weaker.
I'm most likely going to be running a Dark Maverick list the next time I go to an open unless the meta shifts back to rewarding basics more.
GW has only one main strength.