I think I have a strategy for the storm match-ups.
It's like this, he needs to clear the way and win in one turn using one or multiple interactions. This gameplan is hard to stop because Landstill gives a lot of turns for them to sculpt their hand. They have the initiative and they can choose when to go for the win.
I allow them to sculpt. I don't really disrupt them from sculpting a hand. I take advantage of the fact that combo players don't really try to interact. This means I can make land drops and sculpt my hand as well. Standstill is also very good because he has to break it to win. Basically, against ANT and TES I leave the blue spells alone and try to counter the non-ritual business spells, including Duresses, Chants etc.
The strategy I use against Burn applies here too because it's not about stabilizing. It's about preventing them to resolve the cards that win them the game (I include Duress and Chants because having all the information, as well as shutting them out for a turn is really big when playing combo). And when you can safely apply some pressure (have UU up, 3rd drop a factory and start attacking from turn 4 onward. Try to minimize the advantage they have on you, which is a slow clock.
Against High Tide I counter the High Tides and Meditates. As long as islands don't produce more mana they can't win. I have more counters than they have High Tides. Meditate is dangerous because we're playing draw go so four cards is too big of an advantage, the extra turn isn't as valuable.
Standstill and Brainstorm vs. Meditate and 12 (?) cantrips is really tough. The advantage in number of counterspells makes up for it a bit. You should have enough to stop them long enough to win the game, but one or two mistakes probably kills you.
This might help you in all the first games you have to play against these decks. I think Spell Pierce is a very good sideboard card for Landstill as it's big against combo. Spell Snare is unfortunately terrible against High Tide so you should board them for the Pierces. Snare is good against ANT and TES though, this becomes easier after boarding because you can keep in the Snares. So you can keep the EE in against High Tide for example, it can blow up Candelabras. I like Arcane Lab too although it's not very flexible. It depends on your metagame and how much trouble you have against storm players.
It's a common fact that good storm players are rare, so some of the strategies I talked about can steal games from average players, where a skillful player will probably find a win anyway. It is still considered a bad match-up, but only with optimal play from both sides. Landstill and storm decks are both difficult to play so optimal play rarely occurs and the match-up isn't as bad as it seems in theory.
I think I have a strategy for the storm match-ups.
It's like this, he needs to clear the way and win in one turn using one or multiple interactions. This gameplan is hard to stop because Landstill gives a lot of turns for them to sculpt their hand. They have the initiative and they can choose when to go for the win.
I allow them to sculpt. I don't really disrupt them from sculpting a hand. I take advantage of the fact that combo players don't really try to interact. This means I can make land drops and sculpt my hand as well. Standstill is also very good because he has to break it to win. Basically, against ANT and TES I leave the blue spells alone and try to counter the non-ritual business spells, including Duresses, Chants etc.
The strategy I use against Burn applies here too because it's not about stabilizing. It's about preventing them to resolve the cards that win them the game (I include Duress and Chants because having all the information, as well as shutting them out for a turn is really big when playing combo). And when you can safely apply some pressure (have UU up, 3rd drop a factory and start attacking from turn 4 onward. Try to minimize the advantage they have on you, which is a slow clock.
Against High Tide I counter the High Tides and Meditates. As long as islands don't produce more mana they can't win. I have more counters than they have High Tides. Meditate is dangerous because we're playing draw go so four cards is too big of an advantage, the extra turn isn't as valuable.
Standstill and Brainstorm vs. Meditate and 12 (?) cantrips is really tough. The advantage in number of counterspells makes up for it a bit. You should have enough to stop them long enough to win the game, but one or two mistakes probably kills you.
This might help you in all the first games you have to play against these decks. I think Spell Pierce is a very good sideboard card for Landstill as it's big against combo. Spell Snare is unfortunately terrible against High Tide so you should board them for the Pierces. Snare is good against ANT and TES though, this becomes easier after boarding because you can keep in the Snares. So you can keep the EE in against High Tide for example, it can blow up Candelabras. I like Arcane Lab too although it's not very flexible. It depends on your metagame and how much trouble you have against storm players.
It's a common fact that good storm players are rare, so some of the strategies I talked about can steal games from average players, where a skillful player will probably find a win anyway. It is still considered a bad match-up, but only with optimal play from both sides. Landstill and storm decks are both difficult to play so optimal play rarely occurs and the match-up isn't as bad as it seems in theory.
**This**
Also, I don't mind boarding in a couple thoughtseizes, not only to perhaps punish them for keeping a hand dependant on one card, but also to give me an idea of how close they are to going off. If I see that they're not going off for a while, I won't mind paying a bunch of mana for a jace, or to get loam/brainstorm going, where as if they're close, the good lord himself can't get me to tap out.
The main point though, is that they have 4 counters, while you have 10-13. Target the High Tides, and if you can afford to, the meditates, and it shouldn't be too rough for you.
Just wondering how Ubg functions against 16 lord merfolk? Is there anything that gives you a headache?
Probably wastelands, aether vial, and to some extent mutavault. But you do have loam/crucible to counteract wastelands and wastelands + recursion for mutavault. While you have deed for their lords and vial. I would think ugb landstill lists that run 2 loams probably has a better chance against merfolks then lists that only run 1 loam or no recursion.
I think I have a strategy for the storm match-ups.
It's like this, he needs to clear the way and win in one turn using one or multiple interactions. This gameplan is hard to stop because Landstill gives a lot of turns for them to sculpt their hand. They have the initiative and they can choose when to go for the win.
I allow them to sculpt. I don't really disrupt them from sculpting a hand. I take advantage of the fact that combo players don't really try to interact. This means I can make land drops and sculpt my hand as well. Standstill is also very good because he has to break it to win. Basically, against ANT and TES I leave the blue spells alone and try to counter the non-ritual business spells, including Duresses, Chants etc.
The strategy I use against Burn applies here too because it's not about stabilizing. It's about preventing them to resolve the cards that win them the game (I include Duress and Chants because having all the information, as well as shutting them out for a turn is really big when playing combo). And when you can safely apply some pressure (have UU up, 3rd drop a factory and start attacking from turn 4 onward. Try to minimize the advantage they have on you, which is a slow clock.
Against High Tide I counter the High Tides and Meditates. As long as islands don't produce more mana they can't win. I have more counters than they have High Tides. Meditate is dangerous because we're playing draw go so four cards is too big of an advantage, the extra turn isn't as valuable.
Standstill and Brainstorm vs. Meditate and 12 (?) cantrips is really tough. The advantage in number of counterspells makes up for it a bit. You should have enough to stop them long enough to win the game, but one or two mistakes probably kills you.
This might help you in all the first games you have to play against these decks. I think Spell Pierce is a very good sideboard card for Landstill as it's big against combo. Spell Snare is unfortunately terrible against High Tide so you should board them for the Pierces. Snare is good against ANT and TES though, this becomes easier after boarding because you can keep in the Snares. So you can keep the EE in against High Tide for example, it can blow up Candelabras. I like Arcane Lab too although it's not very flexible. It depends on your metagame and how much trouble you have against storm players.
It's a common fact that good storm players are rare, so some of the strategies I talked about can steal games from average players, where a skillful player will probably find a win anyway. It is still considered a bad match-up, but only with optimal play from both sides. Landstill and storm decks are both difficult to play so optimal play rarely occurs and the match-up isn't as bad as it seems in theory.
I agree with your strategy against ant and tes. They don't scare me as much as high tide does. Because we have less dead cards in that match up and if you can stop the 1st attempt it is very difficult for them to try again. Whereas, high tide can easily regroup with time spiral. I have not tested the match up that much, but I can see something like the following occurring: they attempt to go off, you fight over high tides, and win. They pass turn your hand is empty... at least free of counters. They untap and play time spiral shuffling the high tides back in and could be able to go off again right there. This seems like a pretty likely situation. That is why i question the wisdom of countering high tide. I realize their deck needs them to go off, but if you can hit the draw spells like meditate and time spiral it may be more effective. Also, a thing people sometimes forget: high tide helps your islands too! Hard casting counterspell and force off of a few islands is very effective.
On another note, I was watching the coverage of the high tide deck and it seemed like the shuffle effect of time spiral really helped him go off by allowing him to rebuy his forces, draw spells, and high tides. I dont have much to side in currently with my current sb, I am thinking that graveyard hate would be pretty useful.
Some possible sb tech too: Mystic Remora and if you have or can afford them chains of mephistopheles. Back in the day people used to side these in against reset high tide.
i am a huge fan of loam. I currently run 2 in my list. It is so useful in so many ways. It is amazing with jace, helps you hit land drops, color fix, makes wasteland a losing proposition, provides infinite chumps with factory if you need to buy turns to ultimate a jace, and allows you to waste lock people. From my experience loam is what makes this deck viable because of the power, consistency, and resiliency it adds.
i am a huge fan of loam. I currently run 2 in my list. It is so useful in so many ways. It is amazing with jace, helps you hit land drops, color fix, makes wasteland a losing proposition, provides infinite chumps with factory if you need to buy turns to ultimate a jace, and allows you to waste lock people. From my experience loam is what makes this deck viable because of the power, consistency, and resiliency it adds.
Correct. It's also just insane with Brainstorm as well. If it's casting loam to get 2 lands to brainstorm back and a fetch to shuffle them away, or putting lands on top with brainstorm, then dredging loam to get the lands off the top, AND get the lands back, it's just nuts.
Also, to whoever brought up Mystic Remora: I'm primarily a vintage player, so I've been looking to run Remora in legacy. I used to run 2 Thoughtseize in the board for combo and control, but as of late, I've been running remora instead. I haven't decided what I liked most yet, but remora makes it hard to apply pressure and keep up countermagic. it is pretty good against tempo decks though.
I was looking at the scg coverage and saw this card listed as tech for high tide: Mana Maze. Looks pretty good. Has anyone had any experience with this card? Also, this thread has been pretty quiet lately, has anyone been to any tourneys or anything lately?
on the day, I lost to ANT, High Tide (in a heartbreaker, my deck crapped out on me), and Goblins (had to keep a 5 card hand with the only land being factory game 2)
I beat Team America, Rock, Goblins, ANT, and UW Countertop, and drew a match against GSZ Bant. Full report is up on mtgthesource.com
If I were to play in a tournament again, I'd cut a loam for Garruk, as 5 games went to time, and all day loam kept giving me awkward draws.
I've been doing quite a bit of grinding lately, but I finally think I settled on a sweet list. I decided to revert back to 3 colors; I expect a LOT of Blood Moon and Wasteland, and wanted a manabase that can fight through that. So, without further ado;
4 Force of Will
3 Counterspell
2 Spell Snare
1 Spell Pierce
3 Mental Misstep
4 Brainstorm
2 Go For the Throat
That makes 58. There's been 2 slot's I've been messing around with. One configuration I've been using is +1 Standstill, +1 Garruk, Wildspeaker. It's better against midrange, and Garruk is a good way to end the game quickly, which is one area that the deck usually is awful at. Making Beasts can have some dissynergy with Deed, but it can be played around, and often, you just want him to ramp a few times, and then overrun 2 Factories to seal the deal.
The 2nd configuration is +1 Standstill, +1 Sensei's Divining Top. It is sort of decent against everything. Top is almost a catch-all and is a pretty "ok" draw at any point of the game. It also has some dissynergy with Deed.
The 3rd and sauciest configuration (and the one I am still testing) is +1 Gifts Ungiven, +1 Regrowth. Af a Vintage player, I know just how insane Gifts can be. And although you won't be making the piles Ancestral, Time Walk, Demonic Tutor, Black lotus, Gifts is still a force to be reconed with. Imagine you're playing against goblins, or merfolk and falling behind. You can gifts for:
Pernicious Deed
Regrowth
Innocent Blood
Go For the Throat
Now this pile will put you right back into the game. They simply can't give you Deed, and if they give you regrowth, you can just get deed back, so they can't give you that either. So, out of this particular pile, 19/20 times, you're paying 3U at instant speed to get 2 top-knotch removal spells. Seems Good. Now imagine you're playing against that same deck, but the game state is more even, with them having maybe 1 or 2 creatures in play. You can get a pile like this:
Pernicious Deed
Jace, the Mind Sculptor
Standstill
Go For The Throat
You'll probably end up with Standstill and Go for the Throat, which is just an insane investment of your 4 mana and 1 card.
It gets even more insane post-board, when you can gifts up
Engineered Plague
Pernicious Deed
Jace, the Mind Sculptor
Go for the Throat
The possibilities just get endless.
It's also insane against the other control decks, when you can make a pile of
Standstill
Jace, the Mind Sculptor
Counterspell
Regrowth
It gets even sexier when you already have regrowth in your hand, and your opponent doesn't know it.
The sideboard looks like this:
4 Engineered Plague
2 Thoughtseize
2 Extirpate
1 Relic of Progenitus
1 Smother
1 Mindbreak Trap
2 Krosan Grip
1 Blue Elemental Blast
1 Kitchen Finks
I wish I could fit either Damnation or Perish into the board, but I just don't know what to cut. I'm thinking it's going to be Relic, just because Dredge is such a bad MU anyway, I just don't think it's worth having one slot for. Also, the matchups I want extirpate in, Relic just doesn't really do anything.
I am playing the BUg-Landstill for quite some time now..and it is my favorit deck..BUT i still have lots of problems with my sb...i am switching card in and out all the time..and i think there is a lot of room for the to improve
at the moment i have this sb (in the brackets there is a selection of deck that are around in my store.. so i have to consider this as my meta...right?:-)):
4x surgical extraction (2x Dredge/ichorid, 1xDoomsday/IGG-Storm, 1x Breakfast and 1x a strange painter/grindstone/welder are present at my store/meta)
3x E. plague (3x Goblin, 3x Merfolk, 1x elfes and EP is good for dredge-MUs too (nameing Horror for ichorid or illusion for the moeba)
3x Spell Pierce (Good against storm and other combo decks)
2x ghastly demise (for merfolk, Gobos and zoo)
the other slots are in a constant change...K-Grip, Damnation.. at the moment there are 3 Tompstalker..(just for fun)..
there are some tempo decks around as well..TA, BR-Grim lavamancer and tempo feries..i have no idea what to board against them..
It's like this, he needs to clear the way and win in one turn using one or multiple interactions. This gameplan is hard to stop because Landstill gives a lot of turns for them to sculpt their hand. They have the initiative and they can choose when to go for the win.
I allow them to sculpt. I don't really disrupt them from sculpting a hand. I take advantage of the fact that combo players don't really try to interact. This means I can make land drops and sculpt my hand as well. Standstill is also very good because he has to break it to win. Basically, against ANT and TES I leave the blue spells alone and try to counter the non-ritual business spells, including Duresses, Chants etc.
The strategy I use against Burn applies here too because it's not about stabilizing. It's about preventing them to resolve the cards that win them the game (I include Duress and Chants because having all the information, as well as shutting them out for a turn is really big when playing combo). And when you can safely apply some pressure (have UU up, 3rd drop a factory and start attacking from turn 4 onward. Try to minimize the advantage they have on you, which is a slow clock.
Against High Tide I counter the High Tides and Meditates. As long as islands don't produce more mana they can't win. I have more counters than they have High Tides. Meditate is dangerous because we're playing draw go so four cards is too big of an advantage, the extra turn isn't as valuable.
Standstill and Brainstorm vs. Meditate and 12 (?) cantrips is really tough. The advantage in number of counterspells makes up for it a bit. You should have enough to stop them long enough to win the game, but one or two mistakes probably kills you.
This might help you in all the first games you have to play against these decks. I think Spell Pierce is a very good sideboard card for Landstill as it's big against combo. Spell Snare is unfortunately terrible against High Tide so you should board them for the Pierces. Snare is good against ANT and TES though, this becomes easier after boarding because you can keep in the Snares. So you can keep the EE in against High Tide for example, it can blow up Candelabras. I like Arcane Lab too although it's not very flexible. It depends on your metagame and how much trouble you have against storm players.
It's a common fact that good storm players are rare, so some of the strategies I talked about can steal games from average players, where a skillful player will probably find a win anyway. It is still considered a bad match-up, but only with optimal play from both sides. Landstill and storm decks are both difficult to play so optimal play rarely occurs and the match-up isn't as bad as it seems in theory.
**This**
Also, I don't mind boarding in a couple thoughtseizes, not only to perhaps punish them for keeping a hand dependant on one card, but also to give me an idea of how close they are to going off. If I see that they're not going off for a while, I won't mind paying a bunch of mana for a jace, or to get loam/brainstorm going, where as if they're close, the good lord himself can't get me to tap out.
The main point though, is that they have 4 counters, while you have 10-13. Target the High Tides, and if you can afford to, the meditates, and it shouldn't be too rough for you.
Probably wastelands, aether vial, and to some extent mutavault. But you do have loam/crucible to counteract wastelands and wastelands + recursion for mutavault. While you have deed for their lords and vial. I would think ugb landstill lists that run 2 loams probably has a better chance against merfolks then lists that only run 1 loam or no recursion.
I agree with your strategy against ant and tes. They don't scare me as much as high tide does. Because we have less dead cards in that match up and if you can stop the 1st attempt it is very difficult for them to try again. Whereas, high tide can easily regroup with time spiral. I have not tested the match up that much, but I can see something like the following occurring: they attempt to go off, you fight over high tides, and win. They pass turn your hand is empty... at least free of counters. They untap and play time spiral shuffling the high tides back in and could be able to go off again right there. This seems like a pretty likely situation. That is why i question the wisdom of countering high tide. I realize their deck needs them to go off, but if you can hit the draw spells like meditate and time spiral it may be more effective. Also, a thing people sometimes forget: high tide helps your islands too! Hard casting counterspell and force off of a few islands is very effective.
On another note, I was watching the coverage of the high tide deck and it seemed like the shuffle effect of time spiral really helped him go off by allowing him to rebuy his forces, draw spells, and high tides. I dont have much to side in currently with my current sb, I am thinking that graveyard hate would be pretty useful.
Some possible sb tech too: Mystic Remora and if you have or can afford them chains of mephistopheles. Back in the day people used to side these in against reset high tide.
Just my thoughts...
Most lists run 1 now, as supposed to 2. They seem strong enough to run 2, especially with Forbid & Jace.
Correct. It's also just insane with Brainstorm as well. If it's casting loam to get 2 lands to brainstorm back and a fetch to shuffle them away, or putting lands on top with brainstorm, then dredging loam to get the lands off the top, AND get the lands back, it's just nuts.
Also, to whoever brought up Mystic Remora: I'm primarily a vintage player, so I've been looking to run Remora in legacy. I used to run 2 Thoughtseize in the board for combo and control, but as of late, I've been running remora instead. I haven't decided what I liked most yet, but remora makes it hard to apply pressure and keep up countermagic. it is pretty good against tempo decks though.
4 Polluted Delta
1 Island
1 Plains
2 Wasteland
3 Mishras Factory
3 Tropical Island
1 Scrubland
2 Underground Sea
3 Tundra
3 Engineered Explosives
4 Swords to Plowshares
4 Brainstorm
2 Spell Snare
1 Innocent Blood
3 Counterspell
1 Crucible of Worlds
3 Pernicious Deed
3 Cunning Wish
1 Humility
3 Jace The Mind Sculptor
1 Elspeth Knight Errant
1 Degree of Justice
4 Force of Will
1 Relic of Progenitus
2 Spell Pierce
2 Ethersworn Cannonist
1 Innocent Blood
1 Pulse of the Fields
1 Ravenous Trap
1 Mindbreak Trap
1 Enlightened Tutor
1 Krosan Grip
1 Blue Elemental Blast
1 Hydroblast
1 Extirpate
That list looks hot. I played this at a GPT, scrubbing the main event, but the side event got 30 people, and I split in the top 4.
3 Flooded Strand
1 Scalding Tarn
3 Underground Sea
3 Tropical Island
1 Island
3 Wasteland
4 Mishra's Factory
2 Tundra
2 Life From the Loam
1 Maelstrom Pulse
2 Swords to Plowshares
4 Force of Will
3 Counterspell
3 Spell Pierce
2 Spell Snare
4 Brainstorm
4 Standstill
4 Pernicious Deed
The board:
1 Swords to Plowshares
2 Kitchen Finks
2 Krosan Grip
2 Thoughtsieze
1 Tormods Crypt
1 Nihil Spellbomb
1 Mindbreak Trap
1 Perish
on the day, I lost to ANT, High Tide (in a heartbreaker, my deck crapped out on me), and Goblins (had to keep a 5 card hand with the only land being factory game 2)
I beat Team America, Rock, Goblins, ANT, and UW Countertop, and drew a match against GSZ Bant. Full report is up on mtgthesource.com
If I were to play in a tournament again, I'd cut a loam for Garruk, as 5 games went to time, and all day loam kept giving me awkward draws.
legacy: Doomsday, Dredge, BUG (shard less and still)
modern: storm, woo dredge, U-tron
EDH: maelstrom wanderer, Gisela, krenko, lazav, sharrum, sheoldred/xiahou dun, norin the wary, Thrax, Mimeoplasm, GW legends
4 Polluted Delta
4 Misty Rainforest
1 Swamp
1 Island
1 Forest
3 Underground Sea
3 Tropical Island
3 Wasteland
4 Mishra's Factory
3 Standstill
4 Pernicious Deed
3 Jace, The Mind Sculptor
1 Engineered Explosives
3 Innocent Blood
1 Life From the Loam
4 Force of Will
3 Counterspell
2 Spell Snare
1 Spell Pierce
3 Mental Misstep
4 Brainstorm
2 Go For the Throat
That makes 58. There's been 2 slot's I've been messing around with. One configuration I've been using is +1 Standstill, +1 Garruk, Wildspeaker. It's better against midrange, and Garruk is a good way to end the game quickly, which is one area that the deck usually is awful at. Making Beasts can have some dissynergy with Deed, but it can be played around, and often, you just want him to ramp a few times, and then overrun 2 Factories to seal the deal.
The 2nd configuration is +1 Standstill, +1 Sensei's Divining Top. It is sort of decent against everything. Top is almost a catch-all and is a pretty "ok" draw at any point of the game. It also has some dissynergy with Deed.
The 3rd and sauciest configuration (and the one I am still testing) is +1 Gifts Ungiven, +1 Regrowth. Af a Vintage player, I know just how insane Gifts can be. And although you won't be making the piles Ancestral, Time Walk, Demonic Tutor, Black lotus, Gifts is still a force to be reconed with. Imagine you're playing against goblins, or merfolk and falling behind. You can gifts for:
Pernicious Deed
Regrowth
Innocent Blood
Go For the Throat
Now this pile will put you right back into the game. They simply can't give you Deed, and if they give you regrowth, you can just get deed back, so they can't give you that either. So, out of this particular pile, 19/20 times, you're paying 3U at instant speed to get 2 top-knotch removal spells. Seems Good. Now imagine you're playing against that same deck, but the game state is more even, with them having maybe 1 or 2 creatures in play. You can get a pile like this:
Pernicious Deed
Jace, the Mind Sculptor
Standstill
Go For The Throat
You'll probably end up with Standstill and Go for the Throat, which is just an insane investment of your 4 mana and 1 card.
It gets even more insane post-board, when you can gifts up
Engineered Plague
Pernicious Deed
Jace, the Mind Sculptor
Go for the Throat
The possibilities just get endless.
It's also insane against the other control decks, when you can make a pile of
Standstill
Jace, the Mind Sculptor
Counterspell
Regrowth
It gets even sexier when you already have regrowth in your hand, and your opponent doesn't know it.
The sideboard looks like this:
4 Engineered Plague
2 Thoughtseize
2 Extirpate
1 Relic of Progenitus
1 Smother
1 Mindbreak Trap
2 Krosan Grip
1 Blue Elemental Blast
1 Kitchen Finks
I wish I could fit either Damnation or Perish into the board, but I just don't know what to cut. I'm thinking it's going to be Relic, just because Dredge is such a bad MU anyway, I just don't think it's worth having one slot for. Also, the matchups I want extirpate in, Relic just doesn't really do anything.
Thoughts?
legacy: Doomsday, Dredge, BUG (shard less and still)
modern: storm, woo dredge, U-tron
EDH: maelstrom wanderer, Gisela, krenko, lazav, sharrum, sheoldred/xiahou dun, norin the wary, Thrax, Mimeoplasm, GW legends
at the moment i have this sb (in the brackets there is a selection of deck that are around in my store.. so i have to consider this as my meta...right?:-)):
4x surgical extraction (2x Dredge/ichorid, 1xDoomsday/IGG-Storm, 1x Breakfast and 1x a strange painter/grindstone/welder are present at my store/meta)
3x E. plague (3x Goblin, 3x Merfolk, 1x elfes and EP is good for dredge-MUs too (nameing Horror for ichorid or illusion for the moeba)
3x Spell Pierce (Good against storm and other combo decks)
2x ghastly demise (for merfolk, Gobos and zoo)
the other slots are in a constant change...K-Grip, Damnation.. at the moment there are 3 Tompstalker..(just for fun)..
there are some tempo decks around as well..TA, BR-Grim lavamancer and tempo feries..i have no idea what to board against them..
any ideas are wellcom..thanks
http://forums.mtgsalvation.com/showthread.php?t=330253
(Siggy adapted, DarkHunter1357 (deviantART))