Speaking of Naya, based on what I've seen from the MTGO meta thus far, the pendulum may be swinging back in that variant's direction. There's a downtick in aggressive decks (so the extra damage that variant takes from extra fetching for Atarka's Command matters less), and there's an uptick in annoying enchantments (so the relative value of Destructive Revelry has gone up). Has anyone else observed something similar?
Hey uh, in case people skipped over my previous comment, what's the plan against Blood Moon decks? I'm not even sure if they're going to keep it main board, but I'm interested in knowing how we should deal with it.
Even if you're straight RW, I don't think anyone plays enough mono-R burn spells in the side to switch to mono-R. Given that, bring Enchantment hate and float the right color when they cast Blood Mooon. Prioritize casting white/green spells before it lands so that you're still able to play the game is they stick it.
Speaking of Naya, based on what I've seen from the MTGO meta thus far, the pendulum may be swinging back in that variant's direction. There's a downtick in aggressive decks (so the extra damage that variant takes from extra fetching for Atarka's Command matters less), and there's an uptick in annoying enchantments (so the relative value of Destructive Revelry has gone up). Has anyone else observed something similar?
This is a great take, and I've been considering it as well
Lots more control/mid-range.
I used to play vs affinity and humas all the time on mtgo, hardly seen them since the unban.
Dude, the 3 mana Gideon is cancer. I hate that we can't interact with the emblem and they are just damage sponges. Each loyalty counter virtually translates to additional life points for our opponent against us. The MU is dismal. I'd rather gouge my eyes out with rusty spoons after they have Spreading Seas'ed my lands and the 2nd Gideon comes down; it curtains :.( I need a hug thinking about it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Dude, the 3 mana Gideon is cancer. I hate that we can't interact with the emblem and they are just damage sponges. Each loyalty counter virtually translates to additional life points for our opponent against us. The MU is dismal. I'd rather gouge my eyes out with rusty spoons after they have Spreading Seas'ed my lands and the 2nd Gideon comes down; it curtains :.( I need a hug thinking about it.
I'm with you. played against uw on modo the other day. He played Gideon. Emblems. I kill Gideon and put him to 3. He plays another Gideon, then the next turn plays the big Gideon......it felt so bad.
I definitely don't like the existence of a "you can't lose the game" effect on an emblem that can't be directly interacted with, especially given their change to the Planeswalker rule such that card name is what matters rather than Planeswalker type. We're loaded with direct damage that can deal with it, but you possibly just lose the game doing that anyway.
It's one is their worst designs of the last few years, in my opinion. That emblem ability should be a -4, not a 0.
I recommend against bringing it in vs either deck. It's worse vs Merfolk.
Spreading seas gets stronger the more colors your deck is. If you get your stomping ground too soon--they can spreading seas it--and then you've got 3-4 dead cards in your deck.
You're better off ignoring seas. Fetch around it. Make them play Seas on mountains, fetch up white only when you absolutely have to.
Merfolk is slow and clunky--you want to put a lot of pressure on them early. D-Rev doesn't help that.
Event 1: 3-0
Round 2: UW Control 2-1
Game 1 he was on the play. Fetch, shock, serum visions. Got 2 more lands that were colorless. After a few more burn spells he scooped.
In: 1 Lavamancer, 2 Firecraft. Out, 3 searing blaze
Game 2: He was on the play. He got TWO timely reinforcements off. Game ended with him being at 12. I scooped after he had Jace and tokens.
Game 3: Classic burn for lethal at the end of his turn 4. I had a hand of all 1 burn spells to start and a skullcrack. EOT I cast skullcrack, he cast cryptic command--he was at 9. I had bolt bolt bolt in hand. I had 2 lands. Drew the 3rd land. GG.
Round 2: Burn: 2-0
Game 1 I was on the play. Got all of my creatures out. He killed the first Eidolon so I played a second. He couldn't kill them as fast as I put them down.
In: 3 path, 2 Kor Firewalker
Out: 4 Eidolon, 1 Lava Spike
Game 2
He drops a turn 2 firewalker. I keep burning him, and he gains a ton of life. I attack in with swift spear, he blocks with untapped lands. I skullcrack, he paths the swiftspear. Clear board, and he never attacks. He proceeds to flood over the next several turns. I get another swift spear and another skullcrack. This time I kill the firewalker. He has me at 1, draws a land, I draw another burn spell.
Round 3: Mardu Pyromancer
Game 1: He mulliganed to 6 and only saw 1 inquisition in terms of discard spells. I kept drawing burn.
In: 2 Relic, out: 2 Helix
Game 2: He cast 3 collective Brutality. I still got him down to 3 and my last 3 draws were lands.
Game 3: I drew 3 boros charms and got to cast 2 of them. He got a late inquisition to take away my lethal burn spell, then played Goblin Rabblemaster. Boros Charm off the top ftw.
Round 4: Eldrazi Tron: 2-1
Game 1, he kept a slow hand. I dropped two Guides and a swift spear and got there.
In: 3 Revelry, 2 Firecraft, 3 path. Out: 4 eidolon, 4 searing blaze. Game 3 I thught 1 blaze was better than all 3 paths.
Game 2: Chalice on 1 into thought-knot seer.
Game 3: Turn 1 lava spike. We had an in-depth conversation about how people don't aggressively ghost-quarter enough given how people run so few basics and often only run 1 of each shock land. It's awkward because I have TWO revelry in hand. He plays a turn 2 Walking Ballista, I fetch shock searing blaze. He has a basilisk collar on the table. I draw, play 3rd land pass. He goes and plays a ghost quarter. He blows up my stomping ground. I use it to float green, go get the basic and make red. Blow up the collar. Next turn he shows me a thought-knot seer that takes a burn spell. I draw back to back burn spells over the next two turns for the win.
Round 5: Humans 1-2
Game 1: He's on the play. Gets 2 thalia's. I die with cards in hand.
In: +2 blood, +1 lavamancer, +1 path
Out: -4 Eidolon,
Game 2: I go Guide into searing Blood on a champion and game 2 slowly falls into my hands.
In: I bring in two more path to exile, drop 2 lava spike
Game 3: He got a slower start, and I'm feeling good. goblin guides attack in and I see a soul bond human that gives his 5/5 Knight of the Relequary life-link. Nothing to kill either with this turn. He gains 5 life to go from 9 to 14. I cry.
Round 6 Burn mirror. I win the dice roll. 2-0
Game 1: I get double helix and kill his guys with it. Lifegain too good.
In: 3 path, 2 firewalker
Game 2: I mull to 6 and get 2 fetch lands and a firewalker. He draws nothing to answer it. I win.
Went 4-0 for the first time yesterday.
I'm not going to go into too much detail, I just want to talk about my experience against the new Jund deck.
The first two rounds were against Jund. I went 2-1 the first one and 2-0 the second time. Nothing new, just regular stuff. This led me to believe Jund is a very favorable matchup.
The third round I played against Grixis control. I won that match, but we played some casual games afterwards. He played with Jund and won 3 straight games. I don't know how it happened, but it just did.
I learned that there's a lot of lifegain in Jund. Is it now worth it to bring in Rest in Peace against them? Scavenging Ooze and Kitchen Finks are relevant. Usually they need Tarmogoyf to close out the game quickly when they've discarded my hand. However, most people at my LGS are telling me not to have graveyards, but that may be because my graveyard hate yesterday was Relic of Progenitus.
Went 4-0 for the first time yesterday.
I'm not going to go into too much detail, I just want to talk about my experience against the new Jund deck.
The first two rounds were against Jund. I went 2-1 the first one and 2-0 the second time. Nothing new, just regular stuff. This led me to believe Jund is a very favorable matchup.
The third round I played against Grixis control. I won that match, but we played some casual games afterwards. He played with Jund and won 3 straight games. I don't know how it happened, but it just did.
I learned that there's a lot of lifegain in Jund. Is it now worth it to bring in Rest in Peace against them? Scavenging Ooze and Kitchen Finks are relevant. Usually they need Tarmogoyf to close out the game quickly when they've discarded my hand. However, most people at my LGS are telling me not to have graveyards, but that may be because my graveyard hate yesterday was Relic of Progenitus.
Last round was against BR hollow one. Just raced.
I definitely bring in RIP against BGx. It has a lot of good targets.
Hello ppl. There is one idea I want to discuss with You: Metagame Driven Deck Development.
We all read tonns of various Primers where all our options precicely considered and for each card was given a value... in vacuum. That's it. All this precilations about how bad vexing davil is, or how wonderfull searing blaze was given related to some average situation.
But, do we have such average situations in th day-to-day basis? I bet no. I bet most of your games takes place in a tight community with barely 3 dozens of players, who LITERRALY knows each other from personal cooking tastes to exact sideboard builds, psycology and in game patters of decicion making.
So, what if we are terribly wrong when we make a decition to play or not to play some card? Let me make a concrete exapmle. Most of my fellow competitive players are quite aware of my deck choice. So they always aware of what kind of play I tend to make at 1st, 2nd, 3r tuns.
So, when we are speaking about any dedicated player, who met me in battle, all my "perfect card choices" eventually becomes less valuebale. When any UWR mage around knows that You are That Burn Guys, is Your Boros Charm still THE BEST DIRECT DAMAGE? HELL NO, It's just a 1 to 1 exchange with a Spell Snare or a Spell Pierce! Or our All-Star-Eidolon, if he the best guy here? Nope again. It's just a basic RR sorcery speed Shock! In my last 7 daily tournaments that guys never ever managed to survive in a game where he was rellevant. And here a question arises. Shoud I still play with Eidolons while every serious opponent I face will keep a bolt, a snare or a PtE 146% sure? Maybe its better to swapt Eidolons for basic Shocks, as soon as they do exact same damage in the given meta? At least shocks are way faster. Maybe 2nd turn Shrine Of Buring Rage is better that an Eidolon, assuming they can not kill th Shrine with a Bolt from a starting hand?
Is the RIP still the best grave hate, when everyone knows that You do play exact one + 2 cages? So when they discard it with an Inqusition, they definety have nothing to fear? If if worthy to play Grave HAte at all, If anyone who depends on grave are aware of Your particular choices?
Tourney 1
R1: Humans: 2-1
G1: kept a guide, 2 rift bolts and somehing else. Cast my entire hand by turn 3. He slowly got his amry together but I drew more burn.
In: 2 Searing Blood, 1 Lavamancer, 3 path
Out: 4 Eidolon, 2 Rift Bolt.
Game 2: Thalia, Freebooter, Meddling Mage. Can't play magic.
Game 3: Guide turn 1 vs his aether vial. Turn 2 double swift spear. And from there just drew some burn spells. Lavamancer didn't make an appearance all weekend.
R2: Burn 2-1
Typical burn mirror stuff. He's on the play, casts an Eidolon with both ofbus at 6, I boros charm in response and so does he. Everyones at 2, but he has a creature and I don't.
In: 3 Path, 2 Firewalker, 1 Lavamancer
Out: 4 lava spike, 2 Boros
G2: 2 Firewalker for me=gg.
In: 2 boros, 2 spikes. Out: 4 Eidolon
G3: T3 Eidolon and rift bolt suspended. I let the rift bolt come off to make sure he'd take 2 before bolting it. He gets me to 1 and he's at 4. I had 1 land and a skullcrack in hand. I pass he doesn't go for it. I have 3 lands in play. He draws what turned out later to be a land and passes. I draw a shard volley. I play my 4th land and pass. He only has 2 lands, taps out for helix, skullcrack and shard volley ftw.
Round 3: ID with Mono G tron
T2:
Round 1: affinity 2-0
G1: drew really well. He had double skirge, but I had 2 Skullcracks and searing Blaze. Ultimately got there. Kept skullcracking so as to not have to shoot his guys.
In: 3 Smash, 2 searing blood, 1 Lavamancer
Out: 4 Eidolon, 2 lava spike
Game 2: same game. Drew a smash and a blood. 2 for 1'd his guys. Just a race.
Round 2: kiki cord
G1: Guide into double swift spear and he scooped a few turns later
In: 2 blood, 1 lavamancer,1 path Out: Eidolon x 4
Game 2: he stuck 2 wall of roots to blank my creatures. He hit kitchen funks. No chance.
Game 3: Eidolons back in, 3 Helix, 1 Boros out.
I dealt 20+ damage but couldn't answer worship.
Round 3:2-1 Jeskai control, really good pilot. Felt insane to win.
Game 1: I drew 7 lands and Jace made sure that's all I drew.
In:2 firecraft, out: 2 searing blood.
Game 2: all 1 cost spells. Got him down to 1, and he scooped after playing a fetch.
In: added 2 Firewalker and took out 2 more searing blaze.
Game 3: good start, Guide into swift spear. His 4th land was an arid mesa so he had to fetch and shock to play cryptic command--this took him from 10 to 7. I suspend a rift bolt and pass. Rift bolt to the dome. I draw a Shard Volley with a skullcrack in hand and 3 lands. He Vendillion Cliques me, I cast the Skullcrack, he negates it, he's tapped out and I show him the shard volley.
T3: 2-1
Round 1: Skred 2-0
Game 1: Decks just too slow for us.
In: 2 Firewalker, 2 smash
out: 4 Searing Blaze
G2: Firewalker too good.
Round 2: Burn 2-1
Game 1: he's on the play. I did a good job of control I thought. Searing blazed a guide and then Helix on an Eidolon. Can't kill his creatures and him though.
In: 3 path, 2 firewalker, 1 lavamancer. Out: 4 spike, 2 boros
Game 2: I go double swift spear and a lava spike. He fetches and shocks to play Firewalker. I untap, look at my hand, kind of sigh, and then attack. He autoblocka. Skullcrack.
Eidolons out, boros and spikes back in.
Game 3: turn 3 firewalker by him got met by my path. He flooded out and I finally hit my 3rd lands and could play multiple spells.
T3
Round 3: UB fairy control
Game 1: super fast hand, he didnt really get going. All I saw was a spellstutter sprite. Thought it was fairies. Brought in lavamancer and searing blood.
Game 2: he had all coubter cland kill soells. I
Game 3: I put in exqusite firecraft. He had some card that made me sacrifie creatures and gained him life, not Blessed Alliance though. TL;DR: didnt know what was going on.
I think you can just make changes to your sideboard every now and then. Even the metagame at an LGS will change every now and then. If your LGS's metagame isn't ever changing, take advantage of this and position your sideboard to make your matchups more favorable. If it does change, your sideboard should be changing with it as well.
Hello ppl. There is one idea I want to discuss with You: Metagame Driven Deck Development.
We all read tonns of various Primers where all our options precicely considered and for each card was given a value... in vacuum. That's it. All this precilations about how bad vexing davil is, or how wonderfull searing blaze was given related to some average situation.
But, do we have such average situations in th day-to-day basis? I bet no. I bet most of your games takes place in a tight community with barely 3 dozens of players, who LITERRALY knows each other from personal cooking tastes to exact sideboard builds, psycology and in game patters of decicion making.
So, what if we are terribly wrong when we make a decition to play or not to play some card? Let me make a concrete exapmle. Most of my fellow competitive players are quite aware of my deck choice. So they always aware of what kind of play I tend to make at 1st, 2nd, 3r tuns.
So, when we are speaking about any dedicated player, who met me in battle, all my "perfect card choices" eventually becomes less valuebale. When any UWR mage around knows that You are That Burn Guys, is Your Boros Charm still THE BEST DIRECT DAMAGE? HELL NO, It's just a 1 to 1 exchange with a Spell Snare or a Spell Pierce! Or our All-Star-Eidolon, if he the best guy here? Nope again. It's just a basic RR sorcery speed Shock! In my last 7 daily tournaments that guys never ever managed to survive in a game where he was rellevant. And here a question arises. Shoud I still play with Eidolons while every serious opponent I face will keep a bolt, a snare or a PtE 146% sure? Maybe its better to swapt Eidolons for basic Shocks, as soon as they do exact same damage in the given meta? At least shocks are way faster. Maybe 2nd turn Shrine Of Buring Rage is better that an Eidolon, assuming they can not kill th Shrine with a Bolt from a starting hand?
Is the RIP still the best grave hate, when everyone knows that You do play exact one + 2 cages? So when they discard it with an Inqusition, they definety have nothing to fear? If if worthy to play Grave HAte at all, If anyone who depends on grave are aware of Your particular choices?
I think you're falling into a lot of fallacies.
1. Eidolon is the best card against control. If they can't answer it, you win. That simple. Sometimes you have to walk them into letting you cast it. Maybe you played a goblin guide turn 1. You attack. They path it. You play your 2nd land and your Eidolon. They don't want Eidolon to live. They'll path it. But they want to path it at instant speed so they can leave path to exile up. You cast Boros Charm. They spell snare it, they take 2. They path your Eidolon. They've taken 4 that they wouldn't have taken if you hadn't properly sequenced your play. These small percentages are how you get over the hump and beat control
2. Regarding discarding--they're going to cast an inquisition, and they're going to take a card from you. If they can get your rest in peace, so be it. but they're going to take a magic card from your hand. That doesn't make rest in peace any less good of a card. If they're on the play, they can inquisition anything out of our hand. You still play your best cards. If they inquisition and want your rest in peace--does that mean you get to keep your goblin guide and your Eidolon? Those sorts of things matter a lot.
An opponent telling you perfect card choices become less good--likely wants you to try some cute stuff and get punished.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Even if you're straight RW, I don't think anyone plays enough mono-R burn spells in the side to switch to mono-R. Given that, bring Enchantment hate and float the right color when they cast Blood Mooon. Prioritize casting white/green spells before it lands so that you're still able to play the game is they stick it.
This is a great take, and I've been considering it as well
Lots more control/mid-range.
I used to play vs affinity and humas all the time on mtgo, hardly seen them since the unban.
You can't bottleneck their mana because of spreading seas/field of ruin.
Gideon of the Trials is essentially lifegain that you can't skullcrack.
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I'm with you. played against uw on modo the other day. He played Gideon. Emblems. I kill Gideon and put him to 3. He plays another Gideon, then the next turn plays the big Gideon......it felt so bad.
It's one is their worst designs of the last few years, in my opinion. That emblem ability should be a -4, not a 0.
Spreading seas gets stronger the more colors your deck is. If you get your stomping ground too soon--they can spreading seas it--and then you've got 3-4 dead cards in your deck.
You're better off ignoring seas. Fetch around it. Make them play Seas on mountains, fetch up white only when you absolutely have to.
Merfolk is slow and clunky--you want to put a lot of pressure on them early. D-Rev doesn't help that.
Went 5-1 yesterday.
Event 1: 3-0
Round 2: UW Control 2-1
Game 1 he was on the play. Fetch, shock, serum visions. Got 2 more lands that were colorless. After a few more burn spells he scooped.
In: 1 Lavamancer, 2 Firecraft. Out, 3 searing blaze
Game 2: He was on the play. He got TWO timely reinforcements off. Game ended with him being at 12. I scooped after he had Jace and tokens.
Game 3: Classic burn for lethal at the end of his turn 4. I had a hand of all 1 burn spells to start and a skullcrack. EOT I cast skullcrack, he cast cryptic command--he was at 9. I had bolt bolt bolt in hand. I had 2 lands. Drew the 3rd land. GG.
Round 2: Burn: 2-0
Game 1 I was on the play. Got all of my creatures out. He killed the first Eidolon so I played a second. He couldn't kill them as fast as I put them down.
In: 3 path, 2 Kor Firewalker
Out: 4 Eidolon, 1 Lava Spike
Game 2
He drops a turn 2 firewalker. I keep burning him, and he gains a ton of life. I attack in with swift spear, he blocks with untapped lands. I skullcrack, he paths the swiftspear. Clear board, and he never attacks. He proceeds to flood over the next several turns. I get another swift spear and another skullcrack. This time I kill the firewalker. He has me at 1, draws a land, I draw another burn spell.
Round 3: Mardu Pyromancer
Game 1: He mulliganed to 6 and only saw 1 inquisition in terms of discard spells. I kept drawing burn.
In: 2 Relic, out: 2 Helix
Game 2: He cast 3 collective Brutality. I still got him down to 3 and my last 3 draws were lands.
Game 3: I drew 3 boros charms and got to cast 2 of them. He got a late inquisition to take away my lethal burn spell, then played Goblin Rabblemaster. Boros Charm off the top ftw.
Round 4: Eldrazi Tron: 2-1
Game 1, he kept a slow hand. I dropped two Guides and a swift spear and got there.
In: 3 Revelry, 2 Firecraft, 3 path. Out: 4 eidolon, 4 searing blaze. Game 3 I thught 1 blaze was better than all 3 paths.
Game 2: Chalice on 1 into thought-knot seer.
Game 3: Turn 1 lava spike. We had an in-depth conversation about how people don't aggressively ghost-quarter enough given how people run so few basics and often only run 1 of each shock land. It's awkward because I have TWO revelry in hand. He plays a turn 2 Walking Ballista, I fetch shock searing blaze. He has a basilisk collar on the table. I draw, play 3rd land pass. He goes and plays a ghost quarter. He blows up my stomping ground. I use it to float green, go get the basic and make red. Blow up the collar. Next turn he shows me a thought-knot seer that takes a burn spell. I draw back to back burn spells over the next two turns for the win.
Round 5: Humans 1-2
Game 1: He's on the play. Gets 2 thalia's. I die with cards in hand.
In: +2 blood, +1 lavamancer, +1 path
Out: -4 Eidolon,
Game 2: I go Guide into searing Blood on a champion and game 2 slowly falls into my hands.
In: I bring in two more path to exile, drop 2 lava spike
Game 3: He got a slower start, and I'm feeling good. goblin guides attack in and I see a soul bond human that gives his 5/5 Knight of the Relequary life-link. Nothing to kill either with this turn. He gains 5 life to go from 9 to 14. I cry.
Round 6 Burn mirror. I win the dice roll. 2-0
Game 1: I get double helix and kill his guys with it. Lifegain too good.
In: 3 path, 2 firewalker
Game 2: I mull to 6 and get 2 fetch lands and a firewalker. He draws nothing to answer it. I win.
I'm not going to go into too much detail, I just want to talk about my experience against the new Jund deck.
The first two rounds were against Jund. I went 2-1 the first one and 2-0 the second time. Nothing new, just regular stuff. This led me to believe Jund is a very favorable matchup.
The third round I played against Grixis control. I won that match, but we played some casual games afterwards. He played with Jund and won 3 straight games. I don't know how it happened, but it just did.
I learned that there's a lot of lifegain in Jund. Is it now worth it to bring in Rest in Peace against them? Scavenging Ooze and Kitchen Finks are relevant. Usually they need Tarmogoyf to close out the game quickly when they've discarded my hand. However, most people at my LGS are telling me not to have graveyards, but that may be because my graveyard hate yesterday was Relic of Progenitus.
Last round was against BR hollow one. Just raced.
I definitely bring in RIP against BGx. It has a lot of good targets.
We all read tonns of various Primers where all our options precicely considered and for each card was given a value... in vacuum. That's it. All this precilations about how bad vexing davil is, or how wonderfull searing blaze was given related to some average situation.
But, do we have such average situations in th day-to-day basis? I bet no. I bet most of your games takes place in a tight community with barely 3 dozens of players, who LITERRALY knows each other from personal cooking tastes to exact sideboard builds, psycology and in game patters of decicion making.
So, what if we are terribly wrong when we make a decition to play or not to play some card? Let me make a concrete exapmle. Most of my fellow competitive players are quite aware of my deck choice. So they always aware of what kind of play I tend to make at 1st, 2nd, 3r tuns.
So, when we are speaking about any dedicated player, who met me in battle, all my "perfect card choices" eventually becomes less valuebale. When any UWR mage around knows that You are That Burn Guys, is Your Boros Charm still THE BEST DIRECT DAMAGE? HELL NO, It's just a 1 to 1 exchange with a Spell Snare or a Spell Pierce! Or our All-Star-Eidolon, if he the best guy here? Nope again. It's just a basic RR sorcery speed Shock! In my last 7 daily tournaments that guys never ever managed to survive in a game where he was rellevant. And here a question arises. Shoud I still play with Eidolons while every serious opponent I face will keep a bolt, a snare or a PtE 146% sure? Maybe its better to swapt Eidolons for basic Shocks, as soon as they do exact same damage in the given meta? At least shocks are way faster. Maybe 2nd turn Shrine Of Buring Rage is better that an Eidolon, assuming they can not kill th Shrine with a Bolt from a starting hand?
Is the RIP still the best grave hate, when everyone knows that You do play exact one + 2 cages? So when they discard it with an Inqusition, they definety have nothing to fear? If if worthy to play Grave HAte at all, If anyone who depends on grave are aware of Your particular choices?
DnT! I'm a power-load
DnT! Watch me Explode
6-2-1 on the day, 11-3-1 on the weekend
Tourney 1
R1: Humans: 2-1
G1: kept a guide, 2 rift bolts and somehing else. Cast my entire hand by turn 3. He slowly got his amry together but I drew more burn.
In: 2 Searing Blood, 1 Lavamancer, 3 path
Out: 4 Eidolon, 2 Rift Bolt.
Game 2: Thalia, Freebooter, Meddling Mage. Can't play magic.
Game 3: Guide turn 1 vs his aether vial. Turn 2 double swift spear. And from there just drew some burn spells. Lavamancer didn't make an appearance all weekend.
R2: Burn 2-1
Typical burn mirror stuff. He's on the play, casts an Eidolon with both ofbus at 6, I boros charm in response and so does he. Everyones at 2, but he has a creature and I don't.
In: 3 Path, 2 Firewalker, 1 Lavamancer
Out: 4 lava spike, 2 Boros
G2: 2 Firewalker for me=gg.
In: 2 boros, 2 spikes. Out: 4 Eidolon
G3: T3 Eidolon and rift bolt suspended. I let the rift bolt come off to make sure he'd take 2 before bolting it. He gets me to 1 and he's at 4. I had 1 land and a skullcrack in hand. I pass he doesn't go for it. I have 3 lands in play. He draws what turned out later to be a land and passes. I draw a shard volley. I play my 4th land and pass. He only has 2 lands, taps out for helix, skullcrack and shard volley ftw.
Round 3: ID with Mono G tron
T2:
Round 1: affinity 2-0
G1: drew really well. He had double skirge, but I had 2 Skullcracks and searing Blaze. Ultimately got there. Kept skullcracking so as to not have to shoot his guys.
In: 3 Smash, 2 searing blood, 1 Lavamancer
Out: 4 Eidolon, 2 lava spike
Game 2: same game. Drew a smash and a blood. 2 for 1'd his guys. Just a race.
Round 2: kiki cord
G1: Guide into double swift spear and he scooped a few turns later
In: 2 blood, 1 lavamancer,1 path Out: Eidolon x 4
Game 2: he stuck 2 wall of roots to blank my creatures. He hit kitchen funks. No chance.
Game 3: Eidolons back in, 3 Helix, 1 Boros out.
I dealt 20+ damage but couldn't answer worship.
Round 3:2-1 Jeskai control, really good pilot. Felt insane to win.
Game 1: I drew 7 lands and Jace made sure that's all I drew.
In:2 firecraft, out: 2 searing blood.
Game 2: all 1 cost spells. Got him down to 1, and he scooped after playing a fetch.
In: added 2 Firewalker and took out 2 more searing blaze.
Game 3: good start, Guide into swift spear. His 4th land was an arid mesa so he had to fetch and shock to play cryptic command--this took him from 10 to 7. I suspend a rift bolt and pass. Rift bolt to the dome. I draw a Shard Volley with a skullcrack in hand and 3 lands. He Vendillion Cliques me, I cast the Skullcrack, he negates it, he's tapped out and I show him the shard volley.
T3: 2-1
Round 1: Skred 2-0
Game 1: Decks just too slow for us.
In: 2 Firewalker, 2 smash
out: 4 Searing Blaze
G2: Firewalker too good.
Round 2: Burn 2-1
Game 1: he's on the play. I did a good job of control I thought. Searing blazed a guide and then Helix on an Eidolon. Can't kill his creatures and him though.
In: 3 path, 2 firewalker, 1 lavamancer. Out: 4 spike, 2 boros
Game 2: I go double swift spear and a lava spike. He fetches and shocks to play Firewalker. I untap, look at my hand, kind of sigh, and then attack. He autoblocka. Skullcrack.
Eidolons out, boros and spikes back in.
Game 3: turn 3 firewalker by him got met by my path. He flooded out and I finally hit my 3rd lands and could play multiple spells.
T3
Round 3: UB fairy control
Game 1: super fast hand, he didnt really get going. All I saw was a spellstutter sprite. Thought it was fairies. Brought in lavamancer and searing blood.
Game 2: he had all coubter cland kill soells. I
Game 3: I put in exqusite firecraft. He had some card that made me sacrifie creatures and gained him life, not Blessed Alliance though. TL;DR: didnt know what was going on.
4 Monastery Swiftspear
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Skullcrack
3 Lightning Helix
1 Shard Volley
4 Boros Charm
4 Searing Blaze
4 Rift Bolt
3 Mountain
4 Inspiring Vantage
2 Sacred Foundry
4 Bloodstained Mire
4 Wooded Foothills
3 Arid Mesa
3 Smash to Smithereens
3 Path to Exile
2 Kor Firewalker
2 Searing Blood
2 Relic of Progenitus
2 Exquisite Firecraft
1 Grim Lavamancer
I think you're falling into a lot of fallacies.
1. Eidolon is the best card against control. If they can't answer it, you win. That simple. Sometimes you have to walk them into letting you cast it. Maybe you played a goblin guide turn 1. You attack. They path it. You play your 2nd land and your Eidolon. They don't want Eidolon to live. They'll path it. But they want to path it at instant speed so they can leave path to exile up. You cast Boros Charm. They spell snare it, they take 2. They path your Eidolon. They've taken 4 that they wouldn't have taken if you hadn't properly sequenced your play. These small percentages are how you get over the hump and beat control
2. Regarding discarding--they're going to cast an inquisition, and they're going to take a card from you. If they can get your rest in peace, so be it. but they're going to take a magic card from your hand. That doesn't make rest in peace any less good of a card. If they're on the play, they can inquisition anything out of our hand. You still play your best cards. If they inquisition and want your rest in peace--does that mean you get to keep your goblin guide and your Eidolon? Those sorts of things matter a lot.
An opponent telling you perfect card choices become less good--likely wants you to try some cute stuff and get punished.
Anyways, I noticed more decks running Ensnaring Bridge at GP Lyon. Any thoughts?