MD Shrine (I can get behind this now that it's not SB)
16 lands
3 Claim/Fame in SB
3 Geist in SB
I can get behind a lot of what this list is doing. I'm not loving the 2 MD Hurkyl's personally and think these should be Repeal/SV/cantrips, but otherwise there's a lot of sweet stuff here. Especially in the SB.
MD Shrine (I can get behind this now that it's not SB)
16 lands
3 Claim/Fame in SB
3 Geist in SB
I can get behind a lot of what this list is doing. I'm not loving the 2 MD Hurkyl's personally and think these should be Repeal/SV/cantrips, but otherwise there's a lot of sweet stuff here. Especially in the SB.
Recently Ive played in my lgs FNM and ive made 4-0 using 2 sv 3 AA and 2 repeal. 2 noxious maindeck.
Matchups were bant eldrazi, elves, RG Tron and KCI
Even been good match ups since cheerios runs faster then those decks, the decks had a lot of disruption in the maindeck like explosives, lightning Bolt and paths. G1 , most likely repeal, shown a "must have" against explosives or redraws (its simply great)
Ive used 3 claim//faime side boarding, but never got the chance to use it, the deck seems really like to get back without it, but i think i was kind Lucky, but I still think its a great add against pathless removals here, and that means I used godless shrine maindeck (14 lands).
I had no doubt that AA is a great adition for the deck, It not only made me Go off safer but It gave my opponents diferent target for removal spells, once they had to Deal with a possible 4/x flyer, wich means less removals for Engines and could hold the game until going off again
Only thing I would change is to take 2 or 3 birds.
Yeah. Birds are good although my experience with them is limited. Anyone else got that disconnect in terms of wanting to get the scry value and then not being able to get the draws later? It's minor but I've felt a tension with birds in terms of wanting to get that filtering before you have a draw engine in play.
Love the Repeals in the list, as they are both interaction and extra dig, mini Retracts, and a way to save an engine from removal. Truth is the same minus the dig, and can hit Chalice (Repeal can't). I'd probably go -1 Truth, -1 Repeal, +2 SV and call it a day. I think 2 NR is good in a metagame with a higher-than-normal degree of interaction.
I do not love the Claim/Fame + Shrine plan in the SB. I feel like it's a lot of slots for an effect that isn't significantly better or cheaper than the no-black-required Postmortem Lunge. Thoughts? Or experience with the Claim plan?
I've tried the Scry Bird and Serum Visions and Leyline of Sanctity outta the board and all of this stuff.
16 Lands is the number I arrived on after years of playing/testing the deck. I had a friend help me write a program that evaluates opening hands that you can punch in that 'a good hand' is 'Land, Land, Dude, Equipment, Equipment' and it'll run as many simulations as you're willing to wait on. I wouldn't recommend a million as it takes a solid 20 minutes to execute 22 Lands, 22 Equipment and 8 Dudes is around 35% of the time to be seen in an opening hand of 7. Since it is extremely unrealistic to achieve anywhere close to those numbers I've 'cheated' the numbers by counting Opals/Revivals as 0.5 (The Noxious Revivals are mainly there to put that Turn 1 Fetch back on top first and foremost, but functions for us like E.E. does in those newer KCI lists.. It's very rarely a dead card in any game as long as you're willing to think outside of the box. Putting Griselbrands back on top of an opp's library in response to Goryo's Vengence is obv, but putting a Silence on top of your deck so you can Repeal to draw it with Past in Flames on the stack less so)
Repeal gets an honorable mention here as you can dump an equipment at anytime on the board to effectively get another draw step at a land, but you can't really use it in the calculations.
I'd rather be at 18 lands total as it's close to giving me that magical 22/22 balance, but with Vancouver Mulligan and such 16 feels okay Game 1. I got the 17th in the board also which allows me to increase the count (which I do often in Games 2 and 3 depending on draw/play AND/OR trimming Revivals etc.), but it's there mainly to give me a fetch-able black mana for the Claims
21 equipment -- I touched briefly above on this, but mainly I want 2-3 in my opening hands. 20 is fine too. 19 is for the edgelord in all of us, but I wouldn't go below that. The mix of equipment is purposeful too. 4x Nets is a must to buy you time against Inkmoths and such if you go for the Turn 2 and whiff and need another draw step. 4x Mantles are actually your best card against Blood Moon. 4x Sigils looks like a rough one, but allowing you to 'build your own 'Goyf/Death's Shadow can't be understated, but mainly I'm at 4 so I can still cast equipment under a Chalice on 0.
21 is nice main because it's fairly easy to shave 1 post board in any matchup if you need a Swan Song or Echoing Truth slot etc.
Not much else to say about Maindeck. I have tried all of the aforementioned cards like Serum Visions, Scry Bird, and the like, but I've found that you need SOMETHING maindeck to give you a fighting chance against Leylines, Blood Moons, Meddling Mages, Thalia's, Chalices etc. in addition some sort of cantrip. Repeal isn't a good cantrip or a good removal, but the fact it does both (albeit in mediocre fashion) is the key.
Echoing Truth is fine, but I'm currently off it main as it just didn't help mid-combo as much as I needed it to. Re-enter Hurkyl's Recall. I don't think I have to say much about what the Recall does, but stalling Affinity or KCI or bouncing Chalices and being Retract #5 is all solid.
Brief sideboard notes
Post board I always look at the games like this: Do I need to be the best Turn 2 deck I can be? Yes. Don't change much. Am I facing tons of disruption and removal? Yes. What types? Counterspells and Path to Exiles? Making land drops and telling your opponent to Shhhh works fairly well (I wouldn't recommend putting a finger to your mouth in sanctioned play with it on the stack... the judge laughed, but I did get a warning). Discard AND LIGHTNING BOLTS??? Take the L right? That's what I used to do, but a couple months ago while going through Japanese decklists I found someone running Claims. I tried them and hated them. They suck man. After death Lunges ftw amiright? That's when I found myself with too much Mountain Dew and Vodka in my system one night. I needed something to help against all this Hollow One stuff post board and Mardu Pyromancer decks. I q'd into the league after league with 4 PostM Lunges and 4 Claims and decided I'd find out once and for all if either worked or if I'd go back to trying Leyline of Sanct which I have never liked because it just means all of the burn rots in their hand until they have a target and your poor Paladins and Srams are like bugs into windshields...
Then I had this random game that changed everything. Opening 7 cards. Fetchland, Paladin, Sram, 3 Cheeri0s and Claim on the play. I almost shipped it. Why you ask? Think about it. 15 lands and 4 Opals left in the deck is 19 'successes' out of 53 cards. You need to hit 2 lands before your Engine even operates and 19 outta 53 is 1 in 5 chance roughly. Those are long odds. If I'm on the draw and mull'd to 6 on a one-lander... it's 20% to see on Scry, if you bottom another 20% to draw Turn 1 and Turn 2... those odds I like. So moral of the story is I mull 70-80% of opening hands on the play with one-landers/Sram/Puresteel unless they have other things going on like Repeal or Revival/Fetch etc. Be a good player sal. Mull that Marsh Flats, Paladin, triple equipment hand and lets see the 6... Except I misclicked and kept. Damn! My opponent keeps and plays Mire, fetches a Crypt and Thoughtseizes me. He tanks for 5 minutes. What is he thinking about? Take Sram and F6 man. He picked Claim and I laughed until I seen the Godless Shrine in my draw step. Holy crap. I didn't think of that. Had he took a dude I coulda just fetched the Shrine and started the engine WITH a land drop up meaning I wouldn't necessarily need Mox Opal + Retract drawn to keep chaining... Retract + Fountain/Fetch/Opal... the Heavens opened up and I saw the Lord and she was divine. That's all with him on the play.
Guess how I Turn 2'd someone yesterday on the draw? I drew for my turn moved to cleanup. My opponent laughed at me in chat and said 'Phew at least I know you can't Turn 2 me this game!!' I responded 'Friends don't let friends F6' and pitched Sram. He drew and did something like Serum Visions and I drew, played Shrine, Claimed Sram and he disconnected. No sense of humor.
I've had 6-7 almost Turn 1 ones (I got a habit of going for it because I goldfished it once a couple years ago and I want to do it against someone soooo bad) and 5 of them was postboard games with Claim.
Oh crap. Did I mention you can make your dudes famous? I've gave Paladins haste with spare lands so I could get a much needed blue from a Mantle... I've Claim'd Puresteel cast Sram and Fame'd Sram and suited Sram up with 4, 5, 7 counter Sigils to make a R/W Prison player look silly with his board of Dampening Sphere, Blood Moon, Blood Moon, Stony Silence and tapped Rabble Rabbles w/ babies... I don't think he was happy either. He suddenly had internet issues too =/
Come to think of it... I believe I've been knocking out alot of ISPs...
Humans can't beat 2 Truths, 2 Repeals, 2 Aether Grids, 1 Grapeshot. What do you name with your Mages in the dark? Nope sorry bro. Don't play Cabal Therapy in Legacy. It wouldn't go well for you.
I was on 2 Grapeshot main, but realized the 2nd one was a liability/dead draw more often than not. I still like 2 of them for those games you wanna raw dog Plan B (3 equipment, Opal, 2 Retract and Grapeshot is a clean 15 damage... surprising how many people get in range and how fast... I mention this hand specifically because I've Turn 2'd with it, but it can T1 if you're on the draw and got a land/2nd Opal in the mix
I've done Outcome before and in the games I want to maximize the legit Storm kill it did really well. So I bring it in for those games that I think the game might stall and I'm 8+ equipment on the field and hoping to hit both Retract/Grapeshot to finish the game... Guess what? Outcome can find you both of the same turn.
Oh man I didn't intend to make such a post! Sorry for quoting you ktken, but you found my list and by default me/drew me outta my shell to explain things because I hate reading everyone trying to guess at stuff. Last time that happened was when I Top 8'd an IQ with Serum Powders pre-Sram and I was asked to do a Primer, but I never did (if that was here then I'm sorry!)
Oh and serenechaos has said it many, many times, but I wholeheartedly agree with him and I did 4 years ago when I first stumbled on him talking about this deck and I checked my work against his: The strength of the deck is that you are a 1 card combo deck and get to play 8 copies. That means you're 70% to see that in your opening hand. Make those 70% opening hands as consistent as humanly possible. If those 70% T2 100% of the time then you're winning 2 outta 3 games and Mox Opal gets banned tomorrow
EDIT: Hypergeometric Calculator shows Population size 60, # of successes in population 8, Sample size 7, # of successes in sample 1 to be a Cumulative Probability of greater than/equal to 1 at 65.36% chance not 70%... Oops. Also winning 2 outta 3 games is a winrate of 66.6666 repeating... interesting coincidence ain't it???
This post is a masterpiece! I had a brief love affair with Serum Powder after your Top 8, so you've influenced me before.
So in the game that changed everything, your opponent did well to pick Claim. I would have picked Paladin over Sram, since Sram is Legendary and Pally equips for free...why did you expect him to pick Sram & F6??
Only thing I would change is to take 2 or 3 birds.
Yeah. Birds are good although my experience with them is limited. Anyone else got that disconnect in terms of wanting to get the scry value and then not being able to get the draws later? It's minor but I've felt a tension with birds in terms of wanting to get that filtering before you have a draw engine in play.
Love the Repeals in the list, as they are both interaction and extra dig, mini Retracts, and a way to save an engine from removal. Truth is the same minus the dig, and can hit Chalice (Repeal can't). I'd probably go -1 Truth, -1 Repeal, +2 SV and call it a day. I think 2 NR is good in a metagame with a higher-than-normal degree of interaction.
I do not love the Claim/Fame + Shrine plan in the SB. I feel like it's a lot of slots for an effect that isn't significantly better or cheaper than the no-black-required Postmortem Lunge. Thoughts? Or experience with the Claim plan?
I've tried the Scry Bird and Serum Visions and Leyline of Sanctity outta the board and all of this stuff.
16 Lands is the number I arrived on after years of playing/testing the deck. I had a friend help me write a program that evaluates opening hands that you can punch in that 'a good hand' is 'Land, Land, Dude, Equipment, Equipment' and it'll run as many simulations as you're willing to wait on. I wouldn't recommend a million as it takes a solid 20 minutes to execute 22 Lands, 22 Equipment and 8 Dudes is around 35% of the time to be seen in an opening hand of 7. Since it is extremely unrealistic to achieve anywhere close to those numbers I've 'cheated' the numbers by counting Opals/Revivals as 0.5 (The Noxious Revivals are mainly there to put that Turn 1 Fetch back on top first and foremost, but functions for us like E.E. does in those newer KCI lists.. It's very rarely a dead card in any game as long as you're willing to think outside of the box. Putting Griselbrands back on top of an opp's library in response to Goryo's Vengence is obv, but putting a Silence on top of your deck so you can Repeal to draw it with Past in Flames on the stack less so)
Repeal gets an honorable mention here as you can dump an equipment at anytime on the board to effectively get another draw step at a land, but you can't really use it in the calculations.
I'd rather be at 18 lands total as it's close to giving me that magical 22/22 balance, but with Vancouver Mulligan and such 16 feels okay Game 1. I got the 17th in the board also which allows me to increase the count (which I do often in Games 2 and 3 depending on draw/play AND/OR trimming Revivals etc.), but it's there mainly to give me a fetch-able black mana for the Claims
21 equipment -- I touched briefly above on this, but mainly I want 2-3 in my opening hands. 20 is fine too. 19 is for the edgelord in all of us, but I wouldn't go below that. The mix of equipment is purposeful too. 4x Nets is a must to buy you time against Inkmoths and such if you go for the Turn 2 and whiff and need another draw step. 4x Mantles are actually your best card against Blood Moon. 4x Sigils looks like a rough one, but allowing you to 'build your own 'Goyf/Death's Shadow can't be understated, but mainly I'm at 4 so I can still cast equipment under a Chalice on 0.
21 is nice main because it's fairly easy to shave 1 post board in any matchup if you need a Swan Song or Echoing Truth slot etc.
Not much else to say about Maindeck. I have tried all of the aforementioned cards like Serum Visions, Scry Bird, and the like, but I've found that you need SOMETHING maindeck to give you a fighting chance against Leylines, Blood Moons, Meddling Mages, Thalia's, Chalices etc. in addition some sort of cantrip. Repeal isn't a good cantrip or a good removal, but the fact it does both (albeit in mediocre fashion) is the key.
Echoing Truth is fine, but I'm currently off it main as it just didn't help mid-combo as much as I needed it to. Re-enter Hurkyl's Recall. I don't think I have to say much about what the Recall does, but stalling Affinity or KCI or bouncing Chalices and being Retract #5 is all solid.
Brief sideboard notes
Post board I always look at the games like this: Do I need to be the best Turn 2 deck I can be? Yes. Don't change much. Am I facing tons of disruption and removal? Yes. What types? Counterspells and Path to Exiles? Making land drops and telling your opponent to Shhhh works fairly well (I wouldn't recommend putting a finger to your mouth in sanctioned play with it on the stack... the judge laughed, but I did get a warning). Discard AND LIGHTNING BOLTS??? Take the L right? That's what I used to do, but a couple months ago while going through Japanese decklists I found someone running Claims. I tried them and hated them. They suck man. After death Lunges ftw amiright? That's when I found myself with too much Mountain Dew and Vodka in my system one night. I needed something to help against all this Hollow One stuff post board and Mardu Pyromancer decks. I q'd into the league after league with 4 PostM Lunges and 4 Claims and decided I'd find out once and for all if either worked or if I'd go back to trying Leyline of Sanct which I have never liked because it just means all of the burn rots in their hand until they have a target and your poor Paladins and Srams are like bugs into windshields...
Then I had this random game that changed everything. Opening 7 cards. Fetchland, Paladin, Sram, 3 Cheeri0s and Claim on the play. I almost shipped it. Why you ask? Think about it. 15 lands and 4 Opals left in the deck is 19 'successes' out of 53 cards. You need to hit 2 lands before your Engine even operates and 19 outta 53 is 1 in 5 chance roughly. Those are long odds. If I'm on the draw and mull'd to 6 on a one-lander... it's 20% to see on Scry, if you bottom another 20% to draw Turn 1 and Turn 2... those odds I like. So moral of the story is I mull 70-80% of opening hands on the play with one-landers/Sram/Puresteel unless they have other things going on like Repeal or Revival/Fetch etc. Be a good player sal. Mull that Marsh Flats, Paladin, triple equipment hand and lets see the 6... Except I misclicked and kept. Damn! My opponent keeps and plays Mire, fetches a Crypt and Thoughtseizes me. He tanks for 5 minutes. What is he thinking about? Take Sram and F6 man. He picked Claim and I laughed until I seen the Godless Shrine in my draw step. Holy crap. I didn't think of that. Had he took a dude I coulda just fetched the Shrine and started the engine WITH a land drop up meaning I wouldn't necessarily need Mox Opal + Retract drawn to keep chaining... Retract + Fountain/Fetch/Opal... the Heavens opened up and I saw the Lord and she was divine. That's all with him on the play.
Guess how I Turn 2'd someone yesterday on the draw? I drew for my turn moved to cleanup. My opponent laughed at me in chat and said 'Phew at least I know you can't Turn 2 me this game!!' I responded 'Friends don't let friends F6' and pitched Sram. He drew and did something like Serum Visions and I drew, played Shrine, Claimed Sram and he disconnected. No sense of humor.
I've had 6-7 almost Turn 1 ones (I got a habit of going for it because I goldfished it once a couple years ago and I want to do it against someone soooo bad) and 5 of them was postboard games with Claim.
Oh crap. Did I mention you can make your dudes famous? I've gave Paladins haste with spare lands so I could get a much needed blue from a Mantle... I've Claim'd Puresteel cast Sram and Fame'd Sram and suited Sram up with 4, 5, 7 counter Sigils to make a R/W Prison player look silly with his board of Dampening Sphere, Blood Moon, Blood Moon, Stony Silence and tapped Rabble Rabbles w/ babies... I don't think he was happy either. He suddenly had internet issues too =/
Come to think of it... I believe I've been knocking out alot of ISPs...
Humans can't beat 2 Truths, 2 Repeals, 2 Aether Grids, 1 Grapeshot. What do you name with your Mages in the dark? Nope sorry bro. Don't play Cabal Therapy in Legacy. It wouldn't go well for you.
I was on 2 Grapeshot main, but realized the 2nd one was a liability/dead draw more often than not. I still like 2 of them for those games you wanna raw dog Plan B (3 equipment, Opal, 2 Retract and Grapeshot is a clean 15 damage... surprising how many people get in range and how fast... I mention this hand specifically because I've Turn 2'd with it, but it can T1 if you're on the draw and got a land/2nd Opal in the mix
I've done Outcome before and in the games I want to maximize the legit Storm kill it did really well. So I bring it in for those games that I think the game might stall and I'm 8+ equipment on the field and hoping to hit both Retract/Grapeshot to finish the game... Guess what? Outcome can find you both of the same turn.
Oh man I didn't intend to make such a post! Sorry for quoting you ktken, but you found my list and by default me/drew me outta my shell to explain things because I hate reading everyone trying to guess at stuff. Last time that happened was when I Top 8'd an IQ with Serum Powders pre-Sram and I was asked to do a Primer, but I never did (if that was here then I'm sorry!)
Oh and serenechaos has said it many, many times, but I wholeheartedly agree with him and I did 4 years ago when I first stumbled on him talking about this deck and I checked my work against his: The strength of the deck is that you are a 1 card combo deck and get to play 8 copies. That means you're 70% to see that in your opening hand. Make those 70% opening hands as consistent as humanly possible. If those 70% T2 100% of the time then you're winning 2 outta 3 games and Mox Opal gets banned tomorrow
EDIT: Hypergeometric Calculator shows Population size 60, # of successes in population 8, Sample size 7, # of successes in sample 1 to be a Cumulative Probability of greater than/equal to 1 at 65.36% chance not 70%... Oops. Also winning 2 outta 3 games is a winrate of 66.6666 repeating... interesting coincidence ain't it???
This post is a masterpiece! I had a brief love affair with Serum Powder after your Top 8, so you've influenced me before.
So in the game that changed everything, your opponent did well to pick Claim. I would have picked Paladin over Sram, since Sram is Legendary and Pally equips for free...why did you expect him to pick Sram & F6??
Most of the time it's correct for them to take Sram because like the Kor Spiritdancer outta Bogles at worst it can cycle (you still get one draw if they have removal since it is on cast). Puresteel Paladin has to see the equipment enter play before the ability triggers. They almost always take Sram and hold up Bolt for the Paladin so I kinda expected the average Mardu 'autopilot' outta him and it took me a bit to realize why he was thinking so hard. Seemed easy to me ya know? Then I realized it was a random SB card I was playing. I'm the first to admit it sometimes takes awhile for things to click. 3-4 years ago I was playtesting against a friend (it's why we call the deck 2Steel because we grinded for several hours and at the end of the session I had won just 2 games and when I put the cards back in my box I found 2 Puresteel Paladins stuck to the side... ) and couldn't draw the second land to show him the combo ever and after one game he said 'I don't know why you didn't just Noxious Revival the fetchland and get your second land that way.'
I've been reading and following, but haven't had a chance to sit down and respond to the past week or so of posts. I've been grinding away tho!
Oh and yesterday I got my first Turn 1 kill on the draw against a live opponent (I've goldfished a couple over the years though)... Turn 1 on the play is gonna be so much harder!
Most of the time it's correct for them to take Sram because like the Kor Spiritdancer outta Bogles at worst it can cycle (you still get one draw if they have removal since it is on cast). Puresteel Paladin has to see the equipment enter play before the ability triggers. They almost always take Sram and hold up Bolt for the Paladin so I kinda expected the average Mardu 'autopilot' outta him and it took me a bit to realize why he was thinking so hard. Seemed easy to me ya know? Then I realized it was a random SB card I was playing.
That's prolly the best answer. In chess, we always think "what's bad for my opponent is good for me", so as a Cheeri0s player it always feels so bad to have an opponent force us to discard a Paladin and then draw a second Sram when we have enough mana to cast both, which led me to think picking Puresteel was usually best when one of each engine is in hand.
I ended up cutting Paradoxical and Forge Tenders for the Claim//Fame and adding a 3rd Repeal to the main. The sideboard slots weren't so relevant and I'm not sure which I like better at this point, but I can say that the 3rd Repeal main felt really good all day, though it could also be Serum Visions #4.
I ended up cutting Paradoxical and Forge Tenders for the Claim//Fame and adding a 3rd Repeal to the main. The sideboard slots weren't so relevant and I'm not sure which I like better at this point, but I can say that the 3rd Repeal main felt really good all day, though it could also be Serum Visions #4.
Congrats on the stellar finish man! I hope you didn’t spend all those prize wall tickets in one place =)
I ended up cutting Paradoxical and Forge Tenders for the Claim//Fame and adding a 3rd Repeal to the main. The sideboard slots weren't so relevant and I'm not sure which I like better at this point, but I can say that the 3rd Repeal main felt really good all day, though it could also be Serum Visions #4.
Sweet finish, sweet list. Love the 3 SV and 3 Repeals, and really find the Claims interesting. I feel like Shrine is weird in the SB and would just be better in the MD, but I like the idea of where the Claim tech is going.
I'm pretty confident in my choices in the 60 but the 15 could change. I think the Sideboard could easily switch to have 2 paradoxical and 2 forge-tender instead of the claim package and yield similar results.
I opened 5-0 on a big tournament today with a tweaked version of XboxGreg's list, but ended up losing the last three matches and missing my shot at the top 8. The deck runs pretty sweetly, and the only match I didn't feel I had much of a shot was the last one, where I played Eldrazi Stompy. The other player knew the deck and used his serum powders to open with Chalice on 0. Game one he TKSed away my Sram, and I couldn't keep the Chalice out of the table. Game 2 I bounced chalice on his endstep with Repeal, after he tapped out for a Eldrazi Mimic. I played Puresteel and when I made my first equip, he SSGed for Dismember out of the blue.
People playing chalice on 0 in the "blind" game one has been very frustrating for me, too. Luckily eldrazi decks have fallen off recently. I think our matchup significantly improves with copies of repeal in the main. It sounds like you opponent had a very good draw and there wasn't much you could do there, but I don't think the matchup is as bad as it appeared there.
How did you board? I'd bring in an Aether Grid and echoing truths and cut a nox. and 2 cathar's shields.
I had a Monastery Mentor on the side, I brought that in because he gets value even if the equips get countered. I was playing 4 SVs main deck, so I cut out one of those and 2 nets for the Echoing Truths and MM.
The tournament champion was on Eldrazi Tron. A friend of mine was playing Mono-Green Tron and narrowly avoided me all the way to the end, and he finished one place above, if we'd been matched up, I could have ended 6-2 or even 7-1 getting a more favorable matchup along the way.
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4 Mox Opal
4 Mox Amber
4 Artificers Assistant
4 Puresteel Paladin
4 Sram, Senior Edificer
4 Cathar's Shield
2 Sigil of Distinction
1 Erayo
3 Kira, Great Glass Spinner
4 Paradise Mantle
3 Spidersilk Net
1 Retract
2 Hurkyl's Recall
1 Displacement Wave
2 Grapeshot
1 noxious revival
1 repeal
1 Plains
4 Hallowed Fountain
1 Steam Vents
4 Flooded Strand
4 Seachrome Coast
SB:
1 Dispatch
1 Plains
1 Repeal
4 Silence
4 Leyline of Sanctity
3 Echoing Truth
1 Ghirapur Aether Grid
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
https://www.mtggoldfish.com/deck/1189589#paper
Notable tech includes:
Very interested in how they sideboard.
Matchups were bant eldrazi, elves, RG Tron and KCI
Even been good match ups since cheerios runs faster then those decks, the decks had a lot of disruption in the maindeck like explosives, lightning Bolt and paths. G1 , most likely repeal, shown a "must have" against explosives or redraws (its simply great)
Ive used 3 claim//faime side boarding, but never got the chance to use it, the deck seems really like to get back without it, but i think i was kind Lucky, but I still think its a great add against pathless removals here, and that means I used godless shrine maindeck (14 lands).
I had no doubt that AA is a great adition for the deck, It not only made me Go off safer but It gave my opponents diferent target for removal spells, once they had to Deal with a possible 4/x flyer, wich means less removals for Engines and could hold the game until going off again
So in the game that changed everything, your opponent did well to pick Claim. I would have picked Paladin over Sram, since Sram is Legendary and Pally equips for free...why did you expect him to pick Sram & F6??
Most of the time it's correct for them to take Sram because like the Kor Spiritdancer outta Bogles at worst it can cycle (you still get one draw if they have removal since it is on cast). Puresteel Paladin has to see the equipment enter play before the ability triggers. They almost always take Sram and hold up Bolt for the Paladin so I kinda expected the average Mardu 'autopilot' outta him and it took me a bit to realize why he was thinking so hard. Seemed easy to me ya know? Then I realized it was a random SB card I was playing. I'm the first to admit it sometimes takes awhile for things to click. 3-4 years ago I was playtesting against a friend (it's why we call the deck 2Steel because we grinded for several hours and at the end of the session I had won just 2 games and when I put the cards back in my box I found 2 Puresteel Paladins stuck to the side... ) and couldn't draw the second land to show him the combo ever and after one game he said 'I don't know why you didn't just Noxious Revival the fetchland and get your second land that way.'
I've been reading and following, but haven't had a chance to sit down and respond to the past week or so of posts. I've been grinding away tho!
Oh and yesterday I got my first Turn 1 kill on the draw against a live opponent (I've goldfished a couple over the years though)... Turn 1 on the play is gonna be so much harder!
I just went 9-1-1 to get 3rd in the Starcity Modern Classic, ~240 people. Here's the list:
http://www.starcitygames.com/decks/122393
I ended up cutting Paradoxical and Forge Tenders for the Claim//Fame and adding a 3rd Repeal to the main. The sideboard slots weren't so relevant and I'm not sure which I like better at this point, but I can say that the 3rd Repeal main felt really good all day, though it could also be Serum Visions #4.
Congrats on the stellar finish man! I hope you didn’t spend all those prize wall tickets in one place =)
Sweet finish, sweet list. Love the 3 SV and 3 Repeals, and really find the Claims interesting. I feel like Shrine is weird in the SB and would just be better in the MD, but I like the idea of where the Claim tech is going.
I'm pretty confident in my choices in the 60 but the 15 could change. I think the Sideboard could easily switch to have 2 paradoxical and 2 forge-tender instead of the claim package and yield similar results.
How did you board? I'd bring in an Aether Grid and echoing truths and cut a nox. and 2 cathar's shields.