Well, from my own solitaire games, turn 3 is not all that hard. Usually, I'll play an egg turn 1, turn 2 play 2 eggs. On turn 3, if I have a Bloom suspended, I'll try and lay another egg or more eggs. If no eggs, I'll Serum Visions. If I have nothing suspended, and have a reshape, I'll blow the 3 eggs, draw 3, blow any Ghost quarters, then reshape for bloom.
At that point, the second sunrise should set me up to combo. All I really look for in my opening hand, is if I have a reshape and or second sunrise in hand, and if i have any blooms to suspend...
I feel like KCI is just slow... Do you guys just play it on turn 4-5 and go off when you play it? Or do you combo and hope to draw it during the combo and play it then?
-yawg
Private Mod Note
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From void evolved Phyrexia. Great Yawgmoth, Father of Machines, saw its perfection. Thus The Grand Evolution began. — Phyrexian Scriptures
It depends. I had games where I go off t3 without KCI and eventually play it to just win with banefire, but I've also had games where I had to wait for KCI to go off (t4). I think it really comes down to if you have Terrarion/Ichor Wellspring vs Other Eggs.
So I went 4-0 with eggs. Will post matchups tonight after I finish up with work. As for the concern over KCI speed, its not much slower than a traditional build. I'd say, out of 100 games, you go off turn 4 a little over half, turn 3 maybe 30 times and turn 5+ 20 times, whereas traditional eggs would typically land as turn 3 40 times, turn 4 60 times and turn 5+ hardly ever. That's the luxury of KCI. It trades a very marginal difference in speed (maybe 10% slower) fOr a significantly more consistent combo as well as access to two more eggs.
Standard Mardu Midrange Modern 4 Colour Delver, Naya Midrange CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Alright, so lets say your commander is Riku of Two Reflections. Combo commander, to be sure, but lets push this into the realm of absurd. You cast Palinchron and do your Riku thing to make infinite mana because we're going to need it. Forget about your extra Palinchron tokens. A million flying 4/5s is boring. So now you cast Enter the Infinite, because drawing your deck is important. Follow it up with a Obstinate Familiar because not decking yourself is equally important. Laboratory Maniac could work here too, but we're gonna go some more levels deep. Cast a Greater Good because we want a tasteful sac outlet. Follow this up with Parallel Lives, Doubling Season,Copy Enchantment, Clever Impersonator, Mycosynth Latice, Phyrexian Metamorph, and Copy Artifact giving you 6 double token effects. Here's where it gets fun now. Cast a Reef Worm. Sac it to greater good and get 256 Fish, which you sac to get 65,536 whales, which you sac to get 16,777,216 Krakens. Are we done yet? Nope! Cast Thromok the Insatiable, devouring all your krakens to make a 281,474,976,710,656/281,474,976,710,656 Thromok. Where do we go from here though? Let your opponent cast Death Mutation on him! Why, that's 7.20575940x10^16 tokens! Good thing we have Body Double to make another Thromok the Insatiable who will be a 5.19229686x10^33/5.19229686x10^33! Seems big enough, but not for us! Since we're red anyways, lets cast a Furnace of Rath, Dictate of the Twin Gods, and a Fire Servant! Now it's time to Fling your guy, dealing a spicy 4.15383749x10^34 damage to your opponent. To put that in perspective, there are an estimated 3x10^23 stars in the known universe. You dealt more damage than there are stars. That'll give your opponent something to think about. PROTIP: Dodge Spellskite decks
So I went 4-0 with eggs. Will post matchups tonight after I finish up with work. As for the concern over KCI speed, its not much slower than a traditional build. I'd say, out of 100 games, you go off turn 4 a little over half, turn 3 maybe 30 times and turn 5+ 20 times, whereas traditional eggs would typically land as turn 3 40 times, turn 4 60 times and turn 5+ hardly ever. That's the luxury of KCI. It trades a very marginal difference in speed (maybe 10% slower) fOr a significantly more consistent combo as well as access to two more eggs.
Alright. So the deck I ran was the one I posted earlier. My partner, I gave a set of Angel's Grace, Pithing Needle, Mana Tithe, Silence and Remand and told him to make a cheap tempo counter deck. He asked what I was playing. I told him eggs. He brought a book to read.
Game 1: I kinda felt bad about this one. My friend doesn't do a lot of tournament play so his points brought us down and we got paired down with some younger kids. Both were running standard decks. One was human token theme and the other was a blue green mill yourself deck. The game went as one would expect, turn 4 combo. One kid got bored and leafed through my friend's traders and the other kid watched and read as many cards as he could. After, he asked for some help with his deck. I tossed him a Mirror-Mad (I have like 5 and I'm co like dat!) *Please note, I didn't actually toss the card at him, while casually looking over my shoulder in a crisp black suit while putting on sunglasses with explosions and a wicked jazz sax solo. I'm not that cool*
Game 2: Game 2 was a bit weird. One guy was playing a Splinter Twin combo and the other guy was playing Urzatron. I recognized both decks pretty quickly, so I had my friend play Pithing Needle naming Deciever Exarch on turn 1, and leave a Mana Tithe open for a Karn on turn 3. After that, it was clear sailing. Silence on turn 4, followed by a KCI, SS and Revival in hand secured the win.
Game 3: Not much to say about this. One guy was running Hive Mind combo, the other control to back him up. I guess same idea as me and my friend. He played Hive Mind, Pact of the Titan, the Black kill pact at the creature and Pact of Negation off of it. He smiled, looked up and said smuggly "Can you pay it?", "Untap, Upkeep, Angel's Grace, Go"
I could have combod before he went off, but my friend had Angel's Grace in hand and this guy was being a bit of a douche
Game 4: Probably one of the more difficult match ups. This was against an Affinity and a Rakdos burn/Jund Rogue deck. Turn one I was thoughtseized and had my SS pulled out of hand. I dropped some eggs and when I went to combo, I had my SS Extirpated... I was pretty chapped about that, but the first egg I cantripped was OtV, and the next one was KCI, so I was pretty pleased about that. I generated as much mana as I could, Reshaping into Ichor Wellspring for the extra card draw, Noxious Revivaled OtV and Faithless Lootinged, dropping Darksteel Citadels and Lotus Blooms in the yard. It took a lot more thinking and weighing the likely-hood of drawing either OtV or Revival, but as anyone who has played this deck can say, there's just a point where it goes to autopilot.
Anyways, I was pretty pleased about how the games went. I hope to play it again soon, hopefully in some one on one games to see how that holds up.
Please feel free to ask any questions about how the matches went or anything of that sort.
Standard Mardu Midrange Modern 4 Colour Delver, Naya Midrange CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Alright, so lets say your commander is Riku of Two Reflections. Combo commander, to be sure, but lets push this into the realm of absurd. You cast Palinchron and do your Riku thing to make infinite mana because we're going to need it. Forget about your extra Palinchron tokens. A million flying 4/5s is boring. So now you cast Enter the Infinite, because drawing your deck is important. Follow it up with a Obstinate Familiar because not decking yourself is equally important. Laboratory Maniac could work here too, but we're gonna go some more levels deep. Cast a Greater Good because we want a tasteful sac outlet. Follow this up with Parallel Lives, Doubling Season,Copy Enchantment, Clever Impersonator, Mycosynth Latice, Phyrexian Metamorph, and Copy Artifact giving you 6 double token effects. Here's where it gets fun now. Cast a Reef Worm. Sac it to greater good and get 256 Fish, which you sac to get 65,536 whales, which you sac to get 16,777,216 Krakens. Are we done yet? Nope! Cast Thromok the Insatiable, devouring all your krakens to make a 281,474,976,710,656/281,474,976,710,656 Thromok. Where do we go from here though? Let your opponent cast Death Mutation on him! Why, that's 7.20575940x10^16 tokens! Good thing we have Body Double to make another Thromok the Insatiable who will be a 5.19229686x10^33/5.19229686x10^33! Seems big enough, but not for us! Since we're red anyways, lets cast a Furnace of Rath, Dictate of the Twin Gods, and a Fire Servant! Now it's time to Fling your guy, dealing a spicy 4.15383749x10^34 damage to your opponent. To put that in perspective, there are an estimated 3x10^23 stars in the known universe. You dealt more damage than there are stars. That'll give your opponent something to think about. PROTIP: Dodge Spellskite decks
For Storm, wait until they've tapped for a Past in Flames or that big/semi final Seething Song and hit then... Kills the combo because Grapeshot and Empty the Warrens are all Sorceries! Not only does it stop the combo as it's happening, but if you play it then, after they TRY and go off, they've just exhausted their entire hand trying to combo.
Seriously... everything. Any time someone brings up a card or something that will hurt the deck from going off, I rack my brain trying to find a card to stop it. At the end, I always say "well, I DO have Echoing Truth in the board already..." Leyline of the Void, Thalia, Guardian of Traben, Pyromancer's Ascension, Pyromancer's Swath... Not to mention, if they try and swing with Kiki-Jiki, Mirror Breaker combo, you can always wait for an attack, and bounce EVERY token to their hand, and combo the next turn.
I personally love this idea for an alternate win con from the board. I have a maindecked Pyrite Spellbomb, a Laboratory Maniac, & a Bitter Ordeal. Out of the board, instead of running a Sunbeam Spellbomb (because lets face it... I HATE winning by saying "I'll gain infinite life..."), Run one of these. In the off chance you ARE up against the mirror match, If you toss that down turn 1-2, your opponent CAN'T go off... No matter which version they build. True, if they're running Spoils of the Vault, they can fetch their Pyrite Spellbomb fast, but it's a risky move. it'd have to be in the top 18 cards for that to NOT kill him... and if he tries to risk the combo, hoping to draw the pyrite before DotV kills him... I guess what i'm saying is: This card is a great alt win con, especially for the mirror.
Please, criticize this! Remember, I don't really have a meta. Just want to be prepared for any deck I might play...
Angel's Grace is just a way better combo hater than anything else you can have. Any deck currently in modern that uses the graveyard is to slow to kill us, or is a combo deck (Past in Flames).
I would say:
-1 Grafdigger's Cage
+1 Defense Grid
As well, but you're not running a KCIS version so drawing defense grid mid combo is a bit more worthless.
Yeah, I thought it was weird too. It was interesting though. I got to see what cards in my partner's deck (ie my sideboard) would be valuable in each match up.
Standard Mardu Midrange Modern 4 Colour Delver, Naya Midrange CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Alright, so lets say your commander is Riku of Two Reflections. Combo commander, to be sure, but lets push this into the realm of absurd. You cast Palinchron and do your Riku thing to make infinite mana because we're going to need it. Forget about your extra Palinchron tokens. A million flying 4/5s is boring. So now you cast Enter the Infinite, because drawing your deck is important. Follow it up with a Obstinate Familiar because not decking yourself is equally important. Laboratory Maniac could work here too, but we're gonna go some more levels deep. Cast a Greater Good because we want a tasteful sac outlet. Follow this up with Parallel Lives, Doubling Season,Copy Enchantment, Clever Impersonator, Mycosynth Latice, Phyrexian Metamorph, and Copy Artifact giving you 6 double token effects. Here's where it gets fun now. Cast a Reef Worm. Sac it to greater good and get 256 Fish, which you sac to get 65,536 whales, which you sac to get 16,777,216 Krakens. Are we done yet? Nope! Cast Thromok the Insatiable, devouring all your krakens to make a 281,474,976,710,656/281,474,976,710,656 Thromok. Where do we go from here though? Let your opponent cast Death Mutation on him! Why, that's 7.20575940x10^16 tokens! Good thing we have Body Double to make another Thromok the Insatiable who will be a 5.19229686x10^33/5.19229686x10^33! Seems big enough, but not for us! Since we're red anyways, lets cast a Furnace of Rath, Dictate of the Twin Gods, and a Fire Servant! Now it's time to Fling your guy, dealing a spicy 4.15383749x10^34 damage to your opponent. To put that in perspective, there are an estimated 3x10^23 stars in the known universe. You dealt more damage than there are stars. That'll give your opponent something to think about. PROTIP: Dodge Spellskite decks
I'm seeing your logic in those moves. The Trap was really only to vary things, on the off chance that the match goes to game 3, and he/she already knows the hate cards and prepares for them... You know, "I know he's going to hit the Angel's Grace, so I'm going to side in _______ so that I can battle against it (I know the colors don't match up, but Meddling Mage comes to mind). You're right though, between Angel's Grace and Silence, there's not a lot they can do against that... What CAN they do, btw? Is there any defense other than hoping I don't draw any of those cards prior to them comboing??
My thoughts were really with pod decks. They have access to Thalia, which can take our turn 3/4 combo to turn 5/6... I was hoping that if they're deck is working at A+ standards, I'd have some way to stop them, other than an Echoing Truth. Really, Cage had the same purpose as Needle. A good card that's cheap and can be tutored with Reshape if needed in the first 2-3 turns if things aren't looking good for a turn 3-4 combo.
I'm really only worried about pod when they're really on their game, but if they play turn 1 Noble Heirarch, turn 2 Pod, turn 3, tutor for Thalia... That's a sad face for me... The next 2-3 turns are going to be painful while they're setting up for Melaria / Persist combo to go infinite, we're sitting there waiting to draw into a pyrite spellbomb, only to kill ONE thing. The sad part is: that thing that slows us down, is only there to stall while they set up their own thing... I don't know...
I agree that 3 Defense Grids are really good, and the reason for having 3 is important. But I don't know if taking out the Cage is the right move...
-Yawg
Private Mod Note
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From void evolved Phyrexia. Great Yawgmoth, Father of Machines, saw its perfection. Thus The Grand Evolution began. — Phyrexian Scriptures
There are 0 answers that Storm and Twin decks have for Angel's Grace. I haven't really had any problem against pod decks that I've played against, but that could just be a factor of me running KCIS which can easily produce enough mana to ignore Thalia.
So, what are the most dangerous matchups? I was assuming Storm & other combo decks would outrace this deck and be the most dangerous. Looking at it now, I'm realizing that game one is a coin flip (we go first, we'll prob win; and when they go first, there's a good chance they'll win... Nature of the beast I guess...), and after boarding, between Silence and Angel's Grace, I'd say we had a leg up. Now, I totally understand that they prob have good things in their board against us, but still...
Now, I'm realizing that the quick RWU Delver and other aggro decks seem to be more of a challenge for us...
What do you think is the worst matchup for Eggs?
What are some SB cards they board in AGAINST us, in the different matchups?
Private Mod Note
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From void evolved Phyrexia. Great Yawgmoth, Father of Machines, saw its perfection. Thus The Grand Evolution began. — Phyrexian Scriptures
Graveyard hate always hurts. As does counterspells.
Some tips against any tempo lists:
Pay 1UU for Reshape always if you can manage it. It allows us to dodge their Spell Snares. During the first Sunrise of your combo make sure to leave enough stuff on the board/floating that you can cast it again in case of remand.
If you think they're going to board in Extirpate or Surgical Extraction make sure to always have a revival or bauble to respond with.
If you feel the aggro list is to fast Silence in the early turns are psuedo timewalks.
I personally have a problem against Loam, and GR Tron which have potentials for hands that can really mess with the combo (Raven's Crime, and t3 Mindslaver).
Tempo is the worst matchup. Given that this deck plays zero combat-oriented creatures, the opposing deck can simply ride a lone Delver or Mutavault to victory while keeping mana open for countering Sunrise.
In the mirror match, I thought of putting in Disciple of the Vault, but someone noticed how they could still combo with Sunbeam Spellbomb. Do you guys think it's still a good board card? How many people run a singleton Sunbeam anymore?
To elaborate on Halimar Depths:
1) You spend the first 3 turns dropping lands and eggs. If you use ETB tapped lands, you have fewer eggs to cast. This affects your chance of fizzling.
2) Attempting to destroy Halimar Depths with Ghost Quarter and getting Depths' ETB effect when you Sunrise is pretty pointless because you'll be drawing the top 3 cards of your library when you crack eggs anyway. It hardly matters which order you draw them in.
AVR brought us a new egg: Abundant Growth.
Pros:
Draws a card upon ETB (other 1 mana eggs draw when they die)
Fixes colors (it'll be needed if you're playing UG and intend to get UU for Reshape)
Cons:
Not an artifact (i.e. not Reshape fodder)
Requires a sac outlet (e.g. Ghost Quarter, Greater Gargadon)
I think a re-look into the Lotus Cobra build is in order. You can maindeck Seal of Primordium and use it to blast enemy A/E like Rule of Law, or destroy your own Abundant Growth and Ichor Wellspring.
I'm not sure about it. You'll always have to keep a land untapped when doing second sunrise to even get the mana fixing part of it, and that seems slightly inefficient. Maybe as another draw spell, but that just seems like overkill in most versions.
Avr also brings us Laboratory Assistant, which doesn't fix mana but it does chump Afro decks. We also have Reforge the Soul, which I can think of several situations I'd love to hardcast mid combo. I will never miracle it in this type of deck.
Standard Mardu Midrange Modern 4 Colour Delver, Naya Midrange CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Alright, so lets say your commander is Riku of Two Reflections. Combo commander, to be sure, but lets push this into the realm of absurd. You cast Palinchron and do your Riku thing to make infinite mana because we're going to need it. Forget about your extra Palinchron tokens. A million flying 4/5s is boring. So now you cast Enter the Infinite, because drawing your deck is important. Follow it up with a Obstinate Familiar because not decking yourself is equally important. Laboratory Maniac could work here too, but we're gonna go some more levels deep. Cast a Greater Good because we want a tasteful sac outlet. Follow this up with Parallel Lives, Doubling Season,Copy Enchantment, Clever Impersonator, Mycosynth Latice, Phyrexian Metamorph, and Copy Artifact giving you 6 double token effects. Here's where it gets fun now. Cast a Reef Worm. Sac it to greater good and get 256 Fish, which you sac to get 65,536 whales, which you sac to get 16,777,216 Krakens. Are we done yet? Nope! Cast Thromok the Insatiable, devouring all your krakens to make a 281,474,976,710,656/281,474,976,710,656 Thromok. Where do we go from here though? Let your opponent cast Death Mutation on him! Why, that's 7.20575940x10^16 tokens! Good thing we have Body Double to make another Thromok the Insatiable who will be a 5.19229686x10^33/5.19229686x10^33! Seems big enough, but not for us! Since we're red anyways, lets cast a Furnace of Rath, Dictate of the Twin Gods, and a Fire Servant! Now it's time to Fling your guy, dealing a spicy 4.15383749x10^34 damage to your opponent. To put that in perspective, there are an estimated 3x10^23 stars in the known universe. You dealt more damage than there are stars. That'll give your opponent something to think about. PROTIP: Dodge Spellskite decks
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At that point, the second sunrise should set me up to combo. All I really look for in my opening hand, is if I have a reshape and or second sunrise in hand, and if i have any blooms to suspend...
I feel like KCI is just slow... Do you guys just play it on turn 4-5 and go off when you play it? Or do you combo and hope to draw it during the combo and play it then?
-yawg
Standard Mardu Midrange
Modern 4 Colour Delver, Naya Midrange
CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Looking forward to seeing the match ups.
Game 1: I kinda felt bad about this one. My friend doesn't do a lot of tournament play so his points brought us down and we got paired down with some younger kids. Both were running standard decks. One was human token theme and the other was a blue green mill yourself deck. The game went as one would expect, turn 4 combo. One kid got bored and leafed through my friend's traders and the other kid watched and read as many cards as he could. After, he asked for some help with his deck. I tossed him a Mirror-Mad (I have like 5 and I'm co like dat!) *Please note, I didn't actually toss the card at him, while casually looking over my shoulder in a crisp black suit while putting on sunglasses with explosions and a wicked jazz sax solo. I'm not that cool*
Game 2: Game 2 was a bit weird. One guy was playing a Splinter Twin combo and the other guy was playing Urzatron. I recognized both decks pretty quickly, so I had my friend play Pithing Needle naming Deciever Exarch on turn 1, and leave a Mana Tithe open for a Karn on turn 3. After that, it was clear sailing. Silence on turn 4, followed by a KCI, SS and Revival in hand secured the win.
Game 3: Not much to say about this. One guy was running Hive Mind combo, the other control to back him up. I guess same idea as me and my friend. He played Hive Mind, Pact of the Titan, the Black kill pact at the creature and Pact of Negation off of it. He smiled, looked up and said smuggly "Can you pay it?", "Untap, Upkeep, Angel's Grace, Go"
I could have combod before he went off, but my friend had Angel's Grace in hand and this guy was being a bit of a douche
Game 4: Probably one of the more difficult match ups. This was against an Affinity and a Rakdos burn/Jund Rogue deck. Turn one I was thoughtseized and had my SS pulled out of hand. I dropped some eggs and when I went to combo, I had my SS Extirpated... I was pretty chapped about that, but the first egg I cantripped was OtV, and the next one was KCI, so I was pretty pleased about that. I generated as much mana as I could, Reshaping into Ichor Wellspring for the extra card draw, Noxious Revivaled OtV and Faithless Lootinged, dropping Darksteel Citadels and Lotus Blooms in the yard. It took a lot more thinking and weighing the likely-hood of drawing either OtV or Revival, but as anyone who has played this deck can say, there's just a point where it goes to autopilot.
Anyways, I was pretty pleased about how the games went. I hope to play it again soon, hopefully in some one on one games to see how that holds up.
Please feel free to ask any questions about how the matches went or anything of that sort.
Cheers
Standard Mardu Midrange
Modern 4 Colour Delver, Naya Midrange
CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
Also, I tweaked my board. Take a look and please make comments on it...
3 Silence
4 Echoing Truth
1 Mindbreak Trap
1 Disciple of the Vault
2 Defense Grid
1 Grafdigger's Cage
1 Pithing Needle
1 Tormod's Crypt
Angel's Grace - Storm & Mirror Match
Silence - Storm & Control decks
Echoing Truth - pretty much everything
Mindbreak Trap - Storm
Disciple of the Vault - alt win con, Mirror match
Defense Grid - control (counters)
Grafdigger's Cage - Pod
Pithing Needle - T's Crypt, etc...
Tormod's Crypt - any Gy based decks.
Please, criticize this! Remember, I don't really have a meta. Just want to be prepared for any deck I might play...
-Yawg
-1 Tormod's Crypt
+2 Angel's Grace
Angel's Grace is just a way better combo hater than anything else you can have. Any deck currently in modern that uses the graveyard is to slow to kill us, or is a combo deck (Past in Flames).
I would say:
-1 Grafdigger's Cage
+1 Defense Grid
As well, but you're not running a KCIS version so drawing defense grid mid combo is a bit more worthless.
Standard Mardu Midrange
Modern 4 Colour Delver, Naya Midrange
CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)
I'm seeing your logic in those moves. The Trap was really only to vary things, on the off chance that the match goes to game 3, and he/she already knows the hate cards and prepares for them... You know, "I know he's going to hit the Angel's Grace, so I'm going to side in _______ so that I can battle against it (I know the colors don't match up, but Meddling Mage comes to mind). You're right though, between Angel's Grace and Silence, there's not a lot they can do against that... What CAN they do, btw? Is there any defense other than hoping I don't draw any of those cards prior to them comboing??
My thoughts were really with pod decks. They have access to Thalia, which can take our turn 3/4 combo to turn 5/6... I was hoping that if they're deck is working at A+ standards, I'd have some way to stop them, other than an Echoing Truth. Really, Cage had the same purpose as Needle. A good card that's cheap and can be tutored with Reshape if needed in the first 2-3 turns if things aren't looking good for a turn 3-4 combo.
I'm really only worried about pod when they're really on their game, but if they play turn 1 Noble Heirarch, turn 2 Pod, turn 3, tutor for Thalia... That's a sad face for me... The next 2-3 turns are going to be painful while they're setting up for Melaria / Persist combo to go infinite, we're sitting there waiting to draw into a pyrite spellbomb, only to kill ONE thing. The sad part is: that thing that slows us down, is only there to stall while they set up their own thing... I don't know...
I agree that 3 Defense Grids are really good, and the reason for having 3 is important. But I don't know if taking out the Cage is the right move...
-Yawg
Now, I'm realizing that the quick RWU Delver and other aggro decks seem to be more of a challenge for us...
What do you think is the worst matchup for Eggs?
What are some SB cards they board in AGAINST us, in the different matchups?
Some tips against any tempo lists:
Pay 1UU for Reshape always if you can manage it. It allows us to dodge their Spell Snares. During the first Sunrise of your combo make sure to leave enough stuff on the board/floating that you can cast it again in case of remand.
If you think they're going to board in Extirpate or Surgical Extraction make sure to always have a revival or bauble to respond with.
If you feel the aggro list is to fast Silence in the early turns are psuedo timewalks.
I personally have a problem against Loam, and GR Tron which have potentials for hands that can really mess with the combo (Raven's Crime, and t3 Mindslaver).
| Ad Nauseam
| Infect
Big Johnny.
-Yawg
PS- I am running 3 Silence and 3 Angel's Grace. Is 3/3 good for those cards?
Darn, I should write up something about KCI (the card).
1) You spend the first 3 turns dropping lands and eggs. If you use ETB tapped lands, you have fewer eggs to cast. This affects your chance of fizzling.
2) Attempting to destroy Halimar Depths with Ghost Quarter and getting Depths' ETB effect when you Sunrise is pretty pointless because you'll be drawing the top 3 cards of your library when you crack eggs anyway. It hardly matters which order you draw them in.
| Ad Nauseam
| Infect
Big Johnny.
Pros:
Draws a card upon ETB (other 1 mana eggs draw when they die)
Fixes colors (it'll be needed if you're playing UG and intend to get UU for Reshape)
Cons:
Not an artifact (i.e. not Reshape fodder)
Requires a sac outlet (e.g. Ghost Quarter, Greater Gargadon)
I think a re-look into the Lotus Cobra build is in order. You can maindeck Seal of Primordium and use it to blast enemy A/E like Rule of Law, or destroy your own Abundant Growth and Ichor Wellspring.
| Ad Nauseam
| Infect
Big Johnny.
I dislike using Seal of Primordium or any artifact/destruction spell in second sunrise instead preferring to use either Wipe Away or Echoing Truth.
Standard Mardu Midrange
Modern 4 Colour Delver, Naya Midrange
CommanderSidisi 1v1, Sliver Overlord, Intet the Dreamer, Mayael the Anima (shameless plug http://youtu.be/4zu4QRvGSo8)