Hi there all. I've been playtesting alot of different decks (ie not fairies, kithkin, commandments or Littlekid doranteeg). Most of them Seem to have alot of cards in common.
After playing a few games with friends, I thought to myself, "Self why are we not just playing 4 of all the cards that beat the best decks."
And then I replied to myself, "Wow. What a great idea!"
So I'm on a mission to find the cards that beat the best decks out there. Any Thoughts on that would be greatly appreciated. (any deck in italics is one of those sorta kinda can)
Do no Flame me about the decks. I realize supposedly Kithkin is losing favor. Its still fast, there are other fast decks out so there ya go.
Also Do not come in here Saying "Well as a ~decklist~ player I Do this and this and THIS!! How does X card beat/get around that?" That is not what I'm Looking for.
I do not need the Random Play Faeries posts. I am looking for cards that can beat faeries and the other "top tier" decks.
I also realize that these cards do not single handled beat these decks. They make the games very difficult to win for the other deck.
I know also there are a few other decks. quick n' toast and other decks that feature 5 color manabases and counter spells. There are several different builds of 5color and quick n' toast. I believe both have similar game as Faeries and Commandments. All are variations on each other. If you believe otherwise please post/send me a list with your reasons.
Edit1: Austere Command, Ok thanks. General Good to have card. I agree on the Control. Theres no super smash face aggro quite yet.
From the bit of Block that I have been playing, I have come to realize that The more control based your deck is the better you are going to do.
A major hoser in a lot of games so far for me has been Austere Command. i run 2 of them in my 5c elementals and no matter what the match up is it has always swayed the game in my favor.
Maybe Soul Snuffers as a counter to Bitter Blossom if you don't want to destroy it. I'm using it in a themed -1/-1 deck in combination with Neckoskitter and it's been the star in most of my wins.
Although no one seems to have noticed it, regarding Block, Stillmoon Cavalier is the best card in EVE.
I don't know, Flame Jab can take care of that card. For that matter so can Soul Snuffers. I don't think there has been enough time yet to declare a best card of the set yet, there are a lot of potential candidates. Personally, Snakeform has been my favorite and the best card in all my Eventide infused matches.
Hi there all. I've been playtesting alot of different decks (ie not fairies, kithkin, commandments or Littlekid doranteeg). Most of them Seem to have alot of cards in common.
After playing a few games with friends, I thought to myself, "Self why are we not just playing 4 of all the cards that beat the best decks."
And then I replied to myself, "Wow. What a great idea!"
In theory, this is a great idea. It may well be the best idea. But I don't think it works for reasons I'll explain below.
So I'm on a mission to find the cards that beat the best decks out there. Any Thoughts on that would be greatly appreciated. (any deck in italics is one of those sorta kinda can)
Looking at your list, you have a 5-color control deck in the making. This makes sense. Last year, splashing into all colors with a Teachings deck was the right choice because you had Ancient Grudge against enemy artifact mana, you had Damnation and Tendrils of Corruption to destroy aggro, and you had blue permission to keep things in check. But without the powerful dual-tutor engine of Mystical Teachings and Tolaria West feuling your deck, can you really play all the best cards and hope to have the right answers at the right time? When's the point where your "best answers" deck stops reacting and starts winning the game, literally?
I do like the deck idea, but you should really think harder about how the deck works. For example, Shusher is not going to beat a Faerie deck by itself, as Fulminator Mage won't beat a 5-color Control deck by itself. For the former example, a Shusher can be Shriekmawed or Inverted, or even just dealt with via racing with flying dorks. For the latter...well, when on Earth has 4x Stone Rain actually shut off control decks? That's like saying Wrath of God made aggro obsolete. If you were to combine your Fulminator Mages with more land destruction/disruption like Poison the Well and/or Primal Command, I would understand that kind of approach to beating Block control. However, the 4xFulms that currently stands doesn't look like it cuts it, if you know what I mean.
In all honesty, I think you've hit the nail on the head about the same cards being played all decks. This block lets you prettymuch play whatever colors you want in general, thanks to Reflecting Pool, Vivid Lands, and other nonbasics. But make sure that when you try to build a deck around "good stuff" that it actually does something "broken" (read: powerful) by itself, if it needs to just win the game. Don't get too caught up in hating out the metagame so much that you don't have enough game-ending material of your own.
Stillmoon Cavalier is impossible for Kithkin to deal with and Fae will also struggle to handle it. That´s why I consider it the best card. The way your argument went was like: Terror kills Tarmogoyf, thus it´s the better card. I´m not sure whether that is the right way of thinking and I hope I simply misunderstood your statement.
I have been thinking about a deck playing four Chameleon Colossus, four Stillmoon Cavalier and two Oversoul of Dusk plus removal and counters combined with some (pseudo-)acceleration.
Should be able to deal with Fae well enough and be viable against the rest of the field.
Well I'm still very new, I've talked it over with some of my friends who are Magic players since it started and they made a compelling case for it. But again for me it just boils down to the 1 toughness. I admit I don't understand the environment all that well either and I realize Kithkin doesn't have much, if anything in the way of answer, but someone playing Red or Blue will. I would hate to run into a deck like you described though. It would be a pain for me to deal with.
The rest of the deck runs pretty much all the cards you listed minus Fulminator (moved him to the sb). It looks similiar to the Commandments deck, but it's alittle different. I use a Reveillark engine also. I use a card that most people disagree with, but to me, it's the better overall choice.
Mana Acceleration:
You really only have 2 choices in a deck that runs 0 basic lands. You have Fertile Ground and Recross the Paths. Now I chose the RtP for various reasons:
1. With Fulminator and Cryptic Command both heavily played in the format, I don't want to get 2 for 1d.
2. With the exception of Ponder, Firespout, and RtP everything in the deck is CC of 4 or higher. I have a good chance at winning the Clash.
3. You have to get to 6 mana for Austere quick.
Those are the reasons I run RtP over FG. If you'd like I can post a decklist.
The rest of the deck runs pretty much all the cards you listed minus Fulminator (moved him to the sb). It looks similiar to the Commandments deck, but it's alittle different. I use a Reveillark engine also. I use a card that most people disagree with, but to me, it's the better overall choice.
Mana Acceleration:
You really only have 2 choices in a deck that runs 0 basic lands. You have Fertile Ground and Recross the Paths. Now I chose the RtP for various reasons:
1. With Fulminator and Cryptic Command both heavily played in the format, I don't want to get 2 for 1d.
2. With the exception of Ponder, Firespout, and RtP everything in the deck is CC of 4 or higher. I have a good chance at winning the Clash.
3. You have to get to 6 mana for Austere quick.
Those are the reasons I run RtP over FG. If you'd like I can post a decklist.
Without the deck the manabase is kinda useless, mind posting it?Because 11 filter land just force you into stupid mulligan due to color issue (yea they produce colorless if not paired with an other land).My list (pre-eve) only play 5 filter land and so much i never encounter any problem playing cryptic on turn 4 and tresher on turn 6.Also, acceleration is not needed in this deck, but what you realy need instead is 26 land instead of 24, you DONT want to miss a land drop.
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Great thx to Zaphod from HighLight studio for this GREAT banner.
After playing a few games with friends, I thought to myself, "Self why are we not just playing 4 of all the cards that beat the best decks."
And then I replied to myself, "Wow. What a great idea!"
So I'm on a mission to find the cards that beat the best decks out there. Any Thoughts on that would be greatly appreciated. (any deck in italics is one of those sorta kinda can)
My Aggregate List-
Card Name-
Deck it Beats
Firespout
Aggro, Faeries
Cloudthresher
Faeries, Aggro,
Fulminator Mage
Faeries, Commandments, Little kid doranteeg
Vexing Shusher
Faeries, Commandments
Austere Command
Versatile Answer
Do no Flame me about the decks. I realize supposedly Kithkin is losing favor. Its still fast, there are other fast decks out so there ya go.
Also Do not come in here Saying "Well as a ~decklist~ player I Do this and this and THIS!! How does X card beat/get around that?" That is not what I'm Looking for.
I do not need the Random Play Faeries posts. I am looking for cards that can beat faeries and the other "top tier" decks.
I also realize that these cards do not single handled beat these decks. They make the games very difficult to win for the other deck.
I know also there are a few other decks. quick n' toast and other decks that feature 5 color manabases and counter spells. There are several different builds of 5color and quick n' toast. I believe both have similar game as Faeries and Commandments. All are variations on each other. If you believe otherwise please post/send me a list with your reasons.
Edit1: Austere Command, Ok thanks. General Good to have card. I agree on the Control. Theres no super smash face aggro quite yet.
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A major hoser in a lot of games so far for me has been Austere Command. i run 2 of them in my 5c elementals and no matter what the match up is it has always swayed the game in my favor.
Standard:
U/B control
Modern:
G/R Tron
Legacy:
in progress
I don't know, Flame Jab can take care of that card. For that matter so can Soul Snuffers. I don't think there has been enough time yet to declare a best card of the set yet, there are a lot of potential candidates. Personally, Snakeform has been my favorite and the best card in all my Eventide infused matches.
It's good for sure, has it's uses no doubt.
In theory, this is a great idea. It may well be the best idea. But I don't think it works for reasons I'll explain below.
Looking at your list, you have a 5-color control deck in the making. This makes sense. Last year, splashing into all colors with a Teachings deck was the right choice because you had Ancient Grudge against enemy artifact mana, you had Damnation and Tendrils of Corruption to destroy aggro, and you had blue permission to keep things in check. But without the powerful dual-tutor engine of Mystical Teachings and Tolaria West feuling your deck, can you really play all the best cards and hope to have the right answers at the right time? When's the point where your "best answers" deck stops reacting and starts winning the game, literally?
I do like the deck idea, but you should really think harder about how the deck works. For example, Shusher is not going to beat a Faerie deck by itself, as Fulminator Mage won't beat a 5-color Control deck by itself. For the former example, a Shusher can be Shriekmawed or Inverted, or even just dealt with via racing with flying dorks. For the latter...well, when on Earth has 4x Stone Rain actually shut off control decks? That's like saying Wrath of God made aggro obsolete. If you were to combine your Fulminator Mages with more land destruction/disruption like Poison the Well and/or Primal Command, I would understand that kind of approach to beating Block control. However, the 4xFulms that currently stands doesn't look like it cuts it, if you know what I mean.
In all honesty, I think you've hit the nail on the head about the same cards being played all decks. This block lets you prettymuch play whatever colors you want in general, thanks to Reflecting Pool, Vivid Lands, and other nonbasics. But make sure that when you try to build a deck around "good stuff" that it actually does something "broken" (read: powerful) by itself, if it needs to just win the game. Don't get too caught up in hating out the metagame so much that you don't have enough game-ending material of your own.
Well I'm still very new, I've talked it over with some of my friends who are Magic players since it started and they made a compelling case for it. But again for me it just boils down to the 1 toughness. I admit I don't understand the environment all that well either and I realize Kithkin doesn't have much, if anything in the way of answer, but someone playing Red or Blue will. I would hate to run into a deck like you described though. It would be a pain for me to deal with.
3 Vivid Grove
3 Vivid Marsh
1 Vivid Crag
1 Vivid Meadows
1 Vivid Creek
3 U/W Filter Land
2 R/B Filter Land
3 R/G Filter Land
3 G/W Filter Land
The rest of the deck runs pretty much all the cards you listed minus Fulminator (moved him to the sb). It looks similiar to the Commandments deck, but it's alittle different. I use a Reveillark engine also. I use a card that most people disagree with, but to me, it's the better overall choice.
Mana Acceleration:
You really only have 2 choices in a deck that runs 0 basic lands. You have Fertile Ground and Recross the Paths. Now I chose the RtP for various reasons:
1. With Fulminator and Cryptic Command both heavily played in the format, I don't want to get 2 for 1d.
2. With the exception of Ponder, Firespout, and RtP everything in the deck is CC of 4 or higher. I have a good chance at winning the Clash.
3. You have to get to 6 mana for Austere quick.
Those are the reasons I run RtP over FG. If you'd like I can post a decklist.
http://forums.mtgsalvation.com/showthread.php?t=519290
Without the deck the manabase is kinda useless, mind posting it?Because 11 filter land just force you into stupid mulligan due to color issue (yea they produce colorless if not paired with an other land).My list (pre-eve) only play 5 filter land and so much i never encounter any problem playing cryptic on turn 4 and tresher on turn 6.Also, acceleration is not needed in this deck, but what you realy need instead is 26 land instead of 24, you DONT want to miss a land drop.
Great thx to Zaphod from HighLight studio for this GREAT banner.
If you fail your promise Shinjutsei, i will send ninja on you!!