The reason I am testing the mentor is that it can make your BB tokens way more effective and net you huge CA that way. Every time you chump they get smaller.
The sudden spells have always proved worth the slots, if you're not using them, I suggest you do.
Anyone have anything to add to my list (above)? Specially concerning Profane Command. I dunno if it's very useful at the moment, concerning the low amount of creatures in the deck, making it worse than Corrupt sometimes, except that it is easier to tutor with BtQ.
Anyone have anything to add to my list (above)? Specially concerning Profane Command. I dunno if it's very useful at the moment, concerning the low amount of creatures in the deck, making it worse than Corrupt sometimes, except that it is easier to tutor with BtQ.
I have never been sorry to see it, it gives you more options when you get it. Remove a creature and smack their face, return a creature and smack their face.... You get the picture.
Leechridden Swamp has won me games, but it has also cost me games. It's a difficult call.
The life loss can be important (like making other people lose more life in a bitterblossom race), but playing one as your second, third or fourth land (or even fifth) can cause massive damage to your tempo.
And don't give me the "this is a control deck and tempo doesn't matter" argument. A third turn urchins or fourth turn Damnation/Korlash/Tendrils can be VERY important to this deck, and even change the course of the entire game. If the spell is a turn late, it can go from "I win" to "too little, too late." Tempo is important for this deck against the aggressive meta.
Running more than 2 Leechridden Swamp is risky as the last thing you want to happen is waiting for 1 more land to save you and you draw into a come into play tapped land! Granted this can still happen even with 2 in the deck, but it reduces the chances of that happening.
I found that with Sudden Death in my deck, I could easily just wait until I had 2 extra mana to cast all my non-split second stuff, without needing Extirpates. Faeries isn't particularly fast, and sudden death kills the important stuff. If you never give them an opportunity to use the first Rune Snag, they will never get to the point where it's a hard counter, since none will be in their graveyard.
Im guessing you have bad faery players in your area, when you cast sudden death right after one of your spells they can wait till sudden death clears the stack to play their counter. Just a note
Leechridden Swamp has won me games, but it has also cost me games. It's a difficult call.
The life loss can be important (like making other people lose more life in a bitterblossom race), but playing one as your second, third or fourth land (or even fifth) can cause massive damage to your tempo.
And don't give me the "this is a control deck and tempo doesn't matter" argument. A third turn urchins or fourth turn Damnation/Korlash/Tendrils can be VERY important to this deck, and even change the course of the entire game. If the spell is a turn late, it can go from "I win" to "too little, too late." Tempo is important for this deck against the aggressive meta.
Running two of them has served me well. Although there are things we can play in the first 4 turns, usually I don't have all the cards in my hand that I would be playing (like, no Dusk Urchins in my hand, so I play a turn 3 Leechridden Swamp, for instance). After my 4th land drop, it rarely hurts at all to play it.
Im guessing you have bad faery players in your area, when you cast sudden death right after one of your spells they can wait till sudden death clears the stack to play their counter. Just a note
He means waiting until their counters are not hard counters. Rune Snag is only two more on your spell.
You can also make sure you have enough to cover Spellstutter Sprite before you play anything you want to keep down.
Im guessing you have bad faery players in your area, when you cast sudden death right after one of your spells they can wait till sudden death clears the stack to play their counter. Just a note
what? I don't know how you are getting from my post that I cast stuff with sudden spells on the stack...
I wait for the extra 2 lands so that I can play around rune snag.
When playing against Counterspells, you try and draw out the counter with spells you dont really care about. They can't counter everything. In regards to the faeries matchup, having Imp's Mischief in the sb could help by denying their card advantage with Ancestral Visions.
Imp's Mischief is tech. Trust me when I say nothing makes me smile more than when I see something like Flame Javelin aimed at my dome and I go, "Hmm..you tapped out to win the game right? And my removal took care of your creatures. Imps' Mischief, take 4, I take 3. Oh, and this lovely Corrupt/Tendrils/Warhammer I need to win the game on my Korlash/Demigod/Urchins/BB Token to your dome? Schway. Enter Scoop Phase."
It´s unbilivible that I lost to it. All games was 1-1 then it came and win. My first loss was against a Lark based, and then he could manage to drop 3 larks to revive its sower several times stelling my Korlarsh and Demigods. And then When I was playing for Top 16 agains a Merfolk, he played 2 sowers on game 1 and 3 on game 2.
I got ao pissed of.
So, I came up with this. I was playing 24 lands and 3 coldstell heart. I was thinking before the tournament starts to play 25 lands and 2 terrors main deck, but how I was trained with that list, I leave it that way.. My Mistake.
Snow-Engiene - I think that 2 sheets is more effective than the L-Swamp, even if against lark I die when he was 1. But Sheets can filter your deck and clean the land for a good card, speacially on late game.
Mind Shatter - It proved be an awnsome card against GW and RG Ramps, Larks and sometimes even faeries, when they just have the shutter for back-up.
Warhammer - I wasn´t able to play in any game, so I´m not leaving it, I´ll test without it.
Command - I missed having one more some games. So want 2.
Corrupt - Is the best finisher of the deck. I wanted to find room to play 4. But whith no accel, its quite imposssible.
Tendrils - Looks like very nice, is instant, can lift up your life, but in my version, can´t see a room for it.
Bitterblossom - I know it´s an M*** F**** card, but I lost some games because of it, most of time, so I´m not sure about, speacially because people always side in something aggainst it, and I always side out, leaving than with some dead cards in hand But not sure about it yet.
When playing against Counterspells, you try and draw out the counter with spells you dont really care about. They can't counter everything. In regards to the faeries matchup, having Imp's Mischief in the sb could help by denying their card advantage with Ancestral Visions.
The problem there is that there are no spells in this deck that we don't really care about, if there were they would soon get cut for ones that actually do something.
Imps Mischief seems way too situational for my tastes, we need cards that can fit into multiple situations, Like spoiling and profane.
So for those who are deciding to run two terror MD, why not run shriekmaw, didnt everyone decide a while ago that he was better, or is the instant speed that much of a factor?
The main reason instant speed is such a huge factor right now is manlands and faeries. Because of them, Terror is much better than Shriekmaw currently, assuming you play in an area with a reasonably normal meta. Obviously if there's no faeries/mutavaults/treetop villages, then Shriekmaw is better. I've run Imp's Mischief in the past, and it's really underwhelming in my opinion. You definitely don't want to run it against RDW, and against counter control, you are much better off increasing the number of threats you can cast. I haven't tested it since the RAV days, so things might have changed. I don't expect much from it, though.
The main reason instant speed is such a huge factor right now is manlands and faeries. Because of them, Terror is much better than Shriekmaw currently, assuming you play in an area with a reasonably normal meta. Obviously if there's no faeries/mutavaults/treetop villages, then Shriekmaw is better. I've run Imp's Mischief in the past, and it's really underwhelming in my opinion. You definitely don't want to run it against RDW, and against counter control, you are much better off increasing the number of threats you can cast. I haven't tested it since the RAV days, so things might have changed. I don't expect much from it, though.
Seconded. In testing against merfolk, fae, elf-ball, and RDW, being able to take out a 'vault at instant speed is better than evasion+kill that may not matter because you're almost dead.
The sudden spells have always proved worth the slots, if you're not using them, I suggest you do.
I hear.
I touch.
I speak.
Do you?
I have never been sorry to see it, it gives you more options when you get it. Remove a creature and smack their face, return a creature and smack their face.... You get the picture.
I hear.
I touch.
I speak.
Do you?
The life loss can be important (like making other people lose more life in a bitterblossom race), but playing one as your second, third or fourth land (or even fifth) can cause massive damage to your tempo.
And don't give me the "this is a control deck and tempo doesn't matter" argument. A third turn urchins or fourth turn Damnation/Korlash/Tendrils can be VERY important to this deck, and even change the course of the entire game. If the spell is a turn late, it can go from "I win" to "too little, too late." Tempo is important for this deck against the aggressive meta.
Sic Gorgiamus Allos Subjectatos Nunc
Im guessing you have bad faery players in your area, when you cast sudden death right after one of your spells they can wait till sudden death clears the stack to play their counter. Just a note
Running two of them has served me well. Although there are things we can play in the first 4 turns, usually I don't have all the cards in my hand that I would be playing (like, no Dusk Urchins in my hand, so I play a turn 3 Leechridden Swamp, for instance). After my 4th land drop, it rarely hurts at all to play it.
He means waiting until their counters are not hard counters. Rune Snag is only two more on your spell.
You can also make sure you have enough to cover Spellstutter Sprite before you play anything you want to keep down.
I hear.
I touch.
I speak.
Do you?
what? I don't know how you are getting from my post that I cast stuff with sudden spells on the stack...
I wait for the extra 2 lands so that I can play around rune snag.
Is it 6 or is 3?
But I went 4-3, why? Just because 1 card. Sower of Temptation.
It´s unbilivible that I lost to it. All games was 1-1 then it came and win. My first loss was against a Lark based, and then he could manage to drop 3 larks to revive its sower several times stelling my Korlarsh and Demigods. And then When I was playing for Top 16 agains a Merfolk, he played 2 sowers on game 1 and 3 on game 2.
I got ao pissed of.
So, I came up with this. I was playing 24 lands and 3 coldstell heart. I was thinking before the tournament starts to play 25 lands and 2 terrors main deck, but how I was trained with that list, I leave it that way.. My Mistake.
So the Next list I´ll try, will be this one:
17 Snow-Covered Swamps
2 Urborg, tomb of Yagmoth
2 Scrying Sheets
4 Deserts
Creatures: 12
4 Demigod of Revenge
4 Korlarsh, heir to blackblade
4 Dusk Urchings
4 Sudden Death
2 Terror
Sorceries: 11
4 Damnation
3 Corrupt
2 Profane Command
2 Beseech the Queen
4 Bitterblossom
Side:
4 Bottle Gnomes
4 Thoughtsize
3 Stupor
3 Sudden Spoiling
1 Mind Shatter
Some choices:
Snow-Engiene - I think that 2 sheets is more effective than the L-Swamp, even if against lark I die when he was 1. But Sheets can filter your deck and clean the land for a good card, speacially on late game.
Mind Shatter - It proved be an awnsome card against GW and RG Ramps, Larks and sometimes even faeries, when they just have the shutter for back-up.
Warhammer - I wasn´t able to play in any game, so I´m not leaving it, I´ll test without it.
Command - I missed having one more some games. So want 2.
Corrupt - Is the best finisher of the deck. I wanted to find room to play 4. But whith no accel, its quite imposssible.
Tendrils - Looks like very nice, is instant, can lift up your life, but in my version, can´t see a room for it.
Bitterblossom - I know it´s an M*** F**** card, but I lost some games because of it, most of time, so I´m not sure about, speacially because people always side in something aggainst it, and I always side out, leaving than with some dead cards in hand But not sure about it yet.
So let the trainings beggins!!!!!!!!!!
+1 BtQ, +2 Tendrils +1 Warhammer, 1 Terror
Hammer and Tendrils is so important in this deck
I might put into 2 Tendrils, but I cant cut out Corrupts, Its a MF card! Just tryed.
But then I cut out, 1 Blossom and 1 Corruput or a Command, not sure yet.
I´ll try anyway!
@Oxido: I was playing 3 Extirpate Sideboard + 2 Sudden Spoiling ={
Was just bad lucky in all games X(
The problem there is that there are no spells in this deck that we don't really care about, if there were they would soon get cut for ones that actually do something.
Imps Mischief seems way too situational for my tastes, we need cards that can fit into multiple situations, Like spoiling and profane.
I hear.
I touch.
I speak.
Do you?
The_Joker:
The thing with cutting Corrupt is that you don't need 3 copies of it when you got 3 BtQs.
Thanks to spiderboy4 and [High~Light Studios] for the AMAZING sig and avatar!
Seconded. In testing against merfolk, fae, elf-ball, and RDW, being able to take out a 'vault at instant speed is better than evasion+kill that may not matter because you're almost dead.
Currently trying to discover the quickest way to get the opponent from 20 to 0.