- Caspid
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Member for 14 years, 1 month, and 2 days
Last active Sun, Nov, 13 2016 19:03:51
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Mar 28, 2010Caspid posted a message on UB Control FaeriesGood point. Upped Mutavault to 3 and replaced Terror with Doom Blade (I misunderstood regeneration).Posted in: Caspid Blog
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Mar 26, 2010Caspid posted a message on Goblin DeckI'd think about removingPosted in: Joniversen Blog
- 2 Door of Destinies - too slow for aggro
- 2 Basilisk Collar - same; Goblins are somewhat expendable
- 2 Quest for the Goblin Lord - same; you're better off dropping more Goblins
- 2 Bloodmark Mentor
- 2 Goblin Grappler
- 2 Mogg Sentry
- 2 Raging Goblin - Chieftain gives Haste, and Bushwhacker or Sledder are better 1-drops
- 2 Searing Blaze
- 1 Onslaught
and adding
- 2 Lightning Bolt - or Tarfire, since it works with Ringleader
- 2 Goblin Bushwhacker - awesome
- 2 Mogg War Marshal
- 1 Siege-Gang Commander - running 2-3 is fun and it's great dropping these guys with Lackey/Instigator.
- 1 Stingscourger - removal
- 2 Goblin Lackey - Should be a 4-of for a first-turn play
- 4 Goblin Ringleader - fills your hand with Goblins
- 2 Goblin Piledriver - along with these guys
- 4 Gempalm Incinerator - awesome removal
- 4 Rishadan Port - Great to lock down your opponent, if you can afford em. Or Wastelands if you're up against non-basics.
- 4 Strip Mine - same (as many as your group allows)
- 4 Aether Vial - Really helps you drop a ton of creatures, decreases your dependency on drawing lands
I don't think it adds up to 60, and these're just suggestions based on how I like to play Goblins. The point being to use Lackey, Vial, and Ringleader to play a ton of Goblins, and burning things out of the way to deal damage (like a Sligh deck). Also 4-8 fetchlands would help thin it for Ringleader/general card draw. Other than those and the Ports, Wastelands, and/or Strip Mines, Mountains are great.
I'm not really a fan of using non-burn spells in
Perhaps consider Sparksmith or Skirk Prospector for removal/mana as well (but they shouldn't be too necessary with Gempalm+Stingscourger and Vials+Instigators+Lackeys). Maybe sideboard Goblin King and some removal.
If you can't afford more Piledrivers, Reckless Ones are a sensible substitute.
If you plan lots of burn or sacrifice a lot of your creatures, Goblin Sharpshooter is awesome.
Goblins were the first deck I made, and they worked really well (too well) against my casual buddies. You can see my deck here (I'm not running any non-creature spells except Vials though
Hope this helps! - 2 Door of Destinies - too slow for aggro
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Mar 21, 2010Caspid posted a message on Elves alphaSound advice, thanks. Updated OP.Posted in: Caspid Blog
How does this look?
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Mar 20, 2010Caspid posted a message on Elves alphaI forgot to mention that I play online (through OCTGN), so budget isn't an issue. I'll edit my post.Posted in: Caspid Blog
I wasn't sure whether the fetchlands made enough of a difference for Sylvan Messenger or Elvish Visionary to be worth the life penalty.
Rofellos, Llanowar Emissary doesn't seem as useful as Elvish Archdruid, as I'm not running very many lands. I might add one of him in though.
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4 Treasure Cruise
4 Thought Scour
4 Spire Golem
4 Spellstutter Sprite
4 Snap
4 Ninja of the Deep Hours
4 Mental Note
4 Delver of Secrets
4 Counterspell
4 Cloud of Faeries
4 Brainstorm
3 Dispel
3 Spell Pierce
4 Stormbound Geist
2 Gush
I'd initially dismissed Thought Scour and Mental Note, thinking using them solely to fuel Treasure Cruise (and not Rune Snag, AK, etc) seemed to be a waste of slots/mana when compared to things with more direct utility (e.g. Git Probe), but the inventor made it work (and went 4-0).
4 Cloud of Faeries
4 Delver of Secrets
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Spire Golem
Responses (11)
4 Counterspell
1 Deprive
3 Daze
3 Snap
3 Preordain
2 Ponder
2 Treasure Cruise
1 Gush
Miscellaneous (2)
2 Gitaxian Probe
2 Bonesplitter
Land (17)
16 Island
1 Quicksand
2 Serrated Arrows
3 Piracy Charm
2 Dispel
2 Frostburn Weird
1 Stormbound Geist
2 Curse of Chains
1 Exclude
2 Annul
the deck is already very tight for space.
• replacing itself is useless
• most creatures already have flying, and it's begging to get 2-for-1'd
• phasing out an opponent's creatures is really situational, and will most often be dead
try it out and see how it goes, but i don't see this adding a whole lot of utility.
This sentence makes 0 sense.
None of them are broken; none of them will see play in eternal formats.
Reason I ask is because I usually limit my supercasual deckbuilding to a format and cost (among other things), because I find it an interesting limitation, it produces things I might actually be interested in investing in, I get a sense of superiority for beating someone with a "subpar" deck, and I have a couple outs if accused of being "cheap" or etc.
How about Type 0.25 - no individual cards >$0.25 using TCGplayer's lows as of 2013-05-16.
or decks can't cost more than $20 total (excluding basic lands).
I'm curious what the meta would look like.
imo, it's 4 each of Cloud, Delver, Ninja, SSS, Golem;
4 Counterspell, 1 Deprive, 2-3 Snap, 1-2 Gush, 4 Preordain, 4 Ponder, 2 Daze, 4 AK;
17 Islands.
And all the ones that've been spoiled so far are unplayable.
They need to do something that Merfolk can't in order to be viable.
• It's not fun to play against, as it's entirely non-interactive.
• It tends to abuse "unfair" mechanics (not derogatory, simply descriptive).
• It tends to win on T2-4.
I'm not saying people should stop playing it, as it's important in the checks and balances of things (especially in tournament settings, where sideboarding comes into play), but it's obv inappropriate to play a degenerate combo deck that involves 15 minutes of masturbation in a one-game casual setting.
It's nearly impossible to be competitive and not netdeck, since the best decks will generally be netdecks. A lot of the lists have been tuned to near-perfection, with only a few flex slots, and only a few viable cards that can fit into those slots. Unless you're a true innovator and found something new that will push the metagame (spoiler: not happening), your "original" ideas are likely awful and probably an inferior version of preexisting archetypes.
That said, I don't think there's anything wrong with someone feeling a sense of accomplishment when a deck they conceived without outside influence is able to hold up against the best, and if that makes up for having a worse win record because you play subpar decks, then go for it. Personally, I can sympathize - I think it's boring when people simply copy+paste decks, I think it's neat when people try new things / things they like even though they may not be competitive, and tuning for the meta is my least favorite part about deck selection/building.
btw, I thought this was a decent recent article by Conley Woods on deck selection.
http://magic.tcgplayer.com/db/article.asp?ID=11058
Except we don't play Quicksand. Quicksand is for MUC. Delver plays 16-17 Islands. The low number is okay due to the low curve and card selection, but running non-basics, taplands, non-U producers, etc - basically anything but Islands - is suboptimal because it compromises the consistency of opening hands and Spire Golems way too much.
2 hard counters is nowhere near consistent enough to be able to counter the things you need when you need. Sometimes a Fog can win games. Most of the time, you're better of running a card that actually does something. If you think tempo > hard counters and want to test it out, fine, but "really wanting to see it work" and "feeling fun to play" aren't valid reasons to be running a card in a competitive environment.
With Memory Lapse, you're giving up a draw (card) for one of theirs. It's about as much of a Time Walk as Fog or Boomerang are. They're also not "forced" to replay it next turn - they get a land drop, and can play anything else. Sure, it's tempo, but it's narrow in that it only helps you if you're already winning, and won't stop you from losing in the way a hard counter can. And I think someone was correct in saying that you're "countering a random card from their deck", but I see this as a con; hard counters give you the opportunity to counter the best card in their deck when they play it.
Also since someone mentioned it - Snap, by contrast, is free and has a lot of other uses: getting a Ninja through, recycling SSS, countering removal, etc.
Traditional Delver (i.e. the ones that go 4-0 in dailies) is more of a control-aggro deck (which is also why Accumulated Knowledge works, given our great card selection.) So like I said, maybe Memory Lapse would be better in a more aggressive, tempo-oriented deck, but at that point, why not just ditch counters altogether and fill the deck with bounce?
T1 Delver, T2 flip and protect it is our ideal plan, of course, but doesn't always happen and hard counters provide the most versatility and strongest "no".
The last concern is: what would you be cutting for it? I also wouldn't remove any hard counters for it, especially not Counterspell.
Memory Lapse doesn't actually do anything. When they replay it next turn, you still need to have an answer, and it'll be a 2-for-1. Not to mention it's an awful topdeck. I'd rather run more actual counters that aren't so situational.
Brainstorm's good at flipping Delvers (something the deck doesn't have a whole lot of trouble doing anyway), and finding an answer at instant speed, but not much else. It's only really shines in fast formats that have shuffle effects (fetches) and necessitate immediate answers to game-breaking plays.
Preordaining/Pondering just to get rid of Brainstorm junk seems wasteful - 2 mana and 2 cards just for filtering/random cantrips.
In terms of smoothing out / setting up favorable draws, Preordain > Ponder >> Brainstorm. I think Brainstorm might have a place in the more aggressive builds that would trade future card quality for immediate gains, but otherwise, I think it compromises the quality of the rest of the deck too much. If you test it out, please share results.