I think you're definitely right about a few issues here: Hellrider is just too good not to run more -- and I've since upped it to 4.
Similarly, I have removed any thought of Vexing Devil from my list and upped the Mizzium Mortars. It's really nice to clear out (especially GW) creatures.
That said, I've also gone into a heavier-red build, since I was realizing that the clock a Gr presented wasn't as imposing as the clock Rg presented. I'll update later with a revised decklist. Thanks for the input!
- bearsman6
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Feb 17, 2012bearsman6 posted a message on Aggro has really sped up the meta.Yeah, not everyone was lucky enough to get their playset before the PT jacked the price of the Huntmaster sky high, so for that slot I'd probably fill in with some combination of:Posted in: bearsman6 Blog
- the fourth Ghoultree
- Kessig Cagebreakers
- more Phyrexian Metamorph (because they're your best creature, even if that just means a legend-killer
- maybe even Hero of Oxid Ridge if you have it around.
The goal is not to extend too heavily on the casting cost, but to provide big, useful utility... or a beater. -
Jan 20, 2012bearsman6 posted a message on Seeing Red -- but still with the Graveyard themeCurrently Thrun is in to hose the control-heavy meta I play in. However, when testing previously, I had given those two slots to mainboarding the Daybreak Rangers. I just found that they never flipped, and I really only needed them to fight off flying creatures... so i switched them.Posted in: bearsman6 Blog
Thrun mb just plays better for me, not that this deck cares so much for its curve (often enough Splinterfright is the T4 drop). -
Jan 18, 2012bearsman6 posted a message on UG Dredge (Standard)If you're really going the Pod in the sb, you'd need to add more filler creatures for the pod chain. Viridian Emissary at 2, for example, to get you up to a Fright, or Solemn Simulacrum at 4, to get you to the Cagebreakers.Posted in: Fev Blog
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Jan 12, 2012bearsman6 posted a message on More play means more tuning. And More SPIDERS!Regarding Ghoultree: yeah, 10/10 is a big beater though, especially if you can cast him T3 or T4. T5 is way too easy, especially with as much ramp as the deck has.Posted in: bearsman6 Blog
Ezuri's Archers is actually a really cool idea. Costing only G is a nice touch, and not having to pay each turn to block a flyer is also great. I'll need to test it! True, it makes me all that much more vulnerable to Crusaders, as you note, but I have found my meta shifting much more heavily into Delver decks. It's actually quite frustrating, since that seems to be the one deck I consistently have issues with. (Probably why they're all shifting over, as I can run roughshod over other Tier1 decks, especially with proper sideboarding.)
Which brings us to that topic: Gnaw to the Bone is a beast. Mental Missteps deal with Nihil Spellbombs, Vapor Snags, Delvers, Bears, Surgical Extractions... all sorts of useful things.
Vapor Snag helps to provide the tempo boost this deck is crying for. Once it gets ahead, it's darn near impossible for the opponent to catch up without a Spellbomb.
I haven't had the need to go after the Replicas of late, but they're remnants from when my friends ran tons of Tempered Steel. They still have their uses. And it, combined with Ratchet Bomb, deals with many White variants, be it Angelic Destiny or tokens or what have you. -
Jan 4, 2012bearsman6 posted a message on FrustrationsI think you make several very valid points. As someone who took a multiple-year break from the game, just to be dragged back into it by friends, I've been amazed (or is it appalled?) by how expensive building a "good deck" is.Posted in: Dakarai Blog
That said, I've also taken up the challenge of trying to build a GOOD budget deck. For the most part, that involves playing under-used cards, or finding those odd combinations that you mention. Or just going for the decks that people don't see the potential in and running with them, refining them, and striving to improve them.
For what it's worth, I think I got in on the ground floor of the UG Mill Yourself format before the cards got crazy expensive, and I also got lucky on a few Innistrad packs. The reason I stuck with it, though, beyond all that, was that it was a fun deck to play.
Find one of those, that you really enjoy, and let the rest just be what it is. Best of luck! -
Dec 31, 2011bearsman6 posted a message on just starting legacy some help would be greatWhich colors do you enjoy more? Do you have a favorite archetype? Do you know if you're more of a Johnny, Timmy, or Spike in terms of player?Posted in: dochalliday60 Blog
These are the questions you might consider when figuring out what you want to play and how to get started. Legacy is expensive, but if you don't want to spend lots up front, consider reading this. It might help you out (and that forum is all about Legacy, so it could answer the starter questions, too). -
Dec 22, 2011bearsman6 posted a message on SpiderFright: It's more than just masochismIt's true. The early game is all about setting up the mill, and against aggro or tempo it's preferably getting Gnaw to the Bone either in-hand or in the yard. When a single cast of that averages 12+ life, though, it helps a ton. That's why there are more in the sb, too.Posted in: bearsman6 Blog
Any other suggestions to negate the opening weakness? - To post a comment, please login or register a new account.
T1 Pilgrim
T2 Geist
T3 Ethereal Armor + Unflinching Courage
That's a 6/6 trampling, first-striking, lifelinker. It even has edict protection. The only thing that gets past it is Terminus.
I think that beats Blitz even, since it's 6 life and 10 damage a turn... But I don't even know. They're both ridiculous.
1x Cavern of Souls
4x Overgrown Tomb
4x Woodland Cemetery
4x Evolving Wilds
8x Swamp
2x Forest
Creatures (10)
4x Acidic Slime
4x Thragtusk
2x Sylvan Primordial
Walkers (9)
3x Liliana of the Dark Realms
2x Vraska the Unseen
1x Garruk, Primal Hunter
3x Deadbridge Chant
2x Tragic Slip
2x Dead Weight
4x Farseek
1x Abrupt Decay
2x Devour Flesh
1x Victim of Night
1x Tribute to Hunger
4x Mutilate
2x Gaze of Granite
3x Abrupt Decay
4x Deathrite Shaman
2x Duress
2x Sever the Bloodline
1x Sylvan Primordial
1x Tribute to Hunger
1x Underworld Connections
1x Vraska the Unseen
Gameplan is essentially to survive to 4 mana, then go nuts. Lili is surprisingly one of the best cards in this deck. She's drawing you an extra card each turn, and she guarantees you hit your land drops. She also thins the lands from your deck (which the Evolving Wilds do, too) so that when you drop a Chant, you're getting mostly money in the yard. Of course, Evolving Wilds would be there, too, but it still works. Lili is also removal if needed, and a HUGE pump when you've got an empty board to swing into. She's really, really good.
I used to run the Deathrites in the main, but they ate removal so frequently that it was worth it (to me) to just play more removal main and the DRS in the side for when I want graveyard hate.
In my opinion, the weakest cards are either Vraska the Unseen or Gaze of Granite. Probably Vraska. But when she's good, she is realllly good. I've won quite a few games off her ultimate. Gaze just costs so much, except against token decks, where it dominates.
Help me cut the card, or help me tweak it more?
This card says, "I'll keep casting my spells, and you'll take damage if you want to do the same." Where is the issue?
Just a couple things I see about your deck quickly. First, your mana base looks OK, but I'm not sure you really want Transguild Promenade. It's super slow, and even though it taps for all 4 of your colors, it costs you a lot to play it. It's absolutely the worst land to hit T4 when you want to be Verdicting. Consider something as similar as Shimmering Grotto if you absolutely need that any-color fixing, but I don't think you do. I'd just put in another land that won't cost you tempo, especially given your two Lanterns.
Next, do you really want Tamiyo? She's, again, slow. I've almost always found that in a deck like this, I'd rather have another draw engine, which is where Jace AoT comes in (a turn faster, too). And if what you're really looking for is a game winner, then why not just go all-in and maindeck your Bolas? Tamiyo just doesn't feel strong enough in today's meta, and she's realllllllly slow without other support.
Oh, you're totally right. I'm not vouching for his preferences more than yours, and I'm not suggesting that they not print certain types of cards. What I was pointing out was that you were seeming to show only one side of the argument and completely discounting the other side(s), just as he was.
I'm neutral in this "argument." I play tournaments, but I'm admittedly more Johnny than Spike. It makes for a rough mix.
What I mean is, I wonder what percentage of the time the deck on the play wins, and it could (should) be tracked across multiple levels of play: Pro Tour, SCG circuit, etc.
I bet that the difference is quite substantial, and favoring the "On the play" deck.
Which is, by the way, the reason most people prefer to be on the play.
Right, so you're a Spike. That's very clear for anyone who knows the psychographic personalities. But not everyone is a Spike.
I think what people tend to forget is that not everyone plays Magic the same way or for the same reasons. You play to win. Cool. I'm glad there are people like that who play Magic, because it helps feed the competitive nature of the game. But others play to play: they want to cast the huge spells (Timmy) or play the cards no one else has thought of yet (Johnny) or experience the game's lore (Vorthos). The cool part of Magic is that that is FINE. It pleases multiple types of people.
I think you mis-characterize the people you're criticizing. Most don't care when a dude gets hit by removal because at least they got to play it. There's a difference there, and it's substantial, even if you hit it at instant-speed the same turn. It's different from counters. I can't explain it; removal simply doesn't affect people the same way.
So it's not that losing is unfun to all of them. Some people honestly don't care about that aspect of the game. They play to play, for the experience, for the journey, not the destination (outcome). We've got to accept that Magic isn't just for one type of person, and that Wizards is trying to please all of them ... except the LD crowd.
You're entitled to your opinion, as are all the people you so obviously despise. Luckily, Wizards tries to keep the game balanced enough to appease both sides of the argument -- of all arguments, really. There were tons of people who were upset when they started phasing out mass LD, for example.
Control is fine. Aggro is currently slightly too fast, so the Control players have a legitimate complaint. However, Aggro pays for that speed by sacrificing consistency, though not enough I think. They won't nut draw every game. Just remember that.
As it sits right now, Control has the tools it needs. The decks simply need to be tuned to the meta correctly, and that's harder than it used to be since, blessedly, the meta is so diverse.
That's not what he was saying at all. He was specifically targeting permission, which is counter-magic. There are other ways to interact other than counters. You have point removal, wraths, bounce, edicts, threaten and steal, pump, and even prevention (stalls like Fog). It's all interactive, and it's all tricky. That's why combat tricks were so named.
Control decks don't need to focus so hard on permission. There are other types of cards that are still Control-friendly. He's just trying to point that out, too. Don't read too much into what he's actually saying by putting your slippery slope into his mouth.
However, after going back to edit them a bit, I noticed that I cannot just convert them into normal blog posts. In fact, the only thing I seem to be able to do is update the drafts, which don't do me much good, and the number of draft titles I keep seeing increases. So I guess I have a few questions:
1) Can I change a draft entry into a normal entry somehow?
2) If not, can I just delete the draft entries?
It seems like an interesting utility and function, but after I use the "Save Draft" function, what can I do with them? Am I just missing something, or is it not fully implemented?
Thanks.
There is balance, it's just that right now Control is down a bit. Combo is mostly nonexistant, though if you think of Bantalones as Combo it's not all gone. Hopefully Control adapts, or at least gets a few more tools in the next set (but not too many).
I like balance: even if I prefer not to play one style of deck or another, I want there to be a fair balance and representation across the board.
Except for LD. I'm glad that's gone.