Wins: G/w Eldrazi, Jund, U/w/b Mill, B/r Vampires, U/W/R Control
Losses: G/w Eldrazi, Bushwhacker
I'm going to remove the Fallouts for Pyroclasm, and possibly drop a land slot for a fourth Ponder. Also dropping a Jungle Shrine for a basic, likely Plains.
Against Jacerator, I can really only think Quest for Ancient Secrets as a sideboard slot, though you can just shut them off with Iona on white, but Archive Trap is tricky.
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"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
That is actually a great card that could be a one of in MB and another in SB. It works if you end up drawing Iona or a sided in Progenitus and you can get it the with a blighting hit or something.
Wins: G/w Eldrazi, Jund, U/w/b Mill, B/r Vampires, U/W/R Control
Losses: G/w Eldrazi, Bushwhacker
I'm going to remove the Fallouts for Pyroclasm, and possibly drop a land slot for a fourth Ponder. Also dropping a Jungle Shrine for a basic, likely Plains.
Against Jacerator, I can really only think Quest for Ancient Secrets as a sideboard slot, though you can just shut them off with Iona on white, but Archive Trap is tricky.
Congrats my friend. This is what my deck almost looks like right now....
1. How did coup do for you?
2. What was you sb planning?
3. Did fallout not preform as expected?
I'm for sure taking this to Stl 5k next weekend.....anyone else going out?
Congrats my friend. This is what my deck almost looks like right now....
1. How did coup do for you?
2. What was you sb planning?
3. Did fallout not preform as expected?
I'm for sure taking this to Stl 5k next weekend.....anyone else going out?
Coup performed very well, sometimes providing a total blowout in my favor. And when you play Coup for two it sometimes catches a player off-guard, only for you to Poly and they're not expecting it.
I was planning to beat Jund and Naya, personally. What I was most worried about seeing was Magical Christmasland and Bushwhacker.
Fallout was mainly for Bushwhacker, but helps against Eldrazi. Pyroclasm, however, doesn't hit me and comes down a turn earlier. The less intensive cost of Pyroclasm is just an additional benefit, I had no problems with double red on turn three. Actually almost took it home against my second G/w Eldrazi with only red and white mana, and a Scalding Tarn on the board that would've killed me. Ajani Vengeant might go to a four-of, taking the slot of Pledge (somewhat lackluster, sometimes good).
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"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
ok i've been thinking about my sideboard alot and what changes to make to it and my main deck,
I'm thinking do a bit more pro active build for game 1, trying to get iona out quickly before they know what happening, siding in the goblin assaults, and adding something like 3 ponder and 3 silence, siding out some swerves and thinning out a spell pierce and taking out something else. Suggestions welcome,
as for the sideboard, adding sunspring expedition and luminarch ascension, this way i can play a more control heavy build and reap the benefits if the polymorph combo is prevented, stalling with this deck is VERY easy so i think luminarch could easily get on line. Again, suggestions please.
I have been playing quite a bit with knightelite's original list. I have been reading around and am considering changing that a bit, but I am fine tinkering there. My issue is the match up against Boros. I have had a lot of success against every other deck I have run into, but I can not for the life of me take down a Boros deck unless they get a terrible draw.
Polymorphing into Iona is not so great, because they have the threat of path and burn, so if I have enough life I am left naming white and hoping I can kill them before they kill me (eek!) or if I am low on life I name red and hope they don't have path. I also have trouble profitably blocking when white is named due to the risk of any burn taking Iona out.
I can take down bad borros players that over commit to the board and let me lay down a sweet day of judgment or something, but people that remotely know how to play boros know better than to set me up for the sweet turn.
I was thinking about intimidation bolt to stop the alpha strike, though they can just remove their guy in response, maybe martial coup to get more blockers? I was also considering throwing 3 walls of denial in the board and siding out the combo all together and relying on an army of tokens, walls, and planeswalkers to hopefully take them down, but even that seems less than ideal, because they just burn out any planeswalker they want.
Well I just won my local FNM with essentially the list posted by The Genome Effect. It was sweet. I went 4-0 then drew into the top 8 and walked over a white red control deck, then a spread 'em deck and then a Naya deck in the finals. Nothing too noteworthy. I did manage to take down RDW, so that was nice. I did not have to play Boros, but I did play spread 'em for the first time and not surprisingly the match up is excellent. Dragon Fodder + Polymorph + some land = auto win, since they can't stop the turn 4 polymorph.
Not much else to say, but thought I would say the deck performs very well and is a blast to play.
I have been playing quite a bit with knightelite's original list. I have been reading around and am considering changing that a bit, but I am fine tinkering there. My issue is the match up against Boros. I have had a lot of success against every other deck I have run into, but I can not for the life of me take down a Boros deck unless they get a terrible draw.
Polymorphing into Iona is not so great, because they have the threat of path and burn, so if I have enough life I am left naming white and hoping I can kill them before they kill me (eek!) or if I am low on life I name red and hope they don't have path. I also have trouble profitably blocking when white is named due to the risk of any burn taking Iona out.
I can take down bad borros players that over commit to the board and let me lay down a sweet day of judgment or something, but people that remotely know how to play boros know better than to set me up for the sweet turn.
I was thinking about intimidation bolt to stop the alpha strike, though they can just remove their guy in response, maybe martial coup to get more blockers? I was also considering throwing 3 walls of denial in the board and siding out the combo all together and relying on an army of tokens, walls, and planeswalkers to hopefully take them down, but even that seems less than ideal, because they just burn out any planeswalker they want.
Anyone have a magic solution to Borros?
I go Sunspring and put in Progenintus; Then Race. The other thing is that I have Thopter Founder which makes blockers and gains me life. Another plus to the Foundry package. Here is my latest list.
@ShaolinDynamite: Oh, sorry lol. Mind Control is what I put in as an additional way to deal with [card]Malakir Bloodwitch[/deck], as well as another way to Polymorph. But taking a Baneslayer, swinging, and then playing Polymorph is definitely a nice way to win.
@ajohn: That's basically my thoughts too. The deck can be tooled to perform fairly well across the decks that we're seeing, as well as a fair match-up with Jund. Just yesterday I 2-0'd the only Jund at my FNM the first round. Took about fifteen minutes.
I'd like to see your specific build, since you said it's essentially the same list as mine.
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"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
I went 3-1-1 @ FNM Friday night with the Black Splash. I made some edits after Friday and this is what the list is looking like.
2 Iona, Shield of Emeria
Spells
4 Thopter Foundry
3 Angelsong
3 Journey to Nowhere
2 Elspeth, Knight-Errant
2 Negate
4 Polymorph
4 Mistvein Borderpost
4 Fieldmist Borderpost
3 Duress
4 Ponder
3 Day of Judgment
2 Liliana Vess
4 Terramorphic Expanse
4 Arcane Sanctum
6 Plains
2 Island
2 Swamp
2 Gargoyle Castle
2 Progenitus
4 Sunspring Expedition
4 Spell Pierce
3 Relic of Progenitus
1 Journey to Nowhere
1 Angelsong
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3 Dragon Fodder
2 Swerve
1 Martial Coup
2 Celestial Purge
4 Goblin Assault
3 Oblivion Ring
4 Day of Judgement
4 Polymorph
1 Conqueror's Pledge
3 Elspeth, Knight-Errant
2 Jace Beleren
2 Iona, Shield of Emeria
3 Arid Mesa
3 Scalding Tarn
4 Jungle Shrine
4 Glacial Fortress
3 Plains
3 Island
3 Mountain
3 Path to Exile
1 Martial Coup
2 Celestial Purge
3 Volcanic Fallout
3 Double Negative
2 Mind Control
1 Progenitus
Wins: G/w Eldrazi, Jund, U/w/b Mill, B/r Vampires, U/W/R Control
Losses: G/w Eldrazi, Bushwhacker
I'm going to remove the Fallouts for Pyroclasm, and possibly drop a land slot for a fourth Ponder. Also dropping a Jungle Shrine for a basic, likely Plains.
Against Jacerator, I can really only think Quest for Ancient Secrets as a sideboard slot, though you can just shut them off with Iona on white, but Archive Trap is tricky.
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Congrats my friend. This is what my deck almost looks like right now....
1. How did coup do for you?
2. What was you sb planning?
3. Did fallout not preform as expected?
I'm for sure taking this to Stl 5k next weekend.....anyone else going out?
Coup performed very well, sometimes providing a total blowout in my favor. And when you play Coup for two it sometimes catches a player off-guard, only for you to Poly and they're not expecting it.
I was planning to beat Jund and Naya, personally. What I was most worried about seeing was Magical Christmasland and Bushwhacker.
Fallout was mainly for Bushwhacker, but helps against Eldrazi. Pyroclasm, however, doesn't hit me and comes down a turn earlier. The less intensive cost of Pyroclasm is just an additional benefit, I had no problems with double red on turn three. Actually almost took it home against my second G/w Eldrazi with only red and white mana, and a Scalding Tarn on the board that would've killed me. Ajani Vengeant might go to a four-of, taking the slot of Pledge (somewhat lackluster, sometimes good).
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
I'm thinking do a bit more pro active build for game 1, trying to get iona out quickly before they know what happening, siding in the goblin assaults, and adding something like 3 ponder and 3 silence, siding out some swerves and thinning out a spell pierce and taking out something else. Suggestions welcome,
as for the sideboard, adding sunspring expedition and luminarch ascension, this way i can play a more control heavy build and reap the benefits if the polymorph combo is prevented, stalling with this deck is VERY easy so i think luminarch could easily get on line. Again, suggestions please.
Polymorphing into Iona is not so great, because they have the threat of path and burn, so if I have enough life I am left naming white and hoping I can kill them before they kill me (eek!) or if I am low on life I name red and hope they don't have path. I also have trouble profitably blocking when white is named due to the risk of any burn taking Iona out.
I can take down bad borros players that over commit to the board and let me lay down a sweet day of judgment or something, but people that remotely know how to play boros know better than to set me up for the sweet turn.
I was thinking about intimidation bolt to stop the alpha strike, though they can just remove their guy in response, maybe martial coup to get more blockers? I was also considering throwing 3 walls of denial in the board and siding out the combo all together and relying on an army of tokens, walls, and planeswalkers to hopefully take them down, but even that seems less than ideal, because they just burn out any planeswalker they want.
Anyone have a magic solution to Borros?
I'd also suggest running iamspartacus/genome effect's most recent deck list on p29 over the original. That one is outdated (though still good)
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
I'm not sure how useful MC is anyhow.
I'm sorry. MC?
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
MC = Mind Control. I have had very few occasions where I felt it was worth siding in.
Not much else to say, but thought I would say the deck performs very well and is a blast to play.
I go Sunspring and put in Progenintus; Then Race. The other thing is that I have Thopter Founder which makes blockers and gains me life. Another plus to the Foundry package. Here is my latest list.
2 Iona, Shield of Emeria
Spells
4 Thopter Foundry
3 Angelsong
3 Journey to Nowhere
2 Elspeth, Knight-Errant
4 Esper Charm
4 Polymorph
4 Mistvein Borderpost
4 Fieldmist Borderpost
3 Spell Pierce
4 Ponder
3 Day of Judgment
4 Terramorphic Expanse
4 Arcane Sanctum
6 Plains
2 Island
2 Swamp
2 Gargoyle Castle
2 Progenitus
4 Sunspring Expedition
3 Pithing Needle
1 Spell Pierce
1 Relic of Progenitus
1 Journey to Nowhere
1 Angelsong
2 Negate
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@ajohn: That's basically my thoughts too. The deck can be tooled to perform fairly well across the decks that we're seeing, as well as a fair match-up with Jund. Just yesterday I 2-0'd the only Jund at my FNM the first round. Took about fifteen minutes.
I'd like to see your specific build, since you said it's essentially the same list as mine.
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.