Round 1: 0-2 against UW Gifts Tron
Game 1, I mulled to 6 and lead with IoK and discarded his cantrips. I saw that he already have two Tron lands and a Wurmcoil. I was not able to find my GQ. I misplayed by exiling Signet via Oblivion Ring because I wanted to process immediately with Blight Herder. Tron went online and he landed a Wurmcoil. I didn't find Path or GQ in time but managed to hold the bay by chumping with the my Scions. I misplayed here again by not sacrificing the Scion upon blocking to negate the lifelink. He resolved Gifts Ungiven and dump Iona, Elesh and Unburial Rites. He flashbacked rites next turn and re-animated Elesh. I scooped right after.
We were not able to play game 2 since we were both late and did not have enough time. I conceded and gave him the win. What would be the best course of action there? Should I had asked him to draw instead?
Round 2: 2-0 against BR Eldrazi
Game 1: I was matched with a kid no more than 10 years old. He was just starting it out and his father was guiding him. Anyway his deck consist of small eldrazi creatures and built likely as an intro deck. I played slow and easy and taught him how my cards works. I tried to have an interactive game so the kid can have as much fun and learning as possible.
Game 2: I didn't sideboard anything. Went several turns and put the game away with Smasher and Seer. This was essentially a bye but I was happy for the kid to be able to play in a decent tournament. I first started playing as an 11 year old and didn't got to experience competitive Magic mainly because I was intimated by the grown-ups and my deck was made of trash cards.
Round 3: 2-1 against UG Infect
Game 1: I lead with an IoK and discarded a Blighted Agent. We went several turns without a creature until he was able to resolved Necropede with a Cathedral of War. He attacked casting Become Immense to get me at 8 poison counters. I answered with a Lily forcing him to sacrifice the Necropede. I discarded Lingering Souls to Lily the next turn and flashed it back. He cast a Ichorclaw Myr only to be sacrificed to Lily again. I slowly chipped away at his life with two tokens while shredding his hand. A Reality Smasher later and he scooped.
+2 Ratchet Bomb
Game 2: He had two early Glistening Elves while I only have Ratchet Bomb. I sacrificed Ratchet Bomb at 1 to destroy both elves. I got Relic online and started exiling his yard. He resolved a blighted agent and was able to attacked with Groundswell and Might of old Krosa getting me at 9 poison counters. I cast Strangler targetting Agent and he cast Apostle's Blessing in response. I argued that he cannot choose colorless and we called a judge. The judge confirmed that Blessing cannot save the creature from devoid or colorless creatures. He was able to topdecked Agent again however and I didn't have an answer.
Game 3: I have an early Ratchet Bomb online. He cast Myr again only to get destroyed. I got another Ratchet Bomb on standby and had Eye and Temple. I cast Seer, exiling Agent. He played a Nexus which I immediately Pathed. I drop another Seer exiling his Necropede. He only has pump spells in hand by that time. He tried one more time by dropping another Nexus and attacked even though I have a GQ on standby. I immediately destroyed it and it was over.
Round 4: 1-2 against UR Pyromancer Storm
Game 1: I lead with an IoK and discarded Thoughtscour. He played Delta and pass. I cast a relic and exiled Thoughtscour, he responded by fetching to save the Scour. I started drawing my Relics in succession. He was able to resolved two Pyromancer's Ascension but it didn't do anything as yard was always empty. I started beating him down with Seer, Strangler and Herder.
+2 Rest for the Weary
Game 2: I didn't mull even though I do not have an opening Relic. This was a big mistake on my part. I got stuck in 3 lands and he was able to power out Empty the Warrens for 8 and 6 in consecutive turns.
-1 Lingering Soul
-1 Blight Herder
+2 Ratchet Bomb
Game 3: I dropped Seer on turn 2 and exiled Faithless Looting. I didn't mull a for a Relic again. He was able to cast Pyromancer's Ascension and I answered with a Reality Smasher. He was facing lethal when he was able to dig for rituals and started the chain. He cast a big Grape Shot to kill me.
Round 5: 2-0 against Goblin Tokens
Game 1: He was on the play and drop an early 3 1/1 tokens. I answered back with two consecutive IoK. He was stuck on 1 land when I cast a Strangler. He was forced to chump blocked with two of his tokens. I played Temple and was able to cast my first Seer. I then topdecked 2 more Seers in a row. I had already two in my opening hand. By the time I landed the 4th Seer, he conceded. 4 Seers in a row is just crazy!
+2 Ratchet Bomb
+2 Rest for the Weary
+2 Timely Reinforcements
+2 Flaying Tenderils
Game 2: He had a single token in play and I countered with an IoK, discarding Blood Moon. He was again stuck with 1 land for a few turns and I have no relic so I started dropping Strangler and Herder to race him. He was able to find his next lands and had a a lord in play. He dropped me to 12 and I played a Smasher the next turn and then played Sorin, attacking him for 14. I got to 26 life and he scooped.
Notes: I was not able to find any Surgical Extraction but would want to have 2 in my SB for combo match ups. I felt I could have won against Storm if I have it. The deck is solid. I had a lot of misplays and could have easily gone undefeated if piloted by someone better and more experienced. I totally suck in some of the matchups, exiling the wrong cards with Seer or playing the wrong sequence of lands. I never activated Shambling Vent even once. I found it too slow and expensive. Bojuka Bog will probably take its place. Liliana is an all-star in some matchups. I didn't got any trouble casting her even with BB. 2 or 3 is probably the correct number for our number of black sources. She is an immediate threat that needs to be answered. At the very least she is able to buy us time. I also find the meta too fast for Ulamog so I am not sure if he needs to stay MB. I also do not run Maps so it's hard to ramp him when you don't have multitude of Temples and Eye.
I was really saddened with what happened during the pro-tour, and now we have a big bulls-eye in our back. Eye was really broken for the low-casting Eldrazis as it becomes basically free. I haven't really tested the deck without Eye or Temple but it's best to be prepared for the worst. I love this deck. It plays a very good midrange game without the absurd price of Jund. I hope it gets to stay far longer. Big thanks to everyone contributing to this thread!
I also have this question. Only advantage of Crucible is any deck can run it and you can replay your own GQ and Fetches. If one is aiming for that effect, I think its more suitable to dedicated land destruction or prison decks (ie lands ditched from your own Liliana). I played Pox in Legacy and Wasteland lock is one engine of the deck via Crucible or Loam.
In the face of heavy land destruction in the current meta, I'll take Sacred Ground over Crucible. Its hella cheaper, harder to remove for some decks and does not cause you to lose tempo.
In my earlier posts as per my testing, I was not really happy with Vents. Rarely had it helped me stabilized against aggro. It was more of a sudden inclusion when I dropped to 14 creatures to have an additional threat. The vent slot is the flex spot in my landbase and could easily be another GQ, Waste or Bog.
I drop Sower and Map completely. 6 hand disruption and 6 removal spells mainboard. Oblivion Ring is a catch all answer for pesky Enchantments and Artifacts pre-board. The deck plays similar to Abzan where we try to disrupt early game and grind it out with better topend. I find BW favorable in the mirror vs BG/BR. Burn is one of the hardest match ups which I expect a lot in my meta so my SB is packed with Rest and Timely. Would it be too ambitious for us to run Kitchen Finks? Definitely a meta call, but the game 1 against aggro decks would be huge if we can MB a 2 of and play it with consistency.
I actually like to try both in place of Strangler. The good thing about Strangler is that it provides us the option to be removal 7-10. We can always wait to strangle a creature before casting for that 2 for 1; or we can cast it without any targets and start beating down when the coast is clear or as a chump blocker for something bigger.
The former forces us to be more reactive and the latter is the more proactive option. If you choose to play the more aggresive option, I think Matter Reshaper fills the role better. If it's able to attack and trade, we get to draw something at the very least when it dies. If it gets Pathed, then that is one less Path for TKS or Herder.
Displacer is the riskiest because it can die without providing any value. Like Strangler, its ability is too dependent on the board state. The interaction with TKS is just insane though. And it can blink attacking creatures.
Excellent results. Congrats! You didn't face a lot of aggro decks but how was your test results against Burn and Affinity without Maps and Sower? Is 3 Rest for the Weary enough to pull you through? I find Burn a tougher match up than Affinity as they just go all in to the dome whereas you can slow down Affinity with Spirit Tokens and Ghost Quarter to their Nexus. I have a lot of Burn in my meta so I am looking to add Timely Reinforcements as well. However I feel Rest is so much better being an instant but Timely can provide additional blockers.
I like the direction you are going by making the deck more midrange than ramp by cutting Sower and Map. I split Herder and Smasher at 3 each because during grindy games, it's harder to remove Smasher as they need to spend two cards to do so. This synergizes well with our disruption from TKS and IoK/TS.
Your manabase looks good. Although I'm not really a fan of Shambling Vent from my testing and with Sorin acting as a second Vault, I find much less use for Vent. Congrats again on your finish!
Yea, I was having trouble cutitng sources down to get the mana exactly where I want it. The bigest issue I have with eldrazi is stramlinging them down and why I was asking for suggestions. I was thinking about taking it down to 2 eyes and putting in another swamp. The caverns got me back to back uncounterable thought-knots and were pretty great. I like the vault, but it may go to make room for another swamp.
I do like the blight herders, I was having a lot more proactive matches with the reality smashers and may just sideboard the surgical for it as suggested.
- 1 eye, 1 vault, 2 surgical extraction
+2 swamp(or 1 swamp/godless shrine), MB Blight herder and Sorin, Solemn Visitor to replace vault for lifelink.
With ratchet bomb I didn't play against anything that actually needed to md this card. I kind of have to to hedge against random decks I play against, but honestly I'd rather have another languish/damnation.
I have never tested Sorin and it could actually work. However I will never remove Vault. Its one of the best utility lands we have and I think any deck running tokens should have one. The lifelink and deathtouch is just so huge. You can chump block, killing their larger critters, and gain a few life. The fear of deathtouch alone can stall them from attacking and even force them to waste a removal on our spirit or scion tokes to get through.
Thanks. I have Disenchant in the SB. Utter End looks enticing as an instant, i will try one copy in the SB. I am experimenting on how many exile effects we can jam MB. Between Path and TKS, that's already 7-8. I am tempted to cut 1 Relic but it can always be a cantrip when we draw too many. Oblivion Ring was tested pre-OGW and I will test 2 copies again. It's a good catch-all answer for problematic cards game 1 when we don't have Disenchant yet. The processor effect can negate the drawback, at worst it can buy us time to deal with the board.
Seems like a pretty good manabase. Are you still playing maps or have you dropped them? I've been toggling between 2 and 0.
I also play 2 but I am planning to remove it completely on my next test. Right now I only have 2 flex spots with Map and I wanted to MB additional disruption and removal. Map was initally included since we want to ramp via Eye and Urborg. It is also great when we need to get a timely Vault. While an early "Mishra's Workshop" is usually backbreaking against the opponent, we can still ramp naturally if we can grind and hold the fort long enough. I find Map too slow in the face of a faster, land-hating meta when you want to crack it in the early game.
Do we have an efficient all purpose removal in the likes of Abrupt Decay in our color suite? I got wrecked by a Chalice on 1 against Merfolk. Almost 15 cards dead on the spot.
4 Eldrazi Temple
2 Urborg, Tomb of Yawgmoth
2 Eye of Ugin
4 Godless Shrine
4 Caves of Koilos
2 Ghost Quarter
1 Bojuka Bog
1 Vault of the Archangel
2 Shambling Vent
This is 25 lands. Note that Ghost Quarter and Path to Exile can kind of fix your mana if you are desperate. Blight Herder adds colorless. Expedition Maps.
Do not count the tapped lands as a full 1 when counting your sources. You would not be able to cast TS or IoK with a turn 1 Bojuka. Your true B sources is only 11. I also do not like having 4 shocks without any fetches as you will either play it untapped and take 2 damage or play it tapped netting you a turn. Our burn matchup is already bad to begin with.
I am experimenting with this manabase. I seldom get color screwed. I sacrificed the utility and manlands though.
This gives me an effective 14B, 12C, and 11W sources. I added 1 Waste for Blood Moon. It can be changed to Shambling Vent, a basic Plains, another Shrine, or any other pain lands with white to make it 14B, 12W, 12C.
With TKS and RS, the deck got faster on curve and I rarely have enough open mana to activate Shambling Vent so I cut it from my list. Although the lifelink helps sometimes with burn, it is within Bolt's reach. I rather use Vault and trample with RS for lifelink.
Haven't tried Displacer yet but it does synergizes well with TKS. At this point I would rather have Reality Smasher. I'm cutting down on processing and try to put a faster clock. This is my creaturr base:
I only have 10 exile effects, not counting Ulamog, and between Herder and Strangler I sometimes feel i do not get enough exiled cards to maximize their abilities. With 25 lands, i do not have a lot of flex spots for my spells.
I am only playing 1 map main and I have no idea what else to cut to get the second in. I really want to keep 1 surgical extraction main and 2 removal spells above the set of paths. Everything else is pretty standard.
My mana base looks similar to you. I will cut my Vent for a cavern and retain two maps.
This puts me with 14B, 11W, 12C (add 1 more if you count Caverns as a colored source for creature spells only though). If you face a lot of Paths, I think we can cut a Godless Shrine or Caves and add more basics. Fetches did helped a lot from my experience. Minimum I would play is 2.
I'll test having two fetch lands only. Should I need more color fixing, I'll probably cut 1 vent and 1 basic for a full set of Marsh Flats. I want to test Reality Smasher so I'm throwing 2 in there, removing a Sower and a Strangler. I mainboard one Flaying Tendrils to shore the aggro matchups. Appreciate all your inputs.