As Phyrexian Revoker enters the battlefield, name a nonland card.
Activated abilities of sources with the chosen name can't be activated.
Quote from SwordstoTimeshares »
Even when you have Rest in Peace online, you have to acutely aware of which cards you should be allowing your Jund opponent to take. Their entire deck idea is based around swapping cards vs. any deck, whether on the board or the hand. Unless you stick a Mom, your first couple of creatures will prob die. This is maybe one match I like to lead with Mystic over Thalia. At least with Mystic, you are gaining a card. So Mystic should not get Hymned, if you can help it.
They seem to run a healthy landbase for the most part, attributed only because of Deathrite Shaman. So in game 1, once I recognize I'm facing Jund, I'm not using Wasteland for any early game mana denial, saving it for Grove. I just go full aggro and creature removal, to force them to go for the board control over the hand control. They know just as well as you that an unchecked Mom or Mystic-into-Batterskull may spell game over. Make them stop you instead of the other way round.
Quote from SwordstoTimeshares »To anyone just starting to play this deck: learn proper Flickerwisp gameplan. Once you "get" it, you'll realize all the hype is real, whether using it as a clock or as the best insurance policy in Magic, in terms of pure value.
Quote from Ari Lax »It's just not fair. You just make your opponent not play Magic, then you somehow kill them. They just sit there and say, "Man, none of my cards did anything." And you get to ask them why they didn't build their decks better. I mean, I'm playing creatures with powers and toughness. Your game plan is to get a Sphere of Resistance into play and then just destroy their lands with Wasteland and Mangara. The difference is that your Sphere of Resistance gets to attack them. You want to negate your opponent's strategy, but not like a control deck does, where you are looking to have all of the right answers. Here, you want to have all of the right threats to make their cards effectively do nothing. That's why it's not fair. They don't get to play Magic.
Quote from Lormador »I'm pretty new to the deck myself, having picked it up in April. Sometimes other players approach me and state their intention to try it out. I always tell them I spent my first 3 months with the deck losing. The deck is hard to play...It's ultimately extremely rewarding, but until the Nirvana of owning the board with a few white creatures, an artifact, and a handful of lands can be reached, a lot of dues need to be paid.
Quote from Medea »The upside of playing D&T for years is that D&T is a deck thats win percentage scales favorably with experience. Knowing how to put yourself into winning situations and creating opportunities to win despite seemingly impossible odds is something that this deck is great at doing, but knowing how to put yourself in those situations takes ages to perfect.
Quote from (lifted from The Source) Stuart »Quote from Megadeus » Flickerwisp is a thing of my nightmares. I can't explain how I lost to it, I just do.I can't tell you how much this summarizes my D&T experiences.
Quote from Megadeus » Flickerwisp is a thing of my nightmares. I can't explain how I lost to it, I just do.
Quote from ISBPathfinder
As I thought.... it was like I was punching babies with this deck.
Quote from NightfallGeminithis kid, the look he gives Rynkewicz, that look tells me this kid gives no ☺☺☺☺s, eating danger and ☺☺☺☺ting victory all day.
Quote from jamaican lumberjack@Finn: I am an online player. As such i do not have access to rishadan port. Do you think that i should go for the mana denial strategy at all or should i cut the wastelands for mishra's factory?
Quote from ArnnariaWhile a pure mana denial strategy is impossible, Wasteland is preferable over Factory. You have so many dudes that you don't often need an "extra body". Wasteland is also key in some match ups you see VERY often like Dredge, ANT, and Zoo. Pick up the Wastelands and try them out. You'll be surprised at how key they are online even without Ports.
Quote from t3hwo0ki3Last night I piloted a toolbox version of D&T I've been tinkering with for the past two months, to fairly positive results. I geared it towards the metagame I've been posting about, but there was a huge shift. After consistently making top 4 myself, the folks I shut out decided to all build combo or bring a friend with combo. I went 2-1-1, but I feel I should share the results regardless. Anyhow, the list:
Wo0ki3's Tools & Taxes
nwong's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures: 222 Jotun Grunt2 Stoneforge Mystic3 Mangara of Corondor3 Silver Knight4 Mother of Runes4 Flickerwisp4 Serra AvengerSpells: 62 Enlightened Tutor4 Swords to PlowsharesArtifacts/Enchantments: 101 Sensei's Divining Top1 Seal of Cleansing1 Umezawa's Jitte1 Sword of Fire and Ice1 Sword of Light and Shadow1 Oblivion Ring4 Aether VialLands: 233 Wasteland4 Rishadan Port3 Karakas3 Flagstones of Trokair10 PlainsSideboard: 151 Jotun Grunt2 Path to Exile3 Cataclysm2 Enlightened Tutor1 Ethersworn Canonist1 Runed Halo1 Serenity1 Absolute Law1 Ghostly Prison1 Wheel of Sun and Moon1 Relic of Progenitus
The toolbox approach has been discussed before, but I've only ever found 1 cohesive list that posted positive results online. I attempted to have a better game 1 against certain matchups with tutorable answers. Unfortunately, the original decision to include Halo, Caononist, and Pithing Needle/Beetle in the main got the axe for Silver Knights because I wanted better Game 1s against Goblins, Thresh, and Naya. Even more unfortunate is that all of those folks were playing combo this week as a funny joke on me. To be honest, I should have resisted the Pro-Red approach and used the toolbox to its fullest with the above cards. Oh well, lesson learned.
R1: Affinity 2-0
G1: He wins the die roll and empties his hand by turn two as usual. I StP some guys, curse myself for not including a pithing-needle effect in my main. He amasses a decent army again by I get a Top online and pull back-to-back-to-back Flickerwisps off on a Vial. The last wisp really ruined him because I intentionally didn't block his Ornithopter and he sacs everything to Ravager and throws some counters on Thopter for lethal. I activate top, draw Wisp and Vial it in. He's stuck with 2 Cranial Platings and a Blinkmoth. I get there with a Jitte'd Wisp & co.
G2:-4 Mother of Runes, 1 SoLS in comes 2 Path, 2 Tutor, 1 Serenity. I keep an opener with a top and two tutors. He can't play anything I don't have answers for. I establish the Mangara lock and continually remove his attackers after a successful Serenity. Top in play makes sure I can tutor for answers and play them the same turn. Double Avengers get there with no equipment support.
R2: Time Spiral Combo 0-2
G1: I get him to 1 while using 2 ports and 3 Flickerwisps during his upkeep off of Vial. He goes off and doesn't keep track of his storm count /mana pool. This is why I can't stand storm players sometimes. He casts Brain Freeze with 4 visible cards in the grave yard and I ask how many copies there were. He tells me 'I can do it again if you want' and shows me his hand, and yes, he can. Game 2.
G2: -4 StP, In comes Canonist, Halo, and 2 Tutors. Again I'm kicking myself for removing them from the main. I aggressively mull to 5 and can't find a tutor/target. I stick a useless Silver Knight that should have been a canonist and get him to 2 before he goes off. He again doesn't keep track of anything and I ask him for how much and he replies much the same way. I then request to die on my feet like a man to Emrakul and he shows me it and goes off again so he can kill me with it. We have a laugh and then it's off to Round 3.
R3: Lands 1-1 Draw
G1: He establishes board presence quickly and I know I don't want to waste what precious pre-boarded time I have for games 2-3 so I scoop.
G2: -4 StP, -4 Mom, In comes 2 Tutor, 3 Clysm, 1 Wheel, 1 Relic, and 1 Grunt. I get wheel out on him and it stalls him miserably for a few turns. My Top is making up for the fact that he's porting me every turn and I'm stuck on 2 lands. He can't amass his advantage when everything goes back to his library. He kills wheel and I tutor for a Relic EOT. I play a Relic and a Grunt and pass. On my turn I put my own wheel back in my Library and again Tutor EOT for it. I stick the wheel and this game drags on FOREVER. I finally land a clysm and he lands pithing needle for my top. In the end the judge calls time and we're on turns. I have a vial with 2 Counters that I'm waiting to hit 3 so I can get rid of his Ensnaring Bridge with Mangara in my hand, he's still got his port post-Clysm so he's keeping me off lands. He gets another Needle naming my Vial. It's his turn 4 when he passes with himself at 3 life staring down my lone avenger on the field. I can't win unless I draw a Seal or an O-ring. I draw the O-ring and get in there for exactly 3. One hell of a game.
3 combo players made it to top 4. TES got 1st.
In the future I think there needs to be a mainboard presence of Caononists, Needle-Effects, and Halo. I probably want 1 Chalice in the board as well. I'll keep you guys updated.
Quote from DalkonCledwinthats assuming he can shell out the 30 bucks per wasteland.
I personally feel that on MTGO, while Wasteland is a nice card to have, that things like Tectonic Edge and Ghost Quarter can make decent substitutes for those of us who do not have the cash flow to pay out what it costs to purchase the 30+ dollar wasteland.
I am fortunate that I managed to get my Wastelands for Paper when they were like 15 bucks each. But alas they have always been up around 30 bucks online.
EDIT: Oh and mad props on this deck finally making it to Proven
Quote from liamb
Just want to point at this deck (Eli Kassis, 6th place @ SCG Washington DC). It's not stricte D&T archetype but has some of its elements like Mangara+Karakas combo, equip, wastelands. I really like all the tricks here:
- green sun zenith - dig for and put an answer or ramp mana with dryad arbor in t1.
- Quirion Ranger + Birds of Paradise/Knight of the Reliquary/Mother of Runes/Dryad Arbor
Quote from jamaican lumberjackso then ghost quarter would be the preferred substitute before i drop 100 bucks on a set of watelands? And also i am trying to unbudget the stock exiler deck a ittle bit at a time. Would you say it is more important to get SoFaI and SoLaS first or mom?
Quote from DalkonCledwinPersonally I am not really that big of a fan of Quirion Ranger. At least not over Scryb Ranger. For one thing Scryb Ranger has Flash, for another it has Flying. And for a third it has Protection from Blue. The only advantage Quirion Ranger has over Scryb Ranger is that it comes down a full turn earlier than Scryb does, but honestly do we really want to be playing this type of effect on turn 1?
Quote from nwongI think the only reason mono-white isn't placing is because not many people play it. Most people are attracted to the raw power of the green splash.
I'd say going green and having more beef makes piloting this a lot easier than mono-white, since you have bigger creatures and having a clock means you will get easier wins against most decks.
The mono-white is focused more on disruption, and playing it correctly is crucial (ie. when to port, when to play the mystic, when to play the grunt). Not that it matters of course, a difficult win is still a win. Just giving reasons why the splash builds seem so popular.