Hmm thinking of rolling with this deck. Im in a meta where 80% is Jund,burn, and death and taxes. How would you guys sideboard against these? Like what goes out? Anchient stirrings im guessing?
My last thought on Deep Fiend before i officially play zero copies going forward.... You have to look at what you want this deck wants to do, which i feel like is two things:
1) Busted Starts. This plan usually involves a turn 1 Hierarch, into a turn 2 Temple into Thought-knot. Then turn 3 if you have another Thought-Knot or a Smasher, thats awesome. A start like this is very hard for any opposing deck to stop. Sometimes, a just as good start is turn 2 Reshaper into turn 3 Thought-Knot into turn 4 Smasher, with perhaps a Cavern making sure nothing gets countered. Also very hard for opposing decks to stop.
2) Long Game Inevitability. The second thing this deck does involves a Displacer doing its thing in the mid to late game. Tapping down your opponents threats, killing their tokens, and blinking Thought-Knot, Drowner, or Skyspawner. If you get stuck in a long game against Jund and other midrange decks, this is how you usually eventually trump them.
I dont see how Deep Fiend fits in to help any of the two things this deck does. Its a great ambush blocker, i guess. I'm over this card, its not right for this deck, always feels terrible.
My last thought on Deep Fiend before i officially play zero copies going forward.... You have to look at what you want this deck wants to do, which i feel like is two things:
1) Busted Starts. This plan usually involves a turn 1 Hierarch, into a turn 2 Temple into Thought-knot. Then turn 3 if you have another Thought-Knot or a Smasher, thats awesome. A start like this is very hard for any opposing deck to stop. Sometimes, a just as good start is turn 2 Reshaper into turn 3 Thought-Knot into turn 4 Smasher, with perhaps a Cavern making sure nothing gets countered. Also very hard for opposing decks to stop.
2) Long Game Inevitability. The second thing this deck does involves a Displacer doing its thing in the mid to late game. Tapping down your opponents threats, killing their tokens, and blinking Thought-Knot, Drowner, or Skyspawner. If you get stuck in a long game against Jund and other midrange decks, this is how you usually eventually trump them.
I dont see how Deep Fiend fits in to help any of the two things this deck does. Its a great ambush blocker, i guess. I'm over this card, its not right for this deck, always feels terrible.
I beg to differ though.. EDF has won me a few games with its flash n time warp ability. It also depends if we're playing against a creature heavy deck or burn/control. I'm currently at a 2/2 split between EDF n DoH and with stirrings, we can almost always choose between the 2.
I feel like EDF has its place in the deck. The ability to interact with your opponent's mana gives us another avenue to attack decks that don't care as much about board presence, and the only card that does that in the current list is Thought-Knot. In all of the matchups that you want to take out Drowner because it feels too slow and not impactful enough, Deep-Fiend functions just fine and is often just actively good. I do feel that Drowner is generally better, but I also feel Deep-Fiend has a place in the deck by diversifying the disruption available to Bant Eldrazi. After all, this whole deck is founded on the idea of blending disruption and aggro to create unwinnable board states for your opponents.
With Bant Eldrazi dominating the Open, what are people's thoughts on breaking the mirror? Iirc, Training Grounds was an interesting card to help against the mirror.
World Breaker is good in the mirror, since he is bigger than anything else. Besides that, it probably actually just comes down to who gets the sickest and fastest curve, unfortunately. Or, whoever can find their Worship first.
Trigger resolves, no matter pathed or not.
So his work is done.
They play 4 paths, first of all they have to draw them and then they have to keep them in their hand versus a so treat intensive deck.
I've seem Thragtusk in some sideboards but it is easily splashable and has great synergy with Eldrazi Displacer so why not maindeck 1x over one of the 6-drops ?
Currently I'm looking at dropping Blue entirely and going with G/W with Endbringer
(which is doing well in Eldrazi-Tron decks) at the top of the curve.
I like the streamlined mana and the option to add more utility lands: Gavony Township and Sea Gate Wreckage.
This deck looks really powerful and fun to play. I am
Trying to get a good idea if it's the right choice for my LGS.
It seems like this deck beats midrange decks such as jund and junk. It also seems aggro enough to beat tron.
What other decks is this good against?
More importantly what does this deck really struggle against? What cards in particular crush this? I would think damnation and wrath of God but those cards don't see a lot of play.
This deck looks really powerful and fun to play. I am
Trying to get a good idea if it's the right choice for my LGS.
It seems like this deck beats midrange decks such as jund and junk. It also seems aggro enough to beat tron.
What other decks is this good against?
More importantly what does this deck really struggle against? What cards in particular crush this? I would think damnation and wrath of God but those cards don't see a lot of play.
Midrange and Control are your best matchups. It can struggle a bit with certain hyper aggro decks and combo. Now even though it has "bad matchups" there, they are totally winnable if you know what you are doing. For example, the Infect matchup is about sticking Displacer and not tapping out til you can drop Drowner of Hope. Force them to have multiple Vines a turn while slamming in for 3 each turn.
Tron is strange. Their nut hands will beat yours, however your average draws are better than theirs. If you can survive long enough to get TKS and Displacer lock on them, they effectively can't win (their deck is not made to have 2 good draws in a row and with all sorcery speed threats/answers, you can rip it out during their draw step).
This deck looks really powerful and fun to play. I am
Trying to get a good idea if it's the right choice for my LGS.
It seems like this deck beats midrange decks such as jund and junk. It also seems aggro enough to beat tron.
What other decks is this good against?
More importantly what does this deck really struggle against? What cards in particular crush this? I would think damnation and wrath of God but those cards don't see a lot of play.
Midrange and Control are your best matchups. It can struggle a bit with certain hyper aggro decks and combo. Now even though it has "bad matchups" there, they are totally winnable if you know what you are doing. For example, the Infect matchup is about sticking Displacer and not tapping out til you can drop Drowner of Hope. Force them to have multiple Vines a turn while slamming in for 3 each turn.
Tron is strange. Their nut hands will beat yours, however your average draws are better than theirs. If you can survive long enough to get TKS and Displacer lock on them, they effectively can't win (their deck is not made to have 2 good draws in a row and with all sorcery speed threats/answers, you can rip it out during their draw step).
Thanks man. This deck sounds really good. How fragile is te mana base? Are we weak to ghost quarters?
This deck looks really powerful and fun to play. I am
Trying to get a good idea if it's the right choice for my LGS.
It seems like this deck beats midrange decks such as jund and junk. It also seems aggro enough to beat tron.
What other decks is this good against?
More importantly what does this deck really struggle against? What cards in particular crush this? I would think damnation and wrath of God but those cards don't see a lot of play.
Midrange and Control are your best matchups. It can struggle a bit with certain hyper aggro decks and combo. Now even though it has "bad matchups" there, they are totally winnable if you know what you are doing. For example, the Infect matchup is about sticking Displacer and not tapping out til you can drop Drowner of Hope. Force them to have multiple Vines a turn while slamming in for 3 each turn.
Tron is strange. Their nut hands will beat yours, however your average draws are better than theirs. If you can survive long enough to get TKS and Displacer lock on them, they effectively can't win (their deck is not made to have 2 good draws in a row and with all sorcery speed threats/answers, you can rip it out during their draw step).
Thanks man. This deck sounds really good. How fragile is te mana base? Are we weak to ghost quarters?
Not really weak to GQ. You have enough lands and dorks that even if they hit a temple, you just shrug and fetch a basic. It IS weak to Blood Moon when they can compliment that with either LD and/or a clock though.
Currently I'm looking at dropping Blue entirely and going with G/W with Endbringer
(which is doing well in Eldrazi-Tron decks) at the top of the curve.
I dont like Endbringer in this deck because it is too fragile for 6 mana. Drowner puts dudes on the table, even if it is immediately Terminated. TKS also does work, even when instantly killed, and Smasher is a 2 for 1 when killed. Endbringer costs 6 and you risk the chance of gaining nothing if it is Path'd or even Dismembered. If it was a 5/6, i might consider it more, but the die'ing to Dismember for no ETB trigger is brutal.
What has been people's general trends on sideboarding? I know this is largely affected by what your flex spots are, but a general guide would be helpful.
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Affinity, merfolk, zoo, elves, bogles, hatebear, token, company
1) Busted Starts. This plan usually involves a turn 1 Hierarch, into a turn 2 Temple into Thought-knot. Then turn 3 if you have another Thought-Knot or a Smasher, thats awesome. A start like this is very hard for any opposing deck to stop. Sometimes, a just as good start is turn 2 Reshaper into turn 3 Thought-Knot into turn 4 Smasher, with perhaps a Cavern making sure nothing gets countered. Also very hard for opposing decks to stop.
2) Long Game Inevitability. The second thing this deck does involves a Displacer doing its thing in the mid to late game. Tapping down your opponents threats, killing their tokens, and blinking Thought-Knot, Drowner, or Skyspawner. If you get stuck in a long game against Jund and other midrange decks, this is how you usually eventually trump them.
I dont see how Deep Fiend fits in to help any of the two things this deck does. Its a great ambush blocker, i guess. I'm over this card, its not right for this deck, always feels terrible.
I beg to differ though.. EDF has won me a few games with its flash n time warp ability. It also depends if we're playing against a creature heavy deck or burn/control. I'm currently at a 2/2 split between EDF n DoH and with stirrings, we can almost always choose between the 2.
So his work is done.
They play 4 paths, first of all they have to draw them and then they have to keep them in their hand versus a so treat intensive deck.
Trying to get a good idea if it's the right choice for my LGS.
It seems like this deck beats midrange decks such as jund and junk. It also seems aggro enough to beat tron.
What other decks is this good against?
More importantly what does this deck really struggle against? What cards in particular crush this? I would think damnation and wrath of God but those cards don't see a lot of play.
Midrange and Control are your best matchups. It can struggle a bit with certain hyper aggro decks and combo. Now even though it has "bad matchups" there, they are totally winnable if you know what you are doing. For example, the Infect matchup is about sticking Displacer and not tapping out til you can drop Drowner of Hope. Force them to have multiple Vines a turn while slamming in for 3 each turn.
Tron is strange. Their nut hands will beat yours, however your average draws are better than theirs. If you can survive long enough to get TKS and Displacer lock on them, they effectively can't win (their deck is not made to have 2 good draws in a row and with all sorcery speed threats/answers, you can rip it out during their draw step).
Thanks man. This deck sounds really good. How fragile is te mana base? Are we weak to ghost quarters?
Not really weak to GQ. You have enough lands and dorks that even if they hit a temple, you just shrug and fetch a basic. It IS weak to Blood Moon when they can compliment that with either LD and/or a clock though.
I dont like Endbringer in this deck because it is too fragile for 6 mana. Drowner puts dudes on the table, even if it is immediately Terminated. TKS also does work, even when instantly killed, and Smasher is a 2 for 1 when killed. Endbringer costs 6 and you risk the chance of gaining nothing if it is Path'd or even Dismembered. If it was a 5/6, i might consider it more, but the die'ing to Dismember for no ETB trigger is brutal.
1) Merfolk
2) Affinity
3) Elves
Honorable mention: Ad Nauseam