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  • posted a message on Burn
    Quote from Yamikiri
    Deathrite Shaman is crazy. At it's absolute worse, it gains you life. It can give you up to three mana on turn two, which allows you to play more expensive Burn, or just more Burn. After playing said Burn, it can hit your opponent for two by exiling just one of them, as opposed to two for Grim Lavamancer.

    The important thing to note is that all of it's ability can remove things from your opponent's graveyard as well as your own. Knight of the Reliquary is just a 2/2 without any lands to fuel it, and well within Bolt range, which you conveniently have the mana to cast. SCM can't Flashback your new Shock. Reanimator can't return a fatty that isn't there.

    Shaman might now be worth the splash for black on it's own, but it just does everything you want against other decks, while still doing what you want a creature in Burn to do. I'm definitely going to try it out for the second ability, and maybe try Blightning with it because of the first ability.


    You can't gain life from it unless you splash green, but still, I think you're absolutely right. He could really rake in some damage.
    Posted in: Legacy Archives
  • posted a message on Burn
    I really like his setup, actually!

    I'm loving the Searing Blaze. I had never considered it before. It's quite strong, provided you have a land drop that is. He eschews the graveyard hate in favor of the proactive route of Ensnaring Bridge, which also works well against other decks. I don't quite understand how necessary the Vexing Shusher is though.
    Posted in: Legacy Archives
  • posted a message on Burn
    Quote from LordZosh
    Dark Confidant for sure.

    Phyrexian Negator is pretty good as well, but may be a little outdated

    Maybe even Blightning but it might be a little slow

    There are also obvious good SB options black provides. (Perish, Engineered Plague, Leyline of the Void, etc.)


    Those are good sideboard strategies. I especially like the engineered plague, but is it really more useful than Flamebreak? I would never, ever run negator or bob in burn. I think that has been thoroughly discussed.

    Quote from kirbysdl
    I think we've enough options now that Black really isn't needed, not even for Bump, especially if it's going to reduce the number of PoPs in your deck.

    If you want to try it out, change the manabase. Blood Crypt will potentially Goblin Grenade you between fetching, coming into play, and Price of Progress. I definitely don't think that the basic swamp is necessary to support such a small splash. Opening on Swamp and Blood Crypt is bad news. 2 Revised duals, 8+ fetches, and the rest basic mountains. It's not even a budget issue, as 1 more Badlands is worth about the same as the 3 Blood Crypts you're running. If this deck ever needs BB mana on a single turn, it's probably built sub-optimally. This also means that you only fetch or play the black source on the turn you need black mana, which sidesteps Wasteland.

    I haven't tried Bob recently but I wonder if it would really help. Assuming you have better uses of your mana on turns 1-2, you're casting it on turn 3 and potentially reaching card parity on turn 4. If your best T2 move is a Bob, it's probably not going very well for you. People run Bob with Tombstalker, so a few Fireblast isn't a huge problem by itself. Combined with fetches, shocklands, and PoP, it might very well be a problem.

    For Burn, I'd only splash if I were running fetches+Lavamancer anyway, and then probably only for sideboard tech.


    I use blood crypts because I already have them, and I don't have any other badlands. They are there strictly for budget reasons. If I could, I would run 4 badlands. the singleton swamp is there for fighting blood moon/back to basics/wasteland. it's a good card to have as your third land. I usually always fetch the badlands first (obviously), so running more fetches instead of Blood Crypts is a great idea, thank you!

    I wanted to increase the consistency of the deck by adding more 3 for 1 damage spells (Shard Volley wasn't interesting, as I would have to up my land count), therefore increasing my chance at an early kill. Price of Progress is really good against some matches, but really bad against others, so I reduced the number, although I could easily -2 marauders and +2 PoP, if it came down to it (I hate drawing marauders, but I can't find anything better)

    What kind of sideboard tech would you run, Kirbysdl?
    Posted in: Legacy Archives
  • posted a message on Burn
    Hello!

    I recently switched to BR straight burn, and I was wondering if there was anything else to be gained in black besides Bump in the Night. I'm thinking mostly of sideboard strategy here, as I think the main deck is pretty straightforward. What black cards are you using?

    Here is my deck, for reference
    Posted in: Legacy Archives
  • posted a message on [Deck] White Stax
    Quote from Jasril
    if not splashing green i'd say the best disenchant style card would be aura of silence since it also goes along with the taxing game plan... also it's an amazing card for the mirror, and really good for affinity

    Edit: and good for enchantress if anyone still plays that


    I've had a hard time with Aura of silence because of it's WW cost, and I've preferred using Patrician's Scorn or Seal of Cleansing. Affinity is not something I consider in SB slots, because the matchup is so good.

    I had quite an interesting match versus a RG aggro deck last night. He used Rancor to circumvent my Smokestack. I was very impressed by this counter-strategy, as it forced me to bring my Stack to two counters to kill any of his permanents. Luckily I could do it thanks to Gods' Eye, Gate to the Reikai, I also o-ringed the Rancor and then won the game.

    That made me think that I could try out a green aggro-control deck with a Stax shell, using lots of creatures and rancor, plus the Stax artifacts. Could be cool.

    ALSO, I've been playing with two Trading Posts, and I must say I was very impressed with the results. It would net me lots of life, create a lineup of Smokestack fodder, and draw me a card when I don't need the smokestack anymore or when I draw Crucible to replace Post. All in all, great addition!
    Posted in: Developing (Legacy)
  • posted a message on Mono Green Control
    Interesting deck! It reminds me of a cross between Legion Land Loss, Stax, and X colour Stompy. If you don't know what LLL is, you could look it up; it's a mono-green control deck that was never very successful. You might get some ideas from it though.

    I think that you should at the very least TRY Mox Diamond. I can almost guarantee that once you've included it, you'll realize that it's far better than ESG.

    Also, adding 2-3 City of Traitors will increase your likelihood of getting a 1st turn chalice or trinisphere, without hampering your coloured sources.

    You could definitely use something like Eternal Witness. I would replace the Borderland Rangers with them (although you need to think about being able to play these cards 1st or 2d turn, which is near impossible for witness).

    In my mono-green LD deck, I use Engineered Explosives to deal with threats (I have Utopia Sprawl and BoP for additional colours, although I usually keep it at 0-1). Similarly, you could use Ratchet Bomb to gain advantage. That or Beast Within are possible solutions (and fun with Witness).

    From personal experience with Stax, I would suggest taking out 1 Trinisphere and adding a land. Trinispheres are horrible top decks, and particularly detrimental in a deck where you're not drawing cards. They also suck in multiples. Send one to the SB.

    I would suggest taking out Silverheart and 1-2 Grazing Gladeharts in favor of more Acidic Slime. You need creatures that have an immediate impact on the game, are versatile and are stand-alone threats.

    I also just want to say that you should not be worried about losing life. When you're playing control, you need to remember that you don't lose until you reach 0 life.

    I hope the deck works out for you!
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White Stax
    Quote from Franx13
    Trading Post sounds very appealing, any more testing? So it would be run as a 4 of? Is it dutch stax, prison style?


    I'm not currently testing it, but my impression is that it would not be run as a 4-of, but rather take up one flex slot and replace 1 Crucible, as they have similar applications. Trading Post would give more versatility to the deck, which is really awesome, actually. All four of it's abilities are relevant in Stax, which is extraordinary.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White Stax
    Quote from Chiccada
    Been tweaking this for a while, added Crystal Ball and Enlightened Tutor to the mix to make the draws more consistent. Seems to be working so far, although I havent played against it against counter magic yet. Critiquing welcome. Thanks.



    Enlightened Tutor is not super, it slows down the deck by not putting the card into your hand and it can be shut down by Chalice. Haven't you been having those problems? You could instead be replacing the Tutor slots with additional copies of your pieces to make your draws more consistent (+1 Crucible, +1 Prison, +1 Chalice, +1 land?)

    Crystal Ball seems pretty cool, although I never thought it to be so necessary. I find Stax topdecks like a champ compared to other decks without draw, because there are so few dead cards.

    I think running anything less than all 8 two-mana lands is a mistake. Consistency again.

    Only 22 mana-producing lands is very rough! I used to run 24 and found it difficult.

    Try running this against Aggro-Control and see how you do, you'll get to see just how resistant your deck is.
    Posted in: Developing (Legacy)
  • posted a message on trying to make a ninja deck (not faerieninjastill)
    I would remove the Silent-Blade oni, as he's just too bulky to be useful in legacy, even with Ninjustu. I would replace it with another Mistblade, which you can never get enough of. Also, instead of Distortion Strike, you could try Cover of Darkness (naming Ninja, of course).
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White Stax
    Quote from Franx13
    To be honest the best stacks combo yet is, Kuldotha Forgemaster and Blightsteel Colossus which is ridiculus and unexpected as most combos go i hear


    Well with that combo, why don't you just go all out and play MUD? that's already a core strategy in the deck, with a more fine-tuned list for it.

    My results on Crackdown are a negative. Ensnaring Bridge definitely had the upper hand in almost every matchup. Crackdown was only good at letting my Baneslayer Angel through from time to time while everything else was tapped out. With a bridge, they were completely locked out, while with Crackdown, they could still swing once (This is where Merfolk Reejerey really made me boil) and eventually kill. So much for new tech! I think Crackdown could be useful in Angel Stompy builds, though.

    I thought I would share a game of Stax vs. Affinity for you, because it was so hilarious.

    He goes first and lays down: 2 X Memnite, Ornithotper, Darksteel Citadel, Springleaf Drum and 2 X Frogmite. Passes the turn.

    Me: City of Traitors, Mox (discard), mox (discard), pay for Magus (I have Crucible in hand). Needless to say I won that game. I love how crazy Legacy can be! Grin
    Posted in: Developing (Legacy)
  • posted a message on FILTER STORM
    Quote from r_x_
    Why not play with both? Riddlesmith gives you a great digging and SS generates the Card Advantage, something this deck doesn't do easily.


    I suppose it could be done, but the deck also has limited space, because a certain percentage of it needs to be ''Eggs''. And besides, The eggs themselves allow you to dig so deep into your deck to find pieces, it's not card advantage, but that isn't necessarily what we want, either. With Riddlesmith in play, going through the deck and shaping your hand into what you want it to be is easy. Don't underestimate the power of looting.

    Also on the note of Vedalken Archmage, it is a good card in different egg builds. I made another deck that used Explore, Crop Rotation, Exploration and more lands to create massive mana as I'm filtering. It was decent, but a tad slower.

    Edit: ALSO, would it be appropriate to have a more in-depth analysis of Eggs in a more elaborate primer? I could possibly take care of that.
    Posted in: Developing (Legacy)
  • posted a message on FILTER STORM
    I played with second sunrise for years, it doesn't compare to what Riddlesmith is capable of doing. If you pass the turn after an egg spree because you didn't get a Sunrise (or more probably you didn't have the right mana to pay for it, stupid WW), all those eggs can't be recovered. Riddlesmith gives each egg more value, and costs a measly U to play. It's a significant improvement.

    Vedalken Archmage < Riddlesmith, because he costs so much to play, are you aren't doing anything with surplus combo pieces and lands anyways, so discarding isn't a problem.
    Posted in: Developing (Legacy)
  • posted a message on FILTER STORM
    Oh wow, I thought I was the only one to have thought of this archetype!

    My deck is extremely similar to yours, but with more money and redundant pieces added to make it more consistent. I've been doing extremely well locally, as I'm fighting predominantly through Aggro and Aggro-Control.



    I have a lot of experience with the deck, as I've been playing variations of it since Odyssey block was released (using as a win con Nantuko Shrine, lol!). I've been tweaking and improving ever since. I've never seen another deck with more consistent turn 2 and 3 kills in Legacy. Unfortunately, this deck is extremely weak to FoW and Wasteland (the most common cards in Legacy. oops!).


    The point of this deck is to pump Glaze Fiend to ridiculous proportions or abuse Disciple of the Vault using artifacts that are free to play with Helm of Awakening or Etherium Sculptor, which will are also cantrips. Ancient Tomb and City of Traitors allow for turn 1 helms as well as the mana required to pop your eggs. Use the mana produced with eggs for coloured costs. City of Brass helps support the 3-colour base (or 4-colour after board). Riddlesmith is a looting machine, and is one of the reasons why this deck draws so many cards. Once you've assembled the combo, you use him to discard any lands, helms or further smiths you draw in exchange for more eggs. Manamorphose is a key card in the deck, since with a Helm of Awakening, it generates an extra mana, which you use to cast Riddlesmiths, Glaze Fiends or Lightning Greaves (which allow you to attack with the Fiends as soon as they come out, as well as protecting pieces of your combo). Conjurer's Bauble is another important card because if you always return a previous Conjurer's Bauble to the bottom of your library, you'll end up at the end of your deck with an infinite combo, continuously drawing the same baubles. This makes sure you don't deck yourself without enough damage to kill. Gitaxian Probe gives you information to go off.

    SB: Snap is for removing bothersome creatures. It also creates mana by untapping lands that already produce 2 mana. Abeyance is to protect the combo, on top of netting a card. Gaea's Blessing gets key cards back into your library to be drawn. Nihil Spellbomb for graveyard tech + cantrip. Krosan Grip fights very nasty cards against this deck, eg. Chalice of the Void, etc. I use Glaze fiend in matchups where I won't run into lots of removal or flying creatures (Narcomoeba, Delver of Secrets and Blazing Archon come to mind). Disciple of the Vault I use in matchups that either need really two win conditions or for decks that run creatures with flying that actually block the Glaze Fiend. Fiend is in the Sideboard because he requires half the eggs as the Disciple in order to kill, and he also doesn't need a graveyard trigger, for which there is a lot of hate. Golem's Heart is useful against aggro decks of all stripes. I might consider adding it to the main, as it's an artifact drop at the same time.

    This deck is good for metagames that are underdeveloped. Like many Legacy decks, the manabase is frail (this one especially so). When you cross decks like Thresh, the games are very difficult. However, a deck that can't interact early on is completely dead against this.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White Stax
    Quote from Franx13
    Currently all i see is aggro in my area since cavern of souls came out (gobos and fish primarily) but there are also some combo decks, including high tide and tendrils. The reason for aura of silence is mostly Affinity but i have seen some enchantress as well and aura of silence just owns it.

    I never thought about that with defense grid, however isn't an additional cost to cast? Like for example trinisphere makes the converted mana cost 3, but defense grid adds an addtional 3? Cause i think those go hand and hand with one another especially if they have to pay an addtional 3 to do anything on your turn.

    But than again i have noticed when trinispheres out they aren't doing anything anyway.
    The main reason for Aura of Silence, is just to stop anything that has a number of artifacts or enchantment spells, mostly a precautionary measure Smile

    What would you guys suggest over defense grid? Maybe some grave hate? Or maybe even some Wrath of God? Maybe even Leyline of Sanctity


    I have a very similar metagame; mostly aggro and aggro-control. Combo really isn't popular for some reason. If enchantress is in your meta, you have very good grounds to play Aura of Silence. Ever try Patrician's Scorn? I hear it can help out as well for that matchup, if it's common. If you're running it to fight Affinity mainly, I wouldn't bother. The matchup is favorable already, especially with 4 MD trinispheres. I don't even bother with a sideboard plan, aside from the extra Trini and O-ring. If you're not fighting Combo and are facing Burn and Zoo, Sphere of Law is a better pick, because it stops creatures as well as spells from dealing damage. I'm switching my leylines for those soon.

    Quote from Franx13
    By the way, i don't get the reason for running 4 flagstones but only 5 plains? Seems abit excessive, you could add another factory for another kill condition over seeing 4 flagstones, i find even 3 is to much only knowing that i want to see that card only once


    I always liked my 4 Flagstones. I usually never minded drawing multiples, because they thinned my deck. But if I were to replace one, it would be with a plains, not a nonbasic. I'm borderline on white sources, and I really want 13.

    Also, I was doing some heavy brainstorming last night on Stax, thinking about Peacekeeper. I wanted to include Meekstone in the deck to fight Merfolk in the place of Bridge. However the card had it's problems (taps down my angel(s), costs 1 mana). I did a quick search for similar effects and found Crackdown. It takes down Goyfs, pumped Merfolk and Goblins, Delver of secrets(!!!) and reanimated monsters. It even leaves my side of the board unaffected. The only two problems I see are that the opponent can still attack once, and it doesn't affect Knight of the Reliquary. I think it's very debatable whether it's better than Ensnaring Bridge, and I will be testing very soon to find out. Any comments on this find? Has anyone tried this?
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White Stax
    Quote from TheRogue
    correct me if i'm wrong, but i always feel like that peacekeeper is at its strongest against merfolk and dredge.
    however i am curious how it might stack up against maverick? with chalice at 1 it could make a long impact since swords would be temporarily shut off.

    I did not test against dredge, but I would imagine so! Against Merfolk it's great, but Ensnaring Bridge is also very strong and easier to play. Against Maverick, it's a game where I'm scrambling so much that the results are very shaky. Maverick is very good at the waiting game. A Stax-savvy player will not side out all of his removal, and Zenith up answers to whatever Stax plays in the meantime. That 2 mana upkeep slows down the deck considerably, mostly because of the white mana. Game two with Peacekeeper is favorable, but in game three, you can be sure most of his removal is back in. Maverick has some pretty sick top decks. Slant
    Quote from Franx13

    My only problem is my sideboard...i have yet to make it!:o

    So any suggestions? I currently am looking at something like this



    I really dislike Defense Grid. Trinisphere accomplishes everything that Grid does (and more) for only 1 more mana. I feel like it's unnecessary to have 8 cards that do just about the same thing. What deck are you looking to fight with Aura of Silence? It must be a hassle because of the double white. Don't count on playing it before turn 4. What is your metagame like?
    Posted in: Developing (Legacy)
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