How's your deck performing during testing? Just curious about the new meta that Teeg can be a pain to deal with.
Working on getting some testing done this weekend since I plan to play it in next months tournament. Likely going to be adding some cheap sweepers for teeg and random hate bears. I will let you know how it goes. I like my first build to be of combo decks to be more focused on the combo then find some of the weaker cards and cut them to shore up problems for the deck. It's possible the draw 7s will go excluding time spiral. This is definitely a first draft that I will be looking to invest some time into
Maybe this is incentive to go to Storm. I'm pretty disappointed with the bans, but at least there's still that and Animar to keep me interested.
I was just converting to this storm list just to change it up. It's kind of a combination of wafos and the other list from the forums I did forget the blood moon and ruination though which I will likely play with the basic land mana base
Mana 27
Lotus bloom
Utopia sprawl
Wild growth
Search for tomorrows
Manamorphose
Rampant growth
Three visits
Nature's lore
Farseek
Into the north
Edge of autumn
Sakura tribe elder
Khalni heart expedition
Fertile ground
Explore
Far wanderings
Cultivate
Kodama's reach
Overgrowth
Heartbeat of spring
Mana flare
Early harvest
Rangers path
Hunting wilds
Skyshroud claim
Explosive vegetation
Turnabout
Rude awakening
Draw 20
Gitaxian probe
Preordain
Ponder
Personal tutor
Faithless looting
Brainstorm
Mystical tutor
Ancestral visions
Quiet speculation
Sylvan library
Regrowth
Time twister
Wheel of fortune
Intuition
Mystic retrieval
Foresee
Deep analysis
Jace the mindsculptor
Urban evolution
Time spiral
Business 8
Past in flames
Temporal fissure
Time warp
Temporal manipulation
Capture of jingzhou
Walk the aeon
Minds desire
Temporal mastery
Hunting pack
Disruption 4
Null rod
Moment's peace
Ancient grudge
Remand
Temporal mastery likely cut for toxic deluge. Any opinions on Hero's downfall in control/combo decks such as this? It should be nice to have another out to the mind sculptor.
Are you that worried about Pyroclasm? You really shouldn't be. I really disgree with this list. It's too slow imo. When you play Doran and Jenura, they will have plays like turn 1 dork and t2 commander. If you play this list against something like that, you will just get beat before Thrun does anything.
I actually agree with you but given my meta game lacks these more aggressive generals and my lisit provides more midrange staying power. If things became more aggressive and there were more aggressive generals as opposed to controlling uw Ones midrange decks and things like wanderer I would see the swap to mana dork being more reasonable for me. The number of three drops you're likely to see in your opening hand and want to play on two statistically is also highly relevant.
Removal: 11
Prey Upon
Nature's Claim
Uvenwald Tracker
Seal of Primordium
NAturalize
Krosan Grip
Tower Above
Beast Within
Enlarge
Revenge of the Hunted
Karn Liberated
Disruption: 14
Scavenging Ooze
Bind
Tangle Wire
Ring of Gix
Thermokarst
Ice Storm
Icy MAnipulator
Bramblecrush
Mwulvoni Acid Moss
Mishra's Helix
Plow Under
Primal Command
Acidic Slime
Reap and Sow
Pump: 9
O-Naginata
Rancor
Spider Umbra
Umezawa's Jitte
Sword of Feast and Famine
Sword of Fire and Ice
Riding the Dilu Horse
Bear Umbra
Wolfir Silverheart
Ramp: 19
Dryad Arbor
Boreal Druid
Joraga Treespeaker
Search for Tomorrows
Devoted Druid
Everflowing Chalice
Grim Monolith
Mind Stone
Rampant Growth
Three Visits
Nature's Lore
Explore
Into the North
Edge of Autumn
Sakura Tribe Elder
Rofellos, Llanowar Emissary
Solemn Simulacrum
Garruk Wildspeaker
Primeval Titan
Land: 36
Wasteland
Scrying Sheets
Rogue's Passage
Tectonic Edge
Temple of the False God
Dust Bowl
Mouth of Ronom
Blinkmoth Nexus
Treetop Village
Okina, Temple of Grandfathers
26 Snow Covered Forests
I chose not to play mana dorks and am instead running the land searchers. Even with all the elves and wild growth etc. it is not super consistent at getting three mana on turn 2 and give your accelerants a vulnerability to sweepers like pyroclasm and fall out and having mana to regenerate thrun is important. Going from two to four is in my opinion more important and easier to do and when you don't have turn three thrun which most often you do you will likely have a stone rain effect. Enchantment artifact hate is good in most matchups since mana rocks and equipment not to mention oath are all quite popular. The focus should be stick a thrun and ride him the mana dorks while good can set you back and draw removal which we don't need to draw out since our general is so resilient.
Removal: 11
Prey Upon
Nature's Claim
Uvenwald Tracker
Seal of Primordium
NAturalize
Krosan Grip
Tower Above
Beast Within
Enlarge
Revenge of the Hunted
Karn Liberated
Disruption: 14
Scavenging Ooze
Bind
Tangle Wire
Ring of Gix
Thermokarst
Ice Storm
Icy MAnipulator
Bramblecrush
Mwulvoni Acid Moss
Mishra's Helix
Plow Under
Primal Command
Acidic Slime
Reap and Sow
Pump: 9
O-Naginata
Rancor
Spider Umbra
Umezawa's Jitte
Sword of Feast and Famine
Sword of Fire and Ice
Riding the Dilu Horse
Bear Umbra
Wolfir Silverheart
Ramp: 19
Dryad Arbor
Boreal Druid
Joraga Treespeaker
Search for Tomorrows
Devoted Druid
Everflowing Chalice
Grim Monolith
Mind Stone
Rampant Growth
Three Visits
Nature's Lore
Explore
Into the North
Edge of Autumn
Sakura Tribe Elder
Rofellos, Llanowar Emissary
Solemn Simulacrum
Garruk Wildspeaker
Primeval Titan
Land: 36
Wasteland
Scrying Sheets
Rogue's Passage
Tectonic Edge
Temple of the False God
Dust Bowl
Mouth of Ronom
Blinkmoth Nexus
Treetop Village
Okina, Temple of Grandfathers
26 Snow Covered Forests
There were ten people this time as you can see in the other thread. I decided to run the Mimeoplasm again. Here is a quick recap of my tournament.
Rd.1 vs. Isamaru
Game 1
I keep a two lander with a demonic tutor, compulsive research and some removal. After killing Isamaru and some equipment we hit about turn 6 or 7 and I am still on two land. I could have tutored for a land at some point but the best line probably would have been Oath after the midgame Duress I drew. Chalk this loss up to greed.
Game 2
I land an early Oath into Putrefax . He then attacks with Isamaru tryiing to condemn it which i counter. I Followed a few turns later with a clique and reanimation to infect him to death.
Game 3
I keep 3 spells 4 land including an Entomb. I early game Entomb a Griselbrand under in hopes of seeing either a tutor, removal spell or reanimation spell through the course of the game. The only spell I draw is compulsive research. 13 land later I am dead. In retrospect the Entomb was premature and could have been saved for when it was a sure shot. My opponent did have RIP in his deck so I blindly exposed myself to that by following this line.
Round 2 v. Karador
Game 1
He opens with a Sculler which I counter and follow up with a Reanimate on it seeing few threats. After a Damnation he lands a Karador plays a dude. I follow with a Mimeo eating the only two that matter and pretty much lock the game up.
Game 2
He floods out through the course of the game but either way my hand is stacked and involves an early buried alive kill.
Round 3 v. Maelstrom Wanderer
Game 1
He opens strong with many accelerants but I counter a key rock setting him back a turn. He lands Wanderer and hits no large threats just some card draw and a rock. I turn 5 buried alive which I tutored for the previous turn and use LED for the kill.
Game 2
He lands an early Wanderer with Burning of Xingye backup. No counter and im dead.
Game 3
I play the control role and deny resources with nature's claim on a a Dynamo followed by Engineered Explosives on two to kill three signets. I make a large Griselbrand a few turns later and its over.
Round 4 v. Geist of Saint Traft
Game 1
He opens with Ancestral Vision Gitaxian Probe and I follow with Duress. Two turns later we both get a peek again with cliques which trade. I miss a land drop but after seeing his miscalculation I hold up 2 mana for that and counterspell getting rid of the visions. He gets me down to six fairly quickly after casting the Geist on the Vision turn and pummeling me with a resto as well. I sylvan scrying up cavern after seeing no removal and set up the buried alive kill the turn before I die.
Game 2
We both open with Visions. This time I have a discard spell I think Thoughtseize before his resolves and end up being able to counter his and resolves mine. An Oath resolves after he plays Gesit and I lock it up.
Working on getting some testing done this weekend since I plan to play it in next months tournament. Likely going to be adding some cheap sweepers for teeg and random hate bears. I will let you know how it goes. I like my first build to be of combo decks to be more focused on the combo then find some of the weaker cards and cut them to shore up problems for the deck. It's possible the draw 7s will go excluding time spiral. This is definitely a first draft that I will be looking to invest some time into
I was just converting to this storm list just to change it up. It's kind of a combination of wafos and the other list from the forums I did forget the blood moon and ruination though which I will likely play with the basic land mana base
Mana 27
Lotus bloom
Utopia sprawl
Wild growth
Search for tomorrows
Manamorphose
Rampant growth
Three visits
Nature's lore
Farseek
Into the north
Edge of autumn
Sakura tribe elder
Khalni heart expedition
Fertile ground
Explore
Far wanderings
Cultivate
Kodama's reach
Overgrowth
Heartbeat of spring
Mana flare
Early harvest
Rangers path
Hunting wilds
Skyshroud claim
Explosive vegetation
Turnabout
Rude awakening
Draw 20
Gitaxian probe
Preordain
Ponder
Personal tutor
Faithless looting
Brainstorm
Mystical tutor
Ancestral visions
Quiet speculation
Sylvan library
Regrowth
Time twister
Wheel of fortune
Intuition
Mystic retrieval
Foresee
Deep analysis
Jace the mindsculptor
Urban evolution
Time spiral
Business 8
Past in flames
Temporal fissure
Time warp
Temporal manipulation
Capture of jingzhou
Walk the aeon
Minds desire
Temporal mastery
Hunting pack
Disruption 4
Null rod
Moment's peace
Ancient grudge
Remand
38 land
Blood moon
Ruination
I still have yet to see a storm list does anyone have one I'd be interested in testing it and playing it at our next tournament
http://cubetutor.com/cubeblog/2798
I actually agree with you but given my meta game lacks these more aggressive generals and my lisit provides more midrange staying power. If things became more aggressive and there were more aggressive generals as opposed to controlling uw Ones midrange decks and things like wanderer I would see the swap to mana dork being more reasonable for me. The number of three drops you're likely to see in your opening hand and want to play on two statistically is also highly relevant.
Removal: 11
Prey Upon
Nature's Claim
Uvenwald Tracker
Seal of Primordium
NAturalize
Krosan Grip
Tower Above
Beast Within
Enlarge
Revenge of the Hunted
Karn Liberated
Draw/Tutor: 10
Green Sun's Zenith
Sylvan Library
Regrowth
Revive
Hunters Insight
Eternal Witness
Harmonize
Soul's Majesty
Stunted Growth
Garruk, Primal Hunter
Disruption: 14
Scavenging Ooze
Bind
Tangle Wire
Ring of Gix
Thermokarst
Ice Storm
Icy MAnipulator
Bramblecrush
Mwulvoni Acid Moss
Mishra's Helix
Plow Under
Primal Command
Acidic Slime
Reap and Sow
Pump: 9
O-Naginata
Rancor
Spider Umbra
Umezawa's Jitte
Sword of Feast and Famine
Sword of Fire and Ice
Riding the Dilu Horse
Bear Umbra
Wolfir Silverheart
Ramp: 19
Dryad Arbor
Boreal Druid
Joraga Treespeaker
Search for Tomorrows
Devoted Druid
Everflowing Chalice
Grim Monolith
Mind Stone
Rampant Growth
Three Visits
Nature's Lore
Explore
Into the North
Edge of Autumn
Sakura Tribe Elder
Rofellos, Llanowar Emissary
Solemn Simulacrum
Garruk Wildspeaker
Primeval Titan
Land: 36
Wasteland
Scrying Sheets
Rogue's Passage
Tectonic Edge
Temple of the False God
Dust Bowl
Mouth of Ronom
Blinkmoth Nexus
Treetop Village
Okina, Temple of Grandfathers
26 Snow Covered Forests
I chose not to play mana dorks and am instead running the land searchers. Even with all the elves and wild growth etc. it is not super consistent at getting three mana on turn 2 and give your accelerants a vulnerability to sweepers like pyroclasm and fall out and having mana to regenerate thrun is important. Going from two to four is in my opinion more important and easier to do and when you don't have turn three thrun which most often you do you will likely have a stone rain effect. Enchantment artifact hate is good in most matchups since mana rocks and equipment not to mention oath are all quite popular. The focus should be stick a thrun and ride him the mana dorks while good can set you back and draw removal which we don't need to draw out since our general is so resilient.
Just my thoughts
Removal: 11
Prey Upon
Nature's Claim
Uvenwald Tracker
Seal of Primordium
NAturalize
Krosan Grip
Tower Above
Beast Within
Enlarge
Revenge of the Hunted
Karn Liberated
Draw/Tutor: 10
Green Sun's Zenith
Sylvan Library
Regrowth
Revive
Hunters Insight
Eternal Witness
Harmonize
Soul's Majesty
Stunted Growth
Garruk, Primal Hunter
Disruption: 14
Scavenging Ooze
Bind
Tangle Wire
Ring of Gix
Thermokarst
Ice Storm
Icy MAnipulator
Bramblecrush
Mwulvoni Acid Moss
Mishra's Helix
Plow Under
Primal Command
Acidic Slime
Reap and Sow
Pump: 9
O-Naginata
Rancor
Spider Umbra
Umezawa's Jitte
Sword of Feast and Famine
Sword of Fire and Ice
Riding the Dilu Horse
Bear Umbra
Wolfir Silverheart
Ramp: 19
Dryad Arbor
Boreal Druid
Joraga Treespeaker
Search for Tomorrows
Devoted Druid
Everflowing Chalice
Grim Monolith
Mind Stone
Rampant Growth
Three Visits
Nature's Lore
Explore
Into the North
Edge of Autumn
Sakura Tribe Elder
Rofellos, Llanowar Emissary
Solemn Simulacrum
Garruk Wildspeaker
Primeval Titan
Land: 36
Wasteland
Scrying Sheets
Rogue's Passage
Tectonic Edge
Temple of the False God
Dust Bowl
Mouth of Ronom
Blinkmoth Nexus
Treetop Village
Okina, Temple of Grandfathers
26 Snow Covered Forests
Rd.1 vs. Isamaru
Game 1
I keep a two lander with a demonic tutor, compulsive research and some removal. After killing Isamaru and some equipment we hit about turn 6 or 7 and I am still on two land. I could have tutored for a land at some point but the best line probably would have been Oath after the midgame Duress I drew. Chalk this loss up to greed.
Game 2
I land an early Oath into Putrefax . He then attacks with Isamaru tryiing to condemn it which i counter. I Followed a few turns later with a clique and reanimation to infect him to death.
Game 3
I keep 3 spells 4 land including an Entomb. I early game Entomb a Griselbrand under in hopes of seeing either a tutor, removal spell or reanimation spell through the course of the game. The only spell I draw is compulsive research. 13 land later I am dead. In retrospect the Entomb was premature and could have been saved for when it was a sure shot. My opponent did have RIP in his deck so I blindly exposed myself to that by following this line.
Round 2 v. Karador
Game 1
He opens with a Sculler which I counter and follow up with a Reanimate on it seeing few threats. After a Damnation he lands a Karador plays a dude. I follow with a Mimeo eating the only two that matter and pretty much lock the game up.
Game 2
He floods out through the course of the game but either way my hand is stacked and involves an early buried alive kill.
Round 3 v. Maelstrom Wanderer
Game 1
He opens strong with many accelerants but I counter a key rock setting him back a turn. He lands Wanderer and hits no large threats just some card draw and a rock. I turn 5 buried alive which I tutored for the previous turn and use LED for the kill.
Game 2
He lands an early Wanderer with Burning of Xingye backup. No counter and im dead.
Game 3
I play the control role and deny resources with nature's claim on a a Dynamo followed by Engineered Explosives on two to kill three signets. I make a large Griselbrand a few turns later and its over.
Round 4 v. Geist of Saint Traft
Game 1
He opens with Ancestral Vision Gitaxian Probe and I follow with Duress. Two turns later we both get a peek again with cliques which trade. I miss a land drop but after seeing his miscalculation I hold up 2 mana for that and counterspell getting rid of the visions. He gets me down to six fairly quickly after casting the Geist on the Vision turn and pummeling me with a resto as well. I sylvan scrying up cavern after seeing no removal and set up the buried alive kill the turn before I die.
Game 2
We both open with Visions. This time I have a discard spell I think Thoughtseize before his resolves and end up being able to counter his and resolves mine. An Oath resolves after he plays Gesit and I lock it up.
My list can be found here:
http://forums.mtgsalvation.com/showthread.php?t=492840
- Phyrexian Metmorph
- Phantasmal Image
+Far/Away
+Temporal MAstery