So I just got into the deck online, played it for years in paper. How do i stack the amulets correctly when you have two? It keep messing up and i cant give my titan a double stronghold.
So what does courser do for the deck? You don't have a problem finding lands, and burn is a very favored match up. Going up to 4 Azusa and adding ssg helps out against those linear decks you mentioned. Also, to answer the k return question. It helps your bad match-ups much more than firespout. Instant speed is a huge deal. It prevents you from dying to top deck cranial platings, kills elves post coco, and even deals with aether vial shenanigans.
K return and engineered explosives makes the elves match-up pretty manageable. As for the spirit guides, I like them. The deck is much better at making 5 mana then 6 sometimes. Either you play batterskull to bridge the gap, or spirit guides. Since titan is the best card in the deck, I prefer the one that helps you do the more powerful thing.
Here was the list I ran. Thoughts after the tournament: Kozilek's Return is the best sweeper the deck can play, and the second vesuva is much better than the other flex lands.
So im trying to make some changes before states on sunday. I expect a lot of abazan company, and aggressive creature decks like zoo and merfolk. What manabase changes should i make, and what sideboard additions do i need?
I am going to be switching the mountain for an island for the next event. Huntmaster may be one of my favorite cards of all times, but I have not been impressed by him. Too many games he was just uncastable or didn't do a whole lot. There are also just a lot of other sideboard cards i would also rather have. It could be possible I have not played the match-ups enough where he is good.
Beat Burn, Infect, affinity, and grixis midrange (jace,Kalitas,discard). Burn games came down to big goyfs, and feed the clan getting there. Infect and affinity came down to quick delvers or mandrills backed up by shoals and spell snares. Grixis was the only 2-0, and was the result of a mulligan to 5 in game 1. Disrupting shoal and remands were MVPs in the match-up, they prevented snapcasters and terminate from dealing with the bigger threats. The deck felt great, but am still unsure about the deprive and swerve in the board. One thing that I learned is that spell snare is absurd in the meta right now, and would never go below 2. Dropping the two snapcasters also felt great, but liked having atleast 1.
Traverse the ulvenwald definitely seems reasonable over/with snapcaster mage. More tarmogoyfs and hooting mandrills is never a bad thing. I may end up testing that tonight actually.
This is what I will be playing tonight. Whats peoples reasoning for no snapcasters? Card has felt necessary for the extra bolts and stubborn denials out of the graveyard.
Thoughts on bringing in swerve out of the board vs ancestral decks? At worst it pitches to disrupting shoal. I could see the new wave of grixis control decks being a pretty tough match-up.
I also play a 4/3/3 split it is what lord commander snow plays.
you run 3 hive minds I run 2 and a gaeas revenge which I don't think is needed.. the revenge only really shines vs Twin and UWR Control imo
you also run 28 lands where I run 27.
I don't think we need a 2nd vesuva, I also saw you didn't have a temple of mystery which I would highly recommend trying out.
if your hand is something like temple of mystery, gemstone mines, simic growth chamber, gruul turf, summer bloom
the temple makes this hand so much better. but I understand why some people don't like it
I have always felt that running less than two vesuva is just crazy, but I see a lot of people cutting it. What is the reasoning behind not wanting it? It helps burn by giving you more ways to copy radiant fountain and can be extremely potent by giving you a way to copy boros garrison + second sunhome/slayers stronghold.
I am most likely cutting Revenge and replacing it with Sigarda or some other flex.
edit: so im going to assume its the reverse order because i just did that and it didnt work.
1 infect
1 affinity
1 eldrazi and taxes
2 GBx midrange
1 Elves
1 tron
1 intentional draw
Lost to Bant Eldrazi in top 8 due to disdainful stroke on a turn 3 titan after a summoners pact.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=111464
Here was the list I ran. Thoughts after the tournament: Kozilek's Return is the best sweeper the deck can play, and the second vesuva is much better than the other flex lands.
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage
Sorcery:
4 Serum Visions
3 Gitaxian Probe
Instant:
4 Lightning Bolt
4 Thought Scour
4 Remand
4 Disrupting Shoal
2 Stubborn Denial
2 Spell Snare
1 Forked Bolt
1 Tarfire
1 Vapor Snag
4 Scalding Tarn
3 Misty Rainforest
1 Wooded Foothills
2 Steam Vents
2 Breeding Pool
1 Stomping Ground
1 Hinterland Harbor
2 Island
1 Mountain
1 Forest
3 Ancient Grudge
2 Blood Moon
2 Firespout
1 Flame Slash
1 Deprive
2 Feed the Clan
1 Dismember
1 Izzet Staticaster
1 Swerve
1 Engineered Explosives
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage
Sorcery:
4 Serum Visions
3 Gitaxian Probe
Instant:
4 Lightning Bolt
4 Thought Scour
4 Remand
4 Disrupting Shoal
2 Stubborn Denial
2 Spell Snare
1 Forked Bolt
1 Tarfire
1 Vapor Snag
4 Scalding Tarn
3 Misty Rainforest
1 Wooded Foothills
2 Steam Vents
2 Breeding Pool
1 Stomping Ground
1 Hinterland Harbor
2 Island
1 Mountain
1 Forest
3 Ancient Grudge
2 Blood Moon
2 Firespout
1 Flame Slash
1 Deprive
2 Feed the Clan
1 Dismember
1 Izzet Staticaster
1 Swerve
1 Engineered Explosives
Beat Burn, Infect, affinity, and grixis midrange (jace,Kalitas,discard). Burn games came down to big goyfs, and feed the clan getting there. Infect and affinity came down to quick delvers or mandrills backed up by shoals and spell snares. Grixis was the only 2-0, and was the result of a mulligan to 5 in game 1. Disrupting shoal and remands were MVPs in the match-up, they prevented snapcasters and terminate from dealing with the bigger threats. The deck felt great, but am still unsure about the deprive and swerve in the board. One thing that I learned is that spell snare is absurd in the meta right now, and would never go below 2. Dropping the two snapcasters also felt great, but liked having atleast 1.
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
3 Snapcaster Mage
Sorcery:
4 Serum Visions
3 Gitaxian Probe
Instant:
4 Lightning Bolt
4 Thought Scour
4 Remand
4 Disrupting Shoal
2 Stubborn Denial
1 Spell Snare
1 Forked Bolt
4 Scalding Tarn
3 Misty Rainforest
1 Wooded Foothills
2 Steam Vents
2 Breeding Pool
1 Stomping Ground
1 Sulfur Falls
2 Island
1 Mountain
1 Forest
3 Ancient Grudge
2 Blood Moon
2 Firespout
1 Flame Slash
1 Deprive
2 Feed the Clan
1 Dismember
1 Izzet Staticaster
1 Swerve
1 Engineered Explosives
I have always felt that running less than two vesuva is just crazy, but I see a lot of people cutting it. What is the reasoning behind not wanting it? It helps burn by giving you more ways to copy radiant fountain and can be extremely potent by giving you a way to copy boros garrison + second sunhome/slayers stronghold.
I am most likely cutting Revenge and replacing it with Sigarda or some other flex.