I ve been working in the file and finally i got it. Dont know how to upload the file here, if anyone is interested, just explain me and ill post it here
http://www.mediafire.com/file/abdj8m9my86jgbp/Dominaria_mostly_complete.txt
Here are 212 of the 280, will hopefully get the rest soon
All of the white, land, planeswalker deck exclusives and buy a box promo. Most of the rest. I skipped some lower end cards to save time, sorry if I missed something important. This is also light on the Saproling/Thallid theme
Worked in my MWS setup
Is there a link i can go to, to check if they already got the full version?
I have to be honest on this one...you got me a bit hyped! This creature seems like the perfect setup for going off on turn 5, while offering a very poor (but at least existing) form of interaction with the opp ( mainly as a final stand chump blocker before getting overrrun) in the last turn before going off
Example: Turn 1 - serum visions ( or if needed gigadrowsing opp )
Turn 2 - Howling mine ( if we dont have it, remand or gigadrowse on sth )
Turn 3 - Dictate on opp end step if we arent under pressure ( or any interaction if we already played mine )
Turn 4 - Riverwise Augur , making the perfect setup for turn 5 temporal mastery, which, costing us 2 and asuming we could got all our
land drops, allows us to also play a mine or dictate. If we are under too much pressure, we can hold cryptic command instead to use it as
an honorary time walk effect, and try to go off on next turn if we got time warp.
Take into consideration that for each turn i proposed at least 2 possible routes, depending on the hand we got, and on the development of the game,
so its not an "Alice in Wonderland" plan.
Considering the odds of getting that masteries to be played in turn 5...
-Worst case scenario: assuming we are on the draw with no serum visions, no mine effect, no card draw spells...thats hoping for a
turn 5 mastery, at the time we have drawn the opening 7 and 5 more cards: 12 cards ( Of course, if we didnt played one of those
spells I mentioned we should be dead.
-Best case scenario: we are on the play, using 1 serum visions, 1 remand, 1 mine effect on turn 3, Riverwise Augur on
turn 4... we have the 7 of the opening hand, ,4 for each drawing step until turn 5 , 3 digged for visions, , 1 from remand , 2 for
the mine effects ( when we get to turn 5), 3 from augur. All this means a total of 20 cards digged in the search of a card of
which we have 4 copies in the deck. Using the hypergeometric calculator this means exactly 0,812% of getting it.
Therefore, i think we should run some tests with this creature. This opens the question of how many copies of it, with how many lands in the deck and what do we cut for them. Im thinking this list to try it
So far, im testing 2 Monastery Mentor, as some people told me before, sometimes its not the best option; 3 could be too many, since i started to play 2, he has been useful every time i got him.
I have a 10-card discard package, which gives me best chances vs combo decks, and also the 2 Collected brutality improves the burn and creature-based matchups. With 10 spells that can make myself discard, 1 Fiery temper is most of the time welcome (normal with reveler, great with faithless looting and awesome with collected brutality)
Regarding sideboard, 1-of Boros charm when i expect wrath-effects or when i need to close games fast.
2-of Blood moon ; desperate choice to try to improve at least a bit the sad tron-matchup, also comes handy vs Scapeshift
and shutting enemy manlands.
Rest of it is pretty standard.
Currently the deck has 14 threats ( Young Py, Mentor, Revelers and Lingering ), not sure if im fine with that or if i need 1 more.
Also thinking a lot of the 20th land, since some games it becomes a problem when not getting 3rd land.
Hello everyone
#Darkest_before_dawn - Just to mention, remember hypergeometric calc also doesnt take into account the use of fetches; since they "land-thin" the deck, the odds you calculated may actually be a bit lower than 62 /70%
I wonder if we could play 2 or 3-of Monastery Mentor in this deck; it definitely goes along with the midrange plan, and adds a bit of redundancy to the deck.
I´m also thinking in maybe 1 or maximum 2 copies of Rally the peasants, since we can easily discard it to Bedlam Reveler or Faithless looting if we need to, and it can net us a lot of damage out of nowhere. Im still finding space for that cards, ill try to post a list ASAP.
OK guys I need a little help refining my sideboard. It's time to prep for the GP
I need the process to be iterative and logical, so every suggested change needs a good reason and I have to be covering a wide range of matchups. Also, thought needs to be put into how many cards I'm likely to side out in each matchup as well. In the past I've had too many cards for certain matchups and never used some of them.
Anyway here's the current board:
(I am running 3x path and 1x commandeer in the main instead of 4x remand)
Thanks in advance for your help sorting out my sideboard.
I would -1 path -2 explosives - -1 chalice +2 leyline of sanctity +1 rest in peace +1 negate.
Since you already have some cards vs creature decks, that would benefit your games vs burn, discard, graveyard-based decks ( there are many of them around, and RIP hoses them all), and the negate as an aid vs control-counter decks ( since you have already cut the remands)
Not sure if the Stony silence is worth 2 sb slots, it shines VS affinity and lantern control, maybe it helps a bit in ad nauseam, but maybe can make better use of those 2 slots. F/e, pollen lullaby also helps vs affinity and the other creature based decks. Maybe i could switch them for 1 Pollen lullaby and 1 Spell Pierce What do u think of it?
Here it is. I corrected some mistakes, there could be some more though i hope not
Enjoy
https://ufile.io/b981d6vu
Can anyone plz post a link or upload Ravnica Allegiance.txt for Magic Workstation?
https://www.slightlymagic.net/forum/viewtopic.php?f=38&t=22186
Hoope u enjoy it!
Is there a link i can go to, to check if they already got the full version?
herkamurjones
I have to be honest on this one...you got me a bit hyped! This creature seems like the perfect setup for going off on turn 5, while offering a very poor (but at least existing) form of interaction with the opp ( mainly as a final stand chump blocker before getting overrrun) in the last turn before going off
Example: Turn 1 - serum visions ( or if needed gigadrowsing opp )
Turn 2 - Howling mine ( if we dont have it, remand or gigadrowse on sth )
Turn 3 - Dictate on opp end step if we arent under pressure ( or any interaction if we already played mine )
Turn 4 - Riverwise Augur , making the perfect setup for turn 5 temporal mastery, which, costing us 2 and asuming we could got all our
land drops, allows us to also play a mine or dictate. If we are under too much pressure, we can hold cryptic command instead to use it as
an honorary time walk effect, and try to go off on next turn if we got time warp.
Take into consideration that for each turn i proposed at least 2 possible routes, depending on the hand we got, and on the development of the game,
so its not an "Alice in Wonderland" plan.
Considering the odds of getting that masteries to be played in turn 5...
-Worst case scenario: assuming we are on the draw with no serum visions, no mine effect, no card draw spells...thats hoping for a
turn 5 mastery, at the time we have drawn the opening 7 and 5 more cards: 12 cards ( Of course, if we didnt played one of those
spells I mentioned we should be dead.
-Best case scenario: we are on the play, using 1 serum visions, 1 remand, 1 mine effect on turn 3, Riverwise Augur on
turn 4... we have the 7 of the opening hand, ,4 for each drawing step until turn 5 , 3 digged for visions, , 1 from remand , 2 for
the mine effects ( when we get to turn 5), 3 from augur. All this means a total of 20 cards digged in the search of a card of
which we have 4 copies in the deck. Using the hypergeometric calculator this means exactly 0,812% of getting it.
Therefore, i think we should run some tests with this creature. This opens the question of how many copies of it, with how many lands in the deck and what do we cut for them. Im thinking this list to try it
10 Snow-Covered Island
4 Glacial Fortress
3 Flooded Strand
2 Prairie Stream
2 Hallowed Fountain
1 Mikokoro, Center of the Sea
1 Inkmoth Nexus
// Creatures 1
1 Snapcaster Mage
// Interaction 13
4 Gigadrowse
4 Remand
3 Exhaustion
2 Cryptic Command
4 Serum Visions
2 Riverwise Augur
// Mine effects 7
3 Howling Mine
4 Dictate of Kruphix
// Time walk effects 10
4 Time Warp
2 Part the Waterveil
4 Temporal Mastery
2 Negate
1 Thing in the Ice/Awoken Horror
2 Kataki, War's Wage
2 Pollen Lullaby
3 Rest in Peace
4 Leyline of Sanctity
1 Commandeer
As always, all feedback is welcome and wished for!
1 Marsh Flats
2 Blood Crypt
1 Plains (1)
1 Mountain (1)
1 Godless Shrine
1 Mountain (2)
1 Swamp (1)
3 Arid Mesa
4 Bloodstained Mire
2 Blackcleave Cliffs
2 Sacred Foundry
Creatures 10
4 Young Pyromancer
4 Bedlam Reveler
2 Monastery Mentor
4 Faithless Looting
1 Dreadbore
2 Kolaghan's Command
3 Lightning Helix
4 Lingering Souls
4 Lightning Bolt
1 Fiery Temper
4 Inquisition of Kozilek
4 Thoughtseize
1 Rally the Peasants
1 Terminate
2 Collective Brutality
1 Engineered Explosives
1 Zealous Persecution
1 Rakdos Charm
1 Collective Brutality
1 Boros Charm
2 Crackling Doom
2 Blood Moon
3 Surgical Extraction
3 Wear/Tear
So far, im testing 2 Monastery Mentor, as some people told me before, sometimes its not the best option; 3 could be too many, since i started to play 2, he has been useful every time i got him.
I have a 10-card discard package, which gives me best chances vs combo decks, and also the 2 Collected brutality improves the burn and creature-based matchups. With 10 spells that can make myself discard, 1 Fiery temper is most of the time welcome (normal with reveler, great with faithless looting and awesome with collected brutality)
Regarding sideboard, 1-of Boros charm when i expect wrath-effects or when i need to close games fast.
2-of Blood moon ; desperate choice to try to improve at least a bit the sad tron-matchup, also comes handy vs Scapeshift
and shutting enemy manlands.
Rest of it is pretty standard.
Currently the deck has 14 threats ( Young Py, Mentor, Revelers and Lingering ), not sure if im fine with that or if i need 1 more.
Also thinking a lot of the 20th land, since some games it becomes a problem when not getting 3rd land.
Every feedback is welcome and appreciated.
#Darkest_before_dawn - Just to mention, remember hypergeometric calc also doesnt take into account the use of fetches; since they "land-thin" the deck, the odds you calculated may actually be a bit lower than 62 /70%
I wonder if we could play 2 or 3-of Monastery Mentor in this deck; it definitely goes along with the midrange plan, and adds a bit of redundancy to the deck.
I´m also thinking in maybe 1 or maximum 2 copies of Rally the peasants, since we can easily discard it to Bedlam Reveler or Faithless looting if we need to, and it can net us a lot of damage out of nowhere. Im still finding space for that cards, ill try to post a list ASAP.
I would -1 path -2 explosives - -1 chalice +2 leyline of sanctity +1 rest in peace +1 negate.
Since you already have some cards vs creature decks, that would benefit your games vs burn, discard, graveyard-based decks ( there are many of them around, and RIP hoses them all), and the negate as an aid vs control-counter decks ( since you have already cut the remands)
Thats my humble suggestion. Good luck in the GP!
Currently i have the following sideboard:
1 Comandeer
1 Pollen Lullaby
2 Thing in the ice
2 Negate
2 Stony silence
3 Rest in peace
4 Leyline of sanctity
Not sure if the Stony silence is worth 2 sb slots, it shines VS affinity and lantern control, maybe it helps a bit in ad nauseam, but maybe can make better use of those 2 slots. F/e, pollen lullaby also helps vs affinity and the other creature based decks. Maybe i could switch them for 1 Pollen lullaby and 1 Spell Pierce What do u think of it?