test 1 vs GbElves, 2-1.
no SB
games i won, i kept his creature count low. game i lost, he got too much board presence.
test 2 vs Fish, 2-0.
no SB
he doesn't own Aether Vial. games wern't competitive.
test 3 vs GRzoo, 2-1.
no SB
similar to the fish match up. all about controlling board presence.
round 1 vs WUB humans, 2-1.
SB +1 damnation, +1 wrath of god. -2 thoughtseize.
only game i lost was when he turn 1 Aether Vial'd.
round 2 vs Dredge, 0-2.
SB +2 surgical extraction, +1 disenchant. -3 smallpox.
surgical extraction wasn't enough. wish i had Rest in Peace.
round 3 vs RB discard, 1-1-1.
SB +4 kor firewalker, +2 spellskite. -4 smallpox, -2 thoughtseize.
games were pretty even. i was winning game 3 until time expired.
when asked why i didn't run Stoneforge Mystic, i explained, "all my other creatures were tokens. i didn't want to give spot removal ANY value." decks that run Stoneforge Mystic either have counterspells (Stoneblade) or tons of other juicy targets (D&T.)
r1 vs U affinity, 2-0.
SB +4 disenchant. -3 gliders, -1 aven.
only struggle i had was vs his 4/4 hexproof guy. i was on 3 lands so i had to wait a couple turns before i "attached" a Bound in Silence to it.
r2 vs R aggro, 2-1.
SB +1 thermal, -1 nightwind.
game 1, he burned me out real fast.
games 2&3, i stabilized w/aven chain. my life grew out of burn range.
r3 vs GR eldrazi spawn, 2-0.
SB +4 disenchant (Spidersilk Armor), +1 thermal. -4 bonesplitter (he had game 1 artifact removal), -1 nightwind.
my zealot chain kept his spawn tokens low. bound in silence handled the eldrazi he sac'd the eldrazi spawn for.
he suggested Kabira Crossroads to me upon seeing my radiant fountain... awesome suggestion! my new land base is:
out of the 10 of us, i finished 2nd on tiebreaks. the 1st place winner ran Goblins.
i was wrong about burn taking over but another form of mono-red did...
strategy: mercs build devotion for gray merchant. changeling chain whittles away at life.
disclaimer: built this deck thinking i could fetch Nameless Inversion w/a merc searcher. doh!
I'm definitely steering the deck into a really extreme direction.
np. i wish you gl w/ur testing.
Celestial Flare would probably be a good inclusion to fight not only Hexproof, but Ulamog's Crushers
getting annililator 2 would be backbreaking early on. recur (exhume) is prob the most common way to pull this off.
Dinrova Horrors from Tron
the CIP w/ghostly flicker seems strong.
they can't Ghostly Flicker out of it.
if they attack w/just 2 guys, Ghostly Flicker removes both from combat.
If you end up trying the Tron mana base, you could also add Rhystic Circle to your sideboard. This would take care of Burn and Hexproof easily and lock out many other archetypes.
w/12 plains, 12 tron lands, you have a 50/50 chance of drawing WW2 by turn 4. idk if i want to use maps to fix my white mana.
Rhystic Circle vs burn - they'd have to wait for you to search during their end step, then use instant burn. but you'd have to answer burn pre-Circle and tapping out for Circle seems risky. i run lots of life gain, so maybe burn isn't a huge concern.
hexproof/boggles may run out of mana vs your Circle activations. but representing Celestial Flare w/active rebel searchers seems easier.
interesting idea but idk if i want to tron-out my lands and cut SB cards for Rhystic Circle.
how about the gameplan against Bogles
there was 1 boggles player. he went 1-2, i believe. i could SB +4 celestial flare. -2 disenchant, -2 bringers. i think i'll actually do this, thanks!
and WB Pestilence w/Guardian of the Guildpact?
i def did not see that yesterday.
how about Burn? Is Aven Riftwatcher with FF the only lifegain enough?
i already said in post #1 i'd replace 4 bojuka bog w/4 radiant fountain.
4 aven riftwatcher (best anti-aggro creature imo)
4 guardian of the guildpact
4 mulldrifter
4 squadron hawk
4 trinket mage
(8) sorceries:
4 ponder
4 preordain (no shuffle lands. prefer over brainstorm.)
(4) artifacts:
3 bonesplitter
1 relic of progenitus
4 journey to nowhere
4 snap
(20) lands:
8 island
4 plains
4 tranquil cove
2 ancient den
2 seat of the synod
4 gut shot (elves)
4 spreading seas (tron)
3 patrician's scorn (boggles)
3 relic of progenitus (recur)
1 bonesplitter (when relic sucks)
Preordain is better when you can't shuffle reliably. TC's build shuffles a lot tho.
TC took your advice and added your artifact lands. Solid post sbfinley!
Brew something? It shouldn't have to be tier 1 for you to have fun...
4 deep analysis
4 mulldrifter
4 ponder
4 preordain
4 snap
(20) G spells:
4 arrogant wurm
4 blastoderm
4 rancor
4 werebear
4 wild mongrel
10 island
6 forest
4 thornwood falls
4 feed the clan
4 gut shot (cripple Elves' early mana development, for 0 mana)
4 thermokarst (credit to Skios)
3 reverent silence
4 deep analysis
4 mulldrifter
4 ponder
4 preordain
4 snap
(20) G spells:
4 arrogant wurm
4 blastoderm
4 rancor (trample over Gurmag Angler)
4 werebear
4 wild mongrel
10 island
6 forest
4 thornwood falls
4 feed the clan (burn, credit to PyreDream)
4 gut shot (elves)
4 spreading seas (tron)
3 reverent silence (boggles)
removed Faerie Macabre from my SB b/c no one in my meta runs recur anymore.
4 fatal push
4 inquisition of kozilek
4 path to exile
(12) 2 drops:
4 bitterblossom
4 intangible virtue (credit to pzbw7z)
4 smallpox
(8) 3 drops:
4 liliana of the veil
4 lingering souls
4 sorin, lord of innistrad
(24) land:
4 fetid heath (helps cast smallpox/auroik champion)
4 flagstones of trokair
4 godless shrine
4 marsh flats
4 swamp
2 vault of the archangel (late game mana sink)
1 plains
1 urborg, tomb of yawgmoth
4 auriok champion (credit to pzbw7z)
4 leyline of the void
2 damping sphere
2 stony silence
1 damnnation
1 disenchant
1 wrath of god
12 players, 1-1-1 matches, 5th place.
4 fatal push
4 inquisition of kozilek
4 path to exile
2 thoughtseize
(8) 2 drops:
4 bitterblossom
4 smallpox
(10) 3 drops:
4 liliana of the veil
4 lingering souls
2 sword of fire/ ice
4 sorin, lord of innistrad
(24) land:
4 fetid heath
4 flagstones of trokair
4 godless shrine
4 marsh flats
4 swamp
2 vault of the archangel
1 plains
1 urborg, tomb of yawgmoth
4 kor firewalker
2 damping sphere
2 spellskite
2 stony silence
2 surgical extraction (fizzle other extractions that target my win cons, esp lingering souls.)
1 damnnation
1 disenchant (catch all)
1 wrath of god
test 1 vs GbElves, 2-1.
no SB
games i won, i kept his creature count low. game i lost, he got too much board presence.
test 2 vs Fish, 2-0.
no SB
he doesn't own Aether Vial. games wern't competitive.
test 3 vs GRzoo, 2-1.
no SB
similar to the fish match up. all about controlling board presence.
round 1 vs WUB humans, 2-1.
SB +1 damnation, +1 wrath of god. -2 thoughtseize.
only game i lost was when he turn 1 Aether Vial'd.
round 2 vs Dredge, 0-2.
SB +2 surgical extraction, +1 disenchant. -3 smallpox.
surgical extraction wasn't enough. wish i had Rest in Peace.
round 3 vs RB discard, 1-1-1.
SB +4 kor firewalker, +2 spellskite. -4 smallpox, -2 thoughtseize.
games were pretty even. i was winning game 3 until time expired.
when asked why i didn't run Stoneforge Mystic, i explained, "all my other creatures were tokens. i didn't want to give spot removal ANY value." decks that run Stoneforge Mystic either have counterspells (Stoneblade) or tons of other juicy targets (D&T.)
here's what i would play now:
4 fatal push
4 inquisition of kozilek
4 path to exile
(10) 2 drops:
4 bitterblossom
4 smallpox
2 collective brutality (credit to Kyle)
(10) 3 drops:
4 liliana of the veil
4 lingering souls
2 sword of fire/ ice
4 sorin, lord of innistrad
(24) land:
4 fetid heath
4 flagstones of trokair
4 godless shrine
4 marsh flats
4 swamp
2 vault of the archangel
1 plains
1 urborg, tomb of yawgmoth
4 kor firewalker
3 leyline of the void (credit to Alex)
2 damping sphere
2 spellskite
2 stony silence
1 damnnation
1 wrath of god
10 players, 3-0 matches, 2nd place.
“Rebels"
4 aven riftwatcher
4 bound in silence
4 defiant falcon
4 ramosian lieutenant
4 ramosian sergeant
4 zealot il-vec
2 thermal glider
1 amrou scout
1 nightwind glider (worthless but feels right to have 1 to tutor for)
4 bonesplitter
4 unmake (credit to WarMachinePrime)
(24) lands
20 plains
4 radiant fountain
4 disenchant
4 patrician’s scorn (credit to WarMachinePrime)
4 relic of progenitus
2 nightwind glider
1 thermal glider
r1 vs U affinity, 2-0.
SB +4 disenchant. -3 gliders, -1 aven.
only struggle i had was vs his 4/4 hexproof guy. i was on 3 lands so i had to wait a couple turns before i "attached" a Bound in Silence to it.
r2 vs R aggro, 2-1.
SB +1 thermal, -1 nightwind.
game 1, he burned me out real fast.
games 2&3, i stabilized w/aven chain. my life grew out of burn range.
r3 vs GR eldrazi spawn, 2-0.
SB +4 disenchant (Spidersilk Armor), +1 thermal. -4 bonesplitter (he had game 1 artifact removal), -1 nightwind.
my zealot chain kept his spawn tokens low. bound in silence handled the eldrazi he sac'd the eldrazi spawn for.
he suggested Kabira Crossroads to me upon seeing my radiant fountain... awesome suggestion! my new land base is:
4 kabira crossroads
4 radiant fountain
out of the 10 of us, i finished 2nd on tiebreaks. the 1st place winner ran Goblins.
i was wrong about burn taking over but another form of mono-red did...
4 cateran brute
4 cateran persuader
4 changeling outcast (bottom of the merc chain)
4 gray merchant of asphodel
4 gurmag angler
4 rathi intimidator
4 defile (100% swamps)
4 sign in blood
4 tendrils of corruption (100% swamps)
(24) lands
16 swamp
4 evolving wilds (gurmag angler)
4 terramorphic expanse (gurmag angler)
4 gut shot (elves)
4 nihil spellbomb (tron)
4 geth's verdict (boggles)
3 diabolic edict (boggles)
strategy: mercs build devotion for gray merchant. changeling chain whittles away at life.
disclaimer: built this deck thinking i could fetch Nameless Inversion w/a merc searcher. doh!
that's a 7-card combo >_> but it works.
4 deep analysis (discard to wild mongrel)
4 mulldrifter
4 ponder
4 preordain
4 snap
(20) G spells
4 arrogant wurm
4 blastoderm
4 feed the clan (synergy w/G creatures)
4 werebear
4 wild mongrel
10 island
6 forest
4 thornwood falls
4 faerie macabre (recur)
4 gut shot (elves)
4 spreading seas (tron)
3 reverent silence (boggles)
disclaimer: this deck folds to Gurmag Angler.
4 back to basics
4 brainstorm
4 force of will
4 ponder
4 trinket mage
2 echoing truth
2 snapcaster mage
4 grindstone
4 painter’s servant
4 spellskite
1 pithing needle
1 tormod’s crypt
(22) land
16 island fetch
6 island
4 submerge
3 blue elemental blast
3 hydroblast
1 echoing truth
1 pithing needle
1 seat of the synod
1 snapcaster mage
1 tormod's crypt
this version is influenced from schweinefett. more essentials, less bells and whistles.
np. i wish you gl w/ur testing.
Celestial Flare would probably be a good inclusion to fight not only Hexproof, but Ulamog's Crushers
getting annililator 2 would be backbreaking early on. recur (exhume) is prob the most common way to pull this off.
Dinrova Horrors from Tron
the CIP w/ghostly flicker seems strong.
they can't Ghostly Flicker out of it.
if they attack w/just 2 guys, Ghostly Flicker removes both from combat.
w/12 plains, 12 tron lands, you have a 50/50 chance of drawing WW2 by turn 4. idk if i want to use maps to fix my white mana.
Rhystic Circle vs burn - they'd have to wait for you to search during their end step, then use instant burn. but you'd have to answer burn pre-Circle and tapping out for Circle seems risky. i run lots of life gain, so maybe burn isn't a huge concern.
hexproof/boggles may run out of mana vs your Circle activations. but representing Celestial Flare w/active rebel searchers seems easier.
interesting idea but idk if i want to tron-out my lands and cut SB cards for Rhystic Circle.
there was 1 boggles player. he went 1-2, i believe. i could SB +4 celestial flare. -2 disenchant, -2 bringers. i think i'll actually do this, thanks!
and WB Pestilence w/Guardian of the Guildpact?
i def did not see that yesterday.
how about Burn? Is Aven Riftwatcher with FF the only lifegain enough?
i already said in post #1 i'd replace 4 bojuka bog w/4 radiant fountain.