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  • posted a message on 8Rack
    Quote from marcovitch »


    other question :
    what are your experience feedback from bontu's last reckoning use ?



    I've added Bontu for sideboard and I don't think I have enough experience with it yet to make a hard decision one way or another. That it's 3 mana is great for the curve. That lands stay tapped the following turn sucks. However, the matches I've used it, the tapped land drawback hasn't seemed to be much of an issue. The stage I seem to use it, I'm at a point where there doesn't seem to be an extreme need to make plays the following turn, or very large ones. Their hand is either entirely gone or mostly gone by this point in the game and they're largely top decking, so if I can't make a play the following turn, it's not the end of the world.

    *My experience so far.
    Posted in: Control
  • posted a message on 8Rack
    I've been toying with mono-black and B/W 8 rack for a while now. I've played both at the LGS and, based on my meta, concluded the white splash doesn't add enough benefit to outweigh the drawbacks.

    I ran a list at the LGS similar to Penner's, utilizing the white splash, a week or so ago. I have played it more than just that, but I think that week is fairly representative of the weakness v. utility I see with the white splash.

    I matched up against Storm, Jeskai Control, G/R Ponza/Land Destruction, and a Mono Green homebrew.

    Storm - Easy win (bad piloting was part of his problem) - White splash was not helpful or needed here.

    Jeskai Control - Easy win - I did side in Lingering Souls, just to see if he made the match easier. He wasn't running Leyline's or any other enchantments/artifacts. I didn't really feel as though souls were needed or overly helpful in the match. Obviously, with no enchantments or artifacts I needed to worry about in deck, I didn't need the disenchant or frags either.

    G/R Ponza/Land Destruction - Even match - Game 1 was very close and he just barely took it. I had a few misplays and then fizzled out. Game 2 he fizzled on land and got stomped. Game 3 was running very close and I had the upper-hand until he resolved a blood moon and that was that. This match certainly made me feel as though the white splash was more detrimental than helpful. The decreased number of basics and inability to deal with a top decked blood moon that resolved was the end. Running tight resources that then became mostly useless, given the non-basic lands, allowed him to catch back up and take the game.

    Mono G Homebrew - I did side in the Lingering Souls here and it certainly helped for blocking his creatures, but he was running big, dumb ones anyways, so pushes, dismembers, etc. were better options than stalling out with blockers.

    Comparing the white splash games I have played, versus the mono-black games, I wasn't seeing the utility of white outweigh the drawback of having to deal with correcting mana and taking out some of the black cards in the deck that I find more helpful in a greater number of situations.

    I have reverted the deck back to mono-black and run a list similar to Tom's update seen here: http://www.starcitygames.com/article/34621_8-Rack-Makes-A-Splash.html

    My sideboard has a few cards that are different and I am toying with a few fetch lands mainboard to trigger revolt on the pushes.

    Posted in: Control
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