What if you're g1 against an unknown opponent? Do you think we can stall long enough to realistically finish them off if we're only packing 1 Grapeshot? Do we hold out for a Noxious?
Thanks for the help! Man, I love MTGS forums. Unfortunately I don't own a PC and therefore can't play MODO to learn the deck. I get FNM once a week and goldfishing on TappedOut and that's it, so you guys are a great resource. Looking forward to contributing to driving this archetype forward.
So your last point dovetails nicely with another thing I'm having a little trouble with. Saying Repeal is a nice answer to Leyline implies that Cheeri0s can handle waiting until turn 6 to combo off. I think I'm a little stuck in the mindset that if we don't combo off by turn 4 at the latest then our winrate will tank. I'm sure that feeling will go away once I start actually playing the deck, but is there any advice you'd give me so I can be more calm going into tomorrow?
Greetings, all! I just picked up Cheeri0s in paper and will be taking it to its first FNM this Friday. For now I'm running a wacky build with 4 Rugged Prairie and 4 SSG to maximize the tomfoolery, but this https://tappedout.net/mtg-decks/06-11-18-cheeri0s/ is the list I'm building towards based on what I've seen in this thread. Any suggestions?
Also, I'm curious as to whether we ever, under any circumstances, will keep a hand of 5-7 cards with no creatures in it? Seems impossible to win without a creature in your opening hand unless you get insanely lucky.
The best way to do Mindcensor is one each of all four versions, Future Sight, Amonkhet, promo, and invocation. Never miss a chance to tilt the thin-skinned.
I think there's a lot to like about this build. Judge's Familiar and Moorland Haunt work really well together with an added colorless mana for Displacer. Displacer has a lot of tricks in this color combo, like displacing a Reflector Mage ad infinitum to lock out a creature for the entire game, Maze of ith-ing a Geist to ignore blockers, or doing Spell Queller shenanigans (Edit: whoops, forgot that doesn't actually work the way Displacer does with Sculler).
Tips, tricks, and/or suggestions? I've only been on D&T for a month but I really love the archetype and its room for creativity.
I think there's a lot to like about this build. Judge's Familiar and Moorland Haunt work really well together with an added colorless mana for Displacer. Displacer has a lot of tricks in this color combo, like displacing a Reflector Mage ad infinitum to lock out a creature for the entire game, Maze of ith-ing a Geist to ignore blockers, or doing Spell Queller shenanigans (Edit: whoops, forgot that doesn't actually work the way Displacer does with Sculler).
Tips, tricks, and/or suggestions? I've only been on D&T for a month but I really love the archetype and its room for creativity.
Excellent write-up, and good job! The work you put in really shows, all your plays were smart and showed foresight. I'm also new to the archetype, and although I'm running a UW tempo build, I see some things in your performance to aspire to, especially in how you played to tempo swings like that double-path turn against the zoo deck, and how you slow-rolled when necessary. How did Firewalker do? I run 4 Leyline of Sanctity in my board and I'm wondering whether I should just find some creatures to board in against burn instead.
What if you're g1 against an unknown opponent? Do you think we can stall long enough to realistically finish them off if we're only packing 1 Grapeshot? Do we hold out for a Noxious?
Also, I'm curious as to whether we ever, under any circumstances, will keep a hand of 5-7 cards with no creatures in it? Seems impossible to win without a creature in your opening hand unless you get insanely lucky.
Why yes, yes it would be
I think there's a lot to like about this build. Judge's Familiar and Moorland Haunt work really well together with an added colorless mana for Displacer. Displacer has a lot of tricks in this color combo, like displacing a Reflector Mage ad infinitum to lock out a creature for the entire game, Maze of ith-ing a Geist to ignore blockers, or doing Spell Queller shenanigans (Edit: whoops, forgot that doesn't actually work the way Displacer does with Sculler).
Tips, tricks, and/or suggestions? I've only been on D&T for a month but I really love the archetype and its room for creativity.