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  • posted a message on Sultai Midrange
    Took a small break from BUG, but picked it up again and have played 2 weekly tournaments since with my updated list.

    Running cast down really helps us out. I didn't enjoy playing removal that was limited by mana cost of the target because it really made me weak to delve threats and Eldrazi. I was playing maelstrom pulse before and had to convince myself it was good maindeck because it hits more than just creatures but took it out along with an abrupt decay to fit the cast downs in and will never look back. Spreading seas, on the other hand, is a questionable card to have maindeck and I don't recommend it for everyone, but I like that it can be good against tron, and death's shadow in game one and make other decks lose tempo.

    I had a pretty nice record this week with it, but I'll admit the matches were a bit in my favor.
    0-2 Dark Zoo
    2-1 8 whack
    2-1 mono blue brew
    2-0 Grixis death's shadow
    2-1 mono green aggro
    Posted in: Midrange
  • posted a message on Sultai Midrange
    Quote from BK-V »

    1. Spreading Seas: I know some people are not a fan of the card, but I think it needs to be in everyone's 75. It's an early disruption early in the game that cantrips. turn 2 spreading seas after a turn one discard spell really sets the opponent up for a rough time. In the late game, it cantrips and neutralizes opponents' man-lands. It's also much more useful than you think. There are several decks running 20~ lands. That means they're made to run on 3~ lands effectively. If you make one of them an island, you've successfully thrown a wrench in their plans. Think of a deck like burn. They function on 2 lands most of the time and eventually draw into a 3rd. But by making a dual-land of theirs an island, you have slowed them down significantly.

    2. Gifted Aetherborn: So good against burn and aggressive decks that have creatures. Can also replace an abrupt decay against control decks when they get boarded out.

    5. Only 2 JtMS because this deck draws a lot of cards and has been very impressive in games when JtMS doesn't make an appearance. I would cut a Search for Azcanta for a 3rd JtMS for those who like having 3.

    Let me know what you guys think. Comments, critiques, criticisms... Happy brewing!

    Extremely healthy post, I agree with alot of it. I've been thinking about Spreading seas and will try them as a 2-of in my list. I'm glad you also found success in running Gifted Aetherborn and that I'm not the only one who thought of it.

    The 2 Jace plan is also what I felt the most comfortable with. Keeping the curve low is fine, to be honest most of the time turn 4 comes around, I want to swing with a tar pit or set up a good board state rather than "brainstorming" anyway.

    The deck runs through cards like they are going out of style, that's true. I'm wondering how playing 3 of certain cards instead of 4 to make room for versatility would effect games. For example running 3 Fatal Push to make room for a Murderous Cut.
    Posted in: Midrange
  • posted a message on Sultai Midrange
    Not really. I'd rather have a looting effect early and a recurring flashback effect later on. Snap is good, but after you get them with snap, the opponent doesn't really worry about a 2/1 like they would a plainswalker. His +1 ability is helpful too, with The Last Hope it really helps with defense for go-wide strategies.
    Posted in: Midrange
  • posted a message on Sultai Midrange
    Hello everyone!
    This thread caught my eye when Jace was announced and I've been lurking ever since. Thought I'd share my list with everyone and some of the experience I've had with it at my LGS.

    // Deck: sultai delirium (60)

    // Lands
    1 Breeding Pool
    2 Creeping Tar Pit
    1 Forest
    2 Island
    3 Misty Rainforest
    2 Overgrown Tomb
    2 Polluted Delta
    2 Swamp
    4 Verdant Catacombs
    1 Watery Grave

    // Creatures
    2 Gifted Aetherborn
    3 Grim Flayer
    2 Jace, Vryn's Prodigy
    4 Tarmogoyf
    2 Tireless Tracker

    // Spells
    2 Abrupt Decay
    3 Fatal Push
    3 Inquisition of Kozilek
    2 Jace, the Mind Sculptor
    2 Liliana of the Veil
    1 Liliana, the Last Hope
    1 Logic Knot
    1 Maelstrom Pulse
    2 Search for Azcanta
    4 Serum Visions
    2 Stubborn Denial
    1 Thought Scour
    3 Thoughtseize

    // Sideboard
    SB: 1 Damnation
    SB: 1 Damping Matrix
    SB: 1 Engineered Explosives
    SB: 1 Flaying Tendrils
    SB: 3 Fulminator Mage
    SB: 1 Liliana, the Last Hope
    SB: 1 Maelstrom Pulse
    SB: 2 Negate
    SB: 2 Pithing Needle
    SB: 2 Surgical Extraction

    The sideboard is kinda geared towards my local meta. I've taken some advice from your posts. Really like the JVP in the list. Probably taking out tireless trackers for something else. Went 2-2-1 in a 5 round tournament lastnight, not great.
    Round 1. Coco Blood Artist (0-2)
    Round 2. Scapeshift (2-0)
    Round 3. Blue Moon (1-1-1)
    Round 4. Pyromancer burn (2-1)
    Round 5. Scapeshift (0-2)

    Take-aways, Gifted Aetherborn was really helpful against burn. Tirless tracker wasn't great with my land base. Search for azcanta, grim flayer and jvp was great for turning on delirium and pumping goyf and giving me more options but might be too much and if I had to cut one I think it would be Search. Liliana, the Last Hope was great with jvp, they work well together. Thought scour can be great against JTMS.
    Changes for me will most likely be
    -1 Search for Azcanta
    -2 Tireless Tracker
    +2 Scavenging Ooze
    +1 Vendilion Clique

    Clique seems great and fills multiple rolls. Scooze for MD grave hate and some life gain shouldn't hurt. Main reason for the for these additions is they both provide interaction and pressures the opponent/protects the walkers.
    Feed back is welcome/encouraged. Thanks.
    Posted in: Midrange
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