Imho, the difference between 2 cards dig via Mulldrifter anf 3 cards dig via Compulsive Reasearch / TFK is too high, so extra body is less relevant. being able to dig 1 card deep is way to good.
1) Compulsive Research would be better choice over TFK, ideas?
2) Coalition relic helps matches vs Blood Moon and long-term matches.
3) Gemstone Cavern is not so good, and we can prolly switch it for other land.
p.s there is an idea for DD mu: sideout all hypers, sb in 1 Thopter foundry and 1 Sword of the meek, ideas?
i'm using Wipe Away as a sb card for DD mu. It's also good at combating early Iona from dredge, any hate aka chalice / canonist. and good in control MU for stufff like bouncing their land eot for mana denial. so u can push cascade mainphase
@all: can you comment your expirience using Terastodon? since i found it a bit clunky, though his ability to be hardcasted via storage lands won me quite a few games
Is Malfegor a good choice to side in in Mirror / Depths?
P.S i also was playing Hypergenesis pre-Austin, and there was a nice tech in playing stuff like Wipe Away and Vendilion, since you can eot their hate cards or just untaped lands to push your cascade through counterspells and hate. Is Ricochet trap so much better versus counterspells?
have been playing elfes the whole last season. I think that version with primal are a bit beter. But u have to cut one Regal Force (1 total left, to pact it if needed) and cut smth irrelevant to add 2x Joraga Warcaller. with tons of mana it just makes all your dudes very huge and if need just can be casted for 1 (for combo purposes)
As u can notice, there is Dead / Gone tech vs Depths (prolly), and a few Akroma in sb, prolly for Thopter MU.
also minor changes to manabase (to have more chances of hitting black mana), 2x Wood Elves - dunno why, prolly for more creature oriented ramp (jitte wise).
so Blood Moon fits the curve and Molten Rain not? em... i'm prolly missing smth. But the main reason not to play Blood Moon in UGR mu is that you have to side out your own scapeshifts to play blood moon. That equals to only one plan: just smash with dudes.
so... i'm still missing smth, or blood moons are not for ugr scape mu.
ugr scapeshift always have Into the Roil ready for blood moon. so i don't think it's a good answer actually. i think Molten rain into blue source are way much better
Can someone plz explain what is Bloodmoons for?
i see the bloodmoons usage against urg scapeshift and depths combo. is that all?
at worlds me and my teammates declined the usage of bloodmoon since it kills our own scape/punish/treetop
here's a few notes on this version vs the UGR version. Game 1 is heavily in cascadeshifts favor. The aggro plan means a 7 land shift is gonna be lethal instead of waiting for 8. Finks and Jitte main allows a possibility of putting yourself above shift lethal even at 8 lands for lists that don't run magma jet. This list is usually a full turn or two faster than UGR scapeshift in the mirror.
i can understand that but i can't understand how cascade version avoid counters such as cryptic / remand
1) have anyone tested Molten Rain idea? looks good. BBE into Molten Rain is sexy.
2) As i played a deck a while - Search for Tomorrow is the best thing u want to have in your opener, it helps to get t3 4cc spells online. and fix colors.
t1 - suspend or t2 - sakura,
t3 - any of your good 4cc spells
with kotr u won't be able to do that. There is better deck abusing kotr and punishing fires, the deck is called RubinZoo
3) whats the plan to play with regular UGR scapeshift? in theory this deck just scoops pre-board and post-board your only answers are Blood Moon and Hemmorage (since they are always faster then you), and since u can get them online only t3, it's very easy to remand / condescend.
Lost to Tooth&Nail and draw with rubinZoo (i blame slow play in g3)
Prolly it's usefull somehow I love the Idea with BBE + Jitte more. But u can't play EE then (EE was awesome all 6 rounds)
In case of Black White splash - white is only for Paths. Loxodon Hierarh is blank (if we play jitte).
Black only gives you Hemmorage post-board, u can easily find a good post-sb answers to combo in white also.
Playing deck descent amount of time, all i can say, it has bad mu vs any combo deck, since u can't distrupt their main plan. I think there is a sence in testing some land-destro cards like Reap and Sow / Mwonvuli Acid-Moss
This deck do not need any sb vs any agro decks, it's already good MU. u just need a few more sweepers for swarm decks and likely to a set of spot removal. The fogs and the rest of sb options for aggro is not needed since u combo already rely on some kind of fog(tokens)+lifegain.
the main problem is hate cards like extirpate, discard and art removal. so u have to sb answers for that cards. not a fogs for sure. Agro MU is already almost a bye.
I'm like playing 1 COP red as a target for Muddle in sb, just in case of burn being good with ZEN out.
and again, i don't see this deck as pure combo. it's more like combo-control. it doesn't matter what turn u win, it's just about able to survive long enough to soft lock them via foundry/sword. I play it faerie style. just like land/go with canonist out. no need to hurry.
1) Compulsive Research would be better choice over TFK, ideas?
2) Coalition relic helps matches vs Blood Moon and long-term matches.
3) Gemstone Cavern is not so good, and we can prolly switch it for other land.
p.s there is an idea for DD mu: sideout all hypers, sb in 1 Thopter foundry and 1 Sword of the meek, ideas?
@all: can you comment your expirience using Terastodon? since i found it a bit clunky, though his ability to be hardcasted via storage lands won me quite a few games
2 Firespout
2 Ingot Chewer
2 Malfegor
4 Ravenous Trap
3 Ricochet Trap
2 Shriekmaw
Is Malfegor a good choice to side in in Mirror / Depths?
P.S i also was playing Hypergenesis pre-Austin, and there was a nice tech in playing stuff like Wipe Away and Vendilion, since you can eot their hate cards or just untaped lands to push your cascade through counterspells and hate. Is Ricochet trap so much better versus counterspells?
thx for report kind of a great one. Can you plz write down your sideboard plans?
same question to other ppl in this thread
4 Forest
4 Grove of the Burnwillows
6 Mountain
4 Stomping Ground
1 Swamp
2 Treetop Village
2 Valakut, the Molten Pinnacle
2 Verdant Catacombs
4 Bloodbraid Elf
4 Kitchen Finks
4 Sakura-Tribe Elder
4 Tarmogoyf
2 Wood Elves
4 Punishing Fire
4 Scapeshift
4 Search for Tomorrow
3 Umezawa's Jitte
3 Akroma, Angel of Fury
3 Ancient Grudge
4 Blood Moon
3 Extirpate
2 Thought Hemorrhage
As u can notice, there is Dead / Gone tech vs Depths (prolly), and a few Akroma in sb, prolly for Thopter MU.
also minor changes to manabase (to have more chances of hitting black mana), 2x Wood Elves - dunno why, prolly for more creature oriented ramp (jitte wise).
so... i'm still missing smth, or blood moons are not for ugr scape mu.
i see the bloodmoons usage against urg scapeshift and depths combo. is that all?
at worlds me and my teammates declined the usage of bloodmoon since it kills our own scape/punish/treetop
i can understand that but i can't understand how cascade version avoid counters such as cryptic / remand
2) As i played a deck a while - Search for Tomorrow is the best thing u want to have in your opener, it helps to get t3 4cc spells online. and fix colors.
t1 - suspend or t2 - sakura,
t3 - any of your good 4cc spells
with kotr u won't be able to do that. There is better deck abusing kotr and punishing fires, the deck is called RubinZoo
3) whats the plan to play with regular UGR scapeshift? in theory this deck just scoops pre-board and post-board your only answers are Blood Moon and Hemmorage (since they are always faster then you), and since u can get them online only t3, it's very easy to remand / condescend.
list:
3 Forest
4 Grove of the Burnwillows
1 Plains
4 Stomping Ground
3 Misty Rainforest
1 Temple Garden
6 Mountain
2 Valakut, the Molten Pinnacle
Creatures:
4 Sakura-Tribe Elder
3 Kitchen Finks
2 Loxodon Hierarch
4 Tarmogoyf
4 Path to Exile
4 Search for Tomorrow
4 Scapeshift
4 Harmonize
3 Engineered Explosives
4 Punishing Fire
2 Wickerbough Elder
3 Ravenous Trap
2 Oblivion Ring
2 Akroma, Angel of Fury
2 Tormod's Crypt
4 Ghost Quarter
Lost to Tooth&Nail and draw with rubinZoo (i blame slow play in g3)
Prolly it's usefull somehow I love the Idea with BBE + Jitte more. But u can't play EE then (EE was awesome all 6 rounds)
In case of Black White splash - white is only for Paths. Loxodon Hierarh is blank (if we play jitte).
Black only gives you Hemmorage post-board, u can easily find a good post-sb answers to combo in white also.
Playing deck descent amount of time, all i can say, it has bad mu vs any combo deck, since u can't distrupt their main plan. I think there is a sence in testing some land-destro cards like Reap and Sow / Mwonvuli Acid-Moss
the main problem is hate cards like extirpate, discard and art removal. so u have to sb answers for that cards. not a fogs for sure. Agro MU is already almost a bye.
I'm like playing 1 COP red as a target for Muddle in sb, just in case of burn being good with ZEN out.
and again, i don't see this deck as pure combo. it's more like combo-control. it doesn't matter what turn u win, it's just about able to survive long enough to soft lock them via foundry/sword. I play it faerie style. just like land/go with canonist out. no need to hurry.