I guess what I meant is that you sometimes do not want to cast Child as soon as you can, you would rather have mana open for a counter/sac right away. You also want your engine to be a lot more resilient endgame, since you may be fighting people with huge hand sizes and tons of counters.
You run more counters, REB, and Pyroblast. Card advantage matters more. In experience, late game vs heavy blue you need to stick Child twice in order to get an average of one swing.
Finally, you can't ever get "cut off". Once you cannot touch your graveyard, you are pretty much worthless until you can get back there. Horizon Spellbomb and Yavimaya Elder draw you fresh cards. If you get your three recursion cards countered, and one of them isn't Grim Harvest, then you are on the clock until people realize how worthless you are.
Against decks with few or no counterspells, Disturbed Burial lasts forever, gg.
- Overheat
- Registered User
-
Member for 13 years, 6 months, and 1 day
Last active Fri, Mar, 29 2019 11:12:14
- 0 Followers
- 666 Total Posts
- 20 Thanks
-
Apr 18, 2014Overheat posted a message on Crushing Dreams on a Budget - Child of AlaraPosted in: urdjur Blog
-
Apr 18, 2014Overheat posted a message on Crushing Dreams on a Budget - Child of AlaraThe main comment I have is that Dosu/my deck is made to fight extremely heavy blue metagames.Posted in: urdjur Blog
-
Apr 16, 2014Overheat posted a message on Crushing Dreams on a Budget - Child of AlaraGreat job, better than I could ever do! Small comments after first reading.Posted in: urdjur Blog
It is sort of hard to follow, but I am sure formatting and a good summary of the gameplan beforehand will make it read just fine.
One advantage of running more basics is your late game recurred Far Wanderings can get you even more mana. Twenty lands just isn't enough for me.
Far Wanderings is a house. Just Saiyan.
Yay for the Aethermage! I actually once used his bounce ability to good effect.
Address has two d's, you spelled it with one three times.
Panoramas only get basics, not shocklands and ABUR duals, FYI.
I run Divination, and think it should be worth at least mentioning. It makes a good turn 3 play and draws cards without too much fuss. I already fun Mulldrifter and Compulsive Research. (I run it because it is good, totally not because I have a Japanese foil.)
If you need another example decklist, BTW, I can send you mine, which has always been different from most other people's. -
Apr 16, 2014Overheat posted a message on Crushing Dreams on a Budget - Child of AlaraOverheat speaking.Posted in: urdjur Blog
- To post a comment, please login or register a new account.
By my count I am running 32 of the non-land cards from the core out of 40. I am running different card draw and no Dimir House Guard and friends mainly.
1 Sidisi's Faithful
1 Gatecreeper Vine
1 Veldalken Aethermage
1 Dimir Infiltrator
1 Cloud of Faeries
1 Sakura-Tribe Elder
1 Sea Gate Oracle
1 Cadaver Imp
1 Farhaven Elf
1 Drift of Phantasms
1 Archaeomancer
1 Izzet Chronarch
1 Mnemonic Wall
1 Mulldrifter
1 Krosan Tusker
1 Mycosynth Wellspring
1 Darksteel Ingot
1 Preordain
1 Disturbed Burial
1 Merchant Scroll
1 Compulsive Research
1 Cultivate
1 Far Wanderings
1 Mind Extraction
1 Kodama's Reach
1 Reap and Sow
1 Foresee
1 Deep Analysis
1 Rush of Knowledge
1 Urborg Uprising
1 Brainspoil
1 Rolling Thunder
1 Pyroblast
1 Dizzy Spell
1 Crop Rotation
1 Red Elemental Blast
1 Reclaim
1 Perilous Research
1 Arcane Denial
1 Muddle the Mixture
1 Devour Flesh
1 Shred Memory
1 Memory Lapse
1 Costly Plunder
1 Grim Harvest
1 Counterspell
1 Capsize
1 Ghostly Flicker
1 Soul Manipulation
1 Forbidden Alchemy
1 Faerie Trickery
1 Perplex
1 Pulse of Murasa
1 Unmake
1 Snakeform
1 Rewind
1 Mystical Teachings
1 Death Denied
1 Mortuary Mire
1 Bojuka Bog
1 Dimir Guildgate
1 Simic Guildgate
1 Izzet Guildgate
1 Azorius Guildgate
1 Golgari Guildgate
1 Gruul Guildgate
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Dimir Aquaduct
1 Azorius Chancery
1 Izzet Boilerworks
1 Terramorphic Expanse
1 Evolving Wilds
1 Ash Barrens
1 Rupture Spire
1 Transguild Promenade
1 Command Tower
1 Path of Ancestry
8 Island
6 Forest
4 Swamp
1 Mountain
1 Plains
I managed to combo off tonight against 3 other people with good strong combo decks.
Things I think my deck still might need-
1. Peregrine Drake to have some redundancy and not need bouncelands to combo off. However, it is difficult to search up.
2. A way to kill Child directly off Merchant's Scroll. This has come up several times. I am not sue if Hydroblast or Perilous Research would be better. Hydroblast certainly has utility and blowout potential without Child out and is one less mana. Perilous Research is the better top deck and general use card.
Finally, I am not sure if I want to focus more on the combo or still leave it mostly like it is to win the long drawn out resource war. Combo kill is clean and cuts hours off of the game, but if you lose Ghostly Flicker, you have to fight the Mind Extraction, Far Wanderings, Capsize game.
More redundant combo pieces would help this, but then if things go south, you are less equipped to win the fair game.
Edit: I made a few changes to the deck to try after thinking about my above comments. I added Perilous Research for my Merchant Scroll target. I took out Kami of False Hope since I cannot think of a good situation where I would want it. You need recursion to use it well, so why not use Child? It may keep people off your back sometimes, but it will not stop a determined effort to finish you off. I would rather have a counterspell most of the time, I think. It also sucks in your opener something fierce.
Speaking of that, I am trying a few cards with an eye toward how much I would want them in my opener. I cut Scrivener since I never want it in my opener and never would tutor for it. Krosan Tusker is back since not only is he a great mana fixer, but him plus Disturbed Burial is a slow late game CA engine.
Also, I am barely using Sidisi's Faithful. I know it will be useful if the game comes down to Disturbed Burial/Child/Faithful, but usually I use to tutor to get Costly Plunder and loop that as my sac outlet so that I can see more of my library. I have used it more often as a Silent Departure. The sorcery speed on blowing up the board is slightly annoying, as doing is as an instant sometimes lets you be the first to play after it, and gives you a nice chilling effect of anybody else trying to combo.
Feels great to be playing this deck again.
I am planning on taking this deck to play EDH at least a few times over the next couple weeks. I have not made any changes in forever, but I think the main thing I would need is Sidisi's Faithful.
The mana certainly has gotten a lot fancier in the past couple years, but I have always liked running just the 10 Guildgates and the best 5 color lands, mainly because it increases the max amount of mana that green spells can get you to. If you do not run combo, then that is a critical part of wrapping up the late game. Far Wanderings is the best ramp card I believe since it gets you to the last turn where you cannot leave up a counter much quicker.
I do not get the love for Angelic Purge. I get that it saves space as removal and sac outlet, but it is a very bad sac outlet and merely passable as removal as a sorcery. Mind Extraction wins games and sometimes is clunky.
Edit: Back after playing a game with my deck and getting some of the newer cards for it. I won the game pretty easily since nobody else played counters or had any graveyard hate. Playing Far Wanderings 3 times with threshold really pulled me ahead.
I still believe that a high basic land count is important for wrapping up the late game, even as I got the cards for the CoF combo. I never really had issues with early mana, and once you cast your second ramp spell you are home free on colors most of the time. Then high basic count lets you achieve higher maximum mana from ramp and they will all come into play untapped late game. After adding bouncelands and newer utility lands and cutting Guildgates, I have 20 basics left.
I will try some games with the changes and hopefully upload the decklist and results.
You mean best format? Mimic lottery encouraged quality draft and interactive games.
But that vigilance renown guy looks pretty solid, even though you do have to work.
I didn't play Heliod's Pilgrim, but I probably will now. I have been looking for an excuse to play Recumbent Bliss as well.
Build around me cards are fun, and this one can go places, I think. He and Auramancer will be good friends in that sort of deck.
Plus this is a white 3 drop, which is a pretty meh slot right now, in my opinion.
Packleader is cool, but partly because he is a board affecting 4/4.
Discard doesn't get much worse than when they choose after seeing it coming, and a 3/1 for 3 isn't very impressive.
Bloodhusk Ritualist does similar stuff, but scales much better.
Goblin Bombardment, Thoughtpicker Witch, Carrion Feeder make this card a very awkward Fireball. Not only that, but usually you cannot use a kill or bounce spell to save your life from fireball, but now you can.
These are small nitpicks, but since I am already jumping through one hoop for double red and a hoop for spell mastery, I don't want it to randomly not work, and against some archetypes, never work.