Lmao... the righteousness people try to flaunt here in the name of protecting their lovechild that is Magic: the Gathering is hilarious. These threads are bound to spring up, because some seriously competitive players are angry at not getting enough bang for their buck. Are they right? In some ways, but they should realize that this is how the game works and there's no need to keep whining about it. Jank rares will always haunt you.
But casting the nay-sayers aside, there's nothing funnier than the personal insult some of you take when people complain about a set. Seriously. A large percentage of these cards suck, if you're a Constructed player of even FNM-caliber play than you can't deny this.
So yeah... it's amusing to make fun of the people crying about a new set, but when you start dissecting each card (and falsely) to cast down the witch that is the OP, I can only sit back and snicker. Get over yourselves and get back to FNM (where you'll complain about the sets quality with every prize pack you open.)
this. I mean really, the set is pretty weak. but weak sets come and go, just buy the few cards that are worth it...
You have obviously never played the Horzions then. Only a fool removes all of the plains from your deck. Really, you only remove 8-10 at a time. That way, if they bomb it then you still have plently of lands left in your deck. If it sticks, then you have an amazing mana engine for white, and your deck has a much higher chance of drawing gas in the late game when you need it. Also, why wouldn't you just side them out against Fae?
this, or just play it after you have 5-6 lands already out. Horizons is one of the only decent deck manipulation cards MWC has. If you play with it the right way bouncing isn't a problem. The other card MWC should use is idyllic tutor as white has some pretty good enchantments out atm. i'd try something like this.
the harbinger gives you a better shot t3 LD with the mage, or can fetch a lark when needed. maybe ranger could replace redcap, and after conflux the deck could run volcanic fallout or banefire to.
I would try to put the synergy of knight of the white orchid and path to exile to use, although maybe not using it on the knight. maybe something like this
My memory is a little hazy after 15 hours of playing fae plus the 6 hour car ride back to SoCal, but I'm fairly certain this was the way things played out. I'm pretty sure the State Champ's name was Roger Fondren. He and I were the only players to go undefeated in the swiss rounds.
As for the player turnout, CA states was packed! We had 273 people signed up in the tournament when the judges only expected 180. Halfway through the event, the San Jose fire marshal showed up because it was so crowded. Luckily, he let us continue the tourney, but according to the judges all Mono-R Burn decks had to leave.
hey, you remember what that W/R lark deck looks like?
light makes your knights 4/4's and the oversoul 10/10.endless horizons is a good idea in this deck, as it thins it alot and the deck can run fine on 4-5 mana. if horizons goes for awhile you can power FoD, warhammer, or rys.
It's an interesting approach. Boomerang-type spell buys you the turn you lose to not having acceleration. Disadvantage is that they dont really lose the land, they only are slowed a turn. LD has 2 targets, first one is to slow the opponent (which boomerang does) and second is to make them mana-screw (which it doesn't help with). I am afraid counterspells dont fit to the whole theme though, since you'll be tapping out to LD, and later on they wont be as usefull if you have taken control of the game. Say, if you reach the point where you got 5 lands and they got 2, countering their spell is kind of fancy and irritating but its really a win-more effect, you don't really need it at that point to win the game...
The fact that black has 16 LD spells makes using a second color without LD (blue in this case) feasible, so it would be a good idea to try to make a U/B decklist, I just wouldn't use counterspells, I'd try to find anoterh boomerang style spell (because only 4 boomerangs aint enough to have something to do turn 2) and then move to cards that will help after the LD takes place, like Evacuation and other possibilities...
blue would be better if annex were still around or there were another viable boomerang effect at 2cc, but without that i just don't see blue helping that much. counters force you to hold mana from LD, and blue offers little in removal vs. white. I think the coming meta will be swarming with aggro and infest just isn't going to cut it against current aggro decks.
Now to return to the theme, although I believe 2nd turn LD is very important, the last idea about white is very good. The removal and especially wrath is great to have, and allows you to compensate in a way for being 1turn slower and makes the deck more versatile (in that, although more stuff will squeeze through your LD cause you are slower, your ability to deal with anything is much better). The only major drawback I see is against control, where the 1 turn makes a difference. If they go first they are even in "cancel" range on turn3 when you cast your first LD spell...However with 20 LD spells and htem being slow-control I believe you can up the pressure-make them waste counterspells, and with a well timed Netherbite really screw them! I'd like to add that in your decklist there is no Creeping mold! it's essential as it is very versatile and stil 4cc. I'd run all LD spells in black-green, but even if you dont, I'd definitely use creeping mold before any of the well spells...
i dropped green from the deck to make it straight b/w. if you drop birds and elves then there is no real need to stretch the mana base for green. 20 LD spells leaves little room for removal or win conditions. 16 LD is fine, although some form of card draw would be nice.
eh, i would abandon the turn 2 ld strategy as i don't see the mana dorks lasting along time. id try b/w actually with alot of creature kill, something like this.
high on creature kill for aggro, but still has 8 chances for t3 LD. bitterblossom serves as a low mana investment win condition while you lay on the LD.
your big creatures are generally hard to get rid of, and can actually finish the game with mesa and factory. i mean really, gain board control-win condition-win. if your win condition bites it, rinse and repeat. i don't see the point in gaining board control and then dragging the game on forever, just win.
this. I mean really, the set is pretty weak. but weak sets come and go, just buy the few cards that are worth it...
this, or just play it after you have 5-6 lands already out. Horizons is one of the only decent deck manipulation cards MWC has. If you play with it the right way bouncing isn't a problem. The other card MWC should use is idyllic tutor as white has some pretty good enchantments out atm. i'd try something like this.
4x oblivion ring
4x wrath of God
3x idyllic tutor
2x runed halo
2x endless horizons
1x mobilization
4x knight of the white orchid
4x kitchen finks
3x oversoul of dusk
3x archon of justice
3 forbidden watchtower
1 mistveil plains
tutor lets you find any enchantment and horizons lets you thin the deck of plains with KotWO.
4x incinerate
4x moonhold
2x incindiary command
3x ajani vengeant
4x fulmintor mage
4x reveillark
3x murderous redcap
2x flamekin harbinger
2x seige-gang commander
7 plain
4 rugged prairie
4 battlefield forge
the harbinger gives you a better shot t3 LD with the mage, or can fetch a lark when needed. maybe ranger could replace redcap, and after conflux the deck could run volcanic fallout or banefire to.
4x oblivion ring
4x wrath of God
3x idyllic tutor
2x runed halo
1x mobilization
1x endless horizons
4x knight of the white orchid
4x kitchen finks
3x oversoul of dusk
3x archon of justice
4 forbidden watchtower
although im still not sure how MWC beats faeries or 5c control...
hey, you remember what that W/R lark deck looks like?
4x incinerate
4x goblin assault
4x wrath of God
2x mobilization
2x hallowed burial
1x loxodon warhammer
2x ajani goldmane
4x figure of destiny
4x kitchen finks
3x siege-gang commander
1x stonehewer giant
4x moonhold
4x wrath of god
3x ajani vengeant
4x flamekin harbinger
4x smokebraider
4x fulmintor mage
4x reveillark
2x stingmoggie
6 plain
4 rugged prairie
4 battlefield forge
im hoping using lark and harbinger will offset the lack of draw.
might not be a bad idea, enough guys have first strike or protection to make it interesting at least.
eh, 11 pro creatures is enough. the deck as originally posted is to slow. its never a bad thing to flex on your theme a bit for better cards...
4x light from within
2x loxodon warhammer
2x endless horizons
4x knight of meadowgrain
4x knight of the white orchid
4x stillmoon cavalier
4x paladin en-vec
3x oversoul of dusk
2x rhys the redeemed
light makes your knights 4/4's and the oversoul 10/10.endless horizons is a good idea in this deck, as it thins it alot and the deck can run fine on 4-5 mana. if horizons goes for awhile you can power FoD, warhammer, or rys.
blue would be better if annex were still around or there were another viable boomerang effect at 2cc, but without that i just don't see blue helping that much. counters force you to hold mana from LD, and blue offers little in removal vs. white. I think the coming meta will be swarming with aggro and infest just isn't going to cut it against current aggro decks.
i dropped green from the deck to make it straight b/w. if you drop birds and elves then there is no real need to stretch the mana base for green. 20 LD spells leaves little room for removal or win conditions. 16 LD is fine, although some form of card draw would be nice.
4x nameless inversion
4x bitterblossom
4x rain of tears
4x poison the well
4x drain the well
4x wrath of God
3x archon of justice
2x divinity of pride
10 swamp
6 plain
4 fetid heath
4 caves of koilos
high on creature kill for aggro, but still has 8 chances for t3 LD. bitterblossom serves as a low mana investment win condition while you lay on the LD.
4x porphyry nodes
4x oblivion ring
4x wrath of God
3x idylic tutor
2x sacred mesa
2x endless horizons
1x story circle
4x martyr of sands
4x kitchen finks
3x oversoul of dusk
2x divinity of pride
2x crovax, ascendant hero
Lands
24 plain
1 urza's factory
4x disenchant
4x unmake
3x faerie macabre
2x stonecloaker
2x archon of justice
your big creatures are generally hard to get rid of, and can actually finish the game with mesa and factory. i mean really, gain board control-win condition-win. if your win condition bites it, rinse and repeat. i don't see the point in gaining board control and then dragging the game on forever, just win.