Quote from DanzBorin »Quote from Goblin Maniac »Quote from DanzBorin »Swiftspear hitting for 7 or 8? What meta are you playing in?!
Sounds like perfect hand/draw scenario world. Like when you goldfish a few games.
Pick one. Legacy's or Modern's. The only perfect hand/draw scenario you need here is that you draw the Swiftspear in your intial hand. Your opponent will clearly have plenty of answers in between, but even if he drops a creature turn 2 or 3, you're still swinging with a 3/4 or 4/5 Swiftspear and they'll be forced to block. The deck is simply designed that way. More than half of all your burn spells are single mana spells. You'll draw more than plenty to pump it. And if you don't then it won't make a difference since you'll likely have drawn the Eidolon anyway. It's just how deadly the Swistspear can be in your initial hand when it can regularly hit for 7 or 8 in those early turns. Really no different than playing another Goblin. You even find yourself playing Swiptspear before Goblin. That's just the way the deck runs.
It just never works out that way. Generally you attack for 1 on turn 1. Turn 2 at best you hit for 3. After that it's either dead or dealing with something bigger and badder. In burn you tend to run out of spells. I can't ever see you going off with 6 spells to make this hit for 7. Or 5 to hit for 6, or 4 to hit for 5. You just don't have the card draw to have all of these spells to cast. Would be much more likely in a UR shell.
By turn 2 your opponent is down to 10 by your own math and you've only played half your hand. That's pretty common with the Swiftspear. You're not beating the odds on that one. You're right that by turn 3 your opponent already has an answer, but he's now half his life short and you still have a slew of spells to play with. Drop the Eidolon and it's game over.
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I have already said all my perspectives....
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Especially compared with the decks you played against?
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I like the basedeck revokers.
Yeah.
That works.
Thought more about Revokers.
I think I should be playing them too.
The thoughtseize story is the dream.
Really happy to see it kick in for you.
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https://www.channelfireball.com/articles/mythic-championship-cleveland-report-top-4/
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https://www.reddit.com/r/magicTCG/comments/ayi43o/is_monoblue_tempo_really_the_tough_to_pilot/
"Mono-Blue is sometimes very easy to play and sometimes very challenging. If you have experience with this type of deck, I think you can just pick it up and play it. If you don’t, then it might take you a while to play it to its fullest potential."
https://www.channelfireball.com/articles/ranking-the-decks-of-standard-from-easiest-to-most-difficult-to-play/
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Have you noticed just how similar and consistent all 4 of those decks were?
Even the sideboards are all within narrow bounds.
When do you cast Chart a Course?
If I pump my graveyard with Chart a course, and dump some spells , and blah, and sometimes Pter becomes huge. I find Pter Adapting to be annoyingly strong.
Chart a course supports the Keeping Tapping out Idea. Sorta.
Ya gotta play the cards ya got. If you get an offence line up on the play, sure.
I prefer to not get into that situation, since more winning is lovely.
Being able to interact and stop their deck is certainly a good idea too though.
Putting 3x one drops out on turn 2 is also OK.
Playing inside their head seems less important than playing the spells I am holding.
This deck isn't based on the cheap counters.
The obsession and the Djinn are where it is based.
There is the whole plan and wait aspect.
But, sometimes there isn't.
Pretty regularly there can be some cheap counters, little creatures and nothing. Sphinx is insurance against that too. When it is going bad. Sphinx is hope. A blue flying thumper before Petr. When everything is going well, sphinx is annoying. Everything is smooth. Counter this, and that, Hit and Draw. Woo yeah.
Sphinx is boring. Late game.
But Sphinx is Pregame.
It's value is Now.
It is the effect, and the mana / casting cost, in itself, for free.
Mana stability, Curious Obsession finding, draw fixing. Pregame.
Oh, and that 'late game' effect, something about a 4/4 flyer with an ability?
I just like it Sphinx.
It makes the Curious Obsession, Attack, plan better.
It make the Tempest Dj plan B better.
And Sphinx aint in the winning decks from SCG, but I am still more than happy to be playing 2x Base.