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  • posted a message on Mirran Crusader + HoTP build?
    Quote from apocalypse31
    I don't know how much another anthem will help you win though, it might just be winmore. Plus, no one likes topdecking an anthem if you really need a token generator, and our deck is pretty well known to not have flashback, so if we run out of gas, we are out, and I feel like HotP makes our gas tank smaller, it does mean we have greater power, but can't go as long. Mirran Crusader is good and all, but he doesn't fit as much with the theme of the deck. Tokens work because of their Intangible Virtue, Crusader would just move the deck away from being tokens and be more aggro. He is good, but doesn't fit the theme/other boosts.


    I disagree, unless you have 2 Virtue on the field, Mirran Crusader will do just as much damage as the Golem Token and if you have 1 HotP on the field Crusader will be swinging for 6, being only matched by a Golem with 3 Virtue. Plus it's great against Solar Flare and Mono black infect, both of which are seeing more and more play, and most importantly it's great against Wolf Run as well.

    While I'm all for Mirran Crusader over Blade Splicer, I don't think it requires a whole deck change. If you're already running HotP, simply dropping Splicers for Crusaders should work just fine.
    Posted in: Standard Archives
  • posted a message on Mirran Crusader + HoTP build?
    Mirran Crusader is a good card and suggesting replacing Splicers for them isn't a bad idea. However, taking out some of the core elements of the deck like Virtue and Shrine just seems bad.
    Posted in: Standard Archives
  • posted a message on [MU] Wolf Run Ramp
    I like Torpor Orb and Leonin Arbiter, but the problem with both is that if you do not draw them early game, they're dead. After a Titan has hit they become significantly less useful.

    Naturalize only hits Inkmoth, which they can easily get more of via Titan.

    I do however like Mirran Crusader, early game and late game, he can poke for that little bit of remaining life they have and he's really good if you're using Honor of the Pure. For right now here is my side for WRR:

    2 Dismember
    2 Mirran Crusader
    2 Naturalize (Even though I want something better)
    Posted in: Standard Archives
  • posted a message on [MU] Wolf Run Ramp
    Even though, from testing I've gone pretty even with this deck, it still gives me fits.

    It has too many threats, I worry about three things in order:
    1. Kessig Wolf Run
    2. Primeval Titan
    3. Inkmoth Nexus

    My reasoning is I'm not scared of Primeval itself, I can chump it, out damage it, O-Ring it, Day it, etc. But it brings out the trump card of the deck I feel, Kessig. So focusing on Kessig is nearly impossible without first focusing on Primeval.

    For example, say you have a Beast Within, after they resolve Primeval, Kessig, and Inkmoth, which do you destroy? If you hit Kessig, Primeval will get more. If you hit Primeval, you better make sure you have fliers for Inkmoth. If you hit Inkmoth, Primeval gets another. It's vicious cycle.

    How do you guys play in this match up and what do you like siding against it?

    P.S. - Maybe it is just be my deck list, I'll post it if you guys want.
    Posted in: Standard Archives
  • posted a message on [OFFICIAL] Tempered Steel
    Congrats, you two for you sucess at States.

    A question I have for you two and the rest of the board is how you guys combat Wolf Run. With 4 copies of Ancient Grudge basically being 8 plus Slagstorm it's a horrible match. Hero of Bladehold seems like the only good card since it's not an artifact and has 4 toughness. What other cards do you guys find to do well in this matchup. Also I see people siding Gideon, against what decks is it brought in against? Just any aggro?
    Posted in: Standard Archives
  • posted a message on [OFFICIAL] Tempered Steel
    Quote from Outlaw_DJ
    Has anybody tested Ari's build he suggested? Its VERY good and consistent. My only change was squeezing in 2 Nihil Spellbomb into the side.

    Could you post it? I've heard things such as him liking O-Rings over 2 Dismember and that sounds very solid, but nothing else.
    Posted in: Standard Archives
  • posted a message on UW: What is our best counter spell?
    Spell Pierce is cheap but doesn't do anything against Valakut. Or Caw/Control mid/late game.

    Leak has more options than Pierce but utimately has the same problem.

    Unified Will pretty much allows us to overextend and still feel safe. Can lose out to Timely Reinforcements and removal so it can be dead at times, but overall I think it's the best.

    Another I've been looking into is Negate. As long as it's not a creature it's countered no matter what, doesn't matter how much mana they have nor the amount of monsters. It's either this or Unified Will.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Question guys. For the mirror, I know I'm siding 2 Oblivion Ring 2 Revoke Existence. But I'm stuck on whether I should bring in 3 Spell Pierce or 3 Timely Reinforcements as well.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Besides the Inkmoth animation, Revoker could have shut all those down as well, but it wouldn't have gave you the extra dmg. Regardless, I agree 2 Revoker 1 Hex seems good. Did you pull off Revoker any during the day?
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Quote from aaronc123
    Ok, I played about 5 matches on Cockatrice with the list i posted earlier today. I played 2 vs Vamps, 1 vs cawblade, 1 vs monoblack, and B/R vamps... no Valakut. I didn't lose a single game.

    All in all, some of the above posters are correct, sometimes I had issues with Blue mana, and Steel overseer was a beast. I like the idea of:
    -2 marsh Flats
    -2 spined thopter
    +2 steel overseer
    +2 Glacial Fortress

    The 5 removal and 5 cantrips work great for at least seeing 1 of each per game.

    I think you need to clean up your mana a bit, you're running 3 Plains and 4 Glacial Fortress that just seems iffy.

    Quote from Montague
    Mainly I just need to find a better sideboard strategy for the mirror. I only sided in 2 Revoke Existence and tried to be just as fast as them, but whenever the Wg version basically have 7 Tempered Steels and actual instant speed removal, it is difficult. Mulligans are key here.

    I was really happy with the singleton Hex Parasite and 2 Revokers, but I could see changing those to something else. I might even go with 2 hex parasite and 1 revoker to lower my curve a little more.

    I could also see removing the Revokers for 2 MD Shrine of Loyal Legions. They are pretty much a beat against anything who tries to control you.

    I can see you wanting to lower your curve, but I like that the Revokers are literally useful in every matchup game 1 as opposed to Hex Parasite where it's only useful against control.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Quote from Montague
    I made T4 in the OKC ptq this past weekend. I didnt drop a game until the semi finals where I got beat by Wg Tempered Steel. My overall record ended at 7-1-2, 14-2-2. The 2 draws were obviously intentional.

    I beat 3 Caw Blades, Splinter Twin, Mono White/Green White Steel, and UBg control on the way.

    My list:


    Would you make any changes in hindsight?
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Even though in theory the blue splash makes the beck better than the mono white, I can't help but notice that the mono white has been having more success.

    Also, what's the deal with Glint Hawk Idol? I've seen 3 or 4. I like maxing it, but I can understand cutting one.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Quote from SniperMayer
    I don't know guys. I don't like the blue splash. From my point of view, this is the ultimate aggro deck in the format. I rather play 4 threats in place of Preordains. I rather play direct answers in my side instead of Mana Leaks.

    What's the point behind making this deck slower when its main strenght is speed?

    The blue splash makes the deck better at reacting to the opponents strategy with cards like Preordain you go for something you need or might need if something goes wrong. Also, your sideboard gains access to blue giving you wider options to side from.

    Here's my question for the people who've tested the blue splash, why 3 Preordain instead of 4? And why no consideration for any counters mainboard ie Leak or Unified Will.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    Quote from InfiniteDamage
    Trample is only threatening if you have TSx2 out...cause a 4/3 trample won't be dealing much damage in the meta we have now...

    You also don't want to switch your game plan after dealing 10+ already...they should be down to dead t4...if not, they should be darn close!

    Double green is also a hefty splash...as opposed to panther who doesn't need a splash to be playable. Also, with slash panther, you can keep the blue splash for counters/draw spells.

    As for sideboard cards...I like leonin arbiter...I use him in my sb for valakut matchup...t1/t2 arbiter really slows them down. I also use purge, refraction trap, and AoA. I have been thinking about switching cards around to help with the paladin matchup...but idk what to use...revoke existence is looking good right now.


    What's AoA?
    Posted in: Standard Archives
  • posted a message on [Official Thread] Steel Aggro
    What are you guys' thoughts on siding Torpor Orb against Valakut?
    Posted in: Standard Archives
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