Control's going to try to keep you off of past in flames. The goblins plan is a good one in game 2, as they'll hold back the counter until they want to keep you off of 6 mana/past in flames, and instead you drop ~10 goblins after getting to 4 mana. This also has the benefit of not caring about RIP.
If you play correctly, the only graveyard hate you actually have to care about is Rest in Piece, Leyline of the Void, and Extirpate. The first two because they exile anything that hits the grave so you don't get the chance to Academy and Extirpate because you can't recur with Academy in response or counter it. If you look at decks in extended after Thopter Sword started to take off, they often had 4x Leyline of the Void and the Thopter decks were still doing extremely well.
A resolved Scavenging Ooze causes big problems for this combo.
Uh dude whats your point? Did you even read the post I replied to and what i wrote? You make no sense at all.
Yeah, I read your post. It was responding to a different post that said "I find it hard to believe Augury is ever as good as Gifts." by listing a bunch of points that supposedly countered that. My post directly addressed that by showing the ways that I thought you were incorrect.
Steam Augury does not replace Gifts ungiven but Gifts ungiven won't replace Steam Augury either.
That is because one card wins the game, and one card generates incremental card advantage using blind luck and your opponent's decision making skills.
because gifts can only give you different cards for one thing..
it couldn't give you 2 lightning bolts.
also gifts only draws you 2 and puts 2 in the graveyard.
Steam Augury will on average give you more cards.
You cast steam augury early to build card advantage, with gifts ungiven you have to pick out cards from the deck sometimes without maybe even knowing what you will need unless you wait until you need the answer to cast gifts.
They are two completely different cards.
You have clearly never played gifts. Gifts either stabilizes or wins the game when it resolves.
You're playing UWR control? Resolve gifts for tec edge, life from the loam, raven's crime, ghost quarter. You lose.
You're playing Pod? Gifts for Elesh Norn and Unburial Rites. Don't have the Shriekmaw? You lose.
Way behind on the board? Gifts for Elesh Norn/Rites or three removal spells + snapcaster.
Compare the above to the high variance scenarios surrounding a resolved Steam Augury.
What you are saying is correct but what I am trying to get across is that you have 1 less "filtered" turn to construct your stable position.
Quote from MemoryLapse »
In rebuttal TT can be cast 1 turn earlier so you dig the same amount by the time you can cast TfK.
LOL, no you weren't, you were saying that the extra turn means you're seeing the same number of cards with either telling time or thirst for knowledge.
The big advantage with TFK over TT is that the first card lets you filter your hand for card quality. TT lets you get rid of worst card out of your next three draws, while TFK lets you get rid of the worst two cards out of your hand plus the top three cards of your library.
*definitely* isn't enough proof for me to support your statement, sorry.
I agree there is a "metal" quality to the name, but until I read something about Koth chasing Venser through the copperline gorge it still feels pretty neutral and can be reprinted.
Ravinca land name all sound like places.
Hallowed Fountain
Temple Garden
Bloodcrypt
.
.
Both the scars and shocks follow the pattern of a descriptive adjective follow by a noun.
Blackcleave and Darkslick are both used in creature names in Scars of Mirrodin.
vial is not just a etb tricks card, it's a tempo and anti control card. t1 vial, t2 thalia + student, t3 knight/mage + level up student. That's a lot of dudes.
...OR they simply resolve a Wurmcoil that we may or may not have an answer for, either way, I don't think it's quite this simple. On paper Tron is a great match up, but in practice I've noticed that UW is far easier than GR. I run the full set of Tech Edges as well, but I've noticed that this match up is very swingy for me. Either I can race them while they try to stall and get their pieces... or they have their pieces and the game spirals away from me. In this match up the game is decided very early and once one players starts pulling ahead it's very difficult for the other to regain control.
In my experience, winning game 1 is 55%, winning games 2 and 3 are closer to 40%. That makes it a tough match up.
I also run Aether Vial + Flickerwisp as well as Path to Exile, so I have a bunch of main deck answers and delays for Wurmcoil as well. You aren't the beatdown deck versus Tron. You can't kill them before they do something busted, so you have to disrupt them.
Edit - I side out Aether Vial [/CARD ]for Stony Silence G2, and that's pretty much that versus green tron.
GR Tron: They hit Tron very early. Pyroclasm clears almost all of our threats/hatebears.
I absolutely wreck Tron, but I maindeck 4 tectonic edge and 4 ghost quarter. Land an arbiter, thalia or a revoker naming karn and then don't overextend. If they pyroclasm to kill the one dude you've resolved, that means that they aren't searching up tron pieces until they've turned on your tec edges. If they don't pyroclasm to kill your dude, then that means they're either unable to cast their filter/search pieces, or they are casting them a turn late, or you're playing with strip mine.
Absolutely not. Gifts beats control decks by grabbing tec edge, ghost quarter, loam & raven's crime.
A resolved Scavenging Ooze causes big problems for this combo.
Yeah, I read your post. It was responding to a different post that said "I find it hard to believe Augury is ever as good as Gifts." by listing a bunch of points that supposedly countered that. My post directly addressed that by showing the ways that I thought you were incorrect.
That is because one card wins the game, and one card generates incremental card advantage using blind luck and your opponent's decision making skills.
You have clearly never played gifts. Gifts either stabilizes or wins the game when it resolves.
You're playing UWR control? Resolve gifts for tec edge, life from the loam, raven's crime, ghost quarter. You lose.
You're playing Pod? Gifts for Elesh Norn and Unburial Rites. Don't have the Shriekmaw? You lose.
Way behind on the board? Gifts for Elesh Norn/Rites or three removal spells + snapcaster.
Compare the above to the high variance scenarios surrounding a resolved Steam Augury.
LOL, no you weren't, you were saying that the extra turn means you're seeing the same number of cards with either telling time or thirst for knowledge.
The big advantage with TFK over TT is that the first card lets you filter your hand for card quality. TT lets you get rid of worst card out of your next three draws, while TFK lets you get rid of the worst two cards out of your hand plus the top three cards of your library.
Blackcleave and Darkslick are both used in creature names in Scars of Mirrodin.
I also run Aether Vial + Flickerwisp as well as Path to Exile, so I have a bunch of main deck answers and delays for Wurmcoil as well. You aren't the beatdown deck versus Tron. You can't kill them before they do something busted, so you have to disrupt them.
Edit - I side out Aether Vial [/CARD ]for Stony Silence G2, and that's pretty much that versus green tron.
I absolutely wreck Tron, but I maindeck 4 tectonic edge and 4 ghost quarter. Land an arbiter, thalia or a revoker naming karn and then don't overextend. If they pyroclasm to kill the one dude you've resolved, that means that they aren't searching up tron pieces until they've turned on your tec edges. If they don't pyroclasm to kill your dude, then that means they're either unable to cast their filter/search pieces, or they are casting them a turn late, or you're playing with strip mine.