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Magic: The Gathering - Page 384

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Gorsameth
Profile Joined April 2010
Netherlands21939 Posts
May 25 2013 21:21 GMT
#7661
Nope extort go's on the stack. You cant counter it since its not a spell but its on the stack for sure.
It ignores such insignificant forces as time, entropy, and death
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2013-05-25 21:57:59
May 25 2013 21:57 GMT
#7662
Because no one seems to believe me, here is an official ruling from a judge at: http://chat.magicjudges.org/

[image loading]


And for the record, this is Trickbind.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
micronesia
Profile Blog Joined July 2006
United States24723 Posts
May 26 2013 01:56 GMT
#7663
That judge is wrong.

Well, I'm just kidding and thank you for checking for us.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
Last Edited: 2013-05-26 02:46:05
May 26 2013 02:11 GMT
#7664
On May 26 2013 04:05 kaoxx wrote:
Show nested quote +
On May 25 2013 15:37 Judicator wrote:
On May 25 2013 13:20 kaoxx wrote:
On May 23 2013 00:59 Judicator wrote:
On May 23 2013 00:05 kaoxx wrote:
Judicator, I'm interested in how you built your BUG list if you don't mind sharing it.

I am somewhat torn between 2 lists I feel quite content playing with. The 1st list goes for the milling wincon with x3 drownyard and x1 Jace, backed up with large suite of removals. The 2nd list goes for the aetherling/progenitor beatdown, with more counters/plasma capture, x2 deadbridge chant, more snapcasters, and x3 forbidden alchemy for dig.

The 1st list is great against most matchups, but I find it really weak against planeswalkers; if i don't have a counter in hand for it, the only way i can take care of it is with the x2 gaze of granites for 7cmc+. I've played UWR tempo decks who would opt to go for ulti on Ral Zarek because of how helpless I am against PWs.

The 2nd list does very well against midrange/jund (love aetherling), but i hate forbidden alchemy against aggro. Having to dig for an answer while tanking my life total below 10 is such a depressing scenario.

I had originally dedicated 1-2 negates and a dispel against control matchups, but am considering packing more removal/vraska since literally no one is playing esper/sphinxes these days. Planning to test more with barter in blood and RtR Jace.

I will post the 2 lists later tonight when I get home if I am not too tired.


I play Syncopates and against UWR, I don't tap out early on. Ral isn't a big deal unless they just run it out there which most players do not.

The aggro match up is a problem in general, but I board in Tree of Redemption and that usually stops them for me to catch a breath.


Sorry for not posting earlier; the last 2 days have been fairly busy for me.

List 1:
+ Show Spoiler +

Lands:
4 Watery Grave
4 Drowned Catacomb
4 Hinterland Harbor
2 Woodland Cemetery
3 Overgrown Tomb
3 Nephalia Drownyard
1 Alchemist's Refuge
1 Island
4 Breeding Pool

Creatures:
4 Thragtusk
2 Snapcaster Mage
1 AEtherling

Spells:
3 Abrupt Decay
1 Dissipate
4 Farseek
3 Putrefy
2 Far // Away
2 Syncopate
1 Jace, Memory Adept
2 Garruk, Primal Hunter
2 Tamiyo, the Moon Sage
2 Gaze of Granite
4 Think Twice
1 Urban Evolution


SB: 2 Progenitor Mimic
SB: 1 Abrupt Decay
SB: 2 Tragic Slip
SB: 2 Devour Flesh
SB: 2 Duress
SB: 2 Negate
SB: 3 Ground Seal
SB: 1 Cyclonic Rift


List 2:
+ Show Spoiler +

Lands:
4 Overgrown Tomb
4 Watery Grave
4 Breeding Pool
4 Hinterland Harbor
3 Woodland Cemetery
3 Drowned Catacomb
2 Alchemist's Refuge
1 Island

Creatures:
3 Snapcaster Mage
4 Thragtusk
1 Progenitor Mimic
2 AEtherling

Spells:
2 Abrupt Decay
3 Putrefy
4 Think Twice
2 Plasm Capture
2 Syncopate
1 Dissipate
2 Deadbridge Chant
3 Forbidden Alchemy
2 Garruk, Primal Hunter
4 Farseek

SB: 2 Abrupt Decay
SB: 1 Tragic Slip
SB: 2 Devour Flesh
SB: 2 Negate
SB: 1 Duress
SB: 3 Deathrite Shaman
SB: 2 Vraska the Unseen
SB: 2 Far // Away


I run Syncopates too, but i do find myself using them quite liberally on early threats rather than saving them. I've never tested with Tree of Redemption before, will give it a try today, looks good on paper though.


I will post a list tomorrow morning. The lists look fine except a few things; Urban Evolution is too good to be a one-of.


Id really like to run more Urban Evolutions because they are awesome, but in most of my games they are only playable when i have 7+ lands to avoid tapping out. A lot of times it is just stuck in my hand, with no good opportunity to play them so I decided it down to a 1-of.

Tested the Trees out today on cockatrice. That 13 toughness butt really does so much work against red. I will probably put x2 in the sideboard over a removal and a duress.

edit: Will most likely be taking the 1st list to game day in ~12 hrs, but I'd love to see your list/opinions before then haha.


This is what I am playing right now:

+ Show Spoiler +
// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [RTR] Overgrown Tomb
4 [GTC] Breeding Pool
3 [GTC] Watery Grave
4 [M13] Drowned Catacomb
3 [ISD] Hinterland Harbor
3 [ISD] Woodland Cemetery
3 [ISD] Nephalia Drownyard
1 [ISD] Island (1)
1 [AVR] Alchemist's Refuge

// Creatures
1 [ISD] Snapcaster Mage
2 [DGM] AEtherling
3 [M13] Thragtusk

// Spells
2 [RTR] Abrupt Decay
3 [ISD] Think Twice
3 [DGM] Putrefy
2 [DGM] Gaze of Granite
1 [AVR] Tamiyo, the Moon Sage
4 [M13] Farseek
3 [GTC] Urban Evolution
2 [M13] Garruk, Primal Hunter
1 [DGM] Far/Away
3 [RTR] Syncopate
3 [RTR] Jace, Architect of Thought
1 [ISD] Forbidden Alchemy

// Sideboard
SB: 1 [RTR] Abrupt Decay
SB: 1 [DGM] Gaze of Granite
SB: 1 [M13] Jace, Memory Adept
SB: 1 [RTR] Cyclonic Rift
SB: 2 [ISD] Tree of Redemption
SB: 2 [M13] Negate
SB: 1 [RTR] Golgari Charm
SB: 2 [DKA] Grafdigger's Cage
SB: 2 [RTR] Deathrite Shaman
SB: 1 [M13] Duress
SB: 1 [GTC] Devour Flesh


About Urban, I don't care most of the time (except against Jund) if I tap out for Evolution, because Aetherling lines are very strong.

Deadbridge I haven't tested yet, but it seems decent in grindy match ups. Cage/Shaman is there for Reanimator and UWR. Rift is in there against tokens or GW. Charm is great. Those are the cards that I find myself boarding in the most for Tamiyos and Syncopates along with some number of Think Twices.

I think Plasma Capture is overrated and I think 3 Forbidden Alchemy is too much, you aren't getting real value out of the 3 in the grave. 3 Snaps is pointless, I went from 2 to 1 and sometimes I board out the last one. You play Farseek but only have Plasma Capture to show for it on 4, pretty irrelevant. I rather take a more proactive approach rather than trying to play defensive; if you take those lines then you might as well be playing Bant where you have Sphinx's as a much better end-game than creature based stuff right now.

Edit:

Also for anyone passing judgement on rulings questions, know your shit. Don't be assuming that you know it, cite your logic and if possible cite your sources if you can't provide a decent explanation.

I can't stand people who give out incorrect information, because it affects your lines.
Get it by your hands...
kaoxx
Profile Joined May 2011
86 Posts
May 26 2013 04:17 GMT
#7665
On May 26 2013 11:11 Judicator wrote:
Show nested quote +
On May 26 2013 04:05 kaoxx wrote:
On May 25 2013 15:37 Judicator wrote:
On May 25 2013 13:20 kaoxx wrote:
On May 23 2013 00:59 Judicator wrote:
On May 23 2013 00:05 kaoxx wrote:
Judicator, I'm interested in how you built your BUG list if you don't mind sharing it.

I am somewhat torn between 2 lists I feel quite content playing with. The 1st list goes for the milling wincon with x3 drownyard and x1 Jace, backed up with large suite of removals. The 2nd list goes for the aetherling/progenitor beatdown, with more counters/plasma capture, x2 deadbridge chant, more snapcasters, and x3 forbidden alchemy for dig.

The 1st list is great against most matchups, but I find it really weak against planeswalkers; if i don't have a counter in hand for it, the only way i can take care of it is with the x2 gaze of granites for 7cmc+. I've played UWR tempo decks who would opt to go for ulti on Ral Zarek because of how helpless I am against PWs.

The 2nd list does very well against midrange/jund (love aetherling), but i hate forbidden alchemy against aggro. Having to dig for an answer while tanking my life total below 10 is such a depressing scenario.

I had originally dedicated 1-2 negates and a dispel against control matchups, but am considering packing more removal/vraska since literally no one is playing esper/sphinxes these days. Planning to test more with barter in blood and RtR Jace.

I will post the 2 lists later tonight when I get home if I am not too tired.


I play Syncopates and against UWR, I don't tap out early on. Ral isn't a big deal unless they just run it out there which most players do not.

The aggro match up is a problem in general, but I board in Tree of Redemption and that usually stops them for me to catch a breath.


Sorry for not posting earlier; the last 2 days have been fairly busy for me.

List 1:
+ Show Spoiler +

Lands:
4 Watery Grave
4 Drowned Catacomb
4 Hinterland Harbor
2 Woodland Cemetery
3 Overgrown Tomb
3 Nephalia Drownyard
1 Alchemist's Refuge
1 Island
4 Breeding Pool

Creatures:
4 Thragtusk
2 Snapcaster Mage
1 AEtherling

Spells:
3 Abrupt Decay
1 Dissipate
4 Farseek
3 Putrefy
2 Far // Away
2 Syncopate
1 Jace, Memory Adept
2 Garruk, Primal Hunter
2 Tamiyo, the Moon Sage
2 Gaze of Granite
4 Think Twice
1 Urban Evolution


SB: 2 Progenitor Mimic
SB: 1 Abrupt Decay
SB: 2 Tragic Slip
SB: 2 Devour Flesh
SB: 2 Duress
SB: 2 Negate
SB: 3 Ground Seal
SB: 1 Cyclonic Rift


List 2:
+ Show Spoiler +

Lands:
4 Overgrown Tomb
4 Watery Grave
4 Breeding Pool
4 Hinterland Harbor
3 Woodland Cemetery
3 Drowned Catacomb
2 Alchemist's Refuge
1 Island

Creatures:
3 Snapcaster Mage
4 Thragtusk
1 Progenitor Mimic
2 AEtherling

Spells:
2 Abrupt Decay
3 Putrefy
4 Think Twice
2 Plasm Capture
2 Syncopate
1 Dissipate
2 Deadbridge Chant
3 Forbidden Alchemy
2 Garruk, Primal Hunter
4 Farseek

SB: 2 Abrupt Decay
SB: 1 Tragic Slip
SB: 2 Devour Flesh
SB: 2 Negate
SB: 1 Duress
SB: 3 Deathrite Shaman
SB: 2 Vraska the Unseen
SB: 2 Far // Away


I run Syncopates too, but i do find myself using them quite liberally on early threats rather than saving them. I've never tested with Tree of Redemption before, will give it a try today, looks good on paper though.


I will post a list tomorrow morning. The lists look fine except a few things; Urban Evolution is too good to be a one-of.


Id really like to run more Urban Evolutions because they are awesome, but in most of my games they are only playable when i have 7+ lands to avoid tapping out. A lot of times it is just stuck in my hand, with no good opportunity to play them so I decided it down to a 1-of.

Tested the Trees out today on cockatrice. That 13 toughness butt really does so much work against red. I will probably put x2 in the sideboard over a removal and a duress.

edit: Will most likely be taking the 1st list to game day in ~12 hrs, but I'd love to see your list/opinions before then haha.


This is what I am playing right now:

+ Show Spoiler +
// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [RTR] Overgrown Tomb
4 [GTC] Breeding Pool
3 [GTC] Watery Grave
4 [M13] Drowned Catacomb
3 [ISD] Hinterland Harbor
3 [ISD] Woodland Cemetery
3 [ISD] Nephalia Drownyard
1 [ISD] Island (1)
1 [AVR] Alchemist's Refuge

// Creatures
1 [ISD] Snapcaster Mage
2 [DGM] AEtherling
3 [M13] Thragtusk

// Spells
2 [RTR] Abrupt Decay
3 [ISD] Think Twice
3 [DGM] Putrefy
2 [DGM] Gaze of Granite
1 [AVR] Tamiyo, the Moon Sage
4 [M13] Farseek
3 [GTC] Urban Evolution
2 [M13] Garruk, Primal Hunter
1 [DGM] Far/Away
3 [RTR] Syncopate
3 [RTR] Jace, Architect of Thought
1 [ISD] Forbidden Alchemy

// Sideboard
SB: 1 [RTR] Abrupt Decay
SB: 1 [DGM] Gaze of Granite
SB: 1 [M13] Jace, Memory Adept
SB: 1 [RTR] Cyclonic Rift
SB: 2 [ISD] Tree of Redemption
SB: 2 [M13] Negate
SB: 1 [RTR] Golgari Charm
SB: 2 [DKA] Grafdigger's Cage
SB: 2 [RTR] Deathrite Shaman
SB: 1 [M13] Duress
SB: 1 [GTC] Devour Flesh


About Urban, I don't care most of the time (except against Jund) if I tap out for Evolution, because Aetherling lines are very strong.

Deadbridge I haven't tested yet, but it seems decent in grindy match ups. Cage/Shaman is there for Reanimator and UWR. Rift is in there against tokens or GW. Charm is great. Those are the cards that I find myself boarding in the most for Tamiyos and Syncopates along with some number of Think Twices.

I think Plasma Capture is overrated and I think 3 Forbidden Alchemy is too much, you aren't getting real value out of the 3 in the grave. 3 Snaps is pointless, I went from 2 to 1 and sometimes I board out the last one. You play Farseek but only have Plasma Capture to show for it on 4, pretty irrelevant. I rather take a more proactive approach rather than trying to play defensive; if you take those lines then you might as well be playing Bant where you have Sphinx's as a much better end-game than creature based stuff right now.

Edit:

Also for anyone passing judgement on rulings questions, know your shit. Don't be assuming that you know it, cite your logic and if possible cite your sources if you can't provide a decent explanation.

I can't stand people who give out incorrect information, because it affects your lines.


Thanks for your insight. It's true that I do play ultra defensive, and have actually had a similar discussion with my buddies about just playing Bant. Will definitely pay more attention to that approach in my play today.

Charm over Tragic Slip is definitely interesting. Will dwell on it as I head to game day.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 26 2013 04:31 GMT
#7666
I haven't tried Dimir Charm against aggro, I don't like Slip unless...I expect to see alot of Aristocrats.
Get it by your hands...
bobbob
Profile Joined December 2009
United States368 Posts
May 26 2013 04:38 GMT
#7667
Talked about this list with a friend, the biggest question that came up: Why are you even playing Black over White? Instead of paying 5 for Gaze on 2, you get Verdict on 4. Advent of the Wurm as another nice 4 drop/semi removal. You lose the point removal of Decay/Putrefy, but gain Azorius Charm and Advent of the Wurm. Can just play 2-3 Sphinx's as the lategame plan.

Feels like this list is basically a UG shell with Black removal, but White just has better cards. So I guess the main question is: Is the better point removal offered by Black better than the better mana efficiency offered by White?

Devour Flesh and Abrupt Decay feel like they have no place in any sideboard.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 26 2013 05:48 GMT
#7668
I especially don't like Charm against Voice. Verdict is the only reason. Sphinx is worse than Aetherling with you trying to dodge Sin Collectors.

The Wurm is meh to me right now. It's certainly good, but nothing game breaking.

Decay's for the RG aggro match up as there really isn't anything better on the draw at 2 in any color.

Devour Flesh is for the Bant auras deck, but that could be a Far/Away. As for Devour Flesh not in any sideboard, that's a pretty inaccurate representation of that card.

As for the comment about White's mana efficiency, I question that. I would argue the debate is up to whether you want to casting Augur on turn 2 or Farseek. Or better yet, do you want to be casting Sphinx or Aetherling? White just doesn't cut it for me any more outside of Verdict and Voice makes the deck awkward. If the meta was smaller, then I can buy into White, but Azorious Charm is pretty bad right now as tempo.

Also notice I am not casting Gaze as a Wrath (or I would be doing 4-ofs), but rather as a Deeds.
Get it by your hands...
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
May 26 2013 06:10 GMT
#7669
So, how much do you guys draft, perhaps some thoughts to share on the format? :3 Did some drafts at my LGS, I'm far from what would be considered a good drafter, I'm decent at best. In any case, I've only drafted it a few times but what i feel sorta works is just, as DGM seems to have lots of silly powerful cards, armed//dangerous literally steals games Helix is also nuts etc., decide at least 1 color / guild in the DGM pack through your first few picks, and then pick up fixing to potentially play any potential splashes or if your bomb / opening card is a multicolored card.

From there just pick the good shit that goes with your fixing, if you can make it 2 color with as little of a splash as possible. I drafted a pretty sweet naya deck today, got a little lucky and got passed like a somewhat late sunhome and got 2 centaur healers. I was mostly boros w/ a fairly heavy green portion beyond even splash. I actually didn't get mana or color screwed once with 3 gates and a little bit of mathy mana basing.
Dota 3hard5me
DarthXX
Profile Joined September 2010
Australia998 Posts
May 26 2013 07:34 GMT
#7670
On May 26 2013 15:10 Nub4ever wrote:
So, how much do you guys draft, perhaps some thoughts to share on the format? :3 Did some drafts at my LGS, I'm far from what would be considered a good drafter, I'm decent at best. In any case, I've only drafted it a few times but what i feel sorta works is just, as DGM seems to have lots of silly powerful cards, armed//dangerous literally steals games Helix is also nuts etc., decide at least 1 color / guild in the DGM pack through your first few picks, and then pick up fixing to potentially play any potential splashes or if your bomb / opening card is a multicolored card.

From there just pick the good shit that goes with your fixing, if you can make it 2 color with as little of a splash as possible. I drafted a pretty sweet naya deck today, got a little lucky and got passed like a somewhat late sunhome and got 2 centaur healers. I was mostly boros w/ a fairly heavy green portion beyond even splash. I actually didn't get mana or color screwed once with 3 gates and a little bit of mathy mana basing.

I draft once a week, did it twice this week since I enjoy the format so much and standard is the worst thing ever. I have become a huge fan of drafting a 5 or 4 colour deck. The multi colour cards in DGM are super powerful, and a lot of them are at uncommon so its quite normal to get 3-4 bomb cards as first picks all in different colours. Slamming fixing from there has not let me down thus far, it leaves you open to take whatever you want in the next two packs whilst others are scrambling to pick fixing and passing good cards or have to take bad cards because their fixing can't support the better cards. Obviously if the good cards keep flowing and theyre all in the same colours go for it but don't become too attached to any particular colour. When the DGM pack starts winding down take some off colour cluestones (or if they are still coming around, take the gates), you never know if you might need them to fix and most of the time you are not going to play that Lyev Decree anyway.
Riyomori
Profile Joined July 2009
Singapore316 Posts
May 26 2013 07:38 GMT
#7671
Well, this is addictive.. Just got back into Magic one week ago and I'm down 170AUD having done 24 block drafts
bobbob
Profile Joined December 2009
United States368 Posts
Last Edited: 2013-05-26 08:40:51
May 26 2013 08:29 GMT
#7672
On May 26 2013 14:48 Judicator wrote:
I especially don't like Charm against Voice. Verdict is the only reason. Sphinx is worse than Aetherling with you trying to dodge Sin Collectors.

The Wurm is meh to me right now. It's certainly good, but nothing game breaking.

Decay's for the RG aggro match up as there really isn't anything better on the draw at 2 in any color.

Devour Flesh is for the Bant auras deck, but that could be a Far/Away. As for Devour Flesh not in any sideboard, that's a pretty inaccurate representation of that card.

As for the comment about White's mana efficiency, I question that. I would argue the debate is up to whether you want to casting Augur on turn 2 or Farseek. Or better yet, do you want to be casting Sphinx or Aetherling? White just doesn't cut it for me any more outside of Verdict and Voice makes the deck awkward. If the meta was smaller, then I can buy into White, but Azorious Charm is pretty bad right now as tempo.

Also notice I am not casting Gaze as a Wrath (or I would be doing 4-ofs), but rather as a Deeds.


What are the matchups where you are even getting to cast it as a Deed? Jund and tokens are the only ones that come to mind. Vs Aggro it's a bit slow due to the fact that you don't play it turn 3, sit on it turn 4 the way that Deed was good. Control shouldn't care much that you deed, unless they have an answer, tapping out. What is Gaze removing that Verdict does not, or what is Verdict removing that Gaze does not? Tusk seems like the only card, but is losing your Tusk that bad in the matchups that you want to be slamming Verdict?

Isn't Think Twice just as awkward against Voice as Azorius Charm? I guess you board Think Twice out vs Voice, Charm works vs the token from Voice after the Verdict. Abrupt Decay isn't a great solution to the Voice either, if used as an instant it still gives 2 tokens, when Charm gives 1, even though the Voice comes back. What threats are your opponents playing that you can't answer except with Azorius Charm? It's only bad if they have more dudes than just Voice, and at that point you want a sweeper anyways, so if you really have to dig for one, Charm still digs.

Farseek is also way better than Augur, that's probably the reason you are playing Green over Red. It's not like going White requires Augur over the best 2 drop in the format.

You can just not play Sphinx, but it's still worth considering as a card, even in the SB.

Wurm is really just a filler, I notice your list has no 4 drops off of Farseek aside from Jace, I suppose you generally Putrefy off of casting a Farseek. Not game breaking, but fills a good role, and a hole.

I have to admit that having B gives you a better reanimator matchup due to actual hard removal (Although you get access to RIP).
I see your deck basically dying to a resolved Geist as is, options are really to Gaze it, or race with Aetherling, both of which you will have trouble forcing through any sort of countermagic.

Voice is great out of the board, since the decks you bring it against won't have the early defense (Augur is the most likely problem with it, but that means they are both sitting there, and Voice is going to give you a card, Augur may not.), just like your deck, so hurting their draw/countering abilities and applying the beats earlier puts pressure on them, rather than waiting to Drownyard and such.

EDIT: I also forgot that Resto Angel is a card that can just be played as a 3/4 Flash for 4, although Advent is probably better.


As for DGM drafting, if you don't open something insane, the general rules for signaling are get into a Gatecrash guild and cut it, as it sends a clear signal to the guy to your left. Tithe Drinker/Beetleform Mage/Druid/Firstblade are the commons to look for.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 26 2013 13:37 GMT
#7673
On May 26 2013 17:29 bobbob wrote:
Show nested quote +
On May 26 2013 14:48 Judicator wrote:
I especially don't like Charm against Voice. Verdict is the only reason. Sphinx is worse than Aetherling with you trying to dodge Sin Collectors.

The Wurm is meh to me right now. It's certainly good, but nothing game breaking.

Decay's for the RG aggro match up as there really isn't anything better on the draw at 2 in any color.

Devour Flesh is for the Bant auras deck, but that could be a Far/Away. As for Devour Flesh not in any sideboard, that's a pretty inaccurate representation of that card.

As for the comment about White's mana efficiency, I question that. I would argue the debate is up to whether you want to casting Augur on turn 2 or Farseek. Or better yet, do you want to be casting Sphinx or Aetherling? White just doesn't cut it for me any more outside of Verdict and Voice makes the deck awkward. If the meta was smaller, then I can buy into White, but Azorious Charm is pretty bad right now as tempo.

Also notice I am not casting Gaze as a Wrath (or I would be doing 4-ofs), but rather as a Deeds.


What are the matchups where you are even getting to cast it as a Deed? Jund and tokens are the only ones that come to mind. Vs Aggro it's a bit slow due to the fact that you don't play it turn 3, sit on it turn 4 the way that Deed was good. Control shouldn't care much that you deed, unless they have an answer, tapping out. What is Gaze removing that Verdict does not, or what is Verdict removing that Gaze does not? Tusk seems like the only card, but is losing your Tusk that bad in the matchups that you want to be slamming Verdict?

Isn't Think Twice just as awkward against Voice as Azorius Charm? I guess you board Think Twice out vs Voice, Charm works vs the token from Voice after the Verdict. Abrupt Decay isn't a great solution to the Voice either, if used as an instant it still gives 2 tokens, when Charm gives 1, even though the Voice comes back. What threats are your opponents playing that you can't answer except with Azorius Charm? It's only bad if they have more dudes than just Voice, and at that point you want a sweeper anyways, so if you really have to dig for one, Charm still digs.

Farseek is also way better than Augur, that's probably the reason you are playing Green over Red. It's not like going White requires Augur over the best 2 drop in the format.

You can just not play Sphinx, but it's still worth considering as a card, even in the SB.

Wurm is really just a filler, I notice your list has no 4 drops off of Farseek aside from Jace, I suppose you generally Putrefy off of casting a Farseek. Not game breaking, but fills a good role, and a hole.

I have to admit that having B gives you a better reanimator matchup due to actual hard removal (Although you get access to RIP).
I see your deck basically dying to a resolved Geist as is, options are really to Gaze it, or race with Aetherling, both of which you will have trouble forcing through any sort of countermagic.

Voice is great out of the board, since the decks you bring it against won't have the early defense (Augur is the most likely problem with it, but that means they are both sitting there, and Voice is going to give you a card, Augur may not.), just like your deck, so hurting their draw/countering abilities and applying the beats earlier puts pressure on them, rather than waiting to Drownyard and such.

EDIT: I also forgot that Resto Angel is a card that can just be played as a 3/4 Flash for 4, although Advent is probably better.


As for DGM drafting, if you don't open something insane, the general rules for signaling are get into a Gatecrash guild and cut it, as it sends a clear signal to the guy to your left. Tithe Drinker/Beetleform Mage/Druid/Firstblade are the commons to look for.


Won't die to a single Geist, multiples yes, but not a single one. Farseek sets up either Jace or Garruk or Urban. As for countermagic, not many lists play that much countermagic, I don't mind trading smartly with their countermagic. As for the actual decks that play Geist, I am not too worried. If they draw well, so be it, I can live with that.

As for Bant's cards, I am not sold on its endgame and it feels like how Bant was at the start of this standard cycle. To be specific, it looks good on paper, but when you play it, you don't ever feel like you have total control of the game nor do you have inevitability. The game plan is proactive, but pretty sure the deck is a dog to both Jund and Reanimator (if only slightly). Interactions against Jund seem terrible post-board since they actually upgrade their deck while yours get marginally better, Reanimator just seems bad overall since they diversify their plans post-board.

That's not to say Bant isn't a strong deck, it is. However, I just do not think it's better than Jund (why play Bant when you can play Jund?).

Also, I am not relying on Gaze to do any kind of Wrath, you need to understand this, if I Far Seek into Gaze on turn 4, it's good enough to wipe the board most of the time. If I don't, it's okay. You pointed out the biggest reason for playing BUG is the Reanimator match up where being able to answer a Sire is important and more importantly having actual options out of the sideboard and not some gimmicky ones.
Get it by your hands...
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 26 2013 13:59 GMT
#7674
I'm pretty sure I heard from multiple sources that cutting an RTR guild is better than cutting a GTC guild because RTR comes last.
If you have a good reason to disagree with the above, please tell me. Thank you.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 26 2013 14:11 GMT
#7675
On May 26 2013 22:59 spinesheath wrote:
I'm pretty sure I heard from multiple sources that cutting an RTR guild is better than cutting a GTC guild because RTR comes last.


Other way around. It makes sense since banking on the last pack is risky, if you don't get the cards you are out of luck. You can still feasibly audible or realize that you need to splash in pack 2.
Get it by your hands...
bobbob
Profile Joined December 2009
United States368 Posts
May 27 2013 03:23 GMT
#7676
On May 26 2013 22:59 spinesheath wrote:
I'm pretty sure I heard from multiple sources that cutting an RTR guild is better than cutting a GTC guild because RTR comes last.

Look at it this way: Cutting the GTC guild means that the guy passing to you in the next pack, who is reading what you are doing THIS pack, when all 10 guilds are represented, means that he can agree with your colors by pack 2. You have a happy time in pack 2 because the guy next to you is agreeing on colors. Pack 3 rolls around, might not be great, but should be able to pick up some decent cards and splash some. If you go into an RTR guild, you are passing left. Pack 2 comes around, the cards are not in your guild, so regardless of how well you signaled the guy to your left, you aren't going to have an amazing pack. The guy to your right is thinking 'WTF sort of guild is this guy in.' since you are trying to take cards of a guild not in the set. Pack 3 rolls around, and the guy now passing to you is pretty unsure what guild you are in. So he might just cut you unintentionally. So you had a pack 1, didn't have cards in your guild pack 2, and maybe get cut pack 3, rather than getting pack 1, having a good pack 2, and an acceptable pack 3.

If you are in an RTR guild, pack 2 will never be that great for you since it doesn't have the cards you want. Likewise, if you are in a GTC guild, pack 3 will never be that great for you. But being in a GTC guild sends a much clearer signal to the guy passing to you in pack 2, and a clearer signal to the guy passing to you in pack 3.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
May 27 2013 03:46 GMT
#7677
Huh... you mean... not every set in the block contains all the guilds? ... *sob* /noobery
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 27 2013 03:49 GMT
#7678
Pretty much it. It's a much more effective to cut GTC guilds to send better signals. Though you can have success trying to squeeze through one of the RtR guilds, its just more risky.
Get it by your hands...
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
May 27 2013 03:57 GMT
#7679
I guess that would explain why triple DGM drafts always seemed to go more smoothly than block. Am I wrong in saying Block is harder than triple DGM?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Judicator
Profile Blog Joined August 2004
United States7270 Posts
May 27 2013 04:37 GMT
#7680
Well DGM was never intended to be drafted by itself so I don't know. Probably?
Get it by your hands...
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