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Judicator
United States7270 Posts
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slyboogie
United States3423 Posts
Why would a Solar Flare player tap out in the first 2-3 turns? Isn't there room enough for the counters and the black removal? What goes in place of the counters in the non-draw-go version of Solar Flare? EDIT: Oh, I guess you could Ponder turn 1 or 2? That's not too bad. EDIT EDIT: And Dead Weights against RDW? That's not the worst thing ever either. I think you'd still run the counters though >_> | ||
Judicator
United States7270 Posts
In either case, when I am boarding against aggro, my counters come out (all of them). After thinking about it, I think I just need to tune my board for more anti-TS aggro. And Ponders are ass without someway of consistently shuffling. I smile every time someone plays that card turn 1 right now. Also, Revokes are ass, it doesn't hit the one card I need to hit in Solar, which is that Inkmoth Nexus. | ||
Orpheos
United States1663 Posts
you might just want to pray for game one and then go all in on game 2+3. then again it seems RDW is going to be a big part of the new meta, so Im sure you can find some overlap hate to put in the maindeck | ||
slyboogie
United States3423 Posts
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Judicator
United States7270 Posts
On October 07 2011 04:32 Orpheos wrote: what percentages do you think you have against TS game one? and how much can sideboarding help against them? you might just want to pray for game one and then go all in on game 2+3. then again it seems RDW is going to be a big part of the new meta, so Im sure you can find some overlap hate to put in the maindeck Game 1 is free, I know that already unless I turn 3 Alchemy the nuts. RDW isn't a problem and I can actually squeeze out wins at times against them game 1 and post-board it's actually like 6-4 in my favor (I bring in at least 6 hate cards depending on the build). Tempered is completely different namely because the number of cards that dodges sorcery speed removal, especially post-board. I'll tweak it some more. | ||
Risen
United States7927 Posts
On October 07 2011 04:48 Judicator wrote: Game 1 is free, I know that already unless I turn 3 Alchemy the nuts. RDW isn't a problem and I can actually squeeze out wins at times against them game 1 and post-board it's actually like 6-4 in my favor (I bring in at least 6 hate cards depending on the build). Tempered is completely different namely because the number of cards that dodges sorcery speed removal, especially post-board. I'll tweak it some more. This is going to sound bad. I feel like this is bad, but you sound desperate and I can sympathize with Revoke being ass against TS b/c of inkmoth. So you killed the TS, great, you're still on one hell of a clock, and odds are if TS resolved you're now at minimum 3 poison b/c inkmoth got in as a 3/3. Now onto the bad. Side rebuke? God it's a 3 mana removal, though T_T There's so many Tempered steel decks where I play... | ||
Judicator
United States7270 Posts
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DCLXVI
United States729 Posts
On October 07 2011 05:11 Judicator wrote: Nah, if I was that worried, I would just board hard against Tempered. Go Virulent Wound/Grim Affliction. I am just wondering if anyone tried a different from of Solar Flare than the pass-go version I was playing. I have been messing around with 4x leak 1x dissipate if that counts as draw go.. 2x timely 2x Day main deck make the red match up fine as long as they don't get too many koths/phoenixes. I don't see much tempered steel as RDW in my area so I keep the hate in the sideboard - Divine offering and O ring. I do play doom blades instead of GftT as i can answer grave titan with most of my other spells. I don't see the advantage of going more aggressive than reactionary early game as it is quite nice to sit on 2/3 mana with leak/think2 and dissapate/forbidden. As nice as turn 3 lilliana is, unless I have a answer for what they might play I would rather wait. I don't think the deck can go over the top fast enough to not warrant playing counters. Do you play Gideons? I've had people advise me to not do so or cut back on him, but since I have two and I love him I play both. | ||
deth2munkies
United States4051 Posts
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MCMcEmcee
United States1609 Posts
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dignity
Canada908 Posts
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Cel.erity
United States4890 Posts
On October 07 2011 06:05 deth2munkies wrote: Ghost Quarter also kills Inkmoth Nexus dead and fixes your mana if you have some duals that can't get played. I'd put 1-2 in. Ghost Quarter is going to be a mandatory 2-3 of in control I think, since every land in the format crushes you harder than before. Although I suppose it depends on your build, if you have enough pressure you might be able to live without it. | ||
slyboogie
United States3423 Posts
On October 07 2011 06:32 MCMcEmcee wrote: Gut Shot. No man. Mortapod. | ||
MCMcEmcee
United States1609 Posts
mortarpod is good too but gut shot is a free instant | ||
Judicator
United States7270 Posts
On October 07 2011 06:05 deth2munkies wrote: Ghost Quarter also kills Inkmoth Nexus dead and fixes your mana if you have some duals that can't get played. I'd put 1-2 in. Ghost Quarter is terrible in tri-color decks, I would just cut Days for BSZ at that point. As for Marrow Shards/Gut Shot, the life payment is relevant in the match up and 1 damage isn't that good. As for Gideon, I am going to try him out as a one of out of the board. As for going reactionary, all of my counter-spells come out post-board, there's no reason to hang to them at all. They put legitimate threats on the board before counter-spells matter and the match up is terrible as is. I don't play Timely main. My main is suited against control decks right now and the board is 13 cards of hate for aggro/pod/solar flare. I think the answer is just Divines and go from there and just overlap the aggro hate with tempered specific hate (so e-props to whoever suggested that). | ||
slyboogie
United States3423 Posts
On October 07 2011 08:31 MCMcEmcee wrote: mortarpod is good too but gut shot is a free instant I can see why Gut Shot seems good but its a value proposition. Mortarpod is more flexible, it doesn't give Tempered Steel that bit of reach against you. It's a body on the ground and it doesn't get thrown into your yard after its primary purpose is served. Frankly, I wouldn't play either card in Solar Flare, but I like Mortarpod. | ||
deth2munkies
United States4051 Posts
On October 07 2011 08:44 Judicator wrote: Ghost Quarter is terrible in tri-color decks, I would just cut Days for BSZ at that point. As for Marrow Shards/Gut Shot, the life payment is relevant in the match up and 1 damage isn't that good. As for Gideon, I am going to try him out as a one of out of the board. As for going reactionary, all of my counter-spells come out post-board, there's no reason to hang to them at all. They put legitimate threats on the board before counter-spells matter and the match up is terrible as is. I don't play Timely main. My main is suited against control decks right now and the board is 13 cards of hate for aggro/pod/solar flare. I think the answer is just Divines and go from there and just overlap the aggro hate with tempered specific hate (so e-props to whoever suggested that). Hate to break it to you, but BSZ is sorcery speed as well. http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214061 | ||
Judicator
United States7270 Posts
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deth2munkies
United States4051 Posts
On October 07 2011 12:11 Judicator wrote: Hate to break it to you...you're missing my point. If I was to run Ghost Quarters in a Solar Flare deck. I would take the Black Sun Zeniths to cut down on the double W costing cards to make my mana base not suck giant testicles. I'd cut down on the black over the white, just either cut the Grave Titan for another Sun Titan or something. Day is too important against other Solar Flare decks and if werewolves becomes a deck, it will definitely be necessary for it too. Sun Titan and Gideon are also more important than Grave Titan. My version isn't quite as controlling and involves reanimating Praetors ![]() | ||
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