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On October 12 2011 13:56 deth2munkies wrote:Show nested quote +On October 12 2011 12:07 Judicator wrote: So got back from weekly magic, split for first.
Lessons learned:
Dead Weight is really hit/miss. Blade Splicer is really fucking good. Mana base is still janky. So are you saying that more often than not, Dead Weight is dead weight?
too much LSV?
@manor gargoyles. I got one like 4th pick at a draft last weekend. i was lik WTF? you guys dont want a bomb thats colorless? proceeded to win 50% of my games just off his back. next day drafted again and slammed one first pick. people dont like indestructible blockers that turn into air elementals?
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On October 12 2011 13:56 deth2munkies wrote:Show nested quote +On October 12 2011 12:07 Judicator wrote: So got back from weekly magic, split for first.
Lessons learned:
Dead Weight is really hit/miss. Blade Splicer is really fucking good. Mana base is still janky. So are you saying that more often than not, Dead Weight is dead weight?
No, I mean literally it's the nuts sometimes and sometimes so bad. I did win a game 3 off of it.
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I would honestly take the manor gargoyle even if it was just a 4/4 flyer for 5.
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you know what he reminds me of? glint hawk idol. glint hawk idol dodged so much sorcery speed removal in SoM it wasnt even funny. that card was so BAMF for being so unassuming.
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So its been a few weeks since Innistrad got released and I think its pretty clear that those activated lands are going to be pretty good. Then again, its always good when you can use excess mana without using cards.
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On October 12 2011 17:49 slyboogie wrote: Draft question for you limited players. About what pick in a pack are you taking Traveler's Amulets and Grottos? I was in a pod of 6 today and neither amulets I opened tabled! It can't make 5 picks?!?
Let's assume that the deck you're drafting will certainly splash a 3rd color.
Yeah I think Traveler's Amulet is a high pick, this set is similar to Ravnica in that it has a lot of depth at common, which makes fixing a much higher priority (take the fixing, wheel the ok commons). I'm still not experienced enough to know how often you want 3 colors though, but if I open up with a couple of splashable cards I would not be ashamed of 3rd picking an Amulet.
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It's meh for me, I rather have a consistent deck in this format namely because there are so many decks that just straight beats you for dicking around. I am not saying it's a bad card, but I rather draft a deck with a consistent mana base rather than relying on mana fixing in this format.
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Having access to all the colored mana you need by turn 3-4 is as powerful as any bomb.
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On October 13 2011 00:42 dignity wrote: Having access to all the colored mana you need by turn 3-4 is as powerful as any bomb.
Sure, but I rather not having to rely on drawing it or spend my turn 2 cracking it just so I can play double colored spell on turn 3. Like honestly I would take Shimmering Grotto over that card. For the color fixing in this set I would take Vigil over anything if I am in Green, then Grotto to Amulet.
Like I said, I rather avoid the issue altogether in the first place.
Second Edit:
This is coming from someone who drafted 4 colors in NBS regularly without color fixing.
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On October 12 2011 22:40 Orpheos wrote: you know what he reminds me of? glint hawk idol. glint hawk idol dodged so much sorcery speed removal in SoM it wasnt even funny. that card was so BAMF for being so unassuming.
gasp, if it takes up the same path, TS will have a funny finisher :D
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I would completely agree that vigil and grotto are better for fixing. In a draft scenario you will generally have one mana open to crack the amulet at the end of their turn when you need it. Amulet also has the added benefit of thinning land from deck compared to grotto. Depending on the deck, there are worst ways to spend a turn 2. Drawing it is about as reliable as drawing any other fix in all honesty.
Edit: @ above
I thought the idol was already being used in TS decks?
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On October 13 2011 00:47 Judicator wrote:Show nested quote +On October 13 2011 00:42 dignity wrote: Having access to all the colored mana you need by turn 3-4 is as powerful as any bomb. Sure, but I rather not having to rely on drawing it or spend my turn 2 cracking it just so I can play double colored spell on turn 3. Like honestly I would take Shimmering Grotto over that card. For the color fixing in this set I would take Vigil over anything if I am in Green, then Grotto to Amulet. Like I said, I rather avoid the issue altogether in the first place. Second Edit: This is coming from someone who drafted 4 colors in NBS regularly without color fixing.
reminds me of my first sealed in NPH. played mono black/4 color phyrexian obliterator control. ran like 3 mycosynth wellsprings and a buttload of phyrexian mana cards. only colored card that i needed the colored mana for was arc trail. the rest was like tanadons, blinding souleater, spined thopter, tezz gambit. one win away from top 8 at a pretty competitive store. gooffy/silly but made for a good story
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Well, the guy who took both Amulets splashed for Instigator Gang, Brimstone Volley and the Stensia Bloodhall, so I can't blame him.
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what are your guys opinions on the new wolf run ramp run deck? it looks pretty resilient and consistent, which i cant say the same for the RDW ive been testing.
I like the maindeck, but the only thing is i dont really have time to test a sideboard.
heres what i have 4x ancient grudge 3x thrun the last troll 1x tree of redemption 1x slagstorm 2x surgical extraction 3x acidic slime 1x wurmcoil engine
im not sure how much i need the last copy of wurmcoil but i feel like ramping into wurmcoils are just so good against aggro decks. i like surgical extraction to deal with unburial rites, snapcaster mage, and any incedental deck that is using its graveyard. not sure about thrun. the guy ran them and they seem like a nice anti control card. but there are so many lilianas and images running around so im not sure. acidic slimes are in there to bring in against control(especially solar flare's mana base) and maybe like against a mirror match? the guy ran SoFaF but im not sure what matchups that was for. I really just want more against the mirror since i feel like the maindeck has so much game against most of the metagame. also maybe autumn's veil? idk that seems narrow, but we dont really have summoning trap anymore.
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On October 14 2011 00:06 Orpheos wrote: what are your guys opinions on the new wolf run ramp run deck? it looks pretty resilient and consistent, which i cant say the same for the RDW ive been testing.
I like the maindeck, but the only thing is i dont really have time to test a sideboard.
heres what i have 4x ancient grudge 3x thrun the last troll 1x tree of redemption 1x slagstorm 2x surgical extraction 3x acidic slime 1x wurmcoil engine
im not sure how much i need the last copy of wurmcoil but i feel like ramping into wurmcoils are just so good against aggro decks. i like surgical extraction to deal with unburial rites, snapcaster mage, and any incedental deck that is using its graveyard. not sure about thrun. the guy ran them and they seem like a nice anti control card. but there are so many lilianas and images running around so im not sure. acidic slimes are in there to bring in against control(especially solar flare's mana base) and maybe like against a mirror match? the guy ran SoFaF but im not sure what matchups that was for. I really just want more against the mirror since i feel like the maindeck has so much game against most of the metagame. also maybe autumn's veil? idk that seems narrow, but we dont really have summoning trap anymore.
The thing that makes this deck run so well is the absolutely insane power of GSZ. Fetching the creatures you need for 1 extra mana? Holy shit. Between the 24 lands and all the acceleration there's no way you should be losing any mana drops. I was confused when I saw only 1 BoP in the deck, but then I listened to the casters say it's just a better valakut and it clicked. 4 GSZ effectively means you have access to anything, at almost any time, for just 1 mana more. That's not 1 BoP, that's 1 BoP and 4 2cost BoPs. That's 4 Emissaries and 4 3-cost emissaries, etc, etc. The card draw through garruk is absurdly powerful here, as well. People kept looking at the ability to stop lil or chump with the tokens, which is nice, but I feel the power here is the ability to draw.
Having said that, I feel like we have to wait to see if it's effective or not. I have a feeling that it will remain effective, but not an auto-win. There's so much versatility in the formats right now I don't think it's possible to have an answer to everything, just most of the stuff. This version of "Solar Flare" is winning so much because it had an answer to almost everything. It didn't have much of an answer to Wolf Run Good, while WRG had a shit ton of answers in the form of so many finishers. It's not even that it had so many finishers, because if need be the format will shift to an even more removal heavy set, it's that inkmoth nexus can't be countered.
To put that in perspective, as the casters were saying, it means you have to have 4 doomblades, or 4 gftts in your hand, by T7. You can't counter it, so you have to kill it with instant speed removal. The problem then, is that the deck has 3 wurms and 3 primevals! Those on their own aren't too serious a threat, but the fact that you have to save your removal for the inkmoths means those are suddenly much more of a problem. The only land removal that's even really viable atm is in green, and it's a double cost at 5 mana!
A deck that I feel would do superb against this would be a B/R aggro for access to those dblades and instant artifact removals. Unfortunately, aggro is going to get absolutely wrecked, imo, by all the controlling cards in the format. Having a counter deck that's viable for one matchup isn't going to get anyone very far. And tbh, it's not even that hard of a counter, because wurmcoil engine just dominates the board so hard in aggro if it manages to land. Maybe RUG?
It's tough man, the deck seems really solid. There are better magic minds out there than me, though, and I'm sure they're busy cooking up an answer.
Edit: I feel like this is a tad incoherent at times lol
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You know what hoses WRG for Solar Flare? Claustrophobia. That saves your Doom Blades for their Inkmoths, board in Spellskites for Slimes and Kessig. It makes the Shamans less painful to deal with and let's you not have to board in Ghost Quarters.
I have been boarding that for the past week in prep for States and it's been pretty effective. As a Solar Flare player, I need efficient answers not just 1 for 1 answers since WRG revolves around the fact that it comes ahead in 1 for 1s by sheer threat density.
Post board it leaves Thrun/Inkmoths as the primary offenders, which is fine, I can live with that since I am probably boarding out my card draws anyways and Leaks for more specific answers anyways. (Leaks are so terrible in this match up)
Also, RUG should have a favorable match up against WRG until the Wurmcoil Engine.
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On October 14 2011 01:53 Judicator wrote: You know what hoses WRG for Solar Flare? Claustrophobia. That saves your Doom Blades for their Inkmoths, board in Spellskites for Slimes and Kessig. It makes the Shamans less painful to deal with and let's you not have to board in Ghost Quarters.
I have been boarding that for the past week in prep for States and it's been pretty effective. As a Solar Flare player, I need efficient answers not just 1 for 1 answers since WRG revolves around the fact that it comes ahead in 1 for 1s by sheer threat density.
Post board it leaves Thrun/Inkmoths as the primary offenders, which is fine, I can live with that since I am probably boarding out my card draws anyways and Leaks for more specific answers anyways. (Leaks are so terrible in this match up)
Also, RUG should have a favorable match up against WRG until the Wurmcoil Engine.
What did you cut for it? And by card draws do you mean forbidden alch and think twice? Seems like those would get you to your answers faster. Good to see that you don't have to run Ghost quarters. I feel like that can slow your down too much since it eats up your land drop (even though you wouldn't have to drop them until T5/T6)
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On October 14 2011 02:01 Risen wrote:Show nested quote +On October 14 2011 01:53 Judicator wrote: You know what hoses WRG for Solar Flare? Claustrophobia. That saves your Doom Blades for their Inkmoths, board in Spellskites for Slimes and Kessig. It makes the Shamans less painful to deal with and let's you not have to board in Ghost Quarters.
I have been boarding that for the past week in prep for States and it's been pretty effective. As a Solar Flare player, I need efficient answers not just 1 for 1 answers since WRG revolves around the fact that it comes ahead in 1 for 1s by sheer threat density.
Post board it leaves Thrun/Inkmoths as the primary offenders, which is fine, I can live with that since I am probably boarding out my card draws anyways and Leaks for more specific answers anyways. (Leaks are so terrible in this match up)
Also, RUG should have a favorable match up against WRG until the Wurmcoil Engine. What did you cut for it? And by card draws do you mean forbidden alch and think twice? Seems like those would get you to your answers faster. Good to see that you don't have to run Ghost quarters. I feel like that can slow your down too much since it eats up your land drop (even though you wouldn't have to drop them until T5/T6)
Cut Lilys and cut Leaks to go down on counterspells (I still working on my sideboard counterspells). Some Think Twices mostly likely come out because drawing multiples are just terrible. It's the critical turn 2 when they Viridian Emissary because that card gives them so much control over the game. So I need to either counter it or deal with it without actually removing it. I am fine with a turn 4 Thrun or Sadbot, but not turn 5 Titan or turn 6-tutored Titan. If they're going to spend Acidic Slimes on blowing up the enchant, then sure, I'll take that trade. Spellskites help in this regard.
Honestly though I might just go the 1W Pacifism over the UU1, I like the keeping the creature tapped.
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On October 14 2011 02:27 Judicator wrote:Show nested quote +On October 14 2011 02:01 Risen wrote:On October 14 2011 01:53 Judicator wrote: You know what hoses WRG for Solar Flare? Claustrophobia. That saves your Doom Blades for their Inkmoths, board in Spellskites for Slimes and Kessig. It makes the Shamans less painful to deal with and let's you not have to board in Ghost Quarters.
I have been boarding that for the past week in prep for States and it's been pretty effective. As a Solar Flare player, I need efficient answers not just 1 for 1 answers since WRG revolves around the fact that it comes ahead in 1 for 1s by sheer threat density.
Post board it leaves Thrun/Inkmoths as the primary offenders, which is fine, I can live with that since I am probably boarding out my card draws anyways and Leaks for more specific answers anyways. (Leaks are so terrible in this match up)
Also, RUG should have a favorable match up against WRG until the Wurmcoil Engine. What did you cut for it? And by card draws do you mean forbidden alch and think twice? Seems like those would get you to your answers faster. Good to see that you don't have to run Ghost quarters. I feel like that can slow your down too much since it eats up your land drop (even though you wouldn't have to drop them until T5/T6) Cut Lilys and cut Leaks to go down on counterspells (I still working on my sideboard counterspells). Some Think Twices mostly likely come out because drawing multiples are just terrible. It's the critical turn 2 when they Viridian Emissary because that card gives them so much control over the game. So I need to either counter it or deal with it without actually removing it. I am fine with a turn 4 Thrun or Sadbot, but not turn 5 Titan or turn 6-tutored Titan. If they're going to spend Acidic Slimes on blowing up the enchant, then sure, I'll take that trade. Spellskites help in this regard. Honestly though I might just go the 1W Pacifism over the UU1, I like the keeping the creature tapped.
I like the tap too. If they slime the enchant (most likely through a GSZ) it's still tapped for that turn. Gives you an extra turn to find an answer.
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lol why are people trying to tell me why my deck is good when i said i think the deck is good.
wanted some sideboard advice >_< any cards im missing that help out in the mirror and against control?
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