It doesn't look too bad, you'll have to brute force your way to victory with bioshift/simic charm/wildwood rebirth. Good luck.
Magic: The Gathering - Page 281
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Brocket
Australia192 Posts
It doesn't look too bad, you'll have to brute force your way to victory with bioshift/simic charm/wildwood rebirth. Good luck. | ||
Brocket
Australia192 Posts
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Jopz
United States262 Posts
On January 26 2013 18:26 Brocket wrote: Don't forget simic keyrune proc's evolve. It's pretty good. And try protect your metroplise flyers, those 2 are your wincon lol. Pretty sure activating the keyrune does NOT trigger evolve. | ||
Brocket
Australia192 Posts
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Confuse
2238 Posts
On January 26 2013 13:49 Brocket wrote: Sorry for a long post. The Gist Went to the prerelease at midnight (Australia). I chose simic and won all 4 games, using just 2 rare (fathom mage and stolen identity) since I opened like 2 biovisionaries. Simic>Dimir >>rest imo. Unfiltered thoughts: 2 were Gruul, one Dimir, one Orzhov. Of the three I felt Dimir was the strongest. This is contrary to a lot of things I heard from by googling/youtubing but here's my thoughts on each guild mechanic and I might post what cards I thought were effective later. Gruul: Easy. They have access to very good one drops but the biggest problem playing as Gruul is that opponents will block you. I blocked every time with superior creature strength with my evolved creatures knowing that a) If they chose to use bloodrush, it's a 1-1 trade and I'd be losing a 1 drop/2-drop and my creature will be blocking a lot of damage b) I had a few 2cmc green revival spells which my dead creatures back into my hand anyway Gruul is better off not using the bloodrush mechanic unless it's to save their key creature. Pit Fight is also quite a decent removal spell which I used in my simic deck for this. Orzhov: Easy. They are more effective than Gruul given that they removal and defensive cards but they're not aggressively costed. The biggest problem is the mythic rare creatures but I suppose you can count yourself unlucky if you face an orzhov armed with bombs and you have none yourself. Quite common to see Orzhov players splash Red or Blue, one 3-1 orzhov player who lost to me splashed blue for some good effects. Dimir: Really hard. The mill mechanic is strong. I feel that people won't draft dimir because of the internet's opinion and if you get given a pack of dimir then go for it. I was milled my whole deck twice and I would have died on the 3rd game had I not put in 41 cards (!!) and I killed him exactly 5 damage when he had 5 life when I had 0 cards in my library. There is a number of cards that make it work and I apologise for not remembering the names but anyway: The blue 2/3 card that mills 2 everytime you play a blue creature (they stack). He had 2 that milled for 4 per turn. The blue 3/2 card that is unblockable and bounces creatures. Enables milling for 8 per turn with above (!!) Wight of the Precinct Six (ended up being a 9/9 drop for 2 cmc) Dimir promo card (ended up being a 26/26 when it was cast turn 7) The UB cipher card that mills of 3 The black creature that enters play and mills till you draw land. Simic: Awesome guild even if you don't get the mythics, I feel the uncommon/commons are bomby enough. You aim to get your small 1 drop evolves, the cloudfin raptor and experiment one to get to 3/4 and 3/3 with the following: crocanura, miming slime, shambleshark, drakewing krasis, ivy lane denizen. I wouldn't draft more than 1-2 cloudfin raptor and 1-2 experiment one because they're chump cards on turn 7 draw. Some other key cards were pit fight and aetherize for soft removal, remember you can use pitfight for removal as you are blocking/attacking. Wildwood rebirth also made for safe trading. And finally adaptive snapjaw, leyling phantom and stolen identity for finishers, the former guaranteeing to evolve and be evolved, the other for beefy damage for trading and evolving. Fathom mage was meh, simic charm and wild rebirth for protection but I would have drawn 2-3 cards when I did get it, I would have loved to have mixed fathom mage with bioshift to draw 5-6 cards for 1 mana but I did not get bioshift. Boros: I duno lol. Played against one for funsies and I crushed him and my friend who went boros ended up 1 W 3 L. Don't like battalion for the 3-some, it's a useless ability for the first few turns and you just have vanilla cards and when you finally get it rolling, what will you do against superior simic evolved creatures? You'll be drafting stupid cards like armored transport and the token generators for battalion really limits you. Field medic and daring skyjek were my favourite cards of red/white that were uncommon/common. I disliked Boros in Gatecrash even though I love Red/White as my favourite color combo. grats on 4-0, and thanks for giving me some confidence in my choice of dimir for tomorrow. I've felt a bit hesitant about it since there's so much negative output online but screw them time to go for it. | ||
Brocket
Australia192 Posts
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Salteador Neo
Andorra5591 Posts
If they have graveyard shenanigans it's bad. If they have deck manipulation it's good (screws their draws). If you completely mill them it wins the game ![]() | ||
NotSorry
United States6722 Posts
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Salivanth
Australia1071 Posts
+ Show Spoiler + Lands: 28 2 Island 4 Hallowed Fountain 1 Plains 1 Swamp 3 Drowned Catacomb 4 Glacial Fortress 4 Isolated Chapel 4 Nephalia Drownyard 2 Watery Grave 3 Godless Shrine Spells: 2 Lingering Souls 2 Detention Sphere 2 Ultimate Price 4 Supreme Verdict 1 Terminus 3 Jace, Memory Adept 3 Sorin, Lord of Innistrad 1 Tamiyo, the Moon Sage 4 Think Twice 2 Dissipate 4 Sphinx's Revelation 2 Devour Flesh 2 Dimir Charm Sideboard: 2 Detention Sphere 1 Ultimate Price 2 Terminus 2 Devour Flesh 2 Dispel 1 Cyclonic Rift 1 Essence Scatter 2 Negate 1 Dimir Charm 1 Unknown Card My only real problem atm is the unknown card in the sideboard. I just don't know what to put in! All my matchups seem great with the board I have. I've got plenty of removal for aggro, I've got Detention Spheres and removal for midrange, and I've got plenty of counters for control decks. Considering the current metagame on MWS where Jund is nearly non-existent and Bant Auras / Boros are very popular, I'm going to be going with +1 Devour Flesh, -1 Dimir Charm in the meantime (Replacing a Devour Flesh in the board with a Dimir Charm) but the list given is what I would expect to be playing if I wasn't on MWS. What do you guys think? | ||
Brocket
Australia192 Posts
The thing is that my deck pressured them with three 3 power flyers doing 9 damage a turn with trample by turn 5, and this dimir player had a very good chance of outracing my 9 damage/turn by pure mill, succeeding once and almost succeeding game 3 (I had 0 cards in my library when I killed him). So I'm trying to say dimir decks can handle aggression with massive mill with unblockable and cipher and creature removal, and failing that walling with beefy consuming abberation + wight of precinct six (uncommon). | ||
Brocket
Australia192 Posts
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Salivanth
Australia1071 Posts
In the maindeck, I've never really seen a need for it. The original deck I got for Esper control pre-GTC didn't run them, and I don't see a need to run them now. In the sideboard, I can see it helping a bit, but I don't see it really filling any important gaps. | ||
Brocket
Australia192 Posts
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Salivanth
Australia1071 Posts
I've got 4 Detention Sphere post-board to stop planeswalkers, but you do present a good point: I have a lot of dead cards in the mirror where the opponent isn't playing any creatures. With that in mind, I think I'll put in another anti-control card. I'm thinking of putting in an Obzedat. Obzedat would be extremely good in the mirror when my opponent sides out most or all of his creature removal, and it's immune to being locked down by Tamiyo. Only Sorin has the ability to actually stop him from swinging in for 5, which is enough to kill any Planeswalker the turn it's played. The alternatives would be Curse of Death's Hold, since I've just realised it literally kills every "creature" in the Esper deck by denying Lingering Souls and Sorin vampires. It's also a strong card against Rakdos, giving it utility in multiple matchups. The other alternative I can think of being Curse of Echoes, rendering all their counterspells and non-Revelation draw spells useless. (And if they can't counter my cards, I can easily stop their Revelations.) All in all, I'm leaning towards finding room for a pair of Curse of Death's Hold, since it's very useful against B/R aggro as well as control decks. | ||
Brocket
Australia192 Posts
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Brocket
Australia192 Posts
Curse of Death's Hold is very good too.. a little bit expensive though being a 5 drop... You're not afraid of 3+ toughness creatures after turn 6? I guess you have a tonne of kill spells ready for that. Are there any cheap (1CMC to 3CMC) mass removal cards that -X/-X all creatures? | ||
MCMcEmcee
United States1609 Posts
Also fathom mage can't be a real card, drawing half my deck in a turn was notvremotely fair. Too bad I had like only one way to actually kil them. | ||
Salivanth
Australia1071 Posts
On January 26 2013 21:18 Brocket wrote: I can see Obzedat being a win condition against control decks. Having one won't hurt? Curse of Death's Hold is very good too.. a little bit expensive though being a 5 drop... You're not afraid of 3+ toughness creatures after turn 6? I guess you have a tonne of kill spells ready for that. Are there any cheap (1CMC to 3CMC) mass removal cards that -X/-X all creatures? The only control deck I'm actually worried about is the mirror, which doesn't run any creatures. So, no, I'm not worried about creatures. In the event that they board creatures in, I'll have Detention Spheres and Verdicts anyway. I won't take out the Verdicts since I can't guarantee drawing the Curse, and I need some way to kill creatures so I don't die to a thousand paper cuts from Lingering Souls. So even if they blindside me with Obzedat or something g2, I have answers even after siding out creature kill. EDIT: To add some more about why I'm not worried about other control decks. There are, as far as I know, only two real control decks in the format, with the rest being classified as mid-range. You have Bant Control, and Esper Control. Bant is basically a mid-range deck compared to Esper. Esper has a better late-game. Both decks have Sphinx's Revelation, but Esper has: More lands. More planeswalkers. 4 Drownyards. Jace, Memory Adept. Thus, there is absolutely no way in HELL a Bant deck can win the Drownyard war. They only have one. Now let's look at how they CAN win. Resto Angel or Thragtusk. That's about it. I run Supreme Verdicts, uncounterable Wrath effects that they can't do anything about. And Thragtusk or it's token is shut down by Sorin or Tamiyo. Basically, it's like I have Luminarch Ascension from Zendikar. It forces an incredibly passive deck to try and do things, and turns them into a mid-range deck with more counters and less creatures. So I just need to board in a mix of control-deck counterspells and some Detention Spheres, and they're in serious trouble. I don't think I've actually lost to a Bant deck yet, and I've been playing this Esper deck for a couple of weeks. Since Bant isn't a problem, by definition, the only control deck left to fear is Esper itself. Fortunately, my Negates are useful vs. mid-range decks, and Dispel comes in against any deck running blue, mid-range or control. So I don't actually have a single card in my sideboard that runs pure anti-control duty, which is good, because it's rare as hell on MWS. | ||
Brocket
Australia192 Posts
@MC:The only drownyard in gatherer is nephalia drownyard which mills for 3 per turn for 3 mana.. I don't get it. @Notsorry: get dem beats with the sprites. Are you using the gargoyles too? | ||
Salivanth
Australia1071 Posts
On January 26 2013 22:18 Brocket wrote: Deathpact Angel looks interesting for mirror match up too. She can bypass Sorin to kill planeswalkers for 5 and she can survive kill spells for a 2 for 1, not to mention lingering souls nonsense. Wouldn't she be better than Obzedat for this goal. @MC:The only drownyard in gatherer is nephalia drownyard which mills for 3 per turn for 3 mana.. I don't get it. @Notsorry: get dem beats with the sprites. Are you using the gargoyles too? Nephalia Drownyard is in fact Esper's primary win-condition versus control, and a perfectly valid win condition against other decks, too. 3 cards per turn is slow, but control decks don't need to be fast, and when you get to double-Drownyard territory, you'd be surprised at how quickly the pressure starts piling on. Once it's got control of the game, Esper doesn't care how long it takes to kill you, and if it can kill you with only lands, that frees up spots for more control cards, rendering you even more helpless. It can play draw-go with a dozen lands, and if you don't play anything that forces me to commit a bunch of mana, I can just tap 8 mana at the end of your turn and mill you for 6. And that happens every turn until you just run out of cards. I was skeptical at first too. But I've won plenty of games purely through Drownyard, just ensuring there's no way for my opponent to get back into the game, and then milling for 6 a turn with double Drownyard. At that stage of the game, they're dead in half a dozen turns. And how else are you going to kill a deck that runs almost nothing but cards that stop you from dealing damage to it? As for Deathpact Angel, you have a good point. That is a better card than Obzedat. Verdict won't actually kill that, I'd need Detention Sphere or double Verdict once it hit play. (Since I'd be siding out my kill spells in Game 2 unless Deathpact Angel becomes standard.) It is vulnerable to Tamiyo where Obzedat isn't, but even so, that's an acceptable trade, since Verdict is more common than Tamiyo. | ||
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