Sacred Ground might actually be better than Karmic Justice in that matchup, as you want your lands REALLLY bad.
Type: Posts; User: Roman Candle
Sacred Ground might actually be better than Karmic Justice in that matchup, as you want your lands REALLLY bad.
Boarding in grave hate just for Ruins seems excessively weak. Just dig for the combo and go off in one turn with Abeyance backup.
Unless you, y'know, have less than 5 mana available or can't tap out.
I like playing three Dragons. You absolutely need to hit every land drop you can, and its also a shuffle effect for Top, which...
I'd be playing 4 Path to Exile before I would even consider Porphyry Nodes.
If you're using Stuffy-Conscience for budget reasons, that's another thing entirely, but Stewart seemed to be arguing that it was superior to Painter-Stone.
Progenitus isn't a huge deal, they...
Grindstone-Painter is leagues better than Stuffy Doll-Guilty Conscience. Stuffy Doll and Guilty Conscience both suck on their own, and while not completely *useless,* are pretty damn near that. I'm...
I never said it didn't require more Sideboard slots. I just said that 7 maindeck Chant effects are better than 4 maindeck Chant effects against combo.
Because its a really narrow card. If...
Chant doesn't protect your combo from Deed, EE, Gempalm Incinerator, etc. Pithing Needle sucks balls maindeck, and generally in the board too. You need more than four Chant effects to reliably have...
Play the Abeyances maindeck. They protect the combo, force through a Humility, go on a Scepter, and maintain your threat density by cantripping.
As for the SB, Karmic Justice doesn't seem worth...
I'm pretty sure it isn't worth it. If you have that much mana available, you can just recur Dragon manually. And it certainly isn't worth using Pithing Needle to protect.
Too many counters?
At the most, Thresh/NLU play 12 counters: Force of Will, Spell Snare and Daze. By the time you're planning on playing a win condition, Daze is dead. So really, you're only...
The black splash seems narrow, to be honest, because Extirpate is good against exactly one card ever, and even then its not that great. The Jester's Cap plan doesn't seem that fantastic either. Aggro...
I don't think Pulses are necessary maindeck, especially when you're cutting Wraths for them. If you're planning on playing Pulses anyway, cut an Oblivion Ring and a Runed Halo and put back in the...
I'm actually kind of iffy on Humility... I don't know what to cut, for one, and it doesn't really do much that this deck isn't good at. I'm also worried about the curve.
I'm a big fan of Humility,...
Play 1. There's no reason to play more if you play 3 Enlightened Tutors, especially since its completely dead against some decks.
Sacred Mesa is tutorable. You only really need to go for it late game, since Quinn is pretty good at stalling.
99% of the time this'll just be a Ray of Distortion that won't Flashback. You have enough ways to handle creatures.
So, you're playing a WU version and you can't get the WU manabase to work or up the blue count enough to play FoW? How does blue make the deck better, then?
Most importantly, though, it keeps an online Pridemage from keeping you off the combo.
IBA, I haven't played with Quinn in a while, but how bad does the recent jump in popularity of Qasali Pridemage hurt you?
This doesn't make any sense to me. With less lands, he shouldn't cut more mana sources.
What do we think of this guy:
Elspeth, Knight Errant 3WW
Planeswalker-Elspeth
+1: Put a 1/1 white Soldier creature token into play
+1: Target creature gets +3/+3 and flying until end of...
You try finishing a game against Landstill with Decrees instead of Painters and Stones. It's far less fun.
Yes. Lands that draw cards are good. Read: Library of Alexandria.
It also gives...
Another thing to note about PP though is it protects Dragon from biting an StP. Is that, alongside protecting Moat and Halo worth two more mana? Probably not, but it does help the deck "get there"...
Is it really necessary to play two Painters? You don't really want to draw them until you can combo out, which is turn 6 minimum, but usually later so that you have chant protection... and by that...