1.) Sometimes, in my last report you'll see I saw Gaddeck Teeg twice, once game one. But other than that, no.
2.) Well, what are the chances that your Burning Wish gets through the one enchantment that we care about and then the target resolves? I feel we're just better off sideboarding in Krosan Grip. Vindicate in the sideboard was amazing in theory, but terrible in practice IMO.
3.) I've yet to really have any problems with Volcanic island, 3 Underground sea would feel off to me. Orchard is terrible because that one token can often deal 2-3 damage which makes Ad Nauseam a hell of a lot worse. In addition to that, multiple turns of tapping that Orchard for cantips.
What exactly does IGG-Loop mean, btw? It gets removed afaik, so there is no loop, or am I mssing the main part of the deck?
I know you can use IGG to ramp up some mana/raise the stormcount, but is there really a loop you can create?
1 & 2) So you lose to a resolved Confinement, Arcane Lab, Rule of Law, and Counterbalance pre board. Random shit happens and I always liked having an answer. I do think running 1 Tranquility/Vindicate/HullBreach would help and not hurt the deck.
3) I'm not recommending dropping the Volc for another Sea because then the opposite would end up happening. I figure Orchard wouldn't deal that much. I mean, you are still running City of Brass which will end up doing the same amount to you. I think it helps with casting Orim's Chant as well which is another thing I had trouble doing. Just food for thought.
Hell, Bryant Cook now you re playing No bounces main and just 1 A.N.....
Well that was what Breath.W eapon and me were suggeesting....
Well also the 3 number of I.T....
You should move those F*** S.S.G out and put 2 M.Tutor in , also IGG is a nonsense because of B.Wish , thats why you cut Chain of vapor...
If you cut Chain of vapor , please cut as well IGG....
and the configuration of 12 lands is the best you yet run 11 ?ŋ?ŋ?ŋ?ŋ
4 gemstone 4 city and 2 volcanic 2 under.sea are perfect...
With my deck list I've not yet lost to anybody since my last configuration.
Regarding to the side , which is my main objetive and difficult choices 3 REB I agree wth you can be correct bu I'd like to move to 4 , also vs those trinis and chalices Hurkils is the best option, I also play 1 Shatering spree and 1 Meltdown, this last card is now a MUST in my side options
I also like the Deathmark and Simplyfy in my side thats why I prefer not to play chain of vapor in my side : Always I have need to blow up something I just needed to have OR M.Tutor OR Burning , M.Tutor for you know what? for burning...
I've been thinking in takin out those D.Returns ... I'm not using them at all sometimes I use IGG , sometimes I.T , someteimes Tendrils but I really think I.T in side replaces D.Returns by now.
Orchard is much worse than City. City deals 1 damage, but a token can cause far more damage than 1.
Instead, I would play something like... Undiscovered Paradise? I suppose that, as a 1 of, it won't hurt you.
As far as I agree with you, it's still no fun to pick on someone because of his poor english education.
And it isn't as if you wouldn't understand anything, right?
@ peli: I also switched over to 1Spree/1 Meltdown in the sideboard but I strongly disagree with you by cutting the md Iggy.
As an alternative (and pretty sure) win condition that is needed very often when a win with AN is very unlikely, Ill-Gotten Gains add's some to the "consistence-balance" of this deck, meaning that it enables you to win even with bad hands (leading to games with more than 5 turns) you have to keep or unlucky draws. The md IGG is needed, because you will loose games because you were to short on mana to go b.wish for Ill-Gotten Gains.
Also mystical tutor is a card that I rarely want to see anymore, least of all in multiples in a deck that has just few shuffle effects and playing magic with an updated manaburn regulation (I mean the post M10 rules).
This card got much much worse since the upkeep trick doesn't work anymore.
About running the 12 land base: It seems reasonable, but I can't really add a lot to it, because I mainly played my hybrid ANTES list over pure TES.
PS: MD bounce is as good as never needed in my opinion - random cards like arcane lab. usually get packed by players playing random decks - and combo tends to crush them all horribly game1.
I've never lost a match to a random card, although I nearly did when playing against a 10-year old kid playing monow kithkins and me going off (it was a tourney, I usually feel quite uncomfortable raping lil' children with tentacle-tendrils- don't blame me for this). So I went off and thought I'd rather go for 20-ish goblin tokens than the porn-tendrils - a rather lucky decision on my part because he showed me afterwards, that he had a guilded light in hand, which would've raped me quite back...
Team Legal Actions.
Well, yeah, I do understand where the term loop comes from in this context. However, I always looked at the term "loop" with a feeling of infinity. Like Dragon combo.
But well, doesn't matter.
I'm curious where you get the idea from to play Bobs. I mean, he's all great and all, but he is a creature.
It may have been answered already, but I coulnīt figure out if thats the case:
Why do you split Chant/Silence? I donīt think we will get therapy/Mage preboard too often, but it can fuck you up if you want to get a second Chant with IT but only have silence...
Please explain :)
I'm going to answer this now, I do not want to see it again. I'm not joking. It seems like every single page someone asks this question.
There's no downside to playing a split between Orim's Chant and Silence. Silence gets around Meddling Mage, Runed Halo, Cabal Therapy, Extripate, and other cards people use to try to combat Orim's Chant. I still believe that Orim's Chant is the better overall card because it's ability to stop Aggro.
Now for people with "BUT OMFGZ Dude WHAT aboutsx Misdirection?!?!1/?" No one plays Misdirection - at all. I don't want to hear it, if you come across someone bad enough to play Misdirection, Mystical Tutor for Silence.
Just out of curiosity....how are you susposed to know a head of time if they're bad enough to play misdirection in game 1 and I don't want to hear duress.
And now either you can't igg loop without finding another chant or you`re simply losing next turn to their beater. I'm just saying, kicking a chant has never won me a game....I may be the exception though.
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