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Thread: CAB - JaceTM

  1. #21

    Re: CAB - JaceTM

    Red Burn: I've played (and won) against mono Red burn twice. The keys to winning are fetching basics early (to mitigate PoP early on) and go into race through library mode to find Forbid/CWish (-> Pulse). Jace should be ramped once and than used to Brainstorm till you find one of the four trumps. At that point, ramp them out ASAP.

    Quote Originally Posted by Hanni View Post
    After looking at your list, Mon, I'd highly recommend 4 Sensei's Divining Top. I'm not sure how you've felt about that card in testing, but I know from my experiences with other control decks, Top has always been the best card in my deck. I always want to see one in my opener, it's almost always my best first turn play, and it wins me games.

    I would think that in your deck, where you attempt to abuse a draw engine dependant upon the top cards of your library (just like Predict for me), that Top would be incredibily important.

    Other than that, I just want to ask: how has Firespout been? Have you ever found yourself wanting them to be Wrath of God's instead?
    Top is great in the deck, I completely agree. The problem I have is that I don't see what to cut from the maindeck (the overload of removal is what allows the deck to work, Treasure Hunt cardadvantage is very important to set up your landdrops and Wishes are necessary for many matchups you otherwise autolose game 1 - something such a slow deck cannot really accept; Jace and some countermagic are non-negotiable). The best card in the deck is clearly Jace, though ;). Luckily, I don't need Top as much as you do, as Treasure Hunt has a very reasonable chance to work even if not set up with 29 lands in the deck.

    Firespout is great and mediocre at the same time. Having access to Firespout is what makes the deck so incredibly strong vs Goblins, Zoo and Fish, as turn 3 mass removal is really what tips the balance against those decks good draws (particularly important because of the Mazes, too, as it allows you to drop a Maze to stop the bleeding and still sweep turn 4). This is also important against anything that goes after my mana. Otoh against something like Horizons or AggroLoam, Wrath would obviously be a million times better because it can actually kill the creatures they play instead of being a waste of a card. So there have obviously been moments where I'd have prefered having Wrath in my hand, what card I prefer is strongly dependant on the matchup I'm facing and I wouldn't fault anyone for running Wrath (or even Deed) in metagames where that is appropriate. Personally, I feel that the big-creature matchups are usually pretty good because Maze is so insane against them, which is why we built the deck with Firespout originally. That being said, contrary to what most people expected post-Mystical, our personal metagame is moving further and further away from Weenies and towards more Wastelands plus fatties at the moment, switching out Firespouts for some alternative is something we are considering atm, too,
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  2. #22
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    Re: CAB - JaceTM

    Having a Top in play increases your card quality, increasing the chance to see specific spells. That means that not only are you more likely to see removal spells (the reason for your removal density), but you are also able to more consistently find your draw (Treasure Hunt), land drops, and whatever else you need.

    It's kind of like the same argument as old Threshold decks, where you were capable of cutting lands and creatures for more cantrips, yet you still "saw" the lands and creatures just as often, even with the lower density. Difference being, you find the right mix you want, when you want.

    I can understand being unsure what you'd like to cut for them, but I still think even without needing as much setup for Treasure Hunt, that you'd greatly benefit from running 4 Top's instead of 2. That's just my personal suggestion though, and your deck is pretty good at beating aggro with or without it do to your removal density (I lost 1-2 to it on MWS while I was playtesting a weird build of Merfolk).
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  3. #23

    Re: CAB - JaceTM

    after an year passed playing "The Fear" & other controllish decks i started testing this deck a week ago on MWS and tbh it makes you feel kinda godlike if you manage to play it atleast 70% correctly ( all games besides just a few ends 1-0 for me since peoples gets pissed when they find a deck that they can't actually beat even with their best draws :/... )...
    The only problematic match was vs a guy playing deam halls that managed to stick it through double force of will Q_Q

    tbh i never felt the need of WoG over Firesprout since often when you cast sprout just 1 or at max 2 creatures remains alive and then you can manage them with mazes/stps/jace bouncing.

    ATM i'm testing the following SB:

    1 BeB
    1 hydro
    1 Reb
    1 Pyro
    1 Pulse
    1 Krosan
    1 Forbid
    1 MISDIRECTION
    1 Wing Shards
    1 Tormod
    1 Relic
    1 RAVENOUS TRAP
    3 Extipate

    Misdi works kinda fine for its surprise effect or when you don't have the mana for Wish+forbid.
    The ravenous was added just to have more chances vs Ichorid G1 praying for a slow start from the opponent (or with an hand with double force active+wish... that is kinda impossible...).

    Would like to find some space between MD+SB for 1 or 2 crucibles but actually i don't know really what i would cut for them since the deck feel so smooth as it is for now. Really nice work team CAB (luv ya guys).

  4. #24

    Re: CAB - JaceTM

    @Hanni: I definitely don't want to cut lands from the MD a la Threshold, simply because I need so many to be fully functional. If I find room, a third Top is one of the first things I'd like to add (a fourth Treasure Hunt being the second candidate, Crucible another because Wasteland is becoming extremely prevalent here and it interferes with the Maze-lock).

    Quote Originally Posted by Knoll View Post
    after an year passed playing "The Fear" & other controllish decks i started testing this deck a week ago on MWS and tbh it makes you feel kinda godlike if you manage to play it atleast 70% correctly ( all games besides just a few ends 1-0 for me since peoples gets pissed when they find a deck that they can't actually beat even with their best draws :/... )...
    The only problematic match was vs a guy playing deam halls that managed to stick it through double force of will Q_Q
    Isn't that what a control-deck is supposed to do - make you feel on top of the world and throw your opponents into the pits of despair? ;) Thanks for the props, I'm happy to see this deck is getting picked up. I just hope I'll never have to play three rounds of mirror-matchups in a row...

    tbh i never felt the need of WoG over Firesprout since often when you cast sprout just 1 or at max 2 creatures remains alive and then you can manage them with mazes/stps/jace bouncing.

    ATM i'm testing the following SB:

    1 BeB
    1 hydro
    1 Reb
    1 Pyro
    1 Pulse
    1 Krosan
    1 Forbid
    1 MISDIRECTION
    1 Wing Shards
    1 Tormod
    1 Relic
    1 RAVENOUS TRAP
    3 Extipate

    Misdi works kinda fine for its surprise effect or when you don't have the mana for Wish+forbid.
    The ravenous was added just to have more chances vs Ichorid G1 praying for a slow start from the opponent (or with an hand with double force active+wish... that is kinda impossible...).

    Would like to find some space between MD+SB for 1 or 2 crucibles but actually i don't know really what i would cut for them since the deck feel so smooth as it is for now. Really nice work team CAB (luv ya guys).
    The Wrath-thing is really meta-dependant, some decks simply don't have targets for Firespout while being weak to Wrath - a trend getting more and more common around Berlin (especially annoying when they have Wastes to kill the Mazes). Adding Crucible is something else we're thinking about - as mentioned, Wasteland is rapidly becoming the most-played card in our metagame. With Crucible, it only de-fogs them for a turn instead of actually getting rid of the Maze permanently, which is pretty powerful.

    @SB: This is two cards from our Sideboard from the last event. We were running Vindicates over MisD/Rav Trap to have more possible spot-removal for matchups like Horizons and more Planeswalker removal - they weren't great, as so many things during experimental stages. We aren't happy with the SB yet, though, which is why I haven't updated the opening post. With Trap, you can probably remove the Relic from the SB, five GY removals should be fine vs almost anything - that'd give you room for a first Crucible. Misd is a solid idea, I'm not sure how often it will come up, though (I haven't yet encountered a situation where I really wanted to Wish for it and couldn't, but in general MisD is another very underrated card in this format - better when you're running your own creatures, though).
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  5. #25
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    Re: CAB - JaceTM

    @Hanni: I definitely don't want to cut lands from the MD a la Threshold, simply because I need so many to be fully functional. If I find room, a third Top is one of the first things I'd like to add (a fourth Treasure Hunt being the second candidate, Crucible another because Wasteland is becoming extremely prevalent here and it interferes with the Maze-lock).
    I didn't mean to cut lands like Threshold did, I was just using that as an example.

    As a starting point, I think I'd cut 1 Firespout for a 3rd Top.
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  6. #26

    Re: CAB - JaceTM

    Agreed, that's the slot I was most eyeing when trying to figure out where I could possibly squeeze in another Top, too.
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  7. #27
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    Re: CAB - JaceTM

    So, I play this Deck every now and then on MWS and I really like it. Since I have got some other Decks going on right now I can't really share a lot of results, but I modified the list a little and I love the changes:

    // Lands
    3 [ZEN] Scalding Tarn
    2 [A] Tundra
    2 [A] Underground Sea
    2 [U] Volcanic Island
    1 [B] Tropical Island
    1 [B] Plateau
    4 [ON] Flooded Strand
    4 [DK] Maze of Ith
    1 [UNH] Plains
    1 [TSP] Academy Ruins
    1 [MM] Dust Bowl
    1 [FUT] Tolaria West
    4 [4E] Mishra's Factory
    1 [UNH] Mountain
    1 [UNH] Island

    // Spells
    4 [R] Swords to Plowshares
    2 [CHK] Sensei's Divining Top
    3 [SHM] Firespout
    4 [FD] Engineered Explosives
    2 [JU] Cunning Wish
    4 [AL] Force of Will
    4 [5E] Brainstorm
    4 [WWK] Treasure Hunt
    3 [WWK] Jace, the Mind Sculptor
    2 [DIS] Spell Snare

    // Sideboard
    SB: 1 [EX] Forbid
    SB: 4 [ZEN] Spell Pierce
    SB: 1 [PLC] Extirpate
    SB: 1 [DS] Pulse of the Fields
    SB: 1 [SC] Wing Shards
    SB: 1 [TE] Diabolic Edict
    SB: 1 [TSP] Krosan Grip
    SB: 4 [GP] Leyline of the Void
    SB: 1 [IN] Fact or Fiction



    I never liked the clunkiness of Forbid, Spell Snare takes care of a lot of cards that we don't want to see, I kept one in the board though. But I dunno, this might be because I don't play as much with this, but I rarely wish for it.

    I play the 4th Hunt over Jace, since on MWS Lands seem to be glued together, so its almost always like Ancestral, even if you cast it blind.

    Anyways, I retinkered the board a little. Leyline makes Dredge winnable, since unlike Extirpate or Crypt I locks them out and they have to rely on Critter beatdown. You are sure to loose g1, but g2 is almost auto win, since very few Dredge players suspect Leyline.

    The other notable change is the addition of Fact or Fiction, having a way to dig for Jace is awesome. Its probably bonkers in the Control Mirror as well, but I never played that MU so far.

    Im not sure yet, but I might turn the Dustbowl into something else, most likely 2nd Ruins, recurring EE is too strong to not abuse.
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  8. #28

    Re: CAB - JaceTM

    Quote Originally Posted by paK0 View Post
    So, I play this Deck every now and then on MWS and I really like it. Since I have got some other Decks going on right now I can't really share a lot of results, but I modified the list a little and I love the changes:

    // Lands
    3 [ZEN] Scalding Tarn
    2 [A] Tundra
    2 [A] Underground Sea
    2 [U] Volcanic Island
    1 [B] Tropical Island
    1 [B] Plateau
    4 [ON] Flooded Strand
    4 [DK] Maze of Ith
    1 [UNH] Plains
    1 [TSP] Academy Ruins
    1 [MM] Dust Bowl
    1 [FUT] Tolaria West
    4 [4E] Mishra's Factory
    1 [UNH] Mountain
    1 [UNH] Island

    // Spells
    4 [R] Swords to Plowshares
    2 [CHK] Sensei's Divining Top
    3 [SHM] Firespout
    4 [FD] Engineered Explosives
    2 [JU] Cunning Wish
    4 [AL] Force of Will
    4 [5E] Brainstorm
    4 [WWK] Treasure Hunt
    3 [WWK] Jace, the Mind Sculptor
    2 [DIS] Spell Snare

    // Sideboard
    SB: 1 [EX] Forbid
    SB: 4 [ZEN] Spell Pierce
    SB: 1 [PLC] Extirpate
    SB: 1 [DS] Pulse of the Fields
    SB: 1 [SC] Wing Shards
    SB: 1 [TE] Diabolic Edict
    SB: 1 [TSP] Krosan Grip
    SB: 4 [GP] Leyline of the Void
    SB: 1 [IN] Fact or Fiction



    I never liked the clunkiness of Forbid, Spell Snare takes care of a lot of cards that we don't want to see, I kept one in the board though. But I dunno, this might be because I don't play as much with this, but I rarely wish for it.

    I play the 4th Hunt over Jace, since on MWS Lands seem to be glued together, so its almost always like Ancestral, even if you cast it blind.

    Anyways, I retinkered the board a little. Leyline makes Dredge winnable, since unlike Extirpate or Crypt I locks them out and they have to rely on Critter beatdown. You are sure to loose g1, but g2 is almost auto win, since very few Dredge players suspect Leyline.

    The other notable change is the addition of Fact or Fiction, having a way to dig for Jace is awesome. Its probably bonkers in the Control Mirror as well, but I never played that MU so far.

    Im not sure yet, but I might turn the Dustbowl into something else, most likely 2nd Ruins, recurring EE is too strong to not abuse.
    This looks like a solid modification, you might even get away with running a third Wish as you already made room for FoF in your SB and it would allow you better access to the Forbid-lock (I win a ton of games that way, not sure why it doesn't work out like that for many others^^).

    Three things I don't like here, though:
    1) Not running four Jaces has to be wrong. I'm doing it when I can't borrow the last Jace, but on MWS I don't see myself ever running less than the full set. That card is nuts.
    2) Not running at least a single REB is just wrong. Being able to blow up opposing Jaces with Wish is extremely important.
    3) Leyline is good if you can mulligan into it, but that is extremely risky against anything not Dredge. Loam-decks are far more prevalent than Dredge in my experience and not having any good answers to SB in (casting Leyline against them if you don't have it turn one is a pipedream). Even against Dredge the deck is pretty good at staying alive for quite some time, meaning you don't have to necessary mulligan (as) aggressively into your graveyard hate. Once you don't forcefully mulligan for it, playing hate you can actually draw into and cast it is pretty sweet. I'd rather go with a mix of Relic, Crypt and Extirpate to be honest. Lastly, both Relic and Extirpate have value in non-graveyard based matchups (Horizons and Thopter Foundry/Control respectively), which can be important considering you run roughly a million dead removal spells against control and want to replace them.
    Last edited by Mon,Goblin Chief; 07-21-2010 at 04:55 PM. Reason: being to stupid to spell right
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  9. #29
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    Re: CAB - JaceTM

    1: Probably true. Just Treasure Hunt on MWS is too broken to not play 4. If I play this in real life I will probably play the 4 Jaces setup.
    2: I never faced a Jace in paper up to now. And even on MWS the number of Jaces that I have to battle is relatively low. I'll add the blast as soon as I need, but right now I think I'm better off without it. But I will keep track of what I go for with Wish. Forbid is already on my watchlist so in the near Future I might in fact get REB back in.
    3: I keep a single Extipate in the board for Loam and stuff like that. My primary concern was the Dredge MU when I added Leyline, but I would probably board it in against New Horizons as well. You can't really afford to mull for it, but If you have it they either have the Grip or they loose. If you want to run Gravehate (and I know I do) I would always opt for Leyline here, since of all cards affecting the Grave it is the most "brutal" one.
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  10. #30

    Re: CAB - JaceTM

    Quote Originally Posted by deadlock View Post
    First of thanks for the quick answer!
    I see your point concerning Deed and Loam, i feel a little uncomfortable with the manabase though.
    Definitly keep the 4 Mazes, this is hot tech, but i would either concentrate on Uwr (currently prefered) or Ugb.

    Ugb gives nice utility from the board and has Deed and Loam.
    However Uwr gives you very strong maindeck cards in STP and Spout and live gain in the board.

    What do you think of this manabase:

    // Lands
    3 [B] Tundra
    4 [ON] Flooded Strand
    1 [FUT] Tolaria West
    1 [TSP] Academy Ruins
    1 [MM] Dust Bowl
    3 [B] Volcanic Island
    4 [DK] Maze of Ith
    3 [ZEN] Scalding Tarn
    1 [OD] Plains (4)
    1 [ROE] Mountain (1)
    1 [MI] Island (1)
    1 [B] Underground Sea
    4 [AQ] Mishra's Factory (1)

    EE at 5 is not important i think, the single USea allows for EE @ 4 and a single Extirpate as Whish target. Plateau isnt needed either, just for very few board cards like Pulse of the Field. Having UU for Jace is more important.
    Also Play at least one Crypt in the board, as you are already running Tolaria West. A single Chalice is an option too (against combo), but i dont know if it screws oneself too much.

    Sidenote: As i see it Treasure Hunt ans Standstill compete for the same slot as a second draw engine beside Jace. I havent played with TH and it could very well be that it is (far?) superior, however one should at least keep Standstill in mind as a possibility in that slot.
    Thanks you for the post.
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  11. #31

    Re: CAB - JaceTM

    @Mon&Hanni : tbh i don't think you can cut 1 firesprout since it's one of those "broken" cards that you want to see everytime in the first 4, max 5 turns, vs half of the field (bant -> hierarchs/quasali/trygons/small goyfs,goblin,merfolk & zoo).

    about switching forbid for spellsnares MD: probably that could be a good choice since with snares you can handle easier the first turns that are actually the ones where you are suffering.

    about GY hate: if i would have to cut something between 3 Extirpate 1 relic 1 tormod 1 ravenous probably i would cut one extirpate since it's not so devastating as relic vs ichorid.

  12. #32

    Re: CAB - JaceTM

    I have been playing this deck lately on mws. I have been having a blast smashing merfolks and countertop goyf with this deck. Wasteland doesn't really matter that much because treasure hunt tempo you back into the game.

    Here is my list:


    Lands
    1 Plains
    4 Flooded Strand
    3 Scalding Tarn
    1 Island
    4 Maze of Ith
    1 Tropical Island
    1 Academy Ruins
    1 Dustbowl
    4 Mishra's Factory
    2 Tundra
    2 Volcanic Island
    1 Plateau
    2 Underground Sea
    1 Tolaria West
    1 Mountain

    Spells
    2 Forbid
    3 Jace, the Mind Sculptor
    4 Brainstorm
    4 Engineered Explosives
    4 Treasure Hunt
    4 Force of Will
    4 Swords to Plowshares
    3 Firespout
    2 Cunning Wish
    1 Crucible of Worlds
    1 Sensei's Divining Top

    Sideboard
    3 Spell Pierce
    1 Red Elemental Blast
    1 Pyroblast
    3 Extirpate
    1 Pulse of the Fields
    1 Krosan Grip
    1 Diabolic Edict
    1 Blue Elemental Blast
    1 Path to Exile
    1 Dominate
    1 Enlightened Tutor


    I am going to go over some different card choices in my list:

    Tolaria West: It's been great at fetching me any utility land I want and fetching for EE can still win you games I hear.

    Crucible of worlds: A single COW seems random yes but this is why I have E. tutor in the board and C.wish in the main. So it's like I have three copies of the card which can be relevant.

    Path to exile: A strong 1 spot removal and a worthy wishboard slot. It has been pulling it's weight against decks like new horizons and zoo.

    Dominate: I am going to have to give credit to my teammate Jander78 for suggesting this to me since it's his idea. Yes, taking control of something like a knight of the reliquary, terravore, or even goyf can just win you games. ;)

    Krosan Grip: Seems like an obvious wish target especially if you have a tropical island somewhere in your manabase.
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  13. #33
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    Re: CAB - JaceTM

    Nice deck - and a familiar name from the Drain. This so reminds me of old school Keeper.

    Your deck is an example of true control returning to the format after the death of Landstill. Your observations on Standstill in control are spot on. I made the same observations when people were still hanging onto the dying corpse of Landstill. Midrange Countertop control is slowly being squeezed out of the format with the shift toward aggro with the Thopterbalance build talking it's place. This environment is ripe for a traditional control deck to be successful.

    The only real problem I have with the list is the manabase - it screams for the stability of basics, and as you noted, a well timed Price is game over. I would immediately cut black and add more basics.

    One of the vulnerabilities to the control deck is tempo based strategies that can attack your mana base. My playgroup found that the ThopterBalance deck would beat both Merfolk and Horizons as long as it could develop it's mana with basics. The main way it lost to either of those decks was when we drew a our duals and got wastelanded or got an early fetch stifled. When we dropped down to 2.5 colors this weakness was greatly improved. Now I'm not suggesting the same thing here, but fortifying your manabase a bit should lead to more overall victories.

    I would cut the 2 Seas for the 4th Tarn and a second island. If you want to find room for alternatives such as additional Tops, or something else (I like Snare) I would consider cutting Toleria West because it's so slow, the 4th EE, and the 2nd Forbid.

    Keep up the good work!
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  14. #34
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    Re: CAB - JaceTM

    This deck is awesome. Just gave it a spin and drew 7 cards out of Treasure Hunt.

    It worked for me with just 3 Jaces. I'm not sure if you need the fourth.
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    If they are particularly ugly : Tarmo & Goyf
    If they fight all the day: Urza & Mishra (if one is a female: Chandra & Jace - if one is good and the other is evil: Gerrard and Yawgmoth )
    If instead they collaborate: Brainstorm & Fetchland
    If they always seem to listen to you, but in fact they don't: Maro & Aaron
    If they have tentacles: Cthulu & Emrakul

  15. #35

    Re: CAB - JaceTM

    @Mister Agent: Your list looks solid. One of the Extirpates should be a Tormod's Crypt because you run E-Tutor. Between 2 Extirpate, Crypt, Tutor and TWest you'll likely be able to actually beat Dredge once in a while with that set-up. If you already run the Tutor, might as well take advantage from it.
    Dominate is so expensive (Wish + 5-6 mana usually) that it likely falls under danger of cool things (we thought of it, too). Wing Shards has been so awesome for me and Maxim that I'd never cut it by now.

    @SMR0079 - yes, Keeper is what I was aiming for when building this anyway *g*. Long live the old-school!

    As for adding basics, the gains from running more basics imo don't outweigh those gained from the extra-possibilities. Let's say I add a second Tarn and Island over the Seas. Results:
    - I now lose to any Loam-deck MD because only Extirpate keeps them from finding another Loam even if Wish happens to deal with the first (this deck will give them the time). I actually might cut Wishes if it wasn't for Loam.
    - I still lose to PoP (having one more basic - four - doesn't change that I usually have around ten lands out, some of which are Mazes and Mishras)
    - I can usually be tempo-wasted as easily with one more Island and Fetch, as I still have far more non-basics than basics and I will draw them. I also often tend to fetch for duals even against the Wasteland-decks if I'm on limited resources, as I need UURW to be fully functional and many hands are like Dual, Dual, Fetch, Mishra for manasources. This really only changes when you have 6+ basics and 7+Fetches (aka 2.5 colors). If I wanted to follow that plan, I'd have to stop running Mishras, at the very least.
    - I still don't function under Waste-lock because four mana is simply not enough
    - My problems against Fish/Horizons usually aren't related to being blown out by Wastelands on my mana. I have more were those lands came from, usually. What is relevant is that they can kill my Mazes, invalidating my permanent defenses. I can see how this was very different in CBThopter, your real answer costs 4 (Moat) and is supported only by STP, one EE and one ORing. The additional removal makes a world of difference.
    In short, I don't think cutting black from this is worth it, the gains are by far not substantial enough. What would do a world of good is cutting red, but to do this we'd have to find an actually workable replacement for Firespout. This might be possible, depending on metagame factors.

    The second Forbid might be cutable. TWest is a mana source and should only be cut for another land or to get down to sixty cards (which messes less with mana-ratios than actually replacing a land with a spell). EE finally is, in my opinion, a definite 4-of in this deck. The card is your most flexible answer, and is also fast (against stuff like Vial/Zoos mass-1-drop starts). I don't see how anybody wouldn't want to run 4, I'd likely run 5 or 6 if I could (instead of Spouts).


    Btw, if anybody testing this deck would be ready to post something about their results (especially matchups and how they played out), I'd appreciate it :D
    I don't have low self-esteem, I have low esteem for everyone else. -Daria

    Proud member of Team CAB
    High Priest of the Church of BLA

    CAB JaceTM

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  16. #36

    Re: CAB - JaceTM

    I actually cut a wingshards for a path to exile in the board and yeah dominate unfortunately does cost too much. Oh well, it was fun while it lasted. :) With that said, I am considering running wing shards again that's for sure and anyone that has at least tried out dominant for a C. wish target is cool in my books.

    On another note, I am actually considering running zuran orb for the zoo matchup. On paper it sounds awesome but in actual practice I will have to wait and see. I think it's worth testing at the very least.

    Also, I got a chance to test the Dredge matchup with this deck and I was able to win 2-1. Extirpate on Ichorids slowed my opponent down to buy me enough time to set up explosives/ruins as a defensive maneuver against the later zombie tokens. Not to mention, paying green to firespout narcomoebas before bridges hit the grave can be strong. However, if your opponent gets a savagely fast start there is nothing you can really do.

    For boarding in this matchup I did something like: -2 C. Wish, -2 Forbid, -1 Crucible of worlds, -2 firespout. +3 Spell Pierce, +3 Extirpate, +1 path to exile. Not sure if this is the right call or not but it did feel appropiate.
    Team Hammafist!

  17. #37

    Re: CAB - JaceTM

    Quote Originally Posted by Mister Agent View Post
    I actually cut a wingshards for a path to exile in the board and yeah dominate unfortunately does cost too much. Oh well, it was fun while it lasted. :) With that said, I am considering running wing shards again that's for sure and anyone that has at least tried out dominant for a C. wish target is cool in my books.
    Actually we rather considered it and decided it'd be to expensive, sorry :p

    On another note, I am actually considering running zuran orb for the zoo matchup. On paper it sounds awesome but in actual practice I will have to wait and see. I think it's worth testing at the very least.
    Another card we considered after seeing how good PoP is against us. The problem with it is that half the Zoo-players seem to board in KGrip against us (no idea why, but they do). At that point, Orb becomes a liability because if you play it early, it makes their really bad cards good and if played late you might just get hit with PoP before you've dropped it. If your Zoo-players are better than ours, I think it might make for a quite powerful SB card, at least game 2 before they get to boarding again. Just remember to look out for Pridemage (quite annoying, too, because you run so few counters and would rather use them for the PoP itself).

    Also, I got a chance to test the Dredge matchup with this deck and I was able to win 2-1. Extirpate on Ichorids slowed my opponent down to buy me enough time to set up explosives/ruins as a defensive maneuver against the later zombie tokens. Not to mention, paying green to firespout narcomoebas before bridges hit the grave can be strong. However, if your opponent gets a savagely fast start there is nothing you can really do.

    For boarding in this matchup I did something like: -2 C. Wish, -2 Forbid, -1 Crucible of worlds, -2 firespout. +3 Spell Pierce, +3 Extirpate, +1 path to exile. Not sure if this is the right call or not but it did feel appropiate.
    Our SBing is quite similar though we usually shave a Treasure Hunt and a Jace instead of the Firespouts. Once you're in a position to Jace, it's usually safe so you don't really need the full 4. It's also pretty slow in this matchup. Congrats on winning the decks worst matchup!
    I don't have low self-esteem, I have low esteem for everyone else. -Daria

    Proud member of Team CAB
    High Priest of the Church of BLA

    CAB JaceTM

    My articles

  18. #38

    Re: CAB - JaceTM

    Quote Originally Posted by Mon,Goblin Chief View Post
    Actually we rather considered it and decided it'd be to expensive, sorry :p
    Fair enough. :P

    Quote Originally Posted by Mon,Goblin Chief View Post
    Another card we considered after seeing how good PoP is against us. The problem with it is that half the Zoo-players seem to board in KGrip against us (no idea why, but they do). At that point, Orb becomes a liability because if you play it early, it makes their really bad cards good and if played late you might just get hit with PoP before you've dropped it. If your Zoo-players are better than ours, I think it might make for a quite powerful SB card, at least game 2 before they get to boarding again. Just remember to look out for Pridemage (quite annoying, too, because you run so few counters and would rather use them for the PoP itself).
    Yeah, I agree with this actually. As for them boarding KGrip against us maybe its because they think we are playing humility, who knows. ;)


    Quote Originally Posted by Mon,Goblin Chief View Post
    Our SBing is quite similar though we usually shave a Treasure Hunt and a Jace instead of the Firespouts. Once you're in a position to Jace, it's usually safe so you don't really need the full 4. It's also pretty slow in this matchup. Congrats on winning the decks worst matchup!
    Yeah, I actually was thinking about shaving off a treasure hunt and/or Jace as well when I was typing up that previous post. Also, agreed, Jace even as a 2-of against the matchup is more then enough. It's definitely too slow but if I cast him, it won't be until the late game anyway when I have control of the game or to maintain control by casting Jace. Although, jace can indirectly punish dredge for being so slow by bouncing a narcomoeba when they have no cabal therapies and dread returns in there yard. With that said, I will definitely keep this in mind next time I play against dredge with this deck though!

    Lastly, Thanks for the congrats! :) Second game he got the nuts draw and was able to outplay me like nothing in the first 2-3 turns. Fortunately for me, he had a slow start in the other two games. However, in the first game I thought he was going to win but I think me C. wishing for extirpate on Ichorid has something to do with that.
    Team Hammafist!

  19. #39
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    Re: CAB - JaceTM

    Has anyone of you played this deck in a tournament so far?

  20. #40
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    Re: CAB - JaceTM

    You mean except Carsten here and Maxim here?

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