I think cutting All is Dust is a bad move (my opinion) because All is Dust is not just a defensive card, but an offensive card for the deck. Cutting All is Dust for Titan slots based on the logic that Titan can fetch out anti-aggro lands or be a 6/6 body to block an offensive force assumes that Titan can survive to block an assault.
All is Dust is the single card that I feel makes this deck good against almost all of the aggro-decks out there, and the random Enchantress and other problematic decks.
I think 3 Titan is the best configuration for the deck (4 is too many i.e. you don't want to see a Titan before turns 3, sure you can cast it turn 4, but most of the time, those turns are spent on controlling and being on the defensive and digging. Also, turn 4 Titan is possible, but there's quite a ton of CiPT lands in the deck that this has to be taken into account).
I do feel that 3-4 Titan is stronger than just 2, because Titan is a guaranteed way to house aggro fetching glimmerpost/Tabernacle/Maze (mostly glimmerpost) and have a 6/6 body (probably going to be removed) on the defense before winning next turn. Probably drop down to 1 Kozilek and up to the 3rd Titan? That way, Titan will always find Eye of Ugin that grabs Kozilek, while having the ability to tutor any land that you need at that time.
Decks that I care about:
Steel Stompy
UWx Landstill
Dreadstalker
DDFT (10% practice)
Mangara on MWS? You must be masochistic. -kiblast
BTW... had anyone considered also Ancient Stirrings and Soothsaying?
There is a lot in this list I am still testing, but I wanted to get the thread back on topic:
// Lands
4 Cloudpost
4 Vesuva
4 Glimmerpost
1 Eye of Ugin
4 Misty Rainforest
4 Tropical Island
1 Forest
1 The Tabernacle at Pendrell Vale
1 Riftstone Portal
// Creatures
4 Primeval Titan
1 Emrakul, the Aeons Torn
4 Trinket Mage
1 Ulamog, the Infinite Gyre
// Spells
4 Expedition Map
4 Crop Rotation
1 Candelabra of Tawnos
4 Force of Will
3 Compulsive Research
4 Mox Diamond
1 Sensei's Divining Top
1 Pithing Needle
4 Brainstorm
Yes, I have only 1 Candelabra. It's not all that impressive if you don't have multiple Locuses, and if you do, you're most of the way to casting an Eldrazi anyway. Its best use is untapping lands that Primeval Titan brings into the battlefield.
Compulsive Research I am not in love with, nor Riftstone Portal.
The three biggest problems so far:
A) Not enough blue spells for FoW.
B) You often get your hand clogged with lands and Map doesn't make this any better.
C) Getting GG can be tough.
My current list wich I'm testing is following:
// Lands
4 [MR] Cloudpost
4 [SOM] Glimmerpost
1 [WWK] Eye of Ugin
4 [TSP] Vesuva
4 [ZEN] Misty Rainforest
4 [R] Tropical Island
1 [ON] Flooded Strand
1 [ROE] Eldrazi Temple
1 [ZEN] Island
// Creatures
1 [ROE] Emrakul, the Aeons Torn
1 [ROE] Kozilek, Butcher of Truth
2 [M11] Primeval Titan
// Spells
4 [AQ] Candelabra of Tawnos
4 [ZEN] Expedition Map
4 [UL] Crop Rotation
3 [ROE] All Is Dust
3 [CHK] Sensei's Divining Top
2 [MR] Thirst for Knowledge
4 [AL] Force of Will
4 [GP] Repeal
4 [SC] Stifle
// Sideboard
SB: 1 [LG] The Tabernacle at Pendrell Vale
SB: 1 [IN] Teferi's Response
SB: 2 [CH] Tormod's Crypt
SB: 1 [WWK] Bojuka Bog
SB: 4 [ZEN] Mindbreak Trap
SB: 4 [MM] Energy Flux
SB: 2 [UD] Compost
1) The biggest problem is: WASTELANDS. Stifle can do Tempo strategy, slow down and protect me against wastes. Stifle effects should be more than I did, actually I started to run Teferi's response instead, but two mana in its CC piss me of
2) No Trinket Mage. IMO he's slow, I never have enough mana to dig, play and untap...whereaver...
3) 4x Rotations. Sinkholes, Vindicates, Wastes.... thoughts?
4) Maybe 2~3 Titans. But I don't find a perfect slot to slip it
5) I'm thinking not run 3~4 draw effects. We need to play lands faster every turn until reach big robots and anihilate opp. Search effects + sensei IMO is enough.
6) My list follows the delay idea. Stifle, FoW and All is Dust holding anytime and creating the correct time to play our Eldrazis
7) I added Compost in my SB because black Gate decks screw me up too much. Facing then I can consider a really bad match. Confidants and discard effects makes me cry. Just much more fast than I thought (remembering that All is Dust is one of the single cards that would destroy anything but generally It goes to grave before, and opp aready drew too many cards. I mean gg).
Any comments are welcome
If you are green for Titan anyway, why not run explore if you want to ramp faster ? Should be good with top.
This is honestly worth investigating. My gut says it won't be superior to the build I've settled on, but its certainly worth looking at. If you're playing control-heavy already, this is of the right vein, while buying you turns against dicy matchups already. Doesn't help much against Combo, moderately against lands assuming no Chalice @ 1, and its the bees knee's against Aggro.
I mentioned this briefly, but to clarify. The turboland, explore, exploration, horn of greed, (insert bad card here), plan works fine against aggro, but you've got no chance at all against combo or control.
Ray Robillard examined the Explore/Exploration route in tandemn with my original control builds and it ended up being half a turn faster, but lost to fast aggro hands, all combo hands, and the majority of control. This is no discredit to Ray, we both agreed that our particular builds did what they aspired to well, this just shows that the turboland route, while fun is with the current cardpool not as competitive as it needs to be.
My first instinct would be stifle in Repeal's spot as I use repeal for similar functions "lackey, vial" it would buy you turns against fetches/wastes, but you couldn't hit things like hierarch/top/candle. As I say, my gut says that repeal is superior, but I've always been a stickler for card advantage cards even if they are slower. I'll test it =D
::EDIT:: that testing didn't take long. No removal is awkard as hell. You actually scoop to things like Ensnaring Bridge. Additionally the deck doesn't play at the speed of Stifle, being able to filter your hand is pivotal for any situational counter. Stifle doesn't do anything while you're tapped out, which you are constantly with this deck, hence why the entire removal package is after-the-fact. Good luck to those who try to make it work though.
True... forget it LOL
Just cast Repeal bouncing Bridges. I could search and draw FoWs and/ or Repeals with Kozilek traping a single attack
Neither Explorations strategies nor blue-based-countermagic core can stop combos, I know its hard but in this current bad MU I guess the only optin is run FoWs and Mindbreaks.
Play Fetch and take Tropical with Stile in your hand. The concept is to pretend that's allright. Opp will sac in first turn sometimes. Stifle it and go on. If opp plays a Fetch that's ok too. Stifle will give some time.
BTW... I like this deck. I really love it because it might screw Jace-controls, CounterTops, Enchantresses and Sneak'n'Show decks. I hate face these decks in a tounament.
Here is diffrent version, It's very stable and have a lot of synergies.
//31 lands
4 Glimmerpost
4 Cloudpost
4 Vesuva
3 Wasteland
4 Tropical Island
1 Island
1 Eye of Ugin
1 Forest
1 Academy Ruins
4 Misty Rainforest
1 Maze of Ith
3 Tolaria West
//8 instants
2 Crop Rotation
4 Stifle
2 Intuition
//6 enchantments
3 Exploration
3 Standstill
//5 creatures
2 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
2 Primeval Titan
//4 sorcery
3 All Is Dust
1 Life from the Loam
//6 artifacts
4 Mox Diamond
1 Engineered Explosives
1 Expedition Map
This list looks weird but here is resoning of chosing cards:
31 land count is very important with exploration and moxes start is explosive and gives you huge advantage
Maze of Ith as stopper, Tolaria West as tutor (uncounterable and can be used under standstill, also can be cycle with loam), academy ruins as pernament lock with engineered explosives and expedition map as tutor.
Wastelands are very good with stifles plan to slow down a lot opponent.
Instants:
Crop Rotation as aditional tutor and waste response and big enabler - Intuition could be more.. stifles obv.
Enchantments:
Exploration as boost speed with loam/waste lock and more explosive start
Standstills are great draw engine very good here to stall the game to make mana resource enough to kill.
Creatures are without changes.
Artifacts:
As metion above Mox Diamonds to boost and tutor + removal.
Sorceries:
Life from the Loam engine and All is Dust as board cleaner.
Life from the Loam is weird here, sometimes you dredge to Emrakul/Kozilek but this doesn't stop you its not offten and after you suffle all cards you still have loam on hand so it doesn't matter, also it helps when some of your important thing died (for example Eye of Ugin).
Comments, actually only MD working on side.
why dont you try trinispheres and chalice of the voids against combo....
13th Place at SCG 5K. His deck cut FoWs and added 3 Moment's Peace and 4 Show and Tell.
I think this should be out of the developmental section.
http://sales.starcitygames.com//deck...p?DeckID=37124
I have been playtesting the crap out of this deck trying out all sorts of splashes. At first I was like wow I totally broke this deck with braid of fire, but then quickly realized that mana pools empty after every phase... Yeah I know embarrassing mistake. I must say though that Burgeoning is absolutely bonkers in this deck with all of the citpt lands.
tldr version
Burgeoning is the f'ing nuts in this deck.
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