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Thread: [Deck] Painter-Stone

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    [Deck] Painter-Stone

    PRIMER U/R Painter

    I. Overview/Author Notes
    I.a Design Evolution
    I.b Side History
    II. Strategy/Variants
    II.a How does the main combo work?
    II.b Caleb Durward Variant
    II.c Noham Maubert Variant
    III. The Deck (Caleb Durward Variant)
    III.a Combo
    III.b Tutors/Draw
    III.c Accelerants
    III.d Protection
    III.e Lands
    III.f Variant Decklists
    III.g Other notes and Observations
    IV. Meta Choice Slots
    V. Side Board Options
    VI. Additional Notes and Rules (Common Judge Questions for this deck)
    VII. Play Notes
    VIII. VS Decks
    VIII.a AGGRO
    Merfolk
    Goblins
    Zoo
    Affinity
    Dredge
    Rock/Junk
    VIII.b CONTROL
    Counter Balance
    Landstill
    MUD/Forgemaster
    Burn/RDW/Angry Red
    Death and Taxes (Green and White Variants)
    VIII.c COMBO
    Enchantress
    Sneak Attack/Show Tell
    Doomsday
    Charbelcher
    ANT/TES
    Cephalid Breakfast
    Aluren
    VIII.d UNIQUE
    Maverick
    Elves (combo/Aggro)
    Reanimator
    Team America
    NO Bant or Bant Aggro
    Post Eldrazi Ramp
    VIV. Situational Analysis (Requires a Judge for clarification on these)
    XX. Reading Materials/ References



    Acknowledgements:
    Caleb Durward -- Thanks for designing this deck and wonderful articles.
    PanderAlexander -- Alexander Kwan -- Thank you for your inputs and posts.
    Ivanpei -- Thank you for your inputs.
    Sloshthedark-- Thanks for the inputs.


    Eagles Nest -- Legacy with you guys continues to be a blast. I believe our meta is the most diverse, containing nearly every Legacy Deck available. Because of this I was able to taste every possible combination/hybrid/strategy in legacy.

    Chardso-- Thanks for lending me the cards initially bro. Could not have made this without ya.


    I would like to make it clear that I am in no way responsible for the creation of current U/R Painter Servant deck. I am just a Legacy analyst and Deck Theorist.



    I. Overview/Author Notes


    The Painter’s Servant and Grindstone combination has been around for a very long time. It is probably one of the few combos’ that is still being utilized in Vintage environments today.

    However in the current legacy environment there are successful deck variants that try to utilize this combo using various colour shells such as Mono W or R there are others that utilize a U/R/W or W/B or U/R shell with some on and off success.

    In the past year and a half I have been reading, observing, testing and researching various Painter Grindstone decks that could optimally challenge most of the legacy Meta. My own personal designs have lead me to mono U, R, U and even combination designs such as U/R, W/R painter variants.


    I.a Design Evolution

    The Painter/Grindstone combination itself is far from perfect. Powerful as it might be, it is susceptible to multiple variables. Which lead to 4 major lines of design:

    1.) Control/Stall -- Designs that were control in nature and would effectively control the board or protect one’s self from most variables until the combo pieces were assembled.
    2.) Speed –Designs that act as tool boxes to find the major pieces as fast as possible to execute the combo finish.
    3.) Synergy -- Built/Designed to harness the synergy of the cards to one another. What could be normally a useless/ordinary card becomes an extremely powerful piece of the solution.
    4.) Substitution/Alternate – Built to utilize painter/grindstone as one of the major kill conditions but not the only kill condition.

    Deck design types that have shown good standings in legacy tournaments that utilize this combo are as follows:

    Mighty Quinn
    (Mono W variant, utilizing humility, isochron sceptre and enlightened tutor to stall and assemble combo)

    o Notable for its ability to stall and answer creature based threats and swarms. It is Mid-range type deck that improves its board position over time by utilizing W’s multitude of protection. Alternate kill condition would utilize token generators that will swarm opponents.
    o http://forums.mtgsalvation.com/showthread.php?t=198753

    Imperial Recruiter
    (Mono R variant, utilizing imperial recruiter and punishes multi coloured decks)

    o Notable for its ability to “punish” decks utilizing more than 1 colour and “recruiting” creature tool box that allow it to effectively assemble the combo or provide a beat down of the opponent if all else fails.
    o http://forums.mtgsalvation.com/showthread.php?t=120182

    Bomber Man
    (Ken Adams Variant, utilizing Imperial recruiter + Auriok Salvagers as a alt win con)

    o Notable for its “flexibility” on either finishing the opponent with its Bomber man Route or Grindstone.
    o http://magic.tcgplayer.com/db/deck.asp?deck_id=667121

    I.b Side History

    Historically the first successful* U/R Painter Grindstone variant was in fact piloted and designed by Noham Maubert who placed Top 16 in the Bazaar of Moxen 4 series in Europe. However the more popular and faster variant today is credited to Caleb Durward.

    I would like to make it clear that I am in no way responsible for the creation of current U/R Painter Servant deck. I am just a Deck Theorist and Analyst.

    The recognition for the currently most successful build and design belongs to Mr. Caleb Durward. Success in my opinion is gauged if the deck reaches top 16 in a tournament that has more than 100+ players.


    II. Strategy and Variants

    The main strategy of Painter Grindstone decks is to utilize the synergy of Painter’s Servant and Grindstone. Its main win condition is to mill your opponent by assembling the Painter/Grindstone combination as quickly as possible.

    How does the Main combo work?
    1.) With Painter’s Servant in play. All cards are of the colour of your choice even those not in play.
    2.) Grindstone’s ability states that if the 2 cards milled are of the same colour, you repeat this process.
    3.) As a result the opponent’s (and your self’s) entire library/hand/graveyard is now the colour you choose (in addition to their original colour(s)). By activating grindstone’s ability you mill the entire library immediately.

    To enable this strategy there have been a multitude of deck variants that aim to either protect, accelerate, and/or optimize the synergy of cards that will complete the combo and deal the finishing blow.

    Caleb Durward’s Deck U/R Variant Synergy Points
    Deck list: http://magic.tcgplayer.com/db/deck.asp?deck_id=798337
    1.) Utilization of Goblin Welder, Intuition and artifact lands. By casting Intuition you will be able to find your key combo pieces almost immediately. While with the Goblin welder in play you can effectively exchange one artifact in play for an artifact in the graveyard. Synergizes with the artifact lands that allow you to exchange them for key cards that have been placed into the graveyard.
    2.) Painter’s Servant and Red Elemental Blast/Pyroblast combination. Upon naming blue as the color of choice. All of your opponent’s cards are blue (so is yours), and because of that your REB and Pyro’s are more effective as a 1 mana vindicate or counterspell. (while allowing you to pitch any card to FOW)
    3.) Use of Sol lands, Mox Opal, LED. The key strategy of this deck is to be able to utilize the combo as quickly as possible. Artifact lands + other artifacts in the deck can easily yield metalcraft while the LED acts as a accelerant trigger for you to pull the combo off faster. Synergizes well with the synergies in 1.)
    4.) Greater focus on combo activation than protection
    5.) Unique side board switch that utilizes a Show and Tell- Emrakul package.

    Noham Maubert Deck Variant Synergy
    Deck list: http://www.bazaar-of-moxen.com/magic...r-of-moxen.php (search for UR Painters)
    1.) Control variant that has more counter spells and board control (EE’s and more Main deck REB & Pyro blasts)
    2.) Utilizes the Sensei top and Counter Balance soft lock
    3.) Greater focus on protection and control than combo activation
    4.) Slower but more control type variant.


    III. The Deck: U/R Painter’s Servant

    Aka: The Grind Show, WeldServant, PaintGrindstone, Painter, Painted Stone, PG-123*, Show Stone*
    *I have done research on this deck for several months and it does have various names that do have some sense of logic behind them. PG-123 (Painter Grindstone kill in T1, T2, T3), Show stone (due to the show and tell side board).

    The U/R variant we will be discussing is the U/R Variant by Caleb Durward:

    III.a Combo
    Painter’s Servant
    • The main utility of the deck with this you can grind your opponent to oblivion.
    • Turn Red elemental/pyro blasts into one mana vindicates.
    • It also allows you to pitch lands or excess cards to Force of Will when needed.
    • Recommended Deck Count: 4


    Grindstone
    • It not only provides you a win condition, but you can mill yourself for key cards and weld them in with the Goblin Welder.
    • You can also mill away useless cards for better ones, in synergy with brainstorm and/or sensei top.
    • Recommended Deck Count: 4

    III.b Tutors/Draw
    Sensei’s Divining Top
    • Improves your draws and help search for key cards
    • Synergizes well with grindstone to help grind away useless or key cards to be welded in.
    • Synergizes with goblin welder as a draw engine
    • Recommended Deck Count: 4


    Brainstorm
    • There is very little I can say about this card. It is amazing. Helps dig and hide cards.
    • Always remember that you can cast brainstorm and in response sacrifice the LED to allow you to keep the draw.
    • Recommended Deck Count: 4


    Intuition
    • This card allows you to search for every key piece of the combo and use the Goblin Welder to weld them.
    • You may sacrifice LED in response to casting this (if your short on mana) to get the card you need and still have floating mana.
    • Recommended Deck Count: 4

    Trinket Mage
    • Finds your combo piece and acts as a bear for beat down situations.
    • Recommend Deck Count: 1-2

    III.c Accelerants
    Mox Opal
    • Synergizes well with the deck especially its composition of Artifact lands and others.
    • Achieving Metal Craft is as easy as Turn 1 or Turn 2.
    • Recommended Deck Count: 2-3
    Lions Eye Diamond
    • Gives you a black lotus like ability to blast away your opponent as quickly as Turn 1 with a Nuts hand.
    • Recommended Deck count: 2-3

    III.d Protection
    Force of Will
    • There are many articles online that suggest that nobody plays legacy without this card. Honestly? There probably right.
    • Protects the combo and helps you delay opponents until you find the right pieces.
    • Recommended Deck count: 4


    Red/Pyro Blasts
    • Who doesn’t want a 1 mana vindicate? Synergies extremely well with Painter’s Servant.
    • Helps fight against blue decks.
    • Usually broken into Red Elemental and Pyroblast to fight against Meddling mage or card that will eliminate all copies of that card from you deck.
    • Recommended Deck count: 1 of each

    Goblin Welder
    • If a welder is in play you have a high % chance of winning (obviously keep it alive).
    • You can weld key pieces into play even from your graveyard. Your counters are saved for more critical scenarios.
    • They can weld in not only your stuff but it can also be used to weld exchange opponents artifacts.
    • Recommended Deck Count: 3-4

    III.e Lands
    Steam vents/Volcanic Island
    • Recommended Deck Count: 3-4

    Seat of Synod/Great Furnace
    • Artifact lands to get metalcraft going and synergizes well with the welder.
    • Recommended Deck Count: 4 Seat & 3Furnace

    City of Traitors/Ancient Tomb
    • Sol lands that will give you the boost you need to win the game or power cast something.
    • These lands will give you the “push” you need to win as early as T1 to T3.
    • Recommended Deck Count: 5-6 (ratio of 3:3 or 3:2 or 4:1 depending on player choice)


    Island/Mountain
    • On a heavy wasteland environment you might want to Up count the basic lands of your deck. However in most cases a single island would suffice due to the artifact mana.
    • Recommended Deck Count: 1-2 (A single island and mountain, most cases just 1 island would be fine)

    Island Fetch lands:
    • Completely up to the player. Some use various fetchlands to confuse the opponent on the type of deck he/she is playing. Another is to avoid needle/revoker effects on a particular fetchland.
    • Recommended Deck Count: 4-6 (Island fetching types)

    III.f U/R Deck Build Variants Decklists
    Caleb Durward (Original Designer of the Deck and piloted the deck in multiple Starcity Events):

    Alex Kwan (1st Place @ Starcity Legacy Los Angeles 2011):

    John Cuvelier (Top 4 @ Starcity Legacy Orlando 2011):
    Variant: [url]http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=38342/url]

    Wilson Hunter (Top 8 @ GP Providence Legacy 2011):
    Variant: [url]http://www.mtgdecks.net/decks/view/14826/url]


    III.g Other build notes & observations:
    • Some builds reduce LED count to 1, to add Mental Missteps, Transmute artifact, and/or GY hate (singleton)
    • Some builds mix Mox opal and Lotus petals 2:1, 1:2, 2:2
    • Some builds remove Trinket mages, RedE/Pyro and a Dual in lieu of a more Robots build (2wurmcoil + 1 myr battle sphere + 2 Splinter Twin)
    • Some builds have SB conversions that change or alter the deck's win conditions eg. ShowTell/Emrakul or Bomberman or Splintertwin/pester/exarch or Transmute robots
    • Some main deck Mind-Break Trap and reduce FOW and Trinket Mage count.
    • Some main deck 1-2 Transmute artifacts (using a thopter-sword/ensnaring/robot build) variant


    IV. Meta Choice Slots

    You may have anywhere from 2-8 card spaces left in your deck, depending on what you choose to reduce from the Maindeck. Ultimately the additions and/or replacements of cards are choices made by the player to better suite their local game, Meta environment or play style.

    As a note of caution usually a minimum of 3 pcs of a particular card should be placed to maximize Intuition. You never want to sideboard in 2pcs Show and Tells and 2pcs Emrakuls (unless you are fairly confident you can jedi mind trick your opponent into giving you the card you need.)

    Trinket Mage
    • Helps find the combo piece or SB pieces
    • Provides a nice Bear to hold off the opponent until you get what you need.


    Misdirection/Divert/RedElemental/Pyroblast
    • Adds another unique counter to your arsenal
    • Protects you from a Thoughtsize or hymn late game or early (depending on how you wish to use it)
    • Nothing more priceless than seeing your opponent’s face when you misdirect a Thoughsize/swords/vindicate in a tight/critical game.


    Ponder/Preordain
    • Adding more draw effects to dig into the combo pieces faster.

    Mental Misstep
    • Adds to your ability to protect your main combo via "free" counters, and pitchable to FOW.
    • Currently this card is now a MB staple with a count ranging from 3-4


    Spell Pierce/Daze/ Spell Snare
    • Adds more counter protection and control to your game.
    • Choose according to your play style and meta


    Tormod’s Crypt/Nihil Spell bomb
    • Usually added in to a Emrakul or Dredge heavy environment. Nothing worse than assembling your combo turn 1 only to find out he’s a sneak attack player.

    Gamble/Muddle the Mixture
    • There will be meta’s that have Leylines of Sanctity maindeck (dunno why but it has happened) effects and prevent you from utilizing your Intuitions.
    • A poor replacement would be Gamble but it still gets the job done sometimes..(if you’re lucky...)
    • Another replacement is Muddle the Mixture. Adds a nice search effect if you think you don’t have enough + Counters stuff too.
    • For those who cannot afford Intuitions. These are cheaper alternatives but they do take longer.


    Transmute Artifact
    • Adds a unique variation to your deck. By utilizing existing/excess artifacts and can effectively design a "tool kit" around this card.
    • Note the oracle text of this card (people will ask this ALOT -- Wilson Hunter)


    Wurmcoil Engines/Myr Battle sphere/Inkwell Leviathan
    • Adds a unique ground game to your deck. You can disguise your deck as a Forgemaster deck when needed.

    Counter Balance
    • Counter Balance and divining top provides a “soft lock” combo that will enable you to dodge removals if needed.
    • Counter Balance is an interesting choice as it wonders against storm type decks.


    Grim Monolith
    • There are those who try to shy away from LED’s due to their limitations/drawbacks the option of Grim Monoliths are a suitable substitute for the budget weary.
    • Do not think that the monoliths are only for budget conscious people, combined with Transmute artifact and the right "tool kit" can essentially make your deck very flexible against a multitude of opponents.


    Ensnaring Bridge/Meekstone
    • If you are having alot of trouble against creatures this might be a suitable card of choice.

    Lotus Petals
    • There are those who try to shy away from too many Moxs or LED’s due to their limitations/drawbacks the option of Lotus petals are also available for the budget weary.

    V. Sideboard Choices

    Please note that you are not limited to just these choices. There are many other sideboard options available to you. The below listed SB Options are merely suggestions and variants that were tested and used in various games.

    Alternate win condition [Variant 1: E.A.T-SH.A.T] Show and Tell + Emrakul Aeons of Thorn
    • Works very well against a heavy aggro meta.

    Alternate win condition [Variant 2: Robotech] Pestermite/Wurm Coil Engine/Myr Battle Sphere/Sundering Titan + Splinter twin or Transmute artifact
    • Transmute artifact + Grim Monolith variants provide U/R users with interesting tech that they can utilize in various situations. Balanced finish but not an Ultimate finish. (clarification: Ultimate finish = opponent dead, Balanced finish = opponents are in a disadvantage and can eventually lead to their deaths)

    Alternate win condition [Variant 3: Bomberman] Auriok Salvagers + Pyrite spell bomb + LED = infinite damage + draw
    • The deck itself has the components needed to create this "bomberman" combo. It is a very powerful combo in the right meta environment and will finish your opponents instantly if left unchecked.

    Blood Moon/Magus of the Moon
    • Punishes your rich multicoloured opponents and will make all your lands produce only R. Or use Magus to beat down your opponent if all else fails.
    • Fortunately your combo needs colorless mana to work.


    Echoing Truth
    • Bounce effects are fun. Especially if you need to save one of your creatures or bounce alot of the same 1/1’s

    Tormod’s Crypt/Nihil Spellbomb
    • Even when survival leaving the environment. Reanimator type decks are starting to emerge. Always place 2-1 ratio to get around pithing needle/revoker when needed.
    • Emrakul.... good on youre side. Bad if not.


    Red Elemental Blast/Pyroblast
    • The more vindicates and counters the better.

    Pithing Needle/Revoker
    • Pesky Pridemage? Survival coming back? Caldebra? This is one way of putting a wrench into their gears.

    Washout
    • Imagine a situation where you name one color. You wash out. Who do you think will recover fast enough on the same turn.
    o Tomb/traitor, Painter, Mox, LED, Grindstone.....


    Ensnaring Bridge/Meekstone
    • If things start to get beefy. It might be good to have one of these guys out when you need a little time.

    Hurklys Recall/Shattering spree/Ancient Grudge
    • Too many artifacts? Well this can help give you a turn to breathe.

    MindBreak Trap
    • Elves, Affinity, TES/ANT/Storm, Charbelcher


    Llawan, Cephalid Empress
    • Makes any zoo or aggo deck want to cry. Amazing synergy with the Painter.

    Misdirection/divert
    • I think this was covered already, nuff said.

    Spell Skites
    • Makes burn and removal target your guy! Blocks the Pridemage and other weenies with is 0/4 man-beef body :D


    VI. Additional Notes/Rules: (Judges please correct me if I am wrong)
    • Painter’s Servant effect still works with Humility in play.
    • Sacrificing LED in response to a draw effect. Allowing you to draw the card and have floating mana.
    • Using Sensei’s draw card ability and then welding another artifact into play will net you a card (as the top will allow you to draw and then look for its second effect which is place itself into the top of your library, but since its no longer there that effect is ignored)
    • You are unable to use Intuition when there is a card that Prevents you from targeting the player.
    • LED can be sacrificed during a split second spell as long as the controller has priority
    • LED sacrifice cannot be stopped by stifle or pithing needle (as it is a mana ability)
    • Transmute artifact is unique as the sacrifice is only applicable if the spell resolves. Thus if the spell is countered there is no need to sacrfice the artifact in question.


    VII. Play notes

    I have listed several decks here and play strategies that you can employ. Generally the basic strategies are as follows:
    • Imagine this deck like a Golden Gun. One bullet is all you to end the game. But if you miss be prepared to get shot at.
    • Try to avoid a wasteland. You want to get to your critical turn 2 and 3 to finish the game. Fetch the basic if needed.
    • Remember the rule of 3. Intuition is only useful if you have 3 of the same card. You really don’t want to find yourself needing an Echoing truth only to find 2 pcs.
    • The use of the LED will leave you vulnerable. Unless you have no choice you might want to hold off using it unless in response to your opponent’s attempt to kill the painter.
    • Remember card interactions and check if you need to grind yourself to find the right card.
    • It is tempting to “GOD Hand” your opponent and try to go all in on T1 or T2. Be mindful of what could be in your opponent’s deck before you go all in.
    • Look at your Meta and revise your MD accordingly.
    • There is no 100% win. There will be times your opponent has a nut draw or draws the right answers for you. Do not despair. Smile, as you will also have times like that.
    Please understand that there is no 100% win. There will be times your opponents just has everything going for them and you could not win. There will be times you will just draw the right cards and dominate. There will be variable win conditions as this is because it all depends on the experience and skill of the player.


    VIII VS DECKS

    NOTES
    Excellent: 65% or greater win percentages
    Good: 51-64%
    Variable: 50/50 toss up (again depends on skill and experience)
    Requires SB: Less than 49% These are match ups that are just plain BAD and sometimes hard to win at all.

    VIII.a AGGRO Types

    Merfolk
    • Not a difficult match up. Just remember DAZE.
    • Prepare for a counter war and leave mana open.
    • SB: Plug in your Pyro and Red E blasts and you’ll be fine.
    • Excellent win %


    Goblins
    • It is actually more difficult than it seems. They will play fast, which means you have to play a faster hand.
    • Difficult with their ability to deny our manabase (waste/rashidan port)
    • Mid-Long game benefits goblins. *Cant counter Gempalms.
    • SB: Show and Emrakul mode.
    • Good win %


    Zoo
    • Alot of creature removal and fast/efficient creatures. Too many to handle and too many threats on your combo pieces (gets even worse post sb for them)
    • You need to end this quickly or else you will find yourself in a jam.
    • SB: Show and Emrakul mode.
    • Variable win %

    Affinity
    • Revoker will get annoying.
    • Mull Agressively. You will need a hand that kills by T3-T4 or your dead.
    • SB: Show and Emrakul mode (but they can still overwhelm you)
    • Good win %


    Dredge
    • Knowing what to counter is critical. You want to slow them down as much as you can so you can combo before them.
    • You want to finish this game quickly look for a T3 or 4 win.
    • Post SB: Nihil + tormod will help alot
    • Excellent win %


    Rock/Junk
    • Possibly the most difficult aggro match up. Due to hand disruption and creature kill abilities.
    • SB will not help much as most designs incorporate a Mainboard karakas.
    • Play smart know what to bait. If you get out a welder and let it stick you should have no problems.
    • Variable win %
    VIII.b CONTROL

    Counter Balance
    • This deck was designed originally to be faster than CB
    • Play smart and prepare for a counter war
    • SB: REB, PYRO, EMRAKUL/Show mode
    • Excellent Win %


    Landstill
    • Do not think this will be a problem. Unless they have Blessings MB.
    • Prepare to beat down your opponent or weld in your win conditions.
    • Prepare to have your manabase attacked.
    • Excellent Win %


    MUD/Forgemaster
    • No experience on this deck archetype.
    • From a theoretical stand point it is very winnable and probably will not be difficult.
    • Excellent Win %


    Burn/RDW/Aggo Red
    • They are very fast. You will need to protect and run your combo quickly.
    • Protection before activation will probably be a must.
    • Price of progress will leave you in the redzone if the game progresses
    • Variable win %


    Death and Taxes (white and Green variants)
    • If you let this deck reach mid game or board control there is no way for you to win.
    • Quickly win and do it with protection.
    • Good win %
    VIII.c COMBO
    Combo decks fighting combo decks is a toss-up. It is like comparing two people shooting uzi’s at each other. Someone is gonna get shot, just depends if it’s a head shot of a flesh wound.

    Enchantress
    • Win quickly and use REB/Pyro on the right enchantments that will give you the window to victory.
    • Emrakul variants MD makes our lives very difficult. (low 20% win probability)
    • Non Emrakul variants (high 60%)
    • Requires SB


    Sneak Attack/Show Tell
    • It will seem unwinnable. But if counter the right spells and play tight you can go old fashioned weenie beat down.
    • Post SB you’ll be fine with the GY hate and extra Red blasts.
    • Force for Sneak and RedE/Pyro for Show and tell
    • Keep mana open for Spell Pierce and Daze.
    • Requires SB


    Doomsday
    • Same as the Sneak Attack/Show Tell
    • Counter the ones the count.
    • SB: GY hate
    • Requires SB


    Hightide
    • I think this comes down to who can get going first.
    • Counter wars will be critical once your opponent reaches 4 islands.
    • SB: Pithing, Reb/Pyro, Show and Tell/Emrakul package
    • Variable win %


    Charbelcher
    • Its all about the nut draw.
    • Variable win %


    ANT/TES
    http://www.blip.tv/file/4954351?utm_...layer_embedded
    • Variable win % (but maybe less due to speed battle)


    Cephalid Breakfast
    • Again its all about who can get started faster.
    • Variable win %


    Aluren
    • Never had the pleasure of going against one of these decks.
    • In theory we can win easily
    • Good win %
    VIII.c UNIQUE

    Maverick
    • Equipment based deck that is reliant on various swords for victory.
    • If its Turn 6 and you haven’t won. You’re in trouble.
    • Variable win %


    Elves
    • Combo
    o Variable win % due to emrakul package
    • Aggro
    o Excellent win %
    • Depends on the version. If it’s the Emrakul version you’ll have a rough time without GY hate.


    Reanimator
    • Good win %
    • SB will boost it to Excellent win %


    Team America
    • Counters, Fire and Ice, and Tharmo puts you in a dicey situation.
    • Add more REB’s and Pyro to protect your pieces and take out the threats.
    • It’s a little of both aggro and control making it very difficult on our lives.
    • Variable win %


    NO Bant or Bant Aggro
    • Watch out for this deck, it is faster than it seems.
    • Protect your combo and try to win early.
    • Natural Order is scary but try to concentrate on getting your pieces together.
    • You’ll be on a clock, hope your draws get you what you need in time.
    • Variable win %


    Post Eldrazi Ramp
    • Not very winnable, but with GY hate your chances of winning nearly double.
    • SB: Pithing takes care of the candle stick, REB blows up posts, while GY hate removes the Eldrazi’s
    • Requires SB


    Note: I will post SB + and – once I done more research on the various opponents. If you guys are wondering if I tested against all these decks with competent people. My answer is NO. I cannot be the judge if an individual is competent in using a deck or not. However I did simulations and watched videos/games of people who have gone against these decks above.

    VIV. Situational Analysis (Requires a Judge for clarification on these)

    1.) Welding in a pithing needle (naming Quasali Pridemage) in response to a Quasali Pridemage sacrifice?
    Q: Is the pridemage still able to sacrifice itself?

    The ability is already on the stack so nope. But one thing that has happened to me in tournaments is I'll cast pithing needle, my opponent asks me what I name and I say Quasali, he'll try to activate Quasali but I inform him he can't. Same situation with cabal therapy, opponent can't respond after asking you what you name.


    2.) It is currently my turn, I cast intuition for 3 Painter’s Servant.
    a. My opponent obviously picks Painter’s Servant and I place that in my hand.
    b. As I was about to cast Painter’s Servant, he casts Expirate on me removing Painter’s Servant.
    Q: Does the Painter in my hand get removed? Or do I still have priority to cast it. (Lets say it was done before B? Or After B)

    You're the active player, so you have priority. He can't just cast extirpate out of no where, you can cast your Painter first then he could respond to it with Extirpate but it will not stop your Painter from resolving.


    3.) I have metal craft. I play my Mox opal, tap it for mana, then I play another mox opal.
    Q: Can I still tap the newly entered mox opal for mana before destroying both opals due to legendary rules?

    Nope, legend rule, can't respond to it =\


    4.) I transmute my Muddle the Mixture and in response to that I use LED.
    Q: Do I still get the card I transmuted it for? Does this work?

    It is an activated ability so you can still respond with LED without passing priority.


    5.) Can I cast Intuition then sacrifice my LED in response?
    Q: Do I get the card I Intuition for?

    Yep, just like the Infernal Tutor/LED in TES, you can respond to your own spell but it is important to announce you are retaining priority.


    6.) Does humility affect Emrakul in the graveyard?
    Q: If yes then does that mean I get to shuffle?

    Nope, our answer to him is Tormod's.


    7.) I use my LED to activate my grindstone (My hand: Force of will + land), my opponent responds to my grindstone activation via stifle. Can I still counter that stifle?


    XX. Reference

    You may refer to Mr. Durward’s experience in testing the initial designs for the U/R build here
    http://www.channelfireball.com/home/...he-world-blue/

    Mr. Durward and Mr. George Blankenship experience in the tournament.
    http://www.channelfireball.com/artic...nting-memphis/
    Whose success with the deck was eventually pushed beyond the top 8 by Alex Kwan

    See Starcity Games articles on Alex Kwan’s experiences at The Source.

    For those who are interested in the U/R Painter variant by Noham Maubert (search for UR Painters)
    http://www.bazaar-of-moxen.com/magic...r-of-moxen.php

    For those who wish to review play styles and matches of the winners
    http://scglive.blip.tv/?sort=custom;...=posts;page=16
    Search for Alex Kwan, Caleb Durward, and George Blankenship

    Reading Materials & To Watch
    http://www.channelfireball.com/artic...mbo-in-legacy/
    http://www.starcitygames.com/magic/l...ed_Stone.html/[/INDENT]
    Last edited by TheProfessor; 06-08-2011 at 12:35 AM. Reason: Additional variants + card additions (MM + Transmute artifact + alt wincon ver 3)

  2. #2
    3-point-shooter

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    Re: [PRIMER] U/R Painter

    Excellent primer, finally a home for this highly successful variant, good job Mr. Professor!

    I have very similar feels on your match-up analyses. Also, this thread is very help to learn how to combat Emrakul by assembling a three-card-combo
    http://www.mtgthesource.com/forums/s...uls-Progenitus

    Some inputs on the rule part:
    VIV.
    1) No trick for you. Qasali's ability resolves (and it is no longer on the battlefield) before Pithing Needle enters the battlefield.
    2) No trick for Extirpate. However, you need to cast your Painter before passing priority (After Intuition resolves on your turn, you get the priority first).
    3) No trick for Mox Opal. The Legendary rule forces you to sacrifice before you will get a chance to activate even mana abilities (This has been enforced since Tolarian Academy.).
    4) and 5) You get the tutored cards, just as the same way how Infernal Tutor/Brainstorm+LED works.
    6) Emrakul in the graveyard is a creature card, but not a creature, hence not affected by Humility.
    7) Mana pool is emptied after each phase. The phase after upkeep is the draw phase.

  3. #3
    Tom MacDonald
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    Re: [PRIMER] U/R Painter

    5.) Can I cast Intuition then sacrifice my LED in response?
    Q: Do I get the card I Intuition for?
    What you need to do is cast intuition and retain priority, you then sacrifice your Lion's Eye Diamond (Before Intuition resolves) This Will causa e you to discard your hand and put 3 mana into your pool, intuition will then resolve. so yes, you can end up with the card and the 3 mana.
    Team Hammafist
    Quote Originally Posted by Admiral_Arzar View Post
    What kind of fucked-up, drug-laden, alternate universe of faerie rape does this guy live in?

  4. #4
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    Re: [PRIMER] U/R Painter

    You should actually post the list as well, not just link to it. That's my only criticism. Otherwise, good job!

    -Matt
    "I only drink whiskey older than my girlfriends. It's an expensive hobby at either end of the scale, no matter which way you work it. Do you go with an expensive lady, or a smooth drink? It's a real dilemma."

    "I'm your Huckleberry."

    "If it takes more than a day to decide, you'll never decide"

    Apparently John Cox, LordofthePit, Einherjer, Mr. Safety, Imnotbrown, Treefolk Master, and Parax love what I have to say.

  5. #5
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    Re: [PRIMER] U/R Painter

    Amazing job Marc, that is one of the most detailed and indepth primers, it will be very good for new people trying to get in to the archetype.

    As for the questions, just like the other guys answered but to reiterate:

    1.) Welding in a pithing needle (naming Quasali Pridemage) in response to a Quasali Pridemage sacrifice?
    Q: Is the pridemage still able to sacrifice itself?


    The ability is already on the stack so nope. But one thing that has happened to me in tournaments is I'll cast pithing needle, my opponent asks me what I name and I say Quasali, he'll try to activate Quasali but I inform him he can't. Same situation with cabal therapy, opponent can't respond after asking you what you name.


    2.) It is currently my turn, I cast intuition for 3 Painter’s Servant.
    a. My opponent obviously picks Painter’s Servant and I place that in my hand.
    b. As I was about to cast Painter’s Servant, he casts Expirate on me removing Painter’s Servant.
    Q: Does the Painter in my hand get removed? Or do I still have priority to cast it. (Lets say it was done before B? Or After B)


    You're the active player, so you have priority. He can't just cast extirpate out of no where, you can cast your Painter first then he could respond to it with Extirpate but it will not stop your Painter from resolving.


    3.) I have metal craft. I play my Mox opal, tap it for mana, then I play another mox opal.
    Q: Can I still tap the newly entered mox opal for mana before destroying both opals due to legendary rules?


    Nope, legend rule, can't respond to it =\


    4.) I transmute my Muddle the Mixture and in response to that I use LED.
    Q: Do I still get the card I transmuted it for? Does this work?


    It is an activated ability so you can still respond with LED without passing priority.


    5.) Can I cast Intuition then sacrifice my LED in response?
    Q: Do I get the card I Intuition for?

    Yep, just like the Infernal Tutor/LED in TES, you can respond to your own spell but it is important to announce you are retaining priority.


    6.) Does humility affect Emrakul in the graveyard?
    Q: If yes then does that mean I get to shuffle?

    Nope, our answer to him is Tormod's.


    7.) My opponent floats mana during my upkeep. I then declare battle phase. Then I end combat step.
    a.) I then cast my painter's servant, my opponent uses his floating mana to counter it.
    Q: Doesn't floating mana "go away" after battle phase is concluded? Doesn't he have to use that mana prior to end of combat step?


    He can't do that, mana doesn't float through the phases like that.
    Quote Originally Posted by everythingitouchdies
    We dont let drug laden fiends and swine come marching in and take our shit. We send them home with the memory of the monsters and vigilantes that curb stomped their dreams and threatened to animate their dead grandmother for a black and a colorless. No fucking around in LA.

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    Re: [PRIMER] U/R Painter

    Thanks Alex! Especially comming from you lol

    Oh thanks for answering the extra questions section. I'll revise the primer accordingly :D

    Wanna start writing articles for SCG? I can write as a ghost writer hahaha



    Sorry Question #6 was not meant for this primer lol

    I was compiling my list for commonly asked judge questions/interactions.

    That particular question was for a sneak attack deck.

    The question was if emrakul was sneaked in. at end of turn does he still need to be sacrificed? (due to sneak attack's conditions).

    But since he goes into the graveyard, does humility still affect it preventing it from re-shuffling youre graveyard/library?

  7. #7
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    Re: [PRIMER] U/R Painter

    . Same situation with cabal therapy, opponent can't respond after asking you what you name.

    Somewhat misleading, in a way. Many times when you're playing against blue decks, wait until you get confirmation of it resolving before you name. I've had tricky opponents where I've cast Needle or Cabal Therapy and named the card, but then they counter it. Why? They never said it has resolved yet, and I had "jumped the gun." Yeah right. Point being, wait until confirmation of resolution before naming. You don't want to give free information before anything is actually set in stone.

    -Matt
    "I only drink whiskey older than my girlfriends. It's an expensive hobby at either end of the scale, no matter which way you work it. Do you go with an expensive lady, or a smooth drink? It's a real dilemma."

    "I'm your Huckleberry."

    "If it takes more than a day to decide, you'll never decide"

    Apparently John Cox, LordofthePit, Einherjer, Mr. Safety, Imnotbrown, Treefolk Master, and Parax love what I have to say.

  8. #8
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    Re: [PRIMER] U/R Painter

    Quote Originally Posted by sdematt View Post
    Somewhat misleading, in a way. Many times when you're playing against blue decks, wait until you get confirmation of it resolving before you name. I've had tricky opponents where I've cast Needle or Cabal Therapy and named the card, but then they counter it. Why? They never said it has resolved yet, and I had "jumped the gun." Yeah right. Point being, wait until confirmation of resolution before naming. You don't want to give free information before anything is actually set in stone.

    -Matt
    They can't do what I said, if they ask you what you name then they can't try to respond or counter after they already asked.
    Quote Originally Posted by everythingitouchdies
    We dont let drug laden fiends and swine come marching in and take our shit. We send them home with the memory of the monsters and vigilantes that curb stomped their dreams and threatened to animate their dead grandmother for a black and a colorless. No fucking around in LA.

  9. #9

    Re: [PRIMER] U/R Painter

    How is it with the big bombs, when is it a replacement effect and when is it a triggered aka what can you remove with the GY hate?
    If they have multiples how do you handle it?

    Thinking about the following 3 primarely:
    Emrakul
    Progenitus
    One-shot robot
    And the likes

    Great primer i must say, batlled the deck to a 10th place with a 5-2 record (with 2 heartbreaking losses) in our Danish Legacy Masters tourney earlier this month with 90 players... Prob could have won both if i had been slightly more experienced than it was the case :)

  10. #10
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    Re: [PRIMER] U/R Painter

    Quote Originally Posted by jedi_gof View Post
    How is it with the big bombs, when is it a replacement effect and when is it a triggered aka what can you remove with the GY hate?
    If they have multiples how do you handle it?

    Thinking about the following 3 primarely:
    Emrakul
    Progenitus
    One-shot robot
    And the likes

    Great primer i must say, batlled the deck to a 10th place with a 5-2 record (with 2 heartbreaking losses) in our Danish Legacy Masters tourney earlier this month with 90 players... Prob could have won both if i had been slightly more experienced than it was the case :)
    Emrakul's you can have them all triggered on the stack and respond to them with GY hate. Progenitus and one-shot robot are replacement effects so they never hit the GY, and if two of them are in the deck it is a infinite loop and draw. In games like that, I would try the beat downs with trinket, welder, and painter but still have the combo so if I'm about to lose I'll combo for the draw.

    Great primer i must say, batlled the deck to a 10th place with a 5-2 record (with 2 heartbreaking losses) in our Danish Legacy Masters tourney earlier this month with 90 players... Prob could have won both if i had been slightly more experienced than it was the case :)
    Nice record especially for 90 players. This is a great primer by Marc, at the tournament today I had people say they want to build the deck and learn to play it, I pointed them to this thread.
    Quote Originally Posted by everythingitouchdies
    We dont let drug laden fiends and swine come marching in and take our shit. We send them home with the memory of the monsters and vigilantes that curb stomped their dreams and threatened to animate their dead grandmother for a black and a colorless. No fucking around in LA.

  11. #11
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    Re: [PRIMER] U/R Painter

    @sdematt
    Thanks for your comments. I was hesitant to place a decklist here as this NOT my deck and did not want others to think i created it. So I placed links to the actual decks of the owner and winner lol.

    @Jedigof
    Thank you :D Please feel free to critique and


    @Alex
    Thanks Alex :D You're a great help man.

    I placed this Primer on two sites. Source & Salvation.

    Thought people should enjoy this build its pretty fun and straight forward. Personally its a much cheaper alternative than the Imperial variant :D (although it is my fondest dream to have a set of my own which i'm saving up for haha)

    How'd you do at the tourney?

  12. #12

    Re: [PRIMER] U/R Painter

    Professor - you post fast =) I haven't time to contact you, anyway nice primer! thanks for you effort!!

    I think the match-ups are little overestimated and not as easy - are strongly dependent on whether opponent knows deck you are playing (same as with every combo, but they have easier keeps with this one)

    Few advices I'd add some basic, some maybe not that obvious rules, facts, tips and experiences

    use mind tricks and play smart! - in many situations you can win the next card you see/draw, imagine the draws measure the probabilities well!

    their greed - your benefit
    - surprise them, the deck fully supports, you can't win G1 against burn - seriously you can't - often they do not realize, that keeping 3 burn spells in hand untapped and killing you T14 with lavamancer is the right play, they stick to kill you fast // you can kill elves in response to the glimpse trigger, if you suspect Emrakul inside

    people tend to scoop to the combo even if they can't loose

    learn the Grindstone interactions (and painters) (http://www.wizards.com/Magic/Magazin...icle/20090406a), you play the deck - you should know them, do not let yourself be distracted by opponents who just think they know them - even judges at small events, especially triggers (respond on the last one!), 2 progs in library = forced draw!

    some people don't understand the rules (/deck), fall into a superman complex and think that with Prog/Emrakul/Humility they cannot lose, let them...

    remember Progenitus stays in library, so they have additional turn (=with 7 cards in hand infinite turns!!) actually boarding one in isn't that bad ; ) , especially with elves this one matters

    remember they loose on their draw, so if you are on 2 lives that tapped Lavamancer can make it the same as milling in the last extra turn can't

    if you mill your opponents deck go though it and learn it, dirty trick especially! (post SB double time!), play fair, but don't do it if you suspect to find 2 Progs =)

    multiple grindstones are also protection

    welding in painter (for grindstone) while grindstone activation is on stack is a common operation, like discarding Painter with LED to enable the process

    read the welder errata, opponent doesn't need to know them, and usually doesn't, but you should not underestimate the risks they do (maybe welding a land ftw with a untapped wasteland on the other side is not that good)

    watch out for stifle! - can ruin your day, same with Pyrokinesis

    watch out for Vendilion Clique - attacking with painter/ welder is not good option, measure your options carefully and attack only in match ups and situations you actually can win on lives! untapped Welder is 95% bigger threat than -1 life, again use attack as smart play rather than Beat you!


    Do not always name blue! - again - use our head and dont let yourself be caught by surprise, naming is always situational, Blue supports you plan but is not mandatory, the safest color is BLACK, - for example Team America can't deal with Painter on black, unless the play Smother, even some U/B merfolk may play Ghastly demise (and they are all blue anyway, except you care for vial - so early/late game matters) , green extends Zeniths/Orders

    Naming the Color cannot be responded to! - same with Pithing needle, Iona, once they ask you the color - it's in!

    Swords and Fire and Ice is neutralized by Painter on blue/red - protection - everything is blue/red - equipping causes it to fall off

    pyroblast can target anything

    always ask yourself if you can do better

    and last but not least - LEARN THE DECK - especially !!!Intuition piles!!!, mastering intuition is essential. usually you don't fetch 3 same cards (psychological piles for masters =)), remember you can discard with LED



    those are the most common from the top of my head maybe I forgot some, I hope these help, if anyone has other interactions, please share them

  13. #13

    Re: [PRIMER] U/R Painter

    I've found myself naming other colors more and more often. Black and White seem to be the safest ones. Black can shut stuff off in certain decks and there is really no draw back to white. Always naming blue can be dangerous, as it turns FOW fodder on, namely lands getting discarded to force key spells. Red can be bad news also for pyrokensis.....green turns on NO or GSZ....

    Later EddieO

  14. #14

    Re: [PRIMER] U/R Painter

    Agree with most of the stated by the other guys, as i said earlier this is a great primer.

    There is a lot to learn, but if you are a relatively skilled player, you can pick up most of the tricks pretty quick.
    The tourney I played in where I got 10th, was the first for me with UR painter.
    Funny story, I played the Imperial Painter "mirror", the first mirror for me, he was slightly more experienced with his deck.

    I have 3 grindstones in play, 5 nonbasic lands and a LED.
    He has 4 Lands, a grindstone, a top and a Magus of the blood moonn play. In other words, beating me down slowly.

    Needless to say we were both waiting for the painter, his chances were alot better than mine to find a painter ofc and he could keep beating me w/ magus :D
    He tops EO my Turn, smiles and takes his turn. He draws, plays the painter with 2 untapped lands, taps to draw top card which were a manasource, and in respons i activate my grindstone... only then did it occur to us that he was dead to the top activation... Good times, bad plays:D

    Game 3 he has again magus of Bmoon locked me, and again we are in painterchasemode both of us with grinstones ready... He finds it first again, this time making sure he doesnt make a mistake on the mana, activates and finds the Emmy's in my deck ;D Well played deck, I win on his next turn. More good times, more bad plays:D He was devastated, and I felt sorry for him since it is a good friend, but he was a good sport about it and we laughed hard and long about this game...

    I will be playing it again tomorrow, will check back with results of that later this week.

    I think it would be a good idea to name the most likely intuition-piles, 'cause thats where a lot of people go wrong.

  15. #15

    Re: [PRIMER] U/R Painter

    That would be appreciated. Lets say, for instance, the following scenario.

    I have two Seat of the Synod, an active Welder, a Painter, and an Opal in play.
    I play Intuition. I have no artifacts in my graveyard or non-countermagic in my hand. Is there a way to win on the spot?
    I *could* grab LED/LED/Grindstone, hope they give me the LED, weld in the Grindstone and win, but that's not so likely.

  16. #16
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    Re: [PRIMER] U/R Painter

    @ Sloshthedark: Thanks slosh! I will add your comments and links into the Primer I will do the editing tomorrow or tonite :D Sorry I was waiting for comments but I decided "might as well post it and edit it" along the way haha. Formatting this took me half a day T.T

    The link on painter grindstone interaction was pretty good I'll have to add that to the list of references. Thanks man!

    @EddieO + Sloshthedark: Yes that is correct naming blue isnt always the best way to go. You should name a color accoding to what type of opponent you have.

    @Jedi_gof: Yes actually I have a list of Intuition piles that I have been drafting. But realized that focusing on something that can be disrupted by a single leyline (white or black)?

    Would be hard to list down every single situation as each scenario has unique variables.... So i decided not to post them. However if you guys think it is essential i'll be more than happy to look for it in my trash bin and post it :D (lol) But dont you think intuition piles are a little situational? (i mean you have to have factored in available mana, threat (board base or spell base), remaining turns, and timing.

    I love mirror matches. This is the only time skill truly shines dont you guys think? Honestly I am personally looking for a set of imperials as I wanna build every Painter/G-stone variant out there haha :D I got 8 g-stones already (i know... kinda wierd).

    @Sintheros: Are we talking about casting intuition on your turn or at the end of your opponents turn? :D

    If it is during your turn then there are no combinations that can win you on the spot. If your opponent is good then there are no realistic combinations that can win you that turn. This is why I have seen other players add Robots to their deck. By robots eg. wurmcoil engines, myr battle sphere, sundering titans, etc. That act as decoys for the opponent. As they serve 2 purposes.

    1.) Your opponent will look at your mana base and pick the one you cant cast.
    2.) If they do not pick what you want. You can weld in a robot to protect you for that 1 turn (as your pieces were sent to the graveyard) or you can go beat down.
    3.) When your welder is in play it can weld your win pieces slowly back to play.

    PS. I am not saying we should add robots to our deck I'm merely stating an observation that I had from personal testing and actual gameplay.

    Funny story:
    Against sui-black
    Situation: Next turn would be lethal for me. Currently it is my turn.

    Board for me: Painter, 1 sol land,1 sensei top (topped at opponent end turn: Grindstone, wurmcoil, land)
    Just drew: 1 Grindstone (next 2 cards Wurmcoil and Land), my other card in hand was REB (he thoughtsized my force and he casted his hexamage), Fetchland.

    Opponent:
    He had a Needle (g-stone).
    He had dark depths and the hexamage out and it was basically lethal for me if i ended my turn. (his hand: Hymn and confidant)

    What I did.
    Cast the stone. Naming Blue. Used 1 mana to look at the top 3 (Wurm, Land, intuition). Played fetch, used it. Got a red source (REB his needle). Shuffled and used top to draw blind (lol). Got a LED and played :p (Cest Fin)

    Sorry just had to share that.. lol

  17. #17

    Re: [PRIMER] U/R Painter

    Back again, this time with a (very) short rapport from yesterdays tourney with 35 players.

    Played a more or less stock list, replacing the misdirection/trinket mages with thirst for knowledge for some more quality carddraw. They were really good all night...

    Round 1: Esper-Cookiebrew
    This was a new guy I had newer seen before who in round admitted it was his 1st legacy tourney.
    We shuffle up, I win die roll and keeps my 7. So does he. And puts into play Leyline of Sanctity. WUUT?? Well, luckily the rest of his deck did not put up to much of a fight, painter+blast killed the leyline, and g2 was uneventful as a turn 4 emrakul prompted a autoscoop.
    2-0, 1-0-0

    Round 2: Team America.
    G1 he has EE for 1, goyf and a late tombstalker. Luckily i lured him into blowing the EE to take out my Grindstone, and managed to battle through counters+stifles to win at 2 life starring down on a goyf+stalker.
    G2 he stalls @ 2 lands and its smooth sailing.
    4-0, 2-0-0


    Round 3: Bant aggro
    G1: Misplays from my side and above normal draws from him ended game 1 quickly.
    G2: He had the world, and its a quick 2-0 to him.

    4-2, 2-1-0

    Round 4: Hi Tide
    Long exhausting G1... I manage to stop him 3 times from going off, and deplete him from cards, meaning i eventually pull out the win.
    After boarding we had 7mins for game 2, and he tries to go off too early, and i have infi blasts to stop him. Phew, tough one...
    6-2, 3-1-0

    Round 5: Cephalid Breakfast
    He wins dieroll... G1 he goes T1 Nomad, t2 Cephalid to which i have force, but he dont care as he has a t3 cephalid too, and I had t3 kill, so good for him he had a backup cephalid.

    G2+3 becomes attrition war over combo pieces which I win both of them, the GY hate in particular was great here.
    8-3, 4-1-0

    Round 6: ID to go in top 4 for store credit.

    3rd tourney with this deck, and havent been outside prices yet with 2x top 4 in ~40 mans tourneys and the 10th in DLM..

    Good stuff, thanks to the brains of the business for comming up with this deck, it rocks.

    As a sidenote, at the Danish legacy masters, we arranged a Vintage Event sunday, for which I sleeved up paintedstone and picked up a recall for my 1st place, turns out the combo is also good in vintage :D

  18. #18
    3-point-shooter

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    Re: [PRIMER] U/R Painter

    This belongs to the very few combo decks that benefit from Mental Misstep. Creature removal (especially exile effects) can now be solved without opening mana or card disadvantage. Moreover, the deck laughs at opposing counters when Goblin Welder was sneaked into play. A deck post NPH could look like

    4 Grindstone
    4 Painter's Servant
    4 Brainstorm
    4 Sensei's Divining Top
    4 Intuition

    4 Goblin Welder
    4 Mental Misstep
    1 Red Elemental Blast
    4 Force of Will

    1 Lion's Eye Diamond
    1 Tormod's Crypt
    3 Mox Opal
    3 Great Furnace
    4 Seat of the Synod
    1 Island
    4 Volcanic Island
    3 Polluted Delta
    2 Flooded Strand
    3 Ancient Tomb
    2 City of Traitors

    I don't know if there are any intuition piles involving REBs, and how would cutting the MD number to 1 affect.

  19. #19

    Re: [PRIMER] U/R Painter

    Is anyone else liking Transmute Artifact much better than Trinket Mage?

    Pros:
    -can actually get both combo pieces
    -costs at least 1 less to get Grindstone into play with it, costs less to get Crypt, costs less to get LED, costs less to get Top, etc etc


    Cons:
    -UU cost means you can't play it turn 2 if you led with a sol land or with Furnace + Welder and have no active Opal
    -Needs an artifact to sacrifice (this has definitely not been an issue with this deck:)
    -Does not produce a Grizzly Bear

    I just personally liked it better in testing and thought I'd share.

  20. #20

    Re: [PRIMER] U/R Painter

    I don't know about Misstep. Is it really worth dropping (in your case) a Pyro, 2 LEDs, and trinket mage over?

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