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Thread: Waterfalls (RUG Cascade!)

  1. #421

    Re: Waterfalls (RUG Cascade!)

    The fact that the deck can recover from 8 forces isn't reason to play them. To be fair, I'm not sure what your local meta is like, whether you play online or in paper.

    In a room full of mono belcher, yes play 8 forces. In a room full of 4C pile and delver, force of will will put you too much behind in the early game that your opponents resources will come online before you can really stabilize.

    Often (not always), will you find yourself boarding out force of will in midrange match ups, and if that is what you can expect to face, g1 with 8 force of wills will probably put you on the play game 2. But to be fair, it will depend heavily on what type of decks you expect to play against.

  2. #422
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    Re: Waterfalls (RUG Cascade!)

    Quote Originally Posted by Kobra_D View Post
    The fact that the deck can recover from 8 forces isn't reason to play them. To be fair, I'm not sure what your local meta is like, whether you play online or in paper.

    In a room full of mono belcher, yes play 8 forces. In a room full of 4C pile and delver, force of will will put you too much behind in the early game that your opponents resources will come online before you can really stabilize.

    Often (not always), will you find yourself boarding out force of will in midrange match ups, and if that is what you can expect to face, g1 with 8 force of wills will probably put you on the play game 2. But to be fair, it will depend heavily on what type of decks you expect to play against.
    You'd be foolish to jam 8 forces in the deck on game 1. but if game 2 hits and you play against combo, I see nothing wrong with going up in the count. I wouldn't play 8...but i will do 6 plus pierces, flusters and such.

  3. #423

    Re: Waterfalls (RUG Cascade!)

    Quote Originally Posted by Kobra_D View Post
    I know how attractive of a mechanic cascade is but it feels like a trap.

    Playing it means we lose on quality blue interaction, spell pierce, daze, stifle.

    Up to 8 forces is nice but it you don't want to 2 for 1 yourself at every decision point.

    If miracles is a hard match up try more walkers. Narset or pfire/dack are hard to answer.

    You could also try the cephalis coliseum lock with Narset and W6. Those 3 are lights out for most decks if you can make it to the late game stage of things.
    Quote Originally Posted by KobeBryan View Post
    You'd be foolish to jam 8 forces in the deck on game 1. but if game 2 hits and you play against combo, I see nothing wrong with going up in the count. I wouldn't play 8...but i will do 6 plus pierces, flusters and such.
    Spell pierce sounds pretty good, smart and insightful conclusion.

    ~Edit~
    To clarify, my original statement was meant to be read as such:
    "Currently a cursory search will show blue decks playing between 4 and 8 pieces of counter magic. Combo decks going to 4 or less, Tempo decks playing the full 8 pieces and with midrange and control playing 5/6. Although this deck can play 8 forces, simpler solutions to counter magic such as spell pierce, daze, and flusterstorm (with my preference in that order) become playable if cascade is not a mechanic played in the deck. "

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