I was reading the new Sneak Show Primer and I read the "how to identify" part. I thoroughly enjoyed it even though I despise the deck.
I wish there was a similar stickied main thread on identifying legacy archetypes based on turn one/two plays and to what to watch out for the following turns.
Also, take note Everyday Eternal hosts. How would you play around the given information by your opponent based on the deck you play (Matt plays Midrange, Jacob is known to play combo (or any Griselbrand.dec), Sam plays control and Sean plays fringe rogue "lockdown prison" strategies. Maybe you can invite Bob again as the tempo player and/or another guest known to play other playstyles not mentioned).
Nice one from the podcast itself:
Tropical Island, Top: 12-Post.
Originally Posted by Lemnear
You could just wait for us to finish it on the sneak and show thread and then extract that segment for a sticky
We have all or at least the majority of land drops completed. There is only a handful of t1 drops that further narrow it down from there
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How Not to identify decks:
Volcanic Island - This land could be anything. RUG Delver, WUR Delver, UR Delver, Sneak and Show, Miracle, Painter Stone....
Tropical Island - This land could be slightly less than any anything. RUG Delver, BUG Delver, Shardless BUG, 12 Post....
Island - This land could be anything. Omni-tell, Miracle, Sneak and Show, High Tide, Merfolk....
Generally, it's the combination of the 1st land and the 1st spell they play. Sometimes, it's the 1st land and the 1st ability they play, as in 1st ability could be cycle, oh 1st land is optional, cause some decks don't need that 1st land.
You should probably put them on Miracles. No combo deck goes draw go without playing cantrips of any sort. Instead a Miracle player wants to go late game and has little to no interest in casting spells when he's sitting on a Brainstorm+ Terminus in hand. Unless he has Top or CB. But most of the times he will try to play these out of pierce range, so it's perfectly normal for a Miracle player to go draw-go for the first 3-4 turns of the game.
In regard to the post above, if opponent opens with Volcanic go, we just have very few choices here
-Delver decks ( they have stifle and they run Wasteland. They have few creatures and a cc2 game breaking creatures, maybe Goyf, or Sfm, or Young Pyromancer. They play taxing counters.) = they all play the same and the way you play vs doesn't really change a lot.
-combo deck ( Snt, Tes, Ant) They're combo decks. You need to stay open for taxing counters or play discard spells, or play an hatebear, or go off before them. There is not a lot beyond that.
- Miracles that kept a sketchy hand.
That's it in 99% of the cases. Ponder and Bs will not help understanding what they are up to because they're played by all three archetypes (though Miracle usually play 1-2). Ancient tomb helps. So does Delver. Intuition should give you hints. It's not that hard. I find this process rather easy the vast majority of the times. Last month I spotted a guy playing Aluren on turn 2 because he went misty-trop- ponder on his first turn and dropped a Taiga on his 2nd turn.
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Your opponent goes, Chrome Mox, imprint simian Sprit Guide, City of Traitors, Seething Song, Sneak Attack, activate, put in Worldspine Wurm, Attack you to 5, eot make 3 5/5 Wurms.
You play Swamp Cabal Therapy, what do you name?
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I often go Polluted Delta>island, ponder (no shuffle), go. This can really put my opponent on defensive. Maybe they had a turn 1 delver or their own ponder, but keep mana up for turn 1 spell pierce but I am actually just playing UWr miracles and nothing that will kill them next turn.
Making a guide for this is tricky. Its more a 6th sense. Its not just the cards they play, but the players behaviors and appearance (and the appearance of their sleaves, playmat, etc.). From playing nothing but decks that have 4 maindeck cabal therapies (without probes or other discard) for quiet a long time I got pretty good at it. Research helps, but it is definitely not something you learn overnight by reading a guide.
He said ''playing only land go''. I assumed repeatedly over the course of various turns. Like 3-4. How often do you see combo players playing draw go for more than 2 turns (considering storm combo decks play13-15 lands) ? Correct, almost never. My bad though, as I assumed his ''only land go'' meant over the course of a certain number of turns. Not just the first. Obviously fetch go doesn't mean anything lol.
Also with, Swamp in play, I don't think I put them on Miracles lol.
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