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Thread: [DTB] Grixis Tempo

  1. #1521

    Re: [DTB] Grixis Tempo

    Quote Originally Posted by jroharo View Post
    Does anyone have a link to a decent sideboard guide for this deck? (I'm on Bob Huang's 2 pierce list.)

    I've been playing it for the last couple months and I think I'm getting a decent hang of the deck, but I'd like to compare my sideboarding strategy with a more experienced sideboarding guide, if there is one available.
    I too would be curious to see a rough breakdown, to compare what i try and do with generally accepted best practice, as i feel it's somewhere i can definitely improve (bit of a newcomer to the format). Understanding more of the 'why' things are done would really help, long term.

  2. #1522

    Re: [DTB] Grixis Tempo

    Quote Originally Posted by Adan View Post
    Is PoP a dedicated tool for those lands / TurboDephts decks? I can't really see the benefit of running that card...
    PoP is also great against various Eldrazi decks (better against the MUD/Post builds, but still great against Stompy). I also bring it in against some of the 4c control decks, as they're typically running infinite removal, various sweepers, and SCM, so it's difficult to close down games.

  3. #1523

    Re: [DTB] Grixis Tempo

    Quote Originally Posted by IamHANDSOME View Post
    What do you think about playing 3 Wasteland instead of 4 main in Grixis? I remember playing against a lot of Grixis builds with Ur Delver and all of the players told me they boarded 1-2 Wasteland out since I am able to fetch on Basics and Wasteland was often a dead card. Currently I am also playing Grixis Delver and my meta has a lot of combo decks which can fetch on Basics also such as Sneak Attack, Food Chain, Storm, Aluren, etc. Im wondering about playing only 3 Wasteland main to avoid drawing to many of them. I know that in the mirror they can be quite devestating but I feel like often they dont do what they should do (so more of a meta choice) and I often have to play a mulligan if Wasteland is the only land on the opening hand and dont have blue mana to play Brainstorm and Ponder. Anyone else tested only 3 Wasteland main? How did it run?
    I've been playing 3 Wastelands online for a few months now. I certainly don't have the trophy count of Lewis, et al, but in my experience, I don't miss the 4th. I would say I get Wasted out of the game more frequently than I Waste others out, so the extra Fetch (which is my replacement card) comes in handy. I don't think I've played against a Delver/Pile opponent that didn't have a turn 1 DRS in the past month though, so Wasteland loses a lot of its lustre there.

  4. #1524
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    Re: [DTB] Grixis Tempo

    I guess most people think of Wasteland as a way to hardlock your opponent out of the game, but it is mainly about the tempo-advantage it gives you, keeping cards like Daze and Spell Pierce alive for a longer period of the game.
    It's not meant to screw your opponent. It's nice when that pans out, but most of the time it's just about the strain on the mana. I've won plenty of games and matches against Czech Pile simply because Wasteland allows me to control whether they can cast their BB spells like Marsh Casualties, Hymn, Liliana or cut their red mana for Kolaghan's Command or green Mana for Leo and Abrupt Decay. At the same time pretty much any relevant spell costs 3 Mana, and having Wasteland to maintain Daze's value here is key. Czech Pile is a prime example for a matchup where you'd want 4. Same is true for Dark Dephts decks where you definitely want 4 despite them being able to shut it off with Needle, but it's pretty much the only way to interact with the combo in a meaningful way.

    I think you should play 4. On the long run it will win you more games than it will lose you games.
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  5. #1525

    [DTB] Grixis Tempo

    I ran Grixis in a local tournament with 35-40 people this weekend.
    Deck was Huang-esque with the black sideboard but only 1 edict/1 marsh casualties and instead 1 flusterstorm and 1 winter orb. Both good changes given the actual meta.

    1-1-1 vs miracle
    Winter orb won me game 2 and might've game 3 had we had the time.
    2-1 turbo depths
    Won both games with fast clock and a bunch of wastelands plus a timely abdede for needle.

    2-0 vs omnitell
    Easy match up

    2-0 4c delver
    Going under BUG is a strong plan. I took the aggro role and wasted him off red so he couldnt deal with my threats.

    1-2 vs spiraltide
    I was so unfortunate this match. After winning G1 with double fow i surgicalked high tide G2. Then he fetched hightide with wish but was hellbent. He rips spiral and goes off, facing lethal.
    G3 i keep a one-lander with DRS and delver and 2x BS. I fetch for ugs and deploy delver. Instead of deploying DRS next turn i BS for a land twice finding nothing. When he goes off pyroblast is stuck in my hand which would have won me the game. I guess lesson is to always play DRS first versus combo decks if you have a mana light hand.

    1-2 vs miracle
    Won G2 on pure delver hand. G3 was close thanks to Liliana otlh but he digged through a bunch of cards and finally found councils judgement.

    If you're in a controling meta i can recommend winter orb. It's even better in grixis than in RUG thanks to DRS.
    Last edited by JackaBo; 02-12-2018 at 02:10 PM.

  6. #1526

    Re: [DTB] Grixis Tempo

    I've been bleeding win % in delver mirrors lately. I've found myself losing wasteland battles and unable to find timely threats or removal while my it seems like my opponent always has it. My general game plan is to be proactive about finding lands and not getting wastelanded out in the first few turns and either riding an early peezy or delver to the win or gridning out a longer game with angler/tnn.

    In game 1s I think I'm losing value with FoW. I tend to try to reserve it for big threats like TNN/Angler/Goyf/lilly but if I lose with force in hand it's definitely worse than an early 2 for 1. I also may be losing value with ponders, I tend to be willing to draw 2 medium-to-bad cards if there's one I really want.

    I'm on the 2 pierce list with the following SB plan for grixis
    -4 FoW
    +Grim Lavamancer
    +1 Pyroblast
    +dismember
    +K Command

    Thanks for any advide

  7. #1527
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    Re: [DTB] Grixis Tempo

    Some tech I've been testing with:

    1. Leovold, Emissary of Trest slots nicely into the sideboard. 1-2 copies are worth running to mess with decks that rely on cantrips or drawing a ton of cards. But even against a deck like D&T he's pretty good since he can help mitigate StP and Rishadan Port. I am undecided if he should actually take the mainboard slots currently occupied by TNN and send TNN to the board -- since generally Leo is better against more random matchups, especially combo... but on the other hand, TNN is amazing at getting in there for the last couple points of damage. Perhaps a 1/1 split? With DRS, it's not usually too difficult to meet the color requirements of casting him, and against any deck without Wasteland you can fairly safely fetch out your lone Tropical Island as needed.

    Note that I also like to run Kolaghan's Command in this deck -- 1-2 copies somewhere in the 75 really helps give you the edge against other Delver decks. These cards push the deck towards playing a little bit more like 4C Control in the mid-game, except you're playing a more focused and aggressive early tempo game.

    2. Bitterblossom -- mainly considered for the comeback of Miracles. This makes it so that they have a difficult time answering all of your threats, and if it goes completely unanswered for awhile, the damage from the tokens quickly escalates. It's also not too bad against other creature and midrange decks, as providing chump blockers and some evasive attackers can help win in a stalled ground state. Might also be worth bringing in against Turbo Depths, as having blockers for Marit Lage can buy you some time to find Diabolic Edict.

  8. #1528

    Re: [DTB] Grixis Tempo

    Quote Originally Posted by wcm8 View Post
    Some tech I've been testing with:

    1. Leovold, Emissary of Trest slots nicely into the sideboard. 1-2 copies are worth running to mess with decks that rely on cantrips or drawing a ton of cards. But even against a deck like D&T he's pretty good since he can help mitigate StP and Rishadan Port. I am undecided if he should actually take the mainboard slots currently occupied by TNN and send TNN to the board -- since generally Leo is better against more random matchups, especially combo... but on the other hand, TNN is amazing at getting in there for the last couple points of damage. Perhaps a 1/1 split? With DRS, it's not usually too difficult to meet the color requirements of casting him, and against any deck without Wasteland you can fairly safely fetch out your lone Tropical Island as needed.

    Note that I also like to run Kolaghan's Command in this deck -- 1-2 copies somewhere in the 75 really helps give you the edge against other Delver decks. These cards push the deck towards playing a little bit more like 4C Control in the mid-game, except you're playing a more focused and aggressive early tempo game.

    2. Bitterblossom -- mainly considered for the comeback of Miracles. This makes it so that they have a difficult time answering all of your threats, and if it goes completely unanswered for awhile, the damage from the tokens quickly escalates. It's also not too bad against other creature and midrange decks, as providing chump blockers and some evasive attackers can help win in a stalled ground state. Might also be worth bringing in against Turbo Depths, as having blockers for Marit Lage can buy you some time to find Diabolic Edict.
    Bitterblossom can also be a main deck choice as a one-off while cutting one Young Pyromancer. Especially if you play with Spell Snares in the main deck instead of Spell Pierces your mirror matchup does not get worse with Bitterblossom and your control matchup highly improves.

  9. #1529

    Re: [DTB] Grixis Tempo

    To the very very experienced Grixis players: How is our matchup against Storm variants like TES and ANT? Would you rather run 2 Spell Pierce or 2 Cabal Therapy mainboard against Storm? Also how good is Cabal Therapy in general? Against which decks do you want to see it often? Against which decks is therapy only okay and which decks is it bad? How does it come that players prefer 2 Spell Pierce over 2 Cabal Therapy main? Can somebody give me a little analysis on it pls :)

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