Next round is the Impatience rule, so Elixir by itself potentially gets around that, and I don't want the Elixir construction tax to be a problem to basically ignore 2 damage a turn. (Plus there are actual clever ways around it!)
It probably won't matter in the end though, because it's begging to be ignored the classic combo route. (Which means that Elixir is probably going to be bad anyways.)
Maybe I should have been submitting it the whole time. (That's no fun though, I basically knew it was a top contender for the land rule format as I played it before in the 3CB variant with the inferior Beast Within, and it literally only lost to Exploration ramping into fatties that ignore Beast Within because Trophy wasn't even printed yet. Turns out the fourth card makes going wide far more legit, because exiling discard makes waiting for Hydra Broodmaster not a plan, and From under the Floorboards is definitely the way to do it to beat Trophy loops.)
My favorite entry was yours actually.
It probably won't matter. The vast majority of Legacy 4CB decks either goldfish or lock the game down long before turn 10. Mountain + Chronomaton/Stromkirk Noble/Reckless Waif on its own is faster.
The decks most affected by Impatience are slow grindy control decks like Ensnaring Bridge + Scalding Tongs, which Elixir-Trophy preys on, so Elixir is losing some of its best matchups while the explosive fast decks are unaffected.
maxx!: Cavern of Souls, Oboro, Palace in the Clouds, Meddling Mage, Spell Pierce
1. Asthereal (TO): Tropical Island, Chromomaton, Durkwood Baloth, Daze
I can Meddle Baloth, but can't stop Chronomaton. 0-6
2. jhhdk: Gatekeeper of Malakir, The Tabernacle at Pendrell Vale, Urborg, Tomb of Yawgmoth,Volrath's Stronghold
OTP you land Gatekeeper first, so I can't race. I can't trade, because Stronghold recurs your guy. OTD I can accelerate out Mage and name Gatekeeper, locking you out. 3-3
3. GoblinSmashmaster: Island, Force Spike, Force Spike, Brinebarrow Intruder
Double Force Spike is pretty interesting, but Cavern of Souls means I can stick Mage, and 2/2 beats 1/2. 6-0
4. Reeplcheep: City of Traitors, Porcelain Legionnaire, Trinisphere, Rishadan Port
3ball is good tech, but doesn't matter in this matchup. I can't beat turn 1 City -> Legionnaire on the play or draw. 0-6
5. Wrath of Pie: Mishra's Factory, Golgari Rot Farm, Elixir of Immortality, Assassin's Trophy
Mage names Trophy and our 2/2s stare or trade. 2-2
6. H: Swamp, Cry of Contrition, Fume Spitter, Shamble Back
I feel like this I saw this exact deck around 4 months ago? Or something very similar. OTP I play Oboro and pass. You can try to double Cry me, but I can Pierce it to avoid the haunt trigger, then Mage naming Shamble Back on my turn. If you go for the turn 1 Shamble, I Pierce that. If you just play Fume Spitter and pass, I play Mage and name Shamble Back. I think Vile Rebirth would actually get you a draw with the coin, since you could cast it in response to my Mage while I'm tapped out. OTD you can lead with either Cry (I pitch Pierce) or Fume Spitter, and then I play a turn 1 Mage on Shamble. 6-0
7. maxx!: Cavern of Souls, Oboro, Palace in the Clouds, Meddling Mage, Spell Pierce
This is me :]
8. Serguei: Scalding Tongs, City of Traitors, Simian Spirit Guide, Ensnaring Bridge
Very interesting deck. OTD is easy: I can Pierce a turn 1 Bridge, or if you don't play that, I play a turn 1 Mage naming Bridge. Tongs can't ever race Mage, and you can't cast SSG when you're on the play, so I should win that one. OTP is really tricky, because you can actually cast your 2/2. I play Oboro, then you have options. Playing a turn 1 Bridge doesn't do you any favors, because you have to use Lotus or SSG to do it, and I can Spell Pierce it and race Tongs. If you play a turn 1 SSG, I don't think I can win, but maybe I can draw. I can play Mage naming Tongs, and then wait to trade until I've untapped. Once I have U available, I can safely trade or stare, and always have mana to counter Tongs (in case of trading). If you play Tongs turn 1, I have to Pierce it and play Mage naming either of your remaining cards (draw either way). 4-1?
9. Tylert: Lion's eye diamond, Rites of unburial, Iona, shield of emeria, Karakas
This deck can't beat Spell Pierce. 6-0
10. dte: City of traitors, Hangarback Walker, Arcbound Ravager, Steel Overseer
All creatures, 2 that can grow infinitely, and you may even have some extra tricks with Ravager that I don't see yet. Definitely can't beat this. 0-6
11. FTW: Karakas, Mishra's Factory, Path to Exile, Thalia, Guardian of Thraben
OTP you can t1 Thalia and I can't ever cast my Mage. OTD I can stick Mage, but none of the cards I name can be enough. Naming Path loses the beatdown race, and not naming Path means my Mage gets Path'd. Thalia tax means Spell Pierce never helps. 0-6
12. silkster: Plains, Cenn's Tactician, Pact of Negation, Angel's Grace
I'm never fast enough to name Cenn's with my Mage. The countermagic does nothing. 0-6
0+3+6+0+2+6+4+6+0+0+0 = 27 points
Spell Pierce was the only thing I could really come up with, though I did spend some time spitballing with Gemstone Caverns and a 2 mana counterspell. I had a hard time deciding on lands too. Karakas would've helped in the FTW matchup (I think? maybe not), but I figured an uncounterable Meddling Mage would be pretty decent. I expected more explosive combos.
Serguei's deck with City and SSG is super cool, because SSG pulls double duty as backup acceleration (without coin), or a castable Gray Ogre (with the coin). Really creative.
I am definitely better at Pauper/Peasant, haha. Legacy is so hard.
GoblinSmashmaster Results for Round "No Smashing"
1. Asthereal (TO): Tropical Island, Chromomaton, Durkwood Baloth, Daze
Baloth smash :( 0-6
2. jhhdk: Gatekeeper of Malakir, The Tabernacle at Pendrell Vale, Urborg, Tomb of Yawgmoth,Volrath's Stronghold
Tabernacle then Gatekeeped 0-6
3. GoblinSmashmaster: Island, Force Spike, Force Spike, Brinebarrow Intruder
That's me not playing Spell Pierce
4. Reeplcheep: City of Traitors, Porcelain Legionnaire, Trinisphere, Rishadan Port
Legionnaire smash 0-6
5. Wrath of Pie: Mishra's Factory, Golgari Rot Farm, Elixir of Immortality, Assassin's Trophy
Assassinated 0-6
6. H: Swamp, Cry of Contrition, Fume Spitter, Shamble Back
Counter cry and shamble 1-4
7. maxx!: Cavern of Souls, Oboro, Palace in the Clouds, Meddling Mage, Spell Pierce
Mage smash 0-6
8. Serguei: Scalding Tongs, City of Traitors, Simian Spirit Guide, Ensnaring Bridge
Counter bridge and tongs 6-0
9. Tylert: Lion's eye diamond, Rites of unburial, Iona, shield of emeria, Karakas
Counter unburial 3-3
10. dte: City of traitors, Hangarback Walker, Arcbound Ravager, Steel Overseer
Counter walker and overseer 3-3
11. FTW: Karakas, Mishra's Factory, Path to Exile, Thalia, Guardian of Thraben
Factory smash :( 0-6
12. silkster: Plains, Cenn's Tactician, Pact of Negation, Angel's Grace
Pact 0-6
Total: 13 points
Last edited by GoblinSmashmaster; 02-24-2021 at 11:35 AM.
Unburial costs 4 in the yard.
OTP, You have no mana. I cast LED, play Karakas, crack LED and cast Unburial for 4 from the grave for the win naming blue.
OTD, You have an island. I cast LED, Play Karakas, crack LED and Cast uneburial for 4 From the grave. You force spike and I crack lotus petal to pay and win.
Ha, I misread the rules, I thought we got the Lotus Petal on the Play, .
Wow, my deck is stupidly bad in light of this...
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
I think this is worth talking about and I support adding a few more bans. As Wrath said, he could have just played Elixir every time and been very successful with it, but that's boring. Maybe we need to change some of the rounds to make the effects more impactful, but I think banning a few of these tier 0 strategies might be good.
We could ban a few more cards.
I think these look bannable in general:
Lion's Eye Diamond
Assassin's Trophy
Barbed Shocker
Not sure about Elixir of Immortality.
For certain individual rounds, I think we can also look at some bannings.
In the creatures get +3/+3 round we should probably ban Ensnaring Bridge.
In the life gain round, we should probably get rid of Felidar Sovereign, just because it's stupid.
Any cards I'm forgetting about?
Join the 4 Card Blind competition!
Trophy could likely be easily be replaced with Beast Within and/or Generous Gift, so those really need to be considered together.
Actually, it's not as bad as you think, because both can be cast on turn 3 with the standard bounceland construction, and more importantly you can target your own permanents as a win condition, which opens up utility lands as an option instead of having to play a manland as a win condition. Trophy is better outside of dedicated Elixir loops, but that's not the big worry here. (There are situations where the mana difference is relevant, but a vast majority of the time the cards are orthogonal in the dedicated Elixir hands.)
In comparison, something like Vindicate is fine, because its colors mean you are stuck with Factory as a manland, the manland is necessary as a win condition, and more importantly, it's a sorcery.
If we are banning LED and Shocker, then I think Elixir should be banned too. It's a colorless 1-card loop requiring only 2 mana, which is too easy to throw in many shells and abuse with other cards. The other loops we had (mainly dte) were more fragile multi-card combos that have a real deck construction cost that Elixir lacks.
Degenerate T1 combo is what polices slow Elixir loops. If you remove one, the other should go too.
As is, I thought Elixir was fair because combo existed. You just end up with a Rock-Paper-Scissors meta or Combo-Hate-Elixir. Elixir scored so many points because most decks fell into fair "Hate" decks and very little "Combo" was played, but if more people were on Shocker and Iona then it would have balanced out.
Fully agree on these three too.
Trophy seems fine to me, particularly if elixir goes away.
I think the next-best loop engine is Soldevi Digger, which is much worse. (Trophy probably becomes unplayable because of the color requirements without Elixir looping, but that shouldn't stop people from trying.)
The bigger question is whether or not the third ban is Barbed Shocker or Simian Spirit Guide. I would be inclined toward Barbed Shocker, because SSG enables t1 prison pieces that are still relatively interesting for the format. I would also look toward just straight up banning Ensnaring Bridge, because a fairer format makes its prospects much better, and it is a fairly obvious default.
I'm not worried about Bridge this round at least, because the standard Bridge deck is incapable of winning in Impatience.
Later it may need to be revisted.
Banning ssg, with dark ritual, petal and esg around, would seem weird to me. It is a fine card, one mana for one card (out of 4) is comitting.
I am for the triad shoker, led, elixir.
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