Runed Halo was amazing everytime I played it.
Shuts down tons of hard-to-deal-with-threats.
2 is a temptative numbers, but to see the face of a U/x/x player with a TNN on the board and resolve Halo naming TNN is hilarious
Thinking about going -1 RiP / +1 Kataki for the SB......
So I am going to sound like one of those guys but.... why aren't we playing peacekeeper in the sideboard?
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I mean, we've been talking about playing bridge, runed halo, even Holy Light--but peacekeeper stops TNN and elves completely.
I mean, we can't attack either, but I figured with vial and wisp it'd still be decent
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If you play It though, you have no way to win unless you draw flickerwisps or you stp your own guy. TNN gives blue decks a lot of inevitability since we have no real way to deal with it. I feel like meekstone would be better. We have ways around that, namely every 3 power guy we use has vigilance, save Flickerwisp.
Now, if Peacekeeper were a legend, or there were a legend with Peacekeeper's ability then we'd have a stew cookin.
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Is it worth running some copies of Honor of the Pure SB to dodge the all the -1/-1 hate? Or maybe just swapping into bigger butts (Serra Avenger, Brimaz, Jotun Grunt)?
Those bigger buts don't tax anything though. Except grunt. But if I want graveyard hate I'd rather have it in a more permanent form, namely Rest in Peace.
If you're really having a problem with stuff like Zealous Persecution, don't overcommit so much to the board so it doesn't blow you out as much
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It stops Elves, sure, but don't they have Decay in the side? I'd imagine they'd bring it in vs Hate-Permanent.dec (and I think I've seen it post side...) so even then it's not a hard lock. It DOES seem sweet vial-ing it in in response to Craterhoof triggers though.
VS TNN, yeah, it's good, but in my experience I'm barely even able to get a dude to last on the table against them; in UWR they have infinity removal, BUG has Charm (-1/-1)... It just seems like Danger Of Cool Things - albeit, semi-useful and tricky things. I still think the line of choice is trying to preempt their equipment. I've been thinking about Ronom Unicorn... (why isn't there a Manic Vandal in White?! I'm starting to think buddy with the R splash was on to something...)
Its real value is in a pure control deck where they are boarding out all their spot removal; even Miracles doesn't need the guy right now. BUT its good that we're keeping things on the radar :).
So, went 3-0 last night at our weekly Legacy night. (list is higher in the thread)
Lost a game to BUG Delver and 1 to Miracle since I couldn't draw lands.
Rd. 1 = 2-1 vs BUG Delver (SB Plan : -1 SFM,-1 BS,-2 Revoker/+2 RiP,+1 Sunlance,+1 SoFaI)
Rd. 2 = 2-1 vs Miracle (SB Plan : -4 StP,-1 Brimaz/+2 Ethersworn Canonist,+2 Spirit of the Labyrinth,+1 E-Tutor)
Rd. 3 = 2-0 vs Deathblade (SB Plan : -1 Batterskull,-2 Revoker/+1 Mankiri Kusari,+1 Meekstone,+1 SoFaI)
The list still requires tweaking, but Runed Halo was amazing all night again.
I wanna cut 1 of the RiP for a Stony Silence or Kataki in the SB.
Affinity is not a super hard match up, but improving it won't be bad.
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I have to admit, I'm a sucker for the idea of Peacekeeper in conjunction with Mangara.
On another note, I've been struggling with figuring out what to side out in some MU's. For example, against Team America. RiP, Wilt-Leaf, and maybe Spellskite are coming in, but that leaves you with at least 4-5 cards coming out of the main-board. What would those be? Mindcensor? SoFaI? The list just seems so tight at times.
"Don't mess with me, lady. I've been drinking with skeletons."
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Hey guys,
does anyone have Paul Rietzl's decklist from SCG-LA? Ty.
I would hesitate to take out Revoker. Revoker shuts down Shaman if they remove RIP and shuts down the Planeswalkers which are an alternative win con. They are also extra bodies, which I would hesitate to take out. I could see you shaving them, but I wouldn't take out all 4.
I would play +2 Wiltleaf Liege, +2 RIP, -1 Phyrexian Revoker, -2 Mangara, -1 flex slot (for some it is equipment, for some it is Oblivion Ring, for me it is Fiend Hunter, etc).
Mangara's function is utility, so I'm really trading 2 creatures (revoker + fiend hunter) for 2 creatures (liege). RIP basically removes Tarmogoyf and Deathrite Shaman, so Fiend Hunter's removal is unnecessary. Mangara is far too slow of an engine to work in this match up. Also, the Wastelands will be targetting your Karakas, so there really is no point in trying to set up this combo.
In practice Mangara is almost never too slow.
I side Mangara out, but not in this one. In fact, I figure people are siding Mangara out too often in general.
They are bound to have Golgari Charm. Mangara has more use here than most of the dudes the charm kills. He can nix the mana ahead of time, stranding it their hand. Karakas ties up their options with regards to timing, and so on.
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Mangara activates turn 4 if you are fast. Do you wait for Karakas? Do you wait for Vial? He just needs too many pieces to work efficiently. Am I greedy with my Mangara? I'm not sure.
Saving mana for Mangara also hurts your own strategy. You can't use your Wastelands so aggressively. I find this to be a problem as you should be the one trying to lock them out on lands and swarming the board. After all, they are the multicoloured deck. You can cut them off of a colour if you are allowed to use your Wastelands.
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