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Thread: [Deck] Imperial Bomberman

  1. #261
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    I'm very sad right now. Top was the heart and soul of this deck.

    Basically the whole fast mana engine that Top enabled - cracking LEDs and then flipping top to cast stuff; and turning on Mox Opals - is dead. Engineered Explosives is now much worse as it doesn't draw our deck anymore.

    It's possible other builds of Bomberman can be playable, but they are a different deck.

    RIP the most fun deck I've ever played
    I am in agony. I've done so well with it at the last tournaments I've done and just about finished foiling it out

    We NEED to find a new build. I love this deck.

  2. #262
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    Re: [Deck] Imperial Bomberman

    // Deck: Bomberman (60)

    // Lands
    1 Ancient Den
    2 Ancient Tomb
    1 Arid Mesa
    4 Cavern of Souls
    1 City of Traitors
    4 Flooded Strand
    1 Great Furnace
    1 Island
    1 Karakas
    1 Plains
    1 Plateau
    1 Seat of the Synod
    1 Tundra
    1 Volcanic Island

    // Creatures
    4 Auriok Salvagers
    1 Ethersworn Canonist
    4 Imperial Recruiter
    1 Spellskite
    4 Trinket Mage
    2 Walking Ballista

    // Instants
    4 Brainstorm
    2 Swords to Plowshares
    3 Thirst for Knowledge

    // Artifacts
    1 Engineered Explosives
    4 Lion's Eye Diamond
    3 Mox Opal
    1 Pithing Needle
    2 Pyrite Spellbomb
    1 Æther Spellbomb

    // Planeswalkers
    2 Nahiri, the Harbinger

    // Sideboard
    SB: 1 Chalice of the Void
    SB: 1 Defense Grid
    SB: 3 Enlightened Tutor
    SB: 1 Ensnaring Bridge
    SB: 1 Ethersworn Canonist
    SB: 1 Grafdigger's Cage
    SB: 1 Grand Abolisher
    SB: 1 Magus of the Moon
    SB: 1 Manic Vandal
    SB: 1 Meddling Mage
    SB: 1 Meekstone
    SB: 1 Peacekeeper
    SB: 1 Tormod's Crypt

  3. #263

    Re: [Deck] Imperial Bomberman

    The top ban is a shame, but I've been thinking about how to change things up today.

    Land (22)
    1x Ancient Den
    4x Ancient Tomb
    1x Arid Mesa
    4x Cavern of Souls
    1x City of Traitors
    4x Flooded Strand
    1x Great Furnace
    1x Inventors' Fair
    1x Karakas
    1x Plains
    1x Plateau
    1x Tundra
    1x Volcanic Island

    Artifact (20)
    4x Chalice of the Void
    1x Engineered Explosives
    4x Lion's Eye Diamond
    4x Lotus Petal
    4x Mishra's Bauble
    3x Mox Opal

    Creature (16)
    4x Auriok Salvagers
    3x Imperial Recruiter
    2x Monastery Mentor
    3x Trinket Mage
    4x Walking Ballista

    Planeswalker (2)
    2x Nahiri, the Harbinger

    Sideboard (15)
    1x Containment Priest
    1x Defense Grid
    4x Ensnaring Bridge
    1x Ethersworn Canonist
    1x Grafdigger's Cage
    1x Izzet Staticaster
    1x Manic Vandal
    1x Pithing Needle
    1x Sphere of Law
    2x Tormod's Crypt
    1x War Priest of Thune

    Basically you can draw your whole deck with mishra's bauble but you have to wait a turn to kill. Also you can use chalice because you don't need 1 drops anymore thanks to top ban and walking ballista as a kill condition.

  4. #264
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by zmanzam View Post
    List
    Incorrect, sorry -> [[With Mishra's or Urza's Bauble, if you play a single Scout's Warning, you can kill them in their upkeep with Walking Ballista rather than giving them a whole turn to do things.]]

    After a bit of goldfishing with the post-Top lists, I'm realizing that Trinket Mage is much worse now too, as it can't tutor up a library manipulation/card quality engine.

    (Every time I have Mishra's Bauble in my hand and imagine it as Sensei's Divining Top I get really really sad all over again.)
    Last edited by Wanderlust; 04-25-2017 at 02:30 PM.

  5. #265

    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    With Mishra's or Urza's Bauble, if you play a single Scout's Warning, you can kill them in their upkeep with Walking Ballista rather than giving them a whole turn to do things.

    After a bit of goldfishing with the post-Top lists, I'm realizing that Trinket Mage is much worse now too, as it can't tutor up a library manipulation/card quality engine.

    (Every time I have Mishra's Bauble in my hand and imagine it as Sensei's Divining Top I get really really sad all over again.)
    I don't see how scouts warning works. You can't make infinite mana on their turn.

  6. #266
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by zmanzam View Post
    I don't see how scouts warning works. You can't make infinite mana on their turn.
    Yeah, you would need like Leyline of Anticipation in play.

  7. #267
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by itrytostorm View Post
    Yeah, you would need like Leyline of Anticipation in play.
    Derp, sorry guys. I suppose Glorious End could do what I was envisioning instead. With all of the Bauble draw triggers on the stack at the beginning of their upkeep, crack LED for RRR, resolve the draw triggers into Glorious End, kill them in our new turn. Only doesn't work if Glorious End is the bottom card of our library.

  8. #268

    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    Derp, sorry guys. I suppose Glorious End could do what I was envisioning instead. With all of the Bauble draw triggers on the stack at the beginning of their upkeep, crack LED for RRR, resolve the draw triggers into Glorious End, kill them in our new turn. Only doesn't work if Glorious End is the bottom card of our library.
    That is actually super spicy. I like that a lot.

  9. #269

    Re: [Deck] Imperial Bomberman

    So the glorious end kill is hilarious. This is what I have now.

    Land (22)
    1x Ancient Den
    3x Ancient Tomb
    4x Arid Mesa
    4x Cavern of Souls
    1x City of Traitors
    1x Flooded Strand
    1x Great Furnace
    1x Inventors' Fair
    1x Karakas
    1x Mountain
    1x Plains
    1x Plateau
    1x Tundra
    1x Volcanic Island

    Artifact (20)
    4x Chalice of the Void
    1x Engineered Explosives
    4x Lion's Eye Diamond
    4x Lotus Petal
    4x Mishra's Bauble
    3x Mox Opal

    Creature (16)
    4x Auriok Salvagers
    3x Imperial Recruiter
    2x Monastery Mentor
    2x Trinket Mage
    4x Walking Ballista

    Instant (1)
    1x Glorious End

    Planeswalker (2)
    2x Nahiri, the Harbinger

    Sideboard (15)
    1x Containment Priest
    1x Defense Grid
    4x Ensnaring Bridge
    1x Ethersworn Canonist
    1x Izzet Staticaster
    1x Manic Vandal
    2x Phyrexian revoker
    1x Sphere of Law
    2x Tormod's Crypt
    1x War Priest of Thune

  10. #270
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    After a bit of goldfishing with the post-Top lists, I'm realizing that Trinket Mage is much worse now too, as it can't tutor up a library manipulation/card quality engine.
    I saw Caleb D. play a version of the deck earlier and I wonder: Why not Intuition?

    It can fetch any combo piece (LED, Ballista and even Salvagers) and can even fetch a combination of LED and Ballista if you only have Salvagers.

  11. #271

    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Barook View Post
    I saw Caleb D. play a version of the deck earlier and I wonder: Why not Intuition?

    It can fetch any combo piece (LED, Ballista and even Salvagers) and can even fetch a combination of LED and Ballista if you only have Salvagers.
    Intuition sounds awesome. Might be better than trinket mage in the list I was posting since there are so few artifacts you want to tutor and getting two in one shot is awesome. Trinket mage is nice though because if you just need LED you can tutor it with imp recruiter and cast it through a cavern, both things Intuition can't do.

  12. #272
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    Re: [Deck] Imperial Bomberman

    I've been testing three different versions in the post-Top era:
    1. Painter's Servant/Grindstone jammed into an otherwise-unaltered list from what we arrived at as "optimal" before the top ban, replacing 4x Top and 3x flex slots, and the 2nd EE
    2. A Bant version with Traverse the Ulvenwald in place of Imperial Recruiter allowing us to cut red entirely and to run more blue filtering and green goodies (like everyone's favorite cat wizard, Qasali Pridemage) without demolishing the manabase
    3. Birthing Pod Bomberman! Initial concept features the new Devoted Druid / Vizier of Remedies combo which plays so nicely with Walking Ballista.

    The Painter/Grinstone version has actually been testing really well so far. Grindstone isn't the worst thing in the world under Salvagers + LED, as you can mill yourself with it (albeit slowly) looking for the kill condition. And of course the tutors we were playing anyways find pieces of the Painter combo too, not to mention LED accelerates it, and Cavern on scarecrow can be a thing when necessary. Academy Ruins seems like a must in this build.

    Trinket Mage + Birthing Pod is actually a stellar way to set up Bomberman. I was really excited about an initial list that I threw together, but then started testing it against RUG Delver and found the list to just be too mana hungry. I'm hoping that with more tweaking a streamlined list emerges that has enough early acceleration and an effective ladder of 1->2->3 drops and silver bullets to make Birthing Pod worth it.

    Quote Originally Posted by zmanzam View Post
    Intuition sounds awesome. Might be better than trinket mage in the list I was posting since there are so few artifacts you want to tutor and getting two in one shot is awesome. Trinket mage is nice though because if you just need LED you can tutor it with imp recruiter and cast it through a cavern, both things Intuition can't do.
    Spot on about the pros of Trinket Mage over Intuition. What about a split running both? I'm going to test that in the Painter/Grindstone version and see how it does.

  13. #273

    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by itrytostorm View Post
    I got Top 4 in a 97 person tournament for a Time Walk yesterday. Deck felt amazing. Here is the list and a quick summary of matches:

    // Lands
    1 Ancient Den
    3 Ancient Tomb
    1 Arid Mesa
    4 Cavern of Souls
    1 City of Traitors
    4 Flooded Strand
    1 Great Furnace
    1 Inventors' Fair
    1 Island
    1 Karakas
    1 Plains
    1 Plateau
    1 Tundra
    1 Volcanic Island

    // Creatures
    4 Auriok Salvagers
    3 Imperial Recruiter
    2 Monastery Mentor
    3 Trinket Mage
    2 Walking Ballista

    // Instants
    4 Brainstorm

    // Sorceries
    1 Devastation Tide

    // Artifacts
    2 Engineered Explosives
    4 Lion's Eye Diamond
    3 Mox Opal
    1 Pithing Needle
    2 Pyrite Spellbomb
    4 Sensei's Divining Top
    1 Æther Spellbomb

    // Planeswalkers
    2 Nahiri, the Harbinger

    // Sideboard
    SB: 1 Chalice of the Void
    SB: 1 Containment Priest
    SB: 1 Defense Grid
    SB: 3 Enlightened Tutor
    SB: 1 Ensnaring Bridge
    SB: 1 Ethersworn Canonist
    SB: 1 Grafdigger's Cage
    SB: 1 Izzet Staticaster
    SB: 1 Manic Vandal
    SB: 1 Meekstone
    SB: 1 Sphere of Law
    SB: 1 Tormod's Crypt
    SB: 1 War Priest of Thune

    Round 1: 4C Control
    Win game 1 with a Mentor and the Combo. Win game 2 after he turn 1 thoughtseize/surgical LED. Just bear beats.
    1-0

    Round 2: Miracles
    Lose game 1 to a big entreat. Win game 2 when he has a Top, Counterbalance, JTMS, and FoW in hand. I play top, he draws with top to counter. I resolve LED, cavern in a Salvager, use the ability with 2 mana available, he forces, I do it again and win. Game 3 he keeps a lose hand loses quickly.
    2-0

    Round 3: Reanimator
    Lose game 1 to a turn 1 Tidespout Tyrant. Bring in a bunch of hate and combo quickly with a Crypt on board. Game 3 he draws 14 with Griselbrand before I Karakas it. Untap and slam a chalice on 1. He's able to get a Chancellor in play, but I have 4 to play Ensaring Bridge. He can never remove bridge and I Ballista him for the final 3 damage.
    3-0

    Round 4: Burn
    He counts to 20 by turn 3 both games.
    3-1

    Round 5: Grixis Delver
    This match is very easy I think. Unless they have Therapy, it isn't much of an issue. Take in 2 games.
    4-1

    Round 6: Grixis Delver
    Take a grindy game 1 thanks to my tutors chumping an Angler while I set up the combo. Game 2 I ultimate Nahiri for a Manic Vandal to pop Null Rod. Then cast the Salvager and combo off.
    5-1

    Round 7: Miracles
    Intentional draw since I am locked as the highest seeded 15 pointer.
    5-1-1

    Top 8: Miracles (Gerard Fabiano)
    He is running a Nahiri and new Emrakul. After a grindy game 1 he is able to ultimate Nahiri. Game 2 he taps out for a Meddling Mage (naming recruiter). I cavern in a Salvager and after infinite mana I show how I can draw my deck with SDT + EE. Draw the Ballista and kill him. G3 he keep a loose 1 lander. I resolve a Chalice on 1 and a Defense Grid. Show how I make infinite mana after he taps out for a Jace with Grid protecting me.

    Top 4: Miracles
    Same guy from swiss. We have an hour long game 1 that he wins with 10 cards in his library. G2 I win after he taps out for a Mentor. I cavern in Salvager and ultimate Nahiri for a Trinket Mage to combo off. Game 3 he has a Mentor with counterspell backup and 2 tops. He kills me quickly.

    Ended up with $325 credit for a $40 entry. Top 2 split for $950 (feels bad man).

    Overall deck felt nice. I feel like I want to cut any cards specifically for burn. The matchup is so brutal, I feel like we should sure up the more popular matches. If you have any question on choices feel free to ask. There was a big crowd watching my matches, mostly out of curiosity. They absolutely loved it. It is very resilient to so much hate, but requires delicate piloting. I just want to say I love this deck and thanks for everyone's input in this thread making the deck optimal.
    I got 3rd at this event playing Thalia stompy. Congrats on the finish .

  14. #274
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by metronome2charisma View Post
    I got 3rd at this event playing Thalia stompy. Congrats on the finish .
    Thanks, man.

    Quote Originally Posted by Wanderlust View Post
    I've been testing three different versions in the post-Top era:
    1. Painter's Servant/Grindstone jammed into an otherwise-unaltered list from what we arrived at as "optimal" before the top ban, replacing 4x Top and 3x flex slots, and the 2nd EE
    2. A Bant version with Traverse the Ulvenwald in place of Imperial Recruiter allowing us to cut red entirely and to run more blue filtering and green goodies (like everyone's favorite cat wizard, Qasali Pridemage) without demolishing the manabase
    3. Birthing Pod Bomberman! Initial concept features the new Devoted Druid / Vizier of Remedies combo which plays so nicely with Walking Ballista.
    I think Birthing Pod sounds promising. I think the question is how many mana dorks and how many non comno utility creature do we have room for. Maybe something like:

    20 lands

    4 Salvager
    4 Trinket
    2 Birds of Paradise
    2 Coiling Oracle
    4 Noble Hierarch
    4 Walking Balista
    2 Devoted Druid
    1 Vizier of Remedies
    1 Eternal Witness

    4 LED
    4 Birthing Pod

    4 Brainstorm
    4 Swords to Plowshares
    Last edited by itrytostorm; 05-01-2017 at 11:27 AM.

  15. #275
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    Re: [Deck] Imperial Bomberman

    Another idea:

    Land (20)
    3 Ancient Tomb
    2 Arid Mesa
    4 Cavern of Souls
    1 City of Traitors
    2 Flooded Strand
    1 Karakas
    4 Plains
    2 Plateau
    1 Tundra

    Creatures (26)
    4 Mom
    4 Auriok
    4 Imperial
    4 Trinket
    4 Walking Ballsita
    1 Magus of the Moon
    1 Palace Jailer
    1 Sanctum Prelate
    1 Pia and Kiran
    1 Ethersworn
    1 Grand Abolisher

    Artifact (12)
    4 Chalice
    4 LED
    4 Vial

    Planeswalkers (2)
    2 Nahiri

  16. #276
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    Re: [Deck] Imperial Bomberman

    Here's what I've been working on:

    4 Recruiter
    3 Salvagers
    3 Mentor
    3 Ballista

    4 LED
    4 Lotus Petal
    4 Chalice
    4 Mishra's Bauble
    4 Urza's Bauble
    3 Mox Opal
    2 EE

    2 Paradoxical Outcome

    4 Flooded Strand
    3 Ancient Tomb
    4 Cavern of Souls
    1 Vocanic
    1 Tundra
    1 Plateau
    1 City of Traitors
    1 Karakas
    1 Great Furnace
    1 Ancient Den
    1 Plains
    1 Island

    So far, it's more fun than good. The Outcomes are the newest addition, and can add some real hilarity to a Mentor-heavy board state.
    BRING BACK MANA BURN!

  17. #277
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by itrytostorm View Post
    Another idea:
    (decklist truncated)
    Vial is an interesting option! Could be really strong. My biggest concern with the list currently is that it looks a little too heavy on 3 and 4 drops, making Vial slow to impact the game. Also it likely has a hard time answering flipped delvers, compounding what could be a pretty sour RUG Delver matchup (barring an early Chalice @ 1 that doesn't get countered, of course.) Any way to fit in more cheap removal that still functions with Chalice on 1? (Sudden Shock? Punishing Grove combo?? Maindeck Sudden Demise? Who knows.) Also, what about fitting an EE back in to tutor with Trinket Mage?

    Quote Originally Posted by slugfarm View Post
    Here's what I've been working on:
    (decklist truncated)
    I've been experimenting with the Mentor-Bauble-Chalice build as well. I think the 4 Lotus Petals add too much air - I was running out of gas too often and hated drawing them late. I've also been going back and forth on Trinket Mage vs. Imperial Recruiter. In the end, I actually think I might prefer BOTH over Mentor. Mentor honestly seemed a little bit inconsistent in this build. I've mostly been jamming games against RUG Delver. Occasionally Mentor was nuts, sure, but a lot of the time I was just making a Monk or two that had to be thrown under the Tarmogoyf bus, or it just ate a Bolt and left behind the loneliest Monk token. Without Sensei's Divining Top, I was disappointed with Mentor's performance and didn't feel like it could race RUG Delver's threat suite often enough. Imperial Recruiter and Trinket Mage can also stall a Goyf briefly, but actively set up the combo win at the same time.

    ---

    Thinking about the meta going forward, I'm concerned specifically about beating Elves, RUG Delver, Show and Tell decks, and combo. Chalice is strong in all of those matchups, and Ensnaring Bridge is good in 3 of the 4, so I'm trying a Bauble-Chalice list right now with Ensnaring Bridge main. (Bridge fills the gaping hole left in the deck's removal suite that was previously filled by Pyrite Spellbomb and Swords to Plowshares, which have to be cut in the Chalice builds.)


    4 Auriok Salvagers
    4 Trinket Mage
    4 Imperial Recruiter
    2 Walking Ballista
    1 Ethersworn Canonist

    4 Chalice of the Void
    3 Ensnaring Bridge
    2 Engineered Explosives

    4 Urza's Bauble
    3 Mishra's Bauble

    4 Lion's Eye Diamond
    3 Mox Opal

    Lands (22)
    3 Ancient Tomb
    1 Ancient Den
    1 Plains
    4 Cavern of Souls
    2 Tundra
    4 Flooded Strand
    1 Island
    1 Academy Ruins
    1 Inventors' Fair
    1 Plateau
    1 Great Furnace
    1 City of Traitors
    1 Volcanic Island

    SB: 1 Tormod's Crypt
    SB: 1 Aether Spellbomb
    SB: 3 Ethersworn Canonist
    SB: 3 Meddling Mage
    SB: 4 Oblivion Ring (yes, I REALLY want to beat Show and Tell decks.)
    SB: 1 Karakas
    SB: 2 Sudden Demise

  18. #278
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    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    Vial is an interesting option! Could be really strong. My biggest concern with the list currently is that it looks a little too heavy on 3 and 4 drops, making Vial slow to impact the game. Also it likely has a hard time answering flipped delvers, compounding what could be a pretty sour RUG Delver matchup (barring an early Chalice @ 1 that doesn't get countered, of course.) Any way to fit in more cheap removal that still functions with Chalice on 1? (Sudden Shock? Punishing Grove combo?? Maindeck Sudden Demise? Who knows.) Also, what about fitting an EE back in to tutor with Trinket Mage?
    Punishing Grove I think may be too rough on mana. STP was great cheap interaction but with Sneak, Storm, Grixis running so many 1 CMC, I think Chalice is better. The sudden shocks are amazing and can maybe see running 2 main. Vials don't do much until they tick up, but allow for 2 or more 3 mana creatures entering each turn, which is nice. May not be correct, but more testing will help. Maybe we go Painter style and running 4 Bridges and more Walkers as alt. win cons with top being gone.

  19. #279
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    Re: [Deck] Imperial Bomberman

    Well, I won a GPT and got 2 byes for GP Las Vegas today, bringing an end to weeks of grieving for Sensei's Divining Top (and what I thought was the end of Imperial Bomberman). Well, in a sense that deck is ended, as technically the name should change to Imperial Baubleman, as there are no bombs left! Decklist below a quick report. Note: I was running 1x Shimmer Myr as a 61st card to be able to win in their upkeep off of the Salvager combo + Bauble triggers (instead of Glorious End, which we were discussing earlier in this thread, which just seems too sketchy outside of the combo.) Many thanks to .dk for picking up the Shimmer Myr for me the morning of the tournament at another store elsewhere in Denver. I felt like a badass every time I cast that clunker and then didn't lose the game .

    Round 1: Infect (0-2)
    I get crushed. Chalices get countered both games; he wins on turn 2 and then on turn 3. (Matchup may be worth sideboard slots in the future?)

    Round 2: Grixis/Burn Hybrid (2-0)
    Game 1 I have a nutty hand, combo involves Shimmer Myr in opponent's upkeep. Game 2 I almost lose to Vial Smasher the Fierce triggering off of Thunderous Wrath and Gurmag Angler, but am able to combo the turn before I would have died.

    Round 3: BUG 3-drops (2-0)
    He rips apart my hand with Hymns both games, but I learn how incredible Auriok Salvagers + Baubles can be as a card advantage engine as I start drawing 3 extra cards per turn with the 6 mana I eventually have sitting there. I just bury him in card advantage. Contextually this felt realllly strong, and not something that the spellbomb lists could do as efficiently.

    Round 4: BG Turbo Depths (2-1)
    Very interesting match. The maindeck Karakas and Ensnaring Bridges, and the Aether Spellbomb from the board, do serious work. A Shimmer Myr on the battlefield is sweet in game 3, actually, as it lets me leave Karakas untapped until after he has declared attacks before sinking mana into Engineered Explosives to kill a couple of Vampire Hexmages that were beating me down; and later, to cast instant-speed Ensnaring Bridges.

    Round 5: Breakers are good enough for the ID.

    Top 8: Burn (2-1)
    Game 1, I Urza's Bauble him immediately and see a Chain Lightning, so I make the risky play of City of Traitors -> Chalice on 1. Works out pretty well, stranding multiple cards in his hand. I do have to kill a Harsh Mentor and an Eidolon of the Great Revel with Walking Ballista en route to the combo, putting me within Price of Progress range, but he doesn't have it. Game 2 I die to the usual burn thing. Game 3 Chalice is good enough to win it for me. During sideboarding, I realized that Sudden Demise is pretty good out of the board for answering Burn's increasingly numerous hatebears.

    Top 4: BUG Food Chain (2-0) piloted by .dk
    Bummer to knock out the purveyor of Shimmer Myrs and a great friend... Chalice on 1 disrupts his flow game 1 and I combo off. In game 2, he Food Chains in 2 Misthollows and a Scourge, but doesn't have the Walking Ballista for the insta kill. At the end of his turn, I bounce his Leovold with Karakas and plan to combo off with Baubles into his next upkeep. I already have Shimmer Myr on the battlefield. But he responds to my Bauble triggers in his upkeep by Abrupt Decaying the Shimmer Myr, shutting my combo down for that turn. The best he can do, though, is attack me to 5, as he didn't topdeck the Walking Ballista or draw it off of the Leovold trigger. I'm able to just win with the 40+ cards in my hand on my next turn.

    Finals: Stoneblade (2-0)
    He mana floods both games, and my Chalices on 1 turn off his removal and filtering.

    Above all I was REALLY EXCITED that Imperial Bomberman may still have legs!!

    4 Auriok Salvagers
    4 Trinket Mage
    4 Imperial Recruiter
    3 Walking Ballista
    1 Shimmer Myr

    4 Chalice of the Void
    3 Ensnaring Bridge
    2 Engineered Explosives

    4 Urza's Bauble
    3 Mishra's Bauble

    4 Lion's Eye Diamond
    3 Mox Opal

    Lands (22)
    3 Ancient Tomb
    1 Ancient Den
    1 Plains
    4 Cavern of Souls
    2 Tundra
    4 Flooded Strand
    1 Island
    1 Karakas
    1 Inventors' Fair
    1 Plateau
    1 Great Furnace
    1 City of Traitors
    1 Volcanic Island

    SB: 1 Tormod's Crypt
    SB: 1 Aether Spellbomb
    SB: 4 Ethersworn Canonist
    SB: 3 Meddling Mage
    SB: 4 Oblivion Ring
    SB: 2 Sudden Demise

    My sideboard didn't really do very much work today, but then again I didn't face the godawful Show and Tell or Storm matchups that it's geared to fix. Since the deck seems to be decently set up to beat most other things, maybe it's okay to hedge so heavily for bad matchups? Also it's pretty nice that the sideboard can now forget Miracles and that the 4 Chalices main help a lot of matchups that previously did demand sideboard attention. In fact, the Ensnaring Bridges main help some previously awkward matchups as well, including Eldrazi, and sometimes even the feared Sneak and Show if they aren't on the Omni plan. Are we actually BETTER positioned in the meta than before the Top ban?? Hard to believe, but for today I can believe in not-Miracles.

  20. #280

    Re: [Deck] Imperial Bomberman

    Quote Originally Posted by Wanderlust View Post
    Well, I won a GPT and got 2 byes for GP Las Vegas today, bringing an end to weeks of grieving for Sensei's Divining Top (and what I thought was the end of Imperial Bomberman). Well, in a sense that deck is ended, as technically the name should change to Imperial Baubleman, as there are no bombs left! Decklist below a quick report. Note: I was running 1x Shimmer Myr as a 61st card to be able to win in their upkeep off of the Salvager combo + Bauble triggers (instead of Glorious End, which we were discussing earlier in this thread, which just seems too sketchy outside of the combo.) Many thanks to .dk for picking up the Shimmer Myr for me the morning of the tournament at another store elsewhere in Denver. I felt like a badass every time I cast that clunker and then didn't lose the game .

    Round 1: Infect (0-2)
    I get crushed. Chalices get countered both games; he wins on turn 2 and then on turn 3. (Matchup may be worth sideboard slots in the future?)

    Round 2: Grixis/Burn Hybrid (2-0)
    Game 1 I have a nutty hand, combo involves Shimmer Myr in opponent's upkeep. Game 2 I almost lose to Vial Smasher the Fierce triggering off of Thunderous Wrath and Gurmag Angler, but am able to combo the turn before I would have died.

    Round 3: BUG 3-drops (2-0)
    He rips apart my hand with Hymns both games, but I learn how incredible Auriok Salvagers + Baubles can be as a card advantage engine as I start drawing 3 extra cards per turn with the 6 mana I eventually have sitting there. I just bury him in card advantage. Contextually this felt realllly strong, and not something that the spellbomb lists could do as efficiently.

    Round 4: BG Turbo Depths (2-1)
    Very interesting match. The maindeck Karakas and Ensnaring Bridges, and the Aether Spellbomb from the board, do serious work. A Shimmer Myr on the battlefield is sweet in game 3, actually, as it lets me leave Karakas untapped until after he has declared attacks before sinking mana into Engineered Explosives to kill a couple of Vampire Hexmages that were beating me down; and later, to cast instant-speed Ensnaring Bridges.

    Round 5: Breakers are good enough for the ID.

    Top 8: Burn (2-1)
    Game 1, I Urza's Bauble him immediately and see a Chain Lightning, so I make the risky play of City of Traitors -> Chalice on 1. Works out pretty well, stranding multiple cards in his hand. I do have to kill a Harsh Mentor and an Eidolon of the Great Revel with Walking Ballista en route to the combo, putting me within Price of Progress range, but he doesn't have it. Game 2 I die to the usual burn thing. Game 3 Chalice is good enough to win it for me. During sideboarding, I realized that Sudden Demise is pretty good out of the board for answering Burn's increasingly numerous hatebears.

    Top 4: BUG Food Chain (2-0) piloted by .dk
    Bummer to knock out the purveyor of Shimmer Myrs and a great friend... Chalice on 1 disrupts his flow game 1 and I combo off. In game 2, he Food Chains in 2 Misthollows and a Scourge, but doesn't have the Walking Ballista for the insta kill. At the end of his turn, I bounce his Leovold with Karakas and plan to combo off with Baubles into his next upkeep. I already have Shimmer Myr on the battlefield. But he responds to my Bauble triggers in his upkeep by Abrupt Decaying the Shimmer Myr, shutting my combo down for that turn. The best he can do, though, is attack me to 5, as he didn't topdeck the Walking Ballista or draw it off of the Leovold trigger. I'm able to just win with the 40+ cards in my hand on my next turn.

    Finals: Stoneblade (2-0)
    He mana floods both games, and my Chalices on 1 turn off his removal and filtering.

    Above all I was REALLY EXCITED that Imperial Bomberman may still have legs!!

    4 Auriok Salvagers
    4 Trinket Mage
    4 Imperial Recruiter
    3 Walking Ballista
    1 Shimmer Myr

    4 Chalice of the Void
    3 Ensnaring Bridge
    2 Engineered Explosives

    4 Urza's Bauble
    3 Mishra's Bauble

    4 Lion's Eye Diamond
    3 Mox Opal

    Lands (22)
    3 Ancient Tomb
    1 Ancient Den
    1 Plains
    4 Cavern of Souls
    2 Tundra
    4 Flooded Strand
    1 Island
    1 Karakas
    1 Inventors' Fair
    1 Plateau
    1 Great Furnace
    1 City of Traitors
    1 Volcanic Island

    SB: 1 Tormod's Crypt
    SB: 1 Aether Spellbomb
    SB: 4 Ethersworn Canonist
    SB: 3 Meddling Mage
    SB: 4 Oblivion Ring
    SB: 2 Sudden Demise

    My sideboard didn't really do very much work today, but then again I didn't face the godawful Show and Tell or Storm matchups that it's geared to fix. Since the deck seems to be decently set up to beat most other things, maybe it's okay to hedge so heavily for bad matchups? Also it's pretty nice that the sideboard can now forget Miracles and that the 4 Chalices main help a lot of matchups that previously did demand sideboard attention. In fact, the Ensnaring Bridges main help some previously awkward matchups as well, including Eldrazi, and sometimes even the feared Sneak and Show if they aren't on the Omni plan. Are we actually BETTER positioned in the meta than before the Top ban?? Hard to believe, but for today I can believe in not-Miracles.
    Congrats on the finish. I'm real happy this bauble chalice build is working out. Ensnaring bridge main is looking nice.

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