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Thread: [DTB] Blade Control

  1. #1421
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    Re: [DTB] Blade Control

    Quote Originally Posted by lordofthepit View Post
    Decklist, please.
    The way you asked sounds rude to me*, but I'd like to second that motion.

    SMR0079, your post piqued my interest, and I'd love to see your decklist. Did you simply take a standard Esper Stoneblade deck, replacing Lingering Souls with Supreme Verdict? How would you modify the UWr version to fit Supreme Verdict?

    Your post made me think. Thanks for posting.

    *: that said, I'm an ESL speaker, which might explain it

  2. #1422
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    Re: [DTB] Blade Control

    Quote Originally Posted by SirTylerGalt View Post
    The way you asked sounds rude to me*, but I'd like to second that motion.

    SMR0079, your post piqued my interest, and I'd love to see your decklist. Did you simply take a standard Esper Stoneblade deck, replacing Lingering Souls with Supreme Verdict? How would you modify the UWr version to fit Supreme Verdict?

    Your post made me think. Thanks for posting.

    *: that said, I'm an ESL speaker, which might explain it
    We know each other. Unfortunately, I didn't go to the tournament so I didn't get to see him pilot his deck!

  3. #1423
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    Re: [DTB] Blade Control

    Quote Originally Posted by lordofthepit View Post
    We know each other. Unfortunately, I didn't go to the tournament so I didn't get to see him pilot his deck!
    Oh, sorry. Makes a lot more sense with the context :) What tournament was it?

  4. #1424
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    Re: [DTB] Blade Control

    I cut Souls, and the utility land for 2 Verdict, 2nd EE, and 2 Ponder, and a 2nd plains. My board had 2 Verdict, 2 Path, 1 Vindicate, 3 CLique, 2 discard, 1 Counterspell, 4 Surgical.

    Going forward I would do something like this:

    4 FoW, 4 BS, 4 StP, 3 Pierce, 1 Top
    2 Counterspell, 4 SFM, 4 Snapcaster, 1 Jitte (or a sword?)
    3 Clique, 1 Trinket Mage
    3 Jace, 2 Verdict
    1 Batterskull
    1 EE

    SB:
    4 REB
    2 Verdict
    2 Path
    3 Surgical
    1 Crypt
    1 Needle
    1 Jace
    1 Jitte???

    It was a Dual for Duals at Mirwood - the best magic venue on earth. You can get a beer, a tatoo, a haircut, a rock concert, and an apple pannette all in teh same place. Makes scrubbing out not so bad ;) 6 blue duals and a bye to the lotus cup in January were the final prizes.
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  5. #1425
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    Re: [DTB] Blade Control

    Quote Originally Posted by SMR0079 View Post
    I cut Souls, and the utility land for 2 Verdict, 2nd EE, and 2 Ponder, and a 2nd plains. My board had 2 Verdict, 2 Path, 1 Vindicate, 3 CLique, 2 discard, 1 Counterspell, 4 Surgical.

    Going forward I would do something like this:

    4 FoW, 4 BS, 4 StP, 3 Pierce, 1 Top
    2 Counterspell, 4 SFM, 4 Snapcaster, 1 Jitte (or a sword?)
    3 Clique, 1 Trinket Mage
    3 Jace, 2 Verdict
    1 Batterskull
    1 EE

    SB:
    4 REB
    2 Verdict
    2 Path
    3 Surgical
    1 Crypt
    1 Needle
    1 Jace
    1 Jitte???

    It was a Dual for Duals at Mirwood - the best magic venue on earth. You can get a beer, a tatoo, a haircut, a rock concert, and an apple pannette all in teh same place. Makes scrubbing out not so bad ;) 6 blue duals and a bye to the lotus cup in January were the final prizes.

    Thanks.

    I tested a couple games on Cockatrice with Esper Stoneblade with 2 Supreme Verdict main. A top-decked Verdict actually saved me and let me win the first game I played :) Cool card.

    Do you think Academy Ruins is worth it with Trinket Mage / EE / Top / Equipment? Or is that the utility land you'd cut?

  6. #1426
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    Re: [DTB] Blade Control

    My opinion on utility lands is that Academy Ruins is the only utility land worth running in Stoneblade.

  7. #1427
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    Re: [DTB] Blade Control

    Quote Originally Posted by SMR0079 View Post
    I cut Souls, and the utility land for 2 Verdict, 2nd EE, and 2 Ponder, and a 2nd plains. My board had 2 Verdict, 2 Path, 1 Vindicate, 3 CLique, 2 discard, 1 Counterspell, 4 Surgical.

    Going forward I would do something like this:

    4 FoW, 4 BS, 4 StP, 3 Pierce, 1 Top
    2 Counterspell, 4 SFM, 4 Snapcaster, 1 Jitte (or a sword?)
    3 Clique, 1 Trinket Mage
    3 Jace, 2 Verdict
    1 Batterskull
    1 EE

    SB:
    4 REB
    2 Verdict
    2 Path
    3 Surgical
    1 Crypt
    1 Needle
    1 Jace
    1 Jitte???

    It was a Dual for Duals at Mirwood - the best magic venue on earth. You can get a beer, a tatoo, a haircut, a rock concert, and an apple pannette all in teh same place. Makes scrubbing out not so bad ;) 6 blue duals and a bye to the lotus cup in January were the final prizes.
    Looks like a sweet list that would do damage in the hands of a great pilot!

    Congratulations on your finish! I guess it shouldn't be too surprising!

    (I'd really like to fit some Ponders somewhere. That card is nuts.)

  8. #1428
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    Re: [DTB] Blade Control

    @SMR,

    I use trinket mage myself, but I don't see much value running it main deck with only 1 main deck target and only 1 sb target.

  9. #1429
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    Re: [DTB] Blade Control

    Quote Originally Posted by Unsummon View Post
    @SMR,

    I use trinket mage myself, but I don't see much value running it main deck with only 1 main deck target and only 1 sb target.
    I also use 1 trinket mage, maindeck targets are 1 sensei´s diving top (for longer grinding games), 1 engineered explosives (to catch most legacy stuff, 1 more in sideboard) and 5. removal as a fun slot, the surprising pyrite spellbomb (perfect to kill mother of runes, protected teegs and so on), all of this stuff is supported from academy ruins. Sideboard also have some pithing needles and graveyard removal (splitt with permanent and spell based hate).

    I also tested a more "threat heavy" version, but switched back to 2 ponders for more cantrips and to make sure, that you find the right cards (also good enough to find lands against wastelands)
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  10. #1430
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    Re: [DTB] Blade Control

    Quote Originally Posted by MD.Ghost View Post
    I also use 1 trinket mage, maindeck targets are 1 sensei´s diving top (for longer grinding games), 1 engineered explosives (to catch most legacy stuff, 1 more in sideboard) and 5. removal as a fun slot, the surprising pyrite spellbomb (perfect to kill mother of runes, protected teegs and so on), all of this stuff is supported from academy ruins. Sideboard also have some pithing needles and graveyard removal (splitt with permanent and spell based hate).

    I also tested a more "threat heavy" version, but switched back to 2 ponders for more cantrips and to make sure, that you find the right cards (also good enough to find lands against wastelands)
    That's the same main deck package I run. 1 EE, 1 SDT. In my side board Im currently running 2 needles and 1 crypt as trinket targets. I used to have more bin hate targets but I've started using rest in peace.

  11. #1431

    Re: [DTB] Blade Control

    I haven't played in a real tournament in years, just smaller local stuff and was wondering if there was any glaring flaw in my esper deck?

    Lands (23)
    4x Flooded Strand
    4x Polluted Delta
    1x Marsh Flats
    3x Tundra
    2x Underground Sea
    1x Scrubland
    2x Island
    1x Swamp
    1x Plains
    3x Mishra's Factory
    1x Karakas

    Creatures (10)
    4x Stoneforge Mystic
    4x Snapcaster Mage
    2x Vendilion Clique

    Artifacts (4)
    1x Batterskull
    1x Umezawa's Jitte
    2x Engineered Explosives

    Instants (16)
    4x Brainstorm
    4x Swords to Plowshares
    4x Force of Will
    2x Counterspell
    2x Spell Pierce

    Sorceries (4)
    2x Inquisition of Kozilek
    2x Thoughtseize

    Planeswalkers (3)
    3x Jace, the Mind Sculptor

    Side Deck (15)
    2x Lingering Souls
    2x Supreme Verdict
    2x Detention Sphere
    2x Surgical Extraction
    2x Nihil Spellbomb
    1x Spell Pierce
    1x Path to Exile
    1x Inquisition of Kozilek
    1x Duress
    1x Disenchant

    I've been trying the Mishra's Factorys over Wasteland since I saw someone do it this weekend (they were copying a SSG Esper list), I used to use the Factorys back before lingering souls was a card. I'm liking them a lot, keeps jitte going and adds pressure. It has also helped kill off jaces and keep goblin lackeys at bay.

    I would love to add an academy ruins main deck, engineered explosives just shuts off so many decks at the moment. Getting back a batterskull late game would also be a huge advantage shift.

  12. #1432

    Re: [DTB] Blade Control

    Can anyone enlighten me why spell snare isnt used anymore?

  13. #1433
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    Re: [DTB] Blade Control

    Quote Originally Posted by sadakiyo View Post
    Can anyone enlighten me why spell snare isnt used anymore?
    It is generally cut to make room for discard since Thoughtseize and Inquisition will both hit the 2 drops (plus a lot more) with the trade-off being tempo.

  14. #1434
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    Re: [DTB] Blade Control

    Quote Originally Posted by ilazul View Post
    I haven't played in a real tournament in years, just smaller local stuff and was wondering if there was any glaring flaw in my esper deck?

    Lands (23)
    4x Flooded Strand
    4x Polluted Delta
    1x Marsh Flats
    3x Tundra
    2x Underground Sea
    1x Scrubland
    2x Island
    1x Swamp
    1x Plains
    3x Mishra's Factory
    1x Karakas

    Creatures (10)
    4x Stoneforge Mystic
    4x Snapcaster Mage
    2x Vendilion Clique

    Artifacts (4)
    1x Batterskull
    1x Umezawa's Jitte
    2x Engineered Explosives

    Instants (16)
    4x Brainstorm
    4x Swords to Plowshares
    4x Force of Will
    2x Counterspell
    2x Spell Pierce

    Sorceries (4)
    2x Inquisition of Kozilek
    2x Thoughtseize

    Planeswalkers (3)
    3x Jace, the Mind Sculptor

    Side Deck (15)
    2x Lingering Souls
    2x Supreme Verdict
    2x Detention Sphere
    2x Surgical Extraction
    2x Nihil Spellbomb
    1x Spell Pierce
    1x Path to Exile
    1x Inquisition of Kozilek
    1x Duress
    1x Disenchant

    I've been trying the Mishra's Factorys over Wasteland since I saw someone do it this weekend (they were copying a SSG Esper list), I used to use the Factorys back before lingering souls was a card. I'm liking them a lot, keeps jitte going and adds pressure. It has also helped kill off jaces and keep goblin lackeys at bay.

    I would love to add an academy ruins main deck, engineered explosives just shuts off so many decks at the moment. Getting back a batterskull late game would also be a huge advantage shift.
    Looks fine. If you are running factories, drop the second Counterspell for something a little less color intensive. Maybe use a 3rd Spell Pierce/5th piece of Discard or a 1x Sensei's Divining Top instead.
    I'm not sold on the 3x Factory, rather I run the 1x Dust Bowl, 1x Academy Ruins package, with a similar decklist. My maindeck runs +1 Underground Sea/Tundra (testing both, prefering the 4th Tundra), +1 Dust Bowl, +1 Academy Ruins, +1 Sensei's Divining Top and -3 Mishra's Factory, -1 Counterspell. Personal preference really, but I find go beyond 2 colorless lands is trouble. I also find myself consistently using my lands by the end of the opponents turn (Top), so the factories didn't play well with me.


    @ Spell Snare comment:
    Fewer 2 drops we consistently need to stop. Too narrow in the current meta.

  15. #1435

    Re: [DTB] Blade Control

    Quote Originally Posted by mini1337s View Post
    Looks fine. If you are running factories, drop the second Counterspell for something a little less color intensive. Maybe use a 3rd Spell Pierce/5th piece of Discard or a 1x Sensei's Divining Top instead.
    I'm not sold on the 3x Factory, rather I run the 1x Dust Bowl, 1x Academy Ruins package, with a similar decklist. My maindeck runs +1 Underground Sea/Tundra (testing both, prefering the 4th Tundra), +1 Dust Bowl, +1 Academy Ruins, +1 Sensei's Divining Top and -3 Mishra's Factory, -1 Counterspell. Personal preference really, but I find go beyond 2 colorless lands is trouble. I also find myself consistently using my lands by the end of the opponents turn (Top), so the factories didn't play well with me.
    the factorys have actually been pretty good for me, I actually swapped over to them from running academy ruins and dust bowl (after running 3 wastelands). They've been pulling their weight for me, but it is definitely a matter of preference. I just didn't need the wastelands in most matches, and i hated dust bowl. Academy ruins is great though.

    How is running one top without a way to search for it? I might try that.

  16. #1436
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    Re: [DTB] Blade Control

    Quote Originally Posted by ilazul View Post
    How is running one top without a way to search for it? I might try that.
    I prefer playing 1 Top alongside 1 EE MB with one Trinket Mage and another EE, Pithing Needle and Tormod's Crypt in the Sideboard. Worked out great for me.

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  17. #1437

    Re: [DTB] Blade Control

    SMR I really like your list, the direction I've been headed in my testing. I also play at Mirkwood from time to time so I'm curious who you are lol.

  18. #1438

    Re: [DTB] Blade Control

    Perhaps this has been answered before, but after scanning through here I couldn't find it.

    It seems to me that there has been a shift from using Enlightened Tutor to find your EEs, Tormod's Crypts, Grafdigger's Cages, etc. to using Trinket Mage to find your piece. To me, the instant speed of enlightened tutor, coupled with the huge amount of draw we have in our deck make using Enlightened Tutor better. Maybe I am just missing something about Trinket Mage. Is it the 2/2 body that we need? I never seem to be lacking for a body to equip. I would love to hear others weigh in on Enlightened Tutor vs Trinket Mage.

  19. #1439
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    Re: [DTB] Blade Control

    Quote Originally Posted by zamerik View Post
    Perhaps this has been answered before, but after scanning through here I couldn't find it.

    It seems to me that there has been a shift from using Enlightened Tutor to find your EEs, Tormod's Crypts, Grafdigger's Cages, etc. to using Trinket Mage to find your piece. To me, the instant speed of enlightened tutor, coupled with the huge amount of draw we have in our deck make using Enlightened Tutor better. Maybe I am just missing something about Trinket Mage. Is it the 2/2 body that we need? I never seem to be lacking for a body to equip. I would love to hear others weigh in on Enlightened Tutor vs Trinket Mage.
    Trinket is cardadvantage, Enlightend Tutor is carddisadvantage. Neither option is real Mainstream atm but if you don't try to fight tempo/combo strategies with your toolbox or aim for a Turn 2 counterbalance, Trinket mage is superior.
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  20. #1440
    Sam S
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    Oh no he didn't!

    Oh yes I did, check it out

    Creatures [14]
    4 Deathrite Shaman
    4 Snapcaster Mage
    4 Stoneforge Mystic
    2 Vendilion Clique

    Planeswalkers [2]
    2 Jace, the Mind Sculptor

    Artifacts [2]
    1 Batterskull
    1 Umezawa's Jitte

    Spells [19]
    4 Brainstorm
    1 Counterspell
    4 Force of Will
    2 Inquisition of Kozilek
    2 Spell Pierce
    4 Swords to Plowshares
    2 Thoughtseize

    Lands [23]
    1 Academy Ruins
    4 Flooded Strand
    2 Island
    1 Karakas
    2 Marsh Flats
    1 Plains
    3 Polluted Delta
    1 Scrubland
    1 Swamp
    1 Tropical Island
    3 Tundra
    3 Underground Sea

    Sideboard [15]
    2 Engineered Explosives
    1 Extirpate
    1 Jace, the Mind Sculptor
    2 Lingering Souls
    2 Path to Exile
    2 Pithing Needle
    1 Supreme Verdict
    2 Surgical Extraction
    1 Sword of Feast and Famine
    1 Vindicate


    Esper Stoneblade is a very well tuned list, so why add Deathrite Shaman?

    I always felt it was awkward that with stoneblade that you could cheat in equipment but not have a creature available to use the equipment right away. It was missing a one drop that could pick up equipment, be in play the turn before so they are not suffering from jet lag, and be a relevant enough threat that it could be a removal magnet that would allow stoneforge to live.

    Let me introduce Deathrite Shaman.

    First of all he's a squire for 1 mana. That means he doesn't get 2 for 1 with forked bolt, he's big enough that he can block early mongoose and goblin lackey. He's pesky enough that he can significantly effect the out come of a game. That means he can draw removal and allow your Stoneforge mystic to make it the next turn to drop the batterskull. He's a main deck card that can effect graveyards. He has a ramp ability getting your mystic out with protection, getting your jace out earlier. If Maze of Ith is getting you down or batterskull has been destroyed, you can beat down life, non targetted no less, (sorry energy field, or player shroud effects) and attack with snap casters the deck can switch roles quite quickly. The RUG delver match up improves significantly, wastelands don't get you down as much when you can use binned lands for mana.

    I'm going to give it a shot this Wednesday.

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