Great job! As for Miracles... I am 0-X against that deck. Havn't found a great way to beat it yet. Blood moon is generally dead, painter gets swords or countered, counter balance lock is nearly game over... It's been rough for me.
Anyone have different experiences or suggestions?
Sent from my iPhone using Tapatalk
What part of miracles is giving you trouble? It's about a 65-35 matchup. One thing you may want to try is only blasting balance, snapcaster, clique, or jace (entreat can be handled by bridge). Don't go blindly activating grindstone. You can use it to gain card advantage by forcing a 2-1 removal on painter while you continue the beatdown
For me they have always stalled the game long enough for a jace or helm/rip combo.
What's the board strategy?
Sent from my iPhone using Tapatalk
Currently I don't have any dedicated sb for miracle, because my meta does'nt allow me to do so...I just bring in extra blast and revoker or relic of progenitus. At worst, Relic is just a cycle, but if they have snm, relic can do a lot of thing (surgical or flashback).
If you really hate that deck, play more koth and second Jaya or even vexing shusher... but imo they are generally weak against nearly all the other decks
Team Blood, Beijing.
Currently play: Sneaky Show/ Lands
The most important thing vs. miracles is to NOT board out blood moon (preventing them to shuffle witch fetch/top manipulation) or even winning/slowing them down straight away. I play extra revokers sb so those come in to shut down SDT mainly . Not letting them use shuffle effects with top is huge so Revoker/blood moon are key alongside koths etx>
Has anybody tried splashing in a couple Tarmogoyf? I'm not too familiar with the deck, but it seems like the deck often wins with beat downs. Depending on the build, it looks like the deck could have a lot of card types that could make their way to the graveyard.
Besides the problems of a 2nd color with moon, you can't actually recruit for tarmogoyf after a few types of cards are in the grave. And of course I am sure others will say this so I might as well say it first to end the discussion, you can just run dragonlord, more koth's, jaya etc etc etc
Got a double header this weekend, saturday at the Local and sunday a GPT Paris here in town.
I was wondering if there were some examples of good u/r iPainter decks. I know there is a u/r painter, but that's usually without the Imperial Recruiter, but I happen to have the IR and blue/red dual/fetch lands.
Currently playing:
Imperial Painter
One of the few Painter players in SoCal...
In the old thread this is the blue list Drew played to some success.
Mana – 25
4 Tomb
3 City
4 Fetch
2 Volcanic Island
8 Mountain
4 Lotus Petal
Moon Plan – 4
2 Blood Moon
2 Magus
Painter Plan – 11
4 Servant
4 Blast
2 Grindstone
1 Jaya
Engine Cards – 9
4 Recruiter
4 Top
1 Trinket Mage
Welder Plan – 3
2 Welder
1 Metamorph
General Utility – 8
4 Misstep
2 Magma Jet
2 Spellskite
SB – 15
4 Ensnaring Bridge
3 Revoker
3 Blast
2 Engineered Explosives
2 Tormod’s Crypt
1 Faerie Macabre
Obviously you will have tinker with it to replace the missteps and the metamorph is weaker now. Trinket Mage is the obvious inclusion in Imperial Painter since you can recruit for it. Other blue options back in the day when zoo was popular was a show and tell with emrakul and intuition sideboard. Any splash you attempt will have to be kept to a minimum because of moons and most likely supplemented with lotus petals
Creatures:10
4 Goblin Welder
4 Painter's Servant
2 Wurmcoil Engine
Spells:30
1 Mox Opal
1 Tormod's Crypt
4 Brainstorm
4 Grindstone
3 Red Elemental Blast
2 Sensei's Divining Top
2 Grim Monolith
4 Transmute Artifact
1 Ensnaring Bridge
3 Intuition
4 Force of Will
1 Misdirection
Lands:20
3 Ancient Tomb
1 City of Traitors
1 Great Furnace
3 Island
2 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Seat of the Synod
2 Volcanic Island
Sideboard:13
2 Tormod's Crypt
3 Flusterstorm
1 Ratchet Bomb
3 Spellskite
3 Blood Moon
1 Ensnaring Bridge
This is the list I became very happy with and is the final UR painter list I played in GP DC to get knocked out in round 8 5-3.
Recruiter is a bad card in UR. The deck is a totally different beast. You have brainstorms, intuition and Transmute Artifact. The deck is geared to be much more combo centric and linear. You find you pieces quickly and combo off using counters to protect.
With 4 welder, you should hit 1 and intuition and transmute just win on the spot most of the time. Turn 3 comboing is pretty consistent. You have filtering, drawing, tutoring and mana excel.
Now, why I feel mono red is the "better" deck right now. Blood moon and board lock are much better against tempo decks. I really struggled with UR post TNN. UR is also very linear, so if a deck can disrupt a few key cards you are left with little backup plan. Wurmcoil can't beat StPS nor a battered up TNN.
The one good thing about the deck; it is almost impossible to lose to sneak attack. Post board you will (high probability) always be putting a bridge in play. Either casting it, weldering it into play, or off of SnT. That's even if you let them resolve a SnT.
Sent from my iPhone using Tapatalk
Won my local today, and there's a GPT tomorrow just around the corner. Hooray for double headers!
A short recap:
r1: Hypergenesis.
It was over in two games. I knew the guy to mostly be playing SnT type decks, so I kept a hand with fast mana, a Blood Moon to bait counters and an Ensnaring Bridge and Top to dig into a win-con. As predicted, the Moon eats a Force of Will and Bridge comes down next turn. On his turn he Violent Outbursts into 'genesis and lays down all sorts of fat but no Terrastadon to blow up my Bridge, so he scoops. Game two was much of the same affair. I boarded in an extra bridge and Manic Vandal for a Koth and Welder. Didn't wanna get caught by a Pithing Needle or something.
r2: LED Dredge. I have a turn 2 hand, he has a turn 1 hand. Game two he figures he can just race me, so I keep a hand with painter/blasts and a Cage (sided out my moons and magus for 4 cage and 2 demise) and he whiffs on the Cabal Therapy for Grindstone. Cage drops down and it's elementary from there wtih a blast in hand to counter his removal/bounce. Game three I have another cage and assemble Painter Stone while he durdles around.
r3: Lands. Game one I turn three him with a Tabernacle trigger on the stack ^_^. Game two was a drawn out affair with lots of Chalice and EE recursion after I let a Blood moon get blown up. He gets Grove/Fires on line and we move on to game three. Much of the same as game one, we go to the end of time and five turns, I had him on four and a Jaya out, so I had the moral win.
r4: ANT. I'm first seed he's second, we ID and play it out for fun. I wipe the floor with him in two short games.
top 4: ANT, different player. Game one I make a punt. I kept a hand with lands, a moon, two blasts and a painter knowing what he was on. He strips my hand but I stick the painter and draw an extra blast. In response to his second therapy I let it resolve and he strips my blast, where I should have just blown his land up instead. He goes off the next turn. The next two games I play the control and keep Moon/Revoker hands. I lock his lands up with Moons and use Revokers on Lotus Petal and LED. Game three he whiffed on an Ad Nauseum from 15 life.
finals: ANT, ID player. He takes game one and I control games two and three with Thorns and Moons
Got a Plateau which I traded up wtih my last Chinese Recruiter for a minty English one and some cash.
Props: Welder was good, want to work in another
X-0-X makes the cut
Fourth English Recruiter for a day's gaming
Slops: Koth didn't do any work.
11 man tournaments
Gonna rock the GPt tomorrow, will post final list then!
Hey guys, I just decided that Imperial Painter is going to be my first real Legacy deck. I'm just waiting for my cards to arrive which should be any day now.
Is there a reason that nobody seems to run Gamble in this deck? It seems like that would be a great option for finding Grindstone, especially with welder. Or even to go grab Koth or Chandra.
Summoning Trap looks intriguing too, but that's probably going to be useless in too many situations.
I just finished 3rd out of ~35 players in a local GPT Paris in Helsinki, lost to a good matchup (BUG-still)in the semifinals for an extra salty finish. Blood moon did most of the work, as expected.
4 City of Traitors
4 Ancient Tomb
12 Mountains
4 Simian Spirit Guide
1 Lotus Petal
4 Blood Moon
3 Magus of the Moon
4 Imperial Recruiter
4 Painter's Servant
4 Grindstone
4 Pyroblast
3 Red Elemental Blast
3 Magma Jet
2 Ensnaring Bridge
1 Goblin Welder
1 Phyrexian Revoker
1 Phyrexian Metamorph
1 Jaya Ballard, Task Mage
Sideboard:
2 Thorn of Amethyst
2 Spellskite
2 Tormod's Crypt
2 Surgical Extraction
2 Pyroclasm
2 Phyrexian Revoker
1 Ensnaring Bridge
1 Koth of the Hammer
1 Viashino Heretic
Round 1 MUD 1-2
Round 2 Esper 2-1
Round 3 Team America 2-1
Round 4 UR Dreadstill 2-0
Round 5 Team America 2-1
Round 6 Jund 2-1
Quarterfinals ANT 2-1
Semifinals BUGstill 1-2
Blood Moon is pretty much game against all of the above, but Metalworker can do crazy things even under moon and in the semis I just couldn't get one to stick to close the game. I mulliganed quite a lot but it usually only takes a resolved moon to undo any mulligans and buy enough draw steps to win. Against Esper and Jund I resolved fast combos, the rest were pretty much all about moons.
The sideboard is nothing fancy nor optimal because I'm quite unfamiliar with the deck and the matchups. Still, I used every single card in my SB today so it couldn't be that bad.
Absolutely a great deck in a this meta. I would strongly consider this for Paris unless meta changes dramatically with Born of Gods.
Some of my friends sell records,
some of my friends sell drugs.
Congrats man. Painter is the first deck I built and all I really play. The others I just play for fun before selling for cash. Painter aims to be the most consistent stompy deck and gamble just increases the variance. If it wasn't random discard I wouldn't play white. finding stone can be hard sometimes but that's the only downside. The times gamble is good are far outweighed by the random factor. If you want more tutoring play white if you want a more dedicated moon strategy play mono red.
Yep, I'm excited to get it together and start playing some real games. My first build is going to be mono red. My other legacy deck is a Cheeri0s deck that I ran gamble in and I was really happy with it, even with the random discard. The thing with that deck is you aim to keep as many cards in hand until the combo goes off, so the discard usually doesn't hit the card the card you tutored.
have a legacy tournament this weekend and am going to be playing soviet control. I need help with side boarding as I know what cards I want in the board but having trouble switching them out in the main. Please comment with help. I also understand that this deck is the dreaded 61 cards.
8 mountains
4 scalding tarn
4 City of Traitors
4 Ancient Tomb
4 SSG
4 Painter's Servant
4 Imperial Recruiter
1 Jaya Ballard, Task Mage
1 Goblin Welder
1 Magus of the Moon
3 Ensnaring Bridge
3 Sensei's Diving Top
4 Grindstone
4 Blood Moon
4 Lighting Bolt
4 Pyroblast
2 Red Elemental Blast
2 Koth of the Hammer
Sideboard:
4 Thorn of Amethyst (Combo)
3 Pyroclasm (g/b/x decks)
4 Phyrexian Revoker (control and combo)
2 Pyroblast (control and combo)
1 Manic Vandal (stoneblade.dec and mud)
1 Ensaring Bridge (g/b/x and sneak attack)
Last edited by lambert101; 01-04-2014 at 11:40 PM. Reason: 61 cards
@someguy
You'll quickly learn that painter is way more control than combo and not want gamble. It adapts quickly to the gameplan you need granted you have a good understanding of legacy deck lists.
Lambert drop a land, a bridge, or a bolt if you want 60
There are currently 1 users browsing this thread. (0 members and 1 guests)