Hey Tcpdump, thanks for the input!
Our approaches are quite similar indeed! Basically just:
you: Elsepeth + Ajani + Helix
VS
me: Eta + Top
I've tested Elspeth as a finisher before and have to say, she does a fine job for sure and certainly is a valid replacement for EtA. I'm not sure about Ajani though, as I'd most certainly rather draw Jace or Elspeth most of the time - well probably always except against Burn.dec
Helix seems very nice in this deck too. I think there are just two caveats:
CMC2 + 2x off-color, which means that they'll tend to get stranded in your hand during the early game, which is when you actually want to fill your graveyard. I prefer Bolts, as they are way easier to cast, and thus handle DRShamans and other pesky hatebears more reliably and sooner and allow you to keep up additional mana for Counterspells at the same time.
I do admit though that the lifegain is indeed a super beneficial factor. Other than Miracles, we cannot assemble CB+Top to lock out burn spells and there are very few games that I manage to close with a two digit life score.
Yesterday i test the deck v/s show tell 2-1, 2-1 elves, 2-0 pox, 2-1 belcher, and 2-1 oath vintage xD...
So, celestial colonnade sucks, i change for 1 fetch and academy ruins...
The helix is gone for 2 fire//ice and 1 engineered Explosives.
Now i play the deck on a tournament, 18 pers aprox, this is the list:
walker.dec, Built with Decked Builder
http://decks.deckedbuilder.com/d/14739
Mi meta is random, 3 ur delver, 2/1 burn, 2/1 jund, 2/1 miracles, 3 blade+splatch, 2 elves.. The sb i think use is like a miracle deck, 3 clique 3 reb, 2 sforge+ batterskull, 1 disenchant, 2 relic progenitus, 1 baneslayer
Enviado desde mi iPhone con Tapatalk
That was my local store here in Atlanta. Unfortunately our scene is starting to die out. It's usually more normal decks, not sure what was going on - maybe I just played against all the strange stuff?
Fortunately, I was just able to play in a side event at GP Nashville (~45 players) & won for a full ride to GenCon (badge, hotel, airfare) + a box. I went 4-0-2 / 8-1 in the swiss, then 3-0 / 6-2 in top8.
This is the list I played (pretty close to what I've been on):
3 Tundra
2 Volcanic Island
3 Island
2 Plains
1 Mountain
4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
1 Academy Ruins
4 Swords to Plowshares
2 Engineered Explosives
1 Moat
4 Force of Will
1 Misdirection
2 Pyroblast
3 Counterspell
2 Spell Pierce
4 Brainstorm
4 Ponder
2 Preordain
1 Treasure Cruise
4 Dig Through Time
3 Jace, the Mind Sculptor
1 Baneslayer Angel
1 Snapcaster Mage
Sideboard:
1 Supreme Verdict
2 Pyroclasm
1 Blood Mood
2 Surgical Extraction
1 Wear // Tear
1 Blue Elemental Blast
3 Vendilion Clique
1 Red Elemental Blast
2 Flusterstorm
1 Pithing Needle
Round 1 - ANT
--
Game 1 - I have too many counterspells for him to go off quickly so I have time to get Jace going and I'm able to Misdirection his Cabal Therapy back at him to keep my Counterspell and I stopped him when he went for it with Jace at 13.
- 1 StP, -1 Moat, -1 Baneslayer, -1 Academy Ruins, -1 EE, -2 Pyroblast | +2 Flusterstorm, +3 Vendilion Clique, +2 Surgical Extraction
Game 2 - My opponent gets stuck on only Tropical Island after playing a Xantid Swarm that I Forced and burning 2 Petals for discard spells. He Probed and had to make awkward decisions after seeing my Surgical. Clique starts to get in there and Jace shows up to fateseal him off of mana.
1-0 / 2-0
Round 2 - UWR Delver
--
Game 1 - He gets me a bit low on life but doesn't have a way past my Moat, and I kill / counter every Delver he plays and just sit on Jace until he has had enough.
-1 Misdirection, -1 Treasure Cruise, -1 Jace, -1 Force of Will | +2 Pyroclasm, +1 Supreme Verdict, +1 Wear // Tear, +1 REB
Game 2 - I kill every threat he presents (recurring EE a few times) - he never sees a Wasteland. I start to lock him down with a Jace after my 3rd Dig, and I stabilize with Baneslayer after being bolted a few times. I'm starting to doubt how much I actually need Wear // Tear in this deck - his equipment doesn't matter if I can lock him behind the Moat.
2-0 / 4-0
Round 3 - Death & Taxes (Someone I know from Atlanta, so I know what he's on)
--
Game 1 - I Pierce his turn 1 Vial, but draw pretty poorly and while I kill a lot of his guys the game gets to a situation where he is tapped out with a Batterskull & Germ and an unequipped SOFI. I main phases Dig but take the wrong land and am unable to cast my Jace - punted pretty bad :( The then SOFI-equipped Batterskull kills me two turns later when I can't find a plow or EE.
-1 Misdirection, -2 Pyroblast, -1 Treasure Cruise, -1 Force of WIll | + 2 Pyroclasm, +1 Supreme Verdict, +1 Wear // Tear, +1 Pithing Needle
Game 2 - I Pierce his vial again and am able to kill all of his threats and lock things up with a Moat and eventually Jace which takes the game. He helps me out by not porting me off of hardcast FoW when he wanted to play a spell a few times.
-1 Spell Pierce | +1 Force of Will | I know he doesn't have Cataclysm and Keeping Vial off the table is critical.
Game 3 - I FoW his tuen 1 Vial and he gets stuck on only 2 lands for quite a while. I'm able to assemble Moat + Jace again and take the game.
3-0 / 6-1
Round 4 - BUG Delver
--
Game 1 - His hand is threat-dense but light on interaction, so I'm able to do a lot of work on his threats with Pyroblast for Devler, EE for 2 Deathrites, and StP and Moat for his Goyfs. Jace eventually goes the distance.
-1 Dig Through Time, -1 Force of Will, -1 Jace, -2 Misdirection | +1 Supreme Verdict, +2 Pyroclasm, +1 REB, +1 Blood Moon , +1 Flusterstorm | He's been near me for a few rounds and I Haven't seen Hymn, just Thoughtseize so I'm fine cutting Misdirection.
Game 2 - His hand is slow, with a turn 1 Ponder and no threat, so I'm able to get my engine going before he can do much. Verdict & EE mop up his guys and I REB his Treasure Cruise to reload. Eventually he taps low and I am able to slam Blood Moon. After that, winning is a formality - he concedes when I cast Jace.
4-0 / 8-1
With only 3 Undefeated players, I'm able to draw into Top 8.
Round 5 - ID
4-0-1 / 8-1
Round 6 - ID
4-0-2 / 8-1
QuarterFinals - D&T (same player as swiss)
--
Game 1 is super awkward after he mulligans to 5 on the play - he doesn't have more than one land but he does have a vial and draws 3 Revokers to keep doing an awkward dance with my EE at 1 and my Jace. I end up burning StP trying to get through the revokers a few times, landing Moat in the meantime. He's still stuck on one land, but eventually ticks Vial up to 2 and I'm able to get out of Revoker hell with an StP and fateseal him off lands and then flying creatures.
same boarding as before
Game 2 I'm able to keep wiping the board of his guys after EEing away a Mother and a Vial. Recurring that EE a few times as well as a timely Pyroclasm cleaned up more threats and eventually Baneslayer showed up to start closing things down. Jace helped keep answers off the top a few turns later.
5-0-2 / 10-1
SemiFinals - BUG Delver
--
Game 1 - he has 3 or 4 1-mana threats and after I brick two cantrips and am forced to play an EE that I can't pop right away into his Decay, I'm unable to keep up.
-1 Force of Will, -1 Treasure Cruise, -1 Spell Pierce, -1 Jace | +1 Blood Moon, +2 Pyroclasm, +1 Supreme Verdict, +1 REB
Game 2 - I'm able to answer his early threats and he is entirely unprepared for my Blood Moon. His early Null Rod does nothing as I never seen an Explosives. He wasn't the only one to think I was on Miracles though - nobody quite knows what to make of this deck yet.
Game 3 - He never sees a delver, and I'm able to answer all 4 DRSs he plays as wel as the first Goyf. I'm able to resolve a Moon that gets Decayed (sweet, he left them in after last game - there are basically no other targets at all). We play draw go for a few turns, until He Hymns me with 4 cards in hand. I hardcast Misdirection in response. (I have better info from here thanks to teammate haganbmj's play-by-play on our FB group) - "That's really good". He casts a Clique in response which I Counterspell. Hymn resolves, leaving him with just one card. I untap and play Moat. He plays a Goyf, I EoT Dig for Ponder and Jace. Draw for turn, ponder, shuffle some bricks, draw a REB. Play Jace, bounce his Goyf in case he has a Golgari Charm to allow his goyf to kill my Jace (My hand is REB, Baneslayer, Verdict so I can't stop it). Opponent draws ans casts Cruise - I REB. I draw Pyroblast and brainstorm with Jace trying to find another counterspell. I play Baneslayer. He Hymns me for blast and a fetch. I alternate brainstorming with Jace and Fatesealing him, but it appears he has no outs. Baneslayer takes him down. He shows me a hand of Daze & Abrupt Decays (brick city)
6-0-2 / 12-2
Finals - Elves (haganbmj)
--
There was no good way to split the prizes for this event so we decide to play it out.
Game 1 - I keep 6 cards without a 3rd land but 2 cantrips. Unfortunately, I don't get there and instead manage to see both Pyroblast and the Misdirection. Ugh. I still manage to land a Moat to contain his Wren's Run Packmaster, but he has the Reclamation Sage to kill it and finishes me off.
-2 Pyroblast, -1 Misdirection, -1 Treasure Cruise, -1 Plains | +2 Pyroclasm, +1 Supreme Verdict, +2 Flusterstorm | I really just want to fight on the stack and having Flusterstorm helps against Zenith and Natural Order.
Game 2 - My opening 7 has StP and EE to slow him down a while, and I draw a verdict to keep things going until Jace takes over. I make a sequencing mistake and lose my Moat to Sage for no reason, but it's too late for it to matter.
Game 3 - My opening is just all removal and cantrips, so I'm able to get to 5 mana relatively unmolested. Jace and Moat start to take over but Baneslayer brings it home.
7-0-2 / 14-3
I just got home and it's super late so if there are any errors I apologize. Will be checking back tomorrow - deck felt really solid all day and my opponents didn't seem to know what I was doing or how to fight it.
Last edited by alphastryk; 11-03-2014 at 10:47 AM.
@Alphastryk:
Go Go GoldDigger! Congratz on this awesome performance! Taking down this sweet price by going undefeated..wow!
Glad to see Baneslayer performed well for you. Maybe I'll have to give her a shot one day.
Keep us posted about your GP endeavours. I'll certainly be rooting for you.
I'll go ahead and the question, what is the selling point of Gold Digger compared to Miracles, what match-ups does it actually improve?
Legacy: Rituals
Vintage: Drains
Fair point.
For me coming from Miracles, which has been my go-to deck ever since the printing of Terminus & EtA, there are a couple of benefits that should be obvious even on paper. Then there are quite a few subtleties that are harder to pinpoint and would require more time to explain than I have available while at work
The no-brainers:
* not susceptible to Decay - this is a big plus as Decay runs rampant all over the meta still and relying on CB VS. Combo.dec isn't safe anymore now that every one packs SB decays. In fact Combo has been a clearly favorable MU with 4 REB effects, 3 CS, 3 Flusterstorms, 4 FOWs, and 3 Cliques and plenty of means to refill on hates cards in the 75
* More cantrips / filtering allow for silver bullets, eg. MD Pyroblast, which is harder to "circumvent" for Miracles
* way more C/A! This is probably the key benefit here, which also tips the MU slightly in GoldDiggers favor. I'm happy to test against competent Miracles pilots to prove that point
Every Miracles player who dismisses even testing a rough draft of GoldDigger has no idea what it feels like to cast multiple Ancestral Recalls per game.
As for the subtle advantages, I'd suggest give it shot and see for yourself.
Happy to discuss this topic further though as both decks are very closely related.
As someone who normally plays miracles, but has given this a try, the biggest upside is you swap all the cards that situational, and clunky sources of card advantage (balance and terminus) for raw card advantage (Dig/TC). You give up raw power, for consistency. Your cards are almost never useless. Balance is bad when your behind on board, and terminus is bad when its stuck in your hand or drawn at the wrong time. Dig and cruise are basically always good to see after turn 3.
Hey, I have been a long time miracle player and wanted to try out another deck. I love the concept of this deck but I was fearful of 2 things
1. counterbalance
2. chalice of the void
So I decided change the colors too BUG
here is my list :
4 brainstorm
4 ponder
4 preordain
2 flusterstorm
2 spell pierce
3 counterspell
4 force of will
4 abrupt decay
4 innocent blood
2 Kiora, the crashing wave
2 jace, the mind sculptor
1 treasure cruise
4 dig through time
1 bayou
3 tropical island
3 underground sea
3 islands
1 swamp
4 misty rainforest
4 polluted delta
1 verdant catacombs
The sideboard is a mess:
2 duress
1 thragtusk
3 baleful strix
2 pithing needle
3 aether spell bomb
I do not own Pernicious Deed, wastelands, Life from the Loam, toxic deluge or Intuition on MTGO (all cards I would have loved to play in this deck).
I play play tested this version online.
I went 3-1 in today's daily betting :
-Burn 2-0
-ESPER death blade 2-1 ( lost game one because I was mana short )
-Omnitell 2-1 ( lost game 2 because of a misplay otherwise I would have won game)
-Burn 2-1
I was amazed by the ease in witch this deck can chain the dig through times and bury your opponent in card advantage.
My big problem with this deck is finding a kill condition that kills fast and is not affected by my own innocent bloods.
If you have any suggestions to make this version of the deck better please let me know.
Cheers.
First of all, I wanna say thx for posting this sweet list as I've been looking for a control deck that I can actually put together and doesn't have to deal with Top/Miracles.
I'm going to try the following:
Instant (26)
4x Brainstorm
3x Counterspell
3x Dig Through Time
2x Enlightened Tutor
4x Force of Will
4x Lightning Bolt
2x Pyroblast
4x Swords to Plowshares
Sorcery (7)
3x Ponder
2x Supreme Verdict
2x Treasure Cruise
Artifact (1)
1x Engineered Explosives
Enchantment (1)
1x Assemble the Legion
Creature (1)
1x Keranos, God of Storms
Planeswalker (4)
1x Elspeth, Knight-Errant
3x Jace, the Mind Sculptor
Land (20)
1x Arid Mesa
4x Flooded Strand
3x Island
1x Mountain
2x Plains
4x Scalding Tarn
3x Tundra
2x Volcanic Island
Sideboard (15)
1x Blood Moon
1x Circle of Protection: Red
1x Engineered Explosives
1x Enlightened Tutor
2x Flusterstorm
1x Helm of Obedience
1x Pithing Needle
2x Pyroclasm
1x Rest in Peace
1x Supreme Verdict
2x Wear / Tear
1x Wurmcoil Engine
I guess what different with my list is I have included Enlightened Tutor (2 MB, 1 SB) for searching win cons - Keranos, God of Storms, Assemble the Legion. Also, able to look for EE as a panic button seems to be OK.
The SB have different Enchantments and Artifacts that help MU that needs silver bullet(s). Something I wanna to point out is I've also added Helm combo for those people who bring in RIP to fight our delve cards (reverse Helm for the win?).
Question 1: How do you people feel between DTT and TC ratio? So far I feel like I wanna cast DTT more than TC most of the time. With all the cantrips I tend to know the next couple of cards and in cases I only want 1 of the next 3 cards, DTT feels much better as it filters and can put fresh cards on top of the deck.
Question 2: Is 20 lands too little? I feel like going up to 21 or 22 but don't know what to cut... Maybe a bot or STP?
Last edited by Keenco; 11-03-2014 at 05:33 PM.
@Keenco your deck looks something similar to what I have been brewing with.
http://www.mtgthesource.com/forums/s...Murica-Control
I thought I would contribute a unique idea for people to try out. I've been a landstill player forever and have had a lot of success running UWR landstill for the longest time. I plan on playing it at the GP, anyways here's the list. I'll explain a few choices afterwards.
Lands:
2x Island
1x Plains
4x Flooded Strand
2x Polluted Delta
1x Arid Mesa
1x Faerie Conclave
4x Mishra's Factory
1x Academy Ruins
4x Tundra
4x Volcanic Island
Spells:
4x Brainstorm
4x Force of Will
2x Counterspell
2x Spell Pierce
3x Spell Snare (This card is bonkers)
3x Standstill
2x Dig Through Time
3x Jace, The Mindsculptor
3x Lightning Bolt
1x Pyroblast
4x Swords to Plowshares
2x Engineered Explosives
Creatures:
3x Snapcaster Mage
Sideboard:
4x Relic of Progenitus
2x Surgical Extraction
1x Pyroblast
1x Red Elemental Blast
1x Blue Elemental Blast
1x Hydroblast
1x Wear/Tear
1x Flusterstorm
3x Pyroclasm
Sideboard can be whatever you ideally want, it is a work in progress and can be tinkered heavily. The only thing I would not remove are the 3x Pyroclasm, 4x Relic and 2x Surgical can be overkill, I was considering cutting a Relic for another Flusterstorm..
As for the maindeck, I may go back to 1x Nevinyrral's Disk and 1x EE. 2x EE has been fine though mainly for TNN and Trinisphere/Chalice effects. Disk has been absurd versus random chalice/trinisphere decks.
I used to also run 2x Wasteland in the maindeck, but I've been finding that Wasteland has been losing it's value in terms of impact. Yeah it can randomly get you wins, but in my experience just not running it in terms for more consistent mana and opening hand draws has been way better. I don't even really want wasteland vs lands or jund depths. The gameplan after Game 1 makes the matchup impossible for them to win.
The other thing that people might ask is why standstill? I just have an affinity for the card, honestly. It's been great every time I've casted it. People are playing less wastelands and your factories are never opposed. I believe after playing the deck that 3 Standstill and 2 Digs has been a good number of card advantage cards along with 3x Jace. The deck is a pure control deck that has very good game vs miracles. I've tested the original deck that Karsten Kotter posted, and the amount of digs and treasure cruises felt pretty bad, a lot of awkward opening hands.
I played in a small forty man event here in Canada. 6 Rounds. Happened a bit ago, writing the quick report by memory.
Round 1: Cloudpost MUD 1-2 0-1
G1: On the draw, get wrecked by not expecting turn 1 chalice and turn 2 trinisphere followed up by a lodestone golem.
G2: Spell Snare hitting Chalice and Grim Monoliths was pretty insane, Jace soon took over the game after a few Bolts/Swords on a pair of Lodestone Golems.
G3: On the draw, he has turn 2 chalice which get's spell snared. I get into an awkward position I have to let a lightning greaves resolve. I get to remove a lot of Goblin Welders and Lodestone Golems that attempt to get equipped. I try to secure the win by slamming down a Jace and it ended up biting me. He plays a Goblin Welder through a Cavern of Souls which I have enough mana to either counterspell a card or play a single removal spell. The only way I lose is if he lands two creatures this turn. So I remove the welder with a bolt, and he has Kuldotha Forgemaster to follow up and I don't have enough mana to counterspell it. Had I not slammed down Jace I could have done both and followed up with Jace the following turn. Greed is not always good, and he tutors out a Sundering Titan for the win.
Round 2: UR Delver 2-0 1-1 (This matchup is interesting, after game 1, I feel like Pyroclasm is a house. Game 1 does feel disadvantaged though)
G1: Sigh of relief when he goes turn 1 ponder. My two spell snares match up perfectly with his double Pyromancer draw and Jace ends up taking the game.
G2: He starts off with a delver which I remove, and brainstorm fetches turn 2. Turn 3 he plays Delver + Pyromancer which get pyroclasm'd away for the blowout. He treasure cruises, but can't keep up with dig through time, dies to Manlands + Snapcaster Bolt.
Round 3: BUG Delver (Stifle version) 2-0 2-1
G1: The first game he starts off with Delver and it gets removed on my second turn to play around daze. His Tarmogoyf get's spell snared and Jace takes over the game.
G2: Probably the most insane game of magic I've played in a while, least in a tournament. He starts off with a Delver with gets removed. On turn 4 he plays a Tarmogoyf which my hand had no answer to or draw card effects. I decide to Force of Will it, he Forces back. I force once again. He forces back. (He revealed a daze for his initial Delver and pitched one to the force of will). His Tarmogoyf resolves, and then I'm left with a Jace in hand with 3 land. I obviously spike the land off the top like a master and his last card in hand is clearly a daze. His board was a tarmogoyf and he untaps into DRS to go along with it. I take two huge hits and his next tarmogoyf attack would be lethal. I top deck into a snapcaster to block goyf and remove DRS (because it would be lethal in two activations). The next drawstep is Jace, bounce the goyf. Replays goyf. I draw a swords to plowshares like a sack remove goyf and take over the game with Jace. The counter war and his last card in hand being the daze after I saw he removed one with the forces kinda killed my spirits that game and I magically luck sacked with the top of my deck.
Round 4: UR Delver 1-1 2-1-1
G1: My opponent this round is someone who is fairly slow at playing(thinks about every play a lot), but very methodical and skilled. He destroys me game 1 super fast with the double swiftspear plus probe and bolt draw.
G2: Game two is a slugfest where he does nothing forever and just cantrips all game. It's like turn 8 and he finally decides to go for a Pyromancer. I end up Spell Snaring which gets Pyroblasted. I forget what exactly happened, but I lost the counter war. I'm down to two cards in hand to his two cards + Pyromancer. I remove the Pyromancer, but he gets a token out of the deal and resolves another Pyromancer. Here comes the odd part. His board was Pyromancer, Swiftspear and Delver to my 2 Mishra's Factories. I really needed a pyroclasm that game at any point for a win, and all he needed for three turns running was a delver flip. He kept drawing his board cards in forms of Null Rod's and lands which is ironic because of the flavor text, it literally does nothing against my deck as I actually board out EE in the matchup. I draw a dig through time which resolves and get the pyroclasm + snapcaster to win the game. Ends as a draw, due to the time.
Round 5: Elves 2-0 3-1-1
G1: I literally have the snapcaster + removal and Jace draw. He scoops after Jace resolves to his board of three land.
G2: Pyroclasm's and a few swords to plowshares later, he scoops in frustration.
Round 6: Elves 2-0 4-1-1
G1: Super pumped to play against elves, I think the matchup is a mega bye. Removal and EE does mega work. He scoops.
G2: Is a little closer because he has Cabal Therapy and Reclamation Sage for my EE. Then he made an ODD play of Surgical Extracting my Brainstorm after I already casted one? I don't get why people would bring in Surgical against this style of Control deck, it does nothing and why target brainstorm? Game ended up taking a while, but Jace won the game.
Top 8:
Quarterfinals: Deathblade 2-1 5-1-1
G1: I keep a loose hand with 4 land, Jace, Spell Snare, Swords to plowshares. I get my Jace taken by turn 1 thoughtseize and draw about 4 consecutive lands. He resolve true name and it went all the way for a touchdown.
G2: He mulled to five, but still made it a game by cantripping his way to a treasure cruise, but got burried by Jace.
G3: He kept an aggressive wasteland draw, his lands were double wasteland, karakas and underground sea. My deck runs 24 lands and is super reactive, I can just sit on my fetches for a while if he does nothing. He did nothing but cantrip and never found a second blue source. Didn't end up being a game. He died to Jace.
Semifinals: BUG Delver 2-1 6-1-1
G1: He was on the play, went turn 1 DRS and Turn 2: TNN. GG. My hand wasn't suited to beat that. Probably should have mulled.
G2: My turn 1 removal spell into Turn 2 standstill won the game. He died to manlands and getting buried by card advantage.
G3: My opener was Force, Force, Brainstorm, Fetchland, Spell Snare, Pyroblast, Counterspell. I brainstormed into a land and two more forces. I got stuck on a 3 land for a while and ended up with a pyroblast and jace in the quad force hand. Pitched Spell Snare to a discard. He probed me and his face was kinda hilarious. He did nothing for a long time. Eventually casted TNN which managed to stick on an empty board, but after casting a few thoughtseizes and fetches he was already at a lower life total where my Mishra's Factories would race TNN. I freely cast Jace and plus it up to five and just ride the Jace and Mishra's Factories to victory.
Finals: UR Delver 2-1 7-1-1
G1: Classic get totally smashed by their insane Swiftspear draw. That card is insane in multiples.
G2: Pyroclasm + Jace wins the game.
G3: He goes turn 1 Delver. I untap pass. He flips, attacks for three. Turn 2, another Delver. My Turn 2 I play another land and pass. He plays a pyromancer and has another land untapped. I attempt to bolt a delver which he spell pierces. I take another big hit. I untap and casually resolve the pyroclasm that I had since the opening hand, bolt was a bait spell. It wins the game. Dig Through time later, he never gets to resolve anything.
The report sucks, but all in all the deck performed like a champ. I won every game I resolved a Dig Through Time. I never mentioned it much, but the card was actually bonkers, I should probably play three, but the numbers are pretty tuned, I wouldn't know what to cut. I also forgot to mention, during the event I played two Wastelands instead of 1x Island and 1x Plains. Wasteland was pretty useless except for the MUD games. Funny to say, but I actually boarded out Wasteland a few times vs UR delver because I didn't know what cards to cut and seemed to work out very well (Probably super incorrect, but logically made sense).
Also some might ask why 1x Plains and not 1x Mountain. I want to have outs G1 vs Blood Moon effects. It also leaves me open to play Supreme Verdict in the board or moat. Just gives me flexibility that I like. White has a lot of nice SB options that I'm currently not taking advantage of. I was also considering a Council's Judgment somewhere in the 75 (but it's so slow and bad vs UR delver which is rampant).
One card I'd like to talk about is Spell Snare, that card is so good that I feel like it's criminally underplayed in blue decks. It has plenty of targets in essentially every deck and can succesfully counter SFM from many decks. For one mana it does so much. It catches a lot of spells when you're on the draw. It's so easy to catchup on tempo once you snare their 2 drop and untap remove what they resolved on turn 1, etc. I think the card is only super dead vs Sneak and Show. Just try it out and see how it performs.
Hi Survex!
formerly avid Landstill player here ;)
Though I appreciate your input, going down the Standstill route ultimately means derailing the thread. Happy to discuss this via PM though.
In brief: Disk is too slow in today's meta & Supreme Verdict is a no-brainer for any Landstill deck imo.
-
On a different note:
Top has been insane for me, despite not pumping the gy, it finds the stuff that does and much more.
Also: I love rocking a non-decayable MD! (EtA tokens don't count)
Klaus, care to share your latest list?
I am considering investing in a moat as this might be what i was looking for in terms of a new deck to play for a while.
Im kinda burnt out on my beloved Death Blade and Elves decks, to a point where im considering abandoning the MTG ship for good.
@jedi_gof
I just updated the OP with my current list.
As for Moat - I can see its benefits, but don't think it's worth the $, as I much rather just get rid of creatures than possibly lock them out of the game.
Remember that Moat will more often than not fall prey to Spell Pierce and other Counterspells, while Supreme Verdict will simply not care about those and just wipe the board like a honey badger tornado. Plus it nets you another gy card & pitches to FoW :-P
maybe 2 years ago you could have made the argument that moat is too expensive. now its the same as a tundra or blue dual, and certainly less than underground sea. Legacy players do not typically have money constraints. You would never say, I'm running this shock land because i duals arnt worth the $, you would be ridiculed on these forums.
moat is a great card that is under used right now.
Play 4 Card Blind!
Currently Playing
Legacy: Dark Depths
EDH: 5-Color Hermit Druid
Currently Brewing: [Deck] Sadistic Sacrament / Chalice NO Eldrazi
why cards are so expensive...hoarders
The pros of this deck over miracles:
- consistency without relying on a single card
- no blanks to draw (miracles in hand, cb when behind on board, etc)
- blanks opponent's removal
- designed to have very good delver matchups
- favored in blue control mirrors
cons
- weaker combo matchups (although not as much as I expected)
- weaker fair non-blue matchups (jund, junk, etc)
- weaker to things like Chalice of the Void
This feels more like a true control deck than has existed in Legacy that I can remember. I would strongly suggest the list I'm on - play it before making changes - it doesn't feel like anything that's been in legacy for at least 10 years.
Moat is amazing because you only need to resolve it once and it blanks most men forever. Verdict allows your opponent to pressure you with one or two men until you are forced to use your wrath, then they can refill.
I'm debating whether I actually need the Wear // Tear and Pithing Needle in the board - I've brought them in a lot but never had situations they were good, even when I saw them - always shuffled away or not chosen off of Dig.
Last edited by alphastryk; 11-04-2014 at 12:07 PM.
I see where you're coming from.
The main reasons why I'm still on 2 Wear/Tear in the SB:
* Choke
* Chalice
* Vial
* Rest in Peace
* SoFai / Batterskull (obv. you need to time it well)
* CB
Though I have to admit that EE handles all of the above sans Batterskull. CB is even handled smoother and other permanents can be removed at the same time.
Needle is indeed not really needed, and it feels nice to still be blanking removal post-board.
Choke is the only one there I'm even mildly worried about - Moat answers Batterskull & any other equipment pretty well already, and EE and counterspells handle Vial most of the time. CB you can usually answer on the stack or with EE, and I'm not too worried to begin with - the Miracles matchup is good enough that it doesn't matter.
I'm leaning towards cutting both of them but I'm not even sure what else I need in the board.
I wasn't planning on going to GP New Jersey, but this deck is good enough that I'm seriously considering it now.
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