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Deadpool
09-01-2010, 11:16 AM
Hey guys,

I've been reading The Source for a couple months now and I finally decided to post something. My roommate and I developed this version of Painter's Servant / Grindstone combo using Goblin Welder and Intuition. Of course all comments and criticisms are welcome.

Here is the list as of 9/1/10:

Main:

1x Crucible of Worlds
1x Engineered Explosives
2x Grindstone
4x Lion's Eye Diamond
3x Sensei's Divining Top

1x Inkwell Leviathan
4x Painter's Servant
4x Goblin Welder

1x Great Furnace
1x Seat of the Synod
1x Vault of Whispers
1x Island
1x Mountain
4x Ancient Tomb
4x City of Brass
4x Gemstone Mine

4x Intuition
3x Thirst for Knowledge
4x Dark Ritual
2x Duress
4x Ponder
2x Reanimate
4x Thoughtseize


Sideboard:(Not Complete)


1x Ethersworn Canonist
1x Sphinx of the Steel Wind
4x Helm of Obedience
4x Leyline of the Void


To explain some choices:

Inkwell Leviathan: In my local meta there is quite a bit of Merfolk/Landstill/CounterTop so the Islandwalk and Shroud on this guy make him the ideal reanimate or weld target main board.

Helm of Obedience/Leyline of the Void Combo in Sideboard: I haven't done extensive testing with this yet but if your opponent boards in graveyard hate to take care of the Welder combo game 2 and you board into HelmLine they may or may not have the right answer in hand. Still struggles with Krosan Grip as much as the main board does. This sideboarding strategy is definitely up for debate.

Sphinx of the Steel Wind: Zoo.

Ethersworn Canonist: ANT/combo in general. Weld her out when I want to play stuff, weld her back in to lock them out.

Some challenges seen in test playing so far:

Two of the cornerstones of the deck are Painter's Servant and Goblin Welder, both of which are incredibly susceptible to Swords to Plowshares. This card is very prevalent and difficult to play around but I still have an out in Inkwell Leviathan.

Wasteland: Ouch. The mana base isn't particularly fragile unless you keep a questionable hand (something that could go off turn 1 if unhindered by your opponent) and that falls through and you get wasted. On the topic of the mana base:

Lands: Ouch again. If the game goes on more than 5 turns I've typically dealt myself 10+ damage with the lands and Thoughtseize. This is really dangerous if you don't find an Intuition or another out to get the combo online. I'm also lacking in shuffle effects due to the lack of fetch lands (hence Ponder over Brainstorm). I like the aggressive ANT style mana base but this is definitely up to debate.

Counterbalance: This card is a huge challenge for a deck like this with so many 1 drops... Playing around it is difficult but far from impossible.

Test Playing Results: (More detailed test playing reports to come)


Merfolk - 50/50. Chumping their dudes with Painter and welding him back in saved me more than once. Thoughtseize and Duress are crucial here. Inkwell Leviathan was put in specifically for this match up.
CounterTop - 70/30 (not in this deck's favor). This one is hard but if you can time everything right and get tricky with Intuition and Welder you can get there.


Well that is all I have for now. Again, comments and criticisms welcome. I'd love to hear what you guys have to say, especially with some sideboarding strategies.

GGoober
09-01-2010, 01:46 PM
Hah, somehow I feel I know this person :P

Anyway, couple of things I would make to the list:
1) Where's the trinket mages if you're running Artifact lands, 1 EE? Seems a little random to me. 3 Trinket Mage fetching EE, Grindstone, Top, LED seems solid.
2) Dark Ritual is horrible in this deck. You can argue you want to go explosive wins but to have that kind of hand means: Painter, Grindstone, Darkritual, black mana source in your hand and another land. 5/7 cards is quite restrictive for an explosive play, outside of that explosive play, Ritual becomes useless, and makes opening hands ugly. You're not really needing that mana anyway, LED serves a much better purpose: it serves as fodder for Welder, and can be cracked to pay Grindstone AT the same time it can be played any time and stays in play rather than stuck in your hand until you get the hand to play ritual.

3) There are a lot of good black cards to run over Dark Ritual, Bobs for instance. Then you'll have 12 creatures that demand to be plowed, either which sticks would be problematic for your opponent. Your deck has NO answer to aggro outside of the combo. There's zero removal (Thoughtseize doesn't really count since merfolks/zoo/gobs will still drop a dude if they go first). That's why cut Ritual, and up some removal (Smother/Edicts or even bolts).

4) Your black spells seem primarily combo-based but unlike storm combo, this is much easier to disrupt. It requires having a creature in play. After 'wasting' these slots in 2 Duress + 4 dark ritual, you'll end up finding that even if you get the combo online, it'll get disrupted by a StP (you have no countermagic to back you up). If you argue you use Duress effects to strip removals before going off, that strategy works I guess, but that would involve somewhat slow rolling, and be able to draw the combo in every game, or pray on that. You have 4 ponder but no Brainstorm to dig for that consistent combo that you want if Duress effects is the philosophy of your strategy. Thirst + Intuition helps a ton, but as I mentioned, these are slower tutors, and doesn't synergistically pair up with a explosive ritual.

5) Reanimate is nice, I like it. Works with Intuition, recurs Welder, and grabs opposing goyfs. Cut the rituals up the removal so you can steal some creatures from that too :) You may want to consider Unearth (card from UZ Legacy) if you're primarily reanimating Servants/Welders

6) No fetchlands playing with Top doesn't make sense to me either, but I guess Intuition shuffles.

7) If Crucible is purely against Wastelock, then I would suggest cutting that spot and just strengthening the manabase. You have only 4 Welders as red spells, so UB should be your main focus. Even 2 Seas + Basic would save your ass from your scary manabase. As of now, the 1 Island, 1 Mountain might as well be nonbasics since you are highly unlikely to draw into them without any fetches, so might as well give up on fighting against wastelands and just go the best manabase possible.

There's an interesting list you may want to consider: 4 Imperial Recruiters into Auriok Salvager in a Painter Grindstone shell with Welders. Seems very synergistic (think he got 1st place in a SCG event). Recruiters is out of the budget question so you may want to test 3-4 Salvager.

All in all, nice experiment, but the weakest card in the deck is Ritual and Duress. There's no removal and if you think your combo can race Zoo, it maybe able to, but I can tell you that Zoo can race you more consistently than you can get your combo up undisrupted against them. Same applies to Gobs/Merfolks/Countertop/Thresh. I've always liked Welder in Painter Grindstone because it makes the engine very powerful without having to cast any spells, but for me, Welder decks only work if you have somme way to give him haste (aka Survival Welder, I had a deck with Welder Survival + Grindstone combo but even then it wasn't good enough).

Deadpool
09-01-2010, 02:18 PM
Hah, somehow I feel I know this person :P

Anyway, couple of things I would make to the list:
1) Where's the trinket mages if you're running Artifact lands, 1 EE? Seems a little random to me. 3 Trinket Mage fetching EE, Grindstone, Top, LED seems solid.
2) Dark Ritual is horrible in this deck. You can argue you want to go explosive wins but to have that kind of hand means: Painter, Grindstone, Darkritual, black mana source in your hand and another land. 5/7 cards is quite restrictive for an explosive play, outside of that explosive play, Ritual becomes useless, and makes opening hands ugly. You're not really needing that mana anyway, LED serves a much better purpose: it serves as fodder for Welder, and can be cracked to pay Grindstone AT the same time it can be played any time and stays in play rather than stuck in your hand until you get the hand to play ritual.

3) There are a lot of good black cards to run over Dark Ritual, Bobs for instance. Then you'll have 12 creatures that demand to be plowed, either which sticks would be problematic for your opponent. Your deck has NO answer to aggro outside of the combo. There's zero removal (Thoughtseize doesn't really count since merfolks/zoo/gobs will still drop a dude if they go first). That's why cut Ritual, and up some removal (Smother/Edicts or even bolts).

4) Your black spells seem primarily combo-based but unlike storm combo, this is much easier to disrupt. It requires having a creature in play. After 'wasting' these slots in 2 Duress + 4 dark ritual, you'll end up finding that even if you get the combo online, it'll get disrupted by a StP (you have no countermagic to back you up). If you argue you use Duress effects to strip removals before going off, that strategy works I guess, but that would involve somewhat slow rolling, and be able to draw the combo in every game, or pray on that. You have 4 ponder but no Brainstorm to dig for that consistent combo that you want if Duress effects is the philosophy of your strategy. Thirst + Intuition helps a ton, but as I mentioned, these are slower tutors, and doesn't synergistically pair up with a explosive ritual.

5) Reanimate is nice, I like it. Works with Intuition, recurs Welder, and grabs opposing goyfs. Cut the rituals up the removal so you can steal some creatures from that too :) You may want to consider Unearth (card from UZ Legacy) if you're primarily reanimating Servants/Welders

6) No fetchlands playing with Top doesn't make sense to me either, but I guess Intuition shuffles.

7) If Crucible is purely against Wastelock, then I would suggest cutting that spot and just strengthening the manabase. You have only 4 Welders as red spells, so UB should be your main focus. Even 2 Seas + Basic would save your ass from your scary manabase. As of now, the 1 Island, 1 Mountain might as well be nonbasics since you are highly unlikely to draw into them without any fetches, so might as well give up on fighting against wastelands and just go the best manabase possible.

There's an interesting list you may want to consider: 4 Imperial Recruiters into Auriok Salvager in a Painter Grindstone shell with Welders. Seems very synergistic (think he got 1st place in a SCG event). Recruiters is out of the budget question so you may want to test 3-4 Salvager.

All in all, nice experiment, but the weakest card in the deck is Ritual and Duress. There's no removal and if you think your combo can race Zoo, it maybe able to, but I can tell you that Zoo can race you more consistently than you can get your combo up undisrupted against them. Same applies to Gobs/Merfolks/Countertop/Thresh. I've always liked Welder in Painter Grindstone because it makes the engine very powerful without having to cast any spells, but for me, Welder decks only work if you have somme way to give him haste (aka Survival Welder, I had a deck with Welder Survival + Grindstone combo but even then it wasn't good enough).

Hey bud, thanks for the response (I'm sure we'll discuss this more at the shop)!

I'll go through the points one at a time for ease of reading.

1. I agree that Trinket Mage needs to find a home in this deck. I like him a lot.

2. I have had hands with Ritual or drawn into multiples and wished it was just about any other card. It helps with early explosion but as you said, isn't consistent enough probably to fill that 4-of slot.

3. Dark Confidant is a nice solution and plays well with everything in the deck save Inkwell... Ouch.

4. I prefer the proactive approach to disrupting my opponent's counters to the combo rather than sit back on my combo until I have a relevant counter to counter their counter. Brainstorm was in the original but without shuffling effects it was just painful to Bstorm into mediocre cards and have to wait 2 turns to see something else. I disagree with Intuition being a slow tutor, with Ancient Tombs I can play it turn 2 and dump my combo in the yard with Welder prepped and ready to go. Thirst also has nice synergy getting a piece in the yard.

5. Unearth would be great if Inkwell didn't cost 9 and Sphinx 8...

6. I'm still with you, definitely the mana base lacking fetches definitely limits the usefullness of some of the cards in here.

7. Crucible helps against Wasteland but remember the extra artifact slot is also nice for Welder and Thirst. I think giving some fetchlands and Underground Seas a try soon is a good idea.

That list from SCG Minneapolis came from a fairly weak field and the salvagers/ spell bomb/ recruiter route seems clunky but I've not played it so I can't make any sweeping judgement of it. To me MonoR Imperial Painter seems better than that list hands down, the main focus of my list here is to get the combo explosively with better card draw and deck manipulation than Magma Jet.

GGoober
09-01-2010, 03:22 PM
Here's what I would play, just a suggestion in style of your list:

Lands: 18
1x Vault of Whispers
1x Island
1x Swamp
3x Ancient Tomb
4x Polluted Delta
2x Scalding Tarn
3x Underground Sea
3x Volcanic Island


Artifacts/utility: 7
1x Engineered Explosives
3x Grindstone
3x Lion's Eye Diamond

Creatures: 14
4 Dark Confidant
4 Painter's Servant
3 Goblin Welder
2 Trinket Mage
1 Inkwell Leviathan

Cantrips/Tutors: 11
4x Brainstorm
4x Sensei's Divining Top
3x Intuition

Protection/Others: 10
2x Reanimate
4x Smother/Terminate
4x Thoughtseize


Changes made:

If you play trinket mage, you dont need Seat since you've casted Trinket Mage! So you are probably only tutoring black/red sources. Since UB is your main color, basic mountain is not needed, Moon effects help you too without a basic mountain. Also, no need for Crucible with this manabase. It's much more solid, yet still too fragile. If you want, remove the Tombs for more Duals/basics to fight against waste.dec.

Play 3-4 Grindstone, 2 Grindstone means you are going to combo out turn 5-8 without a resolved Intuition, don't bet on Intuition resolving in most cases.

With fetches, Brainstorm >>> TfK. TfK is sexy but trust me, I have been in the longest time trying to make that card work, and it's only good with a stompy-ish build (Deep Blue.dec). Brainstorm is much faster and since you want to combo faster, this is the better dig you need. 6 fetches + 3Intuition +3Trinket Mage is enough to shuffle. Your deck doesn't need card advantage, it just needs the correct cards to combo, so CA from TfK is not optimal.

From experience, 4 Welder is overkill. Welder without the engine is crappy as hell in Legacy, so I dropped to 3 instead of drawing multiples. There is no reason not to run Bob even with Inkwell, chances you lose to flipping Inkwell are quite low (1 in 53 cards and SDT+Brainstorm+Intuition Inkewell to yard help you out there). You don't run FoW, so all the more reason to play Bob. I play 4 BoBs in 4FoW.dec without Top so you should not be afraid, he's just that good, and since you don't play countermagic, then you need as much resource Bob can draw you to fight the blue force in Legacy.

LED is cute in the deck, but I think it's not the best. Chrome Mox is better since you can just drop it without imprinting for a welding target or fuel faster starts without having the need to be hellbent. The SCG list has much stronger synergy with the Salvager with LED. I'm not a fan of his list, but I think it's a creative list that is competitive. It doesn't look bad at all, but I would try to play painter without recruiters due to $$$ issues lol

Talk to you more at the store, will be there Thursday to get EvT.

Jeff Kruchkow
09-01-2010, 04:26 PM
Exhume seems better than Reanimate in almost every way. Especially since you already hurt your self so much. And Exhume has the bonus of not being bad against targeted grave hate so even if the Extirpate your Painter you can just grab the Inkwell sitting there.

martyr
09-01-2010, 04:51 PM
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=34743 is the decklist that just won the SCG5k. It's a fairly interesting list, but I can understand shying away from the combo alternate win condition and leaning more towards a Welder plan if you can't afford the Imperial Recruiters.

Deadpool
09-01-2010, 05:08 PM
Exhume seems better than Reanimate in almost every way. Especially since you already hurt your self so much. And Exhume has the bonus of not being bad against targeted grave hate so even if the Extirpate your Painter you can just grab the Inkwell sitting there.

Agreed. Originally reanimate was in there for welder or painter but looking at the list now it seems wise to be able to reanimate the leviathan without punching myself in the face for 9.

Thanks!

GGoober
09-01-2010, 06:05 PM
Or just don't play with any reanimation, use Welder to solely get inkwell. Reanimating Inkwell isn't win in Legacy unless you do it turn 2 like Reanimator but this deck can't do that with 3cc Intuition. Reanimating Inkwell is only good against blue decks, Zoo would like you to reanimate some stuff :D

Zoo's just overall a bad matchup for any painter deck. I guess the old Epic painter had some shot with MD Goyfs

Deadpool
09-02-2010, 12:17 PM
After some toying around and taking crz87's advice on a few points, this is the list I came up with:


1x Engineered Explosives
2x Grindstone
3x Lion's Eye Diamond
3x Sensei's Divining Top

1x Inkwell Leviathan
4x Painter's Servant
4x Dark Confidant
2x Trinket Mage
3x Goblin Welder

1x Island
1x Swamp
2x City of Brass
3x Polluted Delta
4x Scalding Tarn
3x Underground Sea
2x Volcanic Island
1x Great Furnace
1x Vault of Whispers

4x Brainstorm
4x Intuition
2x Terminate
3x Thirst for Knowledge
2x Exhume
4x Thoughtseize


I still have faith in Thirst and Reanimate/Exhume. I will post some test playing reports next week.

pandaman
01-30-2011, 02:46 AM
I like this deck! I was playing around and ended up putting together something similar. I came on here to see if anyone had done it previously, and to ask some advice.

My deck was thrown together quickly, and doesn't have either Inkwell Leviathan, Dark Confidant or Engineered Explosives in it. It's aim is simply to get the Painter/Grindstone combo together as quickly as possible. It's 4 colour though and I think it needs a lot of work.

Maindeck (61)

Combo

4 Painter's Servant
4 Grindstone

Mana

4 Grim Monolith
4 Mox Opal
4 Ancient Tomb
4 City of Brass
4 Gemstone Mine
1 Vault of Whispers
1 Great Furnace
1 Seat of the Synod
1 Ancient Den
4 Lion's Eye Diamond
1 Academy Ruins

Enablers/Tutors

4 Enlightened Tutor
4 Goblin Welder
4 Entomb
4 Intuition
4 Trinket Mage

Protection

4 Force of Will

Sideboard (15)

None yet!

So there it is. A 4 colour monstrosity. I've been goldfishing it and it hasn't combo'd out later than Turn 4 (mostly Turn 2 and 3), although that doesn't really mean anything.

The good things about this deck I see are:

Lots of ways to find the combo (Enlightened Tutor, Trinket Mage, Intuition).
Alternative ways of getting the combo into play (Goblin Welder, Entomb, Intuition).
Recursion of the combo (Goblin Welder, Academy Ruins). This means that the only removal that stuffs things up for you is Swords to Plowshares/Path to Exile on Painter's Servant or Goblin Welder. Which is unfortunate, because everyone loves Swords. However, if you have both Goblin Welder and Painter's Servant out and your opponent tries to Swords Painter's Servant, you can weld him in response if you have an artifact in the graveyard (which you often do).

The bad things about this deck I see are:

4 colours and no basic = dies to Wasteland.
No secondary game plan - it's combo or nothing (well except Trinket Mage beats!).
Not enough blue cards to support Force of Will (unless Painter is out and you name blue).

The cards I would like to try out with the deck:

Reanimate/Exhume - more ways to get stuff back from the graveyard can't hurt!
Thirst for Knowledge/Thoughtcast - more ways to find stuff.
Transmute Artifact - double blue may be a problem, but I like the idea of transmuting tapped Grim Monoliths for combo pieces.
Chrome Mox/Mox Diamond/Lotus Petal - more mana acceleration and they work well with Goblin Welder.
Springleaf Drum - would it work?
Sensei's Divining Top/Brainstorm - you can weld the Top and Brainstorm digs exceptionally well.

The cards I would like to try to remove from the deck:

Less Grim Monoliths (or none at all) - it's clunky sometimes, and 4 seems like too many.
Less Grinstones - with Trinket Mage tutoring for it I think the deck may be able to get away with running 2-3 instead of the full playset.
Force of Will - does the deck need it? Can the deck support it? Usually if your stuff gets countered you can get it back from the graveyard with Welder or Academy Ruins anyway.
Manabase - taking out rainbow lands and adding dual lands and fetches. I hate losing life from City of Brass and only being able to use Gemstone Mine three times before you lose it. I thought about Tarnished Citadel, because you can tap it for colourless without losing life points, but you bolt yourself when you need a colour, so it's probably not so good. I also thought about Glimmervoid, because you run a lot of artifacts.

Sideboard:

I have no idea what to do with it, I was concentrating on sorting the maindeck first. Because you're 4 colours, you might be able to rock a transformational sideboard, Show and Tell and Emrakul/Progenitals, Ooze Combo, or something equally as broken. It would be nice to have something that you could side in that totally bypassed the graveyard and didn't rely on artifacts, because your opponent would probably board in artifact and graveyard hate. Show and Tell package would probably be the go in that case.


As you can see, lots of testing to do and things to try - comments, criticism and suggestions welcome!

pandaman
01-31-2011, 08:31 PM
Drawing inspiration from an excellent article on Eternal Centra:

http://www.eternal-central.com/?p=1163

I'm going to try the following changes:


singletons of Sensei's Divining Top, Meekstone, Ensnaring Bridge and Engineered Explosives (you can set for 4 in my deck)
removing Force of Will (balls to the wall, although part of me asks myself why I'm not playing Belcher, which still seems faster)
fitting in Transmute Artifact somewhere (probably in place of Force of Will), because it might work well with Welder
adding 2 Reanimate
fitting in Thirst of Knowledge (could be good synergy with Welder/Reanimate?)


So will try the following:

Maindeck (61)

Combo

3 Painter's Servant
2 Grindstone

Mana

3 Grim Monolith
3 Mox Opal
4 Ancient Tomb
4 City of Brass
4 Gemstone Mine
1 Vault of Whispers
1 Great Furnace
1 Seat of the Synod
1 Ancient Den
4 Lion's Eye Diamond
1 Academy Ruins

Enablers/Tutors

4 Enlightened Tutor
4 Goblin Welder
2 Entomb
4 Intuition
4 Trinket Mage
2 Thirst of Knowledge
2 Transmute Artifact
2 Reanimate

Protection

NONE

Utility

1 Sensei's Divining Top
1 Meekstone
1 Ensnaring Bridge
1 Engineered Explosives

Will see how it goes. Suggestions still welcome!

keys
01-31-2011, 08:50 PM
Caleb Durwald and Nick Spagnolo are playing this deck.

Caleb: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=36129

Nick: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=36236

The lists are very stripped down and really use Intuition/Welder to their fullest potential. You should also be maxing Painter/Grindstone if that's the main combo. The Show & Tell/Emrakul sideboard is also something interesting... at least it helps in the mirror :)

Finn
02-01-2011, 12:46 PM
Yeah, those decks are pretty heavily into the combo. Not a lot of blue cards for FoW backup, plenty of redundant methods to land the pieces, and lots of mana acceleration. Previous iterations of Painter combo in those colors were more control-oriented with a combo finisher.

pandaman
02-01-2011, 07:07 PM
Cool, thanks for the links. They use Brainstorm and Intuition, so you would probably have the Force and a blue card to pitch when you try to land your combo. I can't imagine I could build a better list than those guys; I'll take both of them for a spin.

Correct me if I'm wrong, but are the REB/Pyroblasts in there because people don't usually counter Painter's Servant, but try to remove him with Swords to Plowshares? Or possibly because the strategy is to drop Painter's Servant first with (hopefully) Force of Will protection, and then have Pyroblast protection for the Grindstone/Welder?

keys
02-01-2011, 08:08 PM
I think most people gun for the Painter, and blasts are great at protecting Painter both on the stack and on the battlefield. Of course they're also 1 mana Vindicates after he resolves, which is pretty nice.

Also note that Painter makes FoW a lot easier to cast.

pandaman
02-01-2011, 10:37 PM
Good point - pick blue, pitch your lands. Will test those lists tonight keys, thanks for the heads up.

Also, if there is another thread dedicated to this deck, someone please let me know so I don't clog the forums up unnecessarily.

keys
02-02-2011, 12:33 AM
I don't think there is another thread. This could be moved to established since it T16 the last 2 SCG tourneys, too. Have to give you credit for posting your list before Caleb and Nick brought it to any tournaments of course.

pandaman
02-02-2011, 01:08 AM
I didn't post my list until 30 January 2011: I think they brought it well before I posted.

Credit for that should go to Deadpool and Metalworker who first started the thread and discussion on 2 September 2010, with the original list being 1 September 2010 from Deadpool. I just necro'd the thing.

pandaman
02-02-2011, 01:10 AM
Double post.

keys
02-15-2011, 02:38 PM
Is anyone still innovating this deck? I'm thinking about playing this at a tourney this weekend. The only change from Nick Spagnolo's list from SCG San Jose is the addition of Misdirections. They're fantastic at protecting Painter (or Welder) once he resolves.

4 Painter's Servant
4 Goblin Welder

4 Intuition
4 Brainstorm
4 Force of Will
2 Misdirection
2 Pyroblast

4 Grindstone
4 Sensei's Divining Top
3 Lion's Eye Diamond
3 Mox Opal

4 Seat of the Synod
3 Great Furnace
3 Ancient Tomb
2 City of Traitors
2 Misty Rainforest
3 Scalding Tarn
4 Volcanic Island
1 Island

Sideboard:
3 Tormod's Crypt
2 Pyroblast
2 Red Elemental Blast
4 Emrakul, the Aeons Torn
4 Show and Tell

The deck is blazing fast and extremely resilient thanks to Welder and the counter suite. The Emrakul/Show plan also makes sideboarding pretty difficult for opponents.

pandaman
03-02-2011, 02:24 AM
Keys, I've pretty much now got what you've got, although I only just looked at this thread today. Waiting for a chance to order Misdirections, I agree in a deck like this they really do make the difference between protecting the Welder/Painter and not.

How did you go at your tournament?

jazzykat
03-02-2011, 07:53 AM
IMO you are much better off with your Misdirections in the board and playing REB's MD to stick/protect Painter. Misdirection is awesome when it is good but there are times when they have no creatures out and go to StP your painter or stick a Pithing Needle/Null Rod, etc. Yeah, the REB isn't always relevant until you have painter down but it lets you get rid of spells on the stack OR permanents.

ctothec
05-18-2011, 02:31 PM
This deck came in 2nd at a local tournament where I live. Link: http://www.mtgpulse.com/event.php?e=998#11337

It wasn't played by me, although I attended the tournament. I'm going to test it over the weekend with some friends.

Is anyone playing this deck?

C

keys
05-18-2011, 03:31 PM
Yes, but there's a new thread for it: http://www.mtgthesource.com/forums/showthread.php?20590-PRIMER-U-R-Painter