C-Aleric
06-15-2007, 07:50 PM
Phya and I were one day sitting in my room thinking again, of something that still has potential to make it somewhere in Legacy. Land destruction has been a long forgotten concept in this format, more or less. To me, this is a little astounding since the only thing that almost all of the decks in the format rely on is their mana sources. Whether it be basics or non-basics, every deck runs them but no deck is really based around strictly hating their opponents mana supply.
A couple more interesting ideas that we came across that day, was the undeniable power that The Tabernacle at Pendrell Vale combined with Armageddon presented. This was 'the' board wipe. There is also Pernicious Deed which can effectively cripple an opponent’s board position. Win conditions in the form of mana which stays post 'Geddon. Mox Diamonds for early acceleration. Perhaps run Crucible for recursion of Wasteland? Get the Tabernacle you pitched to Diamond on Turn 1?
I'm pleased to present the most synergistic, and complex pile of expensive cards I've ever seen. With the most under-rated card in Legacy: Crop Rotation
// Name: Shenanigans at Pendrell Vale
// Creators: Aleric and Phya
// Lands
2x City of Traitors
3x The Tabernacle at Pendrell Vale
3x Mishra's Factory
2x Bayou
2x Scrubland
1x Forest
1x Urborg, Tomb of Yawgmoth
1x Plains
3x Wasteland
2x Windswept Heath
2x Polluted Delta
1x Ghost Quarter
1x Boseiju, Who Shelters All
// Creatures
4x Dark Confidant
// Spells
4x Crop Rotation
3x Pernicious Deed
3x Armageddon
3x Crucible of Worlds
4x Phyrexian Totem
4x Vindicate
4x Mox Diamond
4x Sinkhole
3x Extirpate
// Sideboard
1x Pernicious Deed
1x Extirpate
1x Mishra’s Factory
4x Chalice of the Void
4x Orim's Chant
4x Duress
Card Choices and Explanations:
Lands:
2x City of Traitors: Early acceleration in the occasional hand. Also, perhaps you have a Diamond, and this is worth Rotating to grab that first turn Crucible, or Totem.
3x The Tabernacle at Pendrell Vale: The crippling factor to all that is aggro. This combined with a heavy land denial strategy will keep any and all creatures at bay. The only creatures that are a pain to deal with, are those pesky Werebears. Which can still pay for themselves.
3x Mishra's Factory: Part of the win condition, and a chump blocker per turn, with Crucible in play. Sometimes stalling is to your benefit.
2x Bayou: Fits the color wheel. The colored land count may seem low, but with Mox Diamonds, and Crucible, and Fetchlands, there is a fair amount.
2x Scrubland: See above.
1x Forest
1x Plains: Sometimes, Wasteland is a problem for us as well, or Back to Basics (Hate you MUC).
3x Wasteland: Soft lock completely dominated 3 color decks. As well as the occasional two color decks.
2x Windswept Heath
2x Polluted Delta: The different fetches are for the basic lands. And to avoid needle, if anyone is silly enough to name either of these with it.
1x Urborg, Tomb of Yawgmoth: The one big drawback to running TTAPV is that is doesn’t tap for mana. *pause* Yeah.
1x Ghost Quarter: This is the tech. When a deck like goblins might only run 6-10 mountains, and you've got absolute board control. Sometimes it's good to just remove every land from their deck. And this becomes a strip mine very fast against 3 color decks. As well, it can serve as an anti-Tutor effect against decks like Iggy Pop. Mystical Tutor, meet Crop Rotation -> Ghost Quarter. Ooo.
1x Boseiju, Who Shelters All: Pretty self explanatory. The best thing you can do with this land is Crop Rotate for it and then drop an uncounterable Geddon. Then laugh.
Creatures:
4x Dark Confidant: The life loss isn't so bad when we run 28 cards that give 0 life loss. 6 cards that give 1. I'm already pleased with my odds. When it gets down to the wire, just don't pay his upkeep and he dies. Simple as that.
Spells:
4x Crop Rotation: This card, breaks this deck in half. Things it's incredible with: Crucible, Mishra's Factory, TTAPV, City Of Traitors, Wasteland, Ghost Quarter, Boseiju, Post-Geddon' domination, ANTI-WASTELAND, ANTI-STIFLE.
3x Pernicious Deed: This says goodbye to the early game creatures, gets rid of Aether Vial, scares opponents while present on the board… probably the most effective board control card around.
3x Armageddon: Just incase your opponent thinks he's going to be swinging in for the win while you're low on life, Armegeddon -> Crop Rotate for TTAPV. Now you have all your artifact acceleration, and the average aggro deck will have no permanents. GG.
3x Crucible of Worlds: Makes the deck go round and round. Provides the soft lock which can easily turn into the hard lock via Ghost Quarter. Makes Mox Diamond 100% incredible. Makes Crop Rotation 100% incredible. Just a fantastic card.
4x Phyrexian Totem: The win condition. This is black mana after Armageddon, and this is a 5/5 trampling creature when they have no resources to deal with him. A fantastic addition to this deck.
4x Vindicate: Possible the strongest removal ever. Destroy target Permanant. That means, this card saves us from any threat that finds its way to the board. It also kills land.
4x Mox Diamond: Acceleration that is flawless in this pile. The land comes back, and the Diamonds live through 'Geddon. You can save the second one in your hand, since the only bit of anti-synergy in the deck comes between Diamond/Deed.
4x Sinkhole: Two mana that fits in our curve. BB can be a pain on turn 1 sometimes, but in all honestly, it really isn't that bad.
3x Extirpate: A controversial decision. But in this deck, this card is broken. Goblins splashing white for Disenchant? Not any more. Because their Plateau's are no longer part of their deck. Against Threshold, you can get their early fetchland. Or, more brutally: Wasteland Tropical Islands, and then proceed to remove them from the game. Uncounterable. This happens on TURN 1/2. You know what counter magic they now have in their hand, and you've crippled their mana base beyond all reason.
Sideboard:
1x Pernicious Deed: Just incase you play Affinity or elves. Now they really don't have a chance.
1x Extirpate: This is a house against a lot of decks. Worth having 4 in a lot games two and three.
1x: Mishra’s Factory: The only reason this card is in the board is to make room for Boseiju main. Everyone plays blue.
4x Chalice of the Void: Really messes with a lot of decks: Burn, Threshold, Fish, etc...
4x Orim's Chant: Mainly for the TES/Iggy Pop matchups. Basically just becomes a counterspell, and that's all that's important.
4x Duress: Again, Blue decks aren't our friend, so this combined with some Extirpate can really end a lot of countermagic strategies.
Match-ups:
Goblins: This is a favorable matchup for this deck. Extirpate generally goes after Wasteland and then Duals, if you ever get the chance. Normally the first goblin you take is the ever broken Goblin Warchief. Backed with your land destruction you can generally keep them from playing spells, and this is the matchup where the infamous Armegeddon -> TTAPV shines. Most of the games you play will end with them playing "Draw go" since they just won't have lands left. Your Favor.
Threshold: This matchup is much more interesting. They have counter magic and this was a problem before Extirpate became legal. Fortunately for us, once this card came out and the addition of the singleton Boseiju and Ghost Quarter (which is basically a Strip mine after 3-4 uses), this matchup became a lot easier. Post board we have the 4th Extirpate and we have Chalice. These both help out in this matchup. Sure Chalice goes on one. So we don't get Crop Rotation/Extirpate, but they will be trying to kill the Chalice. A lot of the time, we're waiting with a hand full of cards they don't want us to play either. *Duress/Extirpate/Crop Rotation*
Affinity: Greatly depends on the build. Pernicious Deed completely wipes their board and they don't run many lands as it is. They can't deal with TTAPV. There is really nothing this deck can do against Shens… unless it runs Force of Will.
Fish: Favorable. Our deck loves to see 3 color decks. Fish is a deck that runs few lands. And limited ways to prevent us from killing them. They run a standard thresh-esque counter base. And with the addition of Boseiju, the pretty much have to counter all crop rotations. If the Shens player can resolve Crucible-Geddon' or simply keep them off certain colors of land, this matchup goes pretty smoothly in your favor. Also, you may notice Chalice in the board, which hurts Fish a lot (So wil the 4th Deed, so watch out for Stifle). Ghost Quarter is your friend.
Belcher: This matchup is stressful. First of all, you generally need a turn to play your spells, which can be a problem sometimes. Bringing in Chants and Duress is about the best you can do against such a fast deck. Extirpate their win conditions. And beat down as fast as possible.
Iggy Pop: Favorable. This matchup was dreadful before Extirpate became legal, and we updated our sideboard. With the wondrous Extirpate at our side, it's pretty tough to get an IGG loop going. Duress -> Extirpate can end a lot of games quickly. Dark Confidant provides a good Engine in this deck, although most Iggy players seem to know when they're going to lose when you Extirpated during their combo, they fizzle, and you're beating down for 4-7 per turn. Game one depends on whether you're capable of finding an Extirpate. Games 2 and 3 should just be a cakewalk. Chalice goes on 0, and let the beating begin.
Landstill: Favorable. The addition of Boseiju makes this a much easier matchup. They also run a slow clock. So we have time to establish a decent board position. If they run more than 2 colors (which most seem to do now), Extirpating Splashes is the way to start. Boseiju + Vindicate/Geddon' should bring most games to a halt, if you've got totem/factories readily available. Having an early peek at their hand in game one with Extirpate is a good way to set up resolving your important spells as well.
Survival: Hasn't been tested. We both come from Ontario, CA, and Survival doesn't exist anywhere around Waterloo. I find it hard to believe that this is part of the established meta right now. I haven't seen a strong survival deck since Pithing Needle was printed. However, Survival loves stocking up on Mana sources, and I don't see what they're going to do against Crucible-Geddon-TTAPV. If they have an answer, I'd be impressed. Survival and their early acceleration get Deeded, and their lands get destroyed. Seems like it should be a pretty straight forward matchup from our perspective.
***Played a game against Survival on MWS. Turn 2 Wasteland/Extirpate. Turn 3 Vindicate ended game 1 on turn 3 (he had 3 non-basics in hand, and I had Crucible/Confidant in hand). Game 2 was more of the same. Survival loves its lands, Shens hates them.***
Black-Based Aggro: Unfavorable. This is the nail in our coffin. It's not unwinnable, but it's a long, hard, and complicated matchup. They have cheap threats which are massive. This means that Tabernacle has limited use, when they only need to tap for 1 Negator to kill you in 4 turns. Wastelands should be Extirpated first. Then Splash Colors. You really need to keep them off mana as best you can. Deed can be relied upon to save you from the first wave of threats. But the second comes hard. You need to be resolving game altering spells pretty consistently to beat them.
Enchantress: (Non-Panderburst) Favorable. Armageddon and Pernicious Deed are the champions in this matchup. Karmic Justice is a bit of a pain when you're wiping their whole board, and them just casting Replenish is not good either. However. Since they take a long time to kill you, you just need to set up an Armageddon, followed by killing all their enchantments over the next 2-3 turns with Deed. Save a couple lands in your hand incase they kill Crucible (which they will do) and kill from there. (The Panderburst Variants haven't been tested yet, but they will be with the new Replenish lists evolving)
Stax Variants: (the few games I've played) Favorable. Smokestack needs to be ramped up against us. So it hurts them as well. Unless we're in bad board position when it is played, it shouldn't swing the game in their favor. Just keep killing lands, and beating them. Keep Vindicate pointed at their crucible, and make them kill themselves while you plan to quickly rebuild after they ramp their stack.
*Detailed Sideboarding options will be added as they are recorded. However, we mostly take out obviously dead cards for the Singletons in our board for decks that aren't combo. And against combo, we take out the creature hate, and replace it with Duress/Chant/Extirpate/Chalice. With Extirpate, sideboarding isn't very generic, since after game one, you know their 60 card list. Specific things splash/tech dependent are generally done.*
Matchup Pros/Cons
Pros:
3 color decks get eaten up by Extirpate + Resource Denial
Aggro gets dominated by Geddon' TTAPV
Sideboard deals with Combo pretty handily
Other decks aiming for the long haul don't like seeing Armageddon in game 1.
Empty the Warrens tokens aren't fond of TTAPV. Making TES/Belcher go for Tendrils/Belcher is good for us.
Cons:
Discard. God discard sucks so bad for this deck. Seeing Dark Rit-> Duress + more discard is basically game over. Confidant helps, but not enough. Hope for a good game 2, and a sketchy game 3.
50 minute rounds. As CP said, sometimes this deck can take a long time to finish a player off. Having someone horribly crippled, and not dead just isn't good enough for some stubborn people.
Sacred Ground. Obviously this card is rarely played, therefore not really a problem. We can get it with Deed/Vindicate, but combined with lots of tempo, it's a bit of an issue.
Tournament Reports
Player: Phya
Tournament 1 (3-2-1) *Pre-Extirpate*
Round 1: 2-0 vs Bw Suicide: Games 1 and 2 went pretty much the same way, I would absorb hand disruption for a few turns and then wipe out all their lands. Some unlucky landless draws on my opponent’s behalf turned what should’ve been a close game into a blow out.
Round 2: 2-1 vs Affinity: In game 2 I got overrun on turn 4 before I could stabilize. In games 1 and 3 my opponent (who opted to run Glimmervoid over Citadel) finished with 0 permanents in play... thank you Deed.
Round 3: 1-2 vs Iggy Pop: This match up is by far the deck’s worst and so I went into it expecting trouble. Game 1: I lost on turn 2. In game 2 I started with Leyline in play and beat my opponent down by around turn 6 with Confidant and double Factory. Game 3 I mull to 5 and keep Diamond, Land, Land, Confidant, Leyline. I start the game by dropping turn one Confidant and Leyline and at the end of my turn 2 my opponent bounces Leyline and kills me next turn. Clearly the sideboard I had brought with me needed a little work.
Round 4: 2-0 vs UR Fish: I don’t remember much about this match except that in both games my opponent was out of land by turn 4.
Round 5: 1-2 vs UGb Threshold: This was a really close match against a teammate of mine. I won game 2 by getting a quick Crucible + Wasteland, and beat down with Totem. Games 1 and 3 went almost exactly the same way, we traded blows for a while until we were both fairly low and then I clean him off land and drop Tabernacle. Unfortunately what Tabernacle doesn’t kill is Werebear, and he just stalled until he could untap his bear and killed me.
Round 6: 1-1 vs UGW Salvagers: I was tired and playing slowly which caused this match to go to time. The addition of blue instead of black was just bad news for me, since I could never get my opponent under 3 land.
Tournament 2 (3-1)
Round 1: 2-0 vs Bosh Affinity Combo: Strange janky deck and I made it feel that way.
Round 2: 2-1 vs Counterslivers: Lost game 1 after Extirpating both Tundras and Tropical Islands from his deck, because that didn’t stop the Sinew and Muscle Slivers hitting me for 6 a turn. Games 2 and 3 went similarly, except instead of getting killed by slivers I removed all the mana sources from his deck and then dropped Deed.
Round 3: 2-1 vs Bw Suicide: I don’t really remember games 1 and 2 because they were pretty big blowouts for both decks. Game 3 however was close, like epic close. He kept drawing threats and I kept drawing answers to his threats until I had Crucible in play and 4 mana on the table. The only card in my hand was crop rotation, he had two Nantuko Shades in play and I was at two life. I say “the only card that can save me at this point is Deed” and I flip over… Deed. I Crop Rotate for City of Traitors and cast/sac Deed for 2. My opponent explodes.
Round 4: 0-2 vs aFOWinity: Steam rolled, the whole match took 7 turns. Also C-Aleric happened to design the deck I was playing.... *cough*.
A couple more interesting ideas that we came across that day, was the undeniable power that The Tabernacle at Pendrell Vale combined with Armageddon presented. This was 'the' board wipe. There is also Pernicious Deed which can effectively cripple an opponent’s board position. Win conditions in the form of mana which stays post 'Geddon. Mox Diamonds for early acceleration. Perhaps run Crucible for recursion of Wasteland? Get the Tabernacle you pitched to Diamond on Turn 1?
I'm pleased to present the most synergistic, and complex pile of expensive cards I've ever seen. With the most under-rated card in Legacy: Crop Rotation
// Name: Shenanigans at Pendrell Vale
// Creators: Aleric and Phya
// Lands
2x City of Traitors
3x The Tabernacle at Pendrell Vale
3x Mishra's Factory
2x Bayou
2x Scrubland
1x Forest
1x Urborg, Tomb of Yawgmoth
1x Plains
3x Wasteland
2x Windswept Heath
2x Polluted Delta
1x Ghost Quarter
1x Boseiju, Who Shelters All
// Creatures
4x Dark Confidant
// Spells
4x Crop Rotation
3x Pernicious Deed
3x Armageddon
3x Crucible of Worlds
4x Phyrexian Totem
4x Vindicate
4x Mox Diamond
4x Sinkhole
3x Extirpate
// Sideboard
1x Pernicious Deed
1x Extirpate
1x Mishra’s Factory
4x Chalice of the Void
4x Orim's Chant
4x Duress
Card Choices and Explanations:
Lands:
2x City of Traitors: Early acceleration in the occasional hand. Also, perhaps you have a Diamond, and this is worth Rotating to grab that first turn Crucible, or Totem.
3x The Tabernacle at Pendrell Vale: The crippling factor to all that is aggro. This combined with a heavy land denial strategy will keep any and all creatures at bay. The only creatures that are a pain to deal with, are those pesky Werebears. Which can still pay for themselves.
3x Mishra's Factory: Part of the win condition, and a chump blocker per turn, with Crucible in play. Sometimes stalling is to your benefit.
2x Bayou: Fits the color wheel. The colored land count may seem low, but with Mox Diamonds, and Crucible, and Fetchlands, there is a fair amount.
2x Scrubland: See above.
1x Forest
1x Plains: Sometimes, Wasteland is a problem for us as well, or Back to Basics (Hate you MUC).
3x Wasteland: Soft lock completely dominated 3 color decks. As well as the occasional two color decks.
2x Windswept Heath
2x Polluted Delta: The different fetches are for the basic lands. And to avoid needle, if anyone is silly enough to name either of these with it.
1x Urborg, Tomb of Yawgmoth: The one big drawback to running TTAPV is that is doesn’t tap for mana. *pause* Yeah.
1x Ghost Quarter: This is the tech. When a deck like goblins might only run 6-10 mountains, and you've got absolute board control. Sometimes it's good to just remove every land from their deck. And this becomes a strip mine very fast against 3 color decks. As well, it can serve as an anti-Tutor effect against decks like Iggy Pop. Mystical Tutor, meet Crop Rotation -> Ghost Quarter. Ooo.
1x Boseiju, Who Shelters All: Pretty self explanatory. The best thing you can do with this land is Crop Rotate for it and then drop an uncounterable Geddon. Then laugh.
Creatures:
4x Dark Confidant: The life loss isn't so bad when we run 28 cards that give 0 life loss. 6 cards that give 1. I'm already pleased with my odds. When it gets down to the wire, just don't pay his upkeep and he dies. Simple as that.
Spells:
4x Crop Rotation: This card, breaks this deck in half. Things it's incredible with: Crucible, Mishra's Factory, TTAPV, City Of Traitors, Wasteland, Ghost Quarter, Boseiju, Post-Geddon' domination, ANTI-WASTELAND, ANTI-STIFLE.
3x Pernicious Deed: This says goodbye to the early game creatures, gets rid of Aether Vial, scares opponents while present on the board… probably the most effective board control card around.
3x Armageddon: Just incase your opponent thinks he's going to be swinging in for the win while you're low on life, Armegeddon -> Crop Rotate for TTAPV. Now you have all your artifact acceleration, and the average aggro deck will have no permanents. GG.
3x Crucible of Worlds: Makes the deck go round and round. Provides the soft lock which can easily turn into the hard lock via Ghost Quarter. Makes Mox Diamond 100% incredible. Makes Crop Rotation 100% incredible. Just a fantastic card.
4x Phyrexian Totem: The win condition. This is black mana after Armageddon, and this is a 5/5 trampling creature when they have no resources to deal with him. A fantastic addition to this deck.
4x Vindicate: Possible the strongest removal ever. Destroy target Permanant. That means, this card saves us from any threat that finds its way to the board. It also kills land.
4x Mox Diamond: Acceleration that is flawless in this pile. The land comes back, and the Diamonds live through 'Geddon. You can save the second one in your hand, since the only bit of anti-synergy in the deck comes between Diamond/Deed.
4x Sinkhole: Two mana that fits in our curve. BB can be a pain on turn 1 sometimes, but in all honestly, it really isn't that bad.
3x Extirpate: A controversial decision. But in this deck, this card is broken. Goblins splashing white for Disenchant? Not any more. Because their Plateau's are no longer part of their deck. Against Threshold, you can get their early fetchland. Or, more brutally: Wasteland Tropical Islands, and then proceed to remove them from the game. Uncounterable. This happens on TURN 1/2. You know what counter magic they now have in their hand, and you've crippled their mana base beyond all reason.
Sideboard:
1x Pernicious Deed: Just incase you play Affinity or elves. Now they really don't have a chance.
1x Extirpate: This is a house against a lot of decks. Worth having 4 in a lot games two and three.
1x: Mishra’s Factory: The only reason this card is in the board is to make room for Boseiju main. Everyone plays blue.
4x Chalice of the Void: Really messes with a lot of decks: Burn, Threshold, Fish, etc...
4x Orim's Chant: Mainly for the TES/Iggy Pop matchups. Basically just becomes a counterspell, and that's all that's important.
4x Duress: Again, Blue decks aren't our friend, so this combined with some Extirpate can really end a lot of countermagic strategies.
Match-ups:
Goblins: This is a favorable matchup for this deck. Extirpate generally goes after Wasteland and then Duals, if you ever get the chance. Normally the first goblin you take is the ever broken Goblin Warchief. Backed with your land destruction you can generally keep them from playing spells, and this is the matchup where the infamous Armegeddon -> TTAPV shines. Most of the games you play will end with them playing "Draw go" since they just won't have lands left. Your Favor.
Threshold: This matchup is much more interesting. They have counter magic and this was a problem before Extirpate became legal. Fortunately for us, once this card came out and the addition of the singleton Boseiju and Ghost Quarter (which is basically a Strip mine after 3-4 uses), this matchup became a lot easier. Post board we have the 4th Extirpate and we have Chalice. These both help out in this matchup. Sure Chalice goes on one. So we don't get Crop Rotation/Extirpate, but they will be trying to kill the Chalice. A lot of the time, we're waiting with a hand full of cards they don't want us to play either. *Duress/Extirpate/Crop Rotation*
Affinity: Greatly depends on the build. Pernicious Deed completely wipes their board and they don't run many lands as it is. They can't deal with TTAPV. There is really nothing this deck can do against Shens… unless it runs Force of Will.
Fish: Favorable. Our deck loves to see 3 color decks. Fish is a deck that runs few lands. And limited ways to prevent us from killing them. They run a standard thresh-esque counter base. And with the addition of Boseiju, the pretty much have to counter all crop rotations. If the Shens player can resolve Crucible-Geddon' or simply keep them off certain colors of land, this matchup goes pretty smoothly in your favor. Also, you may notice Chalice in the board, which hurts Fish a lot (So wil the 4th Deed, so watch out for Stifle). Ghost Quarter is your friend.
Belcher: This matchup is stressful. First of all, you generally need a turn to play your spells, which can be a problem sometimes. Bringing in Chants and Duress is about the best you can do against such a fast deck. Extirpate their win conditions. And beat down as fast as possible.
Iggy Pop: Favorable. This matchup was dreadful before Extirpate became legal, and we updated our sideboard. With the wondrous Extirpate at our side, it's pretty tough to get an IGG loop going. Duress -> Extirpate can end a lot of games quickly. Dark Confidant provides a good Engine in this deck, although most Iggy players seem to know when they're going to lose when you Extirpated during their combo, they fizzle, and you're beating down for 4-7 per turn. Game one depends on whether you're capable of finding an Extirpate. Games 2 and 3 should just be a cakewalk. Chalice goes on 0, and let the beating begin.
Landstill: Favorable. The addition of Boseiju makes this a much easier matchup. They also run a slow clock. So we have time to establish a decent board position. If they run more than 2 colors (which most seem to do now), Extirpating Splashes is the way to start. Boseiju + Vindicate/Geddon' should bring most games to a halt, if you've got totem/factories readily available. Having an early peek at their hand in game one with Extirpate is a good way to set up resolving your important spells as well.
Survival: Hasn't been tested. We both come from Ontario, CA, and Survival doesn't exist anywhere around Waterloo. I find it hard to believe that this is part of the established meta right now. I haven't seen a strong survival deck since Pithing Needle was printed. However, Survival loves stocking up on Mana sources, and I don't see what they're going to do against Crucible-Geddon-TTAPV. If they have an answer, I'd be impressed. Survival and their early acceleration get Deeded, and their lands get destroyed. Seems like it should be a pretty straight forward matchup from our perspective.
***Played a game against Survival on MWS. Turn 2 Wasteland/Extirpate. Turn 3 Vindicate ended game 1 on turn 3 (he had 3 non-basics in hand, and I had Crucible/Confidant in hand). Game 2 was more of the same. Survival loves its lands, Shens hates them.***
Black-Based Aggro: Unfavorable. This is the nail in our coffin. It's not unwinnable, but it's a long, hard, and complicated matchup. They have cheap threats which are massive. This means that Tabernacle has limited use, when they only need to tap for 1 Negator to kill you in 4 turns. Wastelands should be Extirpated first. Then Splash Colors. You really need to keep them off mana as best you can. Deed can be relied upon to save you from the first wave of threats. But the second comes hard. You need to be resolving game altering spells pretty consistently to beat them.
Enchantress: (Non-Panderburst) Favorable. Armageddon and Pernicious Deed are the champions in this matchup. Karmic Justice is a bit of a pain when you're wiping their whole board, and them just casting Replenish is not good either. However. Since they take a long time to kill you, you just need to set up an Armageddon, followed by killing all their enchantments over the next 2-3 turns with Deed. Save a couple lands in your hand incase they kill Crucible (which they will do) and kill from there. (The Panderburst Variants haven't been tested yet, but they will be with the new Replenish lists evolving)
Stax Variants: (the few games I've played) Favorable. Smokestack needs to be ramped up against us. So it hurts them as well. Unless we're in bad board position when it is played, it shouldn't swing the game in their favor. Just keep killing lands, and beating them. Keep Vindicate pointed at their crucible, and make them kill themselves while you plan to quickly rebuild after they ramp their stack.
*Detailed Sideboarding options will be added as they are recorded. However, we mostly take out obviously dead cards for the Singletons in our board for decks that aren't combo. And against combo, we take out the creature hate, and replace it with Duress/Chant/Extirpate/Chalice. With Extirpate, sideboarding isn't very generic, since after game one, you know their 60 card list. Specific things splash/tech dependent are generally done.*
Matchup Pros/Cons
Pros:
3 color decks get eaten up by Extirpate + Resource Denial
Aggro gets dominated by Geddon' TTAPV
Sideboard deals with Combo pretty handily
Other decks aiming for the long haul don't like seeing Armageddon in game 1.
Empty the Warrens tokens aren't fond of TTAPV. Making TES/Belcher go for Tendrils/Belcher is good for us.
Cons:
Discard. God discard sucks so bad for this deck. Seeing Dark Rit-> Duress + more discard is basically game over. Confidant helps, but not enough. Hope for a good game 2, and a sketchy game 3.
50 minute rounds. As CP said, sometimes this deck can take a long time to finish a player off. Having someone horribly crippled, and not dead just isn't good enough for some stubborn people.
Sacred Ground. Obviously this card is rarely played, therefore not really a problem. We can get it with Deed/Vindicate, but combined with lots of tempo, it's a bit of an issue.
Tournament Reports
Player: Phya
Tournament 1 (3-2-1) *Pre-Extirpate*
Round 1: 2-0 vs Bw Suicide: Games 1 and 2 went pretty much the same way, I would absorb hand disruption for a few turns and then wipe out all their lands. Some unlucky landless draws on my opponent’s behalf turned what should’ve been a close game into a blow out.
Round 2: 2-1 vs Affinity: In game 2 I got overrun on turn 4 before I could stabilize. In games 1 and 3 my opponent (who opted to run Glimmervoid over Citadel) finished with 0 permanents in play... thank you Deed.
Round 3: 1-2 vs Iggy Pop: This match up is by far the deck’s worst and so I went into it expecting trouble. Game 1: I lost on turn 2. In game 2 I started with Leyline in play and beat my opponent down by around turn 6 with Confidant and double Factory. Game 3 I mull to 5 and keep Diamond, Land, Land, Confidant, Leyline. I start the game by dropping turn one Confidant and Leyline and at the end of my turn 2 my opponent bounces Leyline and kills me next turn. Clearly the sideboard I had brought with me needed a little work.
Round 4: 2-0 vs UR Fish: I don’t remember much about this match except that in both games my opponent was out of land by turn 4.
Round 5: 1-2 vs UGb Threshold: This was a really close match against a teammate of mine. I won game 2 by getting a quick Crucible + Wasteland, and beat down with Totem. Games 1 and 3 went almost exactly the same way, we traded blows for a while until we were both fairly low and then I clean him off land and drop Tabernacle. Unfortunately what Tabernacle doesn’t kill is Werebear, and he just stalled until he could untap his bear and killed me.
Round 6: 1-1 vs UGW Salvagers: I was tired and playing slowly which caused this match to go to time. The addition of blue instead of black was just bad news for me, since I could never get my opponent under 3 land.
Tournament 2 (3-1)
Round 1: 2-0 vs Bosh Affinity Combo: Strange janky deck and I made it feel that way.
Round 2: 2-1 vs Counterslivers: Lost game 1 after Extirpating both Tundras and Tropical Islands from his deck, because that didn’t stop the Sinew and Muscle Slivers hitting me for 6 a turn. Games 2 and 3 went similarly, except instead of getting killed by slivers I removed all the mana sources from his deck and then dropped Deed.
Round 3: 2-1 vs Bw Suicide: I don’t really remember games 1 and 2 because they were pretty big blowouts for both decks. Game 3 however was close, like epic close. He kept drawing threats and I kept drawing answers to his threats until I had Crucible in play and 4 mana on the table. The only card in my hand was crop rotation, he had two Nantuko Shades in play and I was at two life. I say “the only card that can save me at this point is Deed” and I flip over… Deed. I Crop Rotate for City of Traitors and cast/sac Deed for 2. My opponent explodes.
Round 4: 0-2 vs aFOWinity: Steam rolled, the whole match took 7 turns. Also C-Aleric happened to design the deck I was playing.... *cough*.