I've posted an extensive mini primer on the countertop thread in DTB but I think its a better idea to post a new deck, as pointed out to me that it is fundamentally different.
This is my no-goyf intuition countertop.
This is Valtrix's Goyfed intuition countertop:Quote:
I did more testing with firespout countertop and realised a few things. As good as goyf and clique were as finishers, they are simply removal magnets. Without countertop lock, they almost always eat removal. Not having a high enough creature count severely limits they're usefulness early game. Has anyone else found this annoying? I've played countertop thopther for ages and I loved the fact that opponents always had dead removal. Therefore I'd like to propose a creatureless version of countertop:
4 Brainstorm
4 Force of will
4 Counterspell
3 Spell snare
4 Counterbalance
4 Sensei's divining top
2 Jace TMS
2 Intuition
1 Life from the loam
4 Swords to Plowshares
2 Fire/Ice
3 Firespout
2 Maze of Ith
3 Mishra's factory
9 Blue Fetch
3 Volcanic Island
2 Tundra
2 Tropical Island
2 Island
Basically its my firespout list with 2 Cliques -> 2 Intuition, 4 Goyf -> 2 Maze of ith, 1 loam, 1 counterspell. Some basics -> mishra's factory. I don't claim to be original, big props to CAB Jace's creator for this idea.
Ok lets have a look at what clique is good against -> combo + control, its a flash, evasive, disruptive beater against combo/control, excellent! But Its is terrible vs aggro, how I loathe this fact.
Intuition -> excellent vs combo, finds balance/top for the soft lock straight away, basically an instant speed demonic tutor. Against control, finds countertop or loam/ factory vs opponents with wastelock, smokestack etc. Very flexible. Against aggro, panic button firespout @ instant speed, deliciously yummy, later it gets loam, double maze, also extremely yummy.
Goyfs-> Excellent vs everything but, removal magnet and I've found him very lacklustre against anything but tribal. Simply not enough dudes to justify running him. Counterspell is always excellent, I've loved drawing it, now with so many ways to find removal and keep the board empty, the 4th was a no-brainer, also needed a higher 2cc count. Maze of ith is actually really great, if could have been path but that's a speed boost for the opponent while maze is a tempo lost for us if we drop it turns 2/3. What it does is that it can be found and recurred through intuition, is an excellent removal spell and FORCES opponents to overextend into firespout. Merfolk/zoo can no longer slow roll you with a single dude etc. This serves the same sort of roll as wall of tarmogoyf (without enabling swords to plowshares).
Loam is actually very underated in countertop. I used to play "Its The Fear" by Gearheart and it only had limited targets. With intuition, you have more ways to find it and it really helps you hard lock up the game by giving you infinite fetches. Infinite fetches + countertop = GG. Also it recurs maze/factories and protects you from wasteland/ opponents hate very well.
Factories are an alternate win condition next to Jace. Also very good with loam. Factory is also underated IMO as a blocker. Having a factory already in play, I've intuitioned for double maze, loam and pretty much locked aggro out of the game. They have to over extend heavily and I just drop a spout to clean up.
Some problems are: killing in time, this has the same clock as landstill, which is pretty slow. But with so much library manipulation and now Jace, it should be ok.
Anyway food for thought. :)
I welcome discussion especially on what to include in the intuition toolbox, what to cut etc. I like Valtrix's academy ruins + shackles + EE combo. It's slow but extremely powerful, giving countertop the long game power for the slugfest.Quote:
Re: [DTW] CounterTop
I've actually been playing something in a similar vein with very good results:
// Lands
2 [IN] Island (2)
2 [R] Tundra
1 [TSP] Academy Ruins
3 [R] Volcanic Island
3 [R] Tropical Island
1 [ZEN] Scalding Tarn
1 [RAV] Forest (2)
4 [ZEN] Misty Rainforest
1 [DK] Maze of Ith
1 [OD] Plains (3)
4 [ON] Flooded Strand
// Creatures
4 [FUT] Tarmogoyf
// Spells
1 [FD] Engineered Explosives
3 [WWK] Jace, the Mind Sculptor
4 [R] Swords to Plowshares
4 [AL] Force of Will
4 [5E] Brainstorm
4 [V09] Sensei's Divining Top
3 [SHM] Firespout
1 [RAV] Life from the Loam
2 [TE] Intuition
1 [FD] Vedalken Shackles
4 [CS] Counterbalance
2 [DLM] Counterspell
// Sideboard
SB: 2 [FD] Engineered Explosives
SB: 1 [SHM] Firespout
SB: 1 [TSP] Krosan Grip
SB: 1 [4E] Red Elemental Blast
SB: 3 [CFX] Path to Exile
SB: 1 [OD] Ray of Distortion
SB: 4 [ZEN] Spell Pierce
SB: 1 [CH] Tormod's Crypt
SB: 1 [OV] Pyroblast
In particular, I like the 4-method approach to winning the game, because I think it makes it difficult for opponents to deal with all 4 ways you have to win: Goyf, Jace, Countertop, EE recursion. Namely because each one requires a different specific answer, sideboarding becomes very tricky. I've found intuition to be particularly strong against almost anything non-aggro, non-control, as setting up EE-lock is simply back-breaking. Or, if necessary intuition is just a blue demonic tutor at instant speed which I'm pretty okay with. I like that each part of the lock is good by itself, so I don't sacrifice anything for intuition. Maze and shackles are there for a little extra abuse, but I've found maze useful for extension into 2-for-1s with spouts or EEs and shackles is insane in any MU where an opponent needs/wants a creature.
I think I also need to have an aside for life from the loam, because it is absurd in this deck. It has so much synergy with top it's unreal, since it brings fetchlands for the rest of the game and dredges things you don't want from the top. It also plays well to get you a 2cc for balance if you have a brainstorm in hand and a loam in the yard. I also think it's necessary in terms of land drops, because it's made me a lot more consistent and games where you can always get lands tend to work in your favor. After goyfs and balance, I think it's the next best 2cc card you can play.
As for the sideboard, I think it complements the main deck quite a bit. On a first glance a lot of it appears redundant with the main deck, but it gives a lot of tools to have a very high density of the best cards in your deck for certain MUs. For example, versus aggro you can bring in 6 creature hate cards (paths, firespout, EEs) which leaves you with 16 ways + 4 goyfs to deal with creatures, which is a nightmare for aggro decks, even merfolk, to deal with. There's a lot of cross hate as well, as things like EEs, pierces, and REBs tend to be useful in a lot of MUs.
That's all I have for now, but I'm willing to discuss it more if people like it.
My version has to play factories (due to rolling without goyfs) as an alternate win condition but the deck is simpler, faster and more streamlined. I however am missing the raw power of the ruins combo.
Further arguments for no-goyfing and running mishra's instead:
The sideboard:Quote:
Tarmogoyf, as pointed out, is a finisher and a very quick/good one at that. There's no denying that fact, IMO its just fallen out of favor with me (how blasphemous) due to the godly amounts of removal played now, and the deck's lack of other creature. I agree that Factories get plowed too and cannot be recurred with loam. However, if you are activating and bashing with factory, you better have the countertop soft lock out to protect the factories. Like IsThisACatInAHat said, Tarmogoyf serves a similar function, don't drop it until you have countertop lock. Clique also eats removal and trades well vs merfolk which does not have removal, but against zoo, clique is very bad. Factories are built into your manabase, they just stick around making mana, occasionally blocking when under pressure until you get your soft lock up and they start swinging with countertop protection. Tarmogoyfs sit in your hand early game because I know its gonna get plowed when I plunk in down early game. Just my two cents
2 Relic of progenitus
1 Tormod's crypt
3 Krosan Grip
4 Red elemental blast (or a split 2/2 with pyroblast)
1 Firespout
2 Blue elemental blast
2 Pithing needle (loose slot)
Bad matchups are goblins and dedicated control decks (jacestill with deeds, other landstill builds). Mandatory grave hate and krosan grips are there. 4th firespout is there for aggro, REBs are the best sideboard card against control. It counters/destroys jace, counters counterbalance, helps force through your own bombs. Just absolutely golden vs blue. 4 Copies because jacestill preboard is such a hard matchup. The blue elemental blast is there mainly for goblins (and also good against kird ape zoo/heavy red zoo). Goblins is actually very difficult because of aether vial and their number of must counter bombs. Aether vial is such a huge threat and the only answer is force MD. Post board you at least have a couple of grips and needle. The blue blasts are important for nuking their turn 1 lackeys as well as countering ringleader, matron and SGC. Needle also helps against the turn 1 vial as well as all the survival decks/random running around. Needle can also name deed against jacestill.
Boarding plans:
Against Zoo:
-1 life from the loam, + 1 firespout OR -2 intuition, -1 loam, -1 Fire/Ice, + 1 firespout, + 3 krosan grip (if you suspect sylvan library, choke etc). This should be positive for you, firespout is such a beating, and so is maze of ith for making sure they can't play around the spout.
Against Merfolk,
-1 counterbalance, -1 top, -1 counterspell (slow, - 4 Force of will (highly unlikely they'll bring in anything you absolutely must force, you're not afraid of perish), + 4 REB, + 1 Firespout, + 2 Needle. Needle turns off so many cards, mutavault, wasteland, aether vial, jitte (not that you really care about jitte), coralhelm (not that you would actually want to name this, just kill it). If you're mana screwed you should preemp with needle on waste, usually I just name vault and that turns off their only non-firespoutable creature. This is actually not a hard MU, keep standstill off the table with your many blasts + counterspells and just spout/1 for one all their dudes.
Against Countertop mirror:
-3 Firespout, -2 Fire/Ice, + 3 Krosan Grip, +2 Red elemental blast. If its the firespout version with very little creatures (when I play that version my common plan is to board out my dudes), -1 maze and -1 STP + the other 2 REBs, He who sticks balance/jace wins, this should be a little in your favour because you play more must counters (ie intuition). This is still too much of a coinflip though post board as they're STPs will definitely be going out (as well as their firespouts). Preboard, they're spouts + STPs are dead. Their goyfs and cliques enables your own STPs and spouts while your intuitions are must counters against them.
Against Jacestill UBG:
-3 Firespout, -4 STP, -2 maze of ith, + 4 REB, + 2 Needle, + 3 Grip. They have no dudes so all removal comes out, REBs are obviously excellent, needle stops deed mainly, to protect your countertop lock. Can also name factories in a pinch (some collateral here, you still have jace). Grips kill a deed that can't be popped the turn it came down as well as factories. Intuition is so good here in the slugfest. Fire/Ice still stays in because it kills factory and can tap down opponent's countermana eot for you to force through your bomb.
Storm combo (TES, belcher, solidarity):
Each one is different, just generally: -4 STP, -2 Maze of Ith. For belcher: +2 needle,+ 2 BEB, + 1 Firespout, + 1 relic of progenitus (it at least cantrips). For TES, + 4 BEB, + 2 REB, (additionally cut 1 loam and 2 fire/ice for firespout and 2 relic- turns off IGG combo, relic also cantrips). For solidarity, + 4 REB, + 2 BEB, (also cut 3 firespout for 2 Relic, 1 pithing needle) Needle can name a fetchland and relic cantrips. BEB pitches to force.
Against goblins:
- 3 Spell snare, -2 counterbalance, -2 Sensei's divining top. +1 firespout,+ 2 BEB, + 2 needle, + 2 grip. The problem with this MU unlike other aggro is not surviving the initial onslaught, its surviving the ringleaders, SGCs and matrons that are uncounterable through vial. Countertop is bad because the things you are really worried about cost >2 mana, spell snare only targets piledriver (I don't see alot of lists with instigator/ you dont care about warren weirding and stingscourger). Grips are for vial. This is where traditional firespout lists with goyf is better. You have no clock so you can't stick an early goyf and race them with it while countering/killing all their creatures.
Against Survival:
- 3 Firespout (unless you see fauna/bob), - 2 Fire/Ice, - 1 Life from the loam, -2 maze of ith, + 3 grips, + 2 Needles, + 2 relic + 1 crypt. Survival has goyfs (usually), so STP stays in. Grips, needles and relic/crypt are all good vs survival, thats so much hate its hard to lose to survival. Depending on how combo/aggro oriented the list is, you may want to exclude the relic and crypt and keep the loam and the mazes. Sometimes you board in all the combo hate and you just die to beats.
Against Dredge:
- 4 counterspell, - 3 spell snare, - 2 maze of ith, - life from the loam, + 4 REB, + 1 Firespout, + 2 Relic, + 1 Crypt, + 2 needle. Counterspell is too slow to counter careful study/LED/breakthrough/putrid imp. Spell snare does absolutely nothing and the same goes for maze/life from the loam. REBs counter careful study and breakthrough (even deep analysis), and can blow up narcomoebas while still during their draw step before mainphase. Firespout sweeps tokens/ your own factory to remove bridges. Relic and crypt are obvious. Needle can name Cephalid Colosseum/putrid imp.
Please discuss.

