hey ummm.... what happened to this deck? did it die or sumthing? ive been interested in this deck ever since we tested it first in our worcester meta....and it is nuts. So did anyone figure a new combo base? go Nausea!
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hey ummm.... what happened to this deck? did it die or sumthing? ive been interested in this deck ever since we tested it first in our worcester meta....and it is nuts. So did anyone figure a new combo base? go Nausea!
I don't think it died, I think people just haven't been innovating on it for a while. Same reason the Spring Tide list hasn't changed for a couple of months. It plays a Wishboard, so boarding choices don't change too much, and it's been streamlined pretty well, so there's not a whole lot of need to update.
Incidentally, have you ever tested this thing vs. Spring Tide? My two favorite Legacy combo decks, we should try it out :)
I played the deck alittle today against gro..
I tried to actually work around daze, going for a turn 3 kill. I had a much better game against them. Has anyone else done this and found it worth it? Or is letting them get to Counterspell mana bad?
What do you guys do when Threshold Dazes your Land Grants? That usually owns me pretty hard.
thats one of the reasons I try to play around daze. it seems to help anyways.
I don't lose the die roll is how. There really isn't anything you can do about it really. Just sit there and take it like a man. Hopefully your entire hand wasn't kept because of the Grant though because then you are screwed.Quote:
Originally Posted by potatofloss
in my testing against gro I've noticed most players will not counter your land grant. They figure it's tempo for tempo and usually figure your playing belcher when you play. They run few counterspells so often if they have a daze they'll save it for a bigger spell. Versions running Meddling Mage and Pithing Needle will crap at the chance to see your hand. Land Grant is usually safe. But to be sure, when playing this matchup dont keep hands that rely too heavy on it.
According to the philosophy of Gro (as I have played it), it's usually a bad idea to Daze/FoW stuff that isn't a bomb. You can't play like a mono-U deck with inevitability and counter mundane things like Land Grant. And like Roop and Bane said, don't keep bad hands solely based on Land Grant, even if you're not playing against Gro.
On that note, I'm close to getting all the stuff together to play this on paper on Sundays now. That is, if Bane isn't playing it, or else I'll just swipe it from him. I think our meta is really lax on hating Storm combo, and if we bring it in force, it should T4 with ease. Especially with all the jank that people are playing. Anyways, expect a report from one of us soon.
I agree about FoW, but Daze? I'll Daze almost anything, just to make sure I get a good use out of it. I'd Daze a Land Grant against Nausea.Quote:
Originally Posted by Ebinsugewa
When I'm playing Gro, I pretty much Daze anything I can, and I'd Daze a Land Grant against any deck. Unless I had a Meddling Mage in hand, and they weren't going to do anything cool with the land.
Ok I dont want to argue about what a gro player would daze.. that can be discussed in another place. I want to talk about how alot of time it isnt. Ive played this deck against alot of decks since page one. Most people wont know what your playing. For that reason they chose to let it resolve. This is why..
1 You know they have a very tight mana base. Daze is still good.
2 You can see whats in their hand. Now Pithing Needle and Meddling mage are prepared. Why do you think some versions play Peek.
Weigh that against, now or never. Especially if you'd rather use it for force fodder.
Only very good gro players that have experience against Nausea will be able to make the right play by knowledge.
On to other things..
I almost always side in defense grids now. Xantid Swarm always lived to die. Turn one Defense Grid will take out even naturalize. They'd need to smash that first. I side them in so much, Im thinking I want them maindeck. But I dont know what else to take out.
This actually goes the same for duress.
_EDIT_
He's to 20 pages of Nausea!
You guys know that Land Grant requires you to reveal your hand instead of paying the mana cost, right? That means when you play Grant, you announce it, and then pay costs by tipping your hand. At that point, if Dazing (or even Forcing) the Grant will cripple you, your opponent will know it and they will do it.
And Meddling Mage and Pithing Needle have nothing to do with that decision.
so what are you playing in SIDE?Quote:
Originally Posted by bane_of_the_living
Grid + Swarm + Duress seems too much...
can you explain it better?
I switch off from the 3. They all have ups and downs.
I think grid and duress are both better than swarm but im not sure which of those 2 is better. Right now I'm going with 4 Defense Grids tho.
I've found Defense Grid to be stellar in Spring Tide, and here you can play it much earlier, before a counter wall comes online. I'd test it :)
I would have to agree that Defense Grid rocks when you can City it out first turn or play it under a Helm. However, it certainly doesn't warrant maindeck slots. It's something you really want to hit first/second turn and never want to see again. So therefore, 4 is the number to run; that in and of itself causes you a dilemma. You want to bring these in for special matchups where diluting your maindeck is not as much of an issue, instead of handicapping yourself game one all the time. Seeing these game one when you need Rituals or Wishes for answers is less than stellar. I know you'll side them in A LOT, but would you rather keep ripping cantrips or topdeck a Defense Grid?
I have a question to ask
what do you think of Plunge into Darkness? Is it better than Spoils?
I think it gives us more life control, what's good, but it doesn't give us a certain card, just something we can want
what do you think?
Quote:
Originally Posted by Skullclamping
I've thought about it, and if it cost 1 I'd probably be playing it. It's just the fact that 2 is a little too much mana to add to the spell, especially when you already have a tutor at 2. It just seems bad. I'll test it though.
Plunge is acceptable in Belcher or other decks that are going balls-out for the W, but Nausea is more concerned with getting card parity and grinding down the opposition and then Tendrils to the face. We don't need 17 million tutor effects because the cantrips will find things in due time. It's very rare that you will kill yourself with Spoils if you pick a four-of in this deck, because it moves cards with Sleight or Eggs so quickly, and Nausea has many redundant cards that you should be able to use in your situation.
right, it has many top-library moving effects (¿?) but we are using Night's Whisper, draw 2 for 2 life, why not try Plunge?
I tried it yesterday because I only own 3 Wishes, I cut a Spoils and played with 2 Plunges
I had more life control, seems that all my opponents were using Lightning Bolts, Gro, Burn, UR Fish...