What about a MB Engineered Explosives?
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Tamura Hajime came in 10th at Eternal Weekend Japan with the following list:
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3《オーリオックの廃品回収者/Auriok Salvagers》
2《練達飛行機械職人、サイ/Sai, Master Thopterist》
4《歩行バリスタ/Walking Ballista》
4《オパールのモックス/Mox Opal》
4《ライオンの瞳のダイアモンド/Lion's Eye Diamond》
4《虚空の杯/Chalice of the Void》
4《ディミーアの印鑑/Dimir Signet》
4《アンティキティー戦争/The Antiquities War》
4《直観/Intuition》
1《アズカンタの探索/Search for Azcanta》
3《ウルザの後継、カーン/Karn, Scion of Urza》
1《掘葬の儀式/Unburial Rites》
1《木端+微塵/Cut+Ribbons》
1《Lodestone Bauble》
4《古えの居住地/Ancient Den》
4《教議会の座席/Seat of the Synod》
4《古えの墳墓/Ancient Tomb》
4《空僻地/Glimmervoid》
3《裏切り者の都/City of Traitors》
1《産業の塔/Spire of Industry》
サイドボード
1《孤独の都/City of Solitude》
4《虚空の力線/Leyline of the Void》
2《Helm of Obedience》
2《仕組まれた爆薬/Engineered Explosives》
1《古えの遺恨/Ancient Grudge》
1《仕組まれた疫病/Engineered Plague》
1《天啓の光/Ray of Revelation》
1《罠の橋/Ensnaring Bridge》
1《窒息/Choke》
1《魔術遠眼鏡/Sorcerous Spyglass》
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This list is pretty interesting. Reminds me a little of the historic lists some pages back, as well as Bahra's Artifact Control brews. Without Monastery Mentor increasing the value of Salvagers, the fact that it still includes Sai is a particularly bold choice.
Glimmervoid to help support Choke, Ancient Grudge ... City of Solitude? Only 1 Bauble - Intuition - Unburial Rites? - Very spicy all the way around.
No one man should have so much spice. My lord. I don't even know how they do it. It's like a top-down vs bottom-up deckbuilding philosophical paradigm shift that's instilled at birth.
So only been testing it for two weeks, but -1 Bauble +1 Recruiter to up the creature count to 18 seems to be a positive change in the Humans list, bringing me to
4x Monastery Mentor
4x Auriok Salvager
4x Dark Confidant
3x Imperial Recruiter
2x Trinket Mage
1x Walking Ballista
4x Chalice of the Void
4x Lion's Eye Diamond
4x Mox Opal
4x Lotus Petal
4x Urza's Bauble
2x Mishra's Bauble
1x Lodestone Bauble
4x Unclaimed Territory
4x Cavern of Souls
4x Ancient Tomb
3x City of Traitors
2x Remote Farm
1x Spire of Industry
1x Inventors' Fair
SB:
3x Quicksmith Rebel
3x Sanctum Prelate
2x Manic Vandal
2x Warping Wail
1x Venser, Shaper Savant
1x Containment Priest
1x Tormod's Crypt
1x Sorcerous Spyglass
1x Surge Node
Current most suspect card is the 2nd Warping Wail, so I may experiment with some other cards in that slot.
Wish I could squeeze a decent recurring looting effect in the maindeck even as just a 5th Confidant, but I've goldfished some experiments along those lines in a draw simulator and it's always been awkward.
I also may want to test - 1 Mishra's B. +1 Lodestone B. The initial Lodestone Bauble was a concession to the need for Trinket Mage to fetch a mana spout that won instantly while also turning on an Opal, with the ability to bypass Glacial Chasm / Leyline of Sanctity purely as a bonus. That need is met by only the first inclusion, but with respect to balancing the 1 mana with the extra turn of clock I don't have the experience to be confident that only 1 copy is correct. I suspect it is, but I haven't actually experimented with a 2nd.
Nothing anywhere near as spicy as the Japanese list, but if anyone wants to try the Japanese list, I'd be curious to hear if the Unburial Rites is anything more than cute.
I run two main. I previously only ran one, but I find it to be highly effective at removing hate that might impede us, such as main deck pithing needle or a revoker. It is also a "free" prowess trigger in a pinch and provides a way to wipe the board (removing all permanents on 1, 2, 3 and 5) if it is not possible to win immediately. EE is one of the only ways to catch back up if we are behind in certain matchups. Running at least one is a great idea for two-color, non-human builds because there is more reliable colored mana available.
GP Richmond report:
4 Ancient Den
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
2 Karakas
1 Plains
4 Auriok Salvagers
4 Chalice of the Void
4 Karn, Scion of Urza
4 Lion's Eye Diamond
1 Lodestone Bauble
4 Lotus Petal
4 Mishra's Bauble
4 Monastery Mentor
4 Mox Opal
4 Urza's Bauble
4 Walking Ballista
Sideboard:
3 Aura of Silence
3 Containment Priest
2 Ensnaring Bridge
3 Ethersworn Canonist
2 Swords to Plowshares
2 Tormod's Crypt
The list hasn't changed much recently (the maindeck not at all) although I've spent the last couple months trying lots of things leading up to the GP. The latest change was swapping 2 Seal of Cleansing and the Disenchant/Cast Out slot for 3 Aura of Silence. I'm even worse against opposing Chalice decks with this change (costing 1 more AND needing double white) but these matchups were so bad that I'm fine planning to dodge chalices and increasing my power level vs the remaining field.
Aura fills the same role as Seal - handling Needle effects, equipment, Eidolons, and RiP/Leyline, and also comes in vs Chalice despite the note above. It also makes all of those things cost more to play while taxing lots of random other things too... 4-mana Baleful Strixes aren't nearly as good. My favorite interaction has been making Engineered Explosives on 0 next to impossible to play - a card that was previously a huge blowout in their favor. The 3cmc makes Aura more likely than a Seal to resolve through a Counterbalance.
So yeah, trading points vs MonoR Stompy, Steel Stompy, and Aggro Loam for points vs Grixis Control and Miracles. I think Eldrazi stays pretty much unchanged since they're still very dead to Ensnaring Bridge. Looking back at what I played, what my friends played, and the published lists, this was definitely the right call. (I didn't see a single MonoR, Steel Stompy, or Aggro Loam anywhere near me).
R1 Burn
Game 1 I get Chalice on 1 then Chalice on 2. Karnstructs then wall his creatures until I have enough to start attacking with them. On the last two turns I decide to do nothing with Karn, rather than +1 and reveal more cards to my opponent.
+2 Swords to Plowshares
+3 Aura of Silence (Answers to Eidolon and boarded-in Pyrostatic Pillars)
-1 Ancient Tomb (I shave an Ancient Tomb in this matchup because you can't win if you draw and have to use 2 of them)
-2 Urza's Bauble
-1 Lodestone Bauble (I don't like this as a win-con since they can draw their deck and fire off their Lightning Bolts, PoP's, and Fireblasts with lethal bauble triggers on the stack)
-1 Monastery Mentor
Game 2 he curves out while I have a Swords to Plowshares that can't kill an Eidolon while I have Chalice on 1 in play
Game 3 he has an Eidolon and a Goblin Guide in play, and is tapped out (2 mountains) and missed his 3rd land drop. I have Ballista with 1 counter, 2 LED's, and a Petal in play while I'm at 16.
I tapout my lands to play Salvagers with his most likely interaction being Fireblast. I figure, if I go for it and Salvagers get killed in response to targeting an LED, I'll crack the other LED, target it, have 2 floating, Salvagers dies, replay both LED's (go to 12 on Eidolon triggers), crack both (8 floating) to pump Ballista to 3/3. That gives me a creature that safely blocks or can remove Eidolon on demand, while he has no lands.
My opponent tanks and then ultimately Fireblasts the Ballista. Ballista grows, kills Eidolon on his way out, and then we combo.
(1-0)
R2 Burn
Game 1 goes the same as Game 1 above, 2 Chalices and beatdown.
same SB plan as above
Game 2 an Aura of Silence makes him pay 4 for an Eidolon before killing said Eidolon so that I can keep digging with baubles, but can't stablize or find the combo before getting burned out.
Game 3 an Aura of Silence picks off a Pyrostatic Pillar so I can combo off.
(2-0)
I'm hopeful I've played my way out of the burn bracket since it's not a matchup I like even though I'm not sure who is favored, if anyone even is favored.
R3 Sneak and Show
Game 1 I combo with Lodestone Bauble and loop 100 times. This ended up being a mistake in that my opponent then spent ten minutes trying not to die to the triggers in his upkeep by drawing down to 3 cards, Brainstorming Emrakuls to his library, having his own counter war then Intuitioning to get the reshuffle. He was ultimately no where close to being able to survive 100 bauble triggers, but it was close enough for him to waste both our time... I'll be naming a million in the future.
+3 Containment Priest
+2 Ensnaring Bridge
+3 Aura of Silence
-4 Monastery Mentor
-4 Karn, Scion of Urza
Game 2 I forget to attack once with my Containment Priest (the first turn it could've attacked) and I eventually lose to Arcane Aritsan when they're at 2. It could've mattered, but the opponent isn't going from 2 to 0 with his Ancient Tomb (he went from 4 to 2 this game from his Ancient Tomb) so I'm unsure if I cost myself the game. Definitely a mistake though.
Game 3 we're both playing rushed because of the huge time-waste from game 1. I remember wanting to bring Mentors back in for game 3 on the play but instead didn't reSB. I got turn-1'd, Show into Omniscience into Griselbrand into draw 7 into Emrakul.
(2-1)
R4 Grixis Delver
Game 1 I lose a grindy game in which he had the necesary answers while a turn-1 delver beats down each turn.
+2 Swords to Plowshares
+2 Ensnaring Bridge
-1 Monastery Mentor
-1 Karn, Scion of Urza
-1 Lion's Eye Diamond
-1 Auriok Salvagers
It's pretty obvious I don't know the best way to board here. Shaving 4 drops vs Wastelands makes sense, and then also hedging vs Dread of Night by shaving a Mentor, and hedging vs discard+Surgical by shaving an LED. Yeah, I'm still not sure how to board this matchup, but this is what I did.
Game 2 I quickly start to feel demoralized as he has another perfect start and I'm resigned to going to 2-2 in the tournament, but am able to draw lands to rebound from the multiple Wastelands, and after a couple resolved Karns later, I've managed to even the match.
Game 3 is when he finally has a mediocre draw and spends his turns cantripping into lands and cantrips. I end up swarming with monks for the match.
(3-1)
R5 Sneak and Show
Game 1 I manage to steal after they Show in an Omniscience, draw down to 6 life but can't find an Emrakul. My Chalice on 1 stops him from cantripping and Karakas stops Griselbrand from dealing damage and letting him draw 7 again. I get 2 Karnstructs to 6 power and can then use the Karakas on my turn after blocks to stop the lifegain from blocking 1 and the other squeaking through for lethal.
Same +/- as R3
Game 2 I mulligan to a 5 with Bridge and combo pieces but only 1 land. I play out 2 LEDs (I don't have Mentors in the deck). He casts Sneak Attack with a Lotus Petal but doesn't have any more red. I pass and he follows up with a Show and Tell. I think for a minute and decide to put in Salvagers. He puts in Griselbrand and draws 7 once (he had used Tomb a couple times and didn't want to go to 2 I guess). He didn't find Petal AND Emrakul because he passes. I draw a City of Traitors, play it and lead on Bridge to bait a counterspell, a FoW putting him at 8. Then I crack an LED, target it with with Salvagers and he draws another 7 (down to 1 life). He Echoing Truths my Salvagers, and I crack the other LED (now 4 floating). Echo resovles, LED comes to hand, play it and Salvagers and combo him -- he had the second FoW, but couldn't cast it at 1 life.
(4-1)
R6 Death and Taxes
Game 1 I have one of those draws that mimics Eldrazi and he plays a Prelate choosing 2 (whew! Crisis averted!). The game takes 30 mintues as he's activating 3 Ports on my upkeep and later has 3 Revokers in play naming LED, Walking Ballista, and Karn. He also has the StP for a Mentor every time I find and play one, but the monks and worthless Ballistas let me chump his Mirran Crusader equipped with SoFaI. Eventually he finds a flier and the game ends immediately.
+2 Swords to Plowshares
+3 Aura of Silence
+3 Containment Priest (this seems mediocre, but shutting off their instant speed interaction means StP is the only not-in-play way to answer the combo. It also shuts off Recruiter/Flickerwisp loops)
-4 Chalice of the Void
-2 Auriok Salvagers
-2 Lion's Eye Diamond (Karns and Mentors and Ballistas are so good in the matchup, while comboing is difficult enough that I think shaving combo is correct. I wouldn't fault you if you wanted to cut all the LEDs and keep Salvagers, or 3/1 split, but I like still having the possibility of comboing in SB games)
Game 2 I mulligan to oblivion. :(
(4-2)
R7 Turbo Depths
Game 1 He shreds my hand and I die to a 20/20 in short order.
+2 Swords to Plowshares
+2 Ensnaring Bridge
+3 Aura of Silence
+2 Tormod's Crypt (I don't know his deck well, but brought these in to protect myself from Surgical Extractions I figured he would have as they would be very good against me with all the discard)
-4 Monastery Mentor
-4 Karn, Scion of Urza
-1 Cavern of Souls
Game 2 I'm able to buy a turn by killing a Vampire Hexmage with a Ballista and then I slow combo, drawing down to 4 cards left in my library. Down to 3 after my draw for turn, and then I'm in this recurring awkard position of having to slow-roll my opponent while I try to play around anything ticky... it usually goes: play your Petals, play Opals one at a time, putting Chalices into play on the numbers that might matter, and also getting a small Walking Ballista into play (you can also play another Salvagers here if you need to after a slow combo turn, and you can replay it with Cavern too if that matters). But he doesn't have anything and just wanted to the information.
Game 3 I mulligan into a great hand that's just a little light on mana. I have an Aura of Silence but after he gets a Needle in play naming Salvagers (he recognized earlier that Lodestone Bauble is also a win-con on combo tunrs). I don't know if the Aura of Silence prevented any more needle effects, or if he didn't have any, but I draw the missing lands and then topdeck a Salvagers for the win.
(5-2)
R8 Sneak and Show
Game 1 I steal another pre-board game vs Sneak and Show with a Karakas and Karnstructs.
Game 2 a quick loss to Sneak Attack after having a Bridge countered. I also saw a Wipe Away off a bauble, so he's not dead to a Bridge + Chalice on 2 like most Sneak and Show players are.
Game 3 my early Containment Priest is answered by an Abrade, but otherwise he's just cantripping while I'm slowtripping. I have about 7 draws over 3 turns that just need to find a Salvagers (I have the Cavern on Human already) but cannot before he finds the extra red mana (or Bloodmoon would've done it) to double activate Sneak to get his Emrakul through my Karakas. Dead. Top card is Salvages. I am sad.
(5-3)
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So I feel like further brewing here might be a little hasty until we see exactly what this card does to the format.
Probably bad for us? Seems like turbo-xerox will come back since 3+ cmc permanents are bad again. Except we can't capitalize on that with our Chalices since there'll be more BUG decks with Trophy/Decay main.
Finally got around to testing Magus of the Balance last night, but bad luck (and 1 misplay) put me at 2-2 for the night.
List:
4 Chalice of the Void
4 Urza's Bauble
4 Mishra's Bauble
4 Lotus Petal
4 Mox Opal
4 Lion's Eye Diamond
1 Engineered Explosives
1 Lodestone Bauble
4 Walking Ballista
4 Auriok Salvagers
4 Monastery Mentor
1 Magus of the Balance
4 Ancient Tomb
3 City of Traitors
4 Cavern of Souls
4 Plains
2 Karakas
2 Inventors' Fair
2 Karn, Scion of Urza
Sideboard:
2 Tormod's Crypt
2 Sorcerous Spyglass
1 Ensnaring Bridge
1 Containment Priest
2 Sanctum Prelate
1 Magus of the Balance
1 Cast Out
2 Seal of Cleansing
3 Swords to Plowshares
R1: BANT TNN/KoTR 1-0
pretty easy 2 games, I t1 ballista a bop, and then race a tnn with mentor & friends, in the other game I comboed off unopposed
R2: "Earth Miracles" aka astral slide 2-0
astral slide + sundial of the infinite is a sweet combo -- he also had lightning rift. g1 he slide + sundial exiled my salvagers, but that tapped him out and i topdecked an LED to go along with a 2nd salvagers under Karn to win. Which is lucky since I don't think the deck can realistically win vs slide + sundial preboard. g2 i cast t2 karn and started downticking but he pressured me with a flickerwisp putting me to 5 before he had to start chumping my karnstructs + mentor beats -- he was digging for terminus but didnt find it
R3: RUG Delver 2-1
When the deck stumbles, RUG delver can capitalize hard. Mulliganed all 3 games, and just kept bricking at all the wrong times. Drew a bunch of lands, never really saw any threats, and baubles all drew into nothing. Sad times.
R4: Storm 2-2
Mulliganed all 3 games again, and sadly punted g1. Got a t2 chalice on 1, but was trying to find a threat to close out the game and baubled him when my board was opal/tomb/fair/plains/bauble/chalice. The bauble and next 2 drawsteps whiffed on artifacts so I couldn't activate my fair to go get/cast a chalice on 2 and really seal up the game. This let him go cabal rit -> ad naus and he was able to find a bunch of LEDs/Infernal Tutors to win.
G2 was easy with chalice on 1 into t2 mentor & friends. hard to lose that
g3 again had chalice on t1 mentor on t2 but eot hurkyls into a ad naus ended my night
---
I only cast Magus of the Balance once and that was g1 vs Storm. Had I untapped with it it would've been pretty decent to mind twist him, but that would've also wiped out my clock. I would've liked to have tested it more, but like AR said, the meta is about to shift so it's probably time to put this deck down again for a bit. Cheers!
Quite bad. It's instant speed removal for Salvagers (presumably placed on the stack after we discard our hand) that gets around Chalice on 1 and also can Ghost Quarter us. If the card becomes prevalent, there's no way I see it not affecting any optimized build in this archetype. The silver lining is that if it becomes a common staple, it likely shifts the format in a direction that's good for us with respect to other decks, but even that doesn't really make up for how strongly it shifts the BUG matchups towards the opponent.
What role at what prominence the card ends up having in the format I certainly can't say, but I'm already stockpiling a list of everything I can think of that answers it with any efficiency empty-handed, and identifying which slots main and side are the most expendable to concessions to this card. I feel like it's just wait-and-see at this point, and then figuring out the best way to adapt.
It is undoubtedly net bad-news, however.
Definitely, but post-board it makes Prelate better. I currently run two and I might go up to three. The decks that will run AT are likely to be Aggro Loam, Maverick, and possibly some type of BUG control. Those are decks that were already running Abrupt Decay and/or Punishing Fire, which already incentivized bringing in Prelate and putting it on two. Yes, killing Auriok sucks, but I feel like we are already living in that world with Snuff Out and Dismember being more prevalent. I think builds that are less trying to just jam the combo and play a bit more fair are good options. I still think W/B is the best build because Bob is just a card advantage machine in the deck that can fuel mentor and lead to situations in which an opponent cannot hope to win by just preventing the combo. I think the red recruiter builds will be worse for that reason because finding and jamming Auriok with a Chalice on 1 is not the auto-win it has been in the past. I think AT also makes Karn slightly worse given that it can be ATed, which is a poor exchange for us. Anyways, those are my initial thoughts. I am curious to see if any BUG archetypes makes a resurgence. We shall see.
I haven't played any legacy since GP Richmond, but went to MTGFirst's Quest for Power this weekend. We had 50-something players, 6 rounds of swiss before cut, with a Time Walk to 1st and the rest of top 8 getting various duals.
I played the same main deck I've been on for months now; mono white all 4-of's except the 1x Lodestone Bauble. Ethersworn Canonist was the only card I never brought in at the GP, and storm seems dead at the moment, so I knew I wanted to change those 3 slots. I went with a 4th Containment Priest (I was 1-2 vs Show and Tell at the GP), and 2x Sanctum Prelate.
4 Ancient Den
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
2 Karakas
1 Plains
4 Auriok Salvagers
4 Chalice of the Void
4 Karn, Scion of Urza
4 Lion's Eye Diamond
1 Lodestone Bauble
4 Lotus Petal
4 Mishra's Bauble
4 Monastery Mentor
4 Mox Opal
4 Urza's Bauble
4 Walking Ballista
3 Aura of Silence
4 Containment Priest
2 Ensnaring Bridge
2 Sanctum Prelate
2 Swords to Plowshares
2 Tormod's Crypt
Round 1 vs Dredge.
Game 1 I explode with a Mentor and Monks that are quickly walled by a bunch of zombie tokens. He only has 1x Bridge in the yard after flipping most of his deck, which I nuke with a Ballista to his face. It turns out that the last 3 cards in his deck are Bridges, so he has to draw them and Therapy himself to bin
them. A timely Chalice shuts off that line and I plan to deck him via blocking his Ichorids, zombies, and returned Grave Troll. He swings for non-lethal and dies on the crack-back though.
+2 Tormod's Crypt
+4 Containment Priest
-4 Karn, Scion of Urza
-1 Cavern of Souls
-1 Urza's Bauble
Game 2 I keep a seven of Mentor, Balista, Urza's Baulbe, Mishra's Bauble, Tormod's Crypt, and 2x LED. I figure Crypt can buy a turn or two, Ballista can be played for 0 to nuke any Bridges, and if I get to cast the Mentor I'll be able to make a decent number of Monks. I draw an Ancient Den for the turn and play Crypt and Mishra's Bauble. I check the top card of my deck and see City of Traitors, so I don't play the other 0's.
(side note: every once in a while I'll check my next draw with Mishra's Bauble since the information will sometimes change the line you take -- usually when deciding whether to dump multiple baubles and/or whether you want to hold things for Mentor triggers).
He leads with a fair Faithless Looting, putting some dredgers into the yard. The Mentor makes friends while he slow dredges, hitting some Narcomoebas but nothing scary. Monks close the game pretty quickly.
(another side note: Crypt is really at its best vs Dredge when you never have to use it - just threaten it. I also think this is a pretty good matchup for us, being able to match, or at least stave off, their token army with our own, backed by a combo kill. ...and Ballista's to exile Bridges)
1-0
Round 2 vs D&T
Triple Wasteland and a naturally drawn Prelate on 0 gives him game 1.
+2 Swords to Plowshares
+4 Containment Priest
+3 Aura of Silence
-4 Chalice of the Void
-2 Auriok Salvagers
-3 Lion's Eye Diamond
Again - Priest shuts off their vials (obv), but also shuts off their Recruiter/Flickerwisp chains. It's also an unexpected blocker for their Revoker to unlock your Ballista. And vs D&T in general, make sure you plus your Karn to 6 vs a vial on 3 since an instant Wisp to exile the token and then kill Karn is a blowout.
Game 2 he has a Prelate on 0 again along with a Revoker on Ballista. At one point one of us offers a trade of my Priest for his Revoker, and I either jump at the opportunity, or he mistakenly accepts. This lets me follow up with a Ballista to kill the Prelate and my hand is unlocked for a fair kill.
Game 3 he has Rest in Peace but not much else. Another fair kill with Mentor and Karn.
2-0
Round 3 vs D&T again
On the play game 1 I keep a hand of mana and 4 baubles (one of which is Lodestone). He leads on Vial and I crack all 4 baubles and find a Salvers for the sneaky (ie., Lodestone) turn-2 kill.
same SB as last round
Game 2 I swords a Stoneforge Mystic and an Aura of Silence makes him pay 4 for his Jitte which gets blown up with Aura when he equips next turn. 2x Karn's pump out 7/7's for a win.
3-0
Round 4 vs Lands
Game 1 he has turn-1 2x Mox, 2x Exploration, Waste & Loam. Oof. I'm still live to find running Lotus Petals though since I have all the combo pieces and a sol land in hand. I play out my non-sol lands to be wasted, but I also name Eldrazi on my Cavern, and when I discard to hand size, Chalice is what discard. This goes on for several turns until he finds his combo lands before I find petals.
+2 Ensnaring Bridge
+2 Swords to Plowshares
+2 Sanctum Prelate
+2 Tormod's Crypt
-4 Monastery Mentor
-4 Karn, Scion o Urza
(we're all-in on combo and everything that comes in is to buy us time. I don't bring in Aura of Silence since I'm almost certain he thinks I'm on Eldrazi and won't be bringing in Spheres)
Game 2 I combo on turn 4
+3 Aura of Slince (ok, NOW they come in)
-1 Mox Opal
-1 Walking Ballista
-1 Urza's Bauble
Game 3 he Gambles for a Sphere of Resistance and plays it. I get out 2 Bridges that hold off his Depths and I play Prelates and Ballistas into Molten Vortex hoping to run him out of lands while a Chalice on 2 has Loam covered. He copies Ports and taps my white every turn. Many turns of paying 1 for Baubles and Petals while trying to find Aura before he finds 2x KGrip or second Sphere.
When I find an Aura of Silence I know 4 of the 6 cards in his hand from a combination of Loam and Baubles and go for it (as time is called). I blow up Sphere and play 3 Opals as Petals, play Salvagers and he Crop Rotations for Glacial Chasm. Only one unknown in hand now! So I discard my hand of other Salvagers and StP's to make infinite mana and sneaky kill him with Lodestone :)
4-0
Double draw into top 8 as the 5th seed.
Quarter Finals vs UW Delver
Game 1 he has answers for everything the first few turns and I only have a mid-game Chalice on 1 in play. He Brainstorms with Jace, the Mind Sculptor for a few turns before I finally find a Salvagers right when I have to go for it (dead on board otherwise). The Salvagers is uncounterable from Cavern but I don't have the extra mana to double activate and am resigned to losing to FoW or double Daze on LED. I whiff on my Chalice trigger when he only has Spell Pierce for the LED. Oof. Thinking I was dead to countermagic was absolutely the wrong mindset, and I definitely fucked myself with that thought stuck in my head. What a time to miss my only tigger on the day (0 missed Chalice, Bauble, or Mentor triggers otherwise). Luckily I'm able to reassure myself that I'm still in it and am quickly out of the 30-second tilt as I go to sideboard.
+2 Sanctum Prelate
+2 Swords to Plowshares
+3 Aura of Silence
Game 2 I'm ahead on board form a Karn that stuck for a few turns. There is a turn where I draw my second white source and decide to play Sanctum Prelate instead of the Aura of Silence in my hand. Was thinking, if the Prelate sticks, it'll shut off a potential Spell Pierce on the enchantment. An Engineered Explosives for 0 instantly makes me regret that decision. I lose practically everything; Contsrtucts, a Ballista, an Opal, an LED, a left over Monk token... everything but the Prelate.
Womp Womp.. oh well. better to go out making mistakes I will hopefully learn from, rather than shit luck or mulliganing to oblivion. I take store credit over the dual and pick up playsets of Grindstone, Painter's Servant, and Imperial Recruiter - so maybe you'll see me over in the Shortcake thread. :)
If were taking this deck into an important tournament tomorrow I wouldn't change a card, though I think the 4th Priest in the SB can be considered a flex slot. I liked the Prelates. I still love the Aura of Silences.
vs Grixis Control I like keeping in the Chalices and making them KCommand them if they want to play 1's. Aura of Silence fucks with their Strixes, but also picks off a Needle/Null Rod. I don't think they should bring in Blood Moon, but they have been in my experience, so Silence can help there too. Cavern is really important in the matchup, as is playing around Diabolic Edict. Tormod's Crypt does double duty, stopping a blowout Snapcaster, or protecting yourself from a Surgical Extraction. Also keep tabs on their graveyard count since you can pop a Crypt to delay an Angler for a few turns. Extraction is the main reason I keep in Chalice since Extraction + Discard is pretty good vs us. Generally, if I get the sense they are not familiar with our deck, and if we finish game 1 without showing any Mentors, I'll keep them in for game 2 - but if we do show Mentor (especially if it crushes them, I'll take them out for game 2 since then I expect they'll bring in some of Dread of Night/Marsh Casualties/Toxic Deluge.
in a vacuum though:
+3 Aura of Silence
+2 Tormod's Crypt
and then shave on non-Karn's
-1 Mentor
-1 Salvagers
-1 LED
-1 Urza's Bauble
-1 Mox Opal
vs monoU Omnitell they are also often cold to a Bridge + Chalice on 2, unless they have Wipe Away or Rushing River. A Chalice on 3 is also insane, shutting off Show and Tell and Cunning Wish for answers to it, so it's worth shutting off our own 3's I think. So Prelate comes in to help with that plan. Aura of Silence can be decent if their plan is Show in Omniscience and then cantrip - I think most are even cutting the Trickbind from their wish board too. Since we're not siding out all of our beaters like we do vs Sneak (omni is slower) Aura could also remove our own Bridge so we can swing for lethal. I don't think we want Priest since Emrakul is their backup plan, and we have Bridge and Karakas for that line, but I'm not sure.
+2 Prelate
+2 Bridge
+2 Aura of Silence
-3 Karn
-1 Walking Ballista (unless they're playing Strixes, and shave a Mentor instead)
-1 Urza's Bauble
-1 Plains
vs Miracles Aura of Silence is awesome to slow down and answer Counterbalance, Back to Basics, Engineered Explosives, etc. Prelate is another way to protect Salvagers on a combo turn, or prevent Terminus if you're beating down. Spamming tokens with Mentor/Karn isn't great vs their sweepers, but you need them to answer an opposing Mentor.
+2 Prelate
+3 Aura of Silence
-1 Karn
-1 Mentor
-1 LED
-1 Salvagers
-1 Walking Ballista
vs Death's Shadow Mentor is a liability as it get's answered by Dread of Night, and worse, can be Reanimated by them (the latter being VERY bad for us). Aura of Silence isn't great but they are the deck to most likely have Null Rod, and they may bring in strixes if you beat down in game 1.
+2 Swords to Plowshares
+2 Bridge
+2 Aura of Silence (if you win game 1, you can wait until game 3 to bring these in after figuring out whether they have Null Rod or not).
-4 Mentor
-1 Urza's Bauble
-1 Mox Opal
I get to work a different schedule for the next few weeks and will get to play for the first time since before trophy was printed. Is anyone still playing this and is it viable right now?
Sent from my ONEPLUS A5000 using Tapatalk
On the feature (before the full report comes later).
Game 1 I didn't put him on Show and Tell - I'd only seen Islands and cantrips. If I go for the kill and he counters the replayed LED then kills Salvagers (or worse, Terminuses Salvagers and the Mentor) I'm left with no cards in hand. Karn would stick in that worst case scenario, or could bait a counterspell now. I thought I'd have time to combo the next turn, and the chance to draw another mana source so I can beat a counter. I did make a mistake when I kept Ancient Den over Mentor after the annihilator trigger - and you can see my reaction when I realize that, but the Echoing Truth makes that moot. I made another smaller mistake when I plus'd Karn after attacks, since I could've been given a card for more prowess that turn. I had planned to -2 Karn but changed my mind after attacks.
Game 2 I thought so long about the Salvagers ftw because the two cards I was discarding to LED were Ensnaring Bridge and Cast Out, but ultimately went for it and it worked.
Game 3 I should have played my Priest turn-1 before turning off my opal - or at the very least floated a mana before seeing FoW from Mishra's Bauble. Further along in the game, I was definitely thinking about Kozilek's Return/Pyroclasm, but my hand was nothing but Priests and Ballistas and decided not to play around it in favor of clocking him. Final turn Chalice=1 was bait before the lethal Ballista.
If Hank happens to see this, I want to apologize for the post-match banter of me going over all my mistakes and how badly I played - I'm sure that wasn't pleasant to hear after being eliminated from top 8 contention. Camera jitters are real.
Eternal Weekend - Legacy Champs report
I swapped one of the Karakas for a second Plains in the Main and then changed a few cards in the sideboard for Legacy Champs:
4 Ancient Den
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
1 Karakas
2 Plains
4 Auriok Salvagers
4 Chalice of the Void
4 Karn, Scion of Urza
4 Lion's Eye Diamond
1 Lodestone Bauble
4 Lotus Petal
4 Mishra's Bauble
4 Monastery Mentor
4 Mox Opal
4 Urza's Bauble
4 Walking Ballista
Sideboard:
2 Aura of Silence
1 Cast Out
3 Containment Priest
2 Ensnaring Bridge
1 Ethersworn Canonist
1 Karakas
1 Sanctum Prelate
2 Swords to Plowshares
2 Tormod's Crypt
Round 1 - UB Death's Shadow
Chalice took game 1 easily
Game 2 I could have played a turn-1 Chalice with a Petal but decided to wait a turn vs his turn-1 delver. Chalice resolves on turn2 with Daze protection from the Petal unneeded. He has a Throne of Geth as his follow up, but never uses it. I'm losing the race against his delver with a leftover Monk and finally have to try to Cast Out. It resolves, exiling the delver and my lone Monk goes the distance.
After the game he shows me the several Dazes in his hand that I had played around and caused him not to up my Chalice with Throne.
1-0
Round 2 - Grixs Control
He has a push for my Mentor game 1, but a Karn and his 7/7's are enough to win through an Angler
Game 2 I have an early Aura of Silence that strands an Engineered Explosives in his hand for nearly the entire game. There's also a turn when he fetches with 3 other untapped lands, and the fetch being the 5th card in his yard - I pop my Crypt in response to the fetch, the fetch resolves and he passes the turn. Turns out he had a Tombstalker that had to wait several more turns to come down. Eventually he plays EE w/ 3 sunburst counters to destroy my Aura of Silence, gets Tombstalker into play, and plays some Strixes that he didn't want to pay the tax for earlier. But again, Karn makes bigger creatures than his 5/5, and Ballista picks off the Strixes so they can't trade.
2-0
Round 3 - RUG Delver
Game 1 He Wastelands me three times, but I am eventually able to go off low-tide, drawing my deck and killing him the next turn.
Game 2 I have the pieces to combo, including a backup Salvagers but suspect a Dismember. I switch up my usual sequencing (usually you want LED in play before the Salvagers so the Salvagers can do some stuff on his way out in response to a kill spell) and play the Salvagers first. When I play LED next, the Salvagers is Dismembered while LED is on the stack. I play the 2nd Salvagers next turn and kill him, and I feel really smart for baiting the Dismember.
3-0
Round 4 - ANT
He leads on Thoughtseize on the play, game 1, and takes a Mentor - my only action. He's able to comfortably combo while I don't have any pressure.
Game 2 I have a Chalice and a Prelate shutting off 1's and 2's and am able to combo him after some chump-checks.
Game 3 He Thoughtseizes an Aura of Silence instead of Canonist or Chalice - which is pretty scary. I decide to lead on a Ethersworn Canonist tank while strongly considering a Chalice=0. I instead play the Chalice on 2 next turn. In response he Hurkyl's Recalls and Chalice resolves. He Ad Nauseums (0 mana floating) on his turn while Canonist is in my hand but has to pass the turn. I don't have a Cavern to re-deploy the Canonist and he's able to make 8 goblins the next turn while he's at 4. I find the Salvagers I'd been missing but have to slow combo him. I block one goblin and go to 3 with 40 something cards in hand. I start my turn with some Urza's Baulbles to try to learn the unknown card in his hand - it's a Surgical Extraction - which is trivial to play around at this point, but I do so, playing a Ballista x=2 and all my LED's before cracking any.
4-0
Round 5 - Grixis Delver
Game 1 he doesn't have a kill spell for my Mentor that makes 3 Monks on turn 1 - he gets stomped.
Game 2 He Dazes a Mentor cast off Cavern to which I immediately respond, "resolves" and Mentor goes all the way again.
5-0
Round 6 - Miracles
Game 1 takes half the round while I deploy extra Salvagers into play to get StP'd. I had 3x Salvagers in hand at one point, but I don't play the 3rd while I chain baubles trying to dig for an LED. He has Jace and Teferi going, but I don't concede since I have Chalice=1 to stop any more StP's, the Cavern, and enough mana to win through 3x counterspells if I can find the LED. But there are no LED's in the top half of my deck and I scoop to Jace:0 after he ultimates Teferi.
Game 2 we're late in the round and playing at table 1 and have a huge crowd watching us. I have a quick combo with Chalice protecting from StP and Surgical and it was this game that caught the attention of the coverage crew. :)
Game 3, though, I can't get much going and die from Clique beats.
5-1
Round 7 - Omnitell
Link to feature and my thoughts are above
6-1
Round 8 - Miracles
Games 1 & 2 are identical with turn-3 Back to Basics into turn-4 Jace, the Mind Sculptor. We need to figure out a plan for Back to Basics.
6-2
Round 9 - Eldrazi Post
No sense in figuring out a plan for opposing Chalice decks though - this deck, Aggro-Loam, Moon Stopmpy are all basically unwinnable as they have no problem answering an Ensnaring Bridge with an Ulamog trigger, Abrupt Decay, or Fiery Confluence.
Two games of helplessness vs Chalice=0 and Trinisphere.
6-3
I'm debating going home (4-hour drive) but standings show I have some of the best breakers of the 18-pointers and can cash with a 2-0 on Sunday
Sunday morning I meet another guy on the same list who is also 6-3 and we talk about how much fun the deck is, and about some of the matchups. The coverage guys also find us and I explain not going for the kill in game 1 of the feature - we also educate them that Lodestone Bauble is a win-con (the best win-con).
Round 10 - BUG Control
I play around Leovold with bauble activations on my turn, and then targeting myself with baubles once Leo is in play, but don't really get anything going. Neither game is quick, but they both play out with me just trying to stay alive and fight for an extra couple turns for the chance to try and combo. It isn't in the cards.
6-4 (drop)
Thanks for the writeup -- sucks to fizzle out like that but winning a feature match is a feat in itself!
BTB/Blood Moon: This is the main situation I like more basic plains over Ancient Den
Chalice on 0: I run a single EE main to hedge that also serves as a board wipe with the combo
How were the 4 Karns/4 City of Traitors? Whenever I ran 4 I'd always end up with too many 4-drops in hand.
Ever test with Magus of the Balance? Theoretically it's strong vs Miracles/Eldrazi Post
I had tested a RW list leading up to GP Richmond that shaved on Dens and Cities to fit in fetches and Plateaus for Abrade in place of the StP's and Disenchant effects. I missed the consistency of full play sets of the artifact land and sol land, which had me abandon the list. I'm thinking of maybe toying with it again though, with Pyroblasts for Back to Basics/Jace. When I was testing the list a few months ago I also had my own Blood Moons in the board.
I also had an EE in the deck after moving from WB with Dark Confidant to MonoW, but the loss of utility (being able to easily play it on 2 or 3 counters) made me hate it each time I drew it. It moved to the board before being dropped completely.
I haven't tested Magus of the Balance since he doesn't exist online. It's on my list of things to try, though.
I have an idea for this match-up that I plan to try at at 2-5k this weekend, which is two Grand Abolisher in the board. My thought is that I can effectively play nothing of value except for Chalice, get to six mana sources (including one cavern for the Grand Abolisher) and go off. I think the trap with Miracles is the feeling what we need to do stuff while they are doing nothing.
First time poster in this thread, but have been following recently.
I took mono white bomberman to my LGS last night and went 3-1. Deck felt really sweet. I am usually on Shortcake and everyone was surprised and confused when I played against them. Here is my list which seems pretty in line with the lists floating around here.
4 cavern
4 ancient tomb
4 ancient den
3 city of traitors
2 plains
2 karakas
4 Monastery Mentor
4 Ballista
4 Salvagers
4 mishra’s bauble
4 urza’s bauble
1 lodestone bauble
4 lotus petal
4 lion’s eye diamond
4 chalice of the void
4 Mox Opal
4 Karn, Scion of Urza
Sideboard:
3 containment priest
2 canonist
2 sanctum prelate
2 sorcerous spyglass
3 aura of silence
1 cast out
2 ensnaring bridge
0-2 vs UW Stoneblade
2-0 vs MUD
2-0 vs Infect
2-0 vs UR Delver
I’m really digging the Aura of silence, kudos to F7 for reminding me that that is a card. Seems like a very versatile answer. Against Infect and UR Delver I found myself siding at least one in to play around null rod. Is this correct?
Also vs Sneak and Show it seems like we have a lot of really good answers in our board. What do you bring in without overboarding? I would bring in 3 containment priest, 2 ensnaring bridge, a cast out, and 2 spyglass. Is that too much and what would you take out? Also would you board chalices out vs D&T?
Let me know if there is anything in the main or the board that you think needs changing. Also really liking cosmic’s idea with grand abloisher. Let me know how it goes.
Welcome! I just picked up Shortcake and got the same reaction.
Yeah, Aura of Silence was a good find. It's a bit sketchy to cast sometimes off 15-16 actual white sources (and that includes Lotus Petal) but Engineered Explosives is such a beating that I continue to think it's worth it over Seal of Cleansing.
If I pick up game 1 vs UR Delver there's no way I'm bringing in Aura game 2, and I would only bring it in game 3 if I actually see a Null Rod. I think Aura can come in vs Infect regardless since it kills Inkmoth Nexuses.
I board 9-10 cards vs Sneak - and I'm not playing Sorcerous Spyglass, which is fine to bring in also. I cut the Mentors and Karns and go full combo in this matchup. Priests, Prelates, Bridges, Cast Out, Canonist if they're on Omniscience, and maybe an Aura or two. They shouldn't bring in Surgical against us, but I would still be wary of it.
I always cut all Chalices vs D&T. Our deck can't function under a Chalice=0 and I'm not going to play that against myself for them (FWisp). In this matchup I've been cutting most of the combo (leaving 1x LED, 2x Salvagers) and relying on Mentor/Ballista/Karn to get there - all of which are awesome vs them.
FYI, I tested with Spyglass a lot, I love the card, but it was ultimately too-low impact for my liking and I no longer play it. It was also often a trap that would lead to overboarding since most decks are going to have activated abilities.
Good luck with the deck - it's a blast to play!
Thanks for your response. In the UR Delver matchup I knew that my opponent played null rod in his board in the past so I had that advantage. That’s interesting vs sneak and show. I never thought to cut all the mentors but I can see how that absolutely makes sense. That’s funny how in Rw painter you pretty much cut the combo and go Aggro leaving in a few combo pieces to three card combo them, but in bomberman you go all in on the combo. I find myself bringing in spyglass for sneak and show and any Jace/liliana deck. I feel the opponent always has a way to deal with it but that’s one more piece of their removal that’s not hitting one of our business spells.
The deck has been a blast to play, even online, where it can sometimes be a nightmare with all the clicks. I’ll only play it in practice rooms and won’t play it in an actual online league for that reason. Definitely more fun to play in paper though. I find it great how your opponent can be so far ahead and if you get that one draw sometimes the game just ends and your opponent has that look of wth just happened?
hi, I played a bomberman deck at GP Shizuoka and ranked top32. It's first time for me to play this bomberman build on Thursday's PTQ and learned a lot during the whole event. It's a lot fun to play this deck and here is the deck list.
4 Ancient Tomb
3 City of Traitors
4 Seat of the Synod
4 Ancient Den
4 Glimmervoid
1 Spire of Industry
3 Auriok Salvagers
4 Walking Ballista
2 Sai, Master Thopterist
4 The Antiquities of War
3 Karn, Scion of Urza
4 Intuition
1 Unburial Rites
4 Lion's Eye Diamond
4 Chalice of the Void
4 Mox Opal
3 Dimir Signet
1 Azorius Signet
1 Lodestone Bauble
1 Enginneered Explosives
1 Search for Azcanta
Sideboard
4 Leyline of the Void
2 Helm of Obdience
2 Ensnaring Bridge
1 Ancient Grudge
1 Choke
2 Sorcerous Spyglass
1 Ratchet Bomb
1 Echoing Truth
1 Ethersworn Canonist
This deck is most based on Tamura Hajime and Tanaka Mikito's design. Though I think the first player who started using Intuition and Unburial Rites is Katayose Takahito. Intuition is very powerful in this deck. Normally you search for Salvagers, Unburial Rites and LED/Ballista which finds you 2 combo pieces. The deck can win on turn 2 by Auriok Salvagers but it's very rare. Fair decks can not beat Antiquities of War. And of course turn1 chalice on 1 is usually a free win. Now I think Karn and Search for Azcanta are not must in the deck but I have no idea what cards to replace.
It's interesting I paired with Tanaka Mikito 2 years ago at GP Kyoto. He was playing a human based bomberman deck with Magus of the Moon and Dark Confidant while I was playing Eldrazi Stompy. I luckily won game 3 by turn1 chalice on 0 and stopped his Mox Opal.
2bye
R3 ANT
G1 He duressed me on turn1 and left me nothing. I topdecked chalice on turn3 and turn4.
G2 I had Leyline in opening hand. He thoughtseized me on turn1 and I topdecked chalice again.
3-0
R4 Maverick
G1 He played bird on turn1 and I combo on turn2.
G2 Exchanged cards on the first several turns. On turn6, I draw Salvagers and I have LED in the graveyard and Ballista in the battlefield while I only have 4 mana avaliable. I played Auriok Salvagers and pass. He played Green Sun's Zenith to find Ooze and had 1 mana left. He didn't active Ooze on his turn and I untapped. I thought I have won and tapped 2 lands to active Salvagers. But at that time I have Seat of the Synod, Glimmervoid, Mox Opal and Dimir Signet on the battlefield and can not active Salvagers again. Ooze exiled LED and I then lost quickly. Both of us made huge mistake in this game.
G3 He had too many artifact hates and won the game.
On G2 and G3 I planned to play fair game but I didn't draw any Antiquities of War or Karn.
3-1
R5 BUG Delver
G1 Turn2 Chalice on 1
G2 He played Pyromancer and had all the counters.
G3 Turn2 Sai and made 3 thopters. He pyroblasted Sai but can not handle 3 thopters.
4-1
R6 UR Delver
G1 He played delver and flipped with Daze on turn2. But he can not beat turn2 Chalice on 1.
G2 He played Stormchaser Mage on turn2. I have EE to handle it. But he played 2 Delvers on turn3 and flipped on turn4 to kill me quickly.
G3 Turn1 Chalice on 1 and he didn't have FOW.
5-1
R7 Reanimate
G1 He thoughtseized me on turn1 and had Tiderspout Tyrant on turn2. I played Karn but can't find anything can stop 5/5 flying.
G2 I started with 2 Leylines. On turn3 I have Salvagers and Intuition in my hand and passed the turn. He then thoughtseized me and I played Intuition. I side out AOW, Karn and Unburial Rites and I searched for Salvagers, Karn(only 1 left) and Search for Azcanta. He left me Salvagers.
I think I played very bad here. If I searched for Ballista should win me the game. If he left me Ballista and discard the Salvagers in my hand. Next turn I can play a 2/2 Ballista and close the game quickly. At that time I learned that if you have no idea what to search with Intuition, you should search for at least one Ballista because you can have Ballista back later.
Finally I can't do anything with Salvagers and LED in the following turns and can't draw any outs like Helm or Ballista. He played Liliana, the Last Hope and -7 to win the game.
5-2
R8 Zombardment
G1 I had a 2/2 Ballista on turn2 and Chalice on 1 later.
G2 He can not beat my opening Leyline.
6-2
R9 Sneak and Show
G1 I mulliganed and he played Preordain. I luckily draw Salvagers and combo on turn3, but he had FOW.
G2 Turn1 Chalice on 1. He had Abrade and showed Emrakul on turn3. I draw Salvagers on Turn4 and got FOWed again. If I draw it one turn earlier and showed it should win me the game.
6-3
R10 Soldiers
G1 He played Thalia and I had Ballista. Then he played Chalice on 1 do nothing to me. I played AOW he can not stop.
G2 He played Thalia and I had Ballista. I played AOW and he had Council's Judgment. Then I combo to win the game.
7-3
R11 DNT
G1 He played Thalia I can not handle. Then he had Port and two Wastelands to close the game. I played some sol lands and did nothing else. So he had no idea what I was playing.
G2 I combo on T3 and he can not stop me.
G3 He played Thalia and I had 2/2 Ballista on turn2. He disenchated Ballista and sugicaled my Ballista. I played Salvagers and he had STP. Then he played Recruiter to find Revoker. But I played Intuition to find Salvagers, Unburail Rites and Bauble on that turn and win the game with led on the battlefield next turn.
He told me that he thought he had won the game when he sugicaled Ballista.
8-3
R12 SNT
G1 He FOWed Salvagers and showed Omniscience.
G2 He mana screwed and didn't run smooth. I played Chalice and won by AOW.
G3 He mulliganed but countered my turn1 Chalice, turn2 Chalice and turn3 AOW. I had Salvagers and LED in my hand and draw Ballista. He thought I was lucky to draw Ballista though at that time I can get my Chalices back and play them again.
9-3
R13 Eldrazi Stompy
G1 He mulliganed and didn't run smooth. I had nothing but one Ballista. He then played 2 Matter Reshapers, Thought-Knot Seer and Batterskull. Luckily my Ballista bumped to 5/5 to keep the board. I finally draw another Ballista to win the game.
G2 He mulliganed again and I played a turn1 Spyglass and hope to play turn2 Karn. He kept a hand like Thought-Knot Seer, Endbringer, Ulamog, Ratchet Bomb, Cavern of Souls and Waste. But I can't make 4 mana on turn2 and he draw Eldrazi Temple on turn3 to play Seer. Seer exiled Karn and then I had nothing but 2 LED in my hand. On turn5 I topdecked Intuition and combo in the same turn with 4 life left.
10-3
R14 Depths
G1 I luckily had Sai and made some thopters to block 20/20. He tried to play Crop Rotation to find Bojuka Bog to stop my combo. But I had 4 mana open to active Salvager again.
G2 I had a turn1 Spyglass. He had a hand like Hexmage, Assassin's Trophy, Bayou and Depths. I named Hexmage. Turn2 he played Hexmage first and I had Ballista. Then I played AOW and thought I had won. He then played Crop Rotation to find Stage to close the game.
G3 I mulliganed to 5 and kept a hand Glimmervoid*2, Bauble, Dimir Signet, AOW. Turn1 I played Bauble and Glimmervoid. He Abrupt Decayed my Bauble. I actived Bauble and sacrificed Glimmervoid. Luckily I draw a City of Traitor and played Dimir Signet on turn2 and AOW on turn3. He couldn't make 20/20 while I have 5 5/5 to close the game.
11-3
R15 ID 11-3-1
Congrats on the finish! I love Antiquities War and have had fun with it in other, non-Bomberman decks.
I played in MTGFirst's final Quest for Power of the year - roughly a $10K with a Black Lotus to 1st, Mishra's Workshop to 2nd, an Underground Sea for 3rd and 4th, and a Tropical Island for 5th through 8th, plus $100 credit for 9th through 16th.
I wanted a second Ethersworn Canonist in the SB for Storm, and moving the SB Karakas to the main (2x total) was the easy swap since Marit Lage is really popular in and around Baltimore. Back down to 1x Plains.
Those were the only changes since Eternal Weekend.
4 Ancient Den
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
2 Karakas
1 Plains
4 Auriok Salvagers
4 Monastery Mentor
4 Walking Ballista
4 Karn, Scion of Urza
4 Chalice of the Void
4 Lion's Eye Diamond
1 Lodestone Bauble
4 Lotus Petal
4 Mishra's Bauble
4 Mox Opal
4 Urza's Bauble
Sideboard:
2 Aura of Silence
1 Cast Out
3 Containment Priest
2 Ensnaring Bridge
2 Ethersworn Canonist
1 Sanctum Prelate
2 Swords to Plowshares
2 Tormod's Crypt
Round 1 - Aggro Loam
I have to play my buddy who borrowed a couple cards and we both know what the other is playing. The matchup is rough, especially when they know to Chalice on zero before the match even begins.
Game 1 an early Gaddock Teeg strands a Karn in my hand. I pick off a small KotR with a Ballista which buys me enough time to combo.
-4 Chalice
-2 Karn
-1 Mox Opal
-1 Urza's Bauble
+2 Aura of Silence
+1 Cast Out
+2 Ensnaring Bridge
+2 Swords to Plowshares
+1 Sanctum Prelate
I decided against bringing in Crypts feeling they were too low impact since nabbing multiples of PFire and/or Loam hardly ever happens, plus I expected to be facing a Chalice on 0. Also, temporarily shrinking Knights doesn't buy as much time as a Bridge does. Karn's -2 and Bridge are a nonbo, so I shave a couple for the bridges. Prelate comes in even though Chalice comes out since naming 2 stops Abrupt Decay.
Game 2 an early Chalice on 0 and a Punishing Fire to clean up my Mentor and monks. Then an Assassin's Trophy hits my Bridge and I die to Knight beats.
+2 Karn
+1 Opal
-2 Bridges
-1 Urza's Bauble
On the play I want to be able to get an Opal in play, preferably with metalcraft, on turn 1 before he can play a Chalice. And then hope to be faster, so Karns back in and Bridges back out.
Game 3 I do have an Opal in play and uncracked baubles to turn it on before he plays his Chalice. An Aura of Silence makes him pay 4 for a Sylvan Library and threatens to remove the Chalice, but I'm a Salvagers away from comboing, and killing the Chalice before I can win would let him play another. Some Ancient Dens let me crack the baubles to dig further and I make sure to protect the LED in hand from any Liliana's. He does find a Liiiana which forces some discards and I find a Karn that starts up-ticking to both dig and not play into Liliana -2. An Assassin's Trophy takes out Karn though and I die to Dark Confidant, Dryad Arbor, Ramunap Excavator beats before I can find the Salvagers.
My friend ends up going 4-0-2, double drawing in top 8
(0-1)
Round 2 - ANT
Game 1 he mulligans to 5 and then never plays a card while I have turn-1 Chalice into Mentor into Karn and beat down quickly
I suspect combo from the no-land keep, but decide to make nearly zero changes - the one being:
+1 Cast Out
-1 Urza's Bauble
Game 2 he keeps 7 and I don't have Chalice and get stormed.
+2 Ethersworn Canonist
+2 Tormod's Crypt
+1 Sanctum Prelate
+2 Aura of Silence
-1 Cast out
-4 Karn
-2 Mentor
Game 3 I go Chalice on 1 into Chalice on 2 into slow combo with Urza's Bauble to see his hand and draw 40 cards.
(1-1)
Round 3 - ANT
Game 1 we go undercover, winning with Eldrazi cards.. Chalice plus Ballista/Karn beats.
+2 Ethersworn Canonist
+2 Tormod's Crypt
+1 Sanctum Prelate
+2 Aura of Silence
-4 Karn
-1 Urza's Bauble
-2 Mentor
Game 2 the only sideboard card I see is an Aura of Silence that gets discarded, but the opponent's combo turn only produces 10 goblins while I have a 1/1 Ballista in play. I play a Salvagers, block 2 and shoot 1 to take 7. Then return Ballista and play it as a 2/2 to block 2 more goblins next turn and shoot 2 (3 left). I'm mindful not to go too low with Ancient Tombs, but am able to rebuy and replay Ballista again and stabilize at 3 life and attack for the win.
He does say that he sideboarded for Eldrazi, which probably just means he didn't bring in Surgicals.
(2-1)
Round 4 - Mono R stompy
Game 1 he plays a turn 1 Bloodmoon on the play but I'm able to play a turn 2 Karn anyway. Baubles get played but not cracked and another Karn follows while I beat down as quickly with constructs as I can before he finds a Fiery Confluence, and I steal game 1
+2 Aura of Silence
+1 Cast Out
+1 Sanctum Prelate
+2 Swords to Plowshares
-4 Chalice
-1 Urza's Bauble
-1 Mentor
Game 2 he has the Chalice for 0 on turn 1, but I have the Swords to Plowshares for his follow-up Goblin. I Cast Out the Chalice and drop my hand fearing a second Chalice and play Karn. He has a Trinisphere a turn late and I start attacking while playing 3-mana baubles. I have a turn where I know his top card is a blank and decide to attack face instead of a Chandra that can only tick up, setting up a lethal attack the following turn as long as the card second from the top isn't relevant. Unfortunately the Chandra+ finds a Bridge and I'm punished. Two Fiery Confluences later and on to game 3.
Game 3 I have a turn 1 Mentor and a monk. He plays a turn 1 Bridge with two Spirit Guides. My second turn is an Aura of Silence that ends up stranding artifacts in his hand so I can keep attacking for the win.
(3-1)
Round 5 - Dredge
Game 1 turn 1 Chalice into turn 2 combo with Lodestone Bauble though the head judge says my opponent can replace each draw with dredge, even with no cards in library. Luckily every nearby player chimes in to correct him and he looks up the ruling (you can't dredge unless you have at least that many cards in your library).
+3 Containment Priest
+2 Tormod's Crypt
-4 Karn
-1 Mentor
Game 2 he hits my Chalice with a Cabal Therapy but can't flash it back since he didn't hit a Bridge from Below. I have the LED and a Ballista already and find a Salvagers and a Petal among my 3 draws for another turn-2 combo.
(4-1)
Round 6 - Esper Stoneblade
We can't draw because there's a 10 with better breakers vs a 9 that would pass either of us on breakers if we are the last three 13's for the last two spots.
Game 1 he has an EE to decimate my board but I get to keep my Mentor, which makes chump blockers for Batterskull. I had played an LED before the EE so when I find a Salvagers that is uncounterable I'm a mana short of comboing immediately. Jace comes down and bounces the Savlagers and the following turn I decide to play a freshly drawn Ballista to take out Jace. When I replay the Salvagers the following turn I do have the extra mana to combo immediately - probably my last opportunity to do so since he has a Jitte with 2 counters on it.
+2 Aura of Silence
+1 Cast Out
-2 Urza's Bauble
-1 Walking Ballista
Game 2 I have the turn-1 Chalice and he searches up Batterskull with Stoneforge Mystic while I make a Mentor. He has Back to Basics but I am still able to play a Karn to make a 5/5 to trump the germ. Karn then starts ticking up to find lands while he's pinging it with a Baleful Strix each turn. I -1 Karn to get back and play an Aura of Silence to protect from an EE. I can't blow the Aura on the Back to Basics though or I lose that EE protection, so we draw-go for a while until I have enough to start attacking through the Baterskull's potential +8 lifegain per round. He ends up scooping, probably a turn or two early, but he had a hand full of 1CMC's and had had enough.
(5-1) and 1st seed in Top 8
Quarterfinals - Sneak & Show
I think the split was like $600 each, but my opponent and I were both there for the Lotus, so no split.
Game 1 I have turn-1 Chalice, turn-2 Mentor and monks make quick work of him while he can't cantrip.
+3 Containment Priest
+2 Ensnaring Bridge
+1 Cast Out
+2 Aura of Silence
+1 Sanctum Prelate
-4 Karn
-4 Mentor
-1 City of Traitors
I wait to see if he has Omniscience before bringing in the Ethersworn Canonists. Siding out a land might seem odd, but I think it's fine on the draw AND when siding out Karns.
Game 2 my turn 1 is one of each bauble, LED, Opal, Petal, Cavern (on Human) and the only card left in my hand is Containment Priest. He casts Show and Tell on his second turn and I flash in Priest. He chooses to put nothing in :).
I draw a bunch of cards an play a 2/2 Ballista that can go to 3 with the LED+Petal if he Pyroclasms. I beat down down until he's at 9 and he Abrades my Priest and plays another Show and Tell, putting in a Griselbrand that he can't activate because of Ballista. I draw and play an Ensnaring Bridge then spend the next few turns just adding a counter to Ballista.
When I have a 5/5 Ballista I play another as a 3/3 using a Cavern on Construct (that was clearly marked because I still have the one on Human also) which he FoW's, going to 8. I let FoW resolve, my Ballista resolves and I ping him 8 times.
Semifinals - Infect
The split is $1,100 each, but I'm the only one who declines.
Game 1 My 7 has no lands then my 6 and 5 were 3x Karn + 3x Sol lands, then 3x Karn + 2x Sol lands. I go to 4 and am able to put up a fight with a Mentor and some baubles, but even though his hand wasn't great either he pays 4 mana for a lethal Become Immense on Blighted Agent.
+2 Swords to Plowshares
+1 Cast Out
-3 Karn
Game 2 I have a Chalice and uncounterable Mentor that out races him.
Game 3 I decide to play a turn-1 Chalice without playing a Lotus Petal first since my plan is to play a turn-2 Mentor that I don't have a Cavern for. He does Daze the Chalice, but then also has FoW for my Mentor. I'm cracking baubles on my turn, hoping to draw one of the instants I sided in, but he makes a smart play, kicking a Vines of Vastwood on his infector during his upkeep while my triggers are on the stack to cancel my outs (I don't draw any anyway, but I liked his line). Then an Invigorate for lethal.
I never saw a single Ballista during the match, but was happy with my play and mulligan decisions.
I take the Underground Sea for finishing 3rd with no regrets (play-wise nor split-wise).
Nice report. Great read. I was on my toes as to whether you won the lotus til the very end. Underground sea ain’t bad either. That Aggro Loam matchup seems really tough. I stole game 1 from an opponent once and it was only because he went turn 1 chalice for 1 instead of zero. Your sideboarding is really helpful. I think I’m gonna try the stp in board as well even though it’s not good with the chalice. The argument makes sense that they are gonna have an answer to it in game 2 and 3, also good for opposing chalice decks.
This is a useless post but "+1", really nice report! I want to play monowhite bomberman too now..
A local player here in Maine split in the finals at a 1K recently with mono-white Bomberman. I'll try and nab the list of mtgtop8 if anyone's interested. Sean is a really good player, and honestly a really good brew-master.
EDIT: https://www.mtgtop8.com/event?e=20671&d=336196&f=LE
It says he got 2nd, but that was only because they split in the finals and Casey had better tie-breakers. He was beating up on Lands players all day (fun fact: in the top 4, 3 were Lands decks.)
I could be wrong here, but wouldn't it make sense for the mono-white lists to play 4 maindeck canonists? It seems like such a perfect card for this deck (artifact/hate-piece that's also a threat, human, pretty much asymmetrical impact, great against a variety of strategies, etc.). I've been really impressed with it in painter, and they play 3-4 even with tutors.
I was thinking the same thing.
I haven't played the mono-W version (played Imperial Bomberman Stompy for a decent stint) but the downside seems negligible.
I also have been very impressed by the card in Painter, running 3 main, plus a 4th in the side. Although, it does have the additional upside in Painter of making your red-blasts always win the counter war.
A lot of times, a Canonist wins you the game against the fair matchups if you can get it to stick around, along with having the added bonus of locking out Storm and making life inconvenient for Omni players.
Canonist is great in the sideboard, but the maindeck is so tight - I think there's only one actual flex spot in monoW and that is the 4th Karn. I have no idea how you would fit 4x Canonist in the main.
Shortcake is getting extra value out of their Canonists since it makes your own counterspells (REBs) better, and it has synergy with Goblin Welder and Smuggler's Copter.
Also, one of the reasons I think monoW is the BEST Chalice deck (that just happens to lose to other Chalice decks) is because we can play our Chalices on 1 AND 2 and not worry about it, as neither affects us.
If you're playing chalice on 1 and 2, then I think the downside of having your own canonists countered is pretty negligible because most decks will be locked out by that anyway. Still, you can resolve your own canonists through cavern on human.
Is a 3rd maindeck karn, a single inventor's fair, and a single lodestone bauble really all that important? These seem like pretty flexible slots as well. Here's what I just jotted down:
4x Ancient Den
4x Ancient Tomb
4x Cavern of Souls
3x City of Traitors
3x Plains
4x Auriok Salvagers
4x Ethersworn Canonist
4x Monastery Mentor
4x Walking Ballista
4x Chalice of the Void
4x Lion's Eye Diamond
4x Lotus Petal
4x Mishra's Bauble
4x Mox Opal
4x Urza's Bauble
2x Karn, Scion of Urza
I wouldn't play the deck (in paper) without a Lodestone Bauble. I've tested a lot at 18 lands, and definitely prefer 19. I would also miss having 4 Karns.
All that said, though, that's probably a good list for online leagues where storm is really popular (and Lodestone Bauble is unplayable). I'd still go back to 19 lands though, cutting a Canonist. I'd also cut another Canonist for a Board the Weatherlight as the psuedo 3rd Karn/3rd Canonist and as a single card that double triggers Mentor.
http://mythicspoiler.com/rna/cards/l...srenegade1.jpg
I'm not sure how to feel about this... a Human that stops the opponent from playing a Chalice on 0!!!
Another Chalice on 0 that can be played against us. :(
I highly doubt there will be that many decks that can run this except a U/W build of Bomberman--other than Legacy Humans. It's a human so it is uncounterable in our deck. It stops EE on zero and Chalice on zero. it stops FoW and Terminus. It stops the biggest threats out of Moon Stompy and the noncreature threats in Post. It also further slows down storm and functions as a chalice on zero against them without turning off anything in our deck. I have always liked the blue splash for Trinket Mage and this slots nicely into the sideboard as a two-of.