Originally Posted by
Xod
Hi,
Played TurboDepth's to a Top8 somewhile ago, ready to pick it up again (played al kind of wonky other decks in the meantime),
Going to play a stock list, but I have some questions about the main/side.
Main:
I always played with 2 Bayou and 4 Urborg (mostly because I don't have the Third bayou) I have the other options (blooming marsh and such), but as said before in this thread, Submerge is not that prevelant anymore. Plus the 4th Urborg provides that Turn 2 Token much better ;-)
I played with 3 Into The North in the past, but will switch to 3 Expedition Map's (wanted a 2 map/1 north setup actually). I understand that Map is more flexible and helps much better in the face of Bloodmoon at the cost of being much slower. Any other specific tricks with Map?
The 3 Not from this World will be replaced by 3 Sylvan Safekeepers. Fully understand that they are better, although an extra mana to setup. I assume you never give ML hexproof in advance (because I saw it in some reports), because if they respond, it will cost you an extra land.
4 thoughtseize is obvious, 2/2 IoK/Duress is what I used to play, but leaning to 4 Duress. Any suggestions?
Maybe playing 2 Maps and 1 Sylvan library main, but will play some libraries in the side. Any suggestions on this?
Also what are the standard matchups where you side library out or in?
Sideboard
4 or 3 Abrupt decays (cutting only to 3 if the place is absolutly needed), needed against so many things, bloodmoon, bridge, needle/revoker, ...
minimum 2 surgical extraction (leaning to 3 if place)
1 Karakas
Disruption element: Chalice or Sphere of Resistance (I see more Sphere's in peoples lists, but I had great success with a playset of CotV) any opinions?
the 4th Pithing Needle (against heavy wasteland/karakas decks)
Sylvan library 2 or 3, against grindy matchups as lands, miracles or STP heavy decks
Dryad Arbor or Mishra's Factory: I get it and don't get it at the same time. A crop rotation against an edict effect can save you with this tech. With the advantage of Arbor being able to tap for green (after a turn) and fetchable with Verdant Catacomb (BIG plus) and that mishra's factory can do a beat down plan, not a creature all the time, and can be a 3/3 on defence.
On the other hand, we got 4 Hexmage (mostly used for combo) and 3 Sylvan Savekeepers, which both can serve against these edict effects. (and do a lot more) so is that Arbor or Factory so necessary? Convince me :-)
Thanks for your feedback!