Has anyone tried to play this on mtgo? Ballista makes is a little easier with fewer clicks but it still SUCKS. I might get drunk and try to stream it tonight :tongue: Im a glutton for pain.
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Has anyone tried to play this on mtgo? Ballista makes is a little easier with fewer clicks but it still SUCKS. I might get drunk and try to stream it tonight :tongue: Im a glutton for pain.
No, I sold out of MTGO a few years ago (right before the v4 switch over). I don't really enjoy playing on my computer much - usually just Cockatrice with Wanderlust when we're testing something cause we can't meet in person. Sounds absolutely abysmal to play on MTGO. Sooooooo many clicks!
Any list's without imperial recruiter ? Can't afford it in real life
You can try to rely heavier on Blue to find your Pieces. But that would more or less be a different deck.
Just won a Mox Ruby in a 30 person event with Bomberman!
Creatures (8):
1 Pia and Kiran Nalaar
1 Walking Ballista
2 Auriok Salvagers
4 tricket mage
Planeswalkers (4):
2 Jace, the mind sculpture
1 Nahiri, the harbinger
1 dack fayden
Instant/Sorcery (14):
4 Brainstorm
4 Force of Will
3 Sword to plowshares
3 Terminus
Artifact/Enchantment (11):
1 Pyrite Spellbomb
1 Lion's eye diamond
1 Pithing needle
1 Engineered explosives
3 counterbalance
4 Sensei's divining top
Lands(23):
2 tundra
2 Volcanic Island
3 Islands
1 Mountain
1 Plains
4 Flooded Strand
3 Scalding Tarn
1 Karakas
1 Academy of Ruins
3 Cavern of Souls
1 ancient deen
1 Seat of the Synod
Sideboard:
2 Ethersworm Canonist
2 Pyroblast
2 Contaiment Priest
1 Meekstone
1 Tormod's Crypt
2 Monastery Mentor
2 War Priest of Thune
2 sudden Shock
1 Venser Shaper Savant
R1: Infect
In: 2 Sudden Shock, 2 Pyroblast
Out: Dack Fayden, Nahiri, 2 JTMS
Lost game 1 to a turn 2 combo.
Won game 2 by delaying them with sudden shocks blasts.
Lost game 3 by missing a third land drop after seeing the top 14 cards.
R2: D&T
In: 2 Sudden Shock, 2 Containment Priest, 2 Monastery Mentor, 1 Venser Shaper Savant
Out: 4 FoW, 3 Counterbalance
Won game 1 by being able to EOT a Terminus on his turn 5 and combo off on my untap.
Won game 2 after Nahiri did work by exiling a Leyline of the Void, Spirit of the Labyrinth, and a tapped Aether Vial.
R3: D&T
In: 2 Sudden Shock, 2 Containment Priest, 2 Monastery Mentor, 1 Venser Shaper Savant
Out: 4 FoW, 3 Counterbalance
Won game 1 by after he tapped out in a later turn.
Won game 2 through grinding them out with Mentor.
R4: Omni-Sneak
In: 1 Venser Shaper Savant, 2 War Priest of Thune, 2 Ethersworn Canonist, 2 Pyroblast, 2 Containment Priest
Out: 3 Terminus, 3 StP, 1 Engineered Explosives, 1 Dack Fayden, 1 Nahiri
Won game 1 thanks to him mulligan-ing to 4. Able to combo one turn before him.
Lost game 2 to a turn 2 Omniscience.
Won game 3 through a turn 1 Defense Grid, Turn 2 Omniscience/Griselbrand. Thanks to Karakas and Pyroblast on my turn and him paying 14.
R5: Infect
The top 4 draw and there are 6 at 9 points, we are the top of the 6 so we draw.
Top 8 (As predicted ended up as the 8th seed): Merfolk
In: 2 Pyroblast, 2 Sudden Shock, 1 Meekstone, 2 Containment Priest
Out: 4 FoW, 3 Counterbalance
Lose game 1 on a mull to 4.
Win game 2 and 3 by not allowing more than 2 creatures in play at once.
Top 4: BUG Delver
In: 2 Sudden Shock, 2 Pyroblast, 2 Monastery Mentor, 1 Venser Shaper Savant
Out: 4 FoW, 3 Counterbalance
Lose game 1 to a fast clock and disruption.
Win game 2 thanks to Mentor and prowess triggers while on one land.
Win game 3 thanks to Nahiri and and his Lily. Thanks to Lily he kept his land low while I set up with Top.
Finals: Shardless BUG
In: 2 Sudden Shock, 2 Pyroblast, 2 Monastery Mentor, 1 Venser Shaper Savant
Out: 4 FoW, 3 Counterbalance
Win game 1 with the combo while he had no cards in hand.
Win game 2 through just a very long grindy match. Tar pit almost got me, (it did 15) until I Pithing Needle'd it. I held a Pyroblast in case he drew Decay which happened. I was able to out-grind a Garruk Relentless for 10 turns and win with 2 monk tokens and 2 Tops.
Overall thoughts:
Do not really like FoW and Counterbalance.
Academy Ruins was never used. Would prefer a Plateau.
Walking Ballista and Nahiri are insane. Want more.
Deck is awesome and there a definitely some free wins because people do not know what is happening until it is too late.
This reminds me a bit of Miracle of Science but with a different combo as the win condition.
Well done!
Overall thoughts:
Do not really like FoW and Counterbalance.
Academy Ruins was never used. Would prefer a Plateau.
Walking Ballista and Nahiri are insane. Want more.
Would you contend that Blue was just underwhelming in general and you would try to move away from it? Or are the counters simply not what the deck is trying to do and you found them awkward?
Are there things you might suggest in their spots since you are freeing up a ton of space?
I think any bomberman list needs trinket mage. That card does everything. I've never much liked Force in these decks though - although yours is quite a bit different than imperial bomberman. When running recruiters, just never have really had the blue count to support it, and pitching any of your pieces always felt awful to me. Probably different with excess copies of counterbalance though. Hope of Ghirapur has helped with some of the problems that Force deals with (protecting from removal, mostly).
Wanderlust played around with Nahiri a few months ago in the imperial list. It's a great card - would be nice to fit in like 2-3, but then your curve gets SO high.
I've enjoyed Academy Ruins in some matchups - recurring spellbombs, ballistas, hope of ghirapur, and wastelanded artifact lands have all been pretty great in grindy matchups. It's not always an all-star, but sometimes it's exactly what you want.
-1 jace + 1 nahiri ?
Maybe something like this:
Creatures (9):
1 Pia and Kiran Nalaar
2 Walking Ballista
2 Auriok Salvagers
4 tricket mage
Planeswalkers (4):
2 Jace, the mind sculptor
2 Nahiri, the harbinger
Instant/Sorcery (12):
4 Brainstorm
3 Sword to plowshares
3 Terminus
2 Flusterstorm
Artifact/Enchantment (12):
1 Pyrite Spellbomb
1 Lion's eye diamond
1 Pithing needle
2 Engineered explosives
3 counterbalance
4 Sensei's divining top
Lands(23):
2 tundra
2 Volcanic Island
3 Islands
1 Mountain
1 Plains
4 Flooded Strand
3 Scalding Tarn
1 Karakas
1 Plateau
3 Cavern of Souls
1 ancient deen
1 Seat of the Synod
Sideboard:
2 Ethersworm Canonist
2 Pyroblast
2 Contaiment Priest
1 Meekstone
1 Tormod's Crypt
2 Monastery Mentor
2 War Priest of Thune
2 sudden Shock
1 Venser Shaper Savant
Anyone been getting any games in? I have a few tournaments coming up. Thinking about this:
Creatures (17)
3 Walking Ballista
3 Hope of Ghirapur
4 Imperial Recruiter
4 Trinket Mage
3 Auriok Salvagers
Artifacts (19)
2 Engineered Explosives
4 Lion's Eye Diamond
3 Mox Opal
1 Basilisk Collar
1 Phyrexian Furnace
1 Pithing Needle
3 Pyrite Spellbomb
4 Sensei's Divining Top
Planeswalkers (2)
2 Nahiri the Harbinger
Lands (22)
1 Academy Ruins
1 Ancient Den
3 Ancient Tomb
4 Cavern of Souls
2 City of Traitors
4 Flooded Strand
1 Great Furnace
1 Inventors' Fair
1 Karakas
1 Plains
1 Plateau
1 Tundra
1 Volcanic Island
Sideboard (15)
1 Tormod's Crypt
3 Enlightened Tutor
1 Meekstone
2 Sudden Shock
1 Ethersworn Canonist
1 War Priest of Thune
1 Ensnaring Bridge
1 Izzet Staticaster
1 Manic Vandal
1 Oblivion Ring
1 Peacekeeper
1 Phyrexian Revoker
I haven't played Bomberman for about a month or so - local meta was too ready for it. Last I was testing was essentially the Brainstorm list I posted a page or two back, along with 2 maindeck Devastation Tides. I was down to 1 Hope of Ghirapur as a Trinket Mage target, as many times in my local meta, it just didn't really do anything. I'll come back to the deck shortly, I think - just have a few other projects I'm working on. :)
Nahiri is pretty sweet in this deck - I like her as a 2 of.
By 'too ready' do you mean that since they knew the combo they could easily disrupt it? If so, how do the various deck archetypes manage this? And how does Imp Bomberman defend itself against disruption? I haven't played the deck yet but am putting it together, and I keep wanting to fall back on the old UWr control Bomberman build I ran a few years back to minimal success just because I have an irritating predilection for Forces and Dazes and such, but I'm so tired of the same old Blue deck....
Wanderlust and I both play at the same store. So when 2 players bring the same off-the-beaten-path deck for weeks in a row (making ~10-15% of the meta game), then people start preparing for it. i.e. a TON of things like null rod. That's one of the reasons I added 2 Devastation Tides into my main deck to help deal with things like that. I really wanted to be playing against decks like Death and Taxes and Delver variants, but people stopped bringing those too. So yeah, there you have it.
Regarding the Burn matchup, has anyone tried Leyland of Sanctity? Not very elegant and to be effective you'd have to use a whole lot of sideboard space, but desperate times and all that....
I've also been considering a one-of Meddling Mage in the side board for Null Rod, etc. Thoughts?