I miss watching Jack Kitchen stream.
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I miss watching Jack Kitchen stream.
I very much learned my lesson from the Servant's. I'm in no rush to get all my masterworks this time.
Yea i have been. Also though my current laptop is really old and slow and struggles to handle everything. I've been moving some of my online collection though and used it to buy a dope new laptop so I will for sure try to start it back up for you guys, especially since I feel like the current list is really strong in the meta right now.
I was listening to the brainstorm show today and musing about fatal pushes impact on our deck.
Honestly I'm torn.
On one hand I think our BUG Match ups are generally good but other other hand actual good smart BUG players is another ball game.
In a snapcaster fatal push world with basics - we are worst off. Decay and push with snap can really out tempo us.
Overall I have been not playing magus lately and don't know if I want to start. Curious on other people's thoughts.
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Got 1st place for the second year in a row for the Central PA Eternal League Invitational with painter.
4 Ancient Tomb
4 Bloodstained Mire
3 City of Traitors
1 Great Furnace
4 Mountain
2 Plateau
1 Wooded Foothills
3 Goblin Welder
4 Imperial Recruiter
1 Jaya Ballard, Task Mage
1 Magus of the Moon
4 Painter's Servant
1 Phyrexian Revoker
2 Simian Spirit Guide
1 Spellskite
2 Enlightened Tutor
1 Faithless Looting
4 Pyroblast
1 Red Elemental Blast
4 Blood Moon
1 Daretti, Scrap Savant
2 Ensnaring Bridge
4 Grindstone
3 Lotus Petal
2 Sensei's Divining Top
1 Circle of Protection: Red
1 Enlightened Tutor
1 Ethersworn Canonist
3 Koth of the Hammer
1 Magus of the Moon
1 Red Elemental Blast
1 Rest in Peace
3 Sulfur Elemental
2 Surgical Extraction
1 Thorn of Amethyst
To your point about snap push or whatever bug decks may start doing. There have always been shardless variants that have ran basics (I usually think I face around half of each style) and usually if I see that in game 1/2 it is usually safe to trim moons and add back in e-tutors for the ensuing games. it really is a fine line to know when to push moon or not, I can't really explain it well here, its almost like an elves play/draw scenario. Nothing is worse than drawing moons after basics have been established, yet shutting off fetches that get those basics is good. This is basically me rambling with a train of thought, it likely can be ignored.
I don't know if we lose that much vs bug even if they start playing snap and push. I think it just plays out more like a bug control list of old that was running similar cards like edict effects. Especially if the increase in push means declines in Goyf clocks. We will see what happens.
I don't think magus is worth playing in the current environment as lightning bolt is still huge and is not going anywhere, there has been an increase in mana dorks (see noble bug and the extreme concentration of deathrite) and miracles with their infinite removal is still the top dog. It is kind of sad as I viewed magus as untouchable in the main for as long as I have been playing painter (5+ years now) but the sad truth is that other things are helping out more.
I think that BUG overall is a pretty favorable matchup especially if they are moving away from goyf and having their new threats be TNN/Leo which we can just counter on the stack, or in the case of Leo blast in play. It kind of sucks that now they have a clean answer to a turn 1 welder though. It's probably time to start jamming more bridges/chandras in the main, although I think most of you do that already.
Yeah, I'm at 2 Chandra and 2 bridge main and am lovin' it. I probably win with Chandra ultimate at least 20% of the time, and that percentage goes up dramatically against certain MUs (hello Miracles!). It's funny because I remember for the longest time we weren't getting an ideal planeswalker for the deck and then we got Nahiri. I only got to play with Nahiri for a few months though and then Chandra....an embarrassment of riches I guess.
As for Magus, I also agree that its stock is going down dramatically. For me, Magus would come in against 12 post, infect, BUG variants and maybe as a replacement for blood moons against storm (because it had legs). These days 12 post is almost non-existent and so if Magus gets a lot worse against BUG decks then it might have to come out entirely. That's okay. I have plenty of other cards lined up for that slot. I still think the BUG MU is all about getting moon down though.
I feel like you can easily move the LED and potentially a Blast (if you are running 7), an E-Tutor or a Jaya. Lots of flex spots, you just need to find your playstyle and adjust the deck accordingly. I like having an LED main because it can give you access to surprise/early kills that you wouldn't have had access to before. It also has the added benefit of your opponent trying to play around it if they see it in game one if you board it out. I normally will board it out against Miracles or Delver decks but keep it in against the more control/midrangey style of BUG decks. Sometimes I don't if I want to be a little cheesy. :wink:
Here's my current list for reference. I'm probably going to do for the main: -2 Sudden Shocks, +2 Chandras, -1 Blast, +1 Ensnaring Bridge. Haven't really thought much about the sideboard, but I usually just play that by ear.
4 Ancient Tomb
3 City of Traitors
2 Plateau
1 Great Furnace
2 Bloodstained Mire
3 Arid Mesa
4 Mountain
4 Imperial Recruiter
4 Painter's Servant
3 Goblin Welder
2 Simian Spirit Guide
1 Jaya Ballard, Task Mage
4 Blood Moon
4 Grindstone
3 Sensei's Divining Top
3 Lotus Petal
1 Lion's Eye Diamond
1 Ensnaring Bridge
4 Pyroblast
3 Red Elemental Blast
3 Enlightened Tutor
2 Sudden Shock
2 Sudden Shock
2 Kozilek's Return
1 Duergar Hedge-Mage
1 Ethersworn Canonist
1 Tormod's Crypt
1 ensnaring bridge
2 Surgical Extraction
2 Chandra, Torch of Defiance
1 Magus of the Moon
1 Engineered Explosives
1 Phyrexian Revoker
So here's my current list:
// Lands 20
4 Arid Mesa
1 Great Furnace
3 City of Traitors
2 Plateau
4 Ancient Tomb
4 Mountain
1 Plains
1 Bloodstained Mire
// Creatures 12
4 Painter's Servant
3 Imperial Recruiter
3 Goblin Welder
1 Simian Spirit Guide
1 FLEX (Canonist)
// Spells 28
4 Grindstone
4 Pyroblast
4 Blood Moon
2 Ensnaring Bridge
3 Enlightened Tutor
2 Red Elemental Blast
3 Lotus Petal
3 Sensei's Divining Top
1 Lion's Eye Diamond
2 Chandra, Torch of Defiance
// Sideboard
SB: 1 Jaya Ballard, Task Mage
SB: 1 Duergar Hedge-Mage
SB: 1 Red Elemental Blast
SB: 1 Phyrexian Revoker
SB: 1 Sphere of Law
SB: 1 Engineered Explosives
SB: 1 Tormod's Crypt
SB: 1 Fiery Confluence
SB: 3 Sudden Shock
SB: 2 Surgical Extraction
SB: 2 Sulfur Elemental
So with the addition of the 2 Chandra main, I wanted to have more reliable mana sources so I cut one SSG for the 20th land. I've been keeping track of it, and so far it hasn't affected my games deleteriously once. I have one "flex" spot in the main deck that is usually either the 7th blast, revoker, canonist or maybe Jaya. Those 4 cards will get moved around depending on what I think I am going to see a lot of. The 2 sulfur elemental are a currnet nod to my local meta, as I see a TON of D&T and Miracles here.
Regarding LED, yes and yes. I still play with one main. As CptHaddock said, LED just steals games out of nowhere and a lot of times is the one card that can help you go off before your combo opponents do. Having said that, it is also the card that probably gets boarded out the most. If I'm playing against fair or control decks, then I don't feel that I need the speed of it and it also feels very "all in", which isn't necessarily where you want to be against a deck like Miracles. I have actually been keeping it in against eldrazi as that MU is so reliant on bridge and a low hand count. LED and reset your hand if you are stuck with a bunch of white cards or red blasts that you can't get rid of. Generally though, I have had too many games where my only line to a win was to have early enough mana to combo out in the first 3 turns or so and with 3 tutors, LED can get you there.
Removing Magus is new for me but I can again get behind that decision. I put the hedge-mage back in in it's place but that is still up for debate. Actually, the first card I would probably cut from the board right now is Jaya and would consider another piece against combo as I've been having particular issues against Storm lately. Maybe Trinisphere?
Died in our Quarterly legacy event yesterday. Field was fairly diverse with the biggest 3 being Dnt, delver, and miracles.
Losses were to
Grixis delver - bad side of variance, traditionally a good match up for me.
RB Reanimator - t1 or t2 Sire of insanity both games. More on that in a moment.
BUG Leovold - more on that as well.
Firstly, RB Reanimator is very very fast as well all know. If they can goldfish you it is very frightening. One interesting interaction was in game one my opponent revealed Chancellor of the Annex then thought seized me and took my lotus petal. This left me with top, Etutor, or welder to run into the daze. As I had bridge in had and wanted to get into play I elected to run out my etutor in hopes of casting the welder. Since I am essentially dead by turn 3 an interesting play could have been to run my welder into the daze thereby "turning on" exhume for me as well as the reanimator deck. Had I done this my opponent would have not been able to cast, or may not cast, the only reanimate spell in their hand, which was indeed exhume. Had they done so I would have a huge out to simply drawing an artifact off the top and welding bridge back in.
Secondly, I very much like our odds against the BUG leovold deck. However, I do not like our odds against a BUG leovold deck who forgets half their sideboard at home and to make up for it puts 6 basics into their sideboard and proceed to board them in against you.
My List was as follows:
// Lands 19
4 Arid Mesa
1 Great Furnace
3 City of Traitors
2 Plateau
4 Ancient Tomb
4 Mountain
1 Wooded Foothills
4 Painter's Servant
3 Imperial Recruiter
3 Goblin Welder
1 Simian Spirit Guide
1 Phyrexian Revoker (flex) (Dnt, SnS, miracles, DRS all in room)
1 Jaya Ballard, Task Mage
4 Grindstone
4 Pyroblast
4 Blood Moon
2 Ensnaring Bridge
2 Enlightened Tutor
2 Red Elemental Blast
1 Engineered Explosives (flex)
4 Lotus Petal
3 Sensei's Divining Top
2 Chandra, Torch of Defiance
// Sideboard
SB: 1 Faerie Macabre
SB: 2 Containment Priest (meta call)
SB: 1 Duergar Hedge-Mage
SB: 2 ethersworn canonist
SB: 1 Warmth (meta call with 2 burn players in room)
SB: 1 Sphere of Law (meta call with 2 burn players in room)
SB: 1 Plains
SB: 1 Enlightened Tutor
SB: 1 Ajani Vengent
SB: 2 pyrokenisis (meta choice with lots of Dnt and elves in room)
SB: 2 Sulfur Elemental
There's been a huge influx of BR in my meta (as well as everyone else's I assume) so I cut Rest In Peace and went back to two Tormod's Crypt and have had great success. I also added a Surgical Extraction but it hasn't come up. I may start running a Crypt main due to the rise of BR and SnS in my meta. Being able to recur it with welder is just so good.
Could also do Faerie Macabre if you wanted if it's that popular.
I'm on the surgical plan as well (2 surgicals, 1 crypt). I think it's a little better since you actually have a way to interact with them if they decide to go off turn 1. Also has a nice bonus of hitting specific things in some of the more graveyard oriented matchups without neutering welder. Glad Rb is on the decline though.
Perfection has been replaced it seems. :cry:
http://magiccards.info/scans/en/som/94.jpg
Sweet painter tech mentioned in the latest mtg goldfish article.
https://www.mtggoldfish.com/articles...on-2017-legacy
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I have often played spellskite, seems reasonable to try hope in its place.
The idea of time walking someone with it reminds me of mindslaver locking people with welder back in the day.
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It depends on what you are trying to fight against right? Hope seems better against decks where you're going to be fighting mostly through counterspells e.g. miracles or against decks like storm and spellskite seems better against decks that are trying to overwhelm you with removal barring corner cases like infect.
I'm not sure how I feel about hope. I did completely misread it having flying when I initially saw the card so it's more likely to connect and you can easily allow you to sac it post combat in order to resolve either a lock piece or a combo piece with ease. At the same time though I feel like it can bait you into silly plays. Regardless kudos to this guy, he has been rocking painter in Japan. His list is probably also a really good starting point for mono R for newer painter players.
Did some testing with Hope of Ghirapur. Put that in my "flex" spot from the list above and I have to say it does have some game. Interestingly, it was better against the decks I wasn't expecting. For example, I was playing against 12 post and was actually able to play and ultimate a Chandra without them having a turn. I just kept recurring the hope with a welder. It has also been really good with blood moon when my opponent has abrupt decay. They have to either kill the the hope (creature) or hope (verb) that I don't sac it and then drop a blood moon. Unfortunately, it's not as good against STORM unless you are able to recur it with welder. Otherwise it is basically just buying you a turn, which isn't awful but isn't what canonist does to them. Overall though, I think it's pretty good and probably has better general utility than canonist in the main and has some game against decks like Storm, 12 post and other "permission decks" that spellskite obviously doesn't have.
Just had a Legacy fnm piloting rw painter.
Match 1:
Against nice fit who I lent pieces too (including 2 leyline of sanctity)
Game 1: on the play, blood moon him T2 after he has a swamp, he plays a fetch (mountain), I play rest in peace, I use daretti to dig for my painter's while he tops to find basics, he stabilises and gets me on a 1 turn clock with daretti dead, painter off the top and REB to counter the path win.
Game 2: he has control throughout and I don't see a coloured source all game. L
Game 3: I turn 3 chandra, use her mana to sudden shock his dryad arbor that he played T1. Then I start getting my defences (ensnaring bridge, rest in peace) down to protect chandra as I slowly tick up, I decide to tick up to 8 to keep her alive and blood moon off the top (which he reveals saved me by cutting off his second white for leyline). Then ult and win.
Win 2/1
Match 2:
Burn (I told him before we started that he's probably won this round)
Game 1: had an ok hand but was too slow by a couple of turns due to ancient tomb. L
Game 2: keep a hand that was spellskite, ancient tomb, crystal vein (bad city of traitors), imperial recruiter, arid mesa and grindstone. Was resigned to my fate, then I managed to combo off with 1 turn to spare. W
Game 3: got 2 ancient tombs, painter and other meaningless cards due to no coloured sources. T1 ancient tomb painter. T2 grindstone. Win!
Win 2/1
Match 3:
Weird version of eldrazi (went 4/0)
Game 1: on the draw, get moon down, and painter, he plays trinisphere, then I play grindstone and he concedes. W
Game 2: he T1 revoke on grindstone (had in hand), T2 revoke on grindstone again, t3 thoughtknot. Lose to beat down. L
Game 3: get blood moon down, he has chalice on 1, I mislay and waste grindstone before he trinisphere, we play many turns then he cast new Kozilek and newlamog hoping for a top deck bridge but missed. L
Loss 1/2
Match 4:
BW tokens
Game 1: mana screwed but manage to get ethersworn canonist into play and after a few turns have enough to activate grindstone and win 2 turns before he kills me he concedes. W
Game 2: colour screwed but have top, he plays stony silence, next draw was petal -.- got beat down by spirits. L
Game 3: he builds slowly, while I am land flooded (leave in hand due to city and him thoughtseize g me twice with just lands), then he starts the token/gideon beat down. I get magus in play, put a land down once before he dies and turn before I die I have 2 painters in play he has 2 cards in hand. Then I top deck grindstone, cast it and take the risk of activating. W
Win 2/1
Tournament analysis:
Overall 3/1
Happy with how the deck played out and am very pleased with chandra (especially ulting her). Surprised that I did so well after the last legacy fnm.
This doesn't work the way I believe you think it works.
Chalice checks the CMC printed on the card (substituting X for the number paid for X-spells). Taxing effects (such as Trinisphere) don't actually change the way Chalice works. If that were the case, I would play a Thalia in my own sideboard to get around Chalice.
If I'm interpretting the line of play correctly, the Grindstone was countered by the Chalice at 1, whereas the Trinisphere locked him out from then on out.
But as for tax effects and Chalice, for example Thalia 1.0, increases the cost of Chalice from XX to, in this case, XX1. The value of X does not change, though in the event of Trinisphere can make memory issues prevalent.
Anyhow, I'm looking into getting into Legacy again and thinking either this deck or Food Chain Combo ... what is the core of this deck?
Probably best to browse the front page if you are asking those questions. The big money is in recruiters and city of traitors. You'll get away with 3 of each. Play sets are best. The core well run you about the cost of a Mox. I could be slightly off on market calculations.
I finally picked up my current list on MTGO. Gonna start streaming this deck at least once a week for a few hours. Will post a bit in advanced for when I go live, will most likely be Fridays or Saturdays.
www.twitch.tv/longtimetwitch I'll make sure to post a bit in advanced of when I'm starting. Doing a bit of practice games and leagues to get used to playing properly on MTGO with sequencing with priority and such.
Thanks to those that came and joined from here. Sorry about the sudden stop, my Internet died (and is still dead). I'll be streaming Painter only hopefully every Friday night, I'll keep you posted!