Re: [Deck] Imperial Painter
Played in a small 15 man tourney today, 5 rounds split to top 4 (came 3/4th btw) for a Ancestral Recall. Wasn't able to test my white splash this tournament (wasn't able to find another enlightened tutor and plateau) this was the list I used (pretty basic one)
4 Painters
4 Recruiters
4 Grindstone
4 SSG
4 Blood Moon
4 Pyroblast
3 REBs
3 SDT
2 Magma Jet
2 Phyrexian Revoker
1 Spellskite
1 Goblin Welder
1 Magus of Moon
1 Jaya
1 Lotus Petal
1 Ensnaring Bridge
4 Ancient Tomb
4 City of Traitors
4 Red Fetch
8 Mountain
SB
3 Ensnaring
4 Thorns of Amethyst
1 REB
1 Manic Vandal
1 Martyr of Ashes
1 Faerie Macabre
1 Tormod's Crypt
1 Koth
2 Rachet Bomb
R1 vs Merfolk 1-0
G1 Was on the draw. Looked at my opening hand with a beautiful turn one moon hand, but he decided to open, turn 1 island into vial and I knew what he was playing from there. Ended up grinding him. 1-0
G2 He had enough answers for what I wanted to throw at him 1-1
G3 Apperantly he had no answer to bridge in his sideboard, so he eventually got grinded. 2-1
R2 vs UR Landstill 1-1
G1 I lost to this deck the last tournament I played with this guy as well (stopped me from getting top 8 in that one) just too much counter and snapcaster's into bolts to kill what he didn't counter. 0-1
G2 Really hate playing against this match up, went pretty much same as game one, both were very very grindy as he won in time this one. 0-2
R3 vs Thopter Combo 2-1
G1 Phyrexian revoker on thopter = no fun for him, grinded him out easily 1-0
G2 He got mana screwed and I revokered his top so he couldn't control his draws, survived a bit with pithing on grindstone, but just aggro'd him down with revoker, magus, and manic vandal 2-0
R4 vs UW Miracle Counterbalance 3-1
G1 Grinded him super fast with a lot of reb's back up 1-0
G2 He couldn't do to much with 2 thorns on the table, grindstone got there 2-0
R5 vs CAN Threshold 3-2
G1 Counters, stifles and Goyf's, oh my... 0-1
G2 I stupidly named blue on painter and he proceeded to REB my mountains away (shoulda known they boarded them in) and went to town with 2 mongooses. 0-2
Top 4 Sqweeked in top 4 by having better opponent ratios than the other guy who was 3-2
SF vs UR Landstill (hate this deck)
G1 Since the other times I've faced this deck, going for grindstone never seemed to work, so I decided to go for pure aggro and it almost worked. I had gotten him down to 1, with him having 2 mishra's factories and only having 3 mana so he could only animate one. While I had recruiter and painter on the table and I didn't notice I could just swing for win, I pointed to him to pass the turn but as I realized I could win, I said wait, and he called judge. Judge ruled since I had been going back and forth by either ending my turn by either pointing or orally saying go, he ruled that I had created a short cut to pass the turn and held me to it, and ended up losing the match because of it.
G2 Was still an alright game, tried to lock him down with Thorns and just go aggro, but engineered explosives on 2 said no, then he just Jace fatesealed me for the rest of the game.
Overall was happy with the list, even though it wasn't the one I wanted to use, and only lost to the 1st and 2nd place decks. Still gonna make quite a few changes mainly with the SB though, gonna try this:
1x Batterskull
3x Ensnaring Bridge
1x Ethersworn Canonist
1x Helm of Obedience
3x Rest in Peace
1x Stoneforge Mystic
1x Sword of Light and Shadow
3x Thorn of Amethyst
1x Umezawa's Jitte
Re: [Deck] Imperial Painter
Re: [Deck] Imperial Painter
I am going to go out on a limb and assume that you meant Phyrexian Metamorph and not Phyrexian Revoker. With that I agree, Metamorph is now near on dead. A slot that can be used for other things. Personally I an thinking another Welder can go there.
Shattering Spree, Shattering Spree,Shattering Spree... Play this in burn. There is nothing better than having the same card cast 3 times, seeing the first countered by Cotv, then the Merfolk player force the second and then realise his mistake. There is no better mono red Art hate. Well IMO anyway.
Moomba, you said you are looking at a white build. Mind posting it? I would like to see a white build from someone that knows this deck better than I do. See what choices you make so I can pick through your reasoning and come up with a better deck myself.
Re: [Deck] Imperial Painter
@moomba
Is your landstill deck you always face like this?
http://www.mtgthesource.com/forums/s...UR-StifleStill
I've had some epic matches against this guy so I can offer advice but if what you face is different ill just keep my mouth shut
Re: [Deck] Imperial Painter
@ Jandax
Almost everything main deck was useful, except for the magma jets (they're changing to enlightened tutors)
MB
- Spellskite was super useful in every game it came out in. I find this deck has a hard time playing against decks that run lightning bolts (the moons, they do nothing!) so spellskite fixed that perfectly.
- Jaya surprisingly didn't do much for me yesterday, but she can't be replaced because once she gets going, shes insane.
- Revoker is almost always my mvp creature in the deck, stopping SDT for opponents, Jace's, Deathrite, etc.
- I'd play more magus's but as I said about the lightning bolts, they go poof to easily.
- The one ensnaring bridge is gonna keep a spot, especially with tutors now, it just helps against aggro matchups 1st match if it finds the board as they usually don't have a way of dealing with it pre-board
- welder is always silly, still want to try a welder version too with wurmcoil, but that's more painted stone that imperial painter imo
- mana base didn't let me down, was happy with my split, with white splash I'm still considering 1 plains as wastelands are very prevalent in my area and don't want blood moon shutting off my only white
SB
- ensnaring and thorns did their jobs perfectly, so they stay
- the extra REB was useful, as a lot of my matches were blue included
- The ratchet bombs sorta did their job, but I think theirs others that could be more useful
- everything else was useless, not just because of the matchups I played, but I always find them being duds (Koth can come alive under bridge lock, but I can do other faster combos now that I have painter/grind and now RiP/helm in sideboard)
@dice_box
4x Ancient Tomb
1x Arid Mesa
4x Blood Moon
1x bloodstained mire
4x City of Traitors
2x Enlightened Tutor
1x ensnaring bridge
1x Goblin Welder
4x Grindstone
4x Imperial Recruiter
1x Jaya Ballard, Task Mage
1x Lotus Petal
1x Magus of the Moon
6x Mountain
4x Painter's Servant
2x Phyrexian Revoker
2x Plateau
4x Pyroblast
3x Red Elemental Blast
1x scalding tarn
3x Sensei's Divining Top
4x Simian Spirit Guide
1x Spellskite
1x wooded foothills
Is what I'm gonna try next weekend for 4 force of wills. If I do run a plains, the fetches have to be arid mesa's (only own 1 of each due to not wanting to spend more than whats in my Sliver commander, my baby <3) Also thinking of maybe finding room for Thalia main board. Sideboard is one I posted in previous post.
@Kap'n Cook
The deck is very similar, engineered instead of ratchet, maybe no crucible (didn't see it) the pilot makes his own variations on decks, but that list pretty much is the same other than what I listed sameish sideboard too. I'll gladly take some advice, at least from what I've noticed any piece of equipment I've added to my new sideboard would be almost an instant win vs it, but I'd like to hear what you have to say too.
Re: [Deck] Imperial Painter
Moomba drop 1 mountain and add a great furnace to make enlightened tutor better.
For the ur landstill matchup my general strategy has been to make land drops every turn and just play the waiting game until I am out of soft counter range (daze, sp). Blasting their card advantage is what really swings the matchup so I almost always try to blast standstill, snapcaster, and jace. The only card worth fighting over usually is blood moon since it blanks so many win conditions and snap is easily blocked. Patience is key. Having a ton of mana and must-counter-cards forces them to spend multiple pieces of countermagic/removal so coupled with blasting their CA you will eventually just out resource them.
Doesn't always work but I've found it's better than trying to jam stuff early only to see it countered and followed up by a standstill when I'm tapped out.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Ish
Lost to chalice twice this week. It was backed up by a FOW after I recruitered a manic vandal. That card just seems to shut me down. Think ima add more shattering sprees in the board.
Just add in a Vexing Shusher instead of taking up more board space. If you can land a grindstone or welder (another reason I like having 3, more naturally drawn welders) then you can still combo off normally.
Edit:
Shattering spree is a fine choice. I admit a flaw of mine is my desire to cover so many different decks in my sideboard choices even if I may not face them for a while. Hence only jaya and vandal for chalice. But there's nothing wrong with putting in sprees so chalice decks aren't an issue.
Re: [Deck] Imperial Painter
Moomba- Where are you playing that has Ancestral Recall as a prize for a 15 man event? How much is entry?
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
HammafistRoob
Moomba- Where are you playing that has Ancestral Recall as a prize for a 15 man event? How much is entry?
And he gets that for 3/4th no less. Does first get a black lotus
Re: [Deck] Imperial Painter
1st place was guaranteed the Recall, and 2nd 150, rest was based on attendance. Since it was so low, 3rd/4th got a free draft, lol...
Re: [Deck] Imperial Painter
Anyone who has concidered doing a vial version if this Deck? :)
Re: [Deck] Imperial Painter
I am not really sure that the deck is right for vial. Vial is a horrid late game draw as well so it can have a bad effect on the smoothness of the deck. I think I would rather more tutors over instant speed creatures. If you're having issues with counters try Vexing.
Re: [Deck] Imperial Painter
Hello there. I played this deck for a while, with and without white splash. Then I sold my Recruiters a few weeks before the JR reprint had been announced.
I have a question about a card that apparently nobody plays. There is one guy here in Germany who plays this deck for a quite long time and who has succeded in quite a lot small tournaments with it. He plays 2 Umezawas Jittes Main. The more I thinck about it the more I like it (allready ordered all the cards for the deck again ^^ ).
There was allways one thing that I didn't liked about the deck. Without one of the combo parts (especially without the Painter), the deck tends to be very weak. Depends on the opponent, but to only play 1 WurmcoilE., 1 Bridge and a lot of small creatures is sometimes just not enough.
Umezawas Jitte gives you an additional mid or lategame plan. The creature count is high enough and Jitte can easily win games by it's own.
Am I missing something??? Why does nobody play Jitte? ;)
Re: [Deck] Imperial Painter
Generally you're not attacking for the win. It is a combo deck after all, with a lot of disruption.
The ol' dork-beatdown plan gets us there every now and then, but those two card slots could best be used for combo support or more disruption.
Don't get me wrong, Jitte wins games as it always has, but now that you can't Legend rule it away, it's another 4 mana card that doesn't help plan A.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
jandax
Generally you're not attacking for the win. It is a combo deck after all, with a lot of disruption.
The ol' dork-beatdown plan gets us there every now and then, but those two card slots could best be used for combo support or more disruption.
Don't get me wrong, Jitte wins games as it always has, but now that you can't Legend rule it away, it's another 4 mana card that doesn't help plan A.
I absolutely understand you. The question is, what can we do if the combo plan doesn't work? (Extraction etc.) Wurmcoil Engine etc. are also just a plan B slot.
In my opinion 2 Jitte are ONLY 2 slots that provides you a great plan B, or do you thinck that a plan B MD is not nescessary?
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
StefN
I absolutely understand you. The question is, what can we do if the combo plan doesn't work? (Extraction etc.) Wurmcoil Engine etc. are also just a plan B slot.
In my opinion 2 Jitte are ONLY 2 slots that provides you a great plan B, or do you think that a plan B MD is not nescessary?
There are actually a bunch of things you can still do. I am going to assume we are talking about sideboard games since we are discussing extraction. I have never really used a dedicated alternate win-con maindeck but I know others (like your friend) have found success.
A) Grindstone extracted: Not really a big deal. You just go dork beatdown with a massive control game in blasts. Jitte just makes the plan better and faster if you get in this situation. Jaya is a wincon and Koth is too if you play him.
B) Painter gets extracted: Much harder as your blasts are all dead unless your opponent plays blue. Jaya/Koth + hiding under a bridge, beatdown before they establish board position and natural grindstone mill. Not pretty but it does happen. Again, Jitte just makes it all go smoother while being worse if the combo is intact.
Again, these are worst case scenarios. A lot of people have liked playing Sword of Light and Shadow to augment the attacking plan but it is basically personal preference on how you like to play the deck.
Re: [Deck] Imperial Painter
Not really sure how relevant one small change is but figured I'd post anyway. Recently I've tested moving magus #2 back to the main again over metamorph and using the new sideboard slot for siege gang commander. The reason being the new rule change of course and wanting to experiment with the metamorph slot. I re-read much of the old thread and while rug is still big, having a 6th moon against storm and other decks is too good to pass up right now.
Regarding siege gang, he has been excellent at providing one large threat against control/show and tell while doubling as great creature removal/blockers against tempo and creature heavy decks. It is just a small added bonus that I run 3 welders and they pitch to commander.
Again, long term I'm not sure if its the correct direction to take. At least for now though it has been really good and synergistic with the welder build, for anyone running it other than me.