Pardon my ignorance, but how does this deck beat Sneak and Show? Isn't 4 emrakul GG for you? You can't really make them draw a card after they're out of cards in library since you're red. Please tell me I'm missing something.
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Pardon my ignorance, but how does this deck beat Sneak and Show? Isn't 4 emrakul GG for you? You can't really make them draw a card after they're out of cards in library since you're red. Please tell me I'm missing something.
You board out your Grindstones for the aforementioned Bridges, extra Revokers and/or blasts, and what ever else can be used against them by shaving an artifact mana, recruiter or what ever depending. It's true your mill plan is bunked, but your Moons are still strong because it does slow their mana development which means it buys time for your dork beatdown plan. Jaya/PS is plan A, but getting the beats on with your 1/X and 2/X critters will often seal the deal.
In the past I have had SnT players use Through the Breach in sideboard games against me when I would name Sneak Attack with Revoker. Later on they admitted they boarded a number out for that very situation (they were familiar with Painter) Honestly, I will first name Griselbrand with Revoker instead of Sneak Attack on a blind play. If they drop a Sneak Attack and pass then of course I'll be naming it with a Revoker in hand, but most of teh time Griselbrand is more dangerous because he'll draw another X hands before and after connecting and then they have all the gas in the world to deal with your side of the board or just kill you the next turn.
I tested it last night at my LGS in a very small tourney. Overall really liked the white.
Im playing 5 fetches (4 mesa, 1 marsh flat), and 1 plains. Getting white before moon isnt too bad. PLUS!!! I used E tutor to just get moon turn 1, then slam it turn 2 in games that moon just ended it.
However, seeing the polarization between moon with fetches and 2 duals, I am playing 4 lotus petal. I had no problems getting white within a few turns after a moon, and I get to "choose" to play the moon when it best benefits me.
Definetely gonna keep testing this. I may just become a convert to the splash!
I did like what I tested of the White splash, but fetching a white makes dropping a Moon harder. Maybe running more petals is the answer. I might jump back in and test that.
Nah, you just fetch up a mountain or plateau.
Remember: You don't play a moon just to play a moon. It should be devestation to your opponent. So, shutting you off white temporarily should not matter.
Hypothetically say you have:
City of Traitors, Arid Mesa, Petal, Blood Moon, Painter, Ancient Tomb, E Tutor
You "could" turn one blood moon here and shut off your tutor, or you can play painter and petal turn 1 to tutor up the grindstone for a turn 2 win. Only against a greedy land base deck would I turn one the moon here, but if you do against shardless BUG, doest really matter that you shut your E tutor off.
I am currently in the middle of testing out 3 different variations based on the current overall meta, which seems to be more creature decks.
1st:
7 sol
3 fetch
2 furnace
7 mountain
1 petal
4 ssg
3 top
4 stone
2 bridge
2 revoker
3 welder
4 rec
4 painter
1 jaya
1 magus
2 looting
4 moon
4 pyro
2 reb
board:
4 firebolt (from seth's months old list, pretty good synergy with overall deck. more description at bottom)
4 crypt (don't want to lose to graveyard. I feel like most lists are skimping big time)
1 bridge
1 koth
1 manic
4 undecided slots (combo of martyr, ratchet, leyline, trinisphere most likely)
That is my generic current list for a Welder build. The real innovation comes in these next two lists
Only change from above is -1 furnace, -1 mountain, -1 petal for +3 Grove of the burnwillows. SB -4 firebolt, +4 punishing Fire. It remains to be seen which works out better. Obviously this change can't be used with any type of splash and can't have any more than 5 moons. Fires has similar synergy with the deck as you can grind them into your yard.
Lastly a white splash as it frees up a lot of board space
Main will have 2-3 tutors, and down to 1 bridge.
2 bridge
1 trinisphere
1 ethersworn
4 firebolt
1 koth
1 manic
Some amounts of grave hate and other stuff etc.
Burn has always been nice but it sucks when you draw it in matchups that don't matter. Seth was really onto something boarding the burn way back when and as long as people want to grind out creature advantage it is nice to have again. Above is a short summary of the different directions I may take. Anyone have thoughts on it?
I guess I'm still skeptical about this, since:
1) Your clock is astronomically slow
2) If they even fetch 1 island, they're pretty much immune to blood moon (SnT even plays them in the SB).
3) They have way more card selection than painter.
All of this, of course, is speculation. Painter + Jaya does seem pretty savage. I should mention that I have Reuben Bresler's build sleeved up, which would explain my discomfort with the SnT matchup. I plan on replacing the Chandra's with an additional SDT and bolt. Also, it feels like the SB should have atleast 1 GY removal spell (probably Crypt).
I disagree with Jandax's board plan. I always take out moons against Sneak and never take out recruiters against any deck. They even play their own moons sometimes. I bring in Koth, whatever extra bridges I have, and crypts to make up the difference. Moon sucks for the reason you mentioned. 1 island and its rough. They also play petals.
Sneak and show really isn't that bad of a matchup if you know how to play it. Beatdown goes faster than you think a lot of times. You can chain recruiters and whatnot into revokers or SSGs. If you revoke sneak and/or blast their first show and tell, it might take them a while to recover. Koth can kill very quick too. Like I said, not playing grave hate in the board just takes out so many angles of attack, since sometimes becoming a three card combo deck is better than trying to play as a bad control deck with minimal card manipulation
Jack
I like the list. I agree more sideboard hate for the graveyard not less. I think people forget that strong sideboard cards not only work defensively against dredge and DRS but can be offensively with your combo. Crypt and Rest in Peace allow you to combo through Eldrazi. They with Bridges really do give you a chance. Moon is largely trash in the match ups with Eldrazi anyway. Moon is also mostly garbage against most other competent combo players. It is strongest against mid range, RUG, and Jace decks. Which luckily that makes up over half the meta.
I am happy you have tried out the Firebolt. Residency has kicked my ass, but when I was testing last I loved it.
For anyone testing the white splash I recommend at least considering the following cards:
Rest in Peace
Helm of obedience
SoLS
Peacekeeper
O Ring( I think this card is still stronger than the recently spoiled Chained to the Rocks, although the card has potential)
How are people finding planes walkers in the decks? The new Chandra seems interesting, and while she fits the overall strategy of the deck I am not sold she is as n alternate win condition. What have others thought?
Seth
Thanks for mentioning chained to the rocks it completely slipped my mind. Maybe it deserves one slot as a e-tutorable stp.
Regarding Chandra, I haven't used her. If I did, I could only see her being great in an ensnaring bridge version. In that she would be a miniature jace. There are too many creatures that don't die to the plus 1 and can just attack once to kill. Maybe someone else wants to test it. I have too many other ideas to worry about.
The thing is, my plan was just a ground work for how to approach the matchup. Moons slow them down but don't stop them, and when combined with things like Bridges and Thorns, you stand a shot at pulling off your dork beatdown, or at the very least get Jaya/PS on line. Koth is good beats, I like him. But I just don't think the three card combo (Crypt, GS, PS) is an out to play for. Vs Reanimator hell yeah, but not SnT in my experience. The more time they spend doing their thing the more time they buy you. I'd say w/o a doubt Blasts are golden in this matchup, as they'll often sculpt a counter hand to either wait for you to try and resolve one of your threats or protect their combo with three or four counters of their own. Again, I've had my wins when Thorns and Bridges were on the table. To me those must be the cards you want to fan open and have resolve.
The PFires version seems sweet, honestly. I was running a build for a while with Magma Jet's (like Drew) for a while, and recently changed to a more Welder-centric build due to most grave hate being Deathrite Shaman that only hits Painter. In doing so, dropping burn and switching to Faithless Looting made the deck feel a bit more like a combo-ish deck rather than a mono-red control deck, which is generally how I tend to play it. I found grindstone more often and was more resilient when trying to combo off, but had trouble with stopping my opponent's plans as effectively as I did with Magma Jet.
Grove/PFires seems like it can help in that regard in the matches you want it and provides inevitability as well. I'll be interested to test it out if I can ever find time to play magic again.
Except Blood Moon is probably stronger than PF/Grove. Then you just have a bad red Control deck.
@ kapn cook's list:
How has the two maindeck Bridges been for you? Seems that most matches we lose comes from either getting beat down, or from Eldrazi decks, so maybe it's not a terribad idea to run two or even three main. Just prepare for the bad matchups by presideboarding, huh?
Also, if that's going to be the case, wouldn't a Welder heavy build be of more use? This is just an open ended question
I was playing 1 magus main, went back to 2 and asked myself could maindeck bridge be more beneficial to my build and decided yes. So I cut 1 magus and the 7th blast since it seemed a little overkill (except against Omni). Anyways, the bridges are good against almost all DTB's and allow you to steal game 1s fairly often and against random decks. Dredge, sneak, merfolk and reanimator (tidespout/aod only out) can't beat it g1. Delver decks can't remove it except bug and it slows down a ton of others like dnt and gobs. Looting pitches whatever shit you don't need in certain matchups, but like I said in my other post, it may be better to run 1 bridge and etutors so you get cooler stuff from the board and better maindeck utility, especially since heavy moons has never been my forte.
I never said punishing fire was good or bad but it deserves like 50 games of testing or so. The best part is that the fires would be in the side so moons are still as good as always main. We don't care too much about the opponent gaining life either. Then post board if you have moons and fires you can decide what roll you want to take and can evaluate your opening hand accordingly. Only time will tell which I like better, but I am definitely happier running whatever burn spell you fancy in the side.
As far as odds of drawing the Bridge go, if you want to see it game ones most of the time, would three not be a better number? Thinking back to my losses over the past two tournaments, a game one Bridge would have been game itself, so I'm going to jam three with three welders to see if that's too clunky. It may just be the adaptation the deck needs to stay afloat given the recent success of iPainter in the SCG coverage and people's over all awareness of the deck and Blood Moon
I am not sold on Bridge. I mean I run it in my side but its not that great against all the decks listed. You are not going to stop Goblins with Bridge, DnT either often. If I was going to run a card to lock with it would be Meekstone. It locks out the other decks listed and you do not need to race to drop your hand. I find that to be the hardest thing to do. Also against a deck like Goblins the power of most of the beaters is 1 or 2. Piledriver, the one to fear in beatdown mode is 1 when you first attack with it.
My issue has always been that we have a rather high mana curve and a limited supply of coloured mana. Sometimes drawing Jaya while you have a Magus in your hand is enough to stop you from ever being able to empty your hand with the haste needed.
If you are totally sold on Bridge, I would look at running a full Welder build with LED's as a mana source.
Actually, I am considering cutting bridge. the current meta lacks fast aggro decks, like zoo. I only board in bridge against sneakattack. Against thresh or jund, I donnot even board bridge in, instead I run relic, which may be better in my opinion. And bridge is totally useless against tribal decks. And as for Death and taxes or maverick, I prefer more removal to bridge.
In regards to Meekstone: it doesn't stop eldrazi.
I'm playing the white splash right now, and really want to make room for 1 main bridge.
I think it's a huge mistake to cut bridge. It stops the beats period and it is not difficult to empty one's hand or keep the count low. Sure Piledriver starts off as a 1/2, but any Magus or SSG or whatever can trade with it. Jaya shoots it down while keeping your hand in check for Bridges. It's up to play style in the end, but Bridge solves a lot of problems for this deck.
For those tempo decks running goyf, relic can do the same thing. And relic can deal with graveyard decks, drs or punishing fire
As for other aggro decks like maverick and d&t, they are not that fast and often play a control role against you. I just think I should cut bridge for more removal spell to either slow them down or deal with those hatebears.
for goblins, it is tough for us in the lategame, and I think a pyroclasm or Electrickery could help.
now I just think I should make room for more removal like pyroclasm, electrickery, martyr of ashes, bombs or even bloodfire drawf. And just 2 bombs in the popular build is not enough in my opinion
I was not suggesting taking Bridge out of the side, only that I am not sold on it main. I know the power it holds against the right decks, but Goblins, Elves and DnT is not the kinds of decks I think it's best used for. In that situation I am inclined to agree that sweepers are the best choice. Maybe that's what we have to look at.
Anyone wanting to cutting bridge just screams to me that you have played very few games with this deck, or are playing it wrong. Everything mentioned about bridge by Jandax and others is just dead on. Slam bridge, shut off their win con, and too deck the combo for the win. It's pretty straight forward.
I run a total of five sweepers and four bridges and that still seems like less than ideal for the beatdown matchups. Somehow, I feel that games lost are due to not drawing an answer even at the wrong time.
@goblinz: I'm just being objective and critical here, don't take it the wrong way. Just go give some thorough testing to your sideboarding strategy and get back to us. I think you have the Maverick and DnT matchups misread as well. They are generally the beatdown in the matchup, and have very little in regards of interaction to stop the combo besides StP, to a degree hate bears, and an active Jitte (which requires them to beatdown in the first place). What Chalice and 3balls are to Dragon Stompy, Ensnaring Bridge and Blood Moon are to iPainter. They're one card combos, lock pieces, and something that protects iPainter from multiple strategies that'd otherwise run it over.
@ish I played this decks for nearly 3 years and to be honest, I never missed top 4 in any tournament with 20+ players. Grymer played pyroclasm instead of bridge at GP Amsterdam, there is a reason about it.
@jandax I am curious about your sb, for now I cannot find room for 5 sweepers and 4 bridge. the rising number of Dnt and elves makes me considering cutting bridge( I have not did it yet).
my sb currently like this:
1 vandal
1 blast
3 bridge
4 thorn
1 revoker
3 relic
2 sweepers
I think it is typical, but I just fear this is not enough for elves and dnt.
My board is
1 Martyr of Ash
2 Ratchet Bomb
2 Pyroclasm
2 Ensnaring Bridge (2 MD)
3 Tormod's Crypt
3 Thorn of Amethyst
1 Jaya Ballard, Task Mage (1 MD)
1 Phyrexian Revoker (1 MD)
Unless it is Elfball, I don't see how a Bridge would slow them down if they use Emrakul or the creature that gives everything X/X and trample. It's another thing for them to deal with before they kill you, your own combo pieces included. I think Elves is simply a horribad matchup. There's ways to win but it requires a stellar draw. DnT isn't so bad, however. Your sweepers pull nice weight and your long game is also better. Here bridges also have been great for me. Their only way to kill you is through creature combat, and Bridge kind of negates that. To me, sweepers are a one shot solution while bridges stay around turn after turn. To me, it is a non issue of having too many cards in hand. At this point I've tried about everything that's viable for a Painter sideboard. I'm pretty adamant about Bridge. That's just me.
The issue with DnT is that they have both a way to kill ANYTHING on the table with that 3 drop thing, and they have the irritating issue of having a lot of low powered things to play with. Add in the tricks they pull with Vial and it all becomes a mess.
Bridge will save you against the rights decks, but if DnT is your issue, I would look at sweepers. I have tested hard against that deck. I have found it not to be the most fun match up in the world.
Sent from my mobile, forgive spelling and grammatical errors.
I'll agree there. And if DnT is what you're really worried about, Sulfur Elemental exists. It's the sweeper that keeps on sweeping.
Sulfur can nor be tutored. So you would need 4 to make sure you had a good chance of finding one. Martyr has the issue where you have to keep cards in your hand, limiting the use of bridge. There has to be another card in the mass of magic that will work just right. Still, I like Martyr, when you need saving Martyr does the trick.
Sent from my mobile, forgive spelling and grammatical errors.
If death and taxes is that bad run Anarchy. Or try Revoker. I mean the match up isn't great but it winnable. The white splash has a stronger match up there. With Rest in Peace and Helm they have a hard time stopping that. I also suggest Firebolt. The ability to 2 for 1 them is still strong as they have very little card advantage. The reason I like these cards is that they are really strong vs many decks and they have good value vs shit like D and T. And don't forget Blood Moon is really important there as it stops their shenanigans.
I'll be posting my new list and what I think the core cards of the deck are soon.
Seth
I rolled into a new legacy scene for Philly over the weekend and obviously took Painter.
Just want to say to anyone I played or met reading this, thanks for being a pretty sweet place and pretty nice.
So going into a completely unknown meta I took my new standard list:
7 sol
3 fetch
2 furnace
7 mountain
1 petal
4 ssg
4 recruiter
4 painter
3 welder
2 revoker
1 jaya
1 magus
4 stone
4 moon
3 top
6 blast (4 pyro, 2 reb)
2 e bridge
2 looting
sb
4 tormod
4 firebolt
1 koth
1 manic vandal
1 e bridge
4 leyline (don't have taxing artifacts or anything else to really play in paper yet, but leylines have always been a nice catch-all)
round 1 vs lands 2-0
he leads with an exploration into 2 lands. I just durdle for a little and he drops turn 2 thalia. He tries to turn 3 intuition but I remind that it costs 4. Next turn I drop Moon, then find revoker for mox diamond. game 2 involved a moon then durdle time into the grindstone kill.
round 2 vs maverick with deathrites and discard maybe decay? 2-0
both games stall out real long as I land a bridge and recruit for a welder to protect the bridge. game 2, firebolts took out a deathrite pinging me and I combo'd before a noble heirarch could finish me off attacking under a bridge.
round 3 vs miracles
Game 1 was insanely long and crazy. We both start the game off just laying lands which was fine by me since I kept a really slow hand with no blasts. Luckily, no counterbalance was seen. I ended up laying a bridge down turn 6 just in case entreat would randomly happen. I begin cautiously laying creatures so I don't overextend. We are both topping away. My first grindstone was d sphered but I found 2 more so I didn't care. Painters are dealt with and I keep stoning my lands to the graveyard and get rebs for key jaces, counters, and balance. I end up misplaying slightly and overextend two recruiters and revokers into a terminus I should have figured was on top, but then he missed a karakas on jaya and stp'd instead later on and noticed it a turn later. I mill away the sensei top and entreat on top of his library but he draws another top. I end up finding another painter and a blast on top to deal with a counterspell to take an epic game 1. game 2 I mulled to 5 but kept welder painter ssg furnace city of traitors. turn 1 island top for him, I draw mountain. I play mountain and welder. turn 2 counterbalance for him. I draw a grindstone. I play painter out to dodge the top he could put on his library. I play stone and let it get countered trying to bait a tap out/crack fetch with no white available while I represent 2 mana on board with the ssg in hand to weld furnace out for stone to win. No such luck but I draw a 2nd painter but it gets balanced. Eventually he plays a clique and I figure I need to make moves. Welder for stone and his topping didn't get an answer.
note: if I did not have furnace in my build I would have lost this game. trying to eot painter for stone then do the opposite on my turn for the kill exposes welder to any removal with only stone in play facing down counterbalance-top lock. furnace allows stp to be played around as you can top another painter into your yard at some point.
round 4 vs rug cascade. 2-1
game 1 lots of burn took out my painters and welders but I found a bridge to chill under and topped into another painter. Game 2 I had to 5 and kept a sketchy hand that got punished. Game 3 involved another mull to 5 but welder+combo+ 2 lands. All three were countered or burned but like a true lucksack I drew into another stone and welder. The turn before a jitte would come online I drew a 3rd mana for welder+stone priority kill.
IDS
rd 7 vs vial dark maverick
Game 1 a revoker named a jitte and then bridge came down with welder protection to stall a long time until I could combo. Game 2 I kept a really good hand, something like 3 lands, bridge, recruiter, firebolt and welder maybe? and bolted turn 1 deathrite. He fetched basics to counteract blood moon but locked himself off white. Koth was duressed the next turn but a jaya+painter lock destroyed the world.
Split time.
Thoughts: The pyroblast 4-2 split was very important on the day. Multiple times I targeted whatever to get under bridge. Firebolt shined and provided great value, but I did face a lot of creature decks. Because of that, bridge was great too. Still, going forward I really like the 75, but will keep tinkering. And as always, I encourage people to try out this specific Welder build since I feel that it's the best incarnation yet.
Grats man but I just can't accept anything less than 6 moons. You got some retard strength
Hi there folks,
i just played at a medium local tournament in Zurich in Switzerland (35 players, 6 rounds + top8) and wanted to write a small report about it, since all rounds were against medium til quite good players and most of the matches were quite interesting. First for the decklist (BIG thanks to Kap'n Cook for the idea of playing siege-gang-commander – it was huge!)
"Moonraker"
8x mountain
3x great furnace
4x ancient tomb
4x city of traitors
4x simian spirit guide
4x painter's servant
4x imperial recruiter
2x goblin welder
2x magus of the moon
1x phyrexian revoker
1x Jaya Ballard, task mage
1x manic vandal
4x faithless looting (i still dislike top without many shuffle-effects and fetchlands don't count unter a blood moon)
4x blood moon
4x grindstone
3x red elemental blast
3x pyroblast
2x chrome mox
2x umezawa's jitte
SB:
1x siege-gang-commander
1x duplicant
2x electrickery
2x shattering spree
4x thorn of amethyst
3x relic of progenitus
2x ensnaring bridge
Last minute-change in this aggro-based painter-variant were the 3 relics instead of crypts, which shine against canadian (mungo / goyf), bug (deathrite / goyf / snapcaster) and ecspecially jund (deathrite / goyf / punishing fire). I know they have an antisynergy with welder and looting, but in the matchups, in which you board them, this does not matter that much, since they can win here the matches on their own (or with a random critter carrying jitte). Now for the rounds...
Round 1: Dredge
G1 he wins the dice-roll (like most of my opponents today...), mulls, but still has a good start with study + led into looting flashback. I answer with ancient tomb + painter with grindstone in my hand. He dredges quite a lot and is able to therapy away my stone. Lucky for me i draw another and have a mountain to blast his next turn dread return. To combo him out t3. G2 he starts again with study but fails 2 turns to find a dredger and when relic + bridge come online he scoops. 2:0 => 1:0
Round 2: Canadian
He opens with tropical go, i play tomb painter (ssg and stone in my hand) but he spell snares. T2 a goyf comes down which hits fast and hard. I have a recruiter but the round before i can finish him, he forked bolts my recruiter and me, attacks me with goyf and finishes me exactly on 0 life. G2 i have 1. round moon and he no force, no more to say. G3 he starts with tropical, i with a mountain. T2 he only plays wasteland and passes. I play mountain + painter, which again gets snared. His nxt turn play is tarmogoyf, which i answer with a 3. mountain and blood moon, with ssg for his daze and another ssg + blast for his force. Goyf is handled 2 turns later by recruiter into painter with 2 bolts (1 for his goyf, 1 to counter his bolt). 2:1 => 2:0
Round 3: Deathblade (teammate Florian Hess, known as a great Vintage-player)
My buddy opens with land go. I only have chrome mox, but looting finds an ancient tomb. Unlucky for me this gets wasted the next turn and i don't draw another land, while on his side a confi enters the game and 2 turns later i scoop. G2 i open with 1. round blood moon and this it is. G3 he opens with fetchland, go. I have the 1. round moon but don't want to run into spell pierce, so i pass with a mountain in play. He can't resist any plays tundra confidant. Now it's time for the moon, which resolves and since he only has 1 swamp (+ mountains), recruiter into siege-gang + jitte end the game very fast. 2:1 => 3:0
Round 4: Jund
This time i win the dice but have to mull to 5 (no land in 7 AND 6 card-hand...). I know what he plays so i play mountain chrome mox, imprint magus of the moon, keeping furnace and a blood moon in my hand. He plays bayou thoughtseize and gets the moon, but it's rly good to topdeck another of theese which makes my opponent scoop 4 turns later. G2 i don't get a moon online but my opponent has 0 pressure. A painter on my side gets decayed and i take in rsp out his lonely tarmogoyf. T7-8 i have 2 recruiters in play, another painter and play a searched siege-gang commander while he only has a bloodbraid in play but two (!) punishing fires, which burns the siege-gang (meanwhile he is on 7 or 8 life). Here i make a crucial misplay: I have 3 lands in play, a ssg in my hand and draw the grindstone. I play it, thinking i can surprisingly remove the ssg to react on a removal from his side, but of course he just gets back both fires and kills my painter. If i had just attacked with the 3 remaining tokens and the 2 recruiters, he surely would have killed at least 1 with a fire to take not to much damage which would have me allowed to combo him out. So we go to G3, where i'm allowed to start again. I don't have a moon but a solid hand, so i start with mountain grindstone. His t1 play is fetch swamp go. T2 i draw a moon but don't have 3 mana, so i just play revoker, naming Liliana (since i have a relic in my hand against a possible deathrite). On his next turn he plays badland, ancient grudge on my grindstone and extracts it but is not happy about it, since next turn the moon comes down to screw him on only 1 black. When i draw 2 turns later a recruiter into siege gang, the game is over and i'm top8. 2:1 – 4:0
Round 5: Merfolk
We draw but he wants to play for fun – i would have crushed him easily 2 times, so he's quite happy about the result. 0:0 => 4:0:1
Round 6: ID. 0:0 => 4:0:2
Quarterfinals: Vial Maverick
Again my opponent starts and plays savannah, vial, go. I have 1. round moon which slows him down quite a lot. Vials brings in a revoker naming goblin welder, another revoker naming grindstone and a stoneforge searching for sofi. Meanwhile i have in play welder, painter and a blast in my hand. The blast handles his vialed-in knight, then a recruiter brings me the manic vandal, which destroys the vial. He really draws his 1of plains and plays Thalia, but on my side a jitte comes into play, connects to painter and he trades for thalia + the revoker. I exchange a furnace for the painter and he scoops. G2 is just brutal. He has vial which brings in a bird before it gets destroyed by shattering spree. He is able to cast a stoneforge for sofi and passes the turn with 1 wasteland, plains and bird in play. In my turn i play a blood moon which makes my city staying in play while playing another land. In his turn he play another wasteland-mountain, brings sofi in and equips the bird. Time for my painter to enter the game, making the sofi falling off from the bird, which allows me to blast the bird AND the plains. My very friendly opponent just shakes his head and scoops. 2:0 => 5:0:2
Semifinals: Canadian (the same guy i played against in round 2)
He starts with volcanic delver. I have a hand with mountain, 2 cities, 2 painter, 1 grindstone, 1 blast and draw the 3. city. While i don't want to loose my grindstone to daze but still slow him down, i blast the delver, which gets dazed as exspected. Delver flips a brainstorm and puts me in 17. I play city grindstone + painter, which he responds with brainstorm. Painter resolves and in his turn he plays bolt painter, atk with delver and wastes my city. I draw a mountain, play city, painter go. He draws, has nothing and we go to g2. Again he starts with volcanic, delver. I have chrome mox imprint magus, great furnace and a ssg into blood moon. He has daze but i another ssg + a blast for his delver so he scoops t3. 2:1 => 6:0:2
Finals: UWR aggro-stoneblade
My opponent starts with tundra go. I have mountain, grindstone, which resolves. In his turn he plays stoneforge into jitte. In my turn i play tomb painter, which he forces. He plays a 3. tundra and passes. In my turn i play mountain and another painter, keeping a ssg in my hand. Eot he swords the painter, in rsp i try to mill him with tomb + ssg, but he has a stifle for it. In his turn he plays jitte, equips and attacks, which i can answer with a followed up blood moon. Unfortunaly the Jitte in his nxt turn has already 4 counter and i don't draw a solution in 2 lootings + flashbacks, so we go to game 2. Here i have a 1. round blood moon and he no force. He can play a lonely grim lavamancer but scoops 2 turns later, when the 1. recruiter enters the game. G3 we both have incredible slow hands. T4 or so he has stoneforge into jitte, which trades with my goblin welder + recruiter. I handle his jitte with shattering spree but still fail to draw anything useful (3 lands 2 chrome moxen in a row...) and he plays a geist, which ends the game quite fast together with 2 bolts for my 2. welder and painter (a single moon would have the game till the geist entered the battlefield). 1:2 => 6:1:2
So im 2. at the end, taking a tarmogoyf for my efforts and i'm quite content with the result, knowing i will play the deck in Paris too. :-)
Probs:
The cool guys with which i always take the rides tu Zurich (ecspecially the very funny Michael "the Gyyf" Schade
The whole people in Zurich: Switzers are rly the most friendly magic-players i know.
The whole Deck "Imperial painter"
Faithless looting for finding (nearly) always the right thing
Siege-gang commander
Blood moon
Flops:
Jaya Ballard, being a great card, but boarded out quite often, against any deck with too much cc1 spot-removal (and of course against punishing fire)
Greetz from Germany
Marius Hausmann
How was Electrickery for you? Why not just run some other 2 mana sweeper?
And grats on the finish!
I just don't like to kill my own welders and other critters in this aggro-version. But perhaps i'm going to play just 2 rolling earthquakes to have the choice to deal more or less dmg...
Grats on 2nd. I'm going to sleeve this deck up soon. Hopefully it performs for me as it did for you ;)
Out of the board I am having difficulty making some cuts or decisions for a tournament tomorrow.
Mana: 20
9 Mountains
3 Scalding Tarn
4 Ancient Tomb
4 City of Traitors
Creatures: 20
4 Imperial Recruiter
4 Painter's Servant
4 Simian Spirit Guide
2 Magus of the Moon
2 Phyrexian Revoker
2 Spellskite
1 Goblin welder
1 Jaya Ballard, Task Mage
// Spells 20
2 Pyroblast
4 Red Elemental Blast
4 Grindstone
3 Sensei's divining top
3 Lightning Bolt
4 Blood moon
// Sideboard
SB: 4 Thorn of Amethyst
SB: 4 Ensaring Bridge
SB: 2 ratchet bomb
SB: 1 Phyrexian Revoker
SB: 1 vexing shusher could be the 7th blast
SB: 1 manic vandal
SB: 1 goblin welder
SB: 1 magus of the moon do I need a 7th moon effect?
I can't decide if I need a second artifact hate spell or how the heck I consistently beat show and tell strategies because grinding them out obviously doesn't work. I've won my last two local events but tomorrow will be much bigger with better players. I was thinking of running a singleton faerie macabre in the magus or welder slot out of the board. Thoughts?
I see a lot of you like relic out of the board, that might be a solid answer. Is relic better than ratchet bomb in most cases? I assume people will have needle, revoker or chalice as answers to my strategy.
Looks good mang
If you're picky about one card, then it doesn't really matter what you end up choosing.