Re: [Deck] Imperial Painter
I've been toying with the same idea, regarding Magus. Pretty sold on having 6 as a proper number, and won't argue against 7 because of how the format is shaped at the moment.
And am also interested in knowing more about SGC. When it's good, how does the game generally end from the point to where he ETB?
Re: [Deck] Imperial Painter
I've tried a build with only 5 moon effects and it worked like shit for me.... It could very well be, that I have mulliganed wrong, adjusting to the reduced number of moons, but I would always say at least 7 in MB and possibly the 8th in the SB....
As well as Dragon/Werewolf Stompy goes, hitting that moon effect turn 1 when possible, is just as nuts as always... However, I'd really want to test 1 or 2 Cavern of Souls in the MB to ensure that Magus, Painter, whatever creature I have in hand can land on the battlefield, but over the weekend I'll be toying with a version of iPainter in a Death and Taxes shell, using Wastelands, Rishadan Ports, Aether Vials and such... Don't know if it's gonna work out good or bad, but I'm very intrigued by that manabase, and to see if it could work with Painters :)
Re: [Deck] Imperial Painter
While I love the power of moon it hurts the RW version hard cutting the deck off white. I am thinking the RW deck might need it's own thread to work out these issues.
Re: [Deck] Imperial Painter
@dice-box- you need to play the deck a bunch with the splashes to get a feel for them. At it's core its the same deck and my list is basically just five cards off Jacks not counting lands. Sometimes you get boned holding an E tutor in hand but really in those situations you are most of the time in a great spot bc you have a moon lock or you played the deck improperly.
Seth
Re: [Deck] Imperial Painter
I think it's like asking if you like bacon with your cheeseburger, or a cheeseburger with your bacon?
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
sroncor1
@dice-box- you need to play the deck a bunch with the splashes to get a feel for them. At it's core its the same deck and my list is basically just five cards off Jacks not counting lands. Sometimes you get boned holding an E tutor in hand but really in those situations you are most of the time in a great spot bc you have a moon lock or you played the deck improperly.
Seth
Cool, I will keep this in mind then.
Would it be right to assume that by this route the only white card that should be in the main deck is E Tutor and any other white cards you're running are best placed in the side?
Re: [Deck] Imperial Painter
Broke down and made my list as stock as possible going the Welder route for a Local on saturday. Too bad the World champs aren't open to the public or else I'd be in A'dam the weekend!
4 Recruiter
4 Stone
4 Painter
4 Blood Moon
3 Magus
3 Welder
2 Revoker
1 Jaya
4 REB
3 Blasts
3 SDT
4 SSG
1 Mox
1 Petal
9 Mountain
2 Fetch
8 Sol land
Sideboard:
1 Jaya
1 Blast
2 Ratchet Bomb
3 Tormod's Crypt
4 Bridge
4 Thorn
Decided to give TES a break and drop Moons on all the greedy mana bases. Decided to switch back to welders because of all of the artifacts. I don't think many people around here run mono colored decks, but the synergy is there maindeck to get some wins. It's not far off my Ghent list that I ran to a 6-3 (lost out last round) after picking the deck up the night before. Feels good, feels safe most of all. Early moon or combo/control or ship it back. Die rolling is tech as ever!
Re: [Deck] Imperial Painter
How do you think the opal will perform?
Re: [Deck] Imperial Painter
As soon as I add it to the list, I'll let you know :cool:
Regarding the Lotus Petal, others have talked it up a good bit so I'll give it a try. More CA than a Mox and having a fifth SSG seems sweet when trying to drop an early moon or combo
Re: [Deck] Imperial Painter
I use one Peacekeeper main. It could easily be Ensnaring Bridge but I prefer five outs to Eldrazi. It also is strong against dredge, Empty the Warrens( where Bridge would blow), Merfolk, and elves without Grapeshot, MUD style, and against midrange white decks it can really tax their STP helping to keep Painter alive. While not all those decks are that present it's a nice catchall. And the mana requirement isn't a big deal as often times it just locks up the board and you slow roll the win.
I have to say a white splash doesn't dilute the deck down at all. If anything it actually focuses it. You get a faster, more consistent combo at an expense of an occasional three dead cards. Blind Blood Moons are good, but not always great. Often times game one a second turn Blood Moon is just as good, maybe even better as you have more information. E tutor actually allows for this play more often. And in games two and three, it coupled with Goblin Settler actually makes the Blood Moon package stronger. It allows for you to have a second turn Moon effect more often. The main difference is that it requires more thought/skill/practice as you have to see more lines of play bc of it.
I'll try and post my most recent list soon. And please, please, nobody ever try mox opal in this deck. The card has no place at all here.
Seth
Re: [Deck] Imperial Painter
Nice, seems like more people being playing that Painter. I have an afternoon off today so I can finally post something.
I've played maybe four or five tournaments in the last two months and the last three have turned out well. I had been running 2 Firebolt, 2 Magma Jet and 2 Revoker but switched a few weeks ago to 3 Magma Jet, 3 Revoker.
In my meta, RUG, Jund and Burn (which I see more than I'd like) still make me want no more than 1 Magus. We do have some Shardless BUG but if it and Stage/Depths become a more significant factor I'll probably fit that second Magus back in.
A new addition to my meta (and apparently others) is Death and Taxes but I haven't played against it yet. My guess is that the third Revoker will help there.
It's difficult to tell still whether 3 Revokers is right for my list but I've felt that he's provided good value in many situations recently and is never dead.
I'll try to update the OP in a few weeks, but here's the list for now:
4 Ancient Tomb
3 City of Traitors
2 Scalding Tarn
12 Mountain
4 Spirit Guide
1 Lotus Petal
4 Blood Moon
1 Magus of the Moon
4 Pyroblast
1 Red Elemental Blast
4 Grindstone
4 Sensei’s Divining Top
3 Magma Jet
4 Imperial Recruiter
4 Painter's Servant
3 Phyrexian Revoker
1 Jaya Ballard, Task Mage
1 Goblin Welder
SB
4 Thorn of Amethyst
4 Ensnaring Bridge
2 Ratchet Bomb
2 Red Elemental Blast
1 Tormod's Crypt
1 Faerie Macabre
1 Spellskite
Re: [Deck] Imperial Painter
I get your list Drew. I might suggest, however, to just drop the Macabre. In the matches where it's good (like dredge or reanimator) they can easily strip it once they know it's in your hand (likely via tutor). I've never had it be as good as it possibly can. Maybe that's just my experience, but I'm happier with an extra Crypt or even a Grafdigger's Cage.
Re: [Deck] Imperial Painter
Took down my Legacy monthly gig today with my previously posted list !
Quick match rundown:
1- DnT - went to draw, gave him the win because he had it given a couple extra turns. I was there to have fun and I made a friend out of scooping. Plus, iPainter eats up the losers bracket.
2- Affinity - Combo'd both games with the quickness
3- RUG delver - Moon = win
4- Tinfins - Lost the die roll, wound up losing game three a turn behind.
5- UW RIP/heml/iPainter - Combo'd both games after controlling the start of the game.
Top 8'd with 3-2 in 7th seed :eyebrow:
Top 8 - Lands
Top 4- DnT opponent from round one. Beat him fair and square this time
Finals - Deathblade - Goodstuff.dec can't handle either Blood Moon or the two card combo
Won a minty FoW, will be writing the report in more detail.
Edit: report link in the other subforum- http://www.mtgthesource.com/forums/s...s&goto=newpost
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
jandax
also interested in knowing more about SGC. When it's good, how does the game generally end from the point to where he ETB?
I view Siege Gang as a recruitable Koth. 5 power over 4 bodies is tough for planeswalker/control decks to deal with and it doesn't require committing as much to the board to get a good aggro plan going. There may be a better card for that slot but I have been content with it so far. Plus it's just cool recruiting for a bad ass Siege Gang.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Kap'n Cook
I view Siege Gang as a recruitable Koth. 5 power over 4 bodies is tough for planeswalker/control decks to deal with and it doesn't require committing as much to the board to get a good aggro plan going. There may be a better card for that slot but I have been content with it so far. Plus it's just cool recruiting for a bad ass Siege Gang.
I guess my next question is, is :3::r::r: tough on the mana base?
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
jandax
I guess my next question is, is :3::r::r: tough on the mana base?
Yes, but he is a late game card anyway so it isn't that bad. I've been impressed so far and is probably better than a watered down metamorph.
Just read your report and congrats on the finish. Did you like running 3 welders?
A few comments:
Quote:
Originally Posted by
jandax
Painter's Servant, Ancient Tomb, Red Elemental Blast, Sensei's Divining Top, Grindstone, Grindstone, Phyrexian Revoker
Keep. No Moon to bust out, but if I top deck another Ancient Tomb or City of Traitors then that's a turn two combo. I have a Top to filter and a Revoker to stifle any game plan they got going on. He leads with a Plains. My first turn, a Mountain comes off the top, Ancient Tomb powers out the Servant, naming Blue, and I ship the turn. His next turn he Wastelands my Tomb
...
Out goes three Magus of the Moon for two Ratchet Bomb and an extra Jaya.
...
For game three I boarded out a Chrome Mox, Grindstone, and Pyroblast for three Ensnaring Bridge.
...
Round two I face Rob playing Affinity. Not much to report. I kept a hand with Painter/Stone combo both games and went off on my turn three and four respectively. I boarded the same way I did against Death and Taxes. It's just a good match up, as unless they have a nut draw, you're combo is faster and you can control things better than they can bust through with an aggressive start.
...
RUG Delver. The key to this matchup is landing a Blood Moon effect before they land a Tarmogoyf or even Nimble Mongoose. I win the roll and open a hand with Mountain, Magus of the Moon, Blood Moon, City of Traitors, Pyroblast, Chrome Mox and Painter's Servant. Keepable, right?
He plays Force of Will on my turn one Blood Moon. My turn two Magus of the Moon precedes a Delver of Secrets from his side. He's now locked out of the game when the Pyroblast takes care of the Delver and scoops soon afterwards.
Again I board the same as in the first two rounds.
For your game against Death and Taxes, the keep is perfectly fine, but once you topdeck the mountain there isn't any reason to play Painter turn 1 without an SSG for Blast protection. If they swords painter then you have 2 grindstones and a blast that do basically nothing. Turn one stone into turn two painter with blast backup is really strong and basically unbeatable.
Regarding sideboarding for Death and Taxes and Affinity (and other decks where beating down isn't really an option, like merfolk or goblins) keeping Blood Moon in isn't that good. DnT runs a ton of Basics and moon only stops their annoying cards like port and Affinity runs a ton of colorless stuff as well as mox opal. If anything I would keep Magus over Moon just to eat removal or chump block something. Also, I would keep in all the fast mana since your main route to winning will be via combo and stalling until combo.
Rug is up to you, but I have really hated playing Magus only to see it bolted. Blood Moon is the hard lock, Magus not so much. Bridge is also really dope against Rug if you don't already bring it in.
Nice work representing painter.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Kap'n Cook
For your game against Death and Taxes, the keep is perfectly fine, but once you topdeck the mountain there isn't any reason to play Painter turn 1 without an SSG for Blast protection. If they swords painter then you have 2 grindstones and a blast that do basically nothing. Turn one stone into turn two painter with blast backup is really strong and basically unbeatable.
Regarding sideboarding for Death and Taxes and Affinity (and other decks where beating down isn't really an option, like merfolk or goblins) keeping Blood Moon in isn't that good. DnT runs a ton of Basics and moon only stops their annoying cards like port and Affinity runs a ton of colorless stuff as well as mox opal. If anything I would keep Magus over Moon just to eat removal or chump block something. Also, I would keep in all the fast mana since your main route to winning will be via combo and stalling until combo.
Rug is up to you, but I have really hated playing Magus only to see it bolted. Blood Moon is the hard lock, Magus not so much. Bridge is also really dope against Rug if you don't already bring it in.
Nice work representing painter.
I see what you mean about exposing Painter. That line didn't not occur to me, but I was rather rationalizing the keep rather than explaining my guaranteed line of play. And honestly, Blood Moon was not bad against DnT. They have Wasteland, Rishadan Port and Karakas, that's half their mana base, and in all our six games that tournament, he never had more than two Plains out. I know that's not how all games will play out, but their utility lands are quite the pain. Leaving Magus in is still good, like you said to eat a Swords for example, but at that point he's already got a Plains out so maybe the Moon effect isn't a priority, ya know?
Regarding Rug, I also know what you mean about Magus into Bolt, and that Bridge is just sweet against them. I put RUG always as the Aggro, and Moon controls them hardcore, and you Painter can play a nice control roll in this match up. I'll admit I probably didn't play to all my strengths and under boarded in some cases. I scanned the OP before heading off to the tournament but there's no real sideboarding guide, ya know. Maybe that's something we could all work on, to get at least a list of hoser cards against this or that matchup, as everyone has their own sideboard.
As for three welders, I dunno. I think I might want Lightning Bolt or Magma Jet or hell, even more Revokers than three Welders. I only had him out in the second game of my semi's against DnT where he shenaniganed my opponent a couple times. For the rest of the day I didn't tutor him up or draw it naturally even. I'd be happy with one, honestly.
Re: [Deck] Imperial Painter
First off all, gratz for the finish. I thinck this deck has some great matchups at the moment..........
About the RUG matchup. I testet a little bit against it and played against it last weekend at a small tournament. Obviously a Moon effect is great, but Magus as you already wrote is easy to handle for them so I thinck it should be sided out. I had a little problem with the colour that I chose with the painter. RUG also plays Blasts in their board wich is annoying (My opponent destroyed a Blood Moon in one game wich cost me the game / I chosed blue with the painter before). Is it good to board a few blast effects out and name another colour? Negates their forces and blasts. Not sure.
Additionally they board things like Ancient Grudge / Grip wich doesn't make the matchup better. Is RUG a bad matchup or more 50/50 because it didn't felt good to play against it.
Another thing is, I started to play Spellskite in the SB, almost always sided it in. Now I play 2 MD and it fells amazing. Great first turn drop, can block small guys and most importantly it protects your combo. Together with Welder (wich fulfills the same purpose but from another angle), it's the perfect protection team for this deck. I'm wondering why it's not played so often?
Re: [Deck] Imperial Painter
Spellskite is def. a contender for the maindeck. I'd run a copy or two over a Welder or two from my list. Just not happy with the three of them, one is enough if it makes room for more utility (like Spellskite for example)
I dunno if I'd board out many blasts and name another color to combat their one/two Pyroblasts from the board. It's a one out to get rid of a blood moon, sure, but those are good odds in your favor.
Welder/Spellskite does for this deck what Mom/Spellskite does for DnT/Dead guy Ale etc. Just a combo protection package that's reusable.