I did think about sun droplet. Goes positive life in multiples! But pyromancer and swiftspear deal far more than 3 dmg a turn, which is where sun droplet shines, giving you 2 life per turn each.
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Did some rounds of testing with this list against UWr Patriot (with Treasure Cruise and Wasteland) today. About ten games and only three wins :-/ Opponent often prevented me from resolving a Titan by wasting Cloudpost (and sometimes forcing Crop) or forcing the Titan. Elephant Gras is great in early and midgame state! Buys a lot of time. Still missed SDT often, especially when finding two fetchlands and a Crop while pondering. Chain of Vapor is sweet, especially when Gras is in play, opponent wastes a land, no crop in hand : bounce gras, sac targeted land to copy chain and bounce fliped Delver feels like boss [emoji28] Will do some more testing soon, considering Sundroplet as well...
Did some rounds of testing with this list against UWr Patriot (with Treasure Cruise and Wasteland) today. About ten games and only three wins :-/ Opponent often prevented me from resolving a Titan by wasting Cloudpost (and sometimes forcing Crop) or forcing the Titan. Elephant Gras is great in early and midgame state! Buys a lot of time. Still missed SDT often, especially when finding two fetchlands and a Crop while pondering. Chain of Vapor is sweet, especially when Gras is in play, opponent wastes a land, no crop in hand : bounce gras, sac targeted land to copy chain and bounce fliped Delver feels like boss [emoji28] Will do some more testing soon, considering Sundroplet as well...
I thnk sun droplet would be to slow in the way drop of honey is to slow
I know. I post in that thread semi-regular. What I've learned from MUD-Post is that against Delve(r) though is how the deck runs out of steam the longer it has to fight out a game, and the more it has to pay to do what it wants to do. The more I read about bounce, the more time I understand Turbo Eldrazi can buy time. The reason I talk taxes though and life gain on bodies is because they provide solutions that last more than one turn... and life gain from creatures throws off damage from Price of Progress more efficiently than Glimmerpost.
Yeah, I could see that. I sometimes forget that Sol lands and Grim Monolith add significant speed to consistently drop Trinisphere and Lodestone Golem... and Chalice is often a double edged sword in UG 12-Post. I'm not innovating for innovation's sake, but this is definitely me musing more than I should about how pervasive Delve(r). What I'm trying to do is see how many of the tricks and goodies that I use to survive with MUD-Post would also work here. The one I'm truthfully the most optimistic about is Thragtusk. I would also wish Trinisphere would work, but like I said, my MUD mindset is tilting the realistic expectations because I sometimes forget that MUD-Post has fundamental differences to 12-Post.
Rock, what's a good substitute for 2 flusterstorms? I only own two and don't want to pick up two more at the moment.
I'm intrigued by your latest list. :-)
I understand the ponder and grass which I have been advocating since way back when. There are a few things I hope you can enlighten me on:
1. No Bog main? I thought reanimator was tough for this. Also, I find it slows other decks like ones with goose or cruise.
2. 1 Vesuva?! Just Cray
3. No force in the side? ... OK, I guess ...
4. Have you decided that 3 Cruise is the right number, for certain?
5. I'm cutting a chain for a third show, I don't care what anyone says. But could the chains be Exploration? Prolly not but it'd make me happy.
P.S. do you bring the surgicals in against combo/recurring waste? I would
Oracle of Mul Daya > Exploration after about turn 3, which is a nice way of saying that Exploration does not have long game potential. But even so... while it accelerates mana, it does not provide any real defensive measure, which Vapor does.
http://media-dominaria.cursecdn.com/...2268418232.png
This guy looks like he could be interesting. Living the dream: Play him, return fetch, fetch for trop, crop rotate for fetch... profit?
The way Titania is costed (five is pushing playability in most of legacy), I'd argue that she could create a UG Control or play well in Nic Fit or Lands. Cloudpost feels like a hinderance because comes into play tapped is relevant for the kind of speed you describe. And also Wasteland is on the list of cards that I'd want to revive with her, which 12-Post doesn't have room for at the moment.
I look at Titania in terms of what she could bring to the table for us and I sort of question her value. Don't get me wrong, putting in 5/3 beatsticks off fetchlands or Crop Rotation is neat and all, but I can't help but feel that the matches she would be strong in are matches where we'd already be strong. She also is sort of muscling in on Primeval Titan mana and, well...he's probably better by a lot. She might be a little bit better against BUG due to being able to gum up the ground (barring True-Name Nemesis), but even then the tokens are still vulnerable to Abrupt Decay. You also have to care about keeping her alive, whereas (usually) you can just swing Prime Time into anything since all you usually care about is getting more land.
Still, I'll probably give her a shot at some point.
Is the blue/green Turbo Drazi and the Mono Green Drazi the same thread? Like this one:
http://www.tcdecks.net/deck.php?id=14008&iddeck=103075
How do you guys think is the MU against the UR Delver? I think it's kind of favorable, they don't run Stifle and Wasteland, although they have a blistering fast clock, many burn spells and Blood Moon, but it's still a good matchup because we have Repeal for their Delver and they will lose so much time due to it.
It generally goes by the name Snow-Post here because of its sub-strategy of Dark Depths via Into the North. It's decent, but sans Tabernacle, the most important reason to play it is because budget is a real issue for players. That's not to say its not worth play time... but the reason UG still dominates the discussion is because it tends to play stronger and more flexible against a wider metagame.
It's pretty fun though.
It's favorable because stall them and victory ensues. It's not a coincidence this is also why Miracles is surging again right now because they have the same plan... our's is just bigger. So far, MVP for me has been Glimmerpost. Whether it's Delve(r) or straight UR Burn, the biggest threat they can throw at us is if they are playing Price of Progress.
Creatures [14]
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
1 Oracle of Mul Daya
1 Ulamog, the Infinite Gyre
2 Dryad Arbor
4 Primeval Titan
4 Cursor of Kruphix
Instants [5]
1 Moment's Peace
4 Crop Rotation
Sorceries [6]
2 Into the North
4 Green Sun's Zenith
Artifacts [11]
3 Pithing Needle
4 Expedition Map
4 Sensei's Divining Top
Lands [24]
1 Bojuka Bog
1 Cavern of Souls
1 Dark Depths
1 Eye of Ugin
1 Karakas
1 Thespian's Stage
1 Windswept Heath
2 Wooded Foothills
3 Snow-Covered Forest
4 Cloudpost
4 Glimmerpost
4 Vesuva
This is pretty close to list I'm working on building. Cursor seems like a legit answer in the current heavy red meta.
Most of the SB cards for the latest cruise build are self explainatory. I do have a couple questions.
1.) Are there any non-obvious matchups where Surgical Extraction shines? Obviously its good against graveyard strategies! Do you also bring in the set against wasteland strategies? What about combo strategies? I personally love this card in game 2 against anything if you won game 1, just so you can see what they have boarded in.
2.) Snapcaster Mage x1 Beat down? Is this just brought in as the 5th of any spell? Snap, flashback treasure cruise for infinite value!
3.) Most of the previous versions had Force of Will somewhere in the 75. Is the reason why it's gone is because it is card disadvantage?
4.) What happens if our opponent goes chalice for 1 on turn 1. I would assume that you just jam all the spells and try to treasure cruise to victory.