It seems a bit strong for a 3mana enchantment, of course that doesn't mean much. If real, it seems like it could certainly be a spicy addition
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Re-read the text and saw I said a complete silliness.
Can any Mod delete this post.
Thanks,
Iņaki.-
very true
What do you guys think of Chrome Mox in the deck? Personally, unless I'm casting Ad Nauseum without mana floating, i find it to be a mostly dead card. I'm wondering if it's not a good idea to cut it entirely.. or maybe just leave 1 copy in. Though on the other hand, it does help with Hellbent when I don't have LED.
The builds with two Chrome Mox are designed to go off with Ad Nauseam. Frankly I don't do this a lot.
Hey, Inaki, do you ever have problems against Merfolk? The reason I ask this is that with slight dependence on red, 1) taxing counters can cut us off colors before you get your ritual effects together (although not as bad as it does for TES) and 2) it becomes harder to support Xantid Swarm which straight up wins the game.
I'm splashing green for Tropical Island main (17th land) and a Reverent Silence plus Xantid Swarms in the sideboard, but I'm trying to decide the merits of going with a more stable manabase that doesn't have those options.
I haven't tested merfolks much, but as long as I ' ve tested I' ve won the rounds (losing some matches). Nevertheless I think this deck if have any trobules agains thte folk is not because of BW, you still have the lotuses to keep going if somethign wrong happens tho the volcanic (that should be concealed until the time yuo need it), But I can think TESmay have better pairing against the blue Tribal deck only because it plays EtW, this is why I adviced to add empty the warrens in the sideboard for a metagme expecting lots of merfolks, the reasonalb eSlot for EtW will be the one actually filled by the Second Ad Nauseam (this is the slot I dedicate to metagame, so depending where it could be ADN, Wipe Away, EtW, 2nd IGG, ...)
Greetings,
Iņaki.-
What does everyone think about the High Tide match up? It seems close from what I've been goldfishing, but I can't tell if it actually is or if my sample set has been biased by lots of MWS hands with basic swamp and a million cantrips.
It's a little over 50/50. They are about a turn and a half slower because your disruption is better than theres. In testing is found myself needing to go for adnaus most of the time because it was faster (and because of merchant scroll and 10 cantrips then almost always have a force). You need a turn 3 go off or else your dead.
They have 4 force, you have 6-7 duress effects and should be faster in assembling the combo + they have no form of damage to deal to you and besides the 4 force, they have no way to interact.
It should be positive, random screws are there, but I see no reason why we shouldn't win it.
Well, they 4 force, 4 merchant scroll, and 10 cantrips (plus the last case scenario cunning wish for pact followed by a high tide to pay for it).
None the less, the proactive duress effects are better than the reactive counterspells in the matchup, and their goldfish is usually turn 4.
the few times I have played against it they need a pretty stacked hand to win. Usually a single duress is enough to force through the win, as they are fairly light on interaction. In general they are just a bit slower and don't have an "i win" nuts draw to just kill (with protection) on turn 1-2.
That said, I love seeing my opponent on storm when I'm playing Solidarity...
I've played it a few times during dailies on Magic Online and it seemed like a positive matchup to me. You have more disruption and if they scroll for forces they're a bit slower than they could be as well. Ad Nauseam from ~17-18 with mana floating usually gets there.
I dont take very good notes while I'm playing and I have a terrible memory, but I can say I feel my deck is running very smooth and I am happy with it.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
1 [SOM] Island (1)
1 [SOM] Swamp (1)
4 [ON] Polluted Delta
2 [R] Underground Sea
3 [ZEN] Verdant Catacombs
2 [U] Volcanic Island
1 [B] Badlands
2 [ZEN] Scalding Tarn
// Spells
4 [MI] Lion's Eye Diamond
4 [V09] Lotus Petal
1 [ALA] Ad Nauseam
4 [CST] Brainstorm
4 [TO] Cabal Ritual
4 [DDE] Dark Ritual
4 [M11] Duress
1 [US] Ill-Gotten Gains
3 [DIS] Infernal Tutor
4 [M10] Ponder
3 [M11] Preordain
1 [SC] Tendrils of Agony
3 [LRW] Thoughtseize
4 [JU] Burning Wish
// Sideboard
SB: 1 [US] Ill-Gotten Gains
SB: 1 [DIS] Infernal Tutor
SB: 1 [SC] Tendrils of Agony
SB: 2 [ON] Chain of Vapor
SB: 1 [M10] Deathmark
SB: 1 [GP] Shattering Spree
SB: 1 [TSP] Empty the Warrens
SB: 1 [CHK] Eye of Nowhere
SB: 4 [6E] Doomsday
SB: 1 [LRW] Shelldock Isle
SB: 1 [ROE] Emrakul, the Aeons Torn
At a local tournement, 4 rounds, I managed to go 3-1 cut to top 8, and punted game 3 of the top 8 due to inexperience and playing too fast.
Round 1 vs Burn
Basically goldfishing, not much he did to stop me as he mulled to 4 game 1, then kept a 1 land 6 game 2. He did have maindeck Pyroblasts, so I went off without cantripping.
Round 2 vs Big zoo with maindeck Teeg
Game 1 I went off without a hitch, ad Naus got there.
Game 2 he plays turn 2 Teeg, I bounce it EoT with Chain. . .which was probably a mistake. . and then rip the thoughtseize to get rid of it. He gets me down to 3, and I rip a tendrils. My hand was Dark Rit, Cabal Rit, Cabal Rit, Ad Naus, Infernal, Tendrils. Short tendrils him for 8, then ad naus'd with 0 floating and an island untapped. . Got some mana, and a wish to Tendrils him the rest of the way.
Round 3 vs Merfolk
Game 1 - I punt due to miscounting mana, gogog bad hand writing.
Game 2 - He has triple cursecatcher, 2 spellpierces, and 2 forces by turn 3. Not much I could have done.
Round 4 vs NO Bant
Game 1 - Duress away his counters, go off without a hitch, no big deal.
Game 2 - He has pierces out the ass, and NO's for Terastodon and destroys my 3 lands. I scooped um up.
Game 3 - I side in doomsday on a whim, Get a shelldock in play and Emrakul gets him to 4, then Rit Rit Tendrils finishes him off. He didnt have the force.
Top8 vs TA
Game 1 - He didnt know what I was playing, and I knew what he was playing. I keep a turn 3 win. I got it, and Ad Naus gets there.
Game 2 - He has every spellpierce in his opener, and just locks me out of everything, then Hymn and Thoughtseize.
Game 3 - I manage to build up a hand, and Ad Naus with 0 floating, he has a force in hand, Daze + Blue card in GY. This is where my inexperience blows me, and I flip too far with Ad Naus and kill myself. After I lose Ari looks at my hand and Ad Naus pile and tells me where I could have stopped, and how I could have won with Iggy. . .ohwell, gotta learn somehow.
Sorry I dont have exact lines of play I did, I know this is probably useless, but overall I am very happy with the deck. Burning Wish is a great addition, even without the red rits, not very often do I find myself without the 1 red I need, and I've only gone for ETW once, usually it's Wish for Tutor, pass. The versitility of a wish board really does great things for me, with all these people running MD teegs and whatnot.
Also - Burning Wish is a great counter catcher if I don't need it for whatever reason. Fun to go Burning Wish > Counter > Rit Rit Rit Infernal/Ad Naus/Whatever
Edit - My deck list isn't 100% the same as my MWS deck, it's 4 Polluted, 4 Flooded, 1 Misty. It's just the fetches I personally own. I dont know if I would change them, I'm pretty happy with them considering I need to be able to fetch red/blue sometimes, and only have 1 basic swamp. Maybe 2-3 Bloodstained but those are in another deck we use for play testing, and I'm lazy and it hasnt screwed me out of a game yet.
Played in the same local. I've basically determined the UW Counterbalance matchup is actually reasonably awkward to Doomsday as they can tutor up Needle. It might just be better to stay Ad Naus and try to fight them that way if they don't board very heavily. Also, this whole losing to G1 Gaddock Teeg thing can be obnoxious. I'm not actually sure that Wish is good enough though, and really don't want to switch to Doomsdays.
For all those whe are not sold on the Idea of packing DD, because whether your metagame is full of needle (specially CB decks there) or just because changing the plan seems bad for you and you don't like to have DD as a Wish target. I' ve been also testing an alternate sideboard for the deck with green splash:
-4x Doomsday
-1x Emrakul
-1x Shelldock Isle
+1x Tropical Island
+1x Reverent Silence (Wish Target)
+2x Krosan Grip (can be 1+1 Wipe Away, not sure what' s better).
+1x Echoing Truth
+1x Empty the Warrens (not sure about this but since the board has more room it can be useful in given situations)
The main concern of having a DD --> Emrakul side plan is that it eats a lot of space and you are losing cards to deal with enchantments (just the 2x Chain of Vapor and no wish Target), so changing to this side you will increase the chances of overcoming Leyline of Sanctity and Pyrosatatic Pillar is this is the hate you face in your meta. Also Still have nice options against CB-Top with the Krosna Grips and the Reverent Silence as a Wish target.
Greetings,
Iņaki.-
I've been goldfish testing with the green splash. I think you're sometimes going to want to wish for Reverent Silence in game 1 before you can put Tropical Island in, so it makes more sense to me to have that maindeck. That comes at the cost of a less stable manabase, but I run Trop as the 17th land whereas you have 16 (so I'm also cutting the 3rd Thoughtseize).