Originally Posted by
menph
thank you for your answer Fourbirr, this looks like another primer ;)
apparently there are a lot of things to discuss! let's see
Basically Karakas is for Griselbrand & co. Of course i'd not mulligan till i find it, but it's one more answer we can find during the game especially when we succeed in locking/slowing them down with chalice and GY hate (or ports of course). It can also help since we can bounce an equipped Thalia.
Of course a stingscourger in hand is the big deal for fatties, but a lot of time it simply get hit by Unmask or Thoughtseize before they put them on the battlefield, while once i find Karakas it will stick on the board the whole game.
When i decided to put Karakas in i looked at the defensive role it can have also, but at this moment i think i never bounced my own legends to save them actually.
For Pendelhaven i'm trying it mainly to help Lackey dealing with the x/2. I think it also help against Punishing decks.
As i said i'm just testing from few days without Ports to figure out how the deck could work, i was previously playing a 3-1 split between ports and one utility land and, even if the few test play i done weren't that bad, probably i'll go back to that configuration or to 4 ports soon.
Crazy question: as the format is very poor of basics, have anybody already tried Ghost Quarter in addiction to Wasteland?
Interesting to cheat opponents with fetches, but i already own 3 Bloodstained Mire and 3 Foothills so my next purchase will be ports for sure since they are the only cards i'm missing now. (hopefully they will be reprinted in a future EMA, 'cause the price grew up a lot in the last 6 months).
Gempalms are awesome! The main issue is that they cannot help our Lackey on T2 against the Squires.. Tarfire is a great turn 2 burn spell for clear the path for Lackey. I think the deck tends to suffer in all the matches where Lackey can't connect or vial isn't on the field. So it's often very important to shoot their DRS or whatever to let him connect. Moreover i found it's very useful in killing Planeswalkers or even dealing direct damage in grindy MU.
That said is true that when i board in Chalice it tend to become a dead card or just food for Pyrokinesis... so trying 4xGempalm make sense
It depends on meta probably. I found that my win rate is definitely better since i play Pyrokinesis MD. It helps a lot vs D&T and all other creatures based strategy. Many time it's a kind of free Wrath! Maybe i could run only 1 in MD and keep two more copies in SB, but i'm not sure about this. I don't want to run less than 3 in my 75.
Of course it can be countered but i tend to be careful on that and always try to play around daze or cast it when i'm pretty sure it won't be hit by Force. Every time i cast it for it's alternate cost i feel like pitching a goblin card is less important than the advantage it can create. About the goblin count for Ringleader i think sometimes we have to accept to low it down a bit in order to play useful cards like Pyro and probably it suit particularly well in our deck since we can create a decent card advantage with Matrons an Ringleader.
Since you don't like neither Pyro or Tarfire, what are you running at this moment as removal other than Gempalms?
so looking now at the MD and trying to focus all the things discussed above, the list could looks like this
16 Core
4 Warchief
2 MWM
2 Piledriver
1 Chieftain
1 Prospector
1 Sharpshooter
1 Stingscourger
1 Tuktuk scrapper
1 Siege gang commander
1 Krenko
1 Kiki jiki
4 Gempalm incinerator
1 Pyrokinesis
4 Wasteland
3 Bloostained mire
3 Wooded foothills
5 Montain
4 Cavern
4 Port
it doesn't look bad, but i feel like it's too light on removals. what do you think?
regarding B/G/W splash i prefer to choose consistency and continue playing mono R for now.
sideboard looks very tricky too :) since i have not a detailed plan for every MU let's see what i can say for now
I tend to bring it in more against Delver or Control than Shardless.
Regarding Sudden Demise, it won't be countered by Chalice @1 (unless you cast it with x=0).
-I'm boarding Chalice mainly against combo (X=0 or 1) and Delvers (x=1), probably it helps a lot vs elves, maybe miracles and other blu based strategy, but i dont' know well enough every MU. Usually i don't change much my plan if i'm on play/draw (maybe just cut 1 lackey on the draw)
-The other cards i guess i'd put in are: against Reanimator GY hate+ needle on Griselbrand; Storm GY hate+shooter; Delver stingscourger for goyf or angler, Elves Sudden Demise, Shooter and Pyro, miracles Sudden demise for mentor or angels.
-As you suggest chalice, needle and GY hate can be anti synergistic.
Personally i dont like Leyline of the Void, since i don't want to loose just searching it in my opening hand. GY hate and chalice could be more synergistic increasing Fearies count. Maybe a split 2/1/1 between fearies macabre, 1 drops and 0 drops could work, bringing in 3 at time: fearies + 1 drop if i think to play chalice@0 and fearies + 0 drop if i think to play chalice @1.
Needle can't be fixed i guess in case i want to play it against Bug for DRS or Jace in addiction to Chalice@1, or vs Elves naming Wirewood, or vs Miracles for Top
-If i cut from the 75 Tarfire i think there will be no big problem between chalice and other cards (if we have cavern), otherwise Tarfire could be just boarded out in favor of other removals like Pyro, Shooter, SiegeGang or Gempalm n°3-4.
Moons are great ops card, but it's true that they tend to be bit too slow for us unless we can clear the board properly.
If i think to cut the Moons sideboard could be like:
3 Chalice
2 Needle
2 Fearie Macabre
1 Surgical or Relic
1 Tormod crypt
2 Pyrokinesis
1 Sudden Demise
1 Tuktuk
1 Stingscourger
1 Shooter
A lot of think to keep in mind so i probably forget something and over considered something else.