Quote:
Originally Posted by
Sigyn
-¿How do you play the mirror match?, I mean, I know playing aganist monored is really hard since they have burn spells where you have counterspells, but I want to improve my play against them so every advice is wellcome. ¿Against another UR decks what's your plan?¿burn to the head or trying to kill his guys?, I faced another UR during the tournament and I got crushed because he was running a heavy burn build with 4 lava spike and multiple thunderous wrath and fireblast cutting snapcasters and lands, he was also running hydroblast SB!:cry:.
Haven't tested it extensively, but making an educated guess: it depends on the current game state. I think you want to try to engineer a game state where your clock is faster than theirs and then go for the dome so that they can't re-stabilize (assuming the amount of burn in your hand adds up to their life total; if it doesn't, conserve your burn so you can recover if they stabilize). If you're behind in the race, you want to point your burn at their guys to slow their clock so you can get ahead.
Quote:
I think winning the dice roll is pretty key in this matchup, but if i lost ¿you have another plan different than the original?.
Winning the die roll is only really key if the one on the play opens on Goblin Guide and the one on the draw doesn't. If the person on the play opens on a Delver and the person on the draw opens on a Goblin Guide, you've basically reset the clock. Basically, Goblin Guide is really good. I don't have much to say beyond that.
Quote:
-¿You bring Sulfuric Vortex against GW?, I usually bring Submerge+Smash to Smithereens but I think vortex can be usefull since it shuts down his life gain and puts a clock (90% of the times you are ahead on the life race).
Depends on what build of Maverick they're playing, but in general no. I'm not particularly sure what "life gain" you are referring to; the stock Maverick builds no longer play Batterskull AFAIK, and Jitte counters are most often used as removal. If you're forcing them to use their Jitte for lifegain, then you should be winning.
As a general rule, I do not bring in Vortex against Maverick. Their Knights are just too huge, and you can't afford to just take 10 off a Knight when you're also taking 2 per turn from your own Vortex. I'm not sure if this is a correct line though. My board has so much Maverick hate anyway that I probably don't even have room for it if I want it.
Quote:
-¿What is your plan against reanimator G1?, again, I faced one, on G1 I start with delver and fought (and lost) for his entomb, I think that was the correct play since he has much more ways of putting Griselbrand in play than counters I have. ¿On G2 would you keep a light pressure hand because it has graveyard hate?, against dredge i'll do it, but against reanimator i'm not sure due to Show and Tell plan post SB.
Goblin Guide. Seriously, I can't stress enough how important Goblin Guide is. I will almost never keep a 7-card hand, and will rarely keep a 6-card hand that does not have a Goblin Guide. I might consider saying that Reanimator G1 is unwinnable without Goblin Guide.
In game 2, you need Goblin Guide (yes, Goblin Guide. Seriously, the card is THAT GOOD) and/or graveyard hate, but the plan is basically the same.
Quote:
-¿How is the UW Miracles matchup in your opinion?, I'm not sure if it's in our favour or not, against a stoneforge build I think it will be hard, ¿You save guys in hand to play around terminus?, if I was playing zoo i'll do it for sure, but in this deck you have less threats, I feel is necessary to have at least a couple of guys in play (maybe you will play more due to his STP+snapcaster).
Depends. Goblin Guide? If Goblin Guide and they don't have an early CB or Terminus, then you should be good. Getting Terminus'd on or before turn 3 is pretty rough, as is getting Countertopped out of the game early, and there's really not a heck of a lot you can do about that; if you slow your clock to play around Terminus, you get owned by Countertop, and if you speed up your clock to play around Countertop, you lose to Terminus. It's really no-win.
Note that SFM isn't played much in Miracles decks anymore. Stoneblade and Miracles are 2 distinctly different decks which require 2 distinctly different gameplans, and it's important to know which you're playing against at any time.
Quote:
Post SB ¿Would you cut counterspells?, against the "old" stoneblade deck I cut FOW since is a fair deck and you don't want to burn your resources so easily, but against this deck that runs Entreat the Angels and Terminus maybe is right to have the counters, Entreat the Angels can crush you if he puts 2 or 3 angels. Against Timely reinforcements I have Sufuric Vortex but it can be pretty hard if he resolves the spell. Again, ¿any advice for the SB?.
I'd basically agree with that assessment, except that I wouldn't cut FoW against Stoneblade. Hard counters are important to have to disrupt the limited time you give them, and free countermagic is important to make the most use of your mana to keep the clock going. If the game goes long enough to make the extra card (that you pitch to Force) matter, you're probably not winning the game anyway, so it's important to keep them off balance in the early game while making sure to keep yourself on point.
Quote:
-¿Have you considered phantasmal image (since it can destroy progenitus) or gilded drake for the SB?, in my meta there's no Sneak attack (really weird I know), but If I go to another place I'll probably put some for the SB. ¿Do you find them usefull against reanimator?, if so maybe I'll bring one or two to support my SB plan aganist them.
I don't know what your meta looks like, but Progenitus hasn't seen tournament play for about 6 months (maybe more). Note that Phantasmal Image actually does stone nothing against Show and Tell-based decks (unless they try to Emrakul you); the copy effect does not work the way you think it does against Griselbrand.
Quote:
-¿You find Sulfur elemental really good?, I've tried it but I prefer my actual plan against GW, the only thing that makes me doubt is the UW matchup, is another threat (really important against STP) and has 3cc to try to avoid CB-top engine.
Yes, it's very good. Here are some things it does:
1) Against Stoneblade, it blanks their Lingering Souls.
2) Against Maverick, it kills (and blanks) Moms and Thalias.
3) Against Maverick, it makes 4/4 Knights Boltable.
4) Against Miracles, it's basically Countertop-proof.
5) Against Miracles, it makes Angels vulnerable to Lightning Bolt (not usually relevant, but can be sometimes).
6) Against decks where you want to be able to cast multiple spells/turn, it gives you a Flash creature.
When it's good, it's very very good.
Quote:
Originally Posted by funyun45
Submerge should be buying you significantly more than just 1 turn if you're using it in response to a fetch land. Of which RUG cracks a lot.
Actually Andrew is right on this one. RUG is able to launch their gameplan on 1 or 2 lands; they often don't ever need to hit their 3rd at all. If they hit their first 2 land drops, perhaps landing a turn 1 Delver (off a Volcanic Island, of course), you're simply never going to get the opportunity to blow them out with Submerge.