IMO call the skybreaker and worm harvest are way better retrace cards.
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IMO call the skybreaker and worm harvest are way better retrace cards.
What are peoples opinions on that new 2G instant from the upcoming Rise of the Eldrazi? It's like gifts:
Realms Uncharted 2G
Instant
Search your library for four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards in your graveyard and the rest into your hand. Then shuffle your library.
Seems pretty decent with a toolbox of lands that we already have and is huge CA with an active loam and/or crucible. The only downside is you can't get enchantments and stuff with it like you can with intuition where you just grab 3 manabonds or exploration or whatever.
I've been out of magic for nearly a year now, and thus im pretty far behind on this thread- so im sorry if someone else already made this suggestion and it got shot down.
Treasure Hunt finds the bombs that you dont want dredged into your gy, can potentially draw you a ton of lands, and may arguably be better than mulch.
I'll try to play some games with it to give a better argument to play it... or confirm it isnt good.
http://magiccards.info/scans/en/wwk/42.jpg
Looks solid, couple questions.
1: Why run Treetop Village at all if you're running Raging Ravine? It comes online sooner, sure, but it doesn't tap for 2 colors and it doesn't provide nearly the amount of inevitability that Ravine does.
2: Have you been happy with your 1-of lands? Could you see going up to 2 of some of them, or dropping them entirely?
3: How do you sideboard with this deck? I know what cards are obviously hosers for stuff, but what would you reccommend taking out in certain MUs?
You lack redundancy big time with lands, and an intuition for Loam, Ruins, EE (for example) lets you get what you want. If you had a lethal goyf, what would you get? Kor Haven, Glacial Chasm, Maze of Ith, _________?
Treasure Hunt requires warping the list a lot to make it good... The biggest problem in 43 lands is how tight the lists are; even trying to fit one clutch card (Ghost Quarter, Riftstone Portal, etc.) into the deck is incredibly difficult. Also, mulch hasn't seen play in quite a while.
Realms Uncharted seems good if you have a crucible in play otherwise Intuition is still much better IMO
Has anyone considered running Meddling Mages in SB (for blue builds of course)? Most opponents will side out removal after game 1, so MM can become very powerful. It would probably require a slightly different manabase though. What do you think?
Which match up do you want to address with Meddling Mage? Current sideboard configurations for blue builds address most situations (see recent SCG articles by Chris Woltereck and Doug Linn).
No doubt Meddling Mage is a good card but the manabase can't hit UW mana in the early game reliably. Blue builds run Tolaria West as a tutor and hitting UU can be a problem occasionally, so i wouldn't want to worry about white mana too. Chalice of the Void works just fine in most situations, and you can tutor for it and ever recurr it if it gets destroyed or you dredge into it.
Here's an idea: Nether Spirit as a 1-of. Just bear with me here. Between Manabond, Gamble, and Dredge, it's bound to hit the yard most games, and it works kind of like Maze of Ith #4 until they Swords it, which is one more removal spell not hitting your manlands.
Why add a win condition. This just loses you the match. You are all doing it wrong.
The point of the deck is to take 45 minutes to win the first game. Then go to time during the second game, winning the match in just 1 game. This way you do not have to try against graveyard hate which totally crushes this deck. A single extirpate is GAME OVER MAN.
What do you guys think about cutting some of the intuitions in the blue build? Often Ill get akward hands with intuition and mana bond. If I use manabond the intuituin gets dumped anyways and if i wait 3 turns to cast the intuition it could just get countered and I wasted all that time. Also, are 4 mox diamonds necessary? I feel like id rather cut 1 for another utility land or something.
I think the diamonds help out when you need speed or if bloodmoon gets played. If you want a first turn loam tutor go with gamble. You could drop that first and then play your manabond.
You're doing it wrong.
I've had games where I can't win after 45 minutes, they're rare but they happen. (maybe I' m doin it wrong :/ )
Also GOOD players will know when to scoop game one, usually after seeing loam+manabond, and have a much better time G2-3. Also I've lost a lot of tournaments by going X-1-2 or even x-0-3. :(
That's why I bought the bloodghast.
Do you run Mindslaver?
How has everyone else's results been against aggro loam? I keep getting wrecked, because they have diamonds to play around mana disruption, wasteland to play around mazes, and really big creatures. Also, they have chalice at 1 on the play, and Chalice at 2 later-game to hurt us badly.
What are everyone's thoughts on the evolution of anti-grave hate? With the rise in Reanimator and a shift in the metagame's grave hate, is playing Pithing Needle as an answer to Macabre viable?
Maybe something like this:
4 Chalice of the Void
1 Smokestack
1 Ancient Grudge
1 Ray of Revelation
1 Karakas
2 Krosan Grip
1 Ensnaring Bridge
1 Tormod's Crypt
3 Pithing Needle
It seems like this gives reasonable intuition piles for everything except Bojuka Bog and Rav Trap (and there isn't an out against that)
Crypt / Relic: Grudge, Grip, EE
Macabre: 3 Pithing Needle
Leyline: Grip, Grip, Ray
Seems like I heard that Chris Woltereck ran depths/hexmage/volrath's stronghold in his lands build in the last SSG's in Atlanta. Does anyone know his deck list and how he did?