-
Re: [DTB] R/G Combo Lands
Chalice is likely our best card against Painter. It means they can't play their combo and they can't Vindicate our shit and the card also has a good role against other decks too.
Personally though, I would just not bother with Painter and sure up other matches.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
Personally though, I would just not bother with Painter and sure up other matches.
It's almost as if Painter isn't a Deck to Beat... ;)
-
Re: [DTB] R/G Combo Lands
Its actually funny how our mortal enemy feeds off the same decks we do and does it in mostly the same way. (Mana denial and control) Still does't mean I want to play against it.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
Its actually funny how our mortal enemy feeds off the same decks we do and does it in mostly the same way. (Mana denial and control) Still does't mean I want to play against it.
It's even funnier for me, because they are the two decks I generally play when I want to win (and I've been on both sides of the matchup in the past). I was locked in on Lands for GP: Tacoma assuming the meta didn't shift. I'm not sure if Painter might be a better choice now.
-
Re: [DTB] R/G Combo Lands
Well if I was wondering what the event would look like I would look at this and this as my starting guesses. I would expect Elves, BUG and RUG Delver, BUG control, Blade Control, Shardless and Miracles to be big hitters. If I was to spike that list I would take Dredge.
Storm will take a hit from the return of Delver, Grixis will fair badly with the bannings, Sneak and Show as well as DnT will make a comeback and I feel that People who play Omnishow will either show up with it anyway or try and switch to Sneak Attack. With that in mind I think I would put Karakas main.
-
Re: [DTB] R/G Combo Lands
Hi all!
Tomorrow, I play Lands in tournament for the first time, and I wanted to try a GRb list to have access to Confident post-board.
Since I'm quite new to this, I'm looking for some advice, especially on the SB (I expect the meta to be mostly Miracles/Shardless).
So here is the list.
Pure mana sources
* 1 Forest
* 1 Bayou
* 2 Taiga
* 3 Fetches
* 4 Mox Diamond
Combo
* 4 Thespian Stage
* 3 Dark Depths
Mana denial
* 4 Wasteland
* 4 Rishadan Port
* 1 Tabernacle at Pendrell Vale
Creatures handling
* 4 Groves of the Burnwillows
* 4 Punishing fire
* 1 Karakas
* 3 Maze of Ith
* 1 Glacial Chasm
Tutors & draw
* 4 Gamble
* 4 Crop Rotation
* 1 Tranquil Thicket
* 1 Horizon Canopy
Lands stuff
* 4 Life from the Loam
* 4 Exploration
* 2 Manabond
SB
* 1 Dark Depths
* 1 Chalice of the Void
* 3 Krosan Grip
* 1 Bojuka Bog
* 2 Choke
* 3 Dark Confident
* 3 Trinisphere
* 1 Molten Vortex
A few remarks:
* I tried to cut Fetch #3 to Ghost Quarter, but I'm not convinced by this choice. With 3 colors and since I expect some Miracles, I will certainly face some Blood Moons and I need to touch my forest really fast.
* I read the whole topic, but I can't remember finding a discussion on Urborg. Since I splash black, it was a possibility. However, I think that the card is in fact quite bad for 2 reasons:
xxx*x1°) We don't need that much mana.
xxx*x2°) It gives the opponent's fetches the possibility to make B mana, which is contrary to the mana denial plan of the deck. Also, it happens sometimes that the opponent is 21 life (Grove), and him fetching is often the key to victory if you can make a Marit Lage in the next turn.
Do you guys feel the same about the card?
* Horizon Canopy should be a second Thicket, but I have only one (a bit ironic when you see the price of the deck)
* I chose Molten Vortex over Seismic Assault due to the 3 color build, although I think Assault would be slightly better in the expected meta.
Thanks for your help!
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
It's on my mind, I feel though that it's more of a RUG thing and less of our thing. The issue with lands like that is you need more than a single target to make them useful. Additional targets take up space and the obvious targets are not as great as they would first apear. I tried to make an artifact splash work for about 2 months will all different kinds of builds. In the end I gave it up in disgust.
So yes, it could be useful, but I am not sure how much more useful it would be then Punishing Fire once they are not casting anything.
RUG Lands can also mill the opponent by recurring Mox/EE with Academy Ruins. If I want more bite with that build I run Creeping Tar Pit - it's far more useful to the standard game-plan than Vise.
Quote:
Originally Posted by
Dice_Box
Personally though, I would just not bother with Painter and sure up other matches.
Probably sound. But SB answers to Moon itself might make sense. Sneak Show could be on the rise, and that's a winnable match. Of course Miracles sometimes runs it too.
Quote:
Originally Posted by
Djehuti
If you ever want to bring in assault as an alternate win condition or extra removal against a non-bloodmoon deck, assembling RRR is sometimes a challenge and the damage may already be done by the time you drop it...
...My point is that vortex is more flexible outside of the context of blood moon matchups, while still providing utility in said matchup.
I don't think I'd bring these in outside the context of a Bloodmoon match. It's largely a question of there being enough Moons in your meta to justify a slot for these at all.
-
Re: [DTB] R/G Combo Lands
So I played FNM last night, of course. My local metagame has seemingly gone back in time to esper stoneblade. I had three real matches (the first opponent, on Tezzerator, was flooded both games) and in each game it came down to True-Name Nemesis and Jace. I had forgotten how fucking miserable TNN is to deal with.
In one game I ran my opponent out of lands by recurring Wasteland and Ghost Quarter with Exploration in play and wrathed him with Tabernacle (I made Marit Lage on turn 3-his turn- of extra time to finish it in just enough time).
In another game I also ran my opponent out of lands by recurring ghost quarter.
In the final match his build was more of 4 colour delver deck with Wastelands of his own. Game 1 I was tilted because some shitlord next to me was singing in the quality of a dying cat and wouldn't stop until I snapped at him. Fuck head. Lost game 1, crushed game 2. Game 3 he had the old double Relic of Progenitus with Deathrite and FoW for Punishing Fire. The game went on for a while and came down to him playing Winter Orb after True-Name Nemesis. I was drawing very slim since I had exiled two of my Dark Depths and couldn't find anything relevant in time.
The lessons learned from matches around me: Death and Taxes is still present, Sneak Attack decks have come back, and the guy who always plays Painter showed up.
From my own matches: Ghost Quarter is as good as ever. I kind of want REBs in the sideboard instead of clunky Spheres, especially if 3/4 of the time I'll be facing TNN and heavy counterspells. I want to be on the Boil plan, too. Choke is great but it can be disenchanted.
After next week I want to test the new black edict land to see if it's good enough. In a world of Sneak Attacks and TNNs I want to edict people.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
barcode
After next week I want to test the new black edict land to see if it's good enough. In a world of Sneak Attacks and TNNs I want to edict people.
adding that to my main right now, for tonight's legacy...
not so much the true-name but that damn nimble mongoose!
-
Re: [DTB] R/G Combo Lands
How will you adapt the mana? Single Bayou?
Layalouhamesh, good write up on Urborg. I'm impressed. Welcome too the thread.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
How will you adapt the mana? Single Bayou?
Layalouhamesh, good write up on Urborg. I'm impressed. Welcome too the thread.
Swap a Taiga for a Bayou and maybe see if I can squeeze an Urborg, Tomb of Yawgmoth. I already play main deck Bojuka Bog so I have that as another black source...
-
Re: [DTB] R/G Combo Lands
How useful will a main Bog be now that Dig is gone? What other targets have you in mind?
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
How useful will a main Bog be now that Dig is gone? What other targets have you in mind?
It's a good hedge for the mirror (we are a DTB), helps to reset RUG delver's Threshold, great for Reanimator and Dredge. What other cards could occupy that slot? A Blighted Fen, a third Thicket, the fourth Crop Rotation (but with one less bullet), the fourth Depths (not a big fan of too many non-mana lands), a Riftstone Portal, maybe a Mishra's Factory or Raging Ravine even...
I always cut Bog vs the Dig decks since they can just Dig in response to the Bog trigger.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
How useful will a main Bog be now that Dig is gone? What other targets have you in mind?
I'm currently running it in the board in favor of Ghostquarter. If rug Delver gets big again the ghost quarter will be very useful in my opinion. Also if rug Delver gets big then we have less to worry about with reanimator. While the bog does reset goose I don't think that is worth the slot when we can have a 5th wasteland. Also it's insane in the combo MU because of the tendency of people to trot out basics first.
-
Re: [DTB] R/G Combo Lands
Made Top 8 at the SCG Legacy IQ in Indy. Hoping to have a write up on my matches and list soon!
-
Re: [DTB] R/G Combo Lands
You guys all make me really jelly I don't live in the states, but it's great to hear you all do so well. Got to love this deck.
Congratulations.
-
Re: [DTB] R/G Combo Lands
5th at SCG Legacy IQ: Indianapolis
Played at the Legacy IQ in Indy this weekend. This is my first top 8 in an SCG event, and really the only ever big showing I've had in Legacy thus far. Normally at SCG events I play Painter, but I made the swap over to Lands. This is my first time playing R/G lands in a big event. I was always nervous playing the deck in a event like this due to time constraints. But most of my matches didn't even come close to time, which make me really happy that I played the deck well and quickly. My notes aren't the greatest, and I don't remember too much on what I boarded in and out.
My Decklist
Top 32
Round 1 WIN 2 - 0 Esper Stoneblade
Game 1: I start with some Mox, Land Loam action, and start building up lands. I have Stage + Depths online, but A bunch of lingering Souls tokens are preventing me from going off. I crop rotation for Tabernacle to really slow him down. He also lands a Jace, which will just bounce the token. On my turn, He has 2 islands open and nothing else, I have a Manabond, and I have a suspicion that he has Counterspell, so I port one of his islands, move to combat, and Play the Manabond, and it resolves. I cast Loam, and grab 3 lands. End Turn I drop 5 lands 2 which are Groves and I have Punishing Fire in the grave. I have enough to really start wrecking the tokens. He reveals Counterspell, as his only card in hand and scoops. Some damn good instincts right there.
Game 2: He starts with Sea + Pithing Needle naming Stage. Cool. I play a fetch with exploration and waste his Sea. He fetches a basic and brainstorms, passes turn. I get ghost quarter and start wrecking his manabase with Loam recursion. Eventually he is out of basics (and isn't drawing lands). I draw Grip and get rid of the needle and make our favorite 20/20.
Round 2 LOSS 0 - 2 Miracles
Game 1: I build up a decent amount of lands, into a quick 20/20. Through all this he gets Counterbalance and Top online. He swords the token putting me at 38. He gets an Entreat making 1 angel. I top deck an Maze of Ith. Sweet! He then plays Jace. Not Sweet. He has Counterbalance and Top and an active Jace, and I have no gas, so I scoop hoping for a better Game 2.
Game 2: I build up a solid amount of lands with Manabond. He does the usual miracles durdle, into a Blood Moon. Crap. He also plays a RiP as well. I do have K.Grip in hand, but was a dummy and didn't fetch for the forest. I eventually draw the forest, and K.Grip the Moon. I play Choke and its met by Force. On His turn He plays another Moon. I can't do anything about the multiple hate enchantments (RIP and Moon) and Counterbalance and Top and he drops Jace and I scoop. Stupid Miracles! His deck was foiled out, so at least it was pleasant to look at.
Round 3 WIN 2 - 0 Burn
Game 1: Not much to say here. Turn 1 he plays Goblin Guide. And I get a Forest. Nice! I play Exploration, and play a Grove. He does some burn stuff, passes. I play Depths and Stage and pass. He swings with guide again, I grab a land off the trigger, make the token and block. Then I swing in my turn for the kill.
Game 2: Another quick game. He opens with guide, and I get a land off of it. I play Taiga, and Mox Diamond and Exploration. I play stage as my extra land and Pass. He does some burn stuff. I play 2 ports on my land and during his combat I crop rotation and get depths and make the 20/20 and swing on my turn. Since there is like 35min left in the round I go and get some grub. Sweet.
Round 4 WIN 2 - 0 Mono Black Pox (Legends Enchantments.dec)
Game 1: Super fast hand of Land, Exploration, Mox, Stage. He does Mishras Factory+ Cursed Scroll Go. I play waste and Grove. He plays another factory and swings, I crop rotation into depths, make the token and block his Factory. And swing on my turn for the kill.
Game 2: Game to is very rough for him, as he has to mulligan to 5. I also have a similar hand as last game with an explosive combo. This really wasn't really a game as I had an explosive start with exploration and just made a quick 20/20 with crop rotation. with only seeing a cursed scroll from him. He shows me his deck and he has all sorts of cool Legends enchantments and winter factories. Dope stuff, wish he could have wrecked miracles.
Round 5 WIN 2 - 1 Shardless BUG
Game 1: I build up a nice amount of lands eventually having stage and depths while surviving some Goyf beats (haven't seen ol' goofy for awhile!) He lands a strix, but I rip a punishing fire to shoot the Strix. I take another hit from Goyf. One my turn I put a grove down so if I need to kill a strix with Punishing fire recursion, but I am able to just make the token, block the Goyf and smash smash smash….
Game 2: I have an explosive exploration hand, but has a needle on stage. I also get the depths, but can never find a K Grip. I die to Goyf and double Deathrite. He even kills his own needle to get an artifact in the yard for exact damage.
Game 3: I Keep him off of lands early with exploration double waste. But starts grabbing basics with fetches. I have a stage and am trying to draw into a depths. He wastes my stage, however I'm able to loam into a depths and grab stage and depths with loam. He is beating me down with goyf but I make the token to block the Goyf. If I didn't have loam, this would be risky because he could make me sacrifice the token to Lilana and without loam he would just Deathrite me to death.
Round 6 WIN 2 - 1 Grixis Delver
This actually sucks, because I am playing one of my friends that I rode with to the event. But we must do battle!
Game 1: I have a great opening hand. Fetch for taiga, play Diamond play exploration play port I also have crop rotation in my hand. Pass. He plays U.Sea into brainstorm and pass. I draw stage and end of his turn crop rotation into depths and make a 20/20.
Game 2: I don't remember much of this game, as he had a double waste and he was able to counter and early exploration. I die to Pyromancer and the tokens. No good draws and he had some good answers.
Game 3: Pretty good game, he gets going really fast out of the gate with delver and Deathrite, but I have punishing fire and grave and wreck is dudes and eventually draw into Depths and Stage.
Round 7 WIN 2 - 1 Burn
Fun Fact: I have a ton of experience against burn with lands. 2 of my good friends play it so I have a ton of practice.
Game 1: Goblin guide gets me a land, I play exploration online drop a stage. Next turn a stage an another land. He doesn't have enough burn to kill me so the 20/20 gets there.
Game 2: He blows me up with a ton of burn. I have depths and stage, but no exploration to get it out super fast. He swings on his turn and I am able to make the 20/20 to block his Goblin guide, but he has an ediolon that connects and 2 chain lightnings and a fire blast gets there. Gross.
Game 3: Not much of a game here, he plays some burn and on the end of his turn I tap a mox, grove and port for 3mana use 1 from the mox to crop rotation the port out grabbing stage to make the 20/20.
Round 8 ID (Eureka Tell)
Good thing we drew. This deck looked silly.
Top 8 0-2 LOSS Sneak N Show
Game 1: I actually don't know what he is on, but I keep a solid 3 land hand with grove being one of the lands and 2 P.Fires. Sadly he is on sneak n show, and my fires don't do much.
Game 2: Now that i know he's on sneak and show, I use a gamble for a Karakas, out of 6 cards he nabs the Karakas. I guess thats why the card is called gamble. I end up getting wrecked by Spaghetti man and my top 8 is cut short. This guy eventually ended up in the finals. and had I known what he was on I wouldn't have kept the hand I did game 1.
I get $200 in cash, a cool playmat, a top 8 pin and some excellent time with friends.
MVP of the day was Crop Rotation: So many times this card just sealed the deal and was very relevant for finding what I needed in crunch situations.
Random Notes
• My board is probably going to change a bit, as I want to add a 4th depths to the side for faster Combo kills. Going for a fast kill is really important against Miracles.
• I will probably cut the 2 Sphere of Resistance for 1 Trinisphere and the 4th Depths. I probably hate the 2 Sphere of Resistance because I never really board it in ever and I just wanna play Trinisphere.
• I tried Boil in the side, but never really wanted it in any matchup other than miracles. Even choke wasn't great against miracles. I would rather just play Flashfires and keep them off white but even that seems bad. I really just want to cast one of those cards from a Boseiju, straight from magical Christmas land. Miracles is just a tough matchup in general.
• I think with the return of Sneak n Show having a 2nd (Or even a 3rd) Karakas in the board doesn't seem like a bad idea. I think this seems like a better option to fight Sneak n Show than a black splash with Blighted Fen (The new BFZ Edict Land)
• Ghost Quarter was good for me. Was very relevant in the Esper game.
• I didn't miss Bog maindeck at all. It was good in the side and brought it against Shardless to shrink goyfs and remove deathrite stuff (even though most of the time they hit you with it, but limiting their options is important.) But I feel its fine in the side.
• Miracles is still super annoying.
I do plan to play this at the Open in St.Louis, so I will tweak the sideboard as I test a bit more. I love this deck and am very happy with the way it performed. Thanks for reading!
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
UnsungHero
5th at SCG Legacy IQ: Indianapolis
Played at the Legacy IQ in Indy this weekend. This is my first top 8 in an SCG event, and really the only ever big showing I've had in Legacy thus far. Normally at SCG events I play Painter, but I made the swap over to Lands.
Congrats on the result Unsunghero!
As Omnitell's gone now, Pithing Needle seems a good option for the side again, especially versus Sneakshow and Miracles (more than trinisphere?).
-
Re: [DTB] R/G Combo Lands
Congratulations, unsung hero. Just out of curiosity, was your pox opponent a guy with long dark hair by the name of kurtis?
Also, i encourage you to keep trying choke. I can't overstate how good i think the card is.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
Congratulations, unsung hero. Just out of curiosity, was your pox opponent a guy with long dark hair by the name of kurtis?
Also, i encourage you to keep trying choke. I can't overstate how good i think the card is.
Yup His name was Kurtis. The deck he had was super sweet. Ill probably keep choke in, however I never feel that I ever needed it against decks like delver and shardless though because of how good our mana denial is. Pithing Needle seems like a soild choice for SnT and is good in a variety of match ups.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
UnsungHero
Yup His name was Kurtis. The deck he had was super sweet. Ill probably keep choke in, however I never feel that I ever needed it against decks like delver and shardless though because of how good our mana denial is. Pithing Needle seems like a soild choice for SnT and is good in a variety of match ups.
I agree with the other people supporting choke. There are a lot of match ups where this spell isn't obviously a good card. However, when you examine it in any blue match up, it can decide the game if it resolves. I bring it in against Delver and if it stops a counter from hitting a relevant card like Trinisphere or gamble it has done it's job because the permission they take out their bad permission post board. It isn't super consequential when you compare it to the mana denial we already have but in practice it means any blue creature deck can't pay for tabernacle. It means brainstorming now has to be done very conservatively. It means that miracles will almost never resolve a Jace if we have any rishadan ports on field and their entreats don't survive the tabernacle.
My current board is
3 sphere
3 Trinisphere
4 k grip
2 choke
1 boseiju
1 bog
1 Chalice of the void
My karakas I'd main board because mana denial plus some luck means we can destroy sneak and show. It also helps with DnT which may come back strong.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
UnsungHero
Yup His name was Kurtis. The deck he had was super sweet. Ill probably keep choke in, however I never feel that I ever needed it against decks like delver and shardless though because of how good our mana denial is. Pithing Needle seems like a soild choice for SnT and is good in a variety of match ups.
Kurtis has been a buddy of mine for years and years and years. His deck is pretty fantastic to look at, though obviously Pox has a horrible matchup against us. I think he got me one time out of like thirty tests matches with a fast Liliana game one and an unanswered Leyline game two. Agreed about Choke against Delver. I've boarded it in against a Deathrite-Delver deck to good effect, and I've crushed Shardless Bug with Choke as well, but against Rug or Napoleonic Delver I probably wouldn't board in Choke. Choke works against Miracles and blue Midrange decks, and I guess using the card depends upon how big of a player Miracles becomes in this new (old) meta without Dig Through Time.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
How will you adapt the mana? Single Bayou?
Layalouhamesh, good write up on Urborg. I'm impressed. Welcome too the thread.
Thanks :D
I ended the tournament with a correct 3-2. As far as I remembered, things went this way:
1°) First match against a very good Shardless player, that ended up winning the tournament. I made a few mistakes tue to my discovery of the deck, and he got me with well-played strix/liliana. I think I could have made a better game with more experience of the pack. On game 2, Thespian stage gets needled, and meddling mage on punishing fire lock me long enough. 0-2
2°) Second match was against a UR Delver. Absolutely no problem on game 1, I combo on turn 5 after destroying/tapping his lands. On game 2, I expect him to play Blood Moon, so I side in Confident *3, Dark Depths *1, Choke *2 and Krosan Grip *3. I need to mulligan up to 5, and I keep a hand with only a Wasteland (plus Loam, Mox Diamond, Gamble and Grip). I cannot draw a land, and my opponent finally plays the Moon. It gives me the needed red mana to go search for my Forest with Gamble and start playing. In fact he locked himself. I finally put my mox into play, and draw 3 Confidents that kill him. My opponent was a bit too desesperate, and ended up playing quite bad after he locked himself (he stifled my mox!). 2-0
3°) Third match against a friend, that plays aggro Loam, with reliquary knight. This card is quite a pain, and he gets his Karakas when he needs it. Shaman and Ooze are really difficult too. I get game 2, but on game 3 he gets Leyline of the void in his opening hand, and plays a turn 1 chalice. I kill one reliquary with punishing fire followed by bojuka bog, but it is not enough 1-2
4°) Fourth match against Miracles. Not really a problem. The opponent assembles countertop on turn 2 on both games, but cannot find a 2-mana spell, so I play the combo twice (sworded Marit Lage) and end the game. On game 2, I put choke into play, and I have 3 rishadan in play. 2-0
5°) Shardless again, but this time I put my whole hand into play on turn 1 with manabond, and win on the next turn, while he has only discard in hand. Game 2 is a bit slower, but punishing fire killed all the beasts before I put the combo together. 2-0
The missing card was clearly Ghost Quarter to me. Against Miracles and Aggro Loam, I really needed a card to take out the plains.
Also, reliquary knight is a real pain since it gives Aggro Loam a lot of reactivity to find solutions.
I'm pretty satisfied of the confidents, since my opponents sided out nearly all creature removal spells as expected, allowing me to touch my hate really fast.
However, I was sometimes out of colored mana, so I won't cut the 3rd fecth for the quarter. Maybe the 4th Punishing fire?
Also, I'm more and more thinking of putting 1-2 Decays (Liliana, Counterbalance...) and a Needle (reliquary, Karakas, Ooze, Top...) in the SB
-
Re: [DTB] R/G Combo Lands
Building a Fortress #13
Enjoy.
I talk a little about Choke after the match, which might be relevant to the mini-discussion we've been having on the card.
-
Re: [DTB] R/G Combo Lands
Building a Fortress #14
Good news, everyone! This installment showcases a matchup never before seen on Building a Fortress.
-
Re: [DTB] R/G Combo Lands
Thoughts on sideboarding for a Griselbrand.
Do you keep in your punishing fires for those moments when they draw down to 2 or 1 life?
Yesterday i took out my PFs and opponent was down to 1 life and i lost. a clutch PF could of been the difference..but is it worth the slots for those slim opportunities?
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
djxstream
Thoughts on sideboarding for a Griselbrand.
Do you keep in your punishing fires for those moments when they draw down to 2 or 1 life?
Yesterday i took out my PFs and opponent was down to 1 life and i lost. a clutch PF could of been the difference..but is it worth the slots for those slim opportunities?
The matchup is more informative than simply one threat in it. What matchup are you having problems with?
-
Re: [DTB] R/G Combo Lands
You have to balance it out. In that match what has more impact, a Punishing Fire or a Pithing Needle? In the end, that's the choice your making. The deck is already tuned to a knife edge, there is not really that many places to make cuts.
Went 3-1 tonight losing to Imperial Taxes with Magus of the Moon as a Recruiter target. Mother made killing it hard. Ouch if that becomes a thing.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
barcode
The matchup is more informative than simply one threat in it. What matchup are you having problems with?
Last night was vs Sneak and Show but I've had this also happen vs reanimator.
Quote:
Originally Posted by
Dice_Box
You have to balance it out. In that match what has more impact, a Punishing Fire or a Pithing Needle? In the end, that's the choice your making. The deck is already tuned to a knife edge, there is not really that many places to make cuts.
I actually just today decided to take out my remaining sphere effects and make it 2 chokes 2 needles. so yeah the needles will be coming in for that matchup.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
Went 3-1 tonight losing to Imperial Taxes with Magus of the Moon as a Recruiter target. Mother made killing it hard. Ouch if that becomes a thing.
Sadly this is becoming a thing. :( Woe is us if we have to play a f'kn Volcanic Fallout.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
barcode
Sadly this is becoming a thing. :( Woe is us if we have to play a f'kn Volcanic Fallout.
If Imperial Taxes (which should, to my mind, be called Bloody Taxes) does become a thing (as far is it ever can in a format defined by the consistency of Brainstorm), then don't we simply start putting Seismic Assault effects in our board? Even if they have two Mother of Runes out, a hand of three lands and an Assault on board means we can shock to death any creature we want. Or maybe I'm being too optimistic?
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
If Imperial Taxes (which should, to my mind, be called Bloody Taxes) does become a thing (as far is it ever can in a format defined by the consistency of Brainstorm), then don't we simply start putting Seismic Assault effects in our board? Even if they have two Mother of Runes out, a hand of three lands and an Assault on board means we can shock to death any creature we want. Or maybe I'm being too optimistic?
Maybe Seismic Assault is good enough but they'll probably Revoke it. Still, we'll see how it goes.
-
Re: [DTB] R/G Combo Lands
Looking at some of the earlier lists of R/G lands, some players were using Primeval Titan in the sideboard. Primeval Titan seems interesting against Show and Tell. Reveal it off of Show and Tell and Grab Karakas + Another land or Depths and Stage. What other matchups were people using Primeval in?
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
barcode
Maybe Seismic Assault is good enough but they'll probably Revoke it. Still, we'll see how it goes.
This is the best argument I've heard for a 1-1 Vortex/Assault split.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
UnsungHero
Looking at some of the earlier lists of R/G lands, some players were using Primeval Titan in the sideboard. Primeval Titan seems interesting against Show and Tell. Reveal it off of Show and Tell and Grab Karakas + Another land or Depths and Stage. What other matchups were people using Primeval in?
I was using Titan in matches where I expected graveyard hate. Having a win condition outside of relying on the graveyard for an engine is useful. Titan is also good against midrange decks since fetching up your win condition is very powerful and they have no good way to answer it. If fewer people are playing Omniscience then Titan is a good card to put in with Show and tell, otherwise you really need to put Trinisphere into play to not lose immediately.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Crimhead
This is the best argument I've heard for a 1-1 Vortex/Assault split.
I've usually found that working with one main and one side works. I just started playing Lands, but I've noticed that one is always good to have, and it can be cheeky fun to use one main deck and the other side, then switch them out G2 if you know or think they have Revoker or Needle. If not and it's an aggro matchup, I just jam both for funsies.
Quote:
Originally Posted by
barcode
I was using Titan in matches where I expected graveyard hate. Having a win condition outside of relying on the graveyard for an engine is useful. Titan is also good against midrange decks since fetching up your win condition is very powerful and they have no good way to answer it.
Would that be a good reason to consider playing Inferno Titan as well? I've thought about adding him over Prime Time simply for the extra burn per swing, but also because a large part of my meta runs Blood Moon.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Admiral Nobeard
Would that be a good reason to consider playing Inferno Titan as well? I've thought about adding him over Prime Time simply for the extra burn per swing, but also because a large part of my meta runs Blood Moon.
I have thought about this as well and it may be a very powerful sideboard card is Blood Moon effects really take off. Inferno Titan isn't as objectively powerful as Primeval Titan (getting utility lands is better than a random lightning bolt). However after board we'll only be getting mountains under Blood Moon so maybe Inferno Titan is better (especially if it kills a Mother of Runes and Magus of the Moon). But there's also real value in getting 2 dead cards out of the library (draw to K-Grip?) and smashing for 6 every turn, too with Primeval Titan.
Primeval is more powerful than Inferno but Inferno is easier to cast under a Blood Moon. Both are relatively quick clocks, but Inferno can be chump blocked effectively.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
barcode
I have thought about this as well and it may be a very powerful sideboard card is Blood Moon effects really take off. Inferno Titan isn't as objectively powerful as Primeval Titan (getting utility lands is better than a random lightning bolt). However after board we'll only be getting mountains under Blood Moon so maybe Inferno Titan is better (especially if it kills a Mother of Runes and Magus of the Moon). But there's also real value in getting 2 dead cards out of the library (draw to K-Grip?) and smashing for 6 every turn, too with Primeval Titan.
Primeval is more powerful than Inferno but Inferno is easier to cast under a Blood Moon. Both are relatively quick clocks, but Inferno can be chump blocked effectively.
I've played Inferno Titan in mono-red Sneak before. He is an extremely fast clock (especially under a moon). Note that he is actually absurdly difficult to chump block, as you can just arc lightning all the chumps when he declares attacks. I mean, they can chump him with Goyf or Angler but if they're doing that you're winning anyway.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Admiral_Arzar
I've played Inferno Titan in mono-red Sneak before. He is an extremely fast clock (especially under a moon). Note that he is actually absurdly difficult to chump block, as you can just arc lightning all the chumps when he declares attacks. I mean, they can chump him with Goyf or Angler but if they're doing that you're winning anyway.
The only problem is if you face down a double Mom or the more recent Imperial RW Taxes where Inferno Titan can't kill the chumps with protection and then gets blocked completely with a pro-red dood. But still, sending a bolt upstairs every swing is pretty good if you need to.
-
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Admiral_Arzar
I've played Inferno Titan in mono-red Sneak before. He is an extremely fast clock (especially under a moon). Note that he is actually absurdly difficult to chump block, as you can just arc lightning all the chumps when he declares attacks. I mean, they can chump him with Goyf or Angler but if they're doing that you're winning anyway.
Not applicable to decks with Goyf or Angler because they have shit manabases, so Titan isn't needed here like the wincon in Big Red (these decks don't run moon effects so I don't see the comparison trying to be made). If moon decks are the issue just side in grips and add sudden shock for magus. Helps if spellskite is onboard.
Quote:
Originally Posted by
Admiral Nobeard
The only problem is if you face down a double Mom or the more recent Imperial RW Taxes where Inferno Titan can't kill the chumps with protection and then gets blocked completely with a pro-red dood. But still, sending a bolt upstairs every swing is pretty good if you need to.
Why would Inferno Titan be in your deck vs D&t?