Re: [Deck] Death and Taxes
I have very rarely had problems with mulliganing and I have people tell me I don't play enough lands (only 21) and that I shouldn't play the full set of Karakas, but there's a trade off. Doing it this way I have a slightly lower average CMC than most, but depend more on AEther Vial.
My list
Main Board:
4x Flickerwisp
4x Leonin Arbiter
2x Mangara of Corondor
3x Mirran Crusader
4x Mother of Runes
4x Stoneforge Mystic
4x Swords to Plowshares
4x Thalia, Guardian of Thraben
4x AEther Vial
1x Batterskull
2x Phyrexian Revoker
1x Sword of Fire and Ice
1x Sword of War and Peace
1x Umezawa's Jitte
4x Karakas
4x Rishadan Port
4x Wasteland
9x Plains
Sideboard:
3x Burrenton Forge-Tender
3x Containment Priest
3x Ethersworn Canonist
3x Leonin Relic-Warder
2x Phyrexian Revoker
1x Sword of Light and Shadow
Re: [Deck] Death and Taxes
I don't mulligan that much. There's only 1 color in the deck, the Ęther Vials fix a ton of stuff and having 12 1-mana spells, most hands are just keepable. I also keep 1 landers all the time, and I think that's perfectly justifiable considering that we're a pretty land heavy deck compared to most legacy decks. And Wasteland actually casts most of our spells in this deck, as opposed to in decks like RUG Delver and BUG Delver that are playing Wastelands in the spell slot.
Re: [Deck] Death and Taxes
I generally don't mulligan unless I get a terrible hand or one that doesn't do anything against combo. The lists I run don't suffer as much from mana flood so even if I get a hand like Vial SFM and 5 lands it's good enough for fair matchups and slow ass decks like Miracles. As long as you have a land (as Bahra said, one landers are perfectly fine, especially on the draw), some kind of 2 drop and your opponent isn't going to combo you out in turn 2 you'll be fine.
In a 5 round tournament plus top8 for example I'd usually mulligan 3-4 times, including combo matchups. That's way less than I do with other decks like Miracles or Patriot, which can be counterintuitive because those blue decks all run pretty efficient card selection.
Re: [Deck] Death and Taxes
Eh, I dunno. I lost my win and in for SCG Orlando on a goodlookin 1 lander when my opponent FoWd my Vial. I eventually got land but I had lost a few turns. It set me back enough to lose a match I should have won if less greedy.
You have to consider your opponent when doing 1 land hands. And don't sit there thinking about it. You will forecast your dilemma.
Re: [Deck] Death and Taxes
Quote:
Originally Posted by
Finn
Eh, I dunno. I lost my win and in for SCG Orlando on a goodlookin 1 lander when my opponent FoWd my Vial. I eventually got land but I had lost a few turns. It set me back enough to lose a match I should have won if less greedy.
You have to consider your opponent when doing 1 land hands. And don't sit there thinking about it. You will forecast your dilemma.
Yes, knowing which hands to keep and which not to keep instantly is very important. I look at my hand for usually about 1 second before I keep or mulligan. And that way my opponent never knows if it is a close keep or not, usually they suspect that it was a snap keep, because that's what it looks like.
So if anyone here follows the Salvation thread, you might've seen the new version of D&T that I've come up with. I suggest you look at my post on page 456 on the salvation thread since I don't want to double post. But I've played 1 daily with the deck so far and I 3-1'd that, it is in early testing though and I am happy so far. The deck is very different from the usual D&T lists, I am playing main deck Spellskite and Ensnaring Bridge for example.
Here's the list I played in the daily: http://www.mtggoldfish.com/deck/263098#online
Would be pleased to hear opinions and even results from your own playtesting if you'd like to try this version out.
Re: [Deck] Death and Taxes
For those of you who like to run things like Disenchant and Seal of Cleansing in the sideboard I think I've found better tech, and I haven't seen anyone bring it up yet.
http://gatherer.wizards.com/Pages/Ca...verseid=376238
{1}{W}{W}
Act of Authority
Enchantment
When Act of Authority enters the battlefield, you may exile target artifact or enchantment.
At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority.
This card is insane. For one mana more you get artifact/enchantment removal that exiles instead of destroys(looking at you welder), and you get to keep it for a second activation whenever you need it(which can't be revoked or needled). The flickerwisp interaction here is beautiful, like with most cards in the deck. Cast, exile. Upkeep, exile again, cast wisp to regain control of Act of Authority on your end step, exiling a third artifact or enchantment when it returns, and keep it on your side of the board afterward. I had a mirror match tonight where it hit two equipment and a revoker my opponent controlled in two turns, leaving me with this enchantment and wisp in play against nothing.
I think it might be too niche for some people who aren't as worried about artifact/enchantment heavy decks, and there's a good argument for manriki instead if you're only worried about equipment(I'm running both), but if you like this effect I think it's the best thing available to us. It's disgustingly good in the mirror, and I'm running a tutor board so I love it for that too.
.
Re: [Deck] Death and Taxes
I have used this. It is only good if you do not have any artifacts or enchantments yourself. And it is painfully slow.
Re: [Deck] Death and Taxes
I use Leonin Relic-Warder, but I have used a singleton Abolish from time to time.
Re: [Deck] Death and Taxes
Anyone thought about cutting Stoneforge Mystic? I know it may sound insane, but she doesn't really do anything other then fetching equipments. She doesn't provide any disruption by her self. Also it takes 3 turns to get an active sword, while also taking up mana so we can't port and maybe not waste. Wouldn't Leonin Arbiter, Spirit of the Lab, Aven Mindcensor or any other creature just be better?
Shouldn't we abuse Spirit of the Lab more? We have a real handicap for not playing cantrips and just rely on topdecks.
Re: [Deck] Death and Taxes
@Ecofish: Stoneforge Mystic provides some much needed bite and raw power to the deck, and a completely different angle of attack that complements the mana denial/prison one. There are all kinds of situations where the deck would just crumble without access to her. Even though Thalia is the posterchild of our deck, I consider SFM to be just as vital. We are probably the legacy deck that can make best use of her due to our threat density, it would be borderline insane not to run her considering the power level of the card.
There were some Mystic-less lists going all in on the denial plan with Leonin Arbiter and Ghost Quarter, I suggest you dig up those if you're interested. They might work in a very specific meta, but in a larger field, the more traditional lists is where you want to be. Stoneforge Mystic simply wins games, and, believe it or not, some decks just don't care about Spirit of the Labyrinth and co.
Re: [Deck] Death and Taxes
Quote:
Originally Posted by
Luca Grease
@Ecofish: Stoneforge Mystic provides some much needed bite and raw power to the deck, and a completely different angle of attack that complements the mana denial/prison one. There are all kinds of situations where the deck would just crumble without access to her. Even though Thalia is the posterchild of our deck, I consider SFM to be just as vital. We are probably the legacy deck that can make best use of her due to our threat density, it would be borderline insane not to run her considering the power level of the card.
There were some Mystic-less lists going all in on the denial plan with Leonin Arbiter and Ghost Quarter, I suggest you dig up those if you're interested. They might work in a very specific meta, but in a larger field, the more traditional lists is where you want to be. Stoneforge Mystic simply wins games, and, believe it or not, some decks just don't care about Spirit of the Labyrinth and co.
Okay. I will play the devil's advocate here.
95% of all legacy decks tends to draw more then one card each turn. Also 95% of all legacy decks search their library. Stoneforge is useless against combo decks. How many combo decks is there?
Re: [Deck] Death and Taxes
Stoneforge for Batterskull can and does help against Storm, and even Dredge.
Gaining 4+ life per turn can put the game out of reach if your opponent is trying either Tendrils or Empty, while providing a relatively quick clock.
There's also the "trick" of returning Batterskull to kill your Germ, which will nuke Bridges. It's not fast, but it IS something in the maindeck that will fight Dredge. When backed up by an early Swords or Thalia, it can get a win in game 1. The lifegain is also relevant, as Dredge will often times have to go for a swarm of Zombies that have to attack you.
It's not like Stoneforge gives you an autowin, but it's a lot more than nothing.
Re: [Deck] Death and Taxes
Quote:
Originally Posted by
T-101
Stoneforge for Batterskull can and does help against Storm, and even Dredge.
Gaining 4+ life per turn can put the game out of reach if your opponent is trying either Tendrils or Empty, while providing a relatively quick clock.
There's also the "trick" of returning Batterskull to kill your Germ, which will nuke Bridges. It's not fast, but it IS something in the maindeck that will fight Dredge. When backed up by an early Swords or Thalia, it can get a win in game 1. The lifegain is also relevant, as Dredge will often times have to go for a swarm of Zombies that have to attack you.
It's not like Stoneforge gives you an autowin, but it's a lot more than nothing.
I don't think the token "enters the graveyard". Also I'm not talking about Dredge, while Mystic is the first thing I take out for Rest in Peace, Containment Priest and Ratchet Bomb.
Against storm, to play Mystic to held your mana up for 2-3 turns? I'll rather play Thalia, Revoker, Ethersworn, Ratchet Bomb or Rest in Peace.
Re: [Deck] Death and Taxes
Quote:
Originally Posted by
echofish
I don't think the token "enters the graveyard". Also I'm not talking about Dredge, while Mystic is the first thing I take out for Rest in Peace, Containment Priest and Ratchet Bomb.
Against storm, to play Mystic to held your mana up for 2-3 turns? I'll rather play Thalia, Revoker, Ethersworn, Ratchet Bomb or Rest in Peace.
The token enters the graveyard and disappears after that. So Bridges are going to be removed.
Re: [Deck] Death and Taxes
Quote:
Originally Posted by
echofish
I don't think the token "enters the graveyard". Also I'm not talking about Dredge, while Mystic is the first thing I take out for Rest in Peace, Containment Priest and Ratchet Bomb.
Against storm, to play Mystic to held your mana up for 2-3 turns? I'll rather play Thalia, Revoker, Ethersworn, Ratchet Bomb or Rest in Peace.
The token does enter the graveyard, where it immediately ceases to exist. This triggers Bridge (and other 'die' effects).
I would also rather have Thalia, or the sideboard cards that you mentioned. In my comment above, I was talking about game 1 scenarios. The point is, I don't see Stoneforge as "useless" in combo matches. Sure, she's not on par with RIP vs. Dredge, or Canonist vs. Storm... nobody is saying that.
Re: [Deck] Death and Taxes
I played at the Mox Boarding House Legacy for Duals tournament this saturday to a 3rd/4th place finish. There were 51 players and this was my list:
Mainboard:
1 Cavern of Souls
1 Horizon Canopy
3 Karakas
10 Plains
4 Rishadan Port
4 Wasteland
4 Aether Vial
1 Aven Mindcensor
1 Batterskull
4 Flickerwisp
2 Mirran Crusader
4 Mother of Runes
3 Phyrexian Revoker
4 Serra Avenger
4 Stoneforge Mystic
1 Sword of Fire and Ice
4 Swords to Plowshares
4 Thalia, Guardian of Thraben
1 Umezawa's Jitte
Sideboard:
2 Cataclysm
2 Containment Priest
2 Council's Judgment
1 Enlightened Tutor
2 Ethersworn Canonist
1 Manriki-Gusari
1 Pithing Needle
1 Ratchet Bomb
2 Rest in Peace
1 Wilt-Leaf Liege
Round 1 vs Sylvan Plug
I was familiar with this deck because I played against it as a uwr pyroblade player when cruise was still legal. This matchup was really easy. Game 1 I landed an early mother, vial, stoneforge and angel. He landed some baloths that I flew over with a SoFaI'd angel. Game 2 he couldn't find mana. I stp'd his only land (go dryad arbor!) and revoker'd his mox diamond. Quick game after that with random white weenie beats.
Round 2 vs Death and taxes
I won the die roll and landed early vials, moms and stoneforges both games. Game 2 he brought in Manriki-Gusari but I was able to port and wasteland him off of mana long enough to make it worthless (I had an active Jitte on an angel). Games felt really easy.
Round 3 vs RG Lands
Game one he couldn't find colored mana and I revoker'd his mox diamond. I managed to get some sort of quick clock going to finish him off before he could stabalize. Game 2(3?) I had turn 1 vial followed by turn two rest in peace followed by stoneforge and angels. He managed to get an early marit lage into play that I was able to take a hit from because I was at 21 life from Grove of the Burnwillows. I was sandbagging a karakas that I used to bounce marit lage. He couldn't recover without his graveyard. This is from memory, but this match may have gone to Game 3.
Round 4 vs Reanimator (he went on to get second and win 4 bayous!)
Game one I think I was able to keep him off of mana with ports, wastelands and thalia long enough to kill him. Game 2 he landed an early tidespout tyrant. This was especially painful because I was staring at 2 containment priests and a flickerwisp in my hand. I was just a turn behind being able to use them. Game 3 I was able to vial in priest in response to reanimate targeting Elesh norn. He lost 7 life from reanimate and I already had a board presence at that point and had been pressuring his life total so I was able to finish him off on my next turn.
round 5-6 Id into top 8
Top 8 round 1 vs burn
two quick games. Game one I had a turn one vial followed by enough threats that my opponent was forced to burn my creatures (which is an awesome position to be in vs burn. Game two he got stuck on 1 land while I had thalia in play (with bvackup karakas and vial on 2!) I brought in a jitte at some point and killed him pretty quickly
Round 2 vs Miracles
Piloted by a guy I play against with some regularity at our lgs and I can't recall ever beating him.
Today was no exception
Game 1 was moderately grindy. I made some creatures. they got sent to the bottom of my library. I made some more. Rinse repeat. Angels killed me. Game 2 was super quick. I had death and taxes god hand and he got stuck on few lands. Game 3 was super grindy. I managed to land a SoFaI and got some good hits in (only one with the sword) but I really just felt outclassed as a player. At one point I had vial on 1 and said "Draw" at the beginning of my turn, forgetting to tick vial up to 2. There were probably myriad other mistakes I made that cost me this game, but that one was the most glaring to me.
I had so much fun playing in that tournament. I've been playing death and taxes for close to a year and a half and saturday really felt like an awesome culmination of learning a lot of hard lessons. I knew the matchups and Sideboarding felt really comfortable all day long. I also drew really well. It was the best I've done in any larger tournament and miles ahead of my largest prize to date. I still attribute all of my wins to luck and all of my losses to skill (I tend to be a somewhat self-effacing magic player)
Re: [Deck] Death and Taxes
Nice report. Heads up play with Revoker on Mox. Miracles is very rough for decks that want to win by attacking :/ You can shore it up a little bit with Spirit of the Labyrinths in the 75, but if you don't have Miracles squarely in your sights it can be tricky to beat. Watching Bahra's stream, or looking for some of his posts might give you some pointers on fighting Miracles, if that's a concern of yours.
Re: [Deck] Death and Taxes
Thanks! I will do definitely check that out. Seattle has a ton of miracles players so any tech would be great. The SCG richmond finals video with konig vs lossett is really great too.
Re: [Deck] Death and Taxes
Hey guys. So I'm trying out other decks when I get to play legacy. Death and Taxes was pretty high on my list of decks to try so I decided to borrow the cards for it today from a friend. I played the following list with a slight modification:
http://www.tcdecks.net/deck.php?id=15856&iddeck=118068
The modification was I couldn't get 4x Flagstones from anyone so I just replaced them with 4 more basic plains.
Anyways, I went 4-1 tonight overall to place 4th or 5th and got $20 store credit. My Rounds went thusly: R1 - 5C Birthing Pod Brew (2-0), R2 - Budgeted Burn (2-0), R3 - Lands (0-2), R4 - Sneak and Show (2-0), R5 - Mono Red Mogg Catcher (2-0). The deck was fun and had I played a little tighter I would have beaten my lands opponent as well. I am pretty sure I also boarded pretty sloppy in my lands match up in particular. So I have two questions: 1. How should I board with the above list against lands? 2. What do I need to know about the Lands MU besides what Finn talks about in his primer? Any pointers? MU doesn't seem like a blow out all around but if they get their engine going it seems like our deck becomes ineffectual pretty easily.
Re: [Deck] Death and Taxes
The plan may vary slightly depending on which version of Lands you are playing, but you definitely want to board in Pithing Needle (Stage), Rest in Peace (stops their Loam Engine + Punishing Fire), and Cataclysm (especially potent in conjunction with RiP). I would also board in Council's Judgement (can take care of Exploration/Manabond or a Marit Lage, if you force them to make it on their mainphase via Port), and Enlightened Tutor since RiP and Needle are so potent, but more established players than I disagree on this last choice. As for what to take out, I'd say a couple of StPs (unless they're running Titania, Protector of Argoth), some amount of Phyrexian Revokers, and possibly part of the SFM package (again, opinions are split on which cards are more efficient).
Your role is firmly aggro with high amounts of disruption, they don't run that many colored mana producing lands and Revoker on Mox + Wasteland/Port can be surprisingly effective. You have plenty of ways to deal with Maze of Ith, Glacial Chasm and Marit Lage, they have inevitability on their side but a fast enough start will often make them fold. Vial is at a premium here. Don't side out Thalia. Your best maindeck creatures are Flickerwisp and Mangara, but pure beaters will pull their weight as well. Moms are also good, protecting from punishing fire and stopping Marit Lage in conjunction with a flier.