Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
hoernchen
Guys, I am very glad to announce that after many many month of trading I am finally in and got all the cards assambled to join you Lands players.
Since I am all new to the deck I would like to ask you for a good starting point with the deck. Playing GQ or Ports. I also saw that at the recent GP in LA 2 lists placed into the Top16. (unfortunatly both playing Drop of honey, which I will not buy into at the current price)
Can you tell me about your opinions how it is best to start, which list to try first, the best primer, ....
Here is a list of the average of every card used in a Land list that has been posted in a Top 8 since the banning of Sensei's Divining Top. I keep this updated pretty regularly. Includes both online and paper meta.
LANDS 34.8
CREATURES 0.1
OTHER SPELLS 25.2
LANDS
Ancient Tomb 0.2
Barbarian Ring 0.6
Bojuka Bog 0.6
Dark Depths 3.7
Forest 1.0
Ghost Quarter 2.1
Glacial Chasm 1.0
Grove of the Burnwillows 3.8
Horizon Canopy 0.2
Karakas 0.7
Maze of Ith 2.6
Misty Rainforest 0.4
Riftstone Portal 0.2
Rishadan Port 2.2
Sheltered Thicket 0.5
Taiga 2.1
The Tabernacle at Pendrell Vale 1.0
Thespian's Stage 4.0
Tranquil Thicket 1.1
Verdant Catacombs 0.6
Wasteland 4.0
Windswept Heath 0.9
Wooded Foothills 1.1
CREATURES
Tireless Tracker 0.1
OTHER SPELLS
Chalice of the Void 0.2
Crop Rotation 4.0
Exploration 4.0
Gamble 3.9
Life from the Loam 4.0
Manabond 0.9
Molten Vortex 0.7
Mox Diamond 3.9
Punishing Fire 3.1
Sylvan Library 0.2
Sylvan Scrying 0.1
Warping Wail 0.0
SIDEBOARDS
Ancient Grudge 0.3
Ancient Tomb 0.4
Ashen Rider 0.1
Barbarian Ring 0.1
Beast Within 0.1
Bojuka Bog 0.4
Chalice of the Void 1.3
Choke 0.2
Crucible of Worlds 0.0
Dark Depths 0.1
Drop of Honey 0.4
Faerie Macabre 0.2
Firespout 0.1
Karakas 0.2
Kederekt Leviathan 0.0
Kozilek's Return 0.2
Krosan Grip 3.0
Leyline of the Void 0.1
Mindbreak Trap 0.1
Molten Vortex 0.1
Nature's Claim 0.1
Nissa, Vital Force 0.0
Phyrexian Revoker 0.1
Pithing Needle 0.4
Punishing Fire 0.0
Red Elemental Blast 0.1
Scab-Clan Berserker 0.1
Seal of Primordium 0.1
Seismic Assault 0.0
Sphere of Resistance 3.4
Sulfur Elemental 0.1
Surgical Extraction 0.1
Thorn of Amethyst 1.0
Tireless Tracker 2.1
Trinisphere 0.2
Volcanic Fallout 0.1
Warping Wail 0.0
Zuran Orb 0.0
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
baboontilt
How do you guys typically sideboard in the mirror? I played the match-up in a recent SCG open, and after dispatching my opponent he rather derisively told me I shouldn't have more than 1 Punishing Fire in my deck post-board (used one to kill an early Tracker). I'm sure it was mainly the frustation of losing/personality, as he was one of those players that openly criticized my lines (which I am reasonably confident were correct): perhaps it was just a pointless dig, but it did get me thinking about board plans a bit more. Obviously the deck has changed a bit with the printing of Tracker, so more removal is something I value and I usually keep 3-4 Fires/Vortex in. It is obviously list-dependent, but is there a canon approach to the mirror? I generally go down to 1 Depths, and Make sure to board in all the Trackers/Grips available, but my plan can be pretty fluid other than that.
Fuck that guy, just ignore him.
Punishing Fire isn't that great honestly, you might kill a tracker like you did but that's probably not going to happen too often. Going down to 1 depths might be a bit low honesty, are you already cutting chasm and maze of ith?
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
baboontilt
How do you guys typically sideboard in the mirror? I played the match-up in a recent SCG open, and after dispatching my opponent he rather derisively told me I shouldn't have more than 1 Punishing Fire in my deck post-board (used one to kill an early Tracker). I'm sure it was mainly the frustation of losing/personality, as he was one of those players that openly criticized my lines (which I am reasonably confident were correct): perhaps it was just a pointless dig, but it did get me thinking about board plans a bit more. Obviously the deck has changed a bit with the printing of Tracker, so more removal is something I value and I usually keep 3-4 Fires/Vortex in. It is obviously list-dependent, but is there a canon approach to the mirror? I generally go down to 1 Depths, and Make sure to board in all the Trackers/Grips available, but my plan can be pretty fluid other than that.
Personally I would probably board out all Punishing Fire/Molten Vortex, Glacial Chasm, Tabernacle, two Dark Depths, and then Maze of Ith as needed. I'm boarding in Tireless Tracker, Krosan Grip, and Karakas. Burning a Tracker is definitely possible, but if they're careful it's super easy to play around. Although Maze isn't super great in the mirror, it can potentially stall a few turns and it's always pitchable to Crop Rotation/Mox Diamond.
Re: [DTB] R/G Combo Lands
Played a eight men tournament tonight and got crushed by two Sneakshow.Sarcastically I knew some of my friends would play SnT in advance and I played 3 Ashen Rider in the sideboard...I really hate this match-up and swear never playing my own Sneakshow recently...
Re: [DTB] R/G Combo Lands
So, I think I've finally got my audio/video sync issues worked out, so here's another video:
#172
Also, while I'm not sure anybody cares, here's a video of a Vintage Cube draft that I did today as well:
Vid
Enjoy!
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
GoblinZ
Played a eight men tournament tonight and got crushed by two Sneakshow.Sarcastically I knew some of my friends would play SnT in advance and I played 3 Ashen Rider in the sideboard...I really hate this match-up and swear never playing my own Sneakshow recently...
About SnT... Is it really SnT or are all combo decks a pain when they can play around our taxes. Eg. Reanimator could also put in creatures very fast (and Reanimate costs only 1).
So what's the real problem? The SnT? Or more Sneak Attack? Or is it just Emrakul with Anihilation?
I ask because in our group, I played against a weak SnT and the other deck would be my own SnT-Eureka.
So, if the answer is Emrakul, maybe some more Karakas would do the job if you have SnT heavy meta?
I think, Surgical Extraction is a must. Not sure about the Wails.
Also cutting him off of red helps against sneak. Taxes and grip should get that thing away.
Re: [DTB] R/G Combo Lands
Surgical doesn't help unless you splash black for discard. Playing multiple karakas makes no sense, because you cannot have more than one in play simultaneously.I have not tried warping wail but theoretically I think it contradicts to our sphere effect.
I think sneakshow is our worst combo match up, they can play lotus petal early or play sol land on their combo turn to ignore our sphere effect. Also bloodmoon usually demands an answer.
thankfully at least grixis and DnT can keep sneakshow in check.
Re: [DTB] R/G Combo Lands
I do not plan for SnT, because I think the sideboard space is better spent on other things. I just take my licks and move on.
Re: [DTB] R/G Combo Lands
I didn't mean to have Karakas more than once on the field but a better chance to draw one (and just as an example if Emrakul is the problem. And yes I wouldn't do that as well ;-) ).
Against mana-artifacts you could use Revoker.
Surgical Extraction, yes the card must be in the grave. But how good will their deck be, if the SnT, Sneak or Omni is gone at all after their first try (if you're still in the game).
A SnT (card) could be countered, the creature karakased or whatever. The bigger problem would be Omni. But if you have Sphere or Trinisphere ready, there will just follow your turn after the omny. Answer it with Grip and extract SnT.
I don't say it's easy, but there are answers.
Oh, with the new coming Mirror card, you could even copy their cheated-in creatures :-)
And sideboardspace: If you know, there will be 25% SnT decks in your meta, shouldn't you add some cards against it?
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
OldSpellMaster
Oh, with the new coming Mirror card, you could even copy their cheated-in creatures :-)
And sideboardspace: If you know, there will be 25% SnT decks in your meta, shouldn't you add some cards against it?
I already pre-ordered 4 Mirage Mirror and plan to play 2 maindeck for a while to test the card. I really think it can help and add a touch of control on several MUs, including SnT : If opponent cheat a creature, you can copy it and this will almost win you the game (draw 7, maybe even 14, or anhilate his board). If opponent cheat Sneak, well you still can copy a wasteland to cut him out of red. If he cheat Omni, there is your taxes effect and prey.
Re: [DTB] R/G Combo Lands
Won the last 3 local 8-man tourneys with Lands, going 4-0 in all of them with 61 cards. The meta has turned fair all of a sudden - perfect.
Changed to Jund yesterday packing decay MD and deluge SB, since pfire wasn't doing enough and I was expecting the moon decks to come out. The switch only came up once - I got to decay a chalice on 1 vs Eldrazi. Still lost the game though, didnt draw loam or tutors and he had Wasteland for my combo long enough to get to Endbringer mana. :(
Re: [DTB] R/G Combo Lands
Also won a 8 men tournament today.
2-1 vs Ur delver
2-0 vs elves
2-0 vs punishing Jund
2-1 vs Grixis delver
Mulliganed to five twice and won both games(the second game vs ur delver and the second game vs elves), feels good!
Besides, I tested powder keg today but never drew a single one.
Re: [DTB] R/G Combo Lands
Why keg over ratchet bomb?
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Mr Miagi
Why keg over ratchet bomb?
There are some reasons:
keg for one doesn't hurt our enchantment.
Rest in Peace sees much less play than surgical right now and I don't see anyone playing solitaire, so I don't need keg to answer enchantment.
I don't want to see my opponent decays my ratchet bomb while I tap it for putting counters, if my opponent tries to destroy my keg, I can explode it immediately.
But both keg and bomb are slow, unless I drop it early, so I am just testing.
Besides, I love the art of powder keg and wish my old-school toy could be a secret "new" tech:tongue:.
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Dice_Box
First, drop is not a pivotal part of the deck. Do not feel you must buy it.
Quarter v Port is a meta call. If you are going to face more decks with basics, or combo decks with a couple of basics (so they don't get stung too hard by Quarter) go port. If Leovold is the new poster boy for fun where you are, enjoy watching their mana base disappear with Quarter.
If you have both options and you don't know what's better for your meta, play Port. It's safe, it's effective and it's functionally more efficient with Spheres in play. I would suggest going to 3 and running at lest one Quarter though. That card is godly in some games.
The other important thing to think about is your optional slots and meta effect. Things like Bog v Karakas in the main, how often you think you will see Surgical (and thus demanding more cycling lands) and how useful the Blue splash may be for you.
Welcome aboard, in her dark name we do dedicate this performance.
Thank you for the first ideas. We have running around a fair amount of DnT at the moment which is really annoying ...
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
hoernchen
Thank you for the first ideas. We have running around a fair amount of DnT at the moment which is really annoying ...
I run a pair of Heaven//Earth in the side. Makes DnT cry when you pull it off.
Re: [DTB] R/G Combo Lands
Kozilek's Return is still the best DnT sweeper for a surefire kill everything. I'm also partial to Subterranean Tremors even if the card is awful, haha.
Re: [DTB] R/G Combo Lands
I m still on volcanic fallout. It's been good to me
Re: [DTB] R/G Combo Lands
I have been struggling against the TNN / Leovold decks at my LGS. I am running Jody Keith's list (got my Drops before the spike) and looking for some tips on strategy and sideboarding.
I am finding they are quite aggressive with their counters and hate for any kind of mana acceleration I run out there.
Against TNN I need to draw into the combo kill but a counter is always lurking to blow me out if I play anything to help with that (Loam, Gamble, Crop Rotation)
Against Leovold I can't attack their mana or any of their creatures without them drawing into more hate and then the helplessness sets in.
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