Re: [Deck] Imperial Painter
Jitte just shines when you have crappy little creatures and lots of them. Because of Jitte, they are not crappy anymore and that is the whole point. You need to connect four times with Jitte counters vs. connecting 20 times without. I suggest trying some in sideboard and seeing yourself.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Hopo
Jitte just shines when you have crappy little creatures and lots of them. Because of Jitte, they are not crappy anymore and that is the whole point. You need to connect four times with Jitte counters vs. connecting 20 times without. I suggest trying some in sideboard and seeing yourself.
Jitte is very good in creature mu's but in those mu's our creatures are very bad and add that I would never risk to loose a painter or a welder in combat...that's leave only cmc3 creatures as jitte bearers that's way too slow. Imho I'd rather play more bridges in the jitte slots
Re: [Deck] Imperial Painter
As for moon split, I would agree that you definitely want 4 blood moon and then add a couple magus as you see fit. Cavern is obviously a bit of a nonbo with moon effects.
As for jitte, I don't like it either. If I were going to play an equipment of some form it would probably be sword of war and peace as it hits for some good damage and protects your creature from a lot of removal. The life gain is also very good against burn. Having said that, it's a side board card at best. I am really liking the 3 bridge/3 planeswalker list. It's really good against everything except combo, and combo seems to be on the downswing right now. Bridge is also obviously better against show and tell as well.
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Re: [Deck] Imperial Painter
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
8bit9mm
Painter is finally upgraded and done
Wow! there's a couple of things that are not my taste but it's a really nice deck!
Re: [Deck] Imperial Painter
That is quite gorgeous. I do love the masterpiece Painter art.
Re: [Deck] Imperial Painter
Wow, that's beautiful. Everytime I see a pimped out deck, it makes me want to do the same.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
MrFrowny_
Wow, that's beautiful. Everytime I see a pimped out deck, it makes me want to do the same.
It was the result of some good luck and "downsizing" my collection. It's also a labor of love. Painter gets me giddy.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
8bit9mm
It was the result of some good luck and "downsizing" my collection. It's also a labor of love. Painter gets me giddy.
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I don't know if you've shared your list on previous pages, but could I see your list? I like Nahiri and Koth in the deck but I rarely ever see painter players play it. So I'm curious how you do it.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
MrFrowny_
I don't know if you've shared your list on previous pages, but could I see your list? I like Nahiri and Koth in the deck but I rarely ever see painter players play it. So I'm curious how you do it.
Koth used to be the shit before mentor was a card, I think he's still good in the miracles matchup if your opponent is not running/does not bring them in. Nahiri is kind of mediocre now that blue Jace aka Chandra is out.
Quote:
Originally Posted by
Ciubulu
Jitte is very good in creature mu's but in those mu's our creatures are very bad and add that I would never risk to loose a painter or a welder in combat...that's leave only cmc3 creatures as jitte bearers that's way too slow. Imho I'd rather play more bridges in the jitte slots
This. Decks like elves and the pyromancer decks in the treasure cruise era could afford to play jitte exactly because of this. The majority of their creatures while not entirely disposable were good enough to go wide and win. The problem with our deck is that we only have a few creatures that we can just afford to throw away. An average list is going to be playing anywhere from 12-15 creatures. Our backup plan isn't really to go wide, it's to go big with walkers.
Re: [Deck] Imperial Painter
I would echo haddock here. I have extensive experience with both cards, and while both are fine and do what you expect them to do they are either outclassed by other cards or are not "on plan".
Where I would find jitte helpful and if you want to go down that route would be grixis, Dnt, elves, and other non decay decks.
Koth is fine against sneak and miracles but I'd rather have Chandra now a days.
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Re: [Deck] Imperial Painter
Man sucks to see Amonkhet have a new hate card for us in Dispossess, at least its a sorcery. Do you guys expect to see this in sideboards?
Re: [Deck] Imperial Painter
I'm going to a fnm where the meta is (this is a quote from a friend who plays there):
"alot of prison decks. meta is mostly mark decks. which include, dnt, miracles, pox, parfait, enchantress, merfolk, burn, ranimator and g/g depths. then theres me on infect/reanimator another dnt and sometimes a nic fit and another miracles
and no and again another infect and a stoneblade"
What do you think I need to change with my current decklist is:
2 simian spirit guide
4 imperial recruiter
4 painter's servant
1 magus of the moon
1 ethersworn canonist
2 goblin welder
4 ancient tomb
4 arid mesa
2 plateau
3 city of traitors
1 crystal vein
1 plains
4 mountain
1 great furnace
3 blood moon
1 RIP
4 pyroblast
2 red elemental blast
3 enlightened tutor
4 grindstone
2 Sensei's divining top
1 ensnaring bridge
3 lotus petal
2 chandra, torch of defiance
1 nahiri, the harbinger
1 daretti, scrap savant
Sb:
1 blood moon
1 ensnaring bridge
1 koth
1 Kozilek's return
1 sudden shock
1 surgical
1 grafdigger's cage
1 pithing needle
1 spellskite
1 engineered explosives
1 trinisphere
1 ethersworn canonist
1 ajani Vengeant
1 duergar hedge-mage
1 wear//tear
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
GradStudent
Man sucks to see Amonkhet have a new hate card for us in Dispossess, at least its a sorcery. Do you guys expect to see this in sideboards?
No especially when people can make their own Dispossess with Removal/Counterspells and Surgical Extraction without playing bad cards.
Re: [Deck] Imperial Painter
I tried Jitte several times and it was definitely Ace in the Burn MU when I saw it, but mono red doesn't have a tutor. If I am playing E. Tutor, white has better options. I don't think Jitte needed against other type of creature decks though. I do like a 1-of Smuggler's Copter if I am in the market for an "equipment" as a way to filter my deck, give my feeble creatures "haste" and smash in for 3, or block a Delver/Clique.
@8bit9mm, you need to upgrade to foil Cities. J/k, your deck is beautiful.
@PMValleysdai, I think Darretti is bad. The +2 should have been draw first, then discard. The -2 is bad because, unlike Welder, sacrificing an artifact is part of the cost. The ultimate doesn't win games outright. I'd play a Blood Moon over it, saving you a SB slot. Four Blood Moon MD is mandatory IMO. I think a third Chandra is better than Nahiri. I'd fit in a third SDT too.
Quote:
Originally Posted by
CptHaddock
No especially when people can make their own Dispossess with Removal/Counterspells and Surgical Extraction without playing bad cards.
+1, the card is way too narrow. Then again, this is Legacy, and I get blown out by random cards all the time, and vise-versa. I wouldn't fear it though.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
L10
@PMValleysdai, I think Darretti is bad. The +2 should have been draw first, then discard. The -2 is bad because, unlike Welder, sacrificing an artifact is part of the cost. The ultimate doesn't win games outright. I'd play a Blood Moon over it, saving you a SB slot. Four Blood Moon MD is mandatory IMO. I think a third Chandra is better than Nahiri. I'd fit in a third SDT too.
I have to agree with daretti, I tried him for a welder just to stop blow outs to miracles, but the fact that the ability is sorcery and I can't target opponents artifacts hinders it too much (the ultimate is pointless IMO).
I have to admit that I like nahiri, she digs and can get rid of pesky non land permanents. I only recently moved to having 2 chandra.
I've swapped a few cards with the sideboard for the white prison/stax meta on friday. Would you put a 3rd chandra or a 3rd welder instead of daretti (or something else completely)?
Thanks for the feedback.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Valleysdai
I have to agree with daretti, I tried him for a welder just to stop blow outs to miracles, but the fact that the ability is sorcery and I can't target opponents artifacts hinders it too much (the ultimate is pointless IMO).
I have to admit that I like nahiri, she digs and can get rid of pesky non land permanents. I only recently moved to having 2 chandra.
I've swapped a few cards with the sideboard for the white prison/stax meta on friday. Would you put a 3rd chandra or a 3rd welder instead of daretti (or something else completely)?
Thanks for the feedback.
I'd put in a 2nd bridge and exchange the magus in the main with the blood moon in the board. If you're playing a bunch of walkers you want more than 1 bridge to protect them. I think that you want a full 4 moons before you want the magus, magus gets hit by every removal spell under the sun and if he gets hit by a turn 1 basic -> removal than you've basically mulliganed to 4. I'd swap the crystal vein out with a basic mountain as I don't actually think you need the full playset of sol lands with Rw.
My honest recommendation would be to try out a relatively "stock"ish list without any of the fluff and then tailor the deck accordingly. There is quite a bit of value of metagaming but I think that people often overvalue it over just playing normally.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
CptHaddock
I'd put in a 2nd bridge and exchange the magus in the main with the blood moon in the board. If you're playing a bunch of walkers you want more than 1 bridge to protect them. I think that you want a full 4 moons before you want the magus, magus gets hit by every removal spell under the sun and if he gets hit by a turn 1 basic -> removal than you've basically mulliganed to 4. I'd swap the crystal vein out with a basic mountain as I don't actually think you need the full playset of sol lands with Rw.
Generally agree here. If you are going to play a bunch of planeswalkers then I would definitely play AT LEAST 2 bridge. I would even lean toward 3. I also agree that you want 4 blood moon before a magus. The only benefit of having Magus is that it is searchable with recruiter but now you are talking about turn 4 before you play it and your opponent usually has an answer waiting by then.
Also, would generally agree that Daretti isn't great in the stock version. Having said that, it's pretty good if you are playing black and entomb. Then it is welder #5+.
Speaking of which, here is the R/B list I have been toying with.
// Lands
4 [MR] Great Furnace
2 [EX] City of Traitors
4 [TE] Ancient Tomb
2 [UNH] Mountain
1 [B] Badlands
2 [UNH] Swamp
4 [ON] Bloodstained Mire
// Creatures
3 [SHM] Painter's Servant
4 [UL] Goblin Welder
1 [P3] Imperial Recruiter
1 [NPH] Spellskite
// Spells
4 [TE] Grindstone
3 [TE] Lotus Petal
3 [CHK] Sensei's Divining Top
3 [SOM] Mox Opal
2 [OD] Entomb
4 [IA] Pyroblast
3 [SH] Ensnaring Bridge
2 [KLD] Chandra, Torch of Defiance
1 [C14] Daretti, Scrap Savant
2 [DTK] Kolaghan's Command
4 [DK] Blood Moon
1 [CN2] Daretti, Ingenious Iconoclast
// Sideboard
SB: 1 [SOM] Wurmcoil Engine
SB: 1 [DS] Trinisphere
SB: 1 [MR] Mindslaver
SB: 2 [LG] Chains of Mephistopheles
SB: 2 [RTR] Slaughter Games
SB: 1 [M14] Ratchet Bomb
SB: 1 [MMA] Executioner's Capsule
SB: 1 [C13] Toxic Deluge
SB: 1 [OGW] Kozilek's Return
SB: 1 [SOM] Nihil Spellbomb
SB: 1 [MBS] Phyrexian Revoker
SB: 2 [NPH] Surgical Extraction
4 maindeck planeswalkers with 3 bridge main. daretti, iconoclast is a house. I played a game today where he took out 4 creatures (including 3 delvers). Opponent kept dropping them just so I couldn't get to his ultimate (I was low on life). The dorks he makes is really good with welders as well. Obviously, I have replaced the e.tutors with entombs in this deck. This gives you an instant speed win with one piece of combo and a welder out. The only down side is that it's kind of a dead card without welder or a daretti out and there isn't anything good enough with flashback to play. I haven't looked at the new split cards yet but am hoping one of those are good. The deck is very strong against combo and chains is a house. If I could easily afford a 3rd I would consider it. The SB is a work in progress. Wurmcoil is my only chance against burn. Hoping they let a welder live and I can entomb for him. Null rod is painful against this deck but I do have 3 maindeck artifact removal cards along with blast + painter. I was also trying tangle wire in place of blood moon for a while just because of the shenanigans with welder but it just wasn't good enough when the game went long. Open to suggestions.
Re: [Deck] Imperial Painter
Gonna shake off some massive Shortcake rust tonight. Stream at 11 ET.
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
drude1
4 maindeck planeswalkers with 3 bridge main. daretti, iconoclast is a house. I played a game today where he took out 4 creatures (including 3 delvers). Opponent kept dropping them just so I couldn't get to his ultimate (I was low on life). The dorks he makes is really good with welders as well. Obviously, I have replaced the e.tutors with entombs in this deck. This gives you an instant speed win with one piece of combo and a welder out. The only down side is that it's kind of a dead card without welder or a daretti out and there isn't anything good enough with flashback to play. I haven't looked at the new split cards yet but am hoping one of those are good. The deck is very strong against combo and chains is a house. If I could easily afford a 3rd I would consider it. The SB is a work in progress. Wurmcoil is my only chance against burn. Hoping they let a welder live and I can entomb for him. Null rod is painful against this deck but I do have 3 maindeck artifact removal cards along with blast + painter. I was also trying tangle wire in place of blood moon for a while just because of the shenanigans with welder but it just wasn't good enough when the game went long. Open to suggestions.
Maybe Gambe over Entomb? If it ends up in the yard it's just an Entomb and if it ends up in hand it's basically a Demonic Tutor.
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