Haha that isn't what my opponent from the win and in thought (he was on sneak and show and happy to be against lands) :P
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I still don’t get how to use chalice of the Void in our deck. For both RG and RUG versions. I get it for matchups when you want to cast it on 0 against storm or Lotus Petal/Chrome Mox type decks. Yet, I don’t get when it is brought it with the intention to be cast on 1. I kind of understand it against miracles since you are most likely boarding out 4 Crop Rotations against them and maybe shaving a Gamble. Even still I don’t get casting it for 1 when it can shut off a lot of our deck.
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Small GPT report:
R1 miracles/standstill
Game 1: I'm on the wasteland plan, but they play crucible of worlds and back to basics, they outgrind me with their own wastelands and ghost quarters.
Game 2: they beat me with a well timed back to basics (foolishly tapped out after forgetting they had it).
0-1 & 1st mistake that cost me a game
R2 lands
Game 1: I turn 1 manabond with 5 lands and loam in hand, they can't keep up and scoop shortly after.
Game 2: they punishing fire me over sooo many turns.
Game 3: I get ahead with explorations and have the combo and enough mana on board
1-1
R3 Aluren
Game 1: game loss because I accidentally left 1 tireless tracker in from the lands matchup.
Game 2: I keep their board clear and outrace them
Game 3: I get sphere of resistance in play and lock them out with ghost quarter and wasteland.
2-1 2nd mistake that cost me a game
R4 omnitell
Game 1: I lose to omnitell and release the ants combo
Game 2: I lose exactly the same way (I hate these decks)
2-2
R5 sneak and show
Game 1: they beat me with sneak attack
Game 2: I manage to stop their attempts and win
Game 3: they t1 show and tell in a griselbrand to my karakas, i go on the prison plan to keep them off mana, they get show and tell an omniscience but my sphere stops me dying to emrakul, I decide to cycle, hit a land. On my draw I get Korean grip and they aren't able to do anything for the rest of the game.
3-2
Top 8 turbo depths
Game 1: I get a god hand and am able to keep wastelanding them out of the game.
Game 2: they outrace me
Game 3: I have the board locked down but then I ghost quarter their stage in upkeep and it gave them the mana they needed to get hexmage and dark depths down for the win.
3rd game ending mistake.
Conclusion: surprised I got so far (especially with matchups and mistakes I made). Frustrated that my mistake stopped me getting further but something to learn.
Hello, a member of my playgroup is building RG Lands atm and we were wondering just how essential drop of honey is. We found a well positioned list without them, but it seems it's the exception rather than the rule. Could you give me any feedback on the importance of Drop?
PS: Also, I'm assuming ports VS quarters is just a preference/meta call, right? I'd run ports in a meta where decks usually have basics to fall back on, and GQ on a meta with greedier manabases.
Thank you
Phenomenal against DRS and True Name decks, but it's played as a one or two of.
There was a match where it ate a DRS and a True Name (then it was sac'd), then the Delver player played another True Name anyway. Lands lost that one.
Loved to play the old Multani during Saga times. Thoughts about the new incarnation?
http://www.magicspoiler.com/wp-conte...ia-Spoiler.pnghttps://cdn1.mtggoldfish.com/images/...5BDOM%255D.jpg
There is also 9th place at GP Seattle (our own Sparking I believe):
https://magic.wizards.com/en/events/...sts-2018-04-07
RUG lists don't usually run Drop because they already have enough answers and inevitability vs the grindier TNN/Leotard midrangish decks.
I'll refer you to this lovely article:
https://thesaltminesite.com/2017/07/...nti-synergies/
Quote:
Opening hands for Game 3 were drawn, and I felt great. I had a Deathrite Shaman, a Surgical Extraction, a Wasteland, and enough other lands to not randomly lose to a Wasteland of theirs. My opponent opened with Taiga, Crop Rotation into Ancient Tomb, Chalice of the Void for 1.
Chalice of the Void
I was floored. Their deck has Gamble, Exploration, Crop Rotation, Manabond, and sometimes even Molten Vortex, and their Chalice just turned off all of that! It appeared my opponent brought in some spice for Game 3, and I was not prepared. Chalice wasn’t even on my radar, as I had seen their whole deck with my Surgical Extractions in the game prior. After losing the game convincingly, I wished my opponent good luck in the Top 8, and ventured off to complain to a friend about what I had just experienced.
My friend’s response to my complaint that the Lands player’s Chalice turned off most of his own spells: “Does it matter?”
I thought about it a little bit, and realised that it didn’t. Sure, the Lands player couldn’t resolve a good chunk of his deck, but I couldn’t resolve the spells I needed to beat him. Turns out that’s a pretty good trade-off on his end.
Just placed my order for that sweet playmat.
Funny thing about the order page, it said there were 20 other people that had that playmat in their cart...
Sylvan Awakening
2G
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Thoughts? :smile:
Bad?
Seems like a bad rude awakening, which I don't this deck needs