Originally Posted by
sdematt
Against an active Mother of Runes, you need to swing in with something and have them block. Then, when they attempt to grant protection, you muck them with a removal spell. The match is easier with Garruk Relentless, since you can poop Deathtouch Wolves and make them use the protection (it gets better when Tracker shows up). Postboard, Deed and Golgari Charm just fucking level Maverick into the ground. Their only threat that survives either of those is Mirran Crusader and Knight.
For those of you running SFM, you should look into Manriki-Gusari again for the Esper matchup. Next-leveling your opponent by popping their Equipment is great. SoLaS is also decent now, even if you don't think so. STP and token proof is a big deal in the Esper matchup. Yes they can block with Snap, but there's nothing you can do.
I feel like I want more Pulses, yet I still want more hand disruption. I *may* shave GSZ down to 2 to fit in the second Pulse, but I'm not certain.
@ Punishing Fire Jund
Yes, P. Fire Jund is a much harder matchup, but remember that it's only by luck they're assembling the full combo. BBE is a beating, but remember he's only a 3/2. Just don't block Goyfs with Goyfs and get blown out. Darkblast is going to be VERY good in this matchup, as is Equipment, Souls, and Ulvenwald Tracker. Elspeth going over the top is also great, and so is Linvala if you're playing it. This is where luck and the better player win.
So I did some write-ups about where we wanted to be with each of the matchups, specifically regarding which role we want to be. I think we have to look at each matchup and say, "What are the ways we win this matchup, and what does it look like when I win?"
BUG/RUG Tempo:
Basically, all we care about are their creatures with evasion that we can do nothing about, including Mongoose, Tombstalker, Clique, and a flipped Delver. Save STP for Tombstalker if you need to, and Delver of Secrets if you cannot. Use Decay on Goyfs and Delvers, and play around Daze. As a control deck in this matchup, you don't NEED to play anything on the first turn right into Daze. You have more time that you think you do. Fetch basics on their upkeep to play around Stifle, and land Sylvan Library. Use Lingering Souls to push and/or buy time.
In the board, again you're playing control, but don't play into Daze. Watch out for Submerge.
A win against this deck looks like you having basic lands and one threat that went all the way, with them having no threats on board and several cards in hand.
Jund:
You care most about BBE, Liliana, and Punishing Fires combo being set up. Attempt to stall Punishing Fires/BBe development by killing Deathrite in some fashion; being ahead with DRS decides the game due to mana acceleration and as Liliana bait. You're good against Liliana, and you can survive and active Liliana if need be. Souls is key. Kill their Sylvan Library on site. Use tokens to gum up the board until Knight can come down and outclass their creatures. You're the control deck, run the long game.
In the board, again, you're the control deck. Sweepers, Lingering Souls, Sylvan Library.
Your win should probably include some combination of Knight, Lingering Souls, or Equipped creatures. They'll probably have 1-2 creatures out, and maybe an active Liliana. You'll have more lands. They shouldn't have Grove.
Esperblade:
In this matchup, you are the aggro deck. You're here to disrupt and clock. Deploy threats to harass Jace, you don't fear Terminus. Use Souls to match Souls or harass an impending Jace. Use discard to nab Equipment or Jace. Play around Supreme Verdict, but don't let it stop you from laying out multiple threats. You don't have much time once Jace lands.
In the postboard games, you fear Perish, Zealous Persecution, and Sword of Feast and Famine. Use Lingering Souls if necessary to block the creature with SoFF. Maze of Ith is important at controlling Jitte. Use Abrupt Decay and discard on Equipment; Gaddock Teeg and Sylvan Library should allow you to pull ahead. When you win, they could have Equipment but no creatures. They'll have a hand out conditional counters.
TES/ANT:
You're the disruption. You need a clock with disruption. Take tutors out of their hand or key mana acceleration pieces. Use Tarmogoyf to end the game as fast as possible. When this is on, fear a possible Empty the Warrens cycle, since they may not have enough mana to do a full Tendrils cycle.
After board, you bring out removal for disruption. Again, pressure with disruption. Gaddock Teeg, Goyf, Discard. Force them to go for the Empty the Warrens kill if possible, since you can handle it with Pulse and Charm. Lower life totals make Ad Nauseum less attractive and Empty more attractive. Force the plan!
A win looks like Goyf and lands against their empty board.
Sneak and Show/Omni
Beware of Emrakul and Griselbrand in any way they come down. You're the control deck. You need to find Karakas ASAP. Use disruption and a clock, like any other combo deck. Show and Tell is the card you fear the most.
After boarding, bring in Gaddock Teeg, Needle, Charm, etc. Bring out Abrupt Decay. A win for you look like their empty board and you have a Knight and Teeg. Swing with Knight if they have no Sneak Attack out, since they can't instant speed Emrakul you.
If playing against OmniTell, all you care about is Show and Tell. Lay Gaddock Teeg to prevent FoW and hardcasting shenanigans, along with stopping the Petals of Insight kill. Use Golgari Charm in response to the first Burning Wish.
Helm Miracles:
All you care about are playing around Terminus, getting rid of Rest in Peace, and Counterbalance somewhat. Rest in Peace slows your clock and enables their combo kill, but use discard to get rid of Sensei's Divining Top, which holds the deck together. A win for you looks like any board state where they don't have Rest in Peace out.
After board, you bring in Deed, Charm, Gaddock Teeg, and Pithing Needle. Use discard to shred Top or Rest in Peace, use Needle for Top or Helm. Gaddock Teeg stops Verdict, Terminus, Entreat the Angels, Helm, and Jace. Fetch basics against Blood Moon. Recall DRS gets around Leyline of Sanctity and Energy Field.
A win for you if again, you with Gaddock Teeg locking them out and other creatures/walkers slowly beating face.
Tribal:
Watch out for their card draw/advantage engines and kill them/discard them. Reejery, Nettle Sentinel, and Ringleader all qualify. Keep removal up for attackers like Piledriver and blowouts like Sharpshooter. Use Souls as blockers when you can so Tarmogoyf and Knight can outclass them all day.
A win looks like you killing them on the swing-back, back with removal pieces for remaining blockers.
In the board, you bring in Charm, Deed, etc. Don't overextend into your mass removal and kill their main pieces when you can. Fear Combo finishes (Krenko blowout, Natural Order, etc.).
Dredge:
You're the control deck. You need to keep them off of three creatures to prevent Dread Return. Sac creatures to kill Bridge from Below when possible, always go for Ooze and if not, use Shaman. You win because they have tokens out, but can't Dread Return. Ideally, they have no Bridges in the yard when you win.
Out of the board, you bring in Teeg, Surgical Extraction, Deed, and Golgari charm (to muck your own creatures to kill Bridges. Keep in some discard to fight early Breakthroughs. Surgically Extract key Dredgers in the early game or Dread Return targets/Bridge from Below.
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Thoughts? I think knowing what you're trying to do in each matchup is important so you know where your deck is going. Having a proactive game plan is important instead of being totally reactive.
-Matt