Re: [Deck] Deadguy Ale (B/w Confidant)
I did this at a modern FNM the other day using Flickerwisp, Tidehollow Sculler and Path to Exile as my exile generators, and filling the rest of the deck with Dark Confidant, Lingering Souls and Thoughtseize. Most fun play of the day? Cast Flickerwisp targeting a land, activate Aether Vial, put Wasteland Strangler into play, put the temporarily exiled land into the graveyard and kill one of their creatures. Turning Flickerwisp into a Vindicate stapled onto a 3/1 flier and Wasteland Strangler into a Disfigure on a 3/2 when you put them together is pretty sweet.
Other good plays involve discard with Tidehollow, then put the card in the grave using Wasteland Strangler, then use a Flickerwisp to reset Tidehollow Sculler getting another run at it.
In Legacy I really think there are better things to be doing, but on the other hand you also get DRS to exile things and -3/-3 does kill at least the following DRS, Delver, Mom, Stoneforge, Thalia, Goblin Guide, Eidolon of the Great Revel, Swiftspear, Baleful Strix, Mentor, Pyromancer, and a fair bit of other things. It's true it fails to kill Zombie Fish, Griselderp, 15/15 or 20/20 creatures, or anything truly scary though, but that is generally what you have other tools to deal with.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
tescrin
This is actually what makes it worth talking about. Sculler only temporarily exiles the card, and Strangler puts it into the graveyard. This is an interesting way to turn Sculler into an actual 2-for-1. I was quite unexcited about Strangler, but this is an interesting testbed for it between DRS, Plow, and Sculler.
Too many moving parts? I guess if all the stars are aligned, you're running downhill, there's a following wind, and you're attacking with the sun behind you... it might work ;-)
Re: [Deck] Deadguy Ale (B/w Confidant)
DRS, didn't even think of that, but that'd be great synergy as well.
Quote:
Too many moving parts? I guess if all the stars are aligned, you're running downhill, there's a following wind, and you're attacking with the sun behind you... it might work ;-)
One possible defense for running Strangler is that the 12+ cards you'd synergize with him (DRS, StP, Sculler) are cards that you'd normally want to run, or should I say, they're cards that a lot of Deadguy players would've just run by themself anyways. And as far as Strangler, unlike cards like Entomb/Exhume that are almost inherently dependent on the other to work, Strangler at its very worst is a may ability so it isn't just gonna be a dead card in your hand like some Smokestack without the Crucible, and at it's best it would create really good CA like Bosque was saying ^^
Trying to think of the pros for running it... there's really not a ton of low cmc EtB cards in magic when I think about it, most have some kind of limitation or negative effect like Fleshbag, Big Game Hunter, Fiend Hunter, bone shredder, or even snapcaster. Flametongue Kavu, Fire Imp, and Gatekeeper are pretty much the only nonconditional removal-on-a-stick I can think of, with Gatekeeper only one really played and the problem with Gatekeeper is splashability, the triple black can be a pain in the ass even for mono black lists like The Gate.
Re: [Deck] Deadguy Ale (B/w Confidant)
I think it just comes down to:
What cards is he better than (he has to replace something) and what MU does he improve?
Maybe it's Lily#3 but you lose some game to combo.
Maybe it's Bob#4 but I'm guessing that bob is just better at CA and landing on curve.
Maybe it's SFM#3 but guaranteed CA for a game winning permanent is probably better than conditional CA for their DRS/Delver/Mom.
if Wasteland Strangler sees play, it'd probably be in Esper since DRS and Plow are there, and they might need the extra removal while having decent combo game already. You guys have fair game against a good number of decks and are only really struggling at all against Jund/Junk/D&T; which you can do just fine against. This guy doesn't help combo and as a 3-drop will probably hurt you against the other fair deck.
I love, for instance, Orzhov Pontiff; but if we're honest he's quite difficult to fit in despite his random application because he's a 3-drop who has a conditional card advantage. This guy may be live in the fair matches Pontiff isn't; but he's not live against Empty the Warrens or Elves really, which are tradeoffs to a cool but otherwise unused card.
Re: [Deck] Deadguy Ale (B/w Confidant)
Wasteland Strangler looks like a good card and it is, it's hard to find a spot for it.
My mana spot at 3 is very cluttered. For example, my version runs 3 Liliana, 3 Lingering Souls, 1 Sword of Fire and Ice, 2 Vindicate and a Council's Judgment. That's already 10. That is a lot for Legacy. What do you cut for Strangler?
Also, Strangler doesn't really improve the matchups I'm having problems with which are some Combo and heavy control. I don't have much problem vs the grindy decks such as Jund or Shardless Bug where Strangler could do some damage.
Like Tescrin said it's like Orzhov Pontiff. On the surface it seems like a great card to put in, but in reality it often gets cut. Not because it's a bad card (which they aren't), but because it's competing with a bunch of cards which you are better off using.
Re: [Deck] Deadguy Ale (B/w Confidant)
Why isn't mentor considered? If you run discard (and therapy), lingering souls, swords, a couple of walkers and equipments, it's easy for the card to get a tons of triggers. That's easily around 25 non-creature spells.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
Gheizen64
Why isn't mentor considered? If you run discard (and therapy), lingering souls, swords, a couple of walkers and equipments, it's easy for the card to get a tons of triggers. That's easily around 25 non-creature spells.
I agree, plus Zealous Persecution with Mentor/Souls gets wild fast. Not to mention any Sorin.
There just seems to be a lot of ways to build a Mentor version, and not enough people working on the deck. Every time I start to work on it, I get caught on DRS vs. Mom, and start feeling like I should add a third color, then move on to something else.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
maharis
I agree, plus Zealous Persecution with Mentor/Souls gets wild fast. Not to mention any Sorin.
There just seems to be a lot of ways to build a Mentor version, and not enough people working on the deck. Every time I start to work on it, I get caught on DRS vs. Mom, and start feeling like I should add a third color, then move on to something else.
DRS, minor splash of green for Miracles (Choke, Decay) but you don't have to do it in the main or don't have to go heavy with it. This has been shown to work time and again. Use mom if you want to use BSK, but she can be used next to DRS.
Either way, DRS is always important in decks he can slide in since he helps to halt Dredge, Reanimator, Lands, Mongoose, KotR, Goyf, etc.. even if he becomes marginally less effective as you go down that list. Further, producing extra mana can essentially put you a turn ahead; and having DRS in your deck can halt opposing DRS to mana-screw greedy keeps or color screw unfortunate hands.
Mom is powerful, but makes your deck weaker to -1/-1 or damage effects which are ever present and doesn't help against combo at all. She protects your game plan but is readily tricked by an attacking goyf who you fog for a turn and get her bolted/decayed/plowed. The fact her power can't be used offensively (without significant board presence) is another tick against her.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
maharis
I agree, plus Zealous Persecution with Mentor/Souls gets wild fast. Not to mention any Sorin.
There just seems to be a lot of ways to build a Mentor version, and not enough people working on the deck. Every time I start to work on it, I get caught on DRS vs. Mom, and start feeling like I should add a third color, then move on to something else.
My problem is that I think Mentor loses a lot of its effectiveness without Esper. With blue they've got brainstorms, ponders, FoW, Daze and Gitaxian Probe to be able to throw it down on the table and protect it following turn generating tokens, then following up with more nonsense next turn and generating more. Lets say deadguy throws it on the table turn 3 and it gets bolted, you accomplished nothing, in that sense you might as well have just played Pack Rat a turn earlier and baited removal. Blue lets you force him out earlier and the counters will bonus his ability, whereas having to be proactive and discard to clear removal before slamming him on table didn't generate you anything, it's less effective. Without a dedicated Esper list I feel like you're just better using Lingering Souls, Bitterblossom, Pack Rat and/or Sorin. The original OP list with Sinkholes, Hymns, Rituals and Vindicates might actually be most ideal for Mentor imo because it's more about slamming down creatures and playing a lot of spells in more of a Sui Black style--I could see that making sense, replace with something like Shade, throw it out and either they can deal with it or inevitably lose when you're nuking their lands and hand while making tokens each turn. The current mid-range control style doesn't fit it imo.
Re: [Deck] Deadguy Ale (B/w Confidant)
Re: [Deck] Deadguy Ale (B/w Confidant)
This is the right place, looks pretty Deadguyish to me^^
How is the Sylvan library working for you? Ever wished to have Vindicate at your disposal? For which match-ups did you bring the elspeth? Ever felt short on green mana?
Re: [Deck] Deadguy Ale (B/w Confidant)
Despite the guff I was giving Strangler; I think I'm going to try out this:
-22-
4 Deathrite Shaman
4 Dark Confidant
4 Tarmogoyf
2 Stoneforge Mystic
3 Tidehollow Sculler
3 Thalia, Guardian of Thraben
2 Wasteland Strangler
-9-
2 Sensei's Divining Top or Library
2 Equips
3 Bitterblossom
2 Liliana of the Veil
-9-
4 Thoughtseize
1 Cabal Therapy
4 Swords to Plowshares
-21 land-
3 Waste
8 Fetchlands
2 Bayou
1 Savannah
3 Scrubland
1 Plains
2 Swamp
1 ?(Forest? Karakas?)
The idea is that Strangler isn't taxed by Thalia and adds DRS targets or repumps Goyf. I feel like I can't justify running Blossom and Sculler without then running Goyf; since it's easy to get +2 pumps going that route. Should have quite good G1 against combo. Unsure if I'd use Top or Library. I'd probably start with Library and adjust to top if I need 1-drops or I keep getting color screwed. I can see Strangler being more attractive when you move LIngering Souls to Blossom as well, since you relieve your 3-drop slots.
I have an affinity for the Goyf-man at the moment and I like that all the removal is single colored. I also just like having a single fatty-set in decks as it gives you a reliable beater; though I guess he could maybe be Angler?
Re: [Deck] Deadguy Ale (B/w Confidant)
Might want to find room for an Oblivion Ring or two if you need a Vindicate-style effect with Strangler. Depends on how often you find yourself with an opponent with an empty exile zone.
Re: [Deck] Deadguy Ale (B/w Confidant)
I'm not quite sure why no one runs Orzhov Pontiff over Zealous Persecution but I've been stewing on these cards for days now... and I can't seem to decide.
Pontiff Carries a sword, can be reactivated (I've done it before by using Jitte Counters), is CA, and costs the same through Thalia (which is the most common non-elves matchup that this card will come up.)
Persecution comes online a turn earlier, is instant speed (so you can get gotchas) and does both sides at once, giving you the ability to clear the weenies while swinging for a bunch.
Being online T2 is big for elves; but finding your hate out of sheer luck G1 seems so small that it won't probably come up.
I guess I could run a 1/1 split, but basically when I think of Pontiff I think "ah dang, no tricks available!" and when i think Persecution I think "I could have a 1/1 body who also clears their board"
I imagine it's because of the Instant Speed and versatility of actually having a combat trick in legacy (Lel) and that 3-mana is a luxury.
helllllp!
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
tescrin
I'm not quite sure why no one runs
Orzhov Pontiff over
Zealous Persecution but I've been stewing on these cards for days now... and I can't seem to decide.
Pontiff Carries a sword, can be reactivated (I've done it before by using Jitte Counters), is CA, and costs the same through Thalia (which is the most common non-elves matchup that this card will come up.)
Persecution comes online a turn earlier, is instant speed (so you can get gotchas) and does both sides at once, giving you the ability to clear the weenies while swinging for a bunch.
Being online T2 is big for elves; but finding your hate out of sheer luck G1 seems so small that it won't probably come up.
I guess I could run a 1/1 split, but basically when I think of Pontiff I think "ah dang, no tricks available!" and when i think Persecution I think "I could have a 1/1 body who also clears their board"
I imagine it's because of the Instant Speed and versatility of actually having a combat trick in legacy (Lel) and that 3-mana is a luxury.
helllllp!
Instanst speed and one less mana does a lot. Also you can clear the borad and attack for the extra damage.
Re: [Deck] Deadguy Ale (B/w Confidant)
Hi guys. I was playing at Swedish Championship of Legacy this weekend. I ended up on 12th place by 114 people.
My list:
4 Deathrite Shaman
3 Tidehollow Sculler
4 Dark Confidant
4 Stoneforge Mystic
1 Hero of Bladehold
2 Mirran Crusader
SORCERIES (8)
4 Thoughtseize
1 Council’s Judgment
3 Lingering Souls
INSTANTS (8)
4 Swords to Plowshares
3 Abrupt Decay
1 Zealous Persecution
PLANESWALKERS (2)
2 Liliana of the Veil
ARTIFACTS (3)
1 Umezawa’s Jitte
1 Sword of Fire and Ice
1 Batterskull
LANDS (21)
4 Marsh Flats
3 Verdant Catacombs
1 Windswept Heath
4 Scrubland
1 Savannah
1 Bayou
3 Wasteland
2 Swamp
1 Forest
1 Plains
SIDEBOARD (15)
1 Nihil Spellbomb
1 Tormod’s Crypt
1 Manriki-Gusari
1 Zealous Persecution
3 Hymn to Tourach
1 Pithing Needle
2 Ethersworn Canonist
1 Spirit of the Labyrinth
1 Containment Priest
1 Kor Firewalker
1 Maelstrom Pulse
1 Grafdigger’s Cage
Match 1: UB Tezzaret. I don't know about this match up. Okey I guess
I got a Bob on turn two on both games and he didn't have removel for it. Bob do his work
2-0
Match 2: RUG Delver. Good match up for us, if we draw removel.
Game 1:he got a delver flip early and tempo me down.
Game 2: I played Thoughtseize and saw two Spell Snare. Played around it by playing my 1 and 3 mana spells. Lingering Souls are the best here. Then I got a Hero of Bladehold out and he scoop. Hero of the Scoop.
Game 3: He got two delvers filped and I didn't have removel. GG
1-2
Match 3 Burn. Almost all cards is good in this match up BUT Bob and Thoughtseize
Game 1: Didn't know it was burn so I keep a hand with Bob and Thoughtseize. NOPE!
Game 2: I got a Kor Firewalker turn 2. He tris to burn me but I gain life Then hardcast Batterskull.
Game 3: He has a slow hand so Igot my Batterskull out before I die. He has to use two burn spells to kill it. I Equip it on a creture and start attacking
2-1
Match 4 Infect If we have removel and jitte, we win
In both games I removel the infect dudes so he can't kill me with infect.
He try to kill me with nobel but forgot that some bump spells gives life.
2-0
Match 5 Strom: It's combo=Bad match up
When he shuffle, by mistakes show me a hellbent tutor. I know it was a strom deck right away
Game 1: I am on the play with a hand with 2 deathrite, 2 bob, 3 lands with wasteland. Got my deathrite out. He plays his dual and do something(?). I wasteland the dualland after that it was a a hard time for him
Game 2: I bring in some hymn and graveyard hate. I play a Crytp on turn one and have discard. I have him with two cards. I play Hero of Bladehold to get a fast clock. On he's turn he plays Cabal ritaul and I remove his graveyard so he got less mana. He has still mana for Ad. He goes to 4 with only on rital and lots of cans trips. He digs and digs but don't find the wincon. Hero of Scoop takes it!
Match 6 Bug delver. A good match up
Game 1: I got a bob out that lives=win
Game 2: He hymn my two lands turn two and make it hard for me to win.
Game 3: After a gring I got myself a bob, stoneforge, stongeforge when he has two deathrite. I equip a Sword of Fire and Ice on my Stoneforge. when I attack with it, he wants to kill it with dimir charm. Don't work and he scoops
Match 7 Infect
Game 1 Don't get any removel for elf and inkmoths D:
Game 2 I got a needle on inkmoth, he got two out. He plays infect elf I don't like artifake. I ues my remvol on it and is tapout. BIG mistake.
Match 8 Shardless Bug. They want to grind but I do it better
Grind matchup, I won game one somehow.
Game 2 I got to attack with mirran with baldehold. He got his toxic my cretures. I draw bob play it. He drew a toxic. He plays two vison in two turns and I drew nothing until I got my land fo my batterskull for the win.
6-2 Overall happy with the result, did only one big mistke that cost me top8. I like my deck :)
Re: [Deck] Deadguy Ale (B/w Confidant)
Just advanced into the Top 4 of the 2nd Source Cockatrice Tournament with this list, thrown together the night before the first round was posted:
21*Land
1*Forest
1*Plains
2*Swamp
1*Bayou
4*Marsh Flats
1*Savannah
4*Scrubland
1*Shambling Vent
1*Verdant Catacombs
3*Wasteland
2*Windswept Heath
15*Creatures
3*Mother of Runes
4*Stoneforge Mystic
3*Dark Confidant
1*Drana, Liberator of Malakir
4*Deathrite Shaman
24*Other Spells
3*Lingering Souls
3*Swords to Plowshares
2*Bitterblossom
3*Cabal Therapy
2*Inquisition of Kozilek
2*Painful Truths
2*Sylvan Library
4*Abrupt Decay
1*Sword of Fire and Ice
1*Sword of Light and Shadow
1*Umezawa's Jitte
Sideboard
1*Ethersworn Canonist
2*Thalia, Guardian of Thraben
2*Siege Rhino
2*Phyrexian Revoker
1*Swords to Plowshares
1*Cabal Therapy
2*Zealous Persecution
1*Manriki-Gusari
1*Nihil Spellbomb
2*Tormod's Crypt
Brief aside: I played Deadguy back in 2010 right after Worldwake was released. I played the version with Sinkhole, Hymn, Dark Rit, etc., backed with Confidant and SFM. It was fun, but lacked power. I switched to blue decks afterwards, but then I took a 4 year hiatus. Coming back into the game, I noticed how ridiculously underplayed Bitterblossom was, and in addition to the package of SFM and Lingering Souls, the card advantage is ridiculous. Add in the versatility of DRS and the absolute power of the catch-all answer of Abrupt Decay, and I think melding DGA with a more midrange strategy is the way to go. I don't even think most blue decks can match the card advantage available in Abzan now; I fondly remember a long game against Esper Stoneblade where we were both around 30 cards left in library, but even with all the cantrips in the blue suite, my library was actually thinner than theirs!
There's a reason B/W tokens is a common strategy in Modern and certain Standard environments, and the cards are there to support a similar go-wide strategy in Legacy too. Yeah, there's Terminus, but BB and Souls DGAF.
BFZ was just released before I made the deck, so I wanted to shoehorn some interesting cards into the deck. Drana was interesting. She eats Delvers and Cliques for breakfast, but that never came up in a match for me. She's obviously insane with tokens, but unless we're in a token mirror, I think that's win-more. The first strike makes for interesting interactions with equipment as well. Not relevant for SOLS, but SOFI lets us take out a blocker before it can kill our guy, and we can use the Jitte counters to pump an unblocked guy for extra damage. As a one-of it didn't do much, but there's potential.
Shambling Vent was included because it's a 21st land, a threat, and a source of lifegain all in one. It wasn't impressive, mostly because I rarely had the mana or need to activate it. I also sided it out against faster decks. This deck is so good at finding threats or answers that I was rarely flooded out of a game, so my mana was better used on actual cards in my hand than to turn on a threat. I think more testing in long, drawn out matches would prove whether it's useful or not. Probably not, but I can dream, right?
Painful Truths is the shit though. Definitely adds a bit to a long-term range for this deck.
Non-BFZ card choices:
IOK vs. Thoughtseize:
Seize is obviously better, but I went with IOK due to running Confidant, Bitterblossom, and Truths. Especially with so much Burn running around, too many cards that burn our life total is not good.
Equipment suite - SOFI, SOLS, Jitte, 0 Batterskull:
All 3 equipment I picked are boss with tokens. Jitte is a no-brainer. Flying makes it so much easier to connect for the Sword triggers, which are insane BTW. Both SOLS and SOFI are great sources of card advantage: SOFI is a raw one card off the top, so if we connect it always triggers. SOLS is actually better IMO, because it will let us reuse a threat (DRS, Bob, Mom, SFM, fucking Siege Rhino post SB), which is better than a possible land. SOFI either gets us 2 damage or a removal, which is nice, but the 3 life from SOLS is better in some situations. I think we have a ridiculous, almost unstoppable late game. Using so much life as a resource for cards or tokens, having a recurring 3 life per turn lets the other powerful cards in our deck do their thing.
I usually sided SOFI for Manriki against Stoneblade (could have kept all 4 though) and sided out Jitte for Manriki against Miracles (after seeing decklists, I knew a SFM + Batterskull package was coming in). SOLS really is the best equipment in the deck and I wouldn't play without it. I chose not to run Batterskull because without SFM, the cost is rather prohibitive. The reason why BS is so good is that it comes with a body already, but we have so many 1/1 flyers to carry equips that we can manage well without.
Sideboard:
A general mish-mash of answers for things. As I built the deck the night before, I didn't think too much about metagame concerns. Ethersworn/Thalia/Revoker is a decent hatebear package against combo decks, with Revoker doubling as a Needle effect for fair matchups. Grave package of Tormod's/Nihil (probably should have went 2 Nihil/1 Tormod) deals with opposing graveyards, but leaves our graveyard untouched for Souls/Therapy/SOLS. Extra STP against fast aggro decks, extra Therapy against combo. ZP is great against any mirror decks, Pyromancer, or TNN; also a possible maindeck card depending on meta.
Manriki caught a couple people off-guard, and it came in at least half my matches. SFM is played pretty heavily right now, and that gives us a huge edge. Pretty sure it won me a game against Stoneblade. Siege Rhino is a total house. There's a reason every Standard deck runs 4. Definitely comes in against aggro decks (6 total life swing is nothing to sneeze at, and it's huge ass is great for blocking), and also it's a total beast against Miracles. STP/CJ are the only ways to deal with it, and if they spend their CJ on it, that's a good thing. Terminus puts it on the bottom, which is ok for them, but once we shuffle we can redraw it and trigger again. The big thing with Rhino though is that he beats Jace hard. Just try bouncing him. ;)
I didn't have much testing going into the tournament, but I love this deck and there is so much raw power here. More card advantage than most blue decks (except maybe Shardless?), with an almost inevitable late game. A couple times I was down to 3-4 life but able to stabilize and win (and get back over 10 life to boot) on the back of SFM + SOLS/Jitte + tokens.
In a Miracles-heavy meta, this deck is boss. I just slaughtered Dragonslayer 2-0 in Top 8 and we talked briefly how bad this deck was for him. At no point in either game was I sitting with less than 3 relevant cards in hand, while he was spending his whole turn fishing for a way to deal with tokens. I didn't even cast a Decay, even though I saw 4 of them over both games. Bitterblossom and Souls both let us recover immediately after a Terminus, and post-board Siege Rhino just wins if they don't have STP. Game 2 I IOKed to take his SFM, and just ran threats into his countermagic to land it and he scooped.
I lost to Burn, which is pretty much expected with so much self-damage, and also to Fry's Daretti Welder pile, which happens. The other rounds (mostly blue decks, maybe a D&T or something?) I won very handily.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
jrsthethird
1. Just advanced into the Top 4 of the 2nd Source Cockatrice Tournament with this list, thrown together the night before the first round was posted:
2. I didn't have much testing going into the tournament, but I love this deck and there is so much raw power here. More card advantage than most blue decks (except maybe Shardless?), with an almost inevitable late game. A couple times I was down to 3-4 life but able to stabilize and win (and get back over 10 life to boot) on the back of SFM + SOLS/Jitte + tokens.
3. I lost to Burn, which is pretty much expected with so much self-damage, and also to Fry's Daretti Welder pile, which happens. The other rounds (mostly blue decks, maybe a D&T or something?) I won very handily.
1. Awesome! Love the list, though it seems a bit weak (even after siding) to combo in general (Off the top of my head, I don't like this against Reanimator, Sneakshow, Storm, Elves, others?); which I could elaborate on why I feel that way; but if you had combo matches I'd like to hear about them. Seems like you're really banking on a nut draw of discard into Thalia on Storm, that Reanimator (which looks like a blowout on either Iona [Plow] or Elesh[Everything but plow])
2. This has been my experience as well in the Bob/Library/Thoughtseize/Bitterblossom game. Most of the time I'm controlling my life total to the single digits to curve into as much of a controllable advantage as I can. Lost a game like that to a damn mirran crusader though... I may look at adding Souls as a compliment somehow just for that obnoxious card.
3. This is part of why I'm still running Goyf and floating slightly on the side of Junk on the DGA/Junk/Mav paradigm. I've won a lot of games having a fatty that can not only race their damage down, but that I can plow in response to lethal. In my deck there's a reasonable chance, due to blossom, that I'll be at a 5/6 or higher, often buying me a couple turns more to finsih them off, get DRS online, or whatever.
I was running the 3/4 split of Plow/Decay but I lost a couple games obnoxiously to D&T and the only things I hate more than D&T are Dredge and Miracles. I'm now on a 4/2/2 of Plow, Decay, ZP for tomorrow, and we'll see how that treats me. The Decay->Plow transition is to strengthen the manabase a tiny bit and hedge against fat things and Mirran Crusader.
Glad to hear you beat up on miracles with the tokens; that's been my experience too; except I have Lily in your Souls' slots, and frankly Souls are probably better there; but I like my Lilis for Reanimator, S&T, and combo in general. My problem hasn't been a lack of tokens either lol.
I'm surprised a bit that people are enjoying painful truths; but I'm glad to hear that they're actually drawing 3 with it.
My weird tech for this week is trying a 1-of Aura Shards in one of the Decay slots. I think it's less good than I'm hoping, but I like testing Jank. I suspect that because it requires you to land a creature afterwards that it's too slow or mediocre.
Re: [Deck] Deadguy Ale (B/w Confidant)
Doesn't look like there was a lot of combo in the field. Lili would be good, maybe in a SB slot. I could add more discard to the sideboard for the combo matchup too.
Since I'm getting back into the game, building this IRL is a bit cost-prohibitive right now. The last thing I want to think about are Goyfs. I'm content playing Burn or Dredge and slowly trading up to the pieces I need to build this.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
jrsthethird
Doesn't look like there was a lot of combo in the field. Lili would be good, maybe in a SB slot. I could add more discard to the sideboard for the combo matchup too.
Since I'm getting back into the game, building this IRL is a bit cost-prohibitive right now. The last thing I want to think about are Goyfs. I'm content playing Burn or Dredge and slowly trading up to the pieces I need to build this.
Any fat will due for what I proposed; BSK, Jotun Grunt, Goyf, KotR.. I'm sure other 4+/x creatures. The idea is just that having something that wails on your opponent and can be plowed for value has treated me well next to the regular "SoLaS or Jitte, equip, lol you lose" that gets burn a reasonable amount of the time.
KotR was especially effective since I'd waste myself to avoid Price a reasonable amount of the time, so Plowing my 6/6+ was *very* effective. Goyf is only ok for this purpose; but he also starts swinging a turn earlier and spreads your manabase less thin so you can avoid price. I think your list with a Karakas, 3 KotR, -1 Souls, -1 Drana, -1 something would have reasonable combo game against S&T/Reanimator while beefing up Burn. I think Sculler is also reasonable against Burn, but the Blazing cards they added last year really hamper it from being reliable unless you take one of the blazing card (lol)