Einherjer, congrats for your wonderfully written articles on SCG, really full of insights!
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Einherjer, congrats for your wonderfully written articles on SCG, really full of insights!
I would pay less attention to specific cards and more attention to what the cards are trying to do in a specific matchup. You will likely have similar cards that perform roles slightly better or worse than what's presented by Ein. He board in 2 cliques that you already have MD? Great! That's two less cards you need to swap.
Sideboarding isn't a 1:1 thing, it's an intuitive process that looks at how you want the matchup to play out, and what of your opponents outs you want to play against.
(you may have already got this out of ein's articles, but I'm going to post it for other's reference)
-4 Force is definitely right, and the other 4 you remove depends on whether they are on deathblade or stoneblade.
Vs Deathblade, you're removing 4x Counterbalance. Vs Stoneblade, 4x Swords
I like the following cards as a base:
1x Supreme Verdict
1x Venser, Shaper Savant
1x CJ
1x Wear // Tear
1x Pithing Needle
1x Red Elemental Blast
1x Pyroblast
1x Keranos, God of Storms
Blood Moon I think is fine VS Deathblade, because it can outright win you the game, but is trickier depending on the build of Stoneblade you are up against, as they can generally run a few basics. REB and Pyroblast are very important in the matchup because of JTMS and less so because of TNN. Keranos hits all of their walkers, and can then start doming them, and Needle can deal with stoneforges / equipment early, rendering it useless. It can deal with a walker in a pinch, but isn't the most elegant solution. I can see swapping Needle with Blood Moon in the Deathblade Matchup.
Did anyone ever test Wurmcoil Engine in the SB for Shardless BUG/Jund and maybe Death and Taxes (they shouldn't keep Plows postboard, but many do^^)?
The upside of this over Batterskull (without SFM) against Shardless BUG and Jund is that they can't remove it easily via Liliana, Decay, Punishing Fire etc. and that it can't be stalled by Tarmogoyf.
Against Shardless, how's Wurmcoil stopping Tarpit from killing you? Against other BUG decks, for the same amount of Mana, why don't I just play Keranos? As matter of fact, Wurmcoil doesn't even stop Delvers from killing you.
Against DnT, it's just unrealistic to cast under Port and Wasteland. If you have that much Mana under DnT lock and enough life total to fool around with Wurmcoil, you've won already. So no, I would not recommend Wurmcoil or Keranos for this Match-up.
Overall, the only plus side for Wurmcoil is the life-gain, block a goyf and gain life is nice. Worst case scenario, Liliana kills it the first time, then Decay to take out the lifelink copy, it's just useless at that point. I know Keranos cannot kill Tarpit or block a goyf, but it does just about everything else.
Wurmcoil has lifelink so you can't be raced by Tar Pit. I would also never board it against a deck that plays Delver.
I wasn't asking for theorycrafting, which i can do myself, but if someone ever played/ tested it. People in this thread do too much theorycrafting for my taste.
It's also not meant as a replacement for Keranos or anything similar, just another value card.
Does anyone knows how to sideboard with Einherjer's decklist vs. Painter? I really can't get a clue on what to cut and why...
@Einherjer Today's article on SCG was awesome as the previous 2 Einherjer it was time to have a well written primer for miracles!
You want to bring in Disenchant and Council's Judgment at the very least because they have a ton of artifacts and usually board funky shit like Koth. EE is alright, although Needle would probably work better. I usually board out Jaces because they are really easy to kill with their all their REBs, small beaters, and Revokers. Your White spells are the key to this MU. Anything that is White is mvp. Even though they can suck, you'll have to keep FoW in because Painter can threaten very quick (occasionally t2) kills, although these are somewhat less common than "death by small beats." Other cards to think about are Supreme Verdict and Clique, but Phillip's build is somewhat harder to board with so you might not have the room.
As a painter player (and not a Miracles player) I can not tell you what to cut and what not, but I can tell you what to keep in mind.
Board wipes are more useful that they first appear, because one of the ways the deck can win is though a mass of Welders and tricks with the artifacts you need to remove. This also means that cards like Swords are best saved only for use on Painter, to stop the Welding of them back into play. Jaya, Revoker and Magus will also come to table in an attempt to lock you out, Revoker is painful, but Jaya is the real threat of the group.
Do not bring in your Blasts, even if Blue was called game one. A good Painter player will not call Blue game too.
Keranos can not be dealt with in an easy fashion so feel free to bring that in. The deck only runs a limited amount of Revokers and if one of them has to name EE leaving your Top free, I would say you have won there. Setting up a CounterTop lock will almost always win you the game. Grindstone costs 1, blasts all do too and as does Welder. Locking us off CMC 1 really really hurts. Like, game ending level of hurts. Protect your Top.
Lastly, I think your best path to victory would be Jace. Ensnaring is Maindeck and can be fetched. Hitting with a 4/4 is not going to be easy when we are planing for them. It would be better to stick a Jace (or Keranos) and ride that than waste time and cards trying to deal with Bridge when cards like Stone, Painter, Jaya and Welder are all much more dangerous threats. In short, I would think that cutting Entreat might not be a bad idea.
Weird, I've always found the opposite. It feels very difficult to win with Jace if you don't have Counterbalance out whereas Entreat almost always wins on its own. Venser gives me more outs to Ensnaring Bridge, but either version should have quite a bit of Artifact destruction.
Never faced a Venser list myself. I am guessing if you don't have the lock you might not want to drop Jace, but you can just start +2 from the get go and reasonably expect to pull him out of attack range of a small motly crew of you have a single blocker.
If I thought I was at risk of facing down the angels, I know my plan would include bridge, Welder and some level of control. I can't win a beatdown race, so I would just cut off that option as soon as I could.
I'm not sure what to think about that. I mean they could expect you not to bring in blasts and because of that name blue. I spoke to a painter player (not sure if he was good) and he said he would always name blue, so that he can get rid of pithing needle for example or other troublesome cards.
Also if he says blue in game 2, do u bring in blasts? maybe he names green the third time.
Bad and sloppy players will name Blue haphazardly, but if you are playing against someone who knows what they are doing then they will only name Blue if they have an REB in hand already. Even in game one, naming Blue makes your FoWs that much better and there is a greater-than-zero portion of Miracles players with REB maindeck. They only ever should name Blue if they are sure that they have you covered with an REB effect already, which means that REB will rarely if ever help you against a good player.
So I just played against a Living Plane + Goblin Sharpshooter/Scouring Sands combo deck. He has a Goblin Sharpshooter in play and casts Living Plane... Luckily I have the FoW. Next turn, he untaps and casts Living Plane again. Uh oh. Resolves. Goblin Sharpshooter targets my first land. In response... we flip the Top and Terminus. How about we try this game over? :) Oh Legacy.
Yes, spirit can be backbreaking, but as far as I know is generally played out of the board. As for aven mindcensor, I don't think many decks main deck it anymore, in favor of other 3 drops like brimaz, flickerwisp, and the odd mangara.
Its always good to play with the cards in mind but don't be afraid to play into things at times. Otherwise, you can scare yourself into never progressinf your board state while your opponent overwhelms and kills you