Re: [Deck] Imperial Painter
Figure is supposed to eat removal so your Painter's don't. Sulfer Elemental has Split Second, effectively making him immune to counters, but he isn't a guaranteed connect. Dragon Whelp is more likely to connect with an opponent, but a pinch slower.
I wouldn't run less than 4 Grindstones, personally. Yes, you can tutor for them, but it eats a draw. Right now it's more like you have 7 Grindstones when you could be running 8.
Re: [Deck] Imperial Painter
I came up with this last night, I'm going to play at a casual 3 swiss rounds league today with it...
Maindeck:
4x Simian Spirit Guide
2x Jaya Ballard, Task Mage
1x Chandra Ablaze
4x Magus of the Moon
2x Blood Moon
4x Magma Jet
3x Pyroblast
3x Red Elemental Blast
4x Lightning Bolt
4x Painter's Servant
4x Grindstone
4x Figure of Destiny
3x Chrome Mox
10x Mountain
4x Ancient Tomb
4x City of Traitors
Sideboard:
2x Vexing Shusher
3x Pyroclasm
3x Powder Keg
2x Relic of the Progenitus
2x Pithing Needle
1x Blood Moon
1x Pyroblast
1x Red Elemental Blast
I'll let you know how it goes...
Re: [Deck] Imperial Painter
You may be able to get by running 3 Grindstones with the tutor effects. Like I said earlier, it is really up to how you want to pilot the deck. I do think however that less than 7 blast effects is a mistake. I would have 8 in my build if I had room.
@comeback- I would drop the top and the SoLaS. If you want equipment run jitte. It is always amazing as long as you have creatures. You need Painter to make SoLaS great and really if you have painter and he sticks you should be able to win. Top without shuffle effects just seems bad, and I don't count E.Tutor as a shuffle effect. I still think Magma jet just isn't strong enough to run. The basic question is what can you kill with it. Lightning bolt really should be in its place. You should have a Heritic in the main also as he is a total house.
@Maggical-You shouldn't have 3 Jaya Ballard in your deck. Without the Recruiter I might be inclined to straight up cut her as she becomes inconsistent. And I really think you are running too many moon effects in the main. It is more of a meta call but they are a dead draw often. you do not need 8 burn spells as I think you are pulling the deck in too many directions. the deck's strength lies in the fact that it can play numerous roles, due to overall flexibilty in its cards. Burn spells are very inflexible cards and when you start running 8 you are getting to the point were you want to go aggro and run more removal so your dorks get through.
I hope this helps and good luck
Re: [Deck] Imperial Painter
I played the deck and finished 3-0, it worked really well to say the truth, I'm very pleased with it...
The Figures were amazing really, thanks for the catch...
Re: [Deck] Imperial Painter
Congrats on the finish, now just pick up some recruiters and the deck will run so much better. lol
-Chris-
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
cwt1220
Congrats on the finish, now just pick up some recruiters and the deck will run so much better. lol
-Chris-
Yeah, like that's the easy part :D Jajajajaja...
Re: [Deck] Imperial Painter
Nice job Maggical. I guess the deck is decent even without hundred-dollar uncommons.
I played in Austin this weekend, and here is a brief summary of how it went.
Friday
I play the following list:
10 Mountain
1 Mire
1 Foothills
4 Tomb
3 City
3 Mox
4 SSG
4 Magus
4 Recruiter
4 Servant
3 Jaya
3 Figure
1 Shusher
1 Heretic
6 Blast
4 Grindstone
2 Top
2 Jet
SB
4 Lightning Bolt
3 Trinisphere
3 Relic
3 Moon
2 Shattering Spree
I can't even remember who/what I played in the first two matches but I won them. In match 3 I played the Aggro Loam guy from Austin who split the top 2. These games weren't even close, as I didn't draw anything fast, and he basically had the nuts against me both games. I still felt pretty good as long as I didn't face any more Aggro Loam. So the next match, I face....Aggro Loam. I won the first game with a turn 3 or 4 combo, despite him having out Seismic Assault. He only had 1 land to pitch. But he played weird stuff. I only saw lands and Assault, and for some reason, I thought he was playing 43 Lands with Seismic Assault, so I boarded in Moons and had a bunch of dead cards in game 2, which I lost. In game 3, I got a first turn Relic, 2nd turn Jaya, 3rd turn Servant, and started killing his lands. I had the game under control, and got him down to very low life when he finally managed to Devastating Dreams the board. We were both left with 0 lands, but I kept back some lands and a Figure. He went on the topdeck exactly what he needed over the next 3 turns - a second land (w/ Loam), and Seismic Assault. So he won, and I dropped at 2-2.
This may sound stupid, but from my games on Friday, and last weekend in Philly, I think Heretic is too slow. Even though I can Recruit him, by the time I play him and activate his ability, it is usually too late. I'd rather have a 3rd Spree, so I made the following changes from Saturday's 8-man pick-up, MD: -1 Heretic, +1 Jet, SB: -1 Moon, +1 Spree.
I played Dark Depths in match 1, and I think I won game 1. I know he got the Depths Combo on me one game, but I took the other two. In match 2, I played a super aggro Goblins deck with Chrome Mox and Warren Instigator. Luckily, I was able to remove the early drops in both games, or at least drop Figure to block on turn 1, so I won in 2. Match 3, Goblins again. This was a more standard RG build, but again I was able to avoid early Lackey unfariness, so I won this match too. Yay, 3-0 to win the 8-man!
On Sunday, I play with the same list as Saturday, and start by losing to the Merfolk player who I think went to the Finals. I was able to handle the Merfolk in at least one of the games, but he was splashing for Goyf and I never saw the combo, so he beat me down pretty fast in 2 games. Match 2, I play Goblins, and win in 2 games. Match 3, I play URB countertop, and win on the back of Moon with Figure beatdown. Match 4, I play Faieries and win in 2. Match 5, I play a Spaniard piloting another Merfolk deck splashing White. Game 1, I am able to lock him out of colors with a Magus for a while and beat him down to 2, but he draws a Plains and STP's Magus, and proceeds to beat me down. Game 2, answer most of his early threats, and have the combo, but he Needles Grindstone. I am able to find the Blast I need to kill Grindstone, but he plays Standstill before I can play it. I try to kill the Needle, but he draws into STP. I get another chance to win though by drawing Figure and some other guys, but my brain stops working at this point: I have a Mountain, City and Blast in hand, and 3 Mountains on the board. For some reason, I attempt to pump Figure to 4/4 without playing my 4th Mountain first. He Blue Blasts my Figure in response, and from that point I fall to far behind and lose. Match 6, I play Ichorid and win in 2. At 4-2, I ended up in 9th...no Top 8 for me.
Although Jaya kept me in contention in at least one Aggro Loam game, she was a little too slow against Merfolk to have 3. I want to swap the 3rd Jaya out for a 4th Figure. That guy is great. Aside from that, I was happy with the list.
Re: [Deck] Imperial Painter
I cut heretic a while ago, because he was to slow, and mostly useless. I find 4 Figure to be the right number, and 4 lightning bolt is a necessity as well.
-Chris-
Re: [Deck] Imperial Painter
I was looking through some old legacy lists and stumbled across the U/R builds of painter. Are those builds played anymore? It seems that adding blue for Trinket Mage would add some consistency, especially with Scalding Tarn making it possible to fetch basic islands. Thoughts?
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
woremak
I was looking through some old legacy lists and stumbled across the U/R builds of painter. Are those builds played anymore? It seems that adding blue for Trinket Mage would add some consistency, especially with Scalding Tarn making it possible to fetch basic islands. Thoughts?
I tested with a couple different blue splashes before and I liked that you can play it more "control" like, but it doesn't have the explosiveness of mono-red. Trinket mage was a nice addition along with fire/ice and ponder, but I always wanted more speed out of the deck and you just had to cut to many good cards from current lists to make a blue splash consistent and powerful.
-Chris-
Re: [Deck] Imperial Painter
I tried splashing blue briefly, but that was before the UR fetchland. In addition to Trinket Mage, you also get Llawan Cephalid Empress, who can be ridiculously good in this deck. But splashing means you make your manabase vulnerable, and makes Magus/Moon more conditional. I like the mono-red version because I hate losing to manabase problems, and the deck is almost exclusively better under a Moon effect. With the new fetchland though, it might allow for a subtle splash where you play 3-4 Fire/Ice, 1-2 Trinket Mage, and 1 Llawan, and you wouldn't destabilize the manabase as much.
Re: [Deck] Imperial Painter
Hey guys! I haven't posted in some time. I was playing u/w painter for sometime and found it quite useless and bad. http://mtgthesource.com/forums/showt...=u%2Fw+painter So I have moved onto playing r/u. It is really really solid I must say. You get red blasts for your blue mu's and blue blasts for goblins and other such nonsense. I refuse to spend the money to get the imperial recruiters so trinket mage is the man. I'm trying to come up with a tournament playable list and will probably post in n and d sometime soon.
Lands
4x Mountain
6x Island
4x Ancient Tomb
4x Scalding Tarns
Creatures
4x Blood Moon
4x Phyrexian Dreadnuts
4x Painter
4x Trinket Mage
Spells
4x Chrome Mox
4x Brainstorm
4x Force of Will
2x Red Blasts
2x Pyro Blasts
4x Stifle
4x Grindstone
2x Trickbind
SB
2x Hydro Blast
2x Blue Elemental Blast
11x ???
This is a very basic list but I'm interested in The Sources thoughts.
Re: [Deck] Imperial Painter
You need Volcanic Islands asap... And the Noughts are just a bad choice, if you want control you should get more control cards there, instead of the Nought and get rid of those Trickbinds...
You can put Ponders to shuffle and search for the combo quicker, as well as other cards for the same reason...
Javier
Re: [Deck] Imperial Painter
The thing is that what my U/W version was missing was threats. I'm not really trying to play the control spot. I can see that you would think that with the force of wills and magus. Also I'm not really trying to dispute your arguments. However I use these cards to get my threats through and not to control my opponents. In general my threats are going to be more dangerous then tarmagoyf and nimble mongoose. The only cards I'm really looking to counter are Pridemage, Tyrgon Predator, Creature Removal, and counterspells on my threats. How I have been playing it is sort of in waves of threats. Sometimes I can drop the first turn dreadnaught which is very nice. Some times I can drop painter and grind first turn. Sometimes I drop Magus first turn. The only thing this deck doesn't do that imperial does is play the beat down. But I do have brainstorms and will add more draw (ponder). I played imperial for a while and noticed that it ran out of gas quickly and you had to go into topdeck mode. Which sucks. :mad: So I think some draw and shuffle will really go the difference. I think I would be willing to drop the naughts though. Even though you can get the first turner. Just my 2 cents.
Also Volcanic Island + Magus + $130 a playset = Me not buying Islands.
Re: [Deck] Imperial Painter
Beyond what you say, this deck should be a combo deck, you shouldn't be wasting slots on cards that creates new threats, you should use those slots to maximize and accelerate your combo...
That's where, imo, you are missing the point...
Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Maggical
Beyond what you say, this deck should be a combo deck, you shouldn't be wasting slots on cards that creates new threats, you should use those slots to maximize and accelerate your combo...
That's where, imo, you are missing the point...
I couldn't agree more.
-Chris-
Re: [Deck] Imperial Painter
I think the debate could be open to include blue as a more prominent choice in Imperial Painter now that Scalding Tarn exists.
You see, keeping the deck mono-red allows for a good deal of consistency because of Magus of the Moon; it helps a great deal in that you didn't have to worry about running into another color in the deck and not be able to produce that color because of the effect. Being stuck on a separate fetch without being able to seek the other color was, in my opinion, one of the main reasons I was such a strong advocate of keeping the deck mono-red.
Not anymore.
There is reason to believe adding a strong second color (in blue) will help add an even greater level of consistency to an already suicidal play-style. Don't get me wrong: I absolutely love the deck as simply red. However, I'm simply advocating the addition of blue because now you have the ability to search for either of the two colors in the deck without setting yourself back on drawing one or the other fetch (i.e. Bloodstained Mire + Polluted Delta, etc.).
The deck desperately needed some raw ability to draw or search for cards, and this is a blatantly visible option that should not be tossed aside.
Re: [Deck] Imperial Painter
Alright I'll admit I have no idea what I'm running for the lands. But this list I have been testing on MWS has been doing really well.
Lands
4x Ancient Tomb
12x ??????
Creatures
4x Trinket Mage
4x Painters Servant
Spells
4x Grindstone
4x Chrome Mox
4x Blood Moon
4x Red Blast
2x Pyro Blast
4x Daze
4x Force of Will
2x Ponder
4x Swerve
4x Brainstorm
Give it a test run if you'd like. I really love the swerve but feel like I might be able to just run it as s/b tech against discard and maybe up to 4 ponders or 6 moon effects. :confused:
s/b in the works but will be something like....
4x volcanic fallout- zoo is prominent in my area
4x hydro blast- dragon stompy and goblins are also big
2x blue blasts
????
Re: [Deck] Imperial Painter
well thing is this is an imperial painter thread, that is to say the deck has to use it...
anyway how about this one (not mine) posted some times ago, it could be a start to a splashed version of IP :
as side note it ended 6th @ Bazaar of Moxen 3 (legacy)
// FORMAT :
1 Badlands
1 Great Furnace
1 Tropical Island
1 Tundra
1 Underground Sea
3 Flooded Strand
4 Island
4 Polluted Delta
4 Volcanic Island
1 Llawan, Cephalid Empress
1 Magus of the Moon
1 Vexing Shusher
3 Imperial Recruiter
4 Painter's Servant
4 Tarmogoyf
4 Trinket Mage
1 Engineered Explosives
1 Grindstone
1 Pithing Needle
1 Sensei's Divining Top
3 Chrome Mox
2 Thirst for Knowledge
3 Pyroblast
3 Red Elemental Blast
4 Brainstorm
4 Force of Will
SB: 2 Magus of the Moon
SB: 3 Thoughtseize
SB: 3 Firespout
SB: 2 Krosan Grip
SB: 1 Ethersworn Canonist
SB: 1 Tormod's Crypt
SB: 1 Faerie Macabre
SB: 1 Yixlid Jailer
SB: 1 Relic of Progenitus
i really like this version, that look pretty much like a T1 deck, including mostly only 1 of each cards but many ways to get them. But maybe it s seems like the deck wanna handle MD too much MU... don't know but it seems it has some consistency anyway.
i ll test the R version of it anyway this saturday :
I ll play the following list:
10 Mountain
4 AT
4 COT
3 Mox
4 SSG
4 Magus
4 Recruiter
4 Servant
2 Jaya
3 Figure
1 Shusher
1 Heretic
6 Blast
4 Grindstone
unsure part
3 lightning bolt
2 jitte
1 SoLS
/
4 lightning bolt
4 Magma Jet
SB
3 Trinisphere
3 Relic
3 Shattering Spree
3 Anarchy
3 firespout
Re: [Deck] Imperial Painter
I have a blue splash list in the works now. It looks good on paper, but I am going to do some testing with it tomorrow, and I will post the list soon after.
-Chris-