@Lem and maybe Vercadium and Bryant:
I'm with you 100% about I.Tutor in base, maths are maths... Bahamut also agrees with you sure..., I remember he played 3 B.Wish! which seems more logical... and now even we have a card such as Treasure Cruise... Unless M.Tutor is unbanned I won't play I.T in base, the unique lists which ran 3 I.T. were when TES played with 2 M.Tutor, do you remember? now you are decreasing in 2 the number of threats.
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the topic is about personal experience. Preparing for longer grindier games with SB Infernal and running basics is fine depending on the metagame, but that simply isn't everybodys take on this storm subtype. ANT players also have their preferences in running Preordain as a set or more tutors more PIFs etc.
Like at work, I prefer a reduced and interconnected design, therefore I'm fine durdling with Infernal or Wish in matchups which turn out grindier so I don't have to clutter my maindeck with a dozen actual protections spells like some other pilots suggested in a certain german forum. I want all the explosiveness game 1 to overpower decks which are prepared to battle a fair fight. Thats why I stick to the 4 infernals and only 6 discard spells.
Question Lem: Will you try the list with the base of 2 Basics or the base with Full Nonbasic some posts below you mentioned.
Anther point: Eve the players play Runed Hallo I still be on No G.S., you always can B.W.->V.Snare, a example the other day I won Merfolks in a similar scenario: I just could play 0 costs and I A.N and was able to Bounce Chalice for the win! Even with a Chalice At 0!
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I don't understand the question. I tested the 3c Pyromancer list I posted a while ago; I tested with the 3c list Bryant posted on FB; I tested the all dual/fetch list I posted; I'll plan to continue testing both lists AND Treasure Cruise with a focus on the miracles- & Tempo-matchup. I test most lists unless they appear retarded on first sight, before I drop a line on them. Runed Halo was more of a joke made as it is a hatebear without power/toughness :)
@To whom may interest and related to that new Mana configuration:
Doing some maths with that mana base:
Gemstone is a card that provide us 100% of Mana -> we have this card in the 12 land configuration. (4 Fetches 2Volcanic2U.Sea 4Gemstone)
U.Sea, I could say it provides us a moreless 66% of the mana if we count we need 1/3 of the mana required and not using the Numers of Different Type Of Mana
V.Island same as U.Sea but a litle less because of the Numers of Different Type Of Mana
Well Fetches behaves like a Gemstone but differently as once you fetched you'll have that Type of Mana in a inmutable way so I'm not sure wich percentage to assign , maybe 75% or more.
The New list has 2 Basics and 13 lands, I asume you use both maybe as a .5 Land but that is a mistake, Even Some number of Gitaxian can be considered as any percentage of a land. as this provide us a Percentage of drawing some of ourpolivalent lands (now notice that G.P. has lost effectiveness adding such kind of lands...) , now as soon as you have landed one of this basics it will give mana of a 33% Type (more for Swamp and less for Island) from now on and forever.
It's ok, I don't mind use as the 13rd land a Boseiju if you want!, but I don't think that Island OR Swamp can be the 12th land...
Numers of Different Type Of Mana: (That was the reason to not to play the 2nd volcanic over Sea...)
9 Red Sources
16 Black Sources
8 Blue Sources
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You can't set up an analysis on that kind of level. You just have to keep a few things in mind:
1) number of actual green sources for Decay
2) Miracles plays no wastelands so 1 tropical is enough
3) you can sculpt a hand with tropical and Cantrips
4) you can't keep a hand with a swamp as your only land
5) how do the basics affect my mulligans
6) how mana IMS do I need if one of my lands is a basic
7) can I afford losing lands to wasteland with X lands in the deck
8) do I prefer "ignoring" wastelands or rendering them useless
9) how many lands do I need to have good chances to see two lands in two turns
10) relation of fetches to fetchable targets
11) how does my boarding look like and affect my manacurve
12) categorize mana-requirements depending on urgency not on sheer number of spells needing color X (see: us running Volcanic #2 indtead of Badlands)
13) value of shuffle effects
14) etc
I think some of these cenarios can occur:
Island and a Ponder OR B.S: and not more lands -->Mull?, loose if not finding another land? the other land will produce B OR R and Blue, so you're f*** if you want to use RoF and Discard as example...
What if Only Swamp? Directly mulligan?
Well drawing both cards is not likely to occur.
If I want 2 land in my hand sure I dont want any of those...
The problem with tempo is that they deny us the mana by wasteland but the unique thing we need to do is playing more lands (I do at its simplest: Land Cantrip if no other mana, if other mana in hand then Discard having in mind daze.), sitting down on an island vs tempo is not the best thing you can do if you have no other lands..., once different thing is ANT, they have 15 lands and some more number of cantrips...
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this topic is incredible important as we have less lands than ANT. Swamp + Brainstorm + fetch is a shitty base to start the game with, while an island instead of the swamp still needs one more IMS to produce all 3 colors. A dual however manages to support all 3 main-colors via 2 lands. Here I feel we have suddenly a paradoxon between running basics and the decks strengh to combo fast. For me this one feels similar to the Cabal Rituals paired with Gemstone Mines and Moxen: cards dictate completely different directions in terms of the gameplan.
Basics are fine if you plan for longer games in general, which is not my personal plan (see SB Infernal topic). Abusing Burning Wish to fetch discard or EtW (double red) can get really awkward with basics
P.S. to play through Wasteland with the all fetch/dual approach and without getting constantly blown out by the first wasteland, 14 lands appears to be the softspot