Honestly, U dont need MD relic/or RIP its just making the deck worse.. Just play 2 RIP SB and keep the MD steamlined.
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Honestly, U dont need MD relic/or RIP its just making the deck worse.. Just play 2 RIP SB and keep the MD steamlined.
I find that Energy Field and RIP don't make my deck worse (in my meta) they tend to win me the game.
Delver (All of the versions though BUG is not popular atm)
Elves
Fish
ANT (One guy plays the lone pure combo deck)
Burn
Lands
DnT
Junk
Jund (A home brew with a Entomb toolbox. Good deck)
Reanimator
Opps
MUD
TEZ (Thopter control)
Manaless (Guy might have moved though, have not seen him in a while)
12 post (Yay for that one match...)
The Mirror (Plays the same deck, sideboard is different. He pushes the combo while I push the lock)
Lastly there are 3 guys that tend to cycle so you never quite know. I was like that until I just played nothing but Miracles. I have the rest of Combo lands in the mail, but I will likely stick with my build until someone hates me out and then I will switch.
sweet, could you post a list?
My meta is almost entirely fair decks and is something like
Bant
Shardless Bant
2 UR delver
BUG delver
BUG Planeswalker
Death and Taxes
2 Miracles
UW stoneblade
bug veteran planeswalkers
1 deathbant
1 g/grixis tempo
and obviously Tcruse has taken over. So i tired out the rip/help/energy version, which was ok, but felt more fragile than I would have liked, and now am going to try out something with Batterskull stoneforge and some MD Relics. In goldfishing thus far I like the feeling of it a bit more than the combo version.
I in no way believe this to be the best list. That said I am 10-2-0 with it over the last few weeks so it's good for where I am. The amount of BUG your facing leads me to suggest at lest one Misdirection if you are thinking of making something like this.
Spells:
4 Brainstorm
2 E Tutor
4 Swords
2 Counterspell
1 Entreat
4 Force
4 Terminus
Enchantments:
3 Counterbalance
2 Energy Field
3 Rip
1 Dentition Sphere
Artifacts:
4 Top
1 Helm
Walkers:
3 Jace
Lands:
Standard 22 for UWr with one of Karakas
Sideboard:
2 V Clique
1 E Tutor
2 REB
2 Wear
1 Entreat
1 Verdict
1 Thorn of Amethyst/Back to Basics
1 Porphyry Nodes
1 Dentition Sphere
1 Humility
1 Moat
1 Keranos
Hey, I made top 32 at SCG Oakland (lost my win-and-get 9th place to 12-Post...yuck). I rocked the following configuration.
Main Deck:
Lands (23)
3 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Mountain
1 Mystic Gate
4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
1 Karakas
Spells (33)
4 Brainstorm
3 Swords to Plowshares
2 Spell Pierce
1 Red Elemental Blast
1 Pyroblast
2 Counterspell
3 Force of Will
4 Terminus
2 Entreat the Angels
3 Jace, the Mind Sculptor
3 Counterbalance
4 Sensei's Divining Top
1 Council's Judgment
Creatures (4)
2 Snapcaster Mage
2 Vendilion Clique
Sideboard:
1 Izzet Staticaster
1 Force of Will
1 Misdirection
1 Engineered Explosives
1 Entreat the Angels
1 Keranos, God of Storms
1 Council's Judgment
1 Wear//Tear
1 Supreme Verdict
2 Red Elemental Blast
2 Rest in Peace
2 Flusterstorm
Played against:
Round, Deck, Games, Match Record
R1: DnT, 0-2, 0-1
R2: Reanimator (with interesting things like Hapless Researcher and Sire of Insanity), 2-0, 1-1
R3: ANT, 2-0, 2-1
R4: UB Tezzeret, 2-0, 3-1
R5: Patriot, 1-1-1, 3-1-1
R6: Patriot, 2-1, 4-1-1
R7: UWr Miracles, 2-1, 5-1-1
R8: 12-Post, 0-2, 5-2-1
Notes:
In round 3, I ended up Snapcaster Mage into Counterspell to counter only copy off of an exactly lethal Tendrils.
In round 6, I rode Keranos to the win as a beatstick right before time was called (I actually had enough devotion!)
In round 8, I got paired down and the guy wanted to play it out. He ended up getting 9th. Right before the tournament started, my friend made a comment that I probably wouldn't hit 12-post. Was not happy when my opponent led off with
The REB effects in conjunction with Snapcaster did so much work in countering Treasure Cruises, opposing Jaces, Delvers, etc. Definitely glad I ran 2 REBs/2 Snapcasters main.
Congrats on the finish!
Rest in Peace seems like a 2 of now more than ever, because of the new delve cards. UR delver doesn't have an answer to it, and you can easily run them out of resources once you shut off their draw engine. Haven't tried this approach yet, as you're only turning off 4 cards in their deck, but maybe it's worth the two slots. That and, given we already have a wonderful elves matchup and solid reanimator matchup, might deem this change worthwhile, instead of having the 1/1 RIP/Cage split.
Playing a card to shut off a single CA engine is bad Magic. If they never draw it, you are -1, if they do, it's 1-1, but you spent 2-mana for the privilege. They can just Brainstorm and Ponder it out of their hand. Generally; it seems like a bad plan. It also still pitches to Force.
treasure cruise is basically what makes U/R delver impressive, and scary. You can't grind them out, as you used to be, due to them being able to constantly gather another threat. Also, cruise is what makes Jung Pyromannen and Swiftspear scary. Obviously it's a 1-1, but that card being the essential point of their ressources (and ability to make 1:1 in their favour), I'd actually argue a 1:1 is very much in your favour.
TC gives tempodecks the ability to play tempo for a much longer time than before. Disallowing that to happen, and we basically have a pre-khans situation, where miracles crushed delver.
Playing RIP just to shut off their cruise is not worth it. Relic would playable, but RIP is terrible. Its card disadvantage and tempo loss to cast it. If you want to beat UR delver play stuff like BEB, REB, Stoneforge+BSkull or pyroclasm. They are very aggressive and have countermagic so resolving a counterbalance is usually pretty tricky, but if you can stick one with a top (or sometimes even just brainstrom), they can usually draw their entire deck if they want, because they are still going to lose.
Having RIP in your SB is fine. Don't bring it in against UR delver, it is NOT strong against them. Their gameplan after turn 4 wont matter since you wasted your turn casting a useless card instead of trying to stabilize and now their treasure cruise can just pitch to FoW or shuffle away with brainstorm. In the matchup, you can rarely even find time to cast counterbalance (which is miles better than RIP) in turns 2-5, so finding the time to cast an even worse card is out of the question.
Also, this is a matchup I leaving 3-4 FoW in against. I treat this matchup kind of like I would treat burn or infect (super fast comboesque-aggro). If I am playing around daze and am light on real removal, I will gladly force an early threat just to buy a bit of time. FoW also helps resolving aggressively cast counterbalances.
Yup. Counterbalance has proven to be a wall of a card vs. UR Delver. I've gone back up to four purely to be able to jam it. Multiple copies is fine, because one of them are likely not to resolve. That and burn seems to be on the rise, and it deals with that deck fairly efficiently as well.
Congrat on your hard work!
If Blasting Delver, Jace, Counter, and Brainstorm from opponent wasn't enough, TC is even more motivation to MD it.
With your build, I actually don't like RiP. You have 2 Snaps and plenty, Plenty of target from your own graveyard. Maybe 1 Tormod's Crypt and 1 RiP?
If you have RIP in your SB/MD for Treasure Cruise you are probably doing something wrong. As already mentioned, playing a card that does something against 4 cards of the opponent deck is kind of embarassing.
With the new Contamination Priest, i doubt that RIP is even worth it in the 75.