Re: [DTB] Solidarity (Reset High Tide)
Quote:
Originally Posted by TheInfamousBearAssassin
Disagree. If the first Mage names High Tide, then the second should name either Cunning Wish or Reset; there's little reason to suspect that it'll be easier to lethal Brain Freeze without High Tide/Reset, versus the ability to combo off without High Tide long enough to grab a C. Wish, and then make the Mage naming Brain Freeze irrelevant.
If they can combo off without High Tide long enough to resolve Wish->Truth and then continue, it's fair to say that they can probably combo off without High Tide long enough to kill you. The only real difference is that you can counter Wish, but you can't counter Brain Freeze, suggesting that the latter is the correct card to name.
However, if it's relevant what the second Mage names, it's probably because the Gro player doesn't have more than one counterspell anyway. In that situation, it may be correct to name Wish, because the Solidarity player can probably force it through.
So, if Gro is behaving anything like itself, the second Mage should name Brain Freeze, because that's the only card that it could have to worry about. If it's forced to rely on Mage to win, it can name Wish in an attempt to protect it.
Re: [DTB] Solidarity (Reset High Tide)
Recently I've been wondering about this, trying to figure it out (during class no less...). How does the mirror work out?
Do you both build up lands, playing random cantrips to sculpt a perfect hand and resolve it in one gigantic stack that nobody can keep track of? Or do you race for the combo ASAP and try to go off befor them?
Just curiousity and for future reference.
Re: [DTB] Solidarity (Reset High Tide)
Well, it depends.
David Gearhart described the mirror match as a Mexican standoff once. It's kind of like that. If you have the god hand, you can try to go off as soon as possible (like third or fourth turn) and pay attention to the number of High Tides you resolve. He can't use Reset, if you combo off as soon as possible during his turn, but if you combo off too late, he can just kill you without Reset (if you played enough High Tides). Otherwise, you just try to build up the perfect hand and try to win in response to him doing something.
I played the mirror match once during a tournament, lost game 1 because I comboed off too early, because I thought I'd have a good hand, won game 2, eventhough I comboed off during his third turn and fizzled (he comboed off sometime after that and I Brain Freezed him in response to one of his drawspells). We drew after that, because the Solidarity mirror match is one of the toughest freaking things in the world... :)
Re: [DTB] Solidarity (Reset High Tide)
Quote:
Originally Posted by Ewokslayer
In reality I doubt it matters much. A second Meddling Mage resolving against Solidarity pretty much means you will lose. The effectiveness of the second Meddling Mage and what it names is probably more dependant on both players' hands at the time than anything else.
If you name Cunning Wish, you have most likely the one bounce spell boarded in to counter, Solidarity has access to Reset/Turnabout to generate mana but can deck you will double Brain Freeze or Brain Freezes over multiple turns.
If you name Brain Freeze, you have to counter 4 spells (Cunning Wish + boarded Bounce) or two spells (let Wish resolve and counter the bounce they wish for). Solidarity still has access to Reset/Turnabout for mana generation but can't deck you until a bounce spell has resolved.
If you name Reset, you have to counter 4 spells (Cunning Wish + boarded Bounce) or two spells (let Wish resolve and counter the bounce they wish for). Solidarity has access to Turnabout to generate mana (I don't know if that really counts but it will at least add to storm) but can deck you will double Brain Freeze or Brain Freezes over multiple turns.
All of the options are bad, especially when combined with additional counters and one or two other creatures.
Obviously, all of the above gets messed up slightly if Solidarity boards more than one bounce spell.
The odds that you're going to get to storm 6-7 and then have mana to Remand your Brain Freeze without High Tide or Reset are far lower than your being able to combo off without High Tide long enough to grab a Cunning Wish; the actual threats in this position are Reset, which can generate a good deal of mana without a High Tide, and Cunning Wish, which grabs answers. If you have a third beater, the second Mage should always name Reset. In no situation is it most likely that Brain Freeze will be the most dangerous card to you.
Re: [DTB] Solidarity (Reset High Tide)
hi guys.. there is a thread about the new DIS-card spell snare.. it counters pretty much everything in solidarity's bad matchups.. has anyone been able to test?
meddling mage, hymn, sinkhole, confidant, werebear, counterspell, daze, sirocco, pillar, true believer and other hate cards.
it seems like an obvious choice in the sb, MD it sucks againt goblins (piledriver), but can always be pitched to FoW.
The card is crazygood agaisnt the 3 most important hate cards: mage, hymn and sinkhole.
Re: [DTB] Solidarity (Reset High Tide)
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Originally Posted by parallax
Does Spell Snare have a shot at the sideboard for Threshold? It counters Meddling Mage, Werebear and Counterspell. It also hits Hymn and Sinkhole.
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Originally Posted by Burnout
What do you all think about the new 1 Mana counter in dissension?
Spell Snare U
Instant
Counter target spell with converted mana cost 2.
I Mean against Gro: Were bear; Daze; Counterspell; Meddling Mage;....
seems to be a good card. ;-) And in every Control Matchup usefull...
Quote:
Originally Posted by lillelassie
hi guys.. there is a thread about the new DIS-card spell snare.. it counters pretty much everything in solidarity's bad matchups.. has anyone been able to test?
meddling mage, hymn, sinkhole, confidant, werebear, counterspell, daze, sirocco, pillar, true believer and other hate cards.
it seems like an obvious choice in the sb, MD it sucks againt goblins (piledriver), but can always be pitched to FoW.
The card is crazygood agaisnt the 3 most important hate cards: mage, hymn and sinkhole.
Check a few pages back, you might find some discussion there.
Re: [DTB] Solidarity (Reset High Tide)
Yeah, there was some discussion, but his question was: "did anybody actually test it?". Well, I haven't, mainly because I don't think it would be *crazygood*, but did anybody actually test Spell Snare by now? Was it any good?
Re: [DTB] Solidarity (Reset High Tide)
Quote:
Originally Posted by lillelassie
meddling mage, hymn, sinkhole, confidant, werebear, counterspell, daze, sirocco, pillar, true believer and other hate cards.
Yes! Finally, a one mana spell that can counter daze...D'oh!
The extra freezes/anything would almost certainly be better against gro, which is the main matchup you have to worry about. If you have a very deadguy/sui heavy meta, you could probably get away with running spell snare in the board. You have better options for the mirror, the card is bad against goblins, and you have better options for gro(some of which are the same as those that are good in the mirror...). I don't see any reason to run it over something else in the board.
Re: [DTB] Solidarity (Reset High Tide)
I would disagree on Spell Snare. In this deck, Disrupt is just plain better. It can counter Sinkhole, Vindicate, Hymn, Duress, Dark Ritual if need be, and cantrips to boot.
Re: [DTB] Solidarity (Reset High Tide)
pikula/deadguyale/homebrew/bw whatever you call it its the most common deck in my area, and spell snare seems good to me(admittedly w/out any testing). countering sinkhole alone almoast warrants its inclusion.
in addition to disrupt in the board, i considering droping hydroblast in favor of spell snare.
Re: [DTB] Solidarity (Reset High Tide)
Ruckus: Spell Snare can counter Threshold's counters even when going off, while Disrupt will hardly affect them with all the mana they get from Tides.
Re: [DTB] Solidarity (Reset High Tide)
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Originally Posted by reignz
pikula/deadguyale/homebrew/bw whatever you call it its the most common deck in my area, and spell snare seems good to me(admittedly w/out any testing). countering sinkhole alone almoast warrants its inclusion.
If Pikula is the only real problem in your area i suggest boarding Divert. Not only it effectively counters Vindicate (spell snare doesn't), but it crushes your opponent resources.
It's G2 and you opponent mull to 6 and is keeping a hand of Hymn, Vindicate, Specter, 2x Swamp, 1x Scrubland
Turn 2 Hymn, Turn 3 Vindicate , Turn 4 specter or
Turn 2 Hymn, Turn 3 Specter, Turn 4 vindicate.
That's a good hand vs solidarity but if you misdirect turn 2 hymn the opponent won't have mana to cast his threats or won't have his threats. Misdirecting sinkholes/vindicates/hymns has also sinergy with disrupt cause you can wreck their manabase.
However, divert is not great vs Threshold.
Try it if your metagame is many Pikula AND little threshold.
EDIT: Corrected the quote
Re: [DTB] Solidarity (Reset High Tide)
Instead of Remand, I was wondering if anyone has tested plain old Counterspell. When goldfishing, I find that the deck usually has enough resources to combo off by turn 4-5 without the Remand tricks. In terms of disruption, Counterspell seems better. With Remand, delaying that turn 2 Sinkhole, Hymn, or Mage does us no good since we probably can't combo off on turn 3 to avoid it. Also, Counterspell seems better at winning those counterwars after High Tide resolves. With Remand, the extra High Tide mana helps our opponents re-cast their Counterspells. What do you guys think?
Re: [DTB] Solidarity (Reset High Tide)
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Originally Posted by PTBNL
Instead of Remand, I was wondering if anyone has tested plain old Counterspell. When goldfishing, I find that the deck usually has enough resources to combo off by turn 4-5 without the Remand tricks. In terms of disruption, Counterspell seems better. With Remand, delaying that turn 2 Sinkhole, Hymn, or Mage does us no good since we probably can't combo off on turn 3 to avoid it. Also, Counterspell seems better at winning those counterwars after High Tide resolves. With Remand, the extra High Tide mana helps our opponents re-cast their Counterspells. What do you guys think?
Remand is an absolute house. Brain Freeze with Remand is key, also Remand will usually give you that one extra turn you need to kill. It's basically a Time Walk.
-100th Post W00T
Re: [DTB] Solidarity (Reset High Tide)
Quote:
Originally Posted by Roodmistah
Remand is an absolute house. Brain Freeze with Remand is key, also Remand will usually give you that one extra turn you need to kill. It's basically a Time Walk.
-100th Post W00T
Don't forget that it cantrips, as well. Counterspell doesn't cantrip...
edit: - 200th Post W00T ;)
Re: [DTB] Solidarity (Reset High Tide)
Yeah, I think the cantripping part is what makes it really great. Remand most often stalls for a turn, which is usually all you need.
95th post!
Re: [DTB] Solidarity (Reset High Tide)
Quote:
Originally Posted by Lukas Preuss
Don't forget that it cantrips, as well. Counterspell doesn't cantrip...
edit: - 200th Post W00T ;)
LOL funny stuff but yea it cantrips too which makes it really awesome and gives it way more than Counterspell.
Re: [DTB] Solidarity (Reset High Tide)
Quote:
Yeah, I think the cantripping part is what makes it really great. Remand most often stalls for a turn, which is usually all you need.
But it cantrips your opponent as well. On turn 3, it's OK because we can combo off next turn in response to the opponent re-casting it. But on turn 2, we usually can't combo off the next turn so Remand won't save us. Maybe we can find a Wish or Force the next turn, but in that case, it seems we're better off countering the threat in the first place.
Re: [DTB] Solidarity (Reset High Tide)
Yes. But this is a combo deck where, when comboing, can't draw dead cards. Counterspell is a dead card. Remand = good card. Remand is nuts here.
Re: [DTB] Solidarity (Reset High Tide)
I don't totally disagree with PTB on Counterspell. If the meta is full of B/W Confidant and Threshold I can see them being switched.
Something else I've been thinking about is Disrupt in the Side. This is one of the weaker cards being played, so what if this switched to Counterspell to bring in against Deadguy and Thresh? Is this, overall, a more useful tool?