oooh that naughty lol
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that's interesting...how effective is it? They can just stop you from drawing threats too, although I imagine you're more threat dense than combo.
Interesting choice, though I'm wondering how well it works against TES and ANT since they have Past in Flames.
Pif is a one outer for ANT and tes would have to wish for it so that doesn't work. Also the idea is kind of to hopefully have a threat before you drop it. Because since it is a hard lock, all you need is even a lowly strix or vet to win. I've yet to play against combo though so it is all theory.
Just wrote a paragraph on the card and lost it... so sad. I'll rewrite later after work
Fair enough. As for the clock issue, that's one of the reasons I like the Glen Elendra Archmage + Melira, Sylvok Outcast lock, as the lock pieces itself can swing for damage themselves.
Speaking of which, I'm not sure if Melira is better than Master Biomancer for this lock or not: more or less just a CMC issue versus clock issue.
On the topic of Zur's Weirding against ANT, they can not only use Past in Flames but also Infernal Tutor or/for Ad Nauseam if they have it in hand. Any card in hand can still be used, of course, so extra discard in the sideboard seems slightly more useful than normally if you're using Zur's Weirding. On the other hand, counterspells will do the trick too. I agree Zur's Weirding seems like a good combo hoser. I tried it once but never got to put it into play. Very interested in reading about your future experiences, Megadeus.
With a Zur's Weirding in play against a combo deck any creature in your deck will be a threat, so you may have a pretty good threat density depending on sideboarding. However Volrath's Stronghold should work well with it. And Birthing Pod.
You could also consider Zameck Guildmage as an alternative to those two. Here's a recent comment on it:
http://www.mtgthesource.com/forums/s...l=1#post778132
No, I wouldn't postpone sacrificing an Explorer during turn 1-3 to keep it for starting a pod chain later. But suppose you reach turn 5-6 something and haven't hit your Batterskull yet (most games). Without the Mystic in your deck you will have about 2% chance of pulling the single Batterskull. If you have a Pod in play, there is a chance of about 4% to pull Mystic or Batterskull and in addition to those 4% there is up to (~13/45) 29% chance of drawing a card that can start a pod chain to get the Batterskull. And note that you get the Skull as an extra card from Mystic and can continue the pod chain.
I guess I also wouldn't sacrifice a land when I need lands, but when you reach 5+ lands a mystic to pod away + a Batterskull will often be better than one extra land. The Arbor does have its disadvantages though.
I guess I need to play more but so far the Slime has been good, yes. I'm very happy with it. I do want to have something in the main for artifacts and enchantments, especially with TNN and all equipments being used. And it does offer an answer to Sneak Attack / Omniscience / Grove of the Burnwillows. I guess if you run 3 Deeds though you may have a different situation.
Yes, it's a bit expensive to play, but the slowness really comes about once it has reached play, when you start tapping down lands or creatures and wait for a big creature (Sigarda) to finish the game, a Deed or some other game breaking card. I need to play it more though to be able to evaluate it properly.
With Zur's Weirding, the hope is that you have disrupted their hand and such to the point that they can not just win with whatever is in hand. Like I said, I have done 0 testing and it is all theoretical. My thoughts on it in different Match Ups:
ANT: probably the weakest here as has been pointed out. If you can't snipe an Infernal Tutor out of their hand your Wierding does nothing. Even if you do they can simply draw pif and win anyway. Still though, if they don't have a tutor or something in hand, then you have 4 Tutors, 1 Tendrils, 1 Adnauseam, and maybe a grim Tutor to deal with? Otherwise you don't have to worry about too many things. I guess if you really have a clock down already you can even stop their cantrips.
TES: Card seems good, but they do have a lot of things that you can't let them have. 4 Infernal, 4 Burning Wish, Ad Nauseam, Empty the Warrens (unless you have deed in hand). That is 10 cards, which over the course of the game COULD equal 20 life.
Mono U Omni: This is where I feel that it is varied. not only can they help you get it into play sometimes via Show and Tell, but they are extremely threat light. If they don't have cunning wish in hand when they get their Omni into play, it is actually just a hard lock. Just prevent them from drawing 1 of their 4 Cunning Wish. If they are running the singleton Emrakul it becomes a tad awkward. As you preventing them to draw him allows them to shuffle their yard in and keep casting ETI's until you run out of life. This is actually something I hadn't thought of when I added the card.
Sneak and Show: Fairly Strong here. Drop it and since they reveal their hand, assuming you haven't seen it or disrupted it already, you just prevent them from drawing either creatures if they have SnT or Sneak in play, or sneak and Show if they have dudes in play.
When I am boarding vs Combo, I am generally boarding in 3 Thoughtseize, 3 Swan Song, 1 Weirdingand sometimes maybe Golgari Charm for sneaks. So you do end up going to 7 hand disrution spells post board.
Alright: my current list (see top link in signature) is pretty much set in stone for an unknown meta in terms of the main deck, but I'm having some difficulties with the side.
Some things I will keep in just because of how good they are in our trouble matchups, but I definitely have my doubts regarding Phyrexian Revoker, or any other card that could fit into that slot for that matter.
The gist for Revoker is to bring it in against combo such as Elves!, Sneak and Show, or anything that relies on activated abilities of a particular nonland card such as LED.
I like the list a lot. One question, is there not an underground sea because of a budget reason or is it due to it just not needed?
Also revoker seems fine. Considering in every combo MU you board out Deed other than elves anyway
In my limited experience, actually needing Underground Sea before setting off a Veteran Explorer trigger is rare and needing it after that is even rarer. I'm much more likely to fetch a basic land or Bayou/Tropical Island.
Green Sun's Zenith helps a lot with getting Melira out, though I will admit that setting up the other half of that combo is a bit tricky since I can't tutor for Archmage other than Diabolic Intent and intense digging . . . looks like I've got some grinding to do ^_^
I see.
True.Quote:
I guess if you run 3 Deeds though you may have a different situation.
I see.Quote:
Yes, it's a bit expensive to play, but the slowness really comes about once it has reached play, when you start tapping down lands or creatures and wait for a big creature (Sigarda) to finish the game, a Deed or some other game breaking card. I need to play it more though to be able to evaluate it properly.
Gleicher on camera with BUG pod again.
Beating a t3 jace while being on the draw is pretty tough for vet.
That was also a pretty terrible keep. Especially when you knew your opponent was keeping his 7. I mean I know time was running thin, but that hand was bad. 6 lands and a vet
Should've sent both Explorers against the Jace at 2.
David ended up in 10th. Nice job!
http://sales.starcitygames.com//deck...p?DeckID=62393