Wow, what a cool dig engine against storm/combo, smart stuff square_dos
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Hi guys!
I recently picked up the deck again since I think the meta is one of the best for elves at the moment (+Eldrazi/-Combo).
I really want to mix Chaos Elves with Regular Elves, can you provide me some input? Is some one else trying to do the same?
1 Craterhoof Behemoth
4 Elvish Visionary
4 Wooded Foothills
3 Heritage Druid
3 Quirion Ranger
1 Dryad Arbor
4 Windswept Heath
4 Deathrite Shaman
2 Bayou
1 Forest
1 Pendelhaven
4 Gaea's Cradle
4 Wirewood Symbiote
3 Nettle Sentinel
2 Birchlore Rangers
1 Savannah
2 Cavern of Souls
1 Shaman of the Pack
1 Wren's Run Packmaster
1 Reclamation Sage
1 Scavenging Ooze
2 Natural Order
4 Glimpse of Nature
4 Green Sun's Zenith
2 Abrupt Decay
SB: 2 Abrupt Decay
SB: 1 Garruk Relentless
SB: 1 Armageddon
SB: 1 Gaddock Teeg
SB: 1 Ruric Thar, the Unbowed
SB: 2 Surgical Extraction
SB: 2 Thoughtseize
SB: 2 Cabal Therapy
SB: 3 Thalia, Guardian of Thraben
@Natural Order: good vs chalices. Being more threat dense should allow more aggressive GSZ plays and, no Llanowar Elves in the main.
@Abrupt Decay MD: most sided in card. Moving 2 copies in the main opens 2 side slots.
@Armageddon: I don't feel that Garruk is good enough vs Miracles and I'm toying with other cards.
@Less discard spell: In non combo match-up, I never want many of them. I feel like many slots are wasted in common sides.
@Thalia: Good card vs combo for overloading opponent's removals, giving more value to Gaddock post-side. Double clock vs miracles.
My main doubt is, no surpise, the miracle match-up. My main issue is them having Mentors and Moat in their lists. Both cards deny our grinding approach to the match. I would be willing to cut more combo-hate to improve this matchup, if there is something worth.
Thanks for all your comment and suggestions.
I do not think that DNT will be worse: it is very slow tools at 3 manas and they do not stop anything. They are however excellent tools qgainst all our bad MUs, so enjoy :)
I mean the chalice-crea is bad at one (stops only StP and glimpse, which should have been played already) so only playable at four for maybe stop a NO, and no flash, so much less scary than a C priest.
On the other hand, these new tools will probably push them to go down in the numbers on cannoniste, C.priest, SotL and revoker (as they have to make room and can tutor for them), which is good news. We are not really concerned about the very slow recruiter into flicker grindy plan, or recruiter into anything as it is slow as hell.
When *I* lose to DnT, it is normally because of STP into port a land into flying threat into further disruption...and that gets way worse for us if there's a vial in the mix as well (dark ritual once a turn). These new 3 mana duders serve the above plan excellently--granted we will have a window to combo them before they get to turn 3-4 where this starts to become a thing.
the games where they "curve out" are actually easier for us to win, imo.. only because they are not interacting with our board at all. So yes, three drops that don't technically do anything the turn they come in are clunky, but that's how DnT beats us anyway (in my experience).
hopefully my logic makes sense. If not, dunno how else to splain myself. ;)
Leovold > Sotp Good card for us :)
This list is all over the place. And your post is 99.9% unintelligible. Please reformat. Also, there's no need to reinvent the wheel. Run Chaos Elves. Run Regular Elves. Mushing them together just leaves a bad aftertaste.
IRT D&T, fear not my brothers. They will still get Hoof'd like the rest of them. The sky is not falling.
to add to the discuss of chaos v NO elves... I played a version of the deck that had 2 cavern, WRP, 3 NO, and 1 library at gp Columbus-- it was not only great but it caught a lot of folks off guard because once they saw the md chaos stuff they stopped playing around NO--and vice versa. I think a hybrid list is fine, but only within reason--I think if you reign it in a bit your list could be highly viable (it IS very meta dependent after all).
Good luck!
How many creatures do you typically want to be 100% sure to be able to play (that is, counting direct casting from your hand and bouncing + recasting, but disregarding any potential draws realized by going through the motion), before playing Glimpse of Nature (provided you hope to go off with it, not just cycle it) ?
I know the actual decision would depend on whether you'd feel pressure on the other side of the board, on how developed your board/mana engine is, etc., but here I'm interested about the "in a vacuum" minimum answer (say you have pressure enough from the opponent to make you want to do it sooner rather than later, and a semi-decent access to mana already).
if one is a wirewood... then 2. If not, 3. But yea you hit the nail on the head--sometimes you just gotta raw dog it and try to get lucky. I've done the ole' EOT bounce a guy just to glimpse with and it was my only creature in hand...sometimes it gets there, sometimes not. =)
having nettles/birchlore/heritage assembled makes things much easier as well...or quirion+dryad.
sorry for the convoluted answer, but TLDR: 2 or 3.
I was playing the list in this post: http://www.mtgthesource.com/forums/s...l=1#post963145
Also I never got around to doing a report. All of that info has floated out of my head by now. I'm playing in another 1k this weekend. I'll try to take better notes and maybe write up a report if I do well.
I saw borderland explorer and got excited because I thought it was a land tutor on a stick but then I saw basic :(
Post side question, who is siding in thoughtseize on top of combo decks (storm-show decks-reanimate decks-lands-painters-food chain-infect-elves)? In which other MUs otp & otd? What about single melira in a big tournament?