What do you guys think of the name Angel Stompy for this deck? I like it! Has a nice ring so let's rename this thread!
http://sales.starcitygames.com//deck...p?DeckID=31512
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What do you guys think of the name Angel Stompy for this deck? I like it! Has a nice ring so let's rename this thread!
http://sales.starcitygames.com//deck...p?DeckID=31512
Hi, I'm the guy (Jonathan Suarez) that was playing UW tempo on the ggslive cast...as for the BFT main :frown: I had just won my match against Dredge and just somehow forgot to put the Spell Pierce back in the deck(food and carelessness was to blame) So I apologize to anyone pulling for the deck...Anyways this was my first Legacy event ever and I honestly only had around 20 games with the deck under my belt...I had no clue on how to play a lot of the match ups and felt like i was playing the Aggro Loam match pretty well(until I drew my BFT of course)...I plan to continue playing this deck while preparing for GP Columbus later in the year...just wanted to thank anyone who had posted information on the deck as it was able to give me a lot of insight into the deck even though I wasn't able to test it anywhere near as much as I would have wanted. I plan to be an active member on this forum seeking help and giving help as I definitely want this deck to succeed. While I didn't feel like the deck was doing anything broken...I never felt at a disadvantage which is just amazing. I will try to get a small tournament report up on here within the next day or two for anyone interested.
Congratulations to Jonathan Suarez and Aaron Wayne for rather impressive finishes today.
It was especially good given that the deck has only been public information for a few months. The deck is hard to pilot so good job.
I recommend playing many games. For instance, during the burn game, Aaron missed a few opportunities to equip jitte, to wasteland his own lands, to use fathom seer to reduce a POP, etc.
Decisions like whether to play more aggressively only become more natural with more experience.
Good luck if either of you end up being able to go to the SCG invitationals. I have the minimum 10 open points but I think school will keep me busy.
Hi guys,
I read through literally the entire thread the other day cus I liked the concept of the deck. I am actually planning to build this one in real life.
During my testings I had a few problems:
1. My opponent playing enough basics and therefore stabilizing on enough mana
2. My opponent playing stuff like Deed or EE
3. Me not being able to develop a fast enough clock (just sometimes, I know you guys were fighting about this like 10+ pages long)
Apart from that I love the synergies this deck provides and how it looks so incredibly weak but is in fact quite good (no offense ;) ).
One thing I never understood though was how Burrenton Forge-Tender helps against Ichorid. The only it does is blocking and preventing damage from Flame-Kin Zealot (that noone plays anymore, apparently) or am I missing something?
Is it maybe worth it to add a couple or just a single Pithing Needle to the sideboard?
Regards, Fred
//Edit: Duh, ofc. Thanks for the quick reply. :facepalm:
Burrenton Forge-Tender also can be sacced to remove bridges.
Still in the process of collecting this deck I have another matchup question. Since Reanimator won GP Madrid, Entombs have doubled in price, how would you say the Reanimator MU is (could you add an analysis to the prime?)? Seems like an uphill battle.
I saw a guy playing some sort of UW NoGoyf list at the GP. It also had Stoneforge Mystic and Jitte's. It looked pretty solid, even though I was pretty skeptical at this deck before. He made quite a good innovation making it a good deck though: he splashed green for Tarmogoyf.
You just had to go there, didn't you. :P
Yes, I heard it's a good creature that also can carry a Jitte.
I played against reanimator a couple weeks ago with nogoyf - I'd say game one it can go either way - largely dependent on whether or not you are holding counters. It doesn't hurt to daze an early brainstorm if you can, odds are your opponent isn't going to try for the kill asap against us - and anything you can do to disrupt the dig for cards helps.
Games two and three are in our favor, since we side in yard hate, then we can stick an early crypt relic or wheel, and also have counter backup.
Remember, don't waste your counters on entomb. Counter the actual reanimation spell.
Has Academy Ruins been tried? I'm not certain how practical recurring Artifacts is for the deck's over all game plan, but considering its reliance on Jitte and the pure enjoyment of a recurring lock with Engineered Explosives and Tormod's Crypt it might be worth a shot post-board along with the Enlightened Tutor package.
A very short Madrid report. I'll just try to write up the notable stuff, or what I'm unsure of.
Played a 40 people tourney on Wednesday. Only 4 rounds and 40 minutes (they had to close early).
R1. 1-1 against BANT. One attack phase short of winning g3 with a superior position, 40 minutes rounds suck. I did lose a game there to Tarmogoyf, not able to draw into anything and getting my Jotun Grunt STPed.
R2. 2-0 RB Dark Depths. Not really alot to say there. I win one game after STPing the token.
R3. 0-2 vs Zoo. I get blown out by early Sylvan Library, twice. Its so >>>> us (he played 3). Guess you have to hold a counter for that? I'm not really sure, and would prefer Jeff or Matt explain a game plan against fast Zoo (with lavamancers or steppe lynxes).
R4 2-0 RGW Aggro Loam. Wastelock him game1, he keeps a bad hand game2.
The main event (really disappointing 5-4 result). I so wish I had the byes (too bad I lost in the finals of GPT two weeks ago).
R1. 0-2 Sur Bant.
G1. He opens with forest -> Noble Hierarch, Island, Survival (guess what, I kept a solid hand, but without counters). I attempt to fight off with a Wayfafer, couple of other creatures and try to get a jitte, but he just overwhelms me with survivals into Qasalis, and eventually lands the Iona/Retainers. All in the while ramping up basics only (wtf, perfect basics/fetches draw, my wastelands are useless).
G2. I keep a one lander (plains/wayfarer). I probably should have mulliganned (?), though it also had double Spell Pierce, Brainstorm, Avenger and probably SFM. Guess what, he STPs my wayfarer and I topdeck Tundra a turn after he casts Survival. Read game1, except that I don't even put much of a fight.
R2. 2-1 Dream Halls
G1. I keep a hand without the FoW and scoop to t1 Progenitus.
G2 & G3. Canonist backed up by counters.
R3. 2-0 Merfolk
G1 & G2 Easy walk.
R4. 0-2 UR Dreadstill. A painful example of how you get there, having zero cards, and your opponents having a full hand.
G1. I manage to STP the first dreadnought, but its rather quickly followed by second one. I have no FoW or anything. I cast brainstorm and morph/unmorph a Seer to to find an STP, but I can't. He swings for 12. I try to morph another Fathom Seer, but his last card in his hand is Daze. Guess what, I have 7, and there is also STP in my top two. Just none of this is meaningful. Still, I probably punted a game there, because I could have avoided wastelanding his Mishra's Factory a couple of turns earlier to have one additional mana to pay for that Daze.
G2. We play some attrition wars, where I once again get a bunch of CA and a bunch of lands. He gets a Dreadnought again, I don't have a counter, but I have a sword. At his EOT, I brainstorm, fetch away crap. On my turn brainstorm, stilll crap, fetch again. I cast third brainstorm, get NONE of 3 swords, 3 auras, a bunch of counters, etc that I still have. I try to STP, but he of course has a FoW, and Dreadnought does what it does.
R5. 2-1 Dream Halls.
G1. I keep a hand of daze only as a counter, which meets his FoW. I lose.
G2. He casts T2 Show and Tell into Halls, while I just get Aura. He Cruel Ultimatums me, I destroy Halls, left only with 1 land, 1 card in a hand. Somehow I win from there, topdecking into land, Thorn and some creatures.
G3. Canonist + Counters > that deck.
R6. 0-2 Bant C/B Top.
G1. I go first and I keep a hand with Island, Wasteland, Vial, Wayfarer, Avenger, Grunt and STP. Island could have been Tundra/Fetch, no? Anyway, I Daze his turn1 Top (is it the right play?), waste his dual, but he gets into basics, into Hierarch, into Cold-Eyed-Selkie, which attacks for 2 and then for 3 (with another hierarch!), and just gets 3 swords for my 2 Avengers and Jotun Grunt. I just don't get anymore lands, I couldn't even get a Jitte in, even though I vialed the SFM. So painful, I had the bloody STP!
G2. I lost a game to double RWM, after getting my MoM and Grunt StPed and Jitte needled. Haven't got an Aura here.
R7. 2-1 Dragon Stompy
G1. He gets a perfect draw of first turn Blood moon, 2nd turn chalice, 3rd turn trinisphere. Guess what, I kept a one lander with fetch and no FoW.
G2. I FoW some shit, and beat with 3 morphed Fathom Seers under Blood Moon (can't unmorph :D)
G3. More or less the same as G2.
R8. 2-0 Bant C/B Top.
G1. I win from mull to 5 on the play :)
G2. The deck does what it does.
R9. ANT
G1. Guess what, I keep a hand with a lonely Daze as counter. He easliy comboes on turn3.
G2. He Ad Nauseams into a FoW.
G3. I'm so tired, I have a huge headache and I just punt and give a game away.
Played two Legacy mini public events on Sunday.
First: 0-2 to Lands. I should have easily won both games, but I've punted them away, only realizing that a bit later. I just didn't test the match, and had no feel of it.
Second: 2-0 Eva Green Depths, 2-0 Bant C/B Top, 2-0 Bant C/B Top. Not much to describe there, the deck just worked fine.
A few observations: I don't like scooping to resolved art/ench shit (Sur, CB, Sylvan Library, needle etc). Boarding Aura in for CB seems to be ok, but against Survival or library it looks almost pointless. And you don't always have counters (I often don't, when I need :-D). What I'd really like, is a solid S/B plan against Sur, which is in rise, and is always played in my area. I seriously question the BFT, because I almost never board it in. I'd like to replace it, but what I replace it with has to be useful against Zoo (along with Survival). I know Needle sucks, but sometimes it looks so appealing...
Congrats Tinefol. I guess that's a disappointing finish, but still well into the top half and winning other events isn't bad!
So to answer the two questions I spotted really quick:
1) Sylvan is really strong against us. I don't want to undersell how it's a strong card, especially against us. That said, they need a good hand to back it up and/or we need a bad hand. If they don't find the lands they need or you're wastelocking them or you can vial in an angel or two (or they just don't draw a perfect blend of creatures/burn), you can get out of hand as well, especially since Fathom Seer draws as many cards for you as Sylvan does for them. I wouldn't save any countermagic or anything for it, because a bad hand with Sylvan Library is still almost certainly a bad hand.
2) It's the wrong play to Daze a Top in almost all cases. If they have a Top out, Daze will probably be live all game anyway, and it's almost always better to develop your board quickly. Top doesn't generate card advantage, and UW Tempo has enough land destruction that you can force them to draw into lands anyway (even using top to get more lands), and it's tough for them to use top efficiently.
Counterbalance in general is a stronger card against us, I'd save the Daze for that.
Had a question about a trick with the deck, figured you guys would know. If i have a tundra, flooded strand, and weathered wayfarer in play and my opponent has two lands in play, can I tap and sacrifice the flooded strand and then use weathered wayfarer to get another land before I get the flooded strand land?
Will go this way:
1: Tap, pay 1 life, sac strant
2: don't pass priority
3: respond with the wayfarer.
Now you can get a wasteland and a land from the strand.
Waste in hand, strand in play.
Same works with using wasteland on your oppo's lands.
1: Tap, sac wasteland
2: don't pass priority
3: respond with the wayfarer.
Hope it cleared things up.
A very short report of my second tournament with uw tempo.
At first i want to apoligize for my bad english, still working on that ;-)
1. Round : Zoo 0:2
Game 1 : He is on the play, and starts very fast (Nactal goyf) , i'am on defense and stabilize on low life, but then i topdeck 3 lands in a row, and he business spells....:-(
Game 2 : After Mulligant to six , i keep a hand of counters and only 1 sword, he resolves a lavamancer which was very bad news and a susher, he shoot my creatures down with lavamancer and burn, and i had to chumpblock....
In both games i had the problem, that my mother was burned out before she looses her sickness.
2. Round : UB Mill 2:0
Game 1 : He starts milling me very fast, but counter and grunt bought me enough time to win.
Game 2 : I resolve whell of sun and moon, and he scoops....
3. Round : belcher 2:0
As he realizes that i play islands, he scoops, i take that thank you ;-)
4. Round : UB Reanimator with hulk combo : 2:0
Game 1 : I know what to counter and what to sword and so an easy win.
Game 2 : The good Sb-hate and keeping counters for keyspells was key to win this matchup.
5. Round : Dream Halls 1:2
Game 1 : I had some counter , he can't find his combo in time, so angelbeatdown ;-)
Game 2 : After Mulligan, i kept a hand with wasteland vial and counters, i think daze and spell pierce, but never found an island....
Game 3 : After Mulligan, i kept a hand with force, he casts show and tell turn 3, i force he forces back so progenitus enters play, i try to race with serra avenger and knight, but did not draw BFT or jitte to win the race.
I think the more i play this deck, the better it works for me, i think practice helps a lot !!!! (And of course the support here in the forum SB-Guide, Videos and so on : Thank you !!!)
After the tournament i tested against another zoo pilot, and this time, my plan worked out, tarding down cards and survive AND keep lavamancer from the table !!! (lesson i learned round 1)
The SB-plan helped a lot, but i was not sure what to do against dream halls...
The deck and his SB felt perfect, besides the knight, i'am still searching for a better replacement.
Forbiddian recommended to us awhile back that Perimeter Captain was worth looking into for dealing with the Zoo match-up.
Right now I'm testing Path to Exile (with 3 Spells Snares over the 2 SP and singleton KotWO MD). The plan is
-4 FoW
-1 WW
+1 Grunt
+4 P2E
So my plan with the deck post-board would be to just develop my board. Using WW for Wastelands is cute, but only for so long. Sometimes, the Zoo player and his 10-12 fetchlands would just keep fetching Basics, so I figured, "Why not just use WW to just grab land and develop my board and land drops?" Path to Exile helps me do that. Also, I can reliably use Fathom Seer more effectively, and I can gum up the board faster. This plan not only helps against Zoo, but also helped me solve my problem with opposing fliers. The Merfolk MU is also easier to play as well. I'm also sure Path to Exile is better than BFT against Ichorid.
What does Spell Snare do that Spell Pierce doesn't other than lose the combo matchup and control matchups?
Still curious why anybody would want to run it over SP, especially in this deck.