And BTW about my list i think one wipe away is enough and one more ravenous trap its a good ideia... no? yes?
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And BTW about my list i think one wipe away is enough and one more ravenous trap its a good ideia... no? yes?
What would you chose to play at a GP?
To the solidarity players, why does it seem like "is hard to pilot" is received as a good thing? It's definitely a bad thing. Like it's not even neutral, it's just bad.
I tried it before, it was kind of fun, which is a good thing. Frantic search unbanned would put Ad Nauseam ahead too much. Even if that weren't totally broken, I think AdN would still be a better choice than solidarity. Maybe if something AdN stands to benefit less from such as: U draw a card untap a land or something were printed, then solidarity could exclusively take advantage of it. Other decks would just see it as a card that ruins mulligan decisions, since AdN doesn't usually care about 1 storm cause it doesn't need 17 storm for the finisher to be lethal.
"Hard to pilot" may translate into:Quote:
To the solidarity players, why does it seem like "is hard to pilot" is received as a good thing? It's definitely a bad thing. Like it's not even neutral, it's just bad.
- Makes the Solidarity player less predictable (to some extent)
- Can be difficult for your opponent to know how to perfectly play against you in a given circumstance (as effectively playing against an opponent often includes a thorough understanding of your enemy).
- Fewer pilots in general because of a high skill requirement.
- Fewer people metagaming against you directly.
- Fewer people testing against your deck.
- Lower card prices because of a lower demand.
- Catching less seasoned players off guard; as some may not be fully aware of your deck.
From a competitive standpoint, every expert player of a tier 1 deck should want it to be "hard to pilot"; they want to keep their lead against every other player who isn't as skilled. Decks which are "hard to pilot" have similar benefits to rogue decks; and it's exceptionally useful to have a tier 1 rogue deck, as you'll often be shooting fish in a barrel. But, Solidarity isn't tier 1. Many of these points aren't so relevant in a metagame with Counterbalance, Tendrils, Dredge, and even aggro decks which push that fundamental turn 3 and 4 too easily.
peace,
4eak
I see people with a good portion of combo decks in their meta. I'm having a nice Tendrils matchup lately with a heavy counter list featuring 4 FoW, 3 Remand, 2 Twincast, 2 Disrupt, 3 Wish-> Trap and Misdi. Just if someone is willing to test it.
I consider hard to pilot to be a good thing. But of course thats dependant on how you view your game of magic, and why you play magic.
I play magic first and foremost couse I want the intelectual challange. The competition is just a bonus, i think its equally fun to just play two decks against eachother here at home. Much like solving a pussle when i try to figure out the optimal play in each given situation.
But playing in a tournament with a deck thats hard to pilot gives you an edge if you have practiced with the deck enough. Much of what 4eak says is true there. It demands more of you, and your playing, but when you have the skills you need you get thee rewards.
I don't know how many wins i have got out of the fact that people missplay against me.
And a deck that is hard to pilot give me another motivation for playing this game.
If i play a game where my wins and losses comes down to random elements, i tend to be rather bored with the game. When i play solidarity i can allways explain my losses with some sort of error from my part, and focus on getting better at the game.
Well yeah if there are rewards, then those might overcome the negative of "hard to play."
But it seems like a lot of players just go like: it's hard to play, +1!
If the deck's better then that's fine, but that's not intrinsic to "hard to play."
I leak 4eak's point that the amount a metagame metas against you IS intrinsic. However, Solidarity as a particular case happens to have that property overcome by the fact that it's splash hated by Ad Nauseam-hating cards.
New topic:
Stroke vs. Words of Wisdom
Stroke every day of the week. Is that even a topic?
Probably because with M10 rules it's not possible to
- wish for Stroke
- use Stroke to draw cards
- remove Stroke with Flash of Insight
- wish for Stroke again
- cast Stroke a second time to finish them off.
Some players feel that you need a 2nd option to make the opponents draw themselves dead.
So in a meta for example a GP what sb would you have?
3 wipe way? what is your list? no cryptic? no main bounces?
Something like this. Probably 1 Twincast too much. Could run another Peer Through Depths or the fourth Opt or the second Peek in that spot. Cryptic Command was never any good in my tournament matches, so i ditched it. I also played against a lot of Swarm-Aggro, so i had to be fast. Postboard you really want those Wipe Away, if you are facing Counterbalance, so 3 is the right number to play. Even with those shitload of cantrips, we need to find it very fast. Mystical is no option in that case, because we´re showing the opponent what we´re up to.Code:1 Brain Freeze
4 Brainstorm
3 Cunning Wish
2 Flash of Insight
4 Force of Will
4 High Tide
4 Impulse
3 Meditate
3 Opt
1 Peek
1 Peer Through Depths
3 Remand
4 Reset
2 Twincast
3 Turnabout
1 Flooded Strand
12 Island
3 Misty Rainforest
2 Scalding Tarn
I think my sideboard is mostly self-explaining, but here is a short one to each of those cards.
Brain Freeze - If i dont find the maindeck one in time and need to wish for it. I board it in against Swarm-Aggro decks to have a second kill option maindeck or to be able to play 2 Brain Freeze, if i have a lower storm count.
Disrupt - Comes in against anything that plays counters.
Echoing Truth - Bouncespell for my Wishboard. Very useful against decks, which produce a lot of tokens.
Meditate/Rebuild/Stroke of Genius/Turnabout - Wishboard Stuff everyone should run and self-explaining.
Mystical Tutor - Comes in against Swarm-Aggro to have a fifth High Tide or to have a tutor for every card in the deck to always have the right card when its needed.
Ravenous Trap - Wishtarget against Dredge/Loamstuff.
Wipe Away - Against Counterbalance.
Are you facing hard times against merfolks?
Im still meddling with my SB. But it will probably look something like this.
3 Mindbreak Trap (the NUTS against control)
2 Ravenous Trap
2 Echoing Truth
2 Wipe Away
2 Twincast
1 Stroke
1 Meditate
1 Turnabout
1 Mystical Tutor
the card wich I are most happy with in my SB are the Mindbreak Traps, the usuals and mystica tutor. Rest depends more on what kind of meta i predict.