European Eternal Weekend this weekend.
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i have been playing tombs in my D&T list ever since wingmare came out. im playing 3 tombs, 3 ports and 3 wastelands (you can play 4 wastelands, but it has proven to be inconsistent regarding white sources). 2 tombs is too random to build your deck around it. 3 tombs feels just right.
playing a disruptive 3 drop turn 2(wingmare or heretic cathar optimally) followed by a Thalia and SFM turn 3 is neckbreaking against a lot of decks. and this situation does occur more often than you would think.
I mean, I've been thinking about playing a Porcelain Legionnaire or two, but I'm not sure I want to give up life for mana, or land drops for lands that won't cast most of my better creatures or taking 2 damage for one mana (not using all of it). Also, the only way this profitably helps with Port is if you have 2x Ports out, anyway, and that is 3 lands that don't produce white. I guess I just don't care for it in the current shell. I would in fact be more interested in Ghost Quarters before this.
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I don't think that Ancient Tomb and Flickerwisp go in the same deck. If you want to give up some of your Vial tricks and mana denial, you can replace them with pure acceleration. But I think when you try and mix and match you're not building the best variant of any strategy. Thalia Stompy is a playable legacy deck, people have already brewed a decent amount of variants at this point. It doesn't feel t1 to me, but (let's be frank) it's the only place where anyone should be playing Thalia Heretic Cathar.
I will not let my card choices me warped by sick art...
Ugly borders.
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Butt-ugly in every sense...
I would rather not play Magic than have to play Magic with cards that looked like that.
I like diversity and these 10-cards-a-set are perfect for this.
Strong, strange and rare: cool in every sense.
The interesting thing about Ancient TOmb is whether he's using it to go bigger (4+ drops) or faster (3 drops on T2).
I've long believed that being able to deploy disruptive threats in D&T on T1 and T2 is worth the pain. I always leaned on Chrome Mox to be able to play T1 Thalias/Revokers or T2 Prelates, THCs, etc.
The problem is that ramping to a beater (like mirran crusader) isn't that big of a deal; so you end up with a highly disruptive deck that doesn't have a lot of teeth and is slow to close out games.
Thomas Enevoldsen just posted a 5-0 on MTGO from yesterday, now that Palace Jailer is on MTGO. It's really interesting, to say the least. The posted list is missing a 15th Sideboard card.
For the record, he is "Scabs" on mtgo.
Creatura (26)
4 Flickerwisp
4 Mother of Runes
2 Palace Jailer
4 Phyrexian Revoker
4 Stoneforge Mystic
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
2 Vryn Wingmare
Istantaneo (4)
4 Swords to Plowshares
Artefatto (3)
1 Batterskull
1 Sword of Fire and Ice
1 Umezawa's Jitte
Terra (23)
2 Ancient Tomb
1 Eiganjo Castle
1 Horizon Canopy
3 Karakas
8 Plains
4 Rishadan Port
4 Wasteland
ALTRI (4)
4 Aether Vial
60 Carte
Sideboard (14)
1 Palace Jailer
2 Containment Priest
2 Council's Judgment
1 Dismember
2 Ethersworn Canonist
1 Gideon, Ally of Zendikar
1 Path to Exile
1 Pithing Needle
1 Relic of Progenitus
2 Rest in Peace
I am by no means an expert on DnT, but this list strikes me as really interesting in a lot of points and bears a lot of resemblance, at least in theory, to the concepts of "Thalia Stompy". Figured it'd be great to open up discussion here.
I don't really see the point of 2 Ancient Tombs. You'd see them in 1/5 hands - less than once a match. And your opening hand is generally where sol lands provide their real advantage. 1/5 games doesn't give you a reliable plan, it just means once in a while you'll have a turbocharged hand that does a lot of damage to you. If the strategy is strong, it's strong enough to go deep on. I don't think it's a coincidence that decks tend to play a lot of sol lands or none at all. Unlike other stompy decks, you don't play t1 lockpieces like Chalice (or Blood Moon) - t1 Revoker is strong, but Tomb+Chalice straight up wins the game against a lot of legacy.
Playing Sol Lands in this deck is close enough in comparison as to why a deck like Omni-Tell plays Sol Lands: because its there to fix small problems inherent in the archetype's play pattern. It just so happens that powering out a turn 2 SnT is a benefit as well. With DnT the benefit is smaller but it could also mean it speeds the deck enough that playing Thalia, Heretic Cathar or Vryn's Wingmare on turn 2 is good enough and that having those same said Tombs helps you cast non-creature spells under simultaneous Thalia, Guardian of Thraben and Wingmare.
When I played monowhite I had similar sentiments and often contemplated trying out Ancient Tombs. Of course playing like this does nothing does nothing to make you resilient towards post-board hate and diverse handling of axes from the opponent.
If there is one thing I want to see cut from this decklist it will probably be the Wingmares. If they had been 1/2 fliers I would have been ecstatic of their inclusion.
I'm pretty suprised by
a) the complete absence of Recruiter and
b) him going all-in on Jailer with 3 copies in his 75.
I'd guess that since he has the one dismember, its either one of a second gideon, another way to remove enchantments or artifacts, or another grave hate piece
I'm most surprised about the lack of Cavern in this Miracles-dominated world. His list also is really pushing it as far as white sources go, hence fewer WW cards like Prelate and Crusader. I'm not a huge fan of the list conceptually, but I understand the decisions made in deckbuilding. I know I'm always about it, but I also would really like SoWaP in the main of that deck, since it has the power to hit with it a turn earlier.
He should drop one of the Jailers for a Hero of Bladehold. I think if you can spend 4 mana on something that generates card advantage, perhaps in a deck like this you should use something that wins the game quickly and then you won't have to worry about helping your opponent.
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Have any of you considered using good old Chalice of the Void in the sideboard. I'm thinking it would be very nice against Elves and burn specifically and also miracles, all combo decks and maybe against loam decks on 2.
It lands earlier than prelate and stops creatures as well but on the downside has no body to attack with.