Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Crimhead
I've yet to splash black in R/G, but when I do it will be for Nethervoid and/or Chains of Mephistopheles. Maybe I just like prisony control more than mid-rangy beat down.
I wouldn't play Nether Void. Take it from experience - I've played a LOT of Pox and black-based Stax, and the card is bad. Trinisphere is much better in the majority of cases. Chains is ok but often doesn't do enough, especially since it doesn't hit DTT. There are some matchups (Shardless) where it's hilarious though.
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Qujibo
New to this thread, made an account just to be part of it.
Been playing this deck at my FNMs for about 4 months now, doing reasonably well (10-25 entrants each week, meta about 60% fair 40% combo decks)
Just want to ask everyone's opinion on the deck's tranquil thicket count. I have been reading everyone's opinion on cutting the 4th fetch for a GQ or a bog, but around 2 months ago I cut mine to put in a third thicket.
I find it helps me keep some of the sketchy hands (I can go into this in detail if needed) and gives me much more game about boarded in gy hate.
Let me know your thoughts, I am playing the standard list w/ 4 depths and karakas & bog in the board.
Welcome and stick around.
gigapatrick runs a three Thicket build and he stands by it, I would suggest getting his views on that. (And looking up his vids listed in the Primer) Personally I run and one and one split of Thicket and Canopy.
I can see the strengths on such a build, the speed that you can dig into your deck with Thicket is nuts and when digging for something you need, having a pair of them in hand with a Loam going is unfair. 3 of them would be nuts. I would not shout you down from such a build and only ask that should you replace these cards with others, balance up what you gain and lose. Perhaps cutting down to 3 Depths and putting in some extra mana there might help. You do not need 4 I feel.
As for the 4th fetch, it's overkill. I mean, we don't need more than 3 in my opinion. 4 is just too many dead Lands to have once they no longer have any targets. I guess you can argue that you can pitch them to Mox but really once you have no targets left your not drawing cards any more. Not a fan. 3 Fetches, 3 Duals and a Basic. That is my view is the best line up.
Edit:
In an unrelated note, if my math serves me right we are looking at a threshold of 85 points this month. We stay in. Just.
Re: [DTB] R/G Combo Lands
I'm also a firm believer in 3 Thickets, but I'm back down to 2 for testing a Ghost Quarter in its place.
I also play 3 fetches and 4 fetchable lands (Bayou, 2 Taiga, Forest). Four fetches is awful since they'll be dead very quickly.
Re: [DTB] R/G Combo Lands
If you want to see an ugly one against another Miracles deck, here it is:
Building a Fortress #6
Re: [DTB] R/G Combo Lands
I played the black splash tonight at FNM and cast bob twice: Once vs Death & Taxes (drew 3 cards and already can't possibly lose this match) and once vs Omni when I just died right after (I was dead no matter what). Last week I cast it vs. Miracles but then it was Terminused right away so there's no meaningful data there.
Right now I'm kind of off it. Depending what the B&R list says on Monday I might go back to red blasts (which conflict with Chalice, I know) to shore up the Omni match. I'm also reconsidering my Omni sideboard strategy: I think I need to leave Crop Rotation in and just accept that Force of Will is just going to set me back so far.
Tonight was good testing vs a competent Omni player (white splash for 1 main Plow & SB Mentor instead of Pyromancer) and I learned that it's just not possible to play a long game with them unless our opening hand contains a large number of hate cards.
After tonight my sideboard might become:
4 Grip
3 Trinisphere
3 Choke
3 REB
2 Chalice of the Void
An alternate plan might be a deeper commitment to Black for the new 4B edict land and discard spells. Lots of testing to do before the GP.
Re: [DTB] R/G Combo Lands
gigapatrick, in G2 you forgot to play a land on turn 2 :D
Also, I think when the opponent established Countertop in Game 1 you underestimated your hand. You could have played Gamble, see if he flips Top & in response then play Crop Rotation. This might give you at least a shot. Similarly, you could also do stuff like Crop on his upkeep, then Pfire or then you get a window on your following turn for Life from the Loam to resolve...it is hard but if the opponent messes up or your spell slips through it can work out.
A Rishadan Port or 2 would have helped a lot :)
Btw, your video made me realize again that I really want to try Boil or Tsunami over Choke because they board in several pieces of Artifact/Enchantment removal...
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
Alexeezay
gigapatrick, in G2 you forgot to play a land on turn 2 :D
Ugh. That's embarrassing.
Re: [DTB] R/G Combo Lands
Here's another video, this time against Grixis Control:
Building a Fortress #7
Re: [DTB] R/G Combo Lands
Can you put them in a playlist for me to link? It's better than updating the primer for each Vid.
Thanks.
Re: [DTB] R/G Combo Lands
to add to the recent conversation. Playing 2 fetches, 2 taigas and 1 forest. No regrets and no problems. Won't raise the numbers unless I need to splash.
Re: [DTB] R/G Combo Lands
So, Omnishow is no longer going to be the issue it was.
Re: [DTB] R/G Combo Lands
Dig Through Time is now banned in Legacy.
This has a major impact to our beloved deck:
* Our nemesis, Omnitell has been cut off at the knees. They may go back to Enter the Infinite and Dream Halls
* Other blue Dig decks now get to run Rest in Peace again
* The re-rise of Sneak & Show
* Miracles has more slots in their main deck since they too lose Dig.
There are ripple effects as well:
* Death and Taxes may make a resurgence if Sneak & Show takes a percentage of Omnitell metagame (this is good for us).
* ???
How do we adapt? I expect Sneak & Show to make a comeback, which means I definitely want Karakas mainboard.
Re: [DTB] R/G Combo Lands
Hello all:
Went 2-1-1 yesterday at my local with the list I've been running online. Beat Merfolk in a one-sided match, lost to ANT after three very interesting games with some good play by my opponent, beat Goblins in three games after keeping a sketchy hand game one with the combo and Tabernacle but no green sources, and then drew with Death and Taxes in the final round. The draw was especially disheartening this time, not because I didn't expect it (since Death and Taxes has a billon ways to stall us out and if they nab a game a draw is almost unavoidable), but because the judge specifically said we could play it out if we wanted to. I was in a very commanding position and said I wanted to play it out, but my opponent declined since I had Grove-Fire and Loam going with an Exploration on board. I can't blame him (I've done something similar in the past), but it was still a bummer.
In any case, here are a couple of new videos and, as requested from Dice_Box, a link to my channel so no more extensive updates to the primer are required. As an upside, you can watch all my old Pox videos if you're interested in that kind of thing. Peace.
All My Videos
Building a Fortress #8
Building a Fortress #9
Re: [DTB] R/G Combo Lands
I think for the short term we don't change anything. I will not be shocked if Karakas has to go back in the main, but that's not really an issue. Spheres are not going to be AS necessary, but they still hold use against a good amount of decks. Choke is as good as it ever was and if DnT does make a come back, I would not think much needs to be done. We already run Artifact hate and that's all the additional help we need against them.
Personally, I want to see what happens as the dust settles. Vice will do sweet fuck all, but it's going to be interesting to watch people play with it. If it really takes hold I will laugh when I cast Manabond against someone using it. Dig taking a long walk off a short pier will be good for a lot of people though. Not too many tears over this one.
Edit:
Sweet. I have a link to your channel though your vids, what I was hoping you could do was make a playlist with just your Lands vids. That way as things get added the links are provided to those who go to you from the primer.
Re: [DTB] R/G Combo Lands
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
Thanks. I will update that after I get home.
Re: [DTB] R/G Combo Lands
Would a black vise be a viable win condition against decks we can lock down? It is a great prison win condition and we could use a buried ruin to make sure we don't dredge it.
Re: [DTB] R/G Combo Lands
It's on my mind, I feel though that it's more of a RUG thing and less of our thing. The issue with lands like that is you need more than a single target to make them useful. Additional targets take up space and the obvious targets are not as great as they would first apear. I tried to make an artifact splash work for about 2 months will all different kinds of builds. In the end I gave it up in disgust.
So yes, it could be useful, but I am not sure how much more useful it would be then Punishing Fire once they are not casting anything.
Re: [DTB] R/G Combo Lands
Quote:
Originally Posted by
lavafrogg
Would a black vise be a viable win condition against decks we can lock down? It is a great prison win condition and we could use a buried ruin to make sure we don't dredge it.
We're already winning against decks we can lock down.
Re: [DTB] R/G Combo Lands
Vise is a very slow wincon, which needs certain conditions to work and extra splash for it's recovery. I don't think the deck needs it.