Quick question: When do you guys board in Life from the Loam (and what usually goes out for it)?
Printable View
Quick question: When do you guys board in Life from the Loam (and what usually goes out for it)?
Personally I've never been a huge fan of it. Most of the match ups you want it in are other delver decks that are prone to wasteland right? The problem with that is most other delver decks are running deathrite. Now I know if deathrite is active we're probably losing and that's a fair point. That aside essentially in all the match ups you want it you get a very small window to try and apply it. On top of that it's completely dead without waste. It just has always seemed to cute for me, but that's my personal preference.
So I'm curious about a marginal option in RUG Delver that I'm sure has been debated to death already. What fetches should I run?
This is partially dependent on if your build is running stifle and for the sake of argument let's assume that it is. The next question then is since we are running stifle Misty Rainforest is the most closely associated with RUG and should not be ran if concealment is the desired effect.*
Now that the basics are out of the way that leaves us with the following options:
Wooded Foothills
Flooded Strand
Polluted Delta
Scalding Tarn
lastly the "this does not matter" option
For starters wooded foothills. At first glance this looks great, but I'm not sure if it's worth it. Opponents will perceive this as possibly Jund even though they run Verdant Catacombs and Bloodstained Mires predominantly. Maybe they'll think it's goblins which they'll probably dismiss due to it's lack of play. This leaves me thinking anyone who carefully analyzes the play of wooded foothills go will summarize the player is on RUG Delver lol. This is the exact opposite effect I'm desiring. A really good player and friend of mine also noted that wooded foothills into either Tropical Island or Volcanic Island solidifies me as being RUG Delver which seems less than ideal.
Flooded strand as the next option brings to the table the bluffing UWX Stoneblade or Miracles. If we fetch Tropical Island then people will probably be able to put us on RUG since no one plays Bant. Fetching up a Volcanic Island though does allow us to conceal what we're truly playing a bit more than wooded foothills does.
Polluted Delta can represent a variety of decks. Everything from Grixis Delver to combo to BUG Delver/Shardless etc. I think this is a huge reason to play at least some number of Deltas. Especially being able to fetch Volcanic into Ponder as a strong combo bluff. I'm also not 100% sure since everyone I play against knows what I'm on a mile away, but I feel people will be more inclined to jump the gun if they see Delta go.*
Finally Scalding Tarn offers an incentive because it's the second fetch most closely related to combo. In addition it bluffs Grixis builds well. The one issue I have with it is Scalding Tarn is also closely associated with RUG Delver.
These are all marginal and only relevant turns 1 - 2, but I would people's honest opinions. Currently I've been running Flooded Strands and Polluted Deltas, but the tournaments I've normally gone to are small (lots of scouting) or people already know me. With a large event coming up where neither of those cases will be relevant I'm curious what your thoughts are and what your go to fetch configuration would be. Currently I'm thinking about: 4 Scalding Tarn, 4 Polluted Delta. I am wondering if there's a better mix of fetches that would be more misleading and thus do a better job at throwing the opponent off.
* This post is loosely based on Drew Levin's RUG Delver Primer. I definitely agree that Misty Rainforest screams RUG Delver, but Scalding Tarn I feel can strongly be associated with Storm or Show and Tell variants.
http://www.starcitygames.com/article...er-Primer.html
Might be a local thing, but Wooded Foothills is definitely not a signal for RUG Delver. The top tier green based decks are Elves, R/G lands and Infect while Burn and Imperial Painter are both base red.
Different fetch combinations are useful for bluffing different things. If you wanted a stronger game against fast combo, I'd register the Foothills as a R/G fetch is much more appealing to throw a risky hand into than any blue fetch.
If you're trying to get people to play into Stifle, you could roll with some combination of Polluted Delta and either Tarn or Misty to bluff another delver variant.
Strand/Delta is what I've seen most people go with, as the deck plays neither white or black. That said, it's pretty telling of RUG/BUG when someone leads t1 Strand Delver, at which point I'm not sure if you're really getting an advantage from your fetch selection.
i love wooded foothills, since it always presents a non blue deck especially when your not known piloting blue based decks. several times ive experienced my opponents to quickly fetch upon me landing a foothill, only to be stifled. my current configuration in my rug deck is (4wooded, 1 tarn, 1 misty, 1delta, 1strand)
Maybe I just overthink how obvious or obscure wooded foothills is. I just feel that the decks it represents Elves, RG Lands, Infect and Burn all have an absurd amount of one drops. This makes me feel that foothills go despite the colors being concealed would lead to opponents thinking something is up.
I think the best way to describe Loam is that you have to build your whole game around that card. There's a lot of things that have to be going right for it to be good:
We need pressure on the board
We can't be behind ie they have goyf we have delver
Deathrite can't be in play
and worst of all we can't be behind
All those requirements have to be met before even casting loam will do anything. On top of that one should also consider what could go wrong if you're at parity. If they counter it and land a Goyf can you recover? Which after saying that I think it can just be classified in the "win more" column.
It's definitely a powerful sideboard card and I might just be to apprehensive at leaving games to chance (yes I know that sounds hypocritical). I've never really bothered to test it thoroughly, but it's still very powerful and worth consideration if you know there will be lots of delver, shardless, esper stoneblade.
Yeah I think I might just over simplify what wooded foothills pass could be perceived as. I do think on the other hand that delta should be other fetch. At worst you fetch up trop/volc and can represent bug/grixis respectively. The other possibility is you get to play delta go and bluff ANT which might incentivize some players to think they need to find a threat quickly and carelessly fetch into our stifle.
Really depends on the deck. Obviously having DRS with Loam allows the broken:
T1 Fetch, DRS
T2, Wasteland, Loam back two lands
I've gotten scoops to that opening. In RUG.. it's a way to break parity if you're both drawing dead due to each of you countering/killing eachother's stuff. Loam is pretty live IMO, on that board state because you can threaten them to have no lands for the rest of the game and then start finding your threats after you've gotten to that point.
Loam is also much more powerful next to planeswalkers (liliana) not only due to synergy, but so you can do multiple things a turn.
I think in RUG i'd avoid the 1-of loam for a Library. Less reliable for card advantage, but applicable to a wider range of matchups; even against combo/miracles at times (so you can draw gas)
EDIT: It also helps flip late delvers, find land when you've been wasted out, find gas when you're flooding, etc..
What you think about this decklest with KIORA:wink:?
I will test it tonight. It's of course a variation of it with Orcs+Kiora package ramp combo on turn 2.
Always wanted to play orcs and i think they stick in a Delver deck cuz of colors and counters.
Kiora goes well with the orc , you untap him and use him to defend here for 1 turn (or more).
You will also have one mana free to cast Delver + Kiora or Mongoose + Kiora or 1cmc card + Kiora :) ...
You could also do a super turn 2 by sacking 2 lands for total 9 mana (4 for kora + 5 whatever).
Kiora goes well with pun fire package cuz u can untap Grove with the +1 ab.
Her -2 second ability allows you to search for creatures on turn 3 and cast them easily since they are all under 2 mana. Plus she feeds the graveyard for tarmo and moongose.
She also has good synergy with life from the loam if it end into the graveyard (to get sacked lands back or wastelands or whatever u eventually need if short on mana), and also with punishing fire since you can get them back with Grove.
Kiora is blue so it sticks with force of will (on turn 2 its good to counter something with daze FOW or spellsnare in case they counter your Kiora...it will be bad loosing a land with the orc that way)
However even without a turn2 orc+kiora the deck still goes for his way.
Orcs and other creatures are still good after turn 3 with jittes equipped on them.
I won't even consider her 8/8 ab since I don't think you will ever do it , but hey, if u need she also does that.
I understand the chance to have 2 lands and kiora and orc and a counterspell on turn 2 are very low but as i said you still have the whole delver core package to hit the opponent.
Just an idea, let me know if you like it:) and if we can adjust it or fix it to allow it to work somehow:cool:
4 Delver of Secrets
4 Nimble Mongoose
4 Orcish Lumberjack
4 Tarmogoyf
Spells
4 Brainstorm
4 Daze
2 Fire / ice
4 Force of Will
1 Life from the Loam
3 Punishing Fire
2 Spell Pierce
Artifacts
2 Umezawa's Jitte
Lands
4 Grove of the Burnwillows
4 Scalding Tarn
4 Tropical Island
1 Volcanic Island
2 Wasteland
3 Wooded Foothills
Planeswalkers
4 Kiora, Master of the Depths
http://www.essentialmagic.com/Decks/View.asp?ID=1040395 if u want to deck analize it.:frown:
Troll, surely?
Could be, but take it half serious for a moment so it can be debunked. No reason to treat the deck as religious:
Koira is mostly good for her -2; thus you want to maximize that.
Issue: Having 30 sorceries/instants in the deck means you have a reasonable chance to whiff on getting *any* cards. Half of the other time you'll be getting a land. Filtering to get lands is not quite where this decks wants to be doing
Solution:
If you want to run Kiora, she's probably best in Elves, where you're nigh guaranteed 1 hit, while having an OK chance of 2 hits; of which your 1 hit will almost assuredly be a creature. They can also cast her reliably T2 without CDA and can probably make use of her untap abilities to combo off:
H.Druid, Sentinel, Ranger, 1 regular land, 1 cradle, (Koira, GSZ or hoof in hand)
tap 3 and regular land, play kiora
Untaps Sentinel for free, Tap cradle for 3, untap druid and cradle with kiora, return the land with Ranger and untap him, tap the 3 elves for 3 more mana (floating 6), tap cradle for 3 more: GSZ for hoof. (Albeit, only attacking for 15.)
Either way; sacrificing your lands in RUG isn't what you want to be doing and ramping is even more backwards; because the deck is built to play 1 mana spells while keeping your opponent's mana messed up. It would honestly make more sense to run Rishadan Ports, ghost quarters, or similar, than Koiras.
Thank for the reply. You are actually right. I don't play rug so i'm not used to it. However i'm quite experienced with mtg decks and cards. What I wanted to do is fit kiora in a green red blue deck so i thought canadiam rug was the better option.
I would like to keep the counter block , the grove punishinf fire one and the x4 orc ... All the rest is under costruction. Maybe it should focus more on creatures since her -2 ability. A rug zoo with counters maybe? Is that possibile?Still figuring out how to build it. Sometimes i get fed up with classic legacy decks we played for ages . It's nice to create new decks.. Maybe this is the wrong thread ;)
Sorry
I think the Elves approach works because the -2 ability has utility and the +1 is essentially adding Dark Ritual to your deck, or multiple dark rituals if you have cradle (as the above example shows that Elves went from bottle-necked at 7 mana, to having 9 (after spending 4)
If you want her in a RUG deck, I'll point out that the initial difficulty is that you start with ~12 blue spells, 4 removal, and then probably 4-8 more spells. This is because Force, Brainstorm, and then just running enough blue. Then next bit is you want some reason for untapping creatures and lands to be very powerful, as well as the -2 to be reliable.
To make the untap powerful; it's probably because you're running a mana-dork (Hierarch? DRS?) or powerful utility lands (can't think of one that works here though) and the main issue is that with the exception of Elves or some such; 4 mana is already supposed to be your game-ending spell; 3 mana is often supposed to be your game ending spell; so 4 shouldn't be ramping into yet-another-huge-spell unless that's already your M.O. (Nic Fit, Elves)
Playing her in RUG just because of the Orcish Lumberjack means you probably want some kind of.. Sneak-Attack deck? But that begs the question why you'd want Kiora in a deck with Sneak Attack when you could just T2 Sneak attack, Lotus Petal, Worldspine Wurm, win.
The only synergy I see here is:
Tap land for mana (1)
Sac it to Lumberjack (4)
Tap another land for mana (5)
untap both and tap the land (6)
sac it to lumberjack (9)
And.. ok, 9 mana is pretty huge; but what do you want to do with it now that you've costed yourself 2 cards? Better be pretty game-ending to risk that; and uniquely game ending so there's a reason to do that instead of just win the game at 3-5 mana.
Aside from that; you could make your own version of Nic Fit without black, using Punishing Fire and Pyroclasm effects to kill your Explorer and feed your Lumberjack. Doing this in the right sequence could net you 8 mana T3 pretty reasonably with a good hand:
T1 Land, Explorer
T2 Land, Clasm, 2 Lands, Lumberjack
T3 Land (5) + Lumberjack-sac brings you to 8...Gaea's Revenge?
Has anyone tested x4 Sarkhan Unbroken in a less creature deck and more control shell , maybe with a some rampers ? Since he has the super ability to create 4 4 flying dragons?
RUG cascade maybe its a better solution for him since the mana curve deck?:eyebrow:
So I know this is done to death on the source but I am only new to this deck. Not legacy or the source. I'm not gonna make changes to the deck because I know better. I am however building this deck in anticipation that I will be going to Columbus and Chiba next year and since I have hated and appreciated this deck for its existence, I have decided to embrace the dark side. I also feel this deck rewards absolute tight play which is something I find refreshing. I understand the deck is 54 and then 6 flex. At this moment in time, I am at 2 dismember, 2 pierce, 1 spell snare and 1 forked bolt. I think forked is dubiously underpowered but I understand the necessity.
As for the sb, I will try to piggy back off the louder voices in this thread. I like to share reports as often as possible and I hope we can improve the deck further.
In regards to the person wanting to jam pw, play the stock list and see where the deck works, finding first hand is the best learning method. I am also beyond surprised at the response to what I perceived as subtle madness. Good on you all.
I went to gp SeaTac and finished 8-5 drop.
Day 1
2 byes
R3 shardless 2/0
R4 Chalice Merfolk 1/2
R5 Elves 2/0
R6 Maverick 2/0
R7 mirror 1/2
R8 shardless 2/0
R9 miracles 2/1
Day 2
R1 demons run show and tell 2/0
R2 Jund 1/2 knocked out of contention for top 8
R3 Reanimator 0/2
R4 storm 1/2 out of contention for any prizes
Drop
I'll be posting a more detailed report later. I was going to at least make to 32 but oh well. In all honesty the matches that I did lose Merfolk, mirror, and Jund were all pretty much out of my hands. That aside I won a lot of bad and hard match ups.
Welcome to the dark side as you call it. MD I currently run with is 2 dismember, 2 pierce, 2 snare. Forked bolt is good but I really like the 2nd abate for the miracles match up (counterbalance, snap) and added goyf insurance.
Sent from my SM-N915V using Tapatalk
I think it should be clarified; this is literally JUST RUG Delver; not RUG-all-the-decks. There actually is some RUG Delver list (IIRC) with punishing fire (called "Next Level RUG"?), but even then, that's it's own thing. The Junk/Rock thread, for example, has a lot of diversity because it rarely sees Top 8s, and same goes for Pox or other T2.5 or less decks.
This deck, however, has a tried and true history of beating up on people, even before Delver. With lists that are almost identical popping up at tournament after tournament all the way up to (and through?) the Treasure Cruise meta. It's literally a thread to discuss *just* that deck; because it's solid until proven otherwise.
You can take a few routes to learn about legacy; mine (and apparently yours) is the unpopular
"play a bunch of garbage and learn from the experience of getting trashed that 5-drops are bad"; or there's the
"Play something good and learn from the experience of getting trashed the subtleties of the format."
The best advice I can give is just play, good or bad decks.
Not off the top of my head but he's in my notes. G1 he got a game loss because of deck registration error so we went into a blind g2 with him otp. I lost that game because of a unintutive line I needed to take. G3 I was in a mull to 5 proceeded to stone rain 4 times over the first 5 turns and didn't get there. I'll go more into it when I write my tournament report.
Sent from my SM-N915V using Tapatalk
http://images.tapatalk-cdn.com/15/11...e780b37892.jpg
http://images.tapatalk-cdn.com/15/11...6b029aa75d.jpg
Most importantly I got this signed by Nils and Jacob which completely made my day :D
Sent from my SM-N915V using Tapatalk
@ Contractkiller: congrats nonetheless, just short buddy... just short. youve got some real tough matchups there... shardless, maverick... glad you pulled it off. reanimator is beatable but u have to play tight game1, after that our deck is much more equipped (i always have 3 slots in my GYhate, in any deck i play) this is where the 3 pierce, snareless built shines... same way with your storm matchup, though snare has more targets here. will check your posted report soon.
btw, awesome playmat man!
What cards am I hoping to hit with spell snare? What is the sb we are working with at the moment?
Yeah reanimator isn't horrible, but I feel very draw/play dependent. That game at least when I lost I know there wasn't anything I could have done differently. He thoughtseized my pierce played petal into entomb making sure he didn't have to play around daze or the chance of top decking force. Next turn he went for it grabbing elesh and got there. I'll post more about that match later g2 was spicy to say the least.
I love this playmat it is awesome hands down best thing that happened at the GP lol.
So the main contenders to get snared and watch you opponents get really sad are as follows:
Goyf
Young Pyromancer
Stoneforge
Counterbalance
Snapcaster
Baleful Strix
Infernal Tutor
And then a bunch of other 2 drops that are less common hymn, scryb ranger, GSZ for x = 1, Visionary, etc
The main point is those are the big ones and at least one of the first cards listed is played in a tier deck for the most part.
I don't wanna be a menace but there is no notes on the dnt matchup in the primer. That seems like an awful matchup.
I am fearful of it because it's just has a lot of things going on bad for us.
Just played a 10 man.
Flex were 2 forked, 2 pierce, 1 dismember, 1 snare
SB:
2 submerge
2 red blast
2 cages
1 pyrovlast
1 tnn
1 dest revel
1 grudge
1 library
1 vortex
1 surgical
1 flusterstorm
1 sulfur ele
Round 1 ANT
Game 1: I dazed his brainstorm off of t1 delver and then snagged a sea with waste and stifled his follow up fetch.
Game 2: he mulled to 6, kept a sea and 3 cantrips. i had the waste read
This matchup seems fine as long as you get the clock on t1/t2
1-0
Round 2 MUD
Game 1: I look at my opening 6 and its fine but im without protection so i grab my 7th, daze is my safety blanket. He tries to chalice, delver blind flip, wasteland does work as per usual.
Game 2: I keep threat heavy hand with no permission, he has t2 Ugin.
Game 3: I get t1 delver to flip and he goes to sphere of resis of which i force. next turn he lands trinisphere that ends up making his hand a turn slower than mine.
2-0
Round 3 Lands
Game 1: I somehow get in 9 dmg with delver and he finds the pfire. Mongoose goes through 2 mazes and bolts cleans up.
Game 2: This game dragged out so very long. I had him at 7 with tnn out and a bolt in hand but chasm was making my day harder than it should have been. he finds depth combo and marits me.
Game 3: I get an early delver out, he pfires it. I land a goyf and dodge his maze for a turn. stifle his maze trigger and then he makes the marit, i submerge before blocks and surgical his dark depths. he mazes goyf and i finally hit the goose to finish him.
3-0
Deck is strong. i am going to change a cage to a second surgical. otherwise, i am open to suggestions.
It is a miserable match up unfortunately there's not much you can do about it. If you expect a lot of it at your meta pack a sulfur elemental and like 2 artifact hate cards. Boarding should be something like this
OTP - 4 force, - x pierce // + 2 rough, sulfur elemental, 2 artifact hate, Sylvan Library/Vendilion clique
OTD - 4 daze, - x pierce // + 2 rough, sulfur elemental, 2 artifact hate, Sylvan Library/Vendilion clique
I personally like having a null rod in the board. It's really helpful here turning off all there vials and equipment. If you have snares keep them they really shine in this match up. Mom should be killed on site to avoid having to pair stifle + combat damage/removal spell since that's kind of like a two for one for them. Always counter their vial if you can. Be wary of their flicker wisps since they can change the tide of the battle in an instant.
It's definitely a hard match up, but not unwinnable. Forked bolts main can definitely help, but without any dismembers/ice (I prefer the first) you're pretty cold to other goyf/angler style decks. This match up in particular rewards experience from both players from what I can tell. I've played against some DnT players that were cake walks and others that were invincible it seemed like. Just understanding the flow of that particular match up takes a while.
Now I am fairly new to the deck. I understand the game plan and surface plays but I understand this deck is so rewarding because of plays below the surface and playing heads up of situations is best. Daze comes out otd in most non combo matchups? Is null rod worthy of a sideboard spot? Is clique better than tnn out of the board? He feels like the 5th goose which is usually great. Should grudge be a second destructive revelry? Rough seems great, I should probably get two of those for the board.
Yes daze should come out in most otd scenarios or at the very least be shaved. Null rod has earned it's spot in spades for me. It turns off top vs miracles, petal/LED against storm, Vials/equipment and some other random artifacts like EE and Thopter Foundry. The former set of cards being the huge reason why I play it since despite RUG's reputation storm isn't that great of a match up. It's by no means bad, but people over exaggerate it to be absurdly good when against a good storm pilot it's like 45/55 in RUG's favor.
TNN is better for tempo mirrors and miracles as all star blocker or another evasive threat respectively. Clique is better on paper since it has the potential to make some huge tempo swings such as ripping a miracle card out of an opponents hand with a trigger on the stack. The same can be said for responding to vials or Stoneforge. It's also a flash threat vs combo which is good. I think that just comes down to a preference and which you think you'll need more at any given weekly or 60man event.
Rough is a must as a two of in the board. I think there are definitely some match ups primarily DnT and Elves that you can't win without rough. It just helps us gain a lot of tempo by maybe netting a thalia + stoneforge or Deathrite + visionary.
Grudge and revelry are meta call dependent with Krosan grip being the safer choice. Grudge can gain value with it's flash back, but I think most stoneforge decks especially now with dig gone will revert back to some number of RIP in their boards. Reverly can get some extra damage in usually shaving a turn off our clock. It also deals with pesky RIP and a lone counterbalance if you don't have anything better to board in (and in the miracles match up there's easily 8-12 dead cards in this deck). My personal opinion is a null rod and Krosan grip in the board are able to deal with most situations and give the widest spread of coverage vs stoneforge builds, miracles and storm.
Don't necessarily go to 0 daze; as Killer implies; you may keep 1-3 depending on the amount you're siding in, the next-level knowledge that your opponent will play into them more often in G2 (and be pissed off about it), and how "I lose if this resolves" their stuff is. For instance, I'd keep them in against MUD as they'll chalice or do other huge things every turn and their plan is "Fuck it, he'll run out of counterspells", and Loam decks (despite it being non-obvious) are ok for Daze if you catch a Loam early; making it a nice 2-of or something I think.
Opposing Delvers it's alright as a 2 of also I think, as they'll be playing a tight curve and Dazing you (meaning you'll each have a low number of lands.) You can also Daze something to save an island you need for next turn if you're anticipating it being wasted later that turn (or the following turn.)
Pretty much always remove them OTD against attrition decks. Not only are they packing Decay and DRS 90% of the time so you have a hard time landing Daze. I may be wrong, but I'd hazard this goes for facing BUG Delver as well.
Yeah I think I may have been unclear when I said to shave or cut them. It just depends on the match-up. I would use the following as a guide for deciding to cut/shave daze otd.
Delver, combo, anything with chalice you're usually fine keeping all the dazes.
Stoneblade, Jund, shardless you usually want to shave at least 2 if not more due to the game going long. They have inevitability on their side and can wait it out so daze is usually bad here.
Miracles is probably the one match up I'm the most adament about cutting daze completely otd or otp. It just doesn't make sense to keep it in when we can never pressure them fast enough to run into it. In addition to that we can't effectively pressure their mana.
So I have been thinking about it and I really like gitaxian probe as one or 2 flex spots. Information is paramount in this deck and I know in my meta, snare is not very strong. Tuesday I am thinking 2 fork, 2 g probe, 2 pierce.
Haven't decided on an fully although this week I will be playing roughs because I forgot about them last week. Luckily, we dodged hard. I do however like tnn more than clique still even though it contradicts my feelings on probe. I just view it as fragile and I already have the bugs to worry about. I will try the sb you all suggest seeing as you know better than me.
Played in another 10 man.
Flex were: 2 g probe, 2 forked, 2 pierce.
1-2 miracles.
Game 1: I got him with 2 mongoose and a fow on terminus
Game 2 : I drew 9 lands.
Game 3: I drew 7 lands. He had answers for both my threats.
Daze, pierce out. 3 blast, library, cortex, sulfur in
2-1 alluren
Game 1: otp daze his Drs. Stifle his fetch. Fow his alluren. Pierce the follow up alluren. Delver goes the distance.
Game 2: I draw 9 lands.
Game 3: he makes a weird deluge play to wipe a mongoose. We draw blanks for a few turns. I hit gas and kill him. He drew 14/21 lands. I drew 11/18 lands.
-2 daze, 2 pierce. 2 rough, 1 destructive, 1 ancient grudge.
2-1 lands
Game 1: otp I delver pass. Daze exploration. Waste his taiga on my turn. He fails to find a colored source and dies to flipped delver and mongoose.
Game 2: he pfires delver and marit lages me.
Game 3: I keep waste, goose, fow, fow, bolt, trop, ponder. I play ponder and pass. He casts mana bond so I force.
3 gooses later, he shows me just how poorly the game would have went had I not countered the mana bond. T2 20/20 seems strong.
-4 daze, 2 pierce, 1 g probe. +2 submerge, destructive, grudge, surgical, vortex, library
Esper mentor 2-0
He was paired up to me and gave me the win. I asked to play but he had fallen asleep in the chair. Haha
Aside from flooding into oblivion, the deck felt great. I assume I am not shuffling as much as I should. Otherwise, the deck is still great.
Congrats man. As for the miracles match up it's a tough one. I would recommend shaving the forked bolts, and wastes prior to pierce or daze. I mean you really don't want any mix of bolt, waste, daze in postboard. If you don't have that much to bring in, though I think wasteland is the first on the chopping block along with the secondary removal.
Sent from my SM-N915V using Tapatalk
I was referring to your miracles board of taking out pierce and daze. I think wasteland and forked bolt are worse than those. Which could be incorrect depending on how careless the miracles player is and if they fetch duals aggressively.
Sent from my SM-N915V using Tapatalk