Re: [Deck] Imperial Bomberman
So one of the new commander cards seems perfect for this deck:
http://media.wizards.com/2014/c14/aa...j7p2zy504e.png
Granted you've got Nihil Spellbong to deal with GY decks, and I'm not sure you'd want to cut it at this point with Cruise/Dig being so good, but Priest hoses a ton of stuff. She's also on-color, costed right, tutorable, human, and survives /-1 effects.
Thoughts?
(also I'm just kinda bumping this thread so I can quit looking at "Squirt Storm" on the main page, because this deck is better and also...eww.)
Re: [Deck] Imperial Bomberman
Quote:
Originally Posted by
Richard Cheese
So one of the new commander cards seems perfect for this deck:
http://media.wizards.com/2014/c14/aa...j7p2zy504e.png
Granted you've got Nihil Spellbong to deal with GY decks, and I'm not sure you'd want to cut it at this point with Cruise/Dig being so good, but Priest hoses a ton of stuff. She's also on-color, costed right, tutorable, human, and survives /-1 effects.
Thoughts?
Hell yes, Containment Priest is great. I think it will definitely wind up as at least a 1-of in the board. (And I really want to pair that thing with Portcullis and Parallax Wave in some janky brew also featuring Imperial Recruiter.)
Re: [Deck] Imperial Bomberman
Just a quick report on how this deck has been faring: in aggregate over the past 5 sanctioned events I've gone 16-5 (4-0, 3-1, 3-2, 3-1, 3-1). That is largely against people who know exactly what I am doing, so I can no longer chalk it up to just surprising people. And in at least two of my match loses I am responsible for horribly misplaying and costing myself game 3. So I think this deck is legit and I hope more people will pick it up - if others started piloting it, I really think we could see it place highly in big events.
I'm feeling solid on the sideboard except for 4 slots. In an effort to not just auto-lose to Tin Fins and ANT (which see semi-frequent play at my local) I'm trying discard in the board (3x Duress, 1x Thoughtseize) and running 1 of each white dual main. I really want some way to meaningfully interact with them for 1 mana. I have yet to use this plan in a sanctioned match, but I'll keep with it for a couple more events to test it out. (I also tested boarding in 3x Lotus Petal, 4th Mox Opal to try and power out Meddling Mages or Ethersworn Canonist turn 1, but that fared incredibly poorly.)
I'm still not completely satisfied with the flex slots main. Seeker of the Way was in for a bit and it just didn't quite seem powerful enough across the board to warrant maindeck inclusion. Seeker also created "cognitive dissonance" against just plopping down some Mox Opal, LEDs, and/or Spellbombs on turn 1 - I always had to second guess that line in order to try and maximize Seeker of the Way prowess triggers later on. I really didn't like making the deck even harder to play correctly for very little gain. So I've gone back to a couple Meddling Mage main plus a Spellskite. This is the first time I've truly tested Spellskite in this deck and I'm really liking it so far. I also have a Sunbeam Spellbomb main right now as a concession to the popularity of Burn and UR Delver - it hasn't played a major role in any game yet - usually it has been redundant as I win off of Pyrite, or I've just sacced it to draw a card.
So here's were I'm at with the tweaking: I think there are 4 flex slots main, and I think they have to function as an extension of the sideboard. I really wish I could just have those slots be Conjurer's Baubles to make the deck function more like a 56 card deck (as the majority of the wins I've had game 1 have been somewhat despite the "flex slot" cards) but sadly there just isn't enough sideboard space - we're forced to either be "the most powerful and consistent possible game 1" (with Conjurer's Baubles and/or Grim Monoliths) or to have enough sideboard slots to fix some bad matchups while being forced to run clunkier cards main. Since we play more sideboarded games than unsideboarded, I've been opting for the second option.
EDIT: I updated the opening post to reflect the most recent successful build.
Re: [Deck] Imperial Bomberman
Has anyone ever tested Grand Abolisher in here?
Is it just not an effect that is needed in here? or is it just not better than other slots like MM and random bullets?
I suppose it would be better in some version that would be more all in with unburial rites or some such, rather than a version that can play control and grind people out and wait till it's safe.
Re: [Deck] Imperial Bomberman
I went 4-0 with a list pretty close to wanderlust's at our weekly legacy last night.
R1
I was unlucky and had a bye. After 15 minutes I played a few rounds against a Junk player whose opponent hadn't shown up because protests shut down public transit. He tried to disrupt with discard but it wasn't enough to get there.
R2 Miracles
Game 1 was a long slog. I thought this matchup would be better thanks to cavern of souls. However, my opponent saw that once he set up top/cb he just needed to keep a 0 on top to disrupt me. I tried to resolve engineered explosives sunburst 2 to kill CB four times the first game. Twice with a cmc of 3 and once with a cmc of 4. It got countered with counterbalance triggers each time. Eventually I scooped to a Jace.
Game 2 Had no cavern and no counterbalance. The endgame board state was: 4 lands on his side with a clique in play. He knows I have an E tutor in hand. On my board I have top, LED, mox opal, city of traitors, cavern of souls, tundra, arid mesa. At the end of his turn, I top and see two land and a salvager, I move the salvager to the top. I draw salvager and then play it, leaving arid mesa and mox up. It resolves. Then I crack the arid mesa, in response, he realizes that I need to find a 1 mana cmc artifact to win so he cliques me again with the fetch on the stack. I respond by casting e-tutor off of opal. He lets the e-tutor resolve and I put pyrite on top. Then I let clique resolve and he sees 2 land, then when I get priority back with arid mesa on the stack I active top to draw the spellbomb, then I let arid mesa resolve. I search for a plateau then loop LED and win.
Game 3 I ended up with a top on board against his board of RIP, top, CB and bskull. I didn't think I was going to win this one but I managed to resolve EE on 2 at CMC 3 and blow up his enchantments, then a timely cavern of souls let me start casting my relevant stuff and pull a victory. I won on turn 1 of turns. I think he could have played for a draw by terminusing as I went off but he kept resolving cantrips and digging deeper hoping to find another answer. He had lethal on the board and was playing for the win, he blew all his mana and shuffles before finding it. He could have forced the draw, though.
R3 2-1 Dreadstill
Game 1 I kept a hand with cavern and city. I played a turn 1 cavern and it got wasted. I cried and then lost a few turns later.
Game 2 and 3 I don't remember well but cavern of souls got there through all the stifles. I broke 2 standstills game 3 and still won. Countermagic is just a bad interaction against us.
R4 Omnishow
We split and played for fun. I got there thanks to cavern of souls. He commandeered my pyrite spellbomb once to stop me from going off...I got lucky and had karakas when I needed it. I'm not sure this is a great matchup, we have very little interaction other than ethersworn canonist. I think sneak show is a lot better because they probably won't win the turn they cast show and tell so we can show in a salvagers and win next turn. Omnishow threatens to win the turn they resolve SnT though.
I'm glad I found another deck to play my recruiters in. It was fun, but my wins never felt like they were inevitable.
Re: [Deck] Imperial Bomberman
Quote:
Originally Posted by
Wanderlust
The manabase looks anything but solid. I would cut the artifact lands and moxen in favor of tundras, plateaus and a volcanic. Big chance of running into off-color or colorless source, losing your mox or metalcraft to wasteland is a pain. 4c is also unbearable, :g: just for QP? I would rather run stuff like Wipe Away, Rushing River or Hurkyl's Recall over QP + random savannah to fight hate. How about RiP + helm package in the main as plan C or in the sb since you have ETs to support it? 2 copies of Dig Through Time to complement your etb tutors/find kill card/combo piece? My thoughtz.
Re: [Deck] Imperial Bomberman
Quote:
Originally Posted by
RPGbudgie
I went 4-0 with a list pretty close to wanderlust's at our weekly legacy last night.
I'm glad I found another deck to play my recruiters in. It was fun, but my wins never felt like they were inevitable.
RPbudgie - Sweet, glad you had some success with the list! I've also found that wins rarely feel inevitable - most matchups are tight.
Quote:
Originally Posted by
death
The manabase looks anything but solid. I would cut the artifact lands and moxen in favor of tundras, plateaus and a volcanic. Big chance of running into off-color or colorless source, losing your mox or metalcraft to wasteland is a pain. 4c is also unbearable, :g: just for QP?
Death - yeah, the manabase does look like a pile on paper. It wouldn't look that way if it wasn't working, though. But I wouldn't be surprised if a better configuration crops up. However, I would do a whole lot to the manabase before ever cutting Mox Opal - if we're worried about off-color issues, why cut a card that casts the whole deck, is Blood Moon insurance, and is acceleration? Also, the artifact lands are tutorable with Trinket Mage, and sometimes E. Tutor in a pinch, which adds some nice utility to those cards. Yes, Wasteland can sometimes be a blowout, as it is for many powerful Legacy decks.
Quote:
Originally Posted by
death
4c is also unbearable, :g: just for QP?
I dislike that Savannah as much as the next man, but Qasali Pridemage has been incredibly important as far as my own win percentages have gone against random decks. Remember Pridemage can be cast off Cavern of Souls on Wizard, which can also cast Trinket Mage and Meddling Mage. Uncounterable artifact/enchantment removal that can also beat down is quite problematic for a deck like Miracles. For a while I was running the Savannah in the board, but as Wasteland has become less pervasive recently, I figured getting a SB slot back was worth the risk of moving it main. Pridemage has been an absolute MVP for me personally.
Quote:
Originally Posted by
death
I would rather run stuff like Wipe Away, Rushing River or Hurkyl's Recall over QP + random savannah to fight hate.
Okay, now this makes no sense. Why run bounce when you can just kill the damn thing with, say, Disenchant, or an E. tutorable card like Seal of Cleansing? Or a creature that can be cast off Cavern of Souls, like War Priest of Thune or Manic Vandal? All of those seem far better here than bounce.
Quote:
Originally Posted by
death
How about RiP + helm package in the main as plan C or in the sb since you have ETs to support it? 2 copies of
Dig Through Time to complement your etb tutors/find kill card/combo piece? My thoughtz.
I can absolutely get behind playing Helm as a 1-of in the board. What a blowout against our opponent siding in RiP! Not so hot personally on RiP main, as it shuts off our own combo.
As for Dig Through Time - yes, it would be sweet to make that work here, if a different mana base that can support it becomes clear.
EDIT: On second thought, Dig Through Time doesn't help shore up the most serious problems I've run into with the deck so far, which are our opponents having a really fast start (ie., turn 1 combo decks, the nuts our of UR Delver or Burn, getting Wasteland/Stifled out of the game.) Most of the time this deck is already cooking with gas by the time Dig Through Time would come online. Although trying to fit a couple in is seriously tempting, I must admit...
Re: [Deck] Imperial Bomberman
Has anyone ever tried to shove Auriok Salvagers into a burning reanimator shell? LED and Auriok Salvagers can both be found with both gamble and entomb, giving you very fast tutoring for the combo pieces. LED is already played, allowing this combo to be slotted in easily. Leaving in griselbrand as an alternative win condition also works, as reanimating it allows you to draw into Auriok Salvagers/LED. After generating infinite mana/storm, the deck plays like 10-12 tutors and 8-12 reanination effects, allowing you to find burning wish for tendrills or hardcast/reanimate 2-3 more creatures at the very worst.
Re: [Deck] Imperial Bomberman
And what are you trying to achieve there? By going infinite you lose all cards in hand.
The combo now requires {1}{W} in addition and a tutor for another Combo piece before saccing the LED.
I could imagine another Combo route for the burning Reanimator with one Salvager, a Spellbomb and a Past in Flames. But that's just watering down the main Combo plan. It's more stylish, for sure!
Re: [Deck] Imperial Bomberman
Heyho,
finished 2nd in a 4x people tournament yesterday, 6 rounds of Swiss, no cut for Top8.
Played my controllish list from a few pages ago with little changes. Did not test a whole lot beforehand but I knew Monastery Mentor would be insane thus making room for 3 and thus for a second copy of LED (and for the 4th Top).
Sideboard was chosen pretty randomly, some cards I wanted to play and some other good stuff.
Matches:
Infect 2-1
G1 I keep a one lander with Top & Ponder, I die on turn 3-4 before I can find a second land.
He thinks I'm on Miracles obviously.
G2 I keep a hand with 1 Aether Spellbomb & 3 StP which he moans about when Probing me. Unfortunatly because he think he plays against Miracles he does fetch a Basic Forest to play around Blood Moon. Fortunatly it doesn't matter and my Magus is still awesome, blocking 2 Nexus and winning the game via Beatdown while he can't do anything relevant anymore.
G3 He mulls to 5, plays a Noble Hierarch which gets plowed after he powers out a Sylvan Library. It does draw him 3 cards but no land, I play a Mentor & make a token, he plays a Blighted Agent. I bounce the Agent via Spellbomb and kill him one turn later via tokenpower.
Junk 2-0
G1 He plays some creatures like Thalia, Mother & Pridemage.. I have the combo t4 but stall a little bit until he taps his white sources since I don't have any protection. At some point he does and I use the window and kill him.
G2 I think pretty much a repeat of G1, he has an active Knight and when playing the second I can finish him off, having enough mana to play around Bog (allthough he could've exiled my spellbomb, a Mentor on the battlefield would've maked the combo lethal within a turn anyway).
DnT 2-0
G1 I mull to 6, he to 5. He goes for a Vial which I Force in an attempt to screw him hard, doesnt work out.
Despite his mulligangs he does pressure me quite some time, but I can stabilize with a Countertop lock getting rid of several Mothers & a Batterskull. But for the live of me I cant find a way to kill him going down to like 20 cards in my library between lots of Top-spinning, shuffling, Digging before I finally find a Salvager.
G2 He has a good turn 5 ending with him having a Vial on 3, 3 lands & 1 Flickerwisp after Cataclysm with me having Top & 1 Land. It's been timely enough as I wanted to combo out next turn. Thankfully he draws some more lands after that and I can recover, killing his Wisp and riding a Mentor to the win.
Sneakshow 2-1
G1 I'm not doing anything useful besides slamming a Counterbalance (which does not blindhit) & trying to Force a Sneak Attack which still resolved t4/t5 and killed me via Emrakul & Grisel.
G2 I'm to greedy and run a Meddling Mage into his Clique, but still can defend myself with other hatebears like the Containment Priest & Cliques to kill him.
G3 He's busy countering/bouncing my stuff (Mentor is a hell of a clock!) thus lacking pressure and I can finish him pretty easily.
Infect 0-2
G1 - I can a slow hand with Top/CB but am drawing just lands and die without resistance.
G2 - Again I flood out.
UW Delver 2-1 (he was playing Delver, Meddling Mage main (who does that :p), TNN, Elspeth, Jace, etc.
G1 - He has t2/t3 Meddling Mage, I play t3 Mentor followed by 2 LED which immediatly eats a StP. Between cantrips & tops the token nearly kill him but he draws removal + TNN as a blocker just in time. I should've waited a turn more to play another cantrip to get a 3rd token. Anyway he plays Jace and I scoop as I'm lacking everything.
G2 - I keep a greedy hand (3 Caverns, 1 Plains, 1 Top, 2 other good cards) as I'm lacking a blue source. 1 Fetchland later I'm in buisness. Easily I answer his plays in the early game and run him out of removal with 2 Salvagers & 2 Mentors.. realizing that I'm kinda lacking win conditions.
When he's hellbent I play a Meddling Mage (Jace) he topdecks Elspeth.. outch.
Suddenly I'm starting to be on the backfood digging for my 3rd Salvager and finding it in time to kill him off.
G3 - I'm in control the whole game thanks to Counterbalance and kill him easily with Mentors.
Good enough for 2nd winning a Jace.
Conclusion: Mentor is insane. Literally. He's so good with all my cantrips. He's awesome with 2 tops (which again is not hard to find). He's a combo with Salvager & LED in case I'm missing the Spellbomb (or the Top&EE to draw my deck) and it wasn't even that uncommon to just crack the LED when I'm hellbent anyway to generate 3 more tokens with double top. Definitly will play him on in this list.
Speaking of, my Maindeck is awesome. Did not find any card lackluster and will probably stay with it for quite a while, meaning I will need to put work into my sideboard until I'm satisfied with it, too.
Re: [Deck] Imperial Bomberman
Holly - great report, thanks. Would you mind posting your full list?
Re: [Deck] Imperial Bomberman
Maindeck I'm looking at:
4 Top, 4 Brainstorm, 4 Ponder, 3 Dig Through Time
2 Engineered Explosives, 3 Swords to Plowshares
1 Aether Spellbomb, 1 Pyrite Spellbomb, 2 Lion's Eye Diamond
3 Counterbalance, 3 Force of Will
3 Auriok Salvager, 3 Monastery Mentor, 3 Trinket Mage, 2 Meddling Mage
9 fetchlands, 4 Cavern of Souls, 3 Tundra, 1 Volcanic Island, 2 Island, 1 Plains
Sideboard is pretty flexible though I'd never leave without 2 Magus of the Moon at least not at the moment.
Other cards which are at least pretty set include: 2 Vendilion Clique, 1 Force of Will , 1 Pithing Needle, 2 Terminus.
Written from phone, will add capitalisation when I'm home.
Re: [Deck] Imperial Bomberman
I'm building a bomberman deck including painter combo lately and I'm planning to play it at GP Kyoto. It seems this thread is the right one to post.
Here is where I am now.
Main Deck
Lands 22
4 Arid Mesa
2 Scalding Tarn
2 Mountain
2 Cavern of Souls
4 Ancient Tomb
3 City of Traitors
1 Plains
3 Plateau
1 Karakas
Creatures 11
4 Painter's Servant
3 Auriok Salavagers
4 Imperial Recruiter
Artifacts 18
2 Ensnaring Bridge
4 Grindstone
4 Pyrite Spellbomb
2 Lion's Eye Diamond
4 Sensei's Divining Top
1 Engineered Explosives
1 Pithing Needle
Other Spells 9
2 Enlightened Tutor
4 Pyroblast
2 Red Elemental Blast
1 Daretti, Scrap Savant
Sideboard
1 Enlightened Tutor
1 Engineered Explosives
1 Pithing Needle
1 Circle of Protection: Red
1 Ethersworn Canonist
2 Wear/Tear
1 Containment Priest
1 Trinisphere
1 Pyroclasm
3 Magus of the Moon
1 Duergar Hedge-Mage
It's difficult to beat BUG decks on my testing, but overall it performs well.
I'm not sure whether it's possible to play Blood Moon and Mox Opal main deck which seems very powerful.
Any comments are welcome.
Re: [Deck] Imperial Bomberman
Do people still play the version with Gamekeeper? Killing your gamekeeper dumps most of your deck into your graveyard (hopefully including LED and an egg) until you hit Salvagers or another Gamekeeper. If you hit another gamekeeper you just sac him to a cabal therapy which was obtained from the milling process. I know it's an old version but it seems like it could be good with discard, innocent blood, etc.
Re: [Deck] Imperial Bomberman
Has anyone tried the black splash with tasigur like the vintage decks do?
Re: [Deck] Imperial Bomberman
Heyho,
played on saturday in a tournament (40 people) playing pretty much my list from above -3 Trinket Mage, -1 Aether Spellbomb | +2 Tasigur, +3rd Meddling Mage + 3rd LED. Did not test Tasigur beforehand but thought another angle to combo of with LED & Salvager (so now I'd have: 3 Mentor, 4 Top + 2 EE, 2 Tasigur, 1 Spellbomb) wouldn't be bad and it does support the beatdown a little bit more.
Did end up going 3-3.
M1 Ant
G1 Meddling Mage gg.
G2 I kill him with Mentor while having Counters in hand.
1-0
M2 SneakShow. G1 I only have 1 FoW which isn't a problem for him. G2 he has no chance. G3 I'm missing 1 pitch card for my second FoW to win the counterwar.
Had Tasigur in the last game, if it would've been Trinket Mage I could've had searched for an AEther Spellbomb thus probably win the game.
1-1
M3 Burn
Well, I always lose against burn.. was dead t4 both games. Counterbalance, FoW.. doesn't matter.
1-2
M4 uhm.. Can't remember at the moment.
2-2
M5 Grixis-Pyromancer
I win pretty easy both games.
3-2
This was the only match Tasigur did anything.. G1 he attacked once and got blocked by a Young Pyromancer & Bolted.
M6 BURG-Delver
G1 I combo out, G2 I make a horribly punt and lose the game. G3 I keep a loose hand and die without doing much (again had Tasigur, again Trinket Mage would've been better).
3-3
All in all, Tasigur did disappoint big. Thats not even considering how greedy my manabase got because of him (going to 2 basics to get 1 Underground Sea in there) since I did not really got punished for it (I think it dealt me 2 dmg from Price of Progress though I would've lost anyway). Then again, I played 3 combo matchup where he doesn't shine.. I'll probably end up testing him a little bit more but I'm doubtful about him.
Rest of the deck.. solid as before, I did mulligan quite a lot but apart from 2 Mulligans (0 lands, 6 lands) only because I knew what matchup I'd be up against and knew my hand wouldn't be good enough - all those hands would've been fine to good keeps against an unknown opponent).
Re: [Deck] Imperial Bomberman
Not Imperial Bomberman, but I did have an OK weekend with BomberTop.
Decklist
Creatures
3x Auriok Salvagers
2x Monastery Mentor
3x Trinket Mage
Enchantments
3x Counterbalance
Planeswalkers
1x Jace, the Mind Sculptor
Artifacts
2x Engineered Explosives
2x Lion's Eye Diamond
1x Pyrite Spellbomb
4x Sensei's Diving Top
1x Ęther Spellbomb
Sorcery
3x Ponder
2x Terminus
Instant
4x Brainstorm
2x Dig Through Time
3x Force of Will
1x Pyroblast
3x Swords to Plowshares
Land
4x Cavern of Souls
4x Flooded Strand
2x Island
2x Misty Rainforest
1x Plains
2x Polluted Delta
1x Scalding Tarn
3x Tundra
1x Volcanic Island
Sideboard
1x Containment Priest
2x Ethersworn Canonist
1x Flusterstorm
1x Force of Will
2x Magus of the Moon
1x Manic Vandal
2x Meddling Mage
1x Notion Thief
1x Pithing Needle
1x Pyroblast
2x War Priest of Thune
Why Counterbalance?
The card is great at controlling the game and getting to a point where even though you dont have a hand while combo-ing, you can protect yourself. I also cannot count how many times people conceded before seeing the combo, boarding incorrectly, then getting smashed the second game. With an uncounterable Trinket Mage to get SDT, it is even better.
Sideboard
I went very heavy humans and it was an awesome decision. The War Priest of Thune was easily the sideboard MVP. Uncounterable way to destroy Counterbalance with a 2/2 body for 2CMC was amazing. Miracles players were not thrilled to see this guy. Other humans to cover all the bases. Manic Vandal is less than ideal, but we need a way to get rid of Null Rod. Wear/Tear exists, but can be countered. Magus off of Cavern wins soooo many games. The rest are more common and pretty easy to understand why.
Tournament
So I finished 5-3-1 on day 1. Very upsetting since I was very happy with the deck, but for a first go with the deck I'll live with it. I'll go through a quick summary of the matches:
Round 1 - Lands - This went to a draw in 3 games. Lost game 1, game 2 he sided in Thorns and I won with human beats. Game 3 he got to lock me out of the game with triple Port, but no win con. (0-0-1)
Round 2 - U/W Stoneblade - Guy was playing what looked like a budget list. Lots of basics and Detention Sphere main. Combo off both games pretty quickly. (1-0-1)
Round 3 - Miracles - Not a bad match up. We go back and forth countering CB's. Eventually Mentor gets there thanks to Cavern. The next game I get War Priest to beat him up and after he need to answer my bear I get to combo off. (2-0-1)
Round 4 - D&T - This match can be tricky. Revoker names LED, Thalia stop infinite mana, Spirit of the Labyrinth to stop drawing the deck, and Wasteland is rough. I get game 1 after a Terminus wipes his board and I combo off. Game 2 wasn't really a game. He hit his curve and cut me off. Game 3 was very close. He established a huge board and I couldn't find a terminus or combo. (2-1-1)
Round 5 - Enchantress - Lose to amazing draws. Game 1 triple RiP and Helm through my counterbalance. Next game he gets the turn 2 Suppression Field. He gets out an early Sigil and makes more dudes than I can answer. (2-2-1)
Round 6 - BG Depths - Main deck Chains of Mephistopheles was rough. He also had a Lily. I was able to keep Auriok in hand while discarding lands until I hit Trinket and discard Spellbomb, then slam Auriok and crack my in play LED to win. Next game Magus wins single handidly. (3-2-1)
Round 7 - Punshing Naya - There are a few hatebears and Bloodbraid that get in enough damage. Game 2 he keeps turn 1 Dryad Arbor, next turn GSZ off Cradle that my CB gets. I plow his Dryad and he has 0 mana. He concedes before seeing how I won to save himself time for game 3. I am able to combo off a turn before a lethal attack. He had Stony Silence in hand when he died :/. (4-2-1)
Round 8 - Miracles - We have a good game 1 but I get the combo through. Game 2 when I attempt to combo he Vensers my Cavern'd Auriok. I blind flip a Jace off CB to win the game. (5-2-1)
At this point I am rolling and am only one win away from making day 2. No problem, right?
Round 9 - Miracles (btw, Joe Lossett is the pilot) - Our games were absolutely awesome. Very tight on both sides. First game when I am at 17 he miracles Entreat on my turn for 4 angels. I draw with Pyrite on his upkeep to miracle Terminus, he had the Venser. I go to 1. Untap and look with top. Third down is Auriok and I have LED in play. I draw, play him, crack, use 2 to get back, try to recast with 1 floating. Joe has Top and Dig in hand. He digs, finds FoW and blue card. I need 2 mana and have 1 floating and a fetch at 1 life. Can it be any closer? The next game goes to time his turn 4 he's not close to winning and has no cards in hand. I draw a fetch that he wanted to see so he draws with Top to Clique. I look 3 down with Top, no good. I fetch and look at top 3, no Auriok. We finish 1-0-1 in his favor and he gets the match. (5-3-1)
Summary
This deck was so much fun. It has a great Miracles match that I faces many times and also great Omni and storm matchup (that I didn't face). It may need a little tweaking, but I loved it. Feel free to ask questions or make suggestions. Thanks for reading.
Re: [Deck] Imperial Bomberman
Love your deck, itrytostorm. Probably gonna try it out and see what I feel. ^.^
Questions:
1) Do you often try to "go for it" as soon as possible, or try to play the slow game?
2) Is the combo the main win-con, or is the mentor?
3) What is your best/worst match-ups?
Re: [Deck] Imperial Bomberman
Quote:
Originally Posted by
itrytostorm
Not Imperial Bomberman, but I did have an OK weekend with BomberTop...
Round 9 - Miracles (btw, Joe Lossett is the pilot) - Our games were absolutely awesome. Very tight on both sides. First game when I am at 17 he miracles Entreat on my turn for 4 angels. I draw with Pyrite on his upkeep to miracle Terminus, he had the Venser. I go to 1. Untap and look with top. Third down is Auriok and I have LED in play. I draw, play him, crack, use 2 to get back, try to recast with 1 floating. Joe has Top and Dig in hand. He digs, finds FoW and blue card. I need 2 mana and have 1 floating and a fetch at 1 life. Can it be any closer? The next game goes to time his turn 4 he's not close to winning and has no cards in hand. I draw a fetch that he wanted to see so he draws with Top to Clique. I look 3 down with Top, no good. I fetch and look at top 3, no Auriok. We finish 1-0-1 in his favor and he gets the match. (5-3-1)
Quote:
Originally Posted by
amalek0
Our Favorite Oarsman's last match was apparently a super close and super awesome match--I chatted with him about it on the way out the door and he was literally like, bubbly about it. Believe it or not, he nearly lost to BOMBERMAN. Win-and-in round for day two, so we definitely won't see it on stream tomorrow, but BOMBERMAN! Almost made the cut.
You didn't win your win and in but at least you made someone's day!
Re: [Deck] Imperial Bomberman
Quote:
Originally Posted by
Gikkman
Love your deck, itrytostorm. Probably gonna try it out and see what I feel. ^.^
Questions:
1) Do you often try to "go for it" as soon as possible, or try to play the slow game?
2) Is the combo the main win-con, or is the mentor?
3) What is your best/worst match-ups?
Thanks you very much :)
1) I do try to go for it when it seems reasonable. If they have burned counters on Top or CB then I may just jam it. It is very difficult for decks to answer the 2/4. If it is Miracles then I probably slow down and just my Caverns.
2) Main win-con is definitely the combo. It does not hurt to have the Mentor as a back up though.
3) Best: OmniTell, Miracles (4-1 in the weekend against it and my loss was Lossett), BUG. Honestly I feel very good against so many decks thanks to my SB. D&T is probably the worst.