Currently testing a version with twenty land.
I know... I know... but bear with me here.
Also, Lich is gone. It really needs a deck designed around it... and we all know how those decks turn out.
*cough* Nourishing *cough*
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Currently testing a version with twenty land.
I know... I know... but bear with me here.
Also, Lich is gone. It really needs a deck designed around it... and we all know how those decks turn out.
*cough* Nourishing *cough*
Twenty lands seems excessive but if it works, good on ya!! I've been messing around with a build with vault of whispers, mox opals, and a one of null profusion and it's been super fun. When I'm not so lazy I'll build it on mtgo and get some serious testing in
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Hello everyone!
I've recently gotten back into Magic and decided the best route to go was the combo tree (Belcher/TES/ANT/Doomsday/SI) in legacy on MTGO.
I've been reading through the thread and would, from what it seems, guess that the QSI version of the deck is best right now, as it's the best against miracles.
I'm trying to put together lists for all of the decks I want to get. At the moment I only have the primer's QSI list, but I was wondering if anyone has a good QSI list for the current meta.
Also, if you guys think that SI isn't very good at the moment due to the amount of miracles and other Ux decks out there, that'd be good to know aswell so I hold off on making it and eventually get to it after something like ANT or TES.
Thanks in advance! I look forward to learning from all of you!
if you're already planning on building TES or ANT, SI is a solid first step. you'll want the infernal tutors, LEDs, etc anyways and you won't have to totally break the bank on all the duals/fetches just yet. as far as it's viability, I've only played PSI on mtgo and I have decent results, miracles is practically unwinnable but I still have a lot of fun playing
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If you have a hand where you can activate belcher on turn 1 but you need to cast a pact, do you go for it? Assuming cases with 2 lands left in deck and 1 land left in deck.
There's a few variables to consider, like how likely is your opponent to be able to interact with you if you go off next turn? Do they have lethal? But for the most part I'll usually just go for it
It depends on how many permanent mana sources you have/how much mana you can make the following turn too. It's a lot less risky to fire it off if you can try again with the Pact trigger on the stack next turn.
That said, PSI is pretty much entirely high risk, high reward. Pulling the trigger on Charbelcher with lands left in the deck is probably less risky than sleeving the deck up for a tournament in the first place. I would go for it if I thought there was any chance my opponent would be able to interact with me on the following turn. I might go for it even if I didn't think they could, but that's generally a worse decision.
A huge portion of playing this deck is just dumb luck and actually having the cajones to sleeve it up. Identify your route to victory, be it Belcher or tendrils, and don't be afraid to adjust your plan on the go. If you know you are playing against a deck like D&T, lands, or other similar decks that won't have t1 disruption, let them take the play so you get an extra card. There's been plenty of games where I'll mull to 5 or 6, scry, and pass my first turn just to go off with that extra card.
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I've found summoner's pact versions to be super solid and I think they've got a higher t1 %? But if you want to play a version without I'd recommend a BR version with mox opals and robots.
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It is. Pact versions are definitely a lot more all in, which is also a downside against disruption. That said, you've probably effectively lost if you try to go off and fizzle with or without a Pact trigger to actually cost you the game. It's possible to draw Ritual → Bargain → go off a second time, but it's less likely to happen or succeed than going off from a full hand. You also run into scenarios where you can no longer draw 4 because of life total, unless your first attempt let you play a nonlethal Tendrils to recoup some of the lost life. The Pact versions are more all in, but it's not like any build of this deck is particularly well suited to grinding out a long game.
The real reason I like the Pact version most is that opening up a round with Pact on an empty board is a lot of fun.
When I get some more free time, I've been thinking about recording myself on mtgo playing decks like this, Oops!, etc, would anyone be interested in something like that?
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Uploaded an old recording I had. Only game 1, it's super rough but I'm still working on finding a decent recording software. Not sure why the quality is ass but my knowledge of this kind of thing is severly limited and I don't know how to fix it. Hopefully I can get these things worked out.
Petal, petal, c.rit, wild cantor, chrome mox, cruel bargain and infernal contract.
There's a few lines with this hand and I'm wondering how an experienced inquisitioner's would proceed. Against blue decks, on the play, does it make sense to try to go less all in and bait out a counter with a draw four and save resources? I'm still a little confused about and when to go all in with this deck. Regardless, this deck is awesome as fuck and I'm planning on taking it to scg Worcester. All comments are appreciated and long live odious trow.
Ps I'm on the standard pact version.
Used to play PSI waaaaaay back when. Now that Miracles is gone, is this a reasonable storm choice for an unknown meta, or would I be better off with something more conventional, like ANT or Belcher?
Is there a consensus on what a modern PSI list looks like?
[QUOTE=Silent Requiem;1008595]Used to play PSI waaaaaay back when. Now that Miracles is gone, is this a reasonable storm choice for an unknown meta, or would I be better off with something more conventional, like ANT or Belcher?
Is there a consensus on what a modern PSI list looks like
Skull winder seems to be making its way into the psi lists, is it better than our other pact targets though?