I was wondering why you might've made such a dramatic change... :smile:
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I was chatting and testing with some of the local guys tonight in preparation for Atlanta, and one of them had a suggestion that had not occurred to me before as a sideboard card to help with the combo matchup, along with other decks that run toolboxes and tutors: Jester's Cap.
Thoughts?
It's certainly interesting, kinda like running Telemin Performance for AnT for the mirror.
Unfortunately, I play against TES far, far more than AnT, so I can't just remove three cards to get there. Against AnT though, it seems slow but bearable as an additional piece of hate (you would need to resolve something else that game to get there though, like Chalice / Canonist.)
Definitely would not be my only combo hate in the board. It's also worth keeping in mind that since it's a sacrifice cost to activate, it could be recurred with Academy Ruins. Shuffle much? :tongue:
There's also the additional challenge that comes with any modification to an existing list -- what comes out to make room for it, and would the Cap be better than whatever that card might be?
what do u think about In The Eye Of Chaos vs storm?? all bounce are istant so it works very well.
Any combo as:
in the eye of chaos + chalice 0/1
iteoc + trinisphere
iteoc + white leyline
iteoc + canonist
there is some efficent lock with 2 cards or we need 3 cards for a iron lock?
Now that is some outside-the-box thinking. I love it when old cards turn back up again. That said, I dunno how great it'd be since they do use a number of key sorceries. It'd really only hinder their bounce, chant-style effects, and rituals. Not completely useless, but I don't know if it'd be better than the tools we've already got.
mchainmail, I'm following a great deal -- by which I mean, almost all -- of your advice as I learn to pilot this deck better, and mad crazy thanks for writing what I consider to be one of the best primers ever written for any deck.
I'm curious about how you -- and others, for that matter, if folks have comments -- usually board against Affinity. Obviously Null Rod comes in, along with Oblivion Stone and the two Krosan Grips; I'm thinking I'd board out the two Manabond, the Meekstone (I actually run Meekstone in my Affinity board, so it seems pretty poor), and Karakas. Is Smokestack any good against them? It doesn't seem like it would be since they can vomit out permanents as fast as or faster than us, but I'm not that familiar with the subtleties of the card so I could be wrong.
Is there other stuff I'm overlooking?
Thank you for the kind words.
Smokestack is an advantage engine; it doesn't care how fast permanents come in, only that they come in at all. Affinity is all permanents, but has almost no advantage (Thoughtcast) which makes it really good still.
The board plan sounds perfectly fine.
Awesome, I appreciate the pointers.
Since I apparently enjoy tossing out ideas just to spark discussion and thought, I'd like to share a card that occurred to me this evening as I was on my way to the grocery store: Expedition Map.
With the number of "bullet" lands we run -- Tabernacle, Karakas, and Academy Ruins, of course, but even Wasteland, Port, and Maze since if you need one of those at any moment, you really need one -- a land tutor could be exceptionally handy, so dig this guy up with Enlightened Tutor and go to town. You can also do clever things with it like Map up a Tranquil Thicket to immediately cycle it to save your Loam, or grab a Tolaria West and turn that into an Explosives or ZOrb. It's recurrable with Academy Ruins to the point where if you weren't in any real hurry early on, Ruins could be your first Map target, from which point you could start going and getting whatever else you needed every turn. It's a shuffle effect for Top, it's a late fetch that doesn't cost life (I have won several games at one life, and if I'd been able to fetch it would've been a lot faster), and with Ruins recursion it's yet another "don't deck me, bro!" piece. It doesn't do dishes, though. I checked, and now I have a waterlogged Expedition Map. :frown:
The drawbacks are pretty standard fare, the most significant of which being what would be cut to fit it in? My first guess would be Entomb, but that would put us back down to four Loams. Possibly could move something out to the side, but that doesn't actually solve the slot problem, just changes where in your 75 the problem lives. It also doesn't find Loam, which really sucks. It takes 3 mana to use at sorcery speed, but you could at least spread that over a couple turns if things were tight. And it combos poorly with Null Rod, but that's not exactly backbreaking -- either just pay attention to the order in which you'll need to play things, or bring out the Map when you bring in the Rod.
Anyway, just an idea that struck that I wanted to open up for discussion and consideration.
Tolaria West does everything Expedition Map does and more. If you want to examine land tutor options beyond that, I recommend Crop Rotation. When I ran a green-red configuration of Lands, Realms Uncharted was decent.
Expedition Map: slow, sorcery-speed, susceptible to counterspells, finds only lands
Tolaria West: slow, sorcery-speed, counterproof, can find any land or any 0 CMC spell
Crop Rotation: fast, instant-speed, susceptible to counterspells, finds only lands, net loss of a land if it is countered
In sideboard terms, as we have a great pairing against aggro decks, how do you see to change the ghostly prison in the sideboard for a COP: Red, it continues helping against goblins or zoo and saves us from price of progress. Sure prison also helps with merfolks, elves, or any aggro decks, but with e.bridge, meekstone, tabernacle, etc.. I don´t usually care of them attacking me. Thoughts?
PS: I wasn´t pleased with meekstone at first, but after some games it has been absolutely insane. SDTop also has been great.
COP:Red (and Aegis of Honor) are valid meta choices. They're not really great against Goblins though, as most of the time we can stop their large creatures and get swarmed by 1/1s.
Meekstone isn't for creatures that attack... it's for creatures that do more damage by never attacking. Knight of the Reliquary is far less scary when they only get one use out of it.
I'm a bit upset for the change from lands deck to artifact + enchantments + lands deck....should we opoen a new thread maybeż?
i don t understand why use meekstone vs knight of reliquary..... a deck that play kotr play also qasali... why don t use cursed totem in main deck??? it s much better than meekstone if u want block kort, qasali, noble, ecc ecc
Meekstone also buys infinite amounts of time against threshold aggrieved decks, and does something relevant in almost every match, as opposed to the totem that is dead half the time. Also, my meta previously had a lot of new horizons, and still does despite it being terrible.
I don´t think the change is that big so we can open a new thread, it´s the same deck but evolved to a different game plan. I hardly recommend you to test with e.tutor and artifacts because I was in the same situation as you before I tested it. You can solve many troubles with e. tutor and entomb, while with intuition you have to be waiting for your moment. As if you have manabond and can´t activate until third turn because of playing an intuition that is surely going to be dazed or pierced. I really love crucible + smokestack + e.bridge in my current list. While E.Tutor gives the deck a lot of solutions in only 3 slots, also giving us a better sideboard plan against almost every deck.
I also wanted to ask mchainmail, why the sideboard plans you give in your primer include in almost every match the side out of tranquil thicket? I use to keep them for preventing graveyard hate, and are also great for card advantage.
Quick and Dirty: Anyone tried Jace TMS here?
Can't E-tutor for it or put it on top with Academy Ruins. I was thinking about the new Karn, and came to the exact same stopping point; without the ability to recur or tutor for the card it's not going to do well as a 1-of win condition, and it isn't doing enough as a 3-4 of to merit inclusion.
I prefer 5 ET targets (aside from the 4 exploration, 3 manabond):
Ghostly prison/Rule of Law (aggro or combo hate)
SDT (something new)
Zuran Orb (standard combo hate)
EE (standard aggro/permanent hate)
Ensnaring Bridge
Other potential choices: pithing needle, expedition map (but eats up a valuable bullet spot).
I may cut the Ensnaring bridge for null rod or cursed totem, due to the need for manabond to get this thing active, but the problem is that if ghostly prison dies, it cannot be recurred by Academy Ruins. The new 3WW prison artifact from NPH is lacklustre since the attacker can just pay 2 life or even just the W (and we want a broad answer vs zoo and EtW rather than just EtW).