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Originally Posted by
Kuma
CounterTop is too good to be dismissed so flippantly. I'll wager that most of the people who think it's a bad idea haven't tried it. In three tournaments since I added it, it has been winning me games left and right. I've missed the seven cards I cut for it exactly twice. There have been at least a half dozen games CounterTop has won by itself. It helps all of our tough matches except for Merfolk. Why aren't more people running this?
I have tested it, just to let you know. I don't come on here and post bullshit. What tough matchups are these?
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But Kuma, running Sensei's Divining Top hurts your blue count for Force of Will.
Sensei's Divining Top can be used to find blue cards. Counterbalance is blue. Survival can find blue cards. Despite a lower than usual blue count for a Legacy deck, I've never had problems finding blue cards before or after adding CounterTop.
When I said that, I was talking about Top without CB.
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Running CounterTop hurts the creature count, making it harder to get an active Survival.
This is true, but Sensei's Divining Top can mitigate this by finding creatures. In three tournaments, I've had problems finding a creature for Survival in one game. CounterTop has earned me back that one game many times over.
This also costs more mana. I'm not saying it is terrible, but it is slower.
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Running CounterTop hurts your ability to play both the control and aggro roles effectively.
Are you serious? Running CounterTop hurts your ability to be a control deck?
CounterTop has hurt my ability to go aggro inasmuch as Meddling Mage, Vendilion Clique, Eternal Witness, and Trygon Predator are aggro creatures. That is to say, not much.
You are misunderstanding what I said. If you read it again, you'll notice I said control and aggro. Meaning that if you want to play control, the deck can't play aggresively like it wants to at times, ie play out threats to attack or block swarms. Counterbalance isn't flexible and really limits how you play the game since it will tie up all your mana at times (Top does this actually, but its because of CB) and basically puts you on either control or having a dead card in hand. All the cards you listed are creatures and can still beat it. This deck isn't trying to play balls to the wall aggro, but it is still trying to beatdown. Stuff like Vendilion Clique, MM, Witness, and Predator are great at controlling the board while doing damage.
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This deck is a Survival deck first and foremost.
No, this deck is a deck designed to win games first and foremost. Either CounterTop helps it do this or it doesn't. I care about wins and losses, not "definitions."
Decks have definitions. Obviously all decks try to win first and foremost, but what sets them apart is how they do it. This deck tries to do it with Survival and when that fails it falls back on the powerful creatures and mana efficient spells to overrun the opponent. Counterbalance takes away from your primary way to win. I'm not saying that it takes away from the whole deck, since there are situations where it shines, but in my testing those never outdid the places where it was terrible.
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It's easier not to run Counterbalance.
It would also be easier to cut Survivals and play Bant Aggro.
Running CounterTop makes the deck harder to play, but it makes the deck better too. Winning games is what's important. If you want an easy to play deck, go build Belcher.
You took that quote out of context. I don't care if the deck becomes harder to pilot effectively, it doesn't make it better, IMO. From testing it imporved 1 relevant MU and that was Zoo. Counterbalance was able to shut him down or distract his Pridemages and let Survival by. In all other ones, I felt it took away from the deck. This deck is good because of its aggressiveness which makes cards like Force of Will, Swords and the other tempo cards better. Slowing the deck down negates the tempo you gain from Hierarchs and those efficient answer cards.
This deck is flexible. It can switch in and out of roles easily while always applying beatdown. Counterbalance can of course come down with Top and win the game. Thats how Legacy made it. I know the combo is good. What isn't is when your deck can't facilitate its plan.