Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
LordEvilTeaCup
I am not so sure. I think Goblins with the Black splash will be in force. Thoughtseize and the few good black goblins could change things.
I don't think any of the new Goblins would find a home in Legacy. They're all either win-more, overshadowed by another, or just plain useless - though Black Goblins with Thoughtseizes as the only black card would be a viable option in the future, I agree.
Besides, 4 Plagues in the SB is enough hate for that MU. There's really nothing more you can do about it.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
jebus
thefreakaccident:
Why cut Hymn and keep Sinkhole? But yes, Extirpate is very good here. Maybe it has finally found a home in Deaguy and its variants?
Hummingbird_TG:
How is Profane Command card advantage against Goblins? It only kills one target creature... or can you choose the same option twice?
But yeah, it simply is too expensive.
Well, I kill a Goblin and revive Shade to trade with another one. Or revive a Bob they killed. Or something.
Re: [Deck] Deadguy Ale (B/w Confidant)
To keep this on first page:
On Extirpate:
Just to inquire what everyone thinks.
Maindecked? Sideboarded? How many? 4? How much discard must we play to successfully use it? If we're running it, do we run Leyline in the board? What do we Extirpate anyway?
Discuss please.
Re: [Deck] Deadguy Ale (B/w Confidant)
i've never tried extirpate but i think it only makes youre combo mu better.
this would be the main reason to play extirpates for me.
here's my list:
4xdark confidant
3xspectral lynx
3xnantuko shade
2xjotun grunt
4xstp
4xdark ritual
3xengineered explosives
4xsinkhole
4xhymn
4xthoughtseize
3xvindicate
1xtomb of urami
1xtainted field
4xwasteland
4xscrubland
8xswamp
4xbloodstained mire
sb:
4xchainer's edict
4xengineered plague
4xwithered wretch
3xdisenchant
as you can see i have for everything a answer in this list.
maybe i could cut 1engineered exlosives, 1lynx, 1xstp for 3xextirpate main. and one extirpate side instead of an edict, because then i have in the first game already an answer on loam decks and a better combo mu.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
Hummingbird TG
To keep this on first page:
On Extirpate:
Just to inquire what everyone thinks.
Maindecked? Sideboarded? How many? 4? How much discard must we play to successfully use it? If we're running it, do we run Leyline in the board? What do we Extirpate anyway?
Discuss please.
I don't think that Extirpate belongs in the main deck of deadguy at all. I can see a few copies in the board if you expect a lot of control/combo. I really wouldn't bother with the card for 2 reasons: first it just improves your good matchups and second I would rather have cards in the board to help fight aggro since those are your weaker matchups.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
nickrit2000
I don't think that Extirpate belongs in the main deck of deadguy at all. I can see a few copies in the board if you expect a lot of control/combo. I really wouldn't bother with the card for 2 reasons: first it just improves your good matchups and second I would rather have cards in the board to help fight aggro since those are your weaker matchups.
Agree.
I would much rather play 4 duress, 4 thoughtseize and 4 hymn.
More hand-disruption aren't needed - and 12 discard-spells should be enough to screw with most combo-decks.
I would consider to pack 3-4 in the sideboard if the local metagame have a lot of caphalid breakfast, or other gy-based strategies.
But even there i feel that 4 Planer Void is better.
Re: [Deck] Deadguy Ale (B/w Confidant)
To inject some life into this dead thread, and get this back on page 1 where it belongs:
On Tombstalker: what's everyone think?
Pros
-Evasion
-Beats for 5, basically costs 2, but doesn't require constant mana investment like Shade
Cons
-Can't play Planar Void
-Can't be played for an early blocker, unlike Shade
-Is painful to reveal to Bob
One thing to note is that against Thresh, Tombstalker should be bigger than Goyf, and thus able to block/trade with it.
So, Tombstalker or no?
Re: [Deck] Deadguy Ale (B/w Confidant)
i think when you run tombstalker, you must run top too and then you have too cut too much good cards in the deck for just one creature. and instead of wich other creature you wan to run it because shade can kick most of the time harder, grunt is even better against thresh.(grunt+tombstalker is a really bad combination)
and i play spectral lynx instead of tombstalkers because i really like them and they have won many games for me. tombstalker may be much bigger, but it is target no1 for your opponent.
enough about tombstalker, im testing volrath's stronhold at this moment as a 1-off and it works really good for me. should i keep this card int he deck, because i think its a very good card to get your creatures back and play them again and again.
greets, electrolyze
Re: [Deck] Deadguy Ale (B/w Confidant)
IMO, depends. Personally, my list is rather black heavy(Shades, Stalker, Hymn cost BB and alot of thge rest have B in their manacosts), so I personally wouldn't want to go above 4 colorless lands. However, if your list is less color-intensive, or you run more Urborgs, go ahead, I guess.
About Tombstalker: Isn't Grunt too one of Thresh's first targets? But at least Tombstalker is black, which is easier to manage than white with Wastelands floating around and such...Also, against weenie decks, Grunt can be Chump-blocked, and eitherway takes 5 turns to kill, while Tombstalker takes 4 turns.
Re: [Deck] Deadguy Ale (B/w Confidant)
Hey guys, I was debating between 2 Jotun Grunts, or extra copies of Specter and Shade.. hopefully someone has some useful insight for me. :)
22 Land
4 Dark Confidant
3 Nantuko Shade
3 Hypnotic Specter
2 Jotun Grunt (Possibly -2 Grunt, +1 Shade, +1 Specter ???)
4 Thoughtseize
4 Duress
3 Hymn to Tourach
4 Dark Ritual
4 Vindicate
4 Sinkhole
3 Sword to Plowshares
Re: [Deck] Deadguy Ale (B/w Confidant)
4 Specters is too much. I would run 1 Shade and 1 Grunt/Tombstalker over 2 Grunts.
Re: [Deck] Deadguy Ale (B/w Confidant)
Anyone played this at the Epic DLD? Any news about this deck, at all? Reports? Certainly someone must have...
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
Hummingbird TG
Anyone played this at the Epic DLD? Any news about this deck, at all? Reports? Certainly someone must have...
As far as I know there were two Dead Guy decks, a Sui Black and a Red Death. I played one of the dead guy builds round one and lost. He sided in 4 x Seal of Clensing and drew them all FTW. O' well.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
Sacearuse
As far as I know there were two Dead Guy decks, a Sui Black and a Red Death. I played one of the dead guy builds round one and lost. He sided in 4 x Seal of Clensing and drew them all FTW. O' well.
Whit3_Ghost beat nightmare with my almost-most-recent-list round like 3 or something.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
rsaunder
Whit3_Ghost beat nightmare with my almost-most-recent-list round like 3 or something.
Ah. Could we see the list? For discussion purposes or something? Or is there going to be a report? Thanks!
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
Hummingbird TG
Ah. Could we see the list? For discussion purposes or something? Or is there going to be a report? Thanks!
SB was jank, MB was pretty standard, 3 grunt, 3 hippy, 3 shade, 4 bob creature base with sinkholes and 3 smallpox. Also, 1 other card I'd rather not release if it's managed to stay secretish so far main. If I found it leaked elsewhere, I'll toss it up here too, but for now I think it's still secret. I don't know about a report, it may be in the Announcements/reports section?
Oh yeah, and you're playing a bad deadguy variant if you're running less than 3 grunts main. It IS necessary.
Re: [Deck] Deadguy Ale (B/w Confidant)
Thoughtseize. What are our thoughts on it? I picked up a playset at the EPIC and have been playing them in here a bit to see how it rolls.
Truth be told, from a purely agressive standpoint, thoughtseize rounds out the manacurve perfectly (I cut sinkhole for it in the trial version), bringing you up to 12 solid turn 1 plays. It also nabs goyf, which is really smexy.
Problem is, this deck already did almost as much damage to it'self as it could and not lose games before losing 2-4 life a game from thoughtseize. Life always seems like an expendable resource, but at some point, it becomes a primary concern. With 4 Bob, 4 thoughtseize and 6-8 fetches in the deck, that's a lot of damage, 6-8* damage in my testing (goldfishing) on average each game. That's hardly acceptable, starting the game at 13. Any opponent with reach should be able to finish off whatever life you have left after you stabilize.
*Bob averages about 1 damage a turn in my build.
Now, there seem to be a couple sollutions to this. One is don't run thoughtseize; the 1cc card I know I, as a deadguy player have been waiting for since I picked up the deck. Another is cut down on other life loss: Bob and thoughtseize are okay, but imho, saclands make it too much. Can we rework the manabase? Bob certainly can't go... The third option is to run life gain. But what life gain doesn't suck? Verdict was abandoned by all but some sketchy builds due to its difficulty to cast, and it might not even net you any life unless you hit two of your own lands last game. Renewed faith can either cantrip or gain a really significant amount of life, but once again, does it suck too much? What other life gain is there? Descendant of Kamarawhatever means the manabase goes up in flames to hit double white. E. Angel seems out of our manacurve, requires WW and makes bob a liability (but it's soooo damn goooood...). Uhh, healing solve ftw?
So has anyone else experimented with this next logical step? Had similar results? Have any ideas on how to fix it?
EDIT: Ghostly prison to make less creatures attack you and therfore life not be as much of a problem? I dunno, I'm grasping for ideas here.
Re: [Deck] Deadguy Ale (B/w Confidant)
A crude solution would be to run 3 thoughtseizes and 1 duress as a singleton. Its kinda of counter-intuitive, but it lowers the probability of seeing multiple seizes at a time. I doubt that this is optimal, but at least it is a start.
Re: [Deck] Deadguy Ale (B/w Confidant)
Quote:
Originally Posted by
rsaunder
Thoughtseize. What are our thoughts on it? I picked up a playset at the EPIC and have been playing them in here a bit to see how it rolls.
Truth be told, from a purely agressive standpoint, thoughtseize rounds out the manacurve perfectly (I cut sinkhole for it in the trial version), bringing you up to 12 solid turn 1 plays. It also nabs goyf, which is really smexy.
Problem is, this deck already did almost as much damage to it'self as it could and not lose games before losing 2-4 life a game from thoughtseize. Life always seems like an expendable resource, but at some point, it becomes a primary concern. With 4 Bob, 4 thoughtseize and 6-8 fetches in the deck, that's a lot of damage, 6-8* damage in my testing (goldfishing) on average each game. That's hardly acceptable, starting the game at 13. Any opponent with reach should be able to finish off whatever life you have left after you stabilize.
*Bob averages about 1 damage a turn in my build.
Now, there seem to be a couple sollutions to this. One is don't run thoughtseize; the 1cc card I know I, as a deadguy player have been waiting for since I picked up the deck. Another is cut down on other life loss: Bob and thoughtseize are okay, but imho, saclands make it too much. Can we rework the manabase? Bob certainly can't go... The third option is to run life gain. But what life gain doesn't suck? Verdict was abandoned by all but some sketchy builds due to its difficulty to cast, and it might not even net you any life unless you hit two of your own lands last game. Renewed faith can either cantrip or gain a really significant amount of life, but once again, does it suck too much? What other life gain is there? Descendant of Kamarawhatever means the manabase goes up in flames to hit double white. E. Angel seems out of our manacurve, requires WW and makes bob a liability (but it's soooo damn goooood...). Uhh, healing solve ftw?
So has anyone else experimented with this next logical step? Had similar results? Have any ideas on how to fix it?
EDIT: Ghostly prison to make less creatures attack you and therfore life not be as much of a problem? I dunno, I'm grasping for ideas here.
Run 10 discard spells.
Trust me, discard really starts to REALLY suck in too many and with the draw you have 10 seems like the right amount.
Also, I really want to fit in two Phyrexian Negators or some other finisher, simply because they can go nuts on your opponent's face when you have them off balance.
Re: [Deck] Deadguy Ale (B/w Confidant)
As White Ghost suggested, we could run some finisher. But how good is Negator when he's in a meta with Tarmogoyf, where every large 2-mana beater played(well, almost) outclasses him? I suggest Tombstalker+ Top; he flies over Tarmogoyf, at 5/5 he's likely to be bigger than Thresh's at 4/5. He also costs 2...and Tombstalker closes games so fast it does reduce the damage you take, or he stalls thresh for a moment untill you find EE or Vindicate or something to clear their attackers, then beat them in the air for 5.