Slightly offtopic, but I was testing Frantic Search in Spring Tide, and it was turn-3 all day. You don't need Snap, just Cloud of Faeries and Frantic Search. Given that the deck runs 4 Merchant Scroll, it only needed 8 untap effects.
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Slightly offtopic, but I was testing Frantic Search in Spring Tide, and it was turn-3 all day. You don't need Snap, just Cloud of Faeries and Frantic Search. Given that the deck runs 4 Merchant Scroll, it only needed 8 untap effects.
how about if mind's desire and others were unbanned it wasn't legacy!
So, I finally found time (not really, but sad to see the thread inactive. Also, procrastination ftw) to post my decklist from last tournament.
11 Island
1 Breeding Pool
1 Forest
4 Misty Rainforest
2 Polluted Delta
1 Scalding Tarn
4 Brainstorm
4 Impulse
3 Meditate
4 Cunning Wish
4 Peer Through Depths
1 Flash of Insight
4 Force of Will
3 Remand
1 Cryptic Command
4 Reset
3 High Tide
3 Turnabout
2 Brain Freeze
SB:
3 Echoing Truth
2 Hunting Pack
1 Krosan Grip
1 Turnabout
1 Moment's Peace
1 Ravenous Trap
1 Brain Freeze
1 Meditate
1 Trickbind
1 High Tide
1 Stroke of Genius
1 Rebuild
Would like suggestions for metagame filled with Deadguy and Merfolks (without Stifle MD). We're having a tournament with better prizes soon, not sure if I'll be able to participate, but Soli would be one of my main choices- just because it's fun and last tournament convinced me to keep playing it.
What I dislike about my deck:
20 lands were sometimes too much (meditate for 3-4 lands happened twice during combo). However, they are very good - no manascrew.
Would like to fit Autumn's Veil SB. Don't know what to take out - Truths are definitely there to stay, second Hunting Pack can be sideboarded vs black decks to fight extirpate, and the only card I really think could be taken out from Wish targets is Trickbind, as I still beat other combo decks without using it.
Remands sometimes aren't great, but often they're awesome. If Veils would be SB-ed in, Remands would be taken out it 2nd and 3rd games, so there is no problem with them maindeck.
Any suggestions? :)
Your list is very similar to mine. Assuming Breeding Pool = Tropical Island, I am +1 FoI, +1 Cryptic, -2 Remand. None of those changes will particularly change how the deck plays, I suspect (I've messed about with the number of Command v Remand a fair amount).
I've definitely found the build to be strong. I have occasionally Meditated into too many lands, but I've done that on 18 lands too. The difference is that I don't have to burn my draw spells looking for land in the early game, so it tends not to be terminal the way it is with an 18 land build.
What I AM debating, though, is the green splash. Since adding green I have not faced CounterTop even once, which takes away a large part of the reason to play green (though if this is some kind of talisman that wards off CounterTop, it may be worth keeping :D ). That leaves Hunting Pack, which, no doubt about it, is randomly broken. It allows you to just look at your hand every tenth game or so and say, "Huh. I win."
On the other hand, I hate drawing a Forest in my opening 7/6/5. It can make going off with even four lands quite tricky. Now, I could switch it out for another Tropical Island, but getting Wastelanded is even worse.
Dropping green would give me more room in my sideboard (the Grips and the Pack could come out), which would be really nice.
Thoughts?
-Silent Requiem
Since Counterbalance has really shifted away, at least fro my meta, and I realized Folks was beatable, I drpped green from my testing, and have been toying with 5 sb slots.
I do not think that green is necessary without counterbalance.
ScatmanX: would you share your decklist and strategy vs merfolk?
As for green splash, Moment's Peace is another SB card. Especially in aggro metagame - you get 2 additional turns to set up combo.
Edit: one thing I dislike about Hunting Pack is that if you Meditate before casting it, opponent has additional turn to kill you or find an answer. Anybody found the same thing troubling and maybe has an answer? I know that it's quite likely to draw FoW and a blue card during combo to protect your beasts, but that's not possible everytime.
Aggro also plays wasteland, meaning you have to drop a Forest, which slows you down.
Playing Moment's Peace also taps out turns 2-3/3-4. So they are not exactly "full" turns. You basically get to see two more cards, which makes Moments Peace some kind of weird green draw spell.
I over simplify, of course, but I've always preferred to simply race aggro or stall them with Remand/FoW/Cryptic, depending on my hand.
-Silent Requiem
I see Peace more as an additional stall to Remand etc., a Wish target - you wish for it end of turn3, play it t4-5 and have 2 free mana on each of these turns. It certainly made my Deadguy matchup winnable - if he has no Confidant, he won't get enough disruption in comparision to what I can get during that time.
Forest slows me down a bit, yes, but 2 additional turns are 2 more land-drops (or at least one), so I don't see a big problem here.
I'm not saying Peace is great, but it has use and I do like it in a metagame infested with decks that attack your hand.
Frantic Search and Gush were just unrestricted in Vintage. Perhaps this is an indicator of possible changes to Legacy? It's unbanning might put Solidarity into the higher levels again, too bad it's also huge for Madness, Reanimator and Dredge.
When you see Dredge going up to 3 mana? and 0 Islands.
Madness doesn't play Careful Study, why would it play Frantic? It needs Forests to combo, so no Gush here I guess...
Reanimator could actually use a boost after Tutor banned. It could probably use both cards.
But I want Frantic Search to be unbanned. Solidarity would became way better.
Dredge wouldn't play frantic search. It costs 3 mana, nigh unattainable in that deck. Reanimator as well couldn't because of its low count of lands. Madness would for sure use that card though. Frantic search in solidarity and spring tide is insanely good. I hope they unban it. Gush, however, should never get unbanned in legacy. Just saying.
You guys do realize that the entire last page of this thread has been spent debating the viability/possibility of unbanning a card, rather than any productive discussion involving possibly making the deck work, right?
Just saying.
If any card will ever make this deck viable again, it's Spell Pierce. If you're going to try it in the modern metagame, maindeck 4. It answers Discard, Countermagic, Counterbalance, Chalices, whatever.
I have thought about using Spell Pierce, and it seems like a quite good idea, however current metagame locally is more aggro-ish. So if I would use another counter, it would be Spell Snare - it answers a lot of hate and otherwise dangerous cards. The last time I finished in Top4 was with monoU Soli and 3 or 4 Snares MD. They were really good, but I wouldn't maindeck them for the same reason I wouldn't like to maindeck Spell Pierce - it makes 3-4 more cards useless during combo, and that really hurts.
Another thing I noticed that even though I really do like Flash of Insight, playing only one does not enough good - it's to risky to Brainfreeze myself, which was one of the greatest things about it. So I'm thinking about addind one Repeal MD - it can win some time vs aggro or deal with hate (haven't seen Teeg for awhile).
Eternal Weekend 2010 Madrid 293 players:
Solidarity 1st place after 9 rounds...
Congratulations to Juan (whoever he is =P )
^^
decklist?
I don't know when it will be put online but i'll keep looking and then i post it...