This ruling is out of date. Currently, you can look at sideboards.
Congrats on going deep into day 2. How was the draw bracket? When I played in Providence, I conceded a drawn match because I didn't want to be in the draw bracket.
Printable View
on the ruling:
Just like there was a time when you couldnt look at your own sideboard during games, you couldnt look at your opponents with slaver. Now both is legal.
On draw bracket:
Seemed fine. Or... it gave me horrible tiebreakers, but of course having 0 byes also affected this. at the start of day two i had 54% :/
Matchup wise i think it might have helped in staistically lowering the odds of playing against combo, but this might just be speculation. I didt get paired up or down for every match but one, after being x-0-2
Moon is horrible for me, as is Back2Basics. But i figured id only rarely see either.
3 Decks could have moon, but realistisctly only two play it - UR and Painter.
I lose 80% to painter anyway-its only chalice+leyline to stop the combo - then i lose to random beaters under moon. -so i disregard it.(gameplan: dodge the machup :())
UR - only very few lists play it. The solutions to moon is chalice, Smokestack, Oblivion Stone and keeping them off 3 mana (doable)
I used to play 3 grips, but mainly to stop graveyard hate and counterbalance. Now everyone plays surgical extraction - and very very few play CB - so i took them out. Oblivion stone can do the trick against CB too-they usually only have 2 cc3.
I have never lost to a moon effect, ever- having had it played against me only twice. But ive lost a bunch to back to basics:/
The sideboard was built mega aggresively against combo.
The chalices come in against other stuff too, as does the Confidants.
Stone and Crucible comes in against everything that isnt (Spell based)combo. So thats ALOT.
Im quite happy with my sideboard.
If the GP was today, id probably try to play a single chalice main, alongside some crop rotation. I might cut Confidants in the board for KoTr and maybe a teeg even. I used to have Kotr in the board, but since it gets hit by yard hate i removed it. Now with surgical extraction, they only take 1 card from the yard, and knight stays big (unlike vs tormods crypt, relic and leyline)
Thx for your complete answer. Looking agian your decklist i saw a particular "hate" to manabond. Just 1 of. Considering that it's a card that allows you to drop your hole hand and that you are running smokestack i think that 2-3 MB are good. Maybe a full set is a bit excesive because you need to set up in some way before "losing your hand".
Manabond started as a 4 of, then a 2 of, then a single.
Manabond is broken on paper, but in reality, manabond means you must have loam(and no intuition) -or Academy ruins in hand also - furthermore it gets sideboarded out ALOT-since your sb cards dont have synergy with manabond.
Your right that playing 6 lands turn one, smokestack turn two, is awesome - but where did the smokestack come from then?
True, but hands with five lands. + manabond + loam are not rare. These are good depending on the utility of the lands you have, to simply drop your hand and start your engine with loam in the fist few turns. With just one this is not possible and manabond just helps to lock a possible already won game.
I disagree with your post.
Hands with 5 lands+loam+bonds are quite rare. Im too lazy to the math right now, but they are not common.
I do however agree that if you have such a hand, its pure awesome and will lead to win unless bond is killed (and even then your way ahead).
Also in other games drawing mana bond does not just let you win an already won game, since in many games the ability to play more lands per turn than an opponent is the key.
Either due to smokestack, porting(costs 2lands) or a race to get to 13 mana(slaver re-currrence) before losing - drawing or playing the bond later can be of great assistance.
I find the manabond to be MORE broken than exploration, on its own. But its has less synergy with your non recurring cards, especially those from the sideboard. -and you do need specific setups to get your artifacts back from the yard (assuming the yard is not removed).
I would not play 4 manabonds tomorrow, I feel like I understand your point, but id rather play the cards in playing. Id rather have 3-4 crop rotation too.
I played this insanely fun list yesterday:
3 Misty Rainforest
2 Windswept Heath
1 Forest
4 Tropical Island
1 Savannah
4 Maze of Ith
4 Rishadan Port
4 Wasteland
3 Tolaria West
1 Tabernacle
1 Karakas
1 Ruins
1 Chasm
1 Riftstone Portal
1 Nantuko Monastery
1 Ghost Quarter
1 Tranquil Thicket
1 Horizon Canopy
4 Mox Diamond
1 Tormod's Crypt
1 Engineered Explosives
1 Zuran Orb
4 Exploration
3 Manabond
4 Loam
4 Brainstorm
3 Jace
SB--
4 SFM
1 Feast and Famine
1 Batterskull
4 KotR
3 Vendilion Clique
2 Krosan Grip
Brainstorm: Been crazy all day. its like the double nut with Manabond.
Horizon Canopy: I"m sure this is already known, but this enhances your manabond a LOT. You can now play through counters, yard hate, clique, etc.
Jace: He's insane. A lock piece that can help you find other lock pieces. Bounce your knight + port your green/whites was a sick play all day. That said, most of the unkeepable hands I had involved multiple jace. I might cut the third Jace for a top. I rarely want to see more than one per game. Slamming him down after your opponent forces a manabond or something is really, really satisfying.
The Sideboard: Not a Joke. It works. Seriously, if you just scooped it up after thirty minutes of being ported, then bring in your infi grave yard hate, how do you respond to Turn 1 SFM? Or Turn 2 Knight? There were some game 3s where people boarded their removal back in but this deck ramps to five mana easily so you can ignore removal and start manually casting batterskulls turn 3-4. Oh, and ruins getting back batterskull is dirty.
Riftstone portal: I was underwhelmed by this card all day. I might replace it with Cephalid Coliseum or Tundra. More blue sources would be good.
Krosan Grip: Didn't use it at all. I might go all-in on the man plan and replace this with Trygon Predator.
That list certainly does look interesting Antonius. Love the SB plan into bant beats. And zuran orb is incredibly cute with KotR when he goes unblocked you can potentially just deal them a bunch out of nowhere if you need to win or go all in (not that I like going all-in but if you think you can get there then maybe it's the right choice).
So jace and brainstorm were sweet? I've been waiting for a lands list with brainstorm for a long time and the same with jace. Well done.
what is your combo gameplan there?
Maybe youd rather play 3 jace, and intuition for it?
Brainstorm is also cute - i played a version for a bit with 4 brainstorm main, and showntell/emrakull in the sideboard :wink:
Get jace out really really fast?
I was able to win a G1 vs hive mind thanks Early Jace + Karakas. Fateseal and mana denial ensured he couldn't find the hive mind or mana he needed to win. Of course, I don't expect that to work often or consistently but it is a line of play that traditional lands doesn't have.
Against faster combo like storm, it's going to work even less, but I'm not too worried about trying to win games vs storm. Losing that matchup is inevitable.
Post board, you just try to clock someone with Clique + Karakas. Probably not fast enough most of the time, but it will get there some times.
I went 3-1-1 Beating Zoo, Goblins and Dredge, then losing to Painter and drawing with Hive Mind. Poor breakers pushed me down to ninth. My draw and my loss were both put on by some play errors I made.
After some more thinking, i've decided that I'm going to go
-1 Tranquil Thicket
-1 Jace
-1 Riftstone Portal
+1 Top
+1 Crucible
+1 Cephalid Coliseum
seems to me you won 3 easy matchups, lost an unwinnable one, and drew a horrible matchup.
-would you consider a sindeboard/gameplan that works vs combo? how do you feel about forfitting all those matchups?
Well another interesting flip strategy is side in natural order + progenitus with dryad arbor! :-)
I actually lost game ones against Zoo and Dredge (poor mulligans and bad dredges) and against Goblins I lost a game 2 to price of progress then won game 3 on the back of a turn 1 SFM. Painter's not an unwinnable matchup. I could have won those games if it had just played things a little differently.
imo painter and Sntell/hivemind are the worst matchups. (with a good anti combo sideboard)
painter: the 7 md blood moon effects, are the nuts against us. their combo is fast, and they can even win with beats vs our slow clock and mountains.
we can only disrupt their lands, if they dont blood moon. if we disrupt their lands, they are likely to get 3 mana anyway, with mox/guides.
SnTell: same thing, fast combo, manabase can be disrupted easier, but 3 mana wins it(1 untapped land+played tomb/city of traitors) -and we have no answer to their combo.
mono red painter plays moon. I played against UR. Getting EE recursion usually beats UR. Karakas for their show and tell emrakul plan.