Originally Posted by
Piceli89
I don't want to be told anything in particular, but above i was just referring to the fact that with the new list, which is yours and i'm testing at the moment, i found several ( and i underline-several) situations in which i open with hands such: chrome mox-chrome mox-land-orim-rite of flame-tendrils-ponder, or similar shit. Well , probably that's just me being incredibly unlucky (or you who draws always perfect hands, depending on the point of view). I know that i have to mulligan it, and i'm beginning to get frustrated too every time i open a hand with 2 moxes and /or 4-5 cards with different colours, which i'm not able to make work together, even pitching then to moxes. I dunno if something similar has happened to all of you, but it happens, i sweat, and not only once. Furthermore, i want to cut my veins when i always find that fucking tendrils in the opening 7s.
For this reason i advocated somehow if the Pre Nauseam version couldn't be slightly better, since it ran +1 ponder and , most of all, 3 moxes
furthermore, the fact of having EtW as a Maindeck kill condition could easily be a plus against counterbalance decks i guess. And , testing it, i felt it was running more "smoothy" than this one (apart from Diminishing Returns, which is a card clearly based on luck).
It's not that i don't like the new list of yours, I'm testing it pretty intensively and i sometimes get turn 1-2 kills.
And i admit running 4 ITs and 4 Wishes seems to be pretty good,even if it sucks opening with 3 of them in hand.
The point is that, on average, there are at least 3 times on 10 when i draw such horrible hands that i want to throw the deck against a wall, or just be forced to mulligan, which decreases drastically the chances of having a suitable fast-kill hand. And now maybe it's just MWS "goldfisher" which is incredibly bad for unkwown reasons ( there were times when i opened with 3 moxes..), but I'm a little scary about this happening to a real-life tourneament.
Pay attention, I'm not saying this deck sucks, I'm deeply in love with it. But i found it several times autolosing to itself with horrible hands, even before than from the opponent. I repeat, maybe that 's just MWS, maybe that's just me, but i don't want to believe that this deck relies heavily really only on a dose of good luck in opening. I always read things in this post such as " with this deck you go turn 1 protection/cantrip, turn 2 fast kill", but this happened quite few times in relationship to the quantty of games tested in goldfish. There were cases in which i missed a single mana,in others i wasn't just able to find a land and had to mull (even to 5), in other, playing against real opponents, i had such fragile hands that a single wasteland cut me off the game.
For example, if you'd open with a hand such as
CoV, MysticalT,Orim,Mox,Land,Petal,IT
Would it be to keep or to mull? i 'd think this hand is pretty LED -dependant to go off, so i just can't decide whether to risk and get it on the draw ( the percentage of which in kinda low), or mull.
And with this?
Orim, IGG, Wish, Land, Land, Mox, Led
It may be a good land, but again, it all depends on what is going to be on topdeck. If i'd topdeck a good accelerant, it may be ok, even if the only way to " go off " would be perhaps a EtW (IGG is kinda weak when it's not along with Dark rituals).
I also tried, for the sake of argument, to fit a EtW in the MD , but eventually gave up because i couldn't put another heavy 4-cc card, and just making -1An +1 etw was way risky, since AN still remains the main bomb of the deck.
I could try to make -1 Duress +1 Ponder to increase the probabilities of stacking a correct sequence of "storm cards"-hand, but running 6 pieces of protection may be too much low, especially in a meta heavily relying on blue as mine. It's sad that in this deck, increasing an aspect decreases another, but i feel the deck must not die to itself before of all.
Or i ca try -1 Orim +1 Duress to make the "color "issue slightly better, but it's clear that Orim is such that goodness against also nonblue decks ( a timewalk which gains you time to build combo is teh nuts) that's clear > Durex. But it has the fault of not being in colour, not being able to be dropped after a Ritual-which reallt COUNTS, so far, so needing 1 land "reserved" each time to be cast.
Thanks for your patience.