give me some match ups and opening hand sample for me to explain and i'll do it ;)
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give me some match ups and opening hand sample for me to explain and i'll do it ;)
I haven't liked Cryptic Command too much. I dropped it for Peer Through the Depths and never looked back.
Thought experiment; Emrakul post-board plan:
SB
1 Meditate
1 Brain Freeze
1 Turnabout
1 High Tide
1 Echoing Truth
1 Stroke of Genius
1 Words of Wisdom
4 Emrakul
4 Show and Tell
We can either chain untap effects together after High Tide into Emrakul or SnT into Emrakul. With so many cantrips, I'd think we could set this combo up fairly well. When I've tried to go for early Hunting Pack, I can usually produce at least 15 mana. Thoughts?
I like calling FoI as our pseudotutor...when you are going off you can play it flashback to digg about, tell me if i'm wrong) 10-12 cards to find what you need just for 1U!
About repeal i can't say so match because i didn't test it and i don't really understand its combination with command. I don't really know if it's a good card during the combo however in the early game it could be a "time walk" against lots of decks but i dont know if i can use it alone or if it needs the complementation of cryptic command. I think that Seraphus can give us the answer.
This is only my point of view:
Dude repeal obviously doesn't interact with cryptic!
FoI is an engine to this deck, there's no point on trying to persuade any of you if you think in a straight way: bla bla during combo if i have mana to use foi effectively i already win otherwise - wrong again! i simply can't refering to you that in this or that situation the card is good (this is valid to all the other cards in this deck) one thing for sure it draw 2 cards and how many cards solidarity have that give it card advantage beside FoI? one: meditate.
The only interaction possible between repeal and cryptic is: since you delay your op cryptic is more effective because you gather more lands! (solidarity doesn't play only with stack: it plays with time! i feel like a god whom time isn't relevant! mmuuuuaaaahh kinding)
Meaning of this: this deck demands choices from the second you sit your butt in the chair across your op, to the second you lose or win! (i honestly prefer "until the time i win!" loool)
Again, only, my opinion: NON INSTANTS BESIDE LANDS ARE CRAP IN SOLIDARITY. Sorry for the language, but it's the essence of it: crap...
(i hope that non of the guys - or girls (i do private lessons for girls in how to play solidarity just pm me loool kinding) - that are reading this ask why the hell non isntants are bad!)
The deck (my list) is like an organic system... I can't speak about imaginary plays or imaginary plays without data like cards in hand cards in op hand, lands etc etc...
I don't understand why so many of you drop remand like it's a course! the card is like repeal, a time walk (feeling powerful again!), and an cantrip an shortcut to victory and a tool to deal with counters!
Again the replacement of opt for lands?! Jezz it's like: look i like to have more lands in my deck during combo - if i win it will requier more luke!
Opt is really and only to find lands, but during combo it gives you the option of not draw some card while a land you draw it and you fizzel... Like the oracle tells Neo, in the matrix: The problem is always the choice!
well i don't want to imposse something... this is really and only my opinion...
What do you guys think about splashing red for Pyromancer Ascension? I haven't tested it that much, to be honest, but in the little testing I've done it seems decent. It allows for a turn 3 win if you can lay a turn two Ascension.
If you're curious, I cut 3 Opts (was only running 3) and dropped Brainfreeze to 1. I switched my Tropical Island to a Volcanic Island obviously.
Maybe somebody can optimize this better than me?
I've got a (small) tournament coming up, but I want to really focus more on actually doing well (as opposed to just messing about) and I'm torn between two lists.
The first list is the one I ran for the Legacy side event at Nationals.
Using this list, I won all but one of my non-Reanimator matchups (I had hoped to dodge, and had not sideboarded - instead I faced it twice). My other loss was from a rules error, which means I screwed up, not the deck.Quote:
Land
12 Island
4 Misty Rainforest
2 Flooded Strand
1 Tropical Island
1 Forest
Mana/Untap
3 High Tide
3 Turnabout
4 Reset
Draw
3 Meditate
2 Flash of Insight
4 Impulse
4 Peer Through Depths
4 Brainstorm
Protection
4 Force of Will
1 Cryptic Command
2 Remand
Other
2 Brain Freeze
4 Cunning Wish
However, there are a couple of things that I am not so comfortable with. First, while Hunting Pack (in the sideboard) randomly wins games, not-Island can randomly lose games (although that was not an issue at Nationals). Second, with Impulse, Wish, PtD and FoI, turns two and three are very, very crowded.
With a lack of one mana cantrips, there is also a fair amount of wasted mana. If I Brainstorm on turn two (because I want to crack the fetch, etc, there is nothing to spend that extra mana on. The same is true if I PtD on turn 3. A mana has been wasted.
What I love about the list, though, is how easy it is to make land drops, and how stable the combo turn is.
Alternatively, I could go back to a more classic list. I hate how hard you have to work to make land drops with the classic build, so I would probably take out a Remand and add an Island, but with Opt as a major combo component I appreciate that adding lands is risky. The combo turn is also less stable, but you do build storm faster (lower cc spells). I also think the classic build fights through counters more efficiently, running more disruption and having cheaper cantrips. The pre-combo turns, while still busy, are less crowded.
TL; DR version: Should I run a more stable 20 land build or a more responsive (but less stable) 18 land build?
Anyone have any strong views on this? Something I might have missed?
-Silent Requiem
On your first list, if Hunting Pack is there to randomly win games, do you really, really need the not-Island? In general, i dislike giving my deck the ability to lose me games unnecessarilly and, as you said, the Forest will occasionally do that for you. Although i do understand the Forest is there for a reason (i believe it has been discussed previously in this thread) i'm not entirely convinced it is justified. Change for another Island (or another Tropical; testing will tell) and you get rid of the random loses whilst still having access to random wins with the Pack. I admit i'm not saying out of experience as i haven't tested your exact list, but i have run the green splash in more traditional lists and never wanted a Forest, even in games where my Tropical would die to Wasteland. In fact, i don't think the green-splash manabase is much more resilient just by running a Forest since you're still running the same number of wastelandable lands as, say 13 Island + 1 Tropical Island.
As for the list choice, i personally prefer the classic lists, however, you have obviously put a lot of work into tunning and mastering your list which is probably a good enough reason to run it as you're probably more likely to win more games with it. Just my two cents.
PS. You were running Solidarity at Nats? I didn't see you! I was playing Dreadstill and managed to kick myself out of T8 contention by losing an impossible-to-lose game. Real skillful.
I think there is a lot of sense in what you say. I ran the Forest largely to be able to Grip more than once in the face of Wasteland, but since I have dropped Grip (Counterbalance has been killed by Survival. Long live Survival!), the Forest is probably less of an issue. Definitely something for me to playtest.
And yes, I was at Nationals playing Solidarity. I went 4-3 (with those losses discussed above), but I faced combo in every single matchup. It was brutal. :P
-Silent Requiem
It should be created an new tread to solidarity mixed with non instants and solidarity splashed... this is like big zoo and zoo: THE DAMM DECK AREN'T THE SAME!
me spanking dredge: :cool: here
@Seraphus (or somebody else if he knows that):
Where can I find your decklist (deckcheck is down you know;( )?
It would be gret to see what you play, especially before the 2 Tourneys iam going to play in the next 2 days^^
Thanks
don't know if his list is on there but the biggest database after deckcheck.net got closed is http://www.deckcheck.org/? also good (mainly decks from European events):http://www.thecouncil.es/tcdecks/for...?format=Legacy
Ummm why didn't you respond to the narcomoeba trigger with cunning wish -> rav. trap? Then he never therapies you nor does he get a lone zombie token not that the token beats really mattered it was an 8 turn clock which is pretty slow. I love how you time walked him multiple times with just the FoW on breakthrough and he had nothing else save when he topdecked LED.
Nice job stomping dredge though I wish I had a ravenous trap in the board when I faced dredge out of the blue at a tourney I was crying when he therapied me and I had 3 cunning wish in hand with 3 mana open. So sad.
Thank you very muxh, Sir.
I Let you guys know how the tournaments worked out. Till then, Iatb
my decklist is here: magictuga
it's in portuguese but it's the only solidarity there =P
or here: http://deckcheck.org/?x=8QRflGWV2M4iF31hlGRfiavdN4k9q6 the diference is in sb: -1 mindbreak trap -1 trickbind +1 ravenous trap and +1 chain of vapor
maybe keeping the 20 lands but playing more fetchlands? I am currently goldfishing with your last build but with these tweeks : - 1 forest - 2 islands + 2 fetchlands. It seems to work well.Quote:
TL; DR version: Should I run a more stable 20 land build or a more responsive (but less stable) 18 land build?