For the RIP/Helm builds, does playing Batterskull as an anti-aggro element make sense? It seems good as an alternate win-con if something bad happens along the way. Just musing really.
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For the RIP/Helm builds, does playing Batterskull as an anti-aggro element make sense? It seems good as an alternate win-con if something bad happens along the way. Just musing really.
http://mtgtop8.com/event?e=4105&d=224055
here is a list with both.
YIt makes a lot of sense actually. The fact of having more ways to finish the game is what made this list so good for me. You can flip entreat, tick up jace, grind with batterskull or win with helm... they all have their strong points against certain matchups.
It worked out very well for me at least.
I have been running the Rest in Peace and Energy Field version. I had a Batterskull in my sideboard. I liked boarding it in against aggro decks and also if I won with Jace or Entreat. If they were aggro it is just a great offensive and defensive card. Additionally, it can trip up opponents when boarding. Say they see Jace; you can board out a Jace for a Batteskull and attack them from a different angle. I did like it; however, I think it might have been better as a Baneslayer Angel.
If we're thinking about 5cc bombs in the SB, then perhaps Gideon Jura over Baneslayer? Gideon is a bit tougher to kill in terms of P/T and the fact that only Instant-speed removal works on him. He's better versus Liliana and opposing Jaces, can actually save you from dying by forcing all creatures to attack into him (protecting your own Jace like a boss), and he can at least act as expensive spot removal if the situation calls. Far, far more versatile than Baneslayer while accomplishing about the same goals.
Here's the report - http://www.mtgthesource.com/forums/s...acles&p=702355
I mostly managed to dodge bad matchups and good players, but I was very happy to have blood moon, and would not consider cutting the basic mountain anytime soon.
Updated list from my experiences at SCG Atlanta:
Maindeck
5 Island
2 Plains
1 Mountain
4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
1 Karakas
1 Vendilion Clique
3 Jace, the Mind Sculptor
1 Elspeth, Knight-Errant
4 Sensei's Divining Top
4 Brainstorm
1 Ponder
2 Counterbalance
1 Counterspell
4 Force of Will
2 Enlightened Tutor
4 Swords to Plowshares
3 Terminus
3 Rest in Peace
2 Energy Field
1 Helm of Obedience
1 Entreat the Angels
Sideboard
1 Relic of Progenitus
1 Engineered Explosives
1 Ethersword Cannonist
2 Meddling Mage
1 Counterbalance
1 Humility
1 Porphyry Nodes
1 Seal of Cleansing
2 Flusterstorm
2 Red Elemental Blast
1 Vendilion Clique
Nothing major, just removing the extra grave hate I had for the event, re-adding an Engineered Explosives to the board. That's probably not the right card, but its a good general answer. I probably need to look into something that handles Abrupt Decay and/or Discard, not sure what. I've been unimpressed with Divert, Misdirection and Friends, and there aren't a lot of other efficient options.
Greetings all! I ran my Rest in Peace Miracles build last night at locals. We had a slim turn out with only 8 people this week. I ended 3rd, losing to one of the two guys that split in round three. I played against High Tide (with candles) 1-2, Goblins 2-0, and RUG Tempo 2-0. Here is the deck!
Maindeck-60
4 Sensei's Divining Top
4 Swords to Plowshares
4 Brainstorm
3 Spell Pierce
3 Rest in Peace
2 Energy Field
1 Counterspell
3 Counterbalance
2 Helm of Obedience
2 Jace, the Mind Sculptor
1 Supreme Verdict
3 Force of Will
4 Terminus
2 Entreat the Angels
6 Islands
3 Plains
1 Glacial Fortress
2 Tundra
2 Volcanic Island
4 Flooded Strand
4 Scalding Tarn
Sideboard-15
2 Engineered Explosives
1 Relic of Progenitus
1 Flusterstorm
1 Red Elemental Blast
2 Pyroblast
1 Disenchant
1 Oblivion Ring
2 Vendilion Clique
1 Detention Sphere
1 Elspeth, Knight Errant
1 Supreme Verdict
1 Batterskull
Against High Tide I was really happy that I had the Spell Pierces in the maindeck. He won the die roll and was on the play in games 1 and 3. This basically let him sneak his combo through both games 1 and 3 before I was able to get a controlly hand put together or get Counterbalance online. Game 2 he scooped to a turn 1 Top and a turn 2 Counterbalance. Out of the board I brought in basically everything (with the exception of the Verdict and Elspeth), as there are so maybe dead creature oriented cards in the main. I think had I been on the play in game 1 and 3 the tide (haha) would have turned in my favor.
Round 2 against goblins was pretty awesome. Game 1 I staved off some early attacks with a pair of Swords. I then had a Top and Brainstorm with a Terminus in hand. I managed to wipe his board during his combat and the stick a Jace during my turn with him empty handed. Jace managed to find an Entreat, which I set up for a two turn clock. Game 2 wasn't really even much of a fight. I managed to go turn 2 RiP into turn 3 Energy Field. I rode these until I was able to Verdict and then Jaced him out.
Round 3 was against RUG Tempo. It is worth noting that this particular build had no Stifles and some extra burn, which in my opinion made the match a lot easier. I feel that is the case as I didn't have to worry about having Miracles or lands Stifled. Game 1 I was able to resolve turn 1 Top into turn 2 Counterbalance. My soft lock faced down 6 power in the form of a flipped Delver and a treshed Mongoose. I was able to Swords the Delver and eventually found a Terminus to take out the Goose. I stabilized at 6 life and countered every spell he played for the rest of the game with a 1 and 2 on top of my deck. Game 2 was a lot more grindy. He had no turn 1 play, but a turn 2 Goyf. I let the Goyf stick around for a bit as there were only lands in graveyards. I had played land, go; land, go. However on turn 3 he Chain Lightninged me and Lightning Bolted me; threatening to bring the Goyf to 3/4 range. I Swords the Goyf. I don't really mount much of a offense until like turn 10-15. I managed to keep him off the board and my life total in the double digits, ending the game at 11 life. The RiP and Energy Field soft lock with active Jace earned a concession.
Overall I am pretty pleased with the deck.... as I stated awhile back, I think that I need to work in an Enlightened Tutor or two. Also depending how my meta works out, I might add a 4th FoW to help with the combo match ups. Then again the only real combo is the High Tide at the moment. There are occasionally some ANT and TES players but they haven't been showing up lately. This week was UW Miracles, Goblins, High Tide, RUG, BUG, Dredge, and two decks that I didn't get a chance to see. Thanks for reading!
I been having such crazy idea for a small piece of tech. How about Boros Charm a catch all answer to their answer to our permanents especially the new nemesis Adrupt Decay. Of course this would be for the rest in peace version of the deck and adds the bonus of protecting counterbalance also I know it seems bad which I said its a crazy idea but I think with this card misdirections and maybe a couple divert we will have good tools against discard and adrupt decay which are the things that this deck hates seeing most. boros charm also adds the benefit of adding another 2cmc for counterbalance which I think is lacking.
I think Misdirection is probably enough, and the other modes for Boros Charm are not useful at all. Faith's Shield is probably better than Boros Charm would be.
If you need more two-drops, Baleful Strix is worth consideration. But if you're running RiP/Helm, you are probably not lacking for two-drops (esp if you're also running SFM).
Faiths Shield definitely is better. Actually the kind of card I was looking for. I don't think running creatures in rip decks I like having removal cards become blanks against me.
Charm is starting to look more attractive I didn't even think about it's planeswalker killing capabilities the only thing is the other mode is useless. Only way I see it helping is making an entreat for lethal a bit easier with top.
I've been trying Boros Charm as a 1-of in the board, but unfortunately haven't gotten many chances to use it yet. I will say that the last ability can definitely be useful if you are running the SFM package, but outside of equipment I can only see it being used for its first two abilities.
I'm still sticking with my assessment that Counterbalance is great against BUG and Jund though. Yes they can answer it better than other decks, but if they don't then they lose. Also, Blood Moon.
Isn't holding up 2 mana up to protect your combo pieces ambitious?
If you are willing to spend 4 SB slots, you can try Leyline of Sanctity. If not, then you can try at least 2 Sphere of Law.
Jund's goals are blow up your Counterbalance and then proceed to out attrition you with 2-for-1s, how does Sphere of Law help other than making their Bolts and BBE worse when heading for the dome? Leyline actually covers a bit more ground, eliminating almost all of their Black. Overall though you'd probably have better success SBing Ancestal Visions, but even that seems a bit narrow for my taste.
yeah i said it before and i'll say it again. I don't know why people are trying to get away from counterbalance. It's not because they can answer it more easily than others that it's a bad card all of a sudden. If you manage to stick the softlock or blind flip some good cards you made some card advantage. They try to 2-1 you all the time and counterbalance remedies to your loss of card advantage. They absolutely need to get rid of it or their plan isn't that strong anymore. If anything i'd up the counterbalance count so they have to spend all their AD's on them and i can stick a RIP+field or helm. Now i don't say it's an easy matchup, but dropping our counterbalances isn't an improvement IMO. Overloading the targets they need to hit has worked for me. They really need to get rid of both RIP and CB.
Jund's goal is not about blowing up CB. That's your misunderstanding. AD's meant as utility tool box when things don't go Jund's way, and CB happens to be that, but it's a generic solution for Jund. Jund's goal is Beatdown and get Punishing Fire combo online. Sphere completely shuts down the Punishing combo AND slows down all the other red cards.
Black's discard does not put you on a clock, discard is meant to buy turns. If you don't play Energy Field Rest in Peace version, you have no ways of gaining life, Bolt, Punishing Fire are too many threats to cover. If you run Energy Field Rest in Peace version, then you should just focus on killing Liliana and protecting enchantment from AD, both Sphere and Leyline would become redundant.
The difference between those 2 cards is how many SB slots are you going to dedicate to Jund, since Leyline has to be 4 or none, as I've already mentioned. Ancestral Visions make no sense.
Correct. Jund also is interested in denying you resources, via throughtseize, Liliana, and wasteland.
I definitely agree that RIP / E Field lists need to try to protect those.
Leyline makes no sense to me, we don't want more dead draws and it does little to protect your permanents. I don't think its clear that AV makes no sense - it lets you rebuy the resources they attack. I don't like it because they are already bringing in some number of blasts, but the reasoning is sound.
Cards I actually like vs Jund - Entreat, Baneslayer - efficient threats that can't be blasted or decayed for value, and make bigger creatures than they can easily handle. Baneslayer especially seems very strong in this role. If you are on the red splash, Blood Moon is highly effective in shutting down their disruption enough for you to take the game over.