About time, it never shoulda left in the first place :)
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About time, it never shoulda left in the first place :)
:)
Good to be back, for sure.
I've been playing around with the Jund matchup and I'm at the point where I'm willing to just let them discard me and try to draw out of it - it just takes too many slots to try to fight it in any realistic manner. I have a Leyline of Sanctity that should be able to be put in play before Lili comes down, and they can't remove it. That + Moat seems like the hardlock.
How reliable would Ensnaring bridge be in the SB? Is it worth taking up a slot against sneak/show/reanimator?
I have humility main and ensnaring bridge in the sideboard and I like the flexibility to choose between them with your enlightnend tutors. However I would almost always tutor for humility if I have the mana against BG(x) decks because of abrupt decay.
I was testing the last RIP build from Alex Binek and the Blood Moon is nuts against Cloudpost and BUG. I will continue testing the RIP miracles but I think the costs of the deck need some adjustement for the counterbalance curve. I'm going to remove the couple of pierces and add one more counterspell and a second entreat the angels. In the sideboard I'm going to change the energy field for a pithin needle.
Do you think that is worth having both Ensnaring bridge and Humillity in the sideboard instead of only the humillity? I think that is better the moat/humility split.
Just put this deck together and played it to a 4th place finish at my local shop. Very powerful feeling deck, but tiring to play til time fo 6 hours. Not bad my first time out :laugh:
I chose to go with the RIP/Helm version because it was additional hate against graveyard decks & it can win on spot, Dredge is big here.
Few questions,
Whats the right number of rest in peace?
Is anyone running spell snare? It was very good vs jund ( a tough match up ) I ran a 2/2 split of pierce and snare.
Sometimes I really wanted a snap caster mage either to flash in EOT and hit a plainswalker, or to get another brainstorm and dig, Whats the general consensus of him in this deck its either RIP/Helm or snap casters? Can they co exist?
I'm going to lean towards the red splash, is a basic mountain ok vs a volcanic if its just going to be fetched to get blood moon?
I look forward to joining in your conversations here as i am still new to this archetype.
The right number of Rest in Peace is typically 3; however some lists have run two.
I don't run Spell Snare myself, preferring Counterspell over it as it also deals with late game bombs. Pierce is excellent.
Snapcaster Mage and Rest in Peace in the maindeck seem to be mutually exclusive - they fight for deckspace/slots in the 2cc range and they do not have synergy with each other.
Re the basic mountains, its okay if you are on a budget but Volcanic Island is definitely preferred. Opening with a basic mountain is terrible.
I feel that having a basic mountain (over a second volcanic, you do need the first) is a valid metagame consideration - personally I often face decks with access to wasteland where I want Red Elemental Blast available, so Mountain plays a huge role in making sure that is possible. Outside of that however, it is for all intents and purposes a colorless land.
Basic Mountain is definitely much worse. If you need a Blue source and have Mountain, you are SOL. If you have Flooded Strand and need a Red source, you are SOL. If Volcanic isn't an option, you are much better off with Steam Vents.
How many 2 casting cost spells are you running? Because I don't understand why some people are running counterbalance in decks with only a few 2 cc spells.
I'd imagine the RiP builds to have around 7-8 2cmc's. The non-RiP builds are probably only a bit lighter around 5-6.
The last RIP builds from Alex Binek and Jack Colwell only had 6 2cc cards, the Joe Lossett verion also had 6 2cc cards... Am I wrong or 6 is too low for a right counterbalance curve?
I'm running 10 CMC-2 cards, and I feel like that's where I want to be, but I'm running a slightly different version.
-Matt
I think you need to be able to have a good number in matchups where Counterbalance is good. I have 7 main, but I get to board in more against combo with Meddling Mage and Cannonist as well as the extra Counterbalance.