since we can tutor enchantments would it be worth checking out a singleton circle of protection red?
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since we can tutor enchantments would it be worth checking out a singleton circle of protection red?
Only if it's Beta.
On a more serious note, LoS does more and overlaps into other matches. YOu gotta have mana up for CoP:R.
The point is to paint the world red and use it in plenty of other matchups as well.
If I were to play with the whitesplash, CoP: Red would be on my radar. Other option is CoP: Blue and a painter, as it keeps your blasts still live but it's a losing strategy to rely on Painter against burn.
This was one of the cards I was thinking about as it seems popular in this deck a little bit earlier? I have to pick up a few to test it out.
I seem to be seeing alot of folks playing chalice of void at this time. If a oppo plays this and sets it to 1, it almost lights out for us. Tutor nope. Blast nope, Grind nope, Swords nope, Bolt nope, Top nope. There seems to be a dredge deck that runs 4 of this MB.
After the past few days play testing the deck i posted above, I really miss having Welder in play. I am thinking of what to cut to have a few back in. I may remove leyline, swords, RIP and helm to the SB and add in a couple of welder and a few rec plus revoker. With so many people playing chalice of void and needle, i think having a alternate way to win with RIP and helm seems important esp in game 2 and 3.
Leyline of Sanctity is effective against more matchups than warmth, but it eats 4 sideboard slots while warmth is a one off.
I am going to jam warmth. Name red on painter and sit back behind your bridge.
A one-of Dragon's Claw is also an option. It's castable turn 1, you don't need a Plateau if you draw it naturally (which means one less land for Price of Progress), and it increases life for all red spells, i.e., both their spells and ours. The downside is it's only one life per spell.
One of the best things to have against Burn is just Trinisphere. Witchbane Orb is another option as well. Leyline of Sanctity is great, but I found it cumbersome and I think it dilutes the deck fairly significantly. To hard cast it you need both Plateaux (double count on Price of Progress). Burn has plenty of non-targeted damages sources (Price, Flame Rift, Eidolon, Goblin Guide, Vortex, Searing Blood, etc.) and can just save all the targeted burn spells for critters.
It's a tough matchup. The biggest downside of this deck is it's vulnerability to a smaller, less-developed Legacy metagame. Decks like Burn, Belcher, and Jund, all of which are either cheaper or portable from a Modern deck, are common in those smallish tournaments. The biggest upside of this deck is it preys on blue decks, meaning the SCG grinder metagame. Unfortunately MODO is a strange mix of the two, meaning lots of Burn and Belcher. I'm using one Dragon's Claw and my storm hate (Thorns and 3Spheres) and hoping for the best.
Oh, and RE: Chalice (and Counterbalance), a one-of Vexing Shusher in the board is tutorable, uncounterable, and lets you force through a Grindstone or a Blast on the Counterbalance. Solid tech VS. Miracles, Tezzerator, etc.
Again, these suggestions I'm throwing out there are worth considering on MTGO. I'm not sure I'd stray from Jack's list for an actual paper Legacy event (with a few small personal-preference exceptions). It's proven, it works.
Yes, I don't think I stressed this when making suggestions: Burn is freaking huge on MTGO right now. This is the only reason I would make the suggested changes. If you are going into an unknown meta, I would stick with Jack's list. MAYBE use his 1-of Sword of LaS. As he explained last night, this can help in a few different match-ups.
As for the burn matchup, also consider absolute law as a one-of. Otherwise it's near impossible to keep your creatures on the board long enough to combo.
I personally run 3 leyline and a stoneforge package (1 stoneforge, 1 jitte and 1 batterskull which is good against miracles) and have honestly not Hadith of a problem against burn. I do also run a main deck plains and 4 petals. I like the vexing shusher idea. Might consider that.
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Fuck it. Go warmth maindeck 61 cards!
So I just finished reading the entire thread front to back and just about finished the rw deck. Im missing the lands. I am really enjoying the deck and hope to get to larger events soon with it.
I want to thank everyone for their contributions to both lists, and I can't wait to go painting!
Went 3-1 last night, beating American delver, pox, and odd demon/discard/veteran explorer deck. Amazing how many times I just jammed the combo and they had nothing. Lost to sneak and show, although did get one game where I countered all of their cantrips and one show and tell and was able to jam combo with crypt out. Other two games lost by turn four. Still a rough matchup and not sure how to fix it. Had bridge in hand one game but sneak attack got me. Any other ideas other than revoker and bridge?
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Btw, I am running 3 moon main (and one SB) and 3 tangle wire. Tangle wire has been an all-star. It single handedly won me my pox match.
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thread seems to have gone quiet recently. But the world cup has ended so hopefully things come back to normal now.
I have been playing both the shortcake and the "whiter shortcake version" and I prefer the alternative win condition and more controlling version of the whiter version.
Just today, I beat a burn deck, 2 dredge deck, a reanimator deck, elves deck and lost to a reanimator painter deck (someone here testing that?) The thing about this whiter version is that with more plains, and 4 tutors, you can basically cast a enchantment to hose your opponents game right from the 1st game. In the 2nd game, you become even stronger as our opponent usually is not sure what to do against you. Explosive start with blood moon is a little less as you do not run so many sol lands and petals. But I consider that just a small trade off. I know imperial has to be in the deck, which is why i have it added and am still tweaking the MB and SB against the current meta and not dilute the main purpose of the deck which is to painter them blue/red or whatever.
I also tested leyline against red and find that maybe warmth may be better. With Leyline in play, red players will jsut hold their blast and use it against your painter. Which is almost impossible to guard against in that case. This deck has lots of different avenues of win and hosing the oppo even in the first game.
RIP kills dredge/Animator 1st game with 4 tutors, should not be a [prob to get it before they kill you. Creatures deck? Tutor for the bridges. Burn? Tutor for Leyline before turn 4. And you can still go for turn 3-4 painter as well. Oh they still have to look out for turn 2 or 3 blood moon (tutor them if needed). Game two you can side in more hate cards against our opponent without diluting your strategy. RIP/Helm combo is valid first game and more so 2/3rd game. Buried ruin helps you like welder does. I would love a welder in the MB but seems hard to choose what to remove. Maybe a painter and a grindstone? Any thoughts?
4 x tutors
2 x swords
1 x canonist
1 x RIP
2 x Ob ring
1 x Leyline of Sanctity
2 x Pyroblast
2 x REB
2 x Pyroclasm
4 x Blood Moon
4 x Ancient Tomb
3 x Arid mesa
2 x Buried Ruin
1 x Karakas
4 x Mountain
4 x Plains
1 x plateau
4 x Grindstone
2 x Top
4 x painter
2 x Magus of the moon
1 x Imperial Recruiter
4 x Spirit Guide
1 x Koth
2 x bridge
1 x Trinisphere
1 x Helm
SB which is changing as I see what works best
2 x RIP
1 x Spirit of the labyrinth
1 x Leyline of Sanctity
1 x Pyroblast
1 x REB
2 x Pyroclasm
2 x Shattering Spree (Crucial vs chalice of the void)
1 x Magus
2 x firebolt
1 x wear and tear
1 x Revoker
I am still curious whats the best way to play a mirror or against another painter deck.. Keep everything in hand till you can combo or one part out? Still trying to get my head around the best way around it.