Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
heckler
I've played against the 16 sol land eldrazi deck a bit (colorless and R/B versions) and so far we are finding that it's soft to decks that regularly disrupt mana sources. also, tabernacle causes some odd issues paying for creatures with eye of ugin in play. The problem is that with the way my sideboard is constructed, I only have K grips to side in against it.
The deck seems to whollop tempo decks and control decks much of the time.
Perhaps I'm a bit off topic here, but I'd really like to know more about these Legacy Eldrazi decks. The only one I've seen online was a version of Reanimator, a deck that I think is not indicative of the MUD-like archetype that must be evolving. MUD seems like a good match for us in any case (the only time I remember losing to it was during a paper tournament when I first picked up Lands), so I'm wondering how competitive this new deck can really be.
Re: [Deck] R/G Combo Lands
There is a whole thread where people are working on it in the new and developmental section if you haven't seen it yet. It starts to get serious after the influence from the modern pro tour that just happened. http://www.mtgthesource.com/forums/s...Eldrazi-Stompy
The tl:dr is that it's a 16 sol land deck that plays eye of ugin and eldrazi temple in addition to city of traitors and ancient tomb to power out the new eldrazi cards from oath of the gatewatch. In my opinion thought-knot seer is the only reason it's even close to a deck in legacy. It's basically a goyf-sized vendillion clique they can cast off of 2 lands. If you've payed any attention to the nonsense going on in modern it's essentially the same thing except it's not nearly as powerful in legacy compared to the rest of the format as it is in modern.
Re: [Deck] R/G Combo Lands
If anyone is going to the EE satellite series thus weekend, I'll see you there. It's in Newton Connecticut 741 new Britain Avenue.
Re: [Deck] R/G Combo Lands
Second League match:
#108
Alas, Storm again. Five out of the last eight matches I've played have been variants of Storm, and two of those eight have been variants of Reanimator. I also played against Landstill. Here's hoping my final three League matches showcase more variety.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
Perhaps I'm a bit off topic here, but I'd really like to know more about these Legacy Eldrazi decks...
...I'm wondering how competitive this new deck can really be.
I'm of the mind that it will be potentially tier one. Some people think all stompy drcks need is a little more consistency. The extra sol lands should come in handily in that regard, plus the deck has a lower and smoother curve. Eldrazis Shops also has more interaction than MUD lists.
Personally I think even traditional MUD is stronger than its showings indicate, and that it held back by a lack of players because people find it ungratifying to win with, frustrasting to lose with, and/or overestimate the impact of the deck's consistency issues. More people might play this deck becuase it is less inconsistent and more interactive. But mostly I think people will flock to this Eldrazi Shops becuase it will be banned out of Modern and all they will need is Tombs and 3x City (Mox is optional I think).
What does it mean for us?
The MU should be good, but maybe not as favourable as MUD (especially if MUD is running Cloudpost). They have more sol lands for a faster start, creatures which we can't PF or KG, and some interactive Elements like Thought Knot, Wail, and Endbringer. But they should still be very easy to mana-screw, and besides Endbringer they have no answer for Marit Lage. They also often don't run Wastelands, so that makes life easy for us.
Obviously it remains to be seen how good this deck will really be, as well as what the final version ends up looking like. But I wouldn't be worried about it. If the deck becomes very strong we might get some splash damage from an increase of Moon decks, but it's a little early to speculate about significant shifts in the meta. Although certainly some smaller, localised, metas will be affected.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Crimhead
I'm of the mind that it will be potentially tier one. Some people think all stompy drcks need is a little more consistency. The extra sol lands should come in handily in that regard, plus the deck has a lower and smoother curve. Eldrazis Shops also has more interaction than MUD lists.
Personally I think even traditional MUD is stronger than its showings indicate, and that it held back by a lack of players because people find it ungratifying to win with, frustrasting to lose with, and/or overestimate the impact of the deck's consistency issues. More people might play this deck becuase it is less inconsistent and more interactive. But mostly I think people will flock to this Eldrazi Shops becuase it will be banned out of Modern and all they will need is Tombs and 3x City (Mox is optional I think).
What does it mean for us?
The MU should be good, but maybe not as favourable as MUD (especially if MUD is running Cloudpost). They have more sol lands for a faster start, creatures which we can't PF or KG, and some interactive Elements like Thought Knot, Wail, and Endbringer. But they should still be very easy to mana-screw, and besides Endbringer they have no answer for Marit Lage. They also often don't run Wastelands, so that makes life easy for us.
Obviously it remains to be seen how good this deck will really be, as well as what the final version ends up looking like. But I wouldn't be worried about it. If the deck becomes very strong we might get some splash damage from an increase of Moon decks, but it's a little early to speculate about significant shifts in the meta. Although certainly some smaller, localised, metas will be affected.
Substantially agree. The main reason why Legacy Eldrazi is a thing is that it has favorable matchup against both Miracles and ANT. And, it is generally well placed against the format. It has the possibility to produce a substantial change in the metagame, by reducing the presence of both currently most popular tier 1s. That can only be good news for us.
Please note that while Legacy Eldrazi is still far from a general consensus about the best version, for sure it will be different from a simple Legacy improvement from Modern. Aside Thought-Knot Seer and Reality Smasher, in Legacy another Eldrazi is very good: Eldrazi Displacer. And, the versatility of World Breaker and the tutoring effects of Eye of Ugin and Conduit of Ruin greatly improves the adaptability of the deck against different situations.
Personally, my favorite version is the GW midrange build proposed by Barook: it has the same positive matchup against Miracles and ANT, and it has powerful answers against the issues of other builds versus S&T, D&T, Delver decks and Batterskull decks. With maindeck Displacers - an answer to Marit Lage not easy to remove - and sideboard RIP, I'm not so sure that our matchup is still so favorable. Its only real nightmare, ironically, is the same as ours - Painter. Another deck that could see a rise in the future metagame. So, there are pros and cons. In the next weeks we'll have a better idea of what's going to happen.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Morte
Personally, my favorite version is the
GW midrange build proposed by Barook...
...With maindeck Displacers - an answer to Marit Lage not easy to remove - and sideboard RIP, I'm not so sure that our matchup is still so favorable.
The deck is still extremely easy to mana screw (and they don't have much for colour fixers). If you imagine the mu from their perspective, you'll see a clear fact: Eldrazis are like bears - they are more afraid of us then we are of them. Take it from Barook's own experience with his deck:
Quote:
Originally Posted by
Barook
I said "Fuck it" and bought back into MTGO with my GW build since I'm fully convinced the deck is the real deal. I'll also track all all pre- & post-board wins as well as total match %.
Went 2-3 on the first run, but got also unlucky since I got 2 bad match-ups. Losses were against Burn, Lands (ugh) and Shardless BUG (made some mistakes here). Wins were against Deathblade and LED Dredge.
Re: [Deck] R/G Combo Lands
Third League match:
#109
It isn't a combo deck!
Re: [Deck] R/G Combo Lands
We managed to land two copies in the Top 8 of the EE4 Satellite in Newington, CT (98 players, 7 rounds of swiss), but unfortunately neither of us could break the top 4. I may put together a tournament report if I have time. It was my first time piloting the deck for an event longer than 4 rounds, so I'm definitely happy with the result, but looking back I recognize key misplays in both rounds I lost on the day.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
LordOMJ
We managed to land two copies in the Top 8 of the EE4 Satellite in Newington, CT (98 players, 7 rounds of swiss), but unfortunately neither of us could break the top 4. I may put together a tournament report if I have time. It was my first time piloting the deck for an event longer than 4 rounds, so I'm definitely happy with the result, but looking back I recognize key misplays in both rounds I lost on the day.
Congrats on the finish!
If you can't put out a tournament report, happen to have a decklist?
Re: [Deck] R/G Combo Lands
SCG just posted this about our lovely non-blue legacy deck: http://www.starcitygames.com/article...Your-Land.html
I for one will be rocking it in philly.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
djxstream
I wouldn't rock that list. It's a little out dated.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Rampart
I wouldn't rock that list. It's a little out dated.
Yeah, agreed.
My changes would be:
-1 Manabond
-1 Ghost Quarter
-1 Crop Rotation
+1 Punishing Fire
+1 Dark Depths
+1 Taiga
SB
-1 Dark Depths
-1 Punishing Fire
+2 Choke or Boil
Re: [Deck] R/G Combo Lands
I wrote up a tournament report for my top 8 performance at the EE4 Satellite event in Newington, CT. The event had 98 players and 7 rounds of swiss. Despite my best efforts to be brief it wound up a bit long-winded. I had a blast playing, so I hope you enjoy reading.
TL;DR / Match Breakdown
Round 1 – Jund (1-2)
Round 2 – Lands (2-1)
Round 3 – Enchantress (2-0)
Round 4 – Deathblade (2-0)
Round 5 – Maverick (2-0)
Round 6 – Grixis Delver (2-1)
Round 7 – Enchantess (1-1-1)
Top 8 – Miracles (1-2)
The List:
4 Mox Diamond
4 Gamble
4 Crop Rotation
4 Life from the Loam
4 Exploration
1 Manabond
4 Punishing Fire
3 Taiga
1 Forest
1 Misty Rainforest
1 Verdant Catacombs
1 Windswept Heath
4 Grove of the Burnwillows
4 Wasteland
4 Rishadan Port
2 Tranquil Thicket
4 Thespian's Stage
3 Dark Depths
3 Maze of Ith
1 Tabernacle of Pendrall Vale
1 Riftstone Portal
1 Bojuka Bog
1 Glacial Chasm
4 Sphere of Resistance
2 Chalice of the Void
4 Krosan Grip
2 Boil
1 Molten Vortex
1 Karakas
1 Boseiju, Who Shelters All
Round 1 - Ryan (Jund)
G1: I open the tournament on the draw with a 7 card hand that has 2x Diamond, Stage, Depths, and another land. If I hit a land in either of my first two draw steps, I’ll have a turn 2 Marit Lage. Unfortunately, my first draws are Exploration and a third Diamond. The rest of my draws aren’t enough to overcome his interaction. Bummer.
G2: Swung for lethal with Marit Lage turn 3. Now that’s what we’re looking for.
G3: Open my third consecutive hand that had the potential to make Marit Lage turn 2. With DRS in play, I tank on when to activate Stage. My turn dodges Wasteland, his turn dodges Liliana. I opt to make it on my turn, figuring I’m 50/50 at worst and he may have boarded out some number of Liliana. Sometimes you lose the coin flip. The game goes long after that, but a few unlucky die rolls hit the wrong card off of Gamble and I eventually lose.
Round 2 – Josh (Lands)
G1: My opponent mulls to 4. It wasn’t close.
G2: My 7 is missing Loam, but otherwise the nuts. As best I can recall, the game went something like this. After I dump my hand with Manabond on turn 3, my board includes 2 Wasteland, both combo pieces, and 2 additional mana. His has a Grove and a Wasteland. I Waste his Grove, which he (as expected) crop rotates it away. I believe he gets a Taiga. I then Waste his Wasteland, forcing him to use it or lose it. He does, and I of course respond by making Marit Lage. One we get to his main phase he casts Gamble. I miss the Karakas, and he keeps the match going. After that, it turns into an attrition mirror where we both have Karakas and multiple Maze. He assembles Loam + Thicket faster and takes it.
G3: We both have openers that include Exploration, Diamond, Loam, and lands. After a few turns I Grip his Exploration and my Loam (plus a Wasteland) trumps his.
Round 3: Adam (Enchantress)
G1: Opponent mulls to three on the play. Once it becomes clear that he is on Enchantress I’m extra grateful for my luck and kill him before he has the opportunity to find an Elephant Grass. That is NOT a card we can beat game 1.
G2: Fortunately, my teammate is an enchantress pilot and I’ve dabbled with the deck myself, so I have a very clear plan of what needs to happen for us beat the deck. In this particular case, the plan is smile when my opening 7 has a copy of CotV, then say the word “Countered” a lot as he cycles Wild Growths and Elephant Grass’s futilely trying to find relevant cards.
Round 4: David (Deathblade)
G1: David sees that I’m on lands, and comments about being completely unprepared for this matchup. He manages to fend off what could have been a turn 2 kill, but I have Loam and MC Hammer’s spirit.
G2: He manages to establish pressure this game, eventually getting me down to 4 life. Without needing to worry about burn, though, I never felt pressured (I had a Chasm in hand and no need to play it). Boil and Tabernacle are a wombo-combo, and I get to goldfish until he decides to scoop.
Bonus Round: We play a two more preboard games because he wants to practice the matchup. Neither is remotely close. After winning 7 consecutive games (even if only 5 counted) I’ve managed to get rid of the sour taste in my mouth from round 1.
Round 5: Meritt (Maverick)
Meritt and I play together locally. When we sit down, he comments that he doesn’t think he’s ever beaten me (I’m not sure if that’s true) and the he hopes I’m not on Lands because he just drew against it last round. Time for the pair up.
G1: Mulled to 6 but still swung for lethal turn 3. One of several times on the day where I took the ‘make them have it’ line. Fortunately, Meritt didn’t have a StP for Marit. Somehow it took until writing this report to notice how similar those names are…
G2: After a quick game 1, this one goes a bit longer. He Bojuka Bog’s away a graveyard with Wasteland, Loam, and other goodies, but after a few turns of me drawing well Meritt has no permanents on board and is discarding to hand size.
Round 6: Ed (Grixis Delver)
Not knowing how many X-1’s there are left, this is either a win-and-in or very close. After losing round 1, I didn’t really have any expectations for how the rest of the day would go. As we shuffled up for game 1, the possibility of a top 8 is finally starting to feel real.
G1: I keep a slow 6 and get punished by multiple Delver of Secrets.
G2: I catch Ed off guard with a quick CotV and an extra mana available so he can’t daze. He plays a Young Pyromancer and runs some cantrips into CotV to make tokens. Tabernacle and Wasteland come along to clean up his motley crew.
G3: Ed opens with DRS, followed by 2 Delver of Secrets. I Waste him down to one land and crop rotate for Tabernacle with mana floating to pay for daze. He exiles my Waste to sustain Delver and DRS, but when the Delver doesn’t flip loses it a turn later. We stare at each other for a few turns – he pays for DRS and I port his only other land, but DRS is preventing me from casting loam to start dredging. Then Ed misses Deathrite’s Tabernacle trigger. Without the Elvish menace I quickly fill my graveyard and remove his board of permanents.
Round 7: Curtis (Enchantress)
My teammate and I are paired together in the final round of swiss, only to find that we’re in 9th and 10th as the lowest seeded X-1’s. Mathematically, we should have to play it out, but notice a few tables above us are also playing it out because people want to improve their seed for the top 8. The X-1 with the pair up has to lose, but there’s a shot we can still get in.
G1: I open a 7 that perfectly describes Lands strongest plan against Enchantress – Exploration and multiple Rishadan Port. Only one of us gets to develop our board state, and I’m quickly up a game.
G2: I open with an Exploration into Port. He tanks on his turn 2 with only a plains untapped, and I give him a hard time because I know he doesn’t have any white 1 CMC enchantments in his 75 except Guard Duty (which he obviously wouldn’t bring in for the Lands matchup). He plays Needle, and mulls out loud whether to name Port or Stage. He opts for Stage. I flash him the Stage and Depths waiting in my hand to make a turn 2 Marit Lage. I find a Krosan Grip, but not before he also found Sterling Grove and Elephant Grass.
G3: As we’re starting game three, we start noticing the higher tables finishing their matches. Fortune smiles our way, and the X-1 with the pair up loses. I offer Curtis the draw and we punch our tickets to the top 8.
Top 8: Royce (Miracles)
G1: Royce takes the play as the #1 seed. I Crop Rotate away a Grove to present a turn 3 attack from Marit Lage, but he has the StP. Oh well, sometimes they have it. The game grinds on, I kill a Monastery Mentor but take damage in small chunks from a SCM and monk token. As soon as I cast Punishing Fire I realized that I made a huge mistake by losing Grove to Crop Rotation rather than my Port. Definitely cost myself that game.
G2: Attacked turn 3 with Marit Lage. Royce Brainstorms for Terminus or StP, but whiffs. Sometimes they don’t have it.
G3: I made a Marit Lage on turn 3 or 4, but he had top to dig for Terminus. The deciding moment came a few turns later. When played and Brainstormed with Jace, I attempted to kill it with two Punishing Fire. He had Force for the second copy, and kept 2s on top for counterbalance after that. I had 2x Loam, 2x Fire, and was stonewalled until he found RiP. I managed to make one more Marit Lage off the top, but Entreat provided a chump blocker and dudes to swing for lethal after Jace bounced my token.
Takeaways:
1. I made Marit Lage on turn 2 way more often than I expected to. I successful killed 3 different opponents on turn 3, and had 4 other openers that threatened to do so.
2. It’s a bummer costing myself a game in the top 8, but I’m not too down on myself. I’d only played two 4-round events with the deck before this, so if anything realizing my mistake quickly is just making me that much more excited for SCG Philly next weekend.
3. To be frank, I still don’t feel like I have enough reps to say anything authoritative about my sideboard choices. They’re all solid cards and there for a reason. I definitely liked the 3rd Taiga over the 4th fetch. At least one opponent got thrown off game 1 when I played a Misty/Verdant and passed. I don’t know that it had a practical impact on their lines, but it made me chuckle.
4. My MVP of the day is my round 7 opponent and teammate Curtis. More than just a member of Team Ohnobadno and Team Monsterghost, Curtis has been pushing me to play Lands seriously for months. Apparently you were right, buddy. Thanks a bunch.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
LordOMJ
Round 3 – Enchantress (2-0)
Round 4 – Deathblade (2-0)
Round 5 – Maverick (2-0)
Round 6 – Grixis Delver (2-1)
Round 7 – Enchantess (1-1-1)
I have only played Enchantress once and the matchup seemed nigh unbeatable. I know that a quick Marit Lage can let you win, but is there anything else that lets you get good results in the matchup?
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Varal
I have only played Enchantress once and the matchup seemed nigh unbeatable. I know that a quick Marit Lage can let you win, but is there anything else that lets you get good results in the matchup?
Rishadan Port, Chalice of the Void and Sphere of Resistance (plus the obvious Krosan Grips) are, in that order, the best things to have in the matchup.
The Enchantress matchup, like Infect, is all about retarding their setup and controlling the game. They can kill you on turn 2 or 3 sometimes but if Lands has the interaction required (see above) we will prevail.
Re: [Deck] R/G Combo Lands
@LordOMJ
Excellent report and congrats on the finish.
Re: [Deck] R/G Combo Lands
Nice performance LordOMJ. Guess you'll keep on playing Lands from now on :)
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
barcode
Rishadan Port, Chalice of the Void and Sphere of Resistance (plus the obvious Krosan Grips) are, in that order, the best things to have in the matchup.
The Enchantress matchup, like Infect, is all about retarding their setup and controlling the game. They can kill you on turn 2 or 3 sometimes but if Lands has the interaction required (see above) we will prevail.
I would think that sphere's end up hurting us more than enchantress with all their ramp abilities.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Nikolai004
I would think that sphere's end up hurting us more than enchantress with all their ramp abilities.
Enchantress is a critical mass combo deck - and you really need to be slowing them down with Spheres to give you time to set up a kill. Plus there's plenty of dead cards in the main deck anyways. Even if you go: +4 Spheres, +4 Krosan Grips, easy cuts are: -4 Punishing Fire, -3 Maze of Ith, -1 Glacial Chasm. Chalices are pretty good too as they shut off a bunch of Enchantments including Mirri's Guile, Utopia Sprawl, Wild Growth and Elephant Grass (which Marit Lage can't attack through).