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[Deck] Imperial Painter
Imperial Painter is a bold, new creation that takes the Painter's Servant/Grindstone combo to a new level. One of the most important aspects of the deck is that it doesn't rely solely on Grinding an opponent's entire library to win the game, but rather plays a slew of control elements that when paired with Painter's Servant can seriously rough up an opponent's permanent foundation. The deck utilizes a certain Portal Three Kingdoms creature (Imperial Recruiter) to tutor for the Servant or any other creature in your deck. This allows for outstanding consistency and the ability to put heat on an opponent early. There have been many incarnations of this unique archetype (including R/u), but the Mono Red version is typically referred to as the 'stock variant.'
For reference:
A 2008 Report from Hadley.
An Original Article about Imperial Painter.
Also, here is the current, most well-performing list for reference:
Imperial Painter as of 08NOV2011
Kim Grymer - G.P. Amsterdam (Top Eight)
[4x] Painter's Servant
[4x] Simian Spirit Guide
[4x] Imperial Recruiter
[3x] Magus of the Moon
[1x] Jaya Ballard, Task Mage
[1x] Phyrexian Revoker
[1x] Phyrexian Metamorph
[4x] Lightning Bolt
[3x] Pyroblast
[3x] Red Elemental Blast
[4x] Grindstone
[3x] Sensei's Divining Top
[3x] Chrome Mox
[5x] Mountain
[4x] Ancient Tomb
[4x] City of Traitors
[3x] Great Furnace
[2x] Wooded Foothills
//Sideboard
[4x] Thorn of Amethyst
[1x] Nihil Spellbomb
[2x] Tormod's Crypt
[1x] Phyrexian Metamorph
[1x] Manic Vandal
[1x] Red Elemental Blast
[1x] Pyroblast
[2x] Koth of the Hammer
[2x] Pyroclasm
This is a strange deck to say the least. It can play like: Combo, Aggro, Control, or a combination of any. With Painter's Servant in play, your Blast effects become instant-speed Vindicates and countermagic at the cost of one red mana. That seems pretty good. Ultimately, if your opponent does run blue, you already have a leg-up in the match. For some people, that might seem risky (running main-deck Blasts). It's important to realize that in essence you are taking a small chance with those cards at face value. But as the games goes on, they become more and more relevant, even if your opponent is in not playing blue.
There are some issues the deck faces, however. The deck plays off the opening hand and your mulligan strategy. This can be risky at times, but the reward can be plentiful. The inclusion of Imperial Recruiter sets your hand up without Painter so you can adapt to the game-state. However, the incredible dollar value of Imperial Recruiter can also be prohibitive to getting all of the deck together too, as they play a key role in the basic structure in which the deck exists. As the years have progressed, the value of this card has increased exponentially due in large part to its scarcity and utility in another archetype abusing its ability: Aluren. If you can get your hands on Recruiters, you can pretty much create this entire deck.
I've had some thoughts about how the deck performs without Painter's Servant. You'd think it plays almost identical to Dragon Stompy, and it does in the sense that you want to deplete your hand and overwhelm your opponent with big creatures. This deck, however, seems to want to setup and establish board position and control more so than the latter. Dropping turn one Magus for a lot of other decks can be the game. It's important to know when to play your threats and the order in which you play them. If you can establish a dominating board presence by using Blast effects to knock off potentially dangerous threats, you can clear a path for the basic combo do 'go off' at any time. However, seriously contemplate when you want to use your Blasts, as those are the cards that completely transform a game because of their versatility with painter's Servant in play. Be careful firing them off just because you can.
Simian Spirit Guide and Pyroblast/R.E.B. seems to be quite an efficient combination. Most opponents would assume that because you are playing all red cards you have absolutely no response to anything they play when you're tapped out (i.e. Stifle for the Dreadnought or storming into Diminishing Returns). This bastardization of Force of Will is certainly effective and can stun your opponent when they think the game is already won.
Consistency is key, and without it, this archetype might not exist if it weren't for Imperial Recruiter. The ability to search through your library and find any creature (in this deck, anyways) that you want is truly powerful. One of the great things about Imperial Recruiter is that he allows you to attack and block. That can be critical when you consider the importance of staving off an early Lackey or stalling for a next-turn win. Your smaller creatures work wonders in staving off large assaults and allowing you to protect your life total and generate more time to find both of your combo pieces. Imperial Recruiter can tutor for every single creature in your deck - sideboard included - so consider what targets are optimal and when they would work best at a given time.
Another interesting thing to take note of is the "three casting-cost" theory the deck uses against Counterbalance. While Imperial Painter already has a suitable amount of counteracting blue-based threats, you play a lot of three mana cards that can really throw off the blue enchantment seeing so much play. This really does help as it pretty much allows for all your creatures to hit the board and cause a variety of damage. You want to be careful, though: Once top hits play, it's important to recognize when to Blast the Balance (i.e. in response to the activation of drawing a card from Top).
Here's an explanation for some key cards included in the main-deck:
Painter's Servant
As the strategy of the deck revolves around this Scarecrow, you want him in play to transform your hand from defensive to offensive, or vice-versa. The basis for which the deck exists.
Grindstone
The "oops, I win" card of the deck. It is not necessary to win with this card alone, but essentially nullifies it from being considered simply a run-of-the-mill (pardon the pun) "Painter's-Grindstone" build. Truly nifty though in certain situations.
Simian Spirit Guide
Suitable for the purpose of either putting threats in play early or disguising your hand in preparation for countermagic activity. He beats, too.
Magus of the Moon
The old adage that "Magus wins games alone" really is true. If you can drop him in play turn one, that spells doom for most decks that run non-basics as their primary source for mana.
Imperial Recruiter
This overly-expensive uncommon from P3K serves you up every creature in your deck. He blocks and beats, and adds a tremendous amount of consistency to a deck which really didn't have any to begin with.
Lightning Bolt
An effective creature-kill card. It knocks off not only early threats, but acts like a finisher in some cases. At one mana, only Swords to Plowshares is better. But the ability to clear the board is too important, especially in the early game.
Pyroblast/Red Elemental Blast/Active Volcano
One mana Counterspell/Vindicate with Painter in play. Even without, they still hose blue to the point where it gets annoying. They are simple and effective, especially in a deck which can wash everything the color of your choice, namely, blue.
Jaya Ballard, Task Mage
An extremely potent weapon when it goes online. She has both built in Vindicate and Incinerate at the cost of one and two plus a card, respectively. She serves as a lock component with Painter in play, turning your extra things like land and Moxes into Vindicates. She also gets around and destroys Counterbalance by herself. An absolute house against Merfolk, too.
Overall, the deck seems and plays really competitively. It really has a lot of influence deriving from the current general meta-game. Even against decks that don't run Blue, you have enough permanent destruction and a win-now combo that is proven effective. The archetype has changed over the years, but the concept remains fundamentally intact and just recently performed to a Top Eight appearance at GP: Amsterdam. The deck can truly be frightening in the hands of a skilled pilot, and it looks as though Imperial Painter is here to stay.
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Re: [Deck] Imperial Painter
I strongly recommend to run 7 moon effects (i. e. 4 Magi and 3 Blood Moon). In addition, more than 8 colour dependent are very clunky without a Painter on the board.
I am testing the following list:
// Lands
10 Mountain
4 City of Traitors
4 Ancient Tomb
// Creatures
4 Imperial Recruiter
4 Simian Spirit Guide
4 Painter's Servant
4 Magus of the Moon
3 Jaya Ballard, Task Mage
// Spells
4 Red Elemental Blast
4 Pyroblast
4 Lightning Bolt
4 Chrome Mox
4 Grindstone
3 Blood Moon
// Sideboard
4 Pithing Needle
4 Shattering Spree
4 Trinisphere
3 Umezawa's Jitte
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Re: [Deck] Imperial Painter
It seems to me that an SB for this deck should include:
xX Pyrokenisis
xX Pithing Needle
xX Blood Moon
xX Some sort of larger beater.
Also, I was interested in an SDT version that someone was testing. Anyone know how that went?
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Re: [Deck] Imperial Painter
Some beaters you can get with Recruiter:
Tarean mauler is about it I think.
O ya, Anaba Grunt as well.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Shimster
I strongly recommend to run 7 moon effects (i. e. 4 Magi and 3 Blood Moon). In addition, more than 8 colour dependent are very clunky without a Painter on the board.
I am testing the following list:
// Lands
10 Mountain
4 City of Traitors
4 Ancient Tomb
// Creatures
4 Imperial Recruiter
4 Simian Spirit Guide
4 Painter's Servant
4 Magus of the Moon
3 Jaya Ballard, Task Mage
// Spells
4 Red Elemental Blast
4 Pyroblast
4 Lightning Bolt
4 Chrome Mox
4 Grindstone
3 Blood Moon
// Sideboard
4 Pithing Needle
4 Shattering Spree
4 Trinisphere
3 Umezawa's Jitte
I have to say that Shimster's list seems strong in a meta that isn't heavily blue. Your SB, though, seems to turn you into Stompy. What MU does that help in? Also, when do you bring in 3Sphere? Against Thresh? Frankly, that seems awful as you run 8 blasts that are already good against Thresh.
Is Jitte the best Gobs hate you could think of? Won't the board in Grips already?
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Re: [Deck] Imperial Painter
I'm testing Top in this deck recently and it works out pretty great for me. Problems with 2-Mana-Lands aren't that big as you can just look two times in the Top to avoid Manaburn. In addition, Top does not slow you down - if you have the combopieces already, then you don't need to play Top. If you don't have them Top is pretty great in finding them. To use Top to an maximum effect I run 5 Fetchies instead of 5 Mountains. Sure, with Magus on the Board they don't shuffle anymore but that's not a problem. The only disadvantage of Fetchies is that Manadenial in form of WastelandStifle actually gets pretty good against you - but as there aren't that many (the number tends to be 0) TempoTresh/StifleNaught decks in my meta so I don't think that I'll get my fetchlands stifled.
Edit: For reference: I basically run Shimster's list -3 Blood Moon +3 Tops and in the SB -3 Jitte +3 Moon.
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Re: [Deck] Imperial Painter
First, this deck seems interesting and appears to be able to handle Aggro-Control and Control, but how exactly do you beat combo like Ichorid or TES? It seems like, without sideboarding, that combo would kill before you can really disrupt them. As far as I can see we can only really counter Brainstorm, diminishing returns or Ponder(I believe some lists still run this).
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Shimster
I strongly recommend to run 7 moon effects (i. e. 4 Magi and 3 Blood Moon). In addition, more than 8 colour dependent are very clunky without a Painter on the board.
I am testing the following list:
// Lands
10 Mountain
4 City of Traitors
4 Ancient Tomb
// Creatures
4 Imperial Recruiter
4 Simian Spirit Guide
4 Painter's Servant
4 Magus of the Moon
3 Jaya Ballard, Task Mage
// Spells
4 Red Elemental Blast
4 Pyroblast
4 Lightning Bolt
4 Chrome Mox
4 Grindstone
3 Blood Moon
// Sideboard
4 Pithing Needle
4 Shattering Spree
4 Trinisphere
3 Umezawa's Jitte
I think it's a good idea to avoid the seven Moon effects. Blood Moon isn't really a business spell in the late game and considering you run four main-deck Magus plus Recruiter, that should be sufficient. The original list Okazawa Tatsuya ran had four Blood Moon in the sideboard. I suggest boarding into four more Moons simply because games two and three you typically run into Krosan Grip and it poses an issue whether your opponent wants to expend on Painter or Moon. Magus game one (and into two and three paired with Moon) should be enough I'd think.
As for Ichorid:
Magus shuts down Coliseum and all other resources.
Your Blasts counter Careful Study, Breakthrough, and destroy Narcomoeba and Cephalid Sage.
You play Lightning Bolt.
Seriously, I've played against Ichorid in the majority of my tournament matches and I've never lost a round to it. It's a pretty favorable match even post-board. If they go first and lead off with L.E.D. and Deep Analysis, that can obviously pose an issue unless you have Monkey-Blast.
T.E.S. is another story. It's all about who combos faster. Magus can slow the game down a tad and Blast effects do have some relevance on the important draw spells. Again, you play Lightning Bolt, so assuming your opponent pays half their life in that scenario you can do some damage that way. Just this past weekend I was tapped out against T.E.S. and my opponent was at storm 11 when he proceeded to Diminishing Returns. I Monkey-Blasted it. I'm not saying this happens often, but it shows you have ways of stalling the game and screwing with your opponent's resources in order to win (I ended up winning the round). Bryant and I tested a few times between the decks and it was close to 50/50. But if I'd have to give an advantage I'd say it would go to T.E.S. simply by speed in general. Your sideboard is meta-dependent, so considering my meta has T.E.S. and Ichorid all over the place, you have to adapt. Bryant and I have played this match in tournament action twice, with an even split at 1-1.
And trust me from experience, no matter what you play, when T.E.S. casts Brainstorm, it usually ends bad for you that turn or the next.
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Re: [Deck] Imperial Painter
Is Shattering Spree shut down by Chalice @1? If so, I am wondering why it is the sideboard artifact hate of choice. If not, I guess I understand.
One other question: has anyone tried different 1-of creatures? I know Shusher can be good. I also like the idea of 1 SB Silent Arbiter and maybe a Grim Lavamancer.
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Re: [Deck] Imperial Painter
The first copy gets countered, but the replicates go on the stack and are unaffected by Chalice at 1.
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Re: [Deck] Imperial Painter
Imperial Painter takes Finals at the big Hadley event in Mass.! See the Tournament Reports and Announcements thread for details!
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Re: [Deck] Imperial Painter
Nice job Legend. I like your list man (maindecking Trinisphere seems awesome and Macabre is really smart).
I have to ask again about Magma Jets in the place of Lightning Bolts. I can't help but think that the Jets' scrying would have helped you in that last game against Survival more than Bolts. And it seems like the Pyrokinesis in the SB could make up for the lost removal ability if needed. Specifically with your newer list, I wonder if more consistent topdecking from Scry in worth giving up one point of burn, especially if Trinisphere will sometimes make both spells cost 3. Obviously you know what you're doing with this deck, so I'm interested in what you think from your experience.
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Re: [Deck] Imperial Painter
Here's the problem with Magma Jet over Lightning Bolt:
The curve of this deck is very strange: It has a lot of three casting-cost cards which you play off one red and either a Tomb or City, and SSG which is typically pitched. The only two-cost card you play is Painter, which coincidentally costs two colorless. Now, you can obviously play it with two Mountains out, but you want to try and keep a red open at all times unless you're casting a dude (or Painter off the two mana land, leaving red open for REB effects). Lightning Bolt is just way too good to take out, and it really evened things out and got me to the Finals. The fact it costs one is just too good. The scry is important, but I want the third damage and one less mana more so.
EDIT: And seriously, Trinisphere was a last-day decision. It's just ridiculous how good that card is in the format right now, with combo everywhere. You play accelerators that help you get around it, which makes it even better. It also shuts down control, for the most part. And Magus turn one does win games all-by-him-self. He was MVP of my whole tournament.
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Re: [Deck] Imperial Painter
How do the deck do vs DS? FS? Stacks? Chalice seems to be dangerous.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Mordenkaynen
How do the deck do vs DS? FS? Stacks? Chalice seems to be dangerous.
Chalice for one is not dangerous by any means. You can draw or Imperial Recruiter for Jaya Ballard, Task Mage with Painter out and destroy it. Goblin Tinkerer also does the job post-board. You play accelerators, so again, it's not like you can't win the race. You play 14 three-casting cost creatures, and 4 at two-cost with 16 accelerators.
Plus, dropping a boat-load of creatures and swinging each turn helps too.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
A Legend
Here's the problem with Magma Jet over Lightning Bolt:
The curve of this deck is very strange: It has a lot of three casting-cost cards which you play off one red and either a Tomb or City, and SSG which is typically pitched. The only two-cost card you play is Painter, which coincidentally costs two colorless. Now, you can obviously play it with two Mountains out, but you want to try and keep a red open at all times unless you're casting a dude (or Painter off the two mana land, leaving red open for REB effects). Lightning Bolt is just way too good to take out, and it really evened things out and got me to the Finals. The fact it costs one is just too good. The scry is important, but I want the third damage and one less mana more so.
EDIT: And seriously, Trinisphere was a last-day decision. It's just ridiculous how good that card is in the format right now, with combo everywhere. You play accelerators that help you get around it, which makes it even better. It also shuts down control, for the most part. And Magus turn one does win games all-by-him-self. He was MVP of my whole tournament.
Yeah, I noticed that in your report every time you dropped 3Sphere it would bait a counter, which then would let you drop Servant. However, 3Sphere does seriously shut down blasts. Did that ever create problems for you?
Isn't it time this deck moved to the established forum?
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Mental
Yeah, I noticed that in your report every time you dropped 3Sphere it would bait a counter, which then would let you drop Servant. However, 3Sphere does seriously shut down blasts. Did that ever create problems for you?
Isn't it time this deck moved to the established forum?
Not at all. I had no difficulty dropping what I needed. It's funny, Trinisphere almost acts like a pseudo Arcane Laboratory against most decks. It's just I drop 3cc spells off the two mana lands and go for beats. I've Blasted around Trinisphere. It takes a little bit more but nothing too much.
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Re: [Deck] Imperial Painter
Those SB Shushers help against Chalice too.
Legend, I was wondering about how 4 MD Trinisphere affected your own spells also. After making that last minute decision, would you keep 4 maindecked, or move some to the SB?
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
DrewliusMaximus
Those SB Shushers help against Chalice too.
Legend, I was wondering about how 4 MD Trinisphere affected your own spells also. After making that last minute decision, would you keep 4 maindecked, or move some to the SB?
Main-deck Trinisphere all the way. Think of it this way: If you have three mana to get Sphere online turn one, then you have Blast mana then or down the road. Remember, you're not countering anything until turn three or four because of 3Sphere shut-down, so you don't have to worry about it. Plus, turn one 3Sphere, turn two Painter, turn three blow up their land is really solid, especially if you draw into more Blasts.
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Re: [Deck] Imperial Painter
So with the 3Spheres and Blasts and everything, does the Storm Combo matchup still need Pyrostatic Pillars pretty badly, or are they just to make the matchup "very favorable"?
I'm asking because as I put this deck together, I want to prepare for The Rock and I'm thinking about using SB slots for that.
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Re: [Deck] Imperial Painter
It's really meta dependent. I mean, Pyrostatic Pillar was placed in the board to help fight Storm combo in case you do not draw 3Sphere. I guess you could call it a "win-more" card, but it is as effective as can be when you become Orim's Chanted and can't play anything the rest of the turn. Trinisphere and Blasts should be enough for the most part. This was strictly placed in the board for this large-tournament purpose, as I was anticipating more Storm-based combo decks.
They would be first-cut at any rate.
EDIT: I'm also an advocate of this deck being placed in the Established Forum. It has placed highly in quite a few high-profile tournaments since it's inception, and that has only been in the last two months. I'm for it.
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Re: [Deck] Imperial Painter
Is there anything that could replace Recruiter
? I'm thinking that's the biggest thing holding the deck back from seeing major play. I mean 300 plus for a play set of recruiters not to mention the cost of Grindstones, if you don't have them. But the only thing I could even think of was Gamble and it seems kinda meh.
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Re: [Deck] Imperial Painter
Before I did the fiscally irresponsible thing and acquired Recruiters, I was thinking about alternatives. I also thought about Gamble, and maybe combining it with Goblin Welder. That turned into a totally different deck though. It seems like a similar Portal-related issue that keeps Faerie Stompy from seeing as much play as it should.
Quick question: how is a boarded-in Gaea's Blessing handled when mulled into the graveyard? Is Faerie Macabre able to remove it before it is shuffled back into the library?
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Re: [Deck] Imperial Painter
Yes, it's trigger goes on the stack when it is discarded then you finish milling your library then the trigger resolves. So you just discard the Macabre then. They still shuffle their library back in but the blessings are removed.
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Re: [Deck] Imperial Painter
How cool would it be to search up Ali from Cairo with a Recruiter? That's like a $150 play. I like this deck but hate it's guts, as I will never be able to play it ever. :frown:
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
DrewliusMaximus
Quick question: how is a boarded-in Gaea's Blessing handled when mulled into the graveyard? Is Faerie Macabre able to remove it before it is shuffled back into the library?
Faerie Macabre is a much worse answer to Gaea's Blessing than Tormod's Crypt. Both are free, except that only the first is uncounterable. It's also true that Tormod's Crypt ends the game right away.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
Jaiminho
Faerie Macabre is a much worse answer to Gaea's Blessing than Tormod's Crypt. Both are free, except that only the first is uncounterable. It's also true that Tormod's Crypt ends the game right away.
That may be true. But you can Imperial Recruiter for Faerie Macabre, which is a pseudo-Trinket Mage for Tormod's instead of putting the deck in top-deck mode. Blessing is not an issue. All they'd get is one more turn, and they'd have to be in top-deck mode anyways if they couldn't stop the initial Grind.
And nothing can replace Imperial Recruiters. If you want to play this deck, you've really got to pay to dance.
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Re: [Deck] Imperial Painter
Legend, I meant to ask you about this before: have you been happy dropping down to 2 Jayas? I suspected that would work fine, but have you missed the third at all?
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
DrewliusMaximus
Legend, I meant to ask you about this before: have you been happy dropping down to 2 Jayas? I suspected that would work fine, but have you missed the third at all?
Not at all. Jaya is a very important card in the deck; she serves as a lock component and a finisher. The only problem is, she's a legend (and her cost has two red, which is fine but will sometimes cost you a colorless mana burn off Tomb or City). And with Recruiters, you can always find her if you need her. Since the cut, I've had no issues whatsoever.
As for big creatures, I originally played Triskelion in the board as a one-of. He's not bad, but costs a little much, which is why he was cut.
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Re: [Deck] Imperial Painter
I tried Lightning Bolt but never find that card is amazing unless to burn 'kill me' creatures like Lackey, Meddling Mage, and Dark Confidant. .Some monsters like Goyf and Crusher usually get bigger in instant speed when I bolt them. .
I love multifunctional cards so for replacement I'm preparing Dead/Gone, in burns Lackey, Mage, and Bob as well as LB. .bounce Goyf, Crusher (owh yeah, the counter is gone), and even Tombstalker (yes your opponent must pay delve cost again). .unlike LB, this card just bad as finisher. .thought?
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
moOnsteak
I tried Lightning Bolt but never find that card is amazing unless to burn 'kill me' creatures like Lackey, Meddling Mage, and Dark Confidant. .Some monsters like Goyf and Crusher usually get bigger in instant speed when I bolt them. .
I love multifunctional cards so for replacement I'm preparing Dead/Gone, in burns Lackey, Mage, and Bob as well as LB. .bounce Goyf, Crusher (owh yeah, the counter is gone), and even Tombstalker (yes your opponent must pay delve cost again). .unlike LB, this card just bad as finisher. .thought?
It's generally important to be able to expend only one mana to do three damage to any target. You'd be surprised how small Tarmogoyf ends up being in this match: You play no Enchantments, no Sorceries, no Planeswalkers, Artifacts which are generally placed in the R.F.G. pile, Artifacts which place cards in the R.F.G. pile, Instants, Lands, and Creatures. That should match your opponent's graveyard. And even if Goyf gets to a 4/5, you deal damage and Bolt. Works just as well.
On the flip-side, your Blast effects put anything into your opponent's graveyard. But then again, if you were going to Blast something, you'd probably blast the Goyf.
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Re: [Deck] Imperial Painter
I've been considering removing the Vexing Shushers completely from the sideboard. In Hadley, I didn't board them in once and I ended up playing against blue all day. He feels like a "win-more" card, but helps against Chalice. Yet, so does Goblin Tinkerer.
Chalice at one really doesn't hurt the deck a whole lot. It negates the Blast effects in your hand, but you still have Painter and Jaya to handle that.
In reference to the sideboard, I've given some thought to the following cards:
Sirocco: It was originally in my list in preparation for Hadley. It's a really solid choice and puts cards in your opponent's hand (especially in they pack a lot of blue spells) at a premium.
Burnout: This card was in the original list. All it does is replace itself and counters a blue spell. It might be overkill.
Ali from Cairo: Nifty in the right scenario. Against decks like Ichorid and Stompy variants, he can save you until you find an answer. I already play Arbiter, which is strictly better against Ichorid, but Ali saves you from losing.
Aladdin: Stealing artifacts can be fun, but I'd rather destroy them with the much better Tinkerer.
Spinal Villain: Destroying blue creatures can be fun.
As far as the main-deck goes, I'm pretty content with the way the deck is performing, so I don't want to go all out and make abrupt changes with it. I do however, share some concerns with a few selections:
Trinisphere in the Main: It's important to be able to shut down opposing combo such as Ichorid, TES, etc. by getting this card out in the early goings. The rise of these decks paired with the addition of Trinisphere in the main has been huge, as it won me most of my rounds in Hadley. But against more aggressive decks, it can be particularly bad if I'm on the draw and I'm already at a disadvantage creature-wise. I'm teetering on this one. I already run Magus and Blasts, which were effective enough before Hadley. Trinisphere is fantastic, don't get me wrong, but what separates this deck from Dragon Stompy is Seething Song. That makes Trinisphere a hell of a lot better there, as there are more one cost spells here. I'm really thinking about moving this to the board again.
Life Post-Sphere in the Main: I'm tossing around ideas for the four slots if Sphere were to be removed from the main. Originally, I cut these for them:
-2 Active Volcano
-1 Jaya Ballard, Task Mage
-1 Vexing Shusher
I really want to keep those out as they diluted the original version with too much focus on stopping blue. Eight Blast effects with Jaya and Magus seem and tested sufficient.
Thoughts?
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Re: [Deck] Imperial Painter
With budget reason, I choose Fortune Thieve instead of Ali from Cairo :tongue:
I've tested 2-3 Wheel of Fate and surprisingly satisfied with the performance, my 7 new cards will always better than the opponent's thanks to ancient tomb and friends also SSG + Pyro / REB. .
@Mr Legend, I'll go to my local tourney this weekend and unlike your meta, there's almost no combo here so I have no place to say about Trinisphere mainboard (mine contain pyrokinesis on that slot). .
I must agree that Vexing and Active Volcano are overbullet, Jaya simply can solve everything so you can't cut her, she has to show up. .
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Re: [Deck] Imperial Painter
After playing with 3Spheres maindecked for a few games, I decided to put them back in the sideboard. They don't allow you to play a Servant and a Blast or multiple Blasts on the same turn, which I don't like.
Legend, I considered Spinal Villain, but I felt like Jaya is always better.
For now, for the 4 slots in question, I'm considering these 2 combinations:
1. +2 Active Volcano, +2 Magma Jet
2. +1 Jaya, +3 Magma Jet
I've only tested #1, but it seemed to work well. I know it has the 2 extra blue-haters, but I tended to get them once I already had a Servant. Still, I understand the concern with too much stuff that relies on targets being blue. For that reason, #2 could be a better choice, as none of those cards are Servant-dependent. I also am beginning to see the logic behind having 3 Jayas: she is awesome with Servant, but doesn't need him, and there is never a problem with the Legendary rule because you can always discard the extra one to use her ability. Additionally, I must say that while Magma Jet should not replace Lightning Bolt, I think it has a place in the deck...it adds quite a bit of consistency, and seems more efficient than Wheel of Fate (I haven't tried Wheel of Fate however).
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
DrewliusMaximus
After playing with 3Spheres maindecked for a few games, I decided to put them back in the sideboard. They don't allow you to play a Servant and a Blast or multiple Blasts on the same turn, which I don't like.
Legend, I considered Spinal Villain, but I felt like Jaya is always better.
For now, for the 4 slots in question, I'm considering these 2 combinations:
1. +2 Active Volcano, +2 Magma Jet
2. +1 Jaya, +3 Magma Jet
I've only tested #1, but it seemed to work well. I know it has the 2 extra blue-haters, but I tended to get them once I already had a Servant. Still, I understand the concern with too much stuff that relies on targets being blue. For that reason, #2 could be a better choice, as none of those cards are Servant-dependent. I also am beginning to see the logic behind having 3 Jayas: she is awesome with Servant, but doesn't need him, and there is never a problem with the Legendary rule because you can always discard the extra one to use her ability. Additionally, I must say that while Magma Jet should not replace Lightning Bolt, I think it has a place in the deck...it adds quite a bit of consistency, and seems more efficient than Wheel of Fate (I haven't tried Wheel of Fate however).
Wheel of Fate is interesting, but to be honest, I really wouldn't want to drop that against an opponent playing Ichorid. There are a few around here and I played against it twice in Mass.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
DrewliusMaximus
Additionally, I must say that while Magma Jet should not replace Lightning Bolt, I think it has a place in the deck...it adds quite a bit of consistency, and seems more efficient than Wheel of Fate (I haven't tried Wheel of Fate however).
When I choose to suspend Wheel of Fate, usually when I have Painter or Recruiter in my opening hand, so assume when suspended is last for two or one, you have prepared Painter ready on board with some protection (ok, at least one) in your hand. .
The time Fate get resolved, probability to get at least 4 mana (to cast grindstone and activate it), Grindstone itself, and more mana plus Blast effect to assist are incredibly high. .
So even against Ichorid especially game 1, it's about probability. .
Or you win this turn, or you let Ichorid draw discard more and then they win. .
Game 2, you can just simply board wheel out for anti-grave. .
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Re: [Deck] Imperial Painter
I tested a bunch this afternoon, and I ended up with this list:
10 Mountains
4 City
4 Tomb
4 Mox
4 SSG
4 Servant
4 Recruiter
4 Magus
3 Jaya
3 Lightning Bolt
3 Magma Jet
4 RE Blast
4 P Blast
1 Active Volcano
4 Grindstone
SB:
4 Trinisphere
3 Faerie Macabre
3 Pyrokinesis
3 Blood Moon
1 Goblin Tinkerer
1 Silent Arbiter
1. I found that 3 Jayas was a good number. She is too useful once you go into topdecking mode to have less than 3 in my opinion, not to mention that the Legendary drawback doesn't really apply to her because of her abilities.
2. After experimenting with several different ratios of Lightning Bolt:Magma Jet:Active Volcano, I found that 3: 3: 1 worked very well.
-I didn't notice that I needed more than 3 Bolts.
-Magma Jets got me out of trouble many times and helped me keep pace with the opponent (especially when I boarded in 3Spheres). Additionally, it helped my decisions in some cases by letting me see what I was going to draw. There were a significant number of instances where Magma Jet helped me stabilize my mana situation by either finding the land I needed or scrying away unnecessary ones.
-I chose the single Active Volcano over a 4th Bolt because the vast majority of the time I drew it, I either already had a Servant, or I already had Jaya (which made it somewhat irrelevant). On a few occasions, the Volcano allowed me to "blast" a permanent and keep a real Blast in hand for countering, or "blast" 2 permanents in one turn, basically destroying my opponents manabase.
3. I'm still trying to decide on all the sideboard cards. I liked having extra Blood Moons just because they up the chances of shutting down many decks in the first 2 turns, but I'm also thinking about Pithing Needles. One specific concern I have is helping my matchup against Rock-style decks. What are some other good options?
If I can make time during a business trip next weekend, I'm going to bring this to a tournament. Any ideas and feedback are appreciated.
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Re: [Deck] Imperial Painter
My take without testing this deck. Pretty janky I know but hey what the heck.
4 Ancient Den
4 Great Furnace
3 Wasteland
4 City of Brass
3 Gemstone Mine
4 Red Elemental Blast
4 Pyroblast
4 Enlightened Tutor
2 Crucible of Worlds
2 Armageddon
2 Jaya Ballard, Task Mage
3 Painter's Servant
3 Grindstone
4 Imperial Recruiter
4 Sensei's Divining Top
3 Arcbound Ravager
4 Ornithopter
3 Cranial Plating
(No sideboard because until I know whether its worth making this deck )
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Re: [Deck] Imperial Painter
After playing this deck the past week in the local Syracuse metagame, I came to several conclusions about the deck:
1.) A weakness was exposed in the finals of the Hadley event late last month when I lost with the deck against Survival. Game one was much closer, but game two was a blowout and there wasn't much I could do when it mattered most except top-deck.
2.) I was soundly beaten by several green aggro-based decks (including a Constructed Elf deck, 2-0) this past weekend at the Comix Zone. As strange as that may sound, it gave me a window of opportunity for improvement.
Here is a short list of cards that are generally considered bad for Imperial Painter:
Krosan Grip
Gaea's Blessing
Umazawa's Jitte
Sword of Fire and Ice
These cards posed a serious problem which I'm certain was a pre-conceived notion after the deck did so well. It's important to address these threats and how we deal with them.
After sitting down for a long time and doing some serious adjusting, I figured out some answers which may or may not prove to be ultimately effective against these particular threats. In my list, there have been major subtractions and additions which have improved on the deck's worst match-ups, as today I went 3-1 in a tournament, more-so facing my (previously) absolute worst match-ups. Here are the cards I've removed, as they ultimately proved to be less effective and not "business enough" against the general threat of aggressive-based decks.
-4 Trinisphere
-1 Lightning Bolt
Vexing Shusher
I sold this card short of the main-deck not that long ago. I removed a copy from the main and placed all four in the sideboard. I was wrong. It is especially important to be able to stop your most important spells in hand from being countered off Chalice and Counterbalance. Those cards aren't generally a problem for this deck, because most of your spells cost three mana. However, there will be times when you have a hand of two or three Blasts and a Grindstone and your opponent drops Chalice. This creature is too important to forget, as I've reinstated his position in the main build as a one-of.
+1 Vexing Shusher
Magma Jet
Quite simply, this card allows you to setup your next draw(s) so you are able to draw into something good when you need it. It's a burn spell, which gives help against aggro as well. The scrye is the real reason for its inclusion, and that is a special necessity the deck was lacking.
+3 Magma Jet
Fledgling Dragon
Most of the time, I was lacking a bomb which I couldn't drop against some bad-ass opposing creatures. The deck needed more "oomph", as in to say, more firepower. This creature, aside from being a potential Shivan Dragon for four mana upon casting, can more importantly be Imperial Recruiter-ed for anytime when you need him most. He is now the official alternate win condition of my deck and provides a much-needed beating instead of 1/1's and 2/2's going the distance.
+1 Fledgling Dragon
Sideboard
Your sideboard is ultimately meta-dependent, but there is one card in particular I'd like you to take notice in:
Viashino Heretic
This guy is great. Not only does he fit the curve, but he provides unique assistance because of his ass. S.o.F.I and Jitte once an opposing critter hits can spell trouble for a Goblin Tinkerer, as he will die from either the counters or damage. Heretic can withstand that shot and he also nails your opponent for some much needed damage. I play two in my board.
Pyrokinesis
I upped the count to four in my board after realizing how genuinely good this card is. It clears the path, what else is there to say?
All of these subtractions and additions have vastly improved the match against more aggressive-based decks. Now, the deck has the capability to:
1.) Dodge Chalice of the Void.
2.) Win the game with bigger creatures and using the attack phase more effectively.
3.) Manipulate your drawing scheme so you can draw something relevant.
These are areas which the deck was sorely lacking, and have improved upon.
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Re: [Deck] Imperial Painter
Quote:
Originally Posted by
A Legend
Fledgling Dragon
Most of the time, I was lacking a bomb which I couldn't drop against some bad-ass opposing creatures. The deck needed more "oomph", as in to say, more firepower. This creature, aside from being a potential Shivan Dragon for four mana upon casting, can more importantly be Imperial Recruiter-ed for anytime when you need him most. He is now the official alternate win condition of my deck and provides a much-needed beating instead of 1/1's and 2/2's going the distance.
+1 Fledgling Dragon
All of these subtractions and additions have vastly improved the match against more aggressive-based decks. Now, the deck has the capability to:
1.) Dodge Chalice of the Void.
2.) Win the game with bigger creatures and using the attack phase more effectively.
3.) Manipulate your drawing scheme so you can draw something relevant.
These are areas which the deck was sorely lacking, and have improved upon.
Good points except I can't agree with this one. .
- Must be tutorable by Recruiter (check)
- Favorable casting cost (check)
- As a good beater (not really)
In the deck which contain so few cards that have low potency to put into graveyard (City of Traitor, LB, Magma Jet, and Blast), it's rare to find your graveyard hit the 7 number. .
If you really looking for a beater, I suggest for Shard Phoenix, Savage Firecat, or Tauren Mauler. .