"You either die a Onesto-Player, or live long enough to see yourself become a Dredger"
@ Dice: Having brewed (and heavily tested) with Green Stax, I can tell you that Delver (or anything flying) is a nightmare for your list. The only way to fix that issue is to find either a good body with reach (Bassara Tower Archer/Traproot Kami) or add a small splash for Abrupt decay. With 4 GSZ, pick your weapon of choice !
My two cents.
Regards,
Ralf
Legacy & Homebrew **ONLY**
Brown Stax
Rainbow SWAT
Dimir Mill
Morph my Ride
Wally Wallah
Corona Syndrome
I ended up running this:
//Creatures:
2 Azusa, Lost but Seeking
2 Courser of Kruphix
1 Deadly Recluse
4 Ramunap Excavator
1 Scavenging Ooze
4 Tireless Tracker
1 Titania, Protector of Argoth
//Sorceries:
4 Green Sun's Zenith
//Artifacts:
4 Chalice of the Void
4 Mox Diamond
3 Smokestack
2 Smuggler's Copter
3 Trinisphere
//Lands:
4 Ancient Tomb
2 City of Traitors
1 Dryad Arbor
6 Forest
2 Ghost Quarter
3 Hickory Woodlot
1 Misty Rainforest
4 Wasteland
1 Wooded Foothills
//Planeswalkers:
1 Garruk Relentless
//Sideboard:
2 Beast Within
3 Choke
1 Krosan Grip
2 Reclamation Sage
1 Scavenging Ooze
2 Sylvan Library
4 Thorn of Amethyst
Went 3/0 off to work before round 4. I think the deck would be better without the Stax in it, just as a bad Green Stompy shell. It's very fun, it's very resistant to hate but it lacks meaningful interaction and will likely die to a TNN.
Wouldn't Natural Order fit in nicely?
At that point I think the deck is just Stompy/Sylvan Plug. I've wanted to make something like that though, like:
4 Ancient Tomb
4 City of Traitors
8 Forest
3 Foothills
1 Dryad Arbor
4 Chrome Mox
4 Elvish Spirit Guide
4 GSZ
3 Natural Order
3 Trinisphere
2 Choke
4 Chalice of the Void
4 Trackers
2 Courser
1 Excavator
1 Scooze
1 Titania
1 Tusk
1 Eternal Witness
7 Other things
SB: another natural order, more targety targets, etc.
Could be a lot of fun in vintage, ordering into a Bane of Progress or something.
Lands, MUD, Stax, and Miracles.
Btw, this is what i was trying.
More staxx heavy, because that's what I prefer to do
// 60 Maindeck
// 23 Artifact
4 Smokestack
4 Mox Diamond
4 Crucible of Worlds
4 Chalice of the Void
3 Trinisphere
4 Ensnaring Bridge
// 2 Creature
2 Ramunap Excavator
// 10 Enchantment
4 Rites of Flourishing
2 Choke
4 Ground Seal
// 25 Land
4 Wasteland
4 Ghost Quarter
4 Ancient Tomb
4 City of Traitors
8 Forest
1 The Tabernacle at Pendrell Vale
// 15 Sideboard
// 2 Artifact
SB: 2 Sphere of Resistance
// 5 Creature
SB: 2 Dawnstrider
SB: 3 Faerie Macabre
// 7 Enchantment
SB: 2 Choke
SB: 2 Song of the Dryads
SB: 3 Seal of Primordium
// 1 Sorcery
SB: 1 Tsunami
Having fun with this list, I think im going to give it a fair shot
"You either die a Onesto-Player, or live long enough to see yourself become a Dredger"
"You either die a Onesto-Player, or live long enough to see yourself become a Dredger"
Bridge is not a nonbo, because I'm looking at it not as an attacker but as a draw engine. The ablity to make Clues you can sac to Stax or just draw cards, the decks biggest weakness, is itself an effect to seize. The idea that sometimes it will turn sideways is gravy. The fact that it can eat a swords is just unfortunate.
Yeah, Trackers turn any land into an advantage by giving you another permanent you can sac to Stax.
Even better, if you sacrifice a clue to smokestack Tireless Tracker gets the +1/+1 counter
----
Last night I played the list I posted earlier at FNM. Went 3-1, beating Esper Stoneblade, High Tide, and 4c Pile (Finally!), losing to Miracles.
Best news is that I finally found a sideboard plan that scares Pile, namely 2x Etched Champion + 2x Batterskull + full set of Spyglass; who knew true-name nemesis would be so effective.
I'm not entirely sure what to think of the Metamorph, it was extremely cute copying Leovold, might have been better copying an etched champion (might be better just as the 3rd etched champion). Did not like the life loss, might have to test more.
The mazes never came in, though there was infect that night and they would have been solid there. They were brought in to deal with delvers + reanimated idiots.
I liked the mainboard, Karn was a beast when he sticked, was less impressed with the tangle wires and will switch them next time for +1 Sundial and +1 Spyglass, maybe. Also not sure about the flex lands, Tabernacle and Factory were the least relevant overall but then again I didn't hit many matchups where they were super relevant. One of them could very likely be better as another dunes of the dead, card has proven to be very good.
Lands, MUD, Stax, and Miracles.
Ghost Quarter sets the deck back on mana for no effect vs most of the legacy meta, in a deck loaded with 3 and 4 drops; by the time it's worth activating our opponent should have scarier things to worry about. In other terms, if you feel good about activating a ghost quarter you're probably already winning. If we had a 3 or 2 mana exploration effect, or if the meta was 100% delver and eldrazi, that'd make ghost quarter a consideration to me.
Lands, MUD, Stax, and Miracles.
Sure, it does a lot of damage at parity. Problem is that most of the better decks are very good at getting (and staying) ahead on board, ie DRS + Strix, which has lead to a lot of my games feeling like a game from behind, not at parity. I'd rather have Dunes of the Dead to assist my Smokestack in pulling ahead on board more often than not.
(it probably doesn't help that just about everyone in my local meta has their deck built to be somewhat Ghost Quarter resistant, due to a fairly strong Lands presence; also probably doesn't help that DRS + Kommand/Decay has lead me to not relying on Crucible as much as I would like)
And yes, if you're in green it changes quite a bit.
Edit: as a kind of summary, there are a couple basic problems I have with Ghost Quarter at the moment, namely:
1. the existence of Deathrite Shaman
2. the format is very Tempo-sensitive
3. the format is playing more basics
4. the deck I'm playing needs 4+ mana to operate
5. the deck needs to reach 4+ non-Ancient tomb mana against most decks in order to not die
6. Ghost Quarter plays very badly with Ensnaring Bridge
In addition, Ghost Quarter innately has its own problems:
1. It's dependent on how your opponents deck is configured to be good
2. It is mediocre without an exploration effect
3. It's a poor topdeck that does little to bring back the board in most matchups
Not that I don't like Ghost Quarter, and there are plenty of conditions that would move me to play it (notably if Grixis delver, eldrazi and/or elves ever come back to my local meta in force). I tried it and found it to be wrong to activate it the vast majority of the times I've had it (I've actually been finding myself in more situations where wasteland is wrong to activate), so I moved away from it. I would play the *** out of it if my deck were in green (which is for sure why lands plays it over Port of late) or if my meta stopped being a midrange and control slugfest.
Last edited by Barachai; 06-04-2018 at 11:30 AM.
Lands, MUD, Stax, and Miracles.
I will try this next week at the LGS:
//Lands
4 Ancient Tomb
3 City of Traitors
6 Forest
2 Ghost Quarter
2 Misty Rainforest
4 Wasteland
2 Wooded Foothills
//Spells
4 Chalice of the Void
4 Green Sun's Zenith
2 Karn, Scion of Urza
4 Mox Diamond
3 Smokestack
2 Sylvan Library
3 Trinisphere
//Creatures
1 Azusa, Lost but Seeking
1 Courser of Kruphix
1 Dryad Arbor
4 Elvish Spirit Guide
2 Ramunap Excavator
1 Reclamation Sage
4 Tireless Tracker
1 Titania, Protector of Argoth
//Sideboard
SB: 1 Karn, Scion of Urza
SB: 2 Choke
SB: 3 Faerie Macabre
SB: 2 Seal of Primordium
SB: 2 Sorcerous Spyglass
SB: 1 Scavenging Ooze
SB: 4 Thorn of Amethyst
Hit me with critique!
Also on another note: How do we win against the lockier decks like Dragon stompy? Fiery Confluence owns all our plans...
Chalice on 1
-1 Mox, + 1 Land
I think the land count is a bit low to support four Moxen...
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