Yes and no.. The point of taking Gilded Light (out of the main) and Renewed Faith (altogether) out of the deck was to avoid those early turns spent unnecessarily cycling for answers. The G1 focus is aggro, so Gilded Light is just going to usually clog up your hand, I'd rather have a T.Believer here. And I found I'd never hardcast Faith since I wanted another (better) card. Though I'm reconsidering the need for lifegain vs Gobs. I much prefered Chant main. Occasionally I found myself with Orim's Chant when I didn't need it.. but it still effectively "draws" a card because against both aggro and combo, it's a virtual timewalk. While it really gives me no card advantage, (Should read: Both players draw a card and do nothing.) it is a much better card. Shoal is wonderful- it's free when you want, can be cast when you don't want to lose a card, adds Storm, works vs burn, and targets your opponent for their creatures, and adds versatile card choice. No dead disenchant, as I opted for the slower, cycling 3rd Venegeance. Other than that my only non-cyclers are Shards, Wrath, Swords...
[Shoal also is there to save dead, non-cyclers.. as in the case of Moat, Shards.]
Last edited by torgar; 02-18-2007 at 03:16 PM. Reason: clarity
Chant is pure card disadvantage, since you play one card for you both to draw a card, but it can still win critical games against Goblins and the like, stopping their alpha strike and allowing you to recoup lost cards with Wrath/such. What about the Humility-issue, torgar? Feel like considering one on the sideboard?
@ Wastedlife
What did your hands look like in the games that you lost. Were they just crappy draws or something, or is Wombat that good.
I am.. but it's making me so strongly consider using a Enlightened Tutor toolbox.. because then we're tooling around with Moat, Humility, Scrabbling Claws, Pithing Needle, and Seal of Cleansing > Disenchant.. oh yeah and don't forget my DS citadel in times of desperate need. possibly even a one of Mask. I know it's slow but a single Mask > Believer vs SGC.
Last edited by torgar; 02-18-2007 at 04:50 PM. Reason: grammar
Just wondering what you guys think about my current list.
5 Snow-Covered Plains
4 Plains
4 Mishra's Factory
4 Secluded Steppe
2 Thawing Glaciers
1 Kjeldoran Outpost
3 Eternal Dragon
4 Decree of Justice
2 Akroma's Vengeance
4 Wrath of God
3 Humility
2 Pulse of the Fields
3 Wing Shards
4 Renewed Faith
2 Rune of Protection: Red
4 Abeyance
2 Disenchant
4 Swords to Plowshares
3 Condemn
I like this mana base better then the standard MWC version because of it’s ability to survive Flashfires. Once in tournament I had a red thres deck Flashfire me three times and I still won that game. I truly think that every version of this deck should run 1-2 Thawing Glaciers. 17 Plains 2 Thawing Glaciers is very strong. It allows you to get land without a Dragon or alternative if it becomes needled. The outpost is just personal preference and isn’t counted as a mana when determining land count since it’s the 20th land. I just love forcing people to overextend because you can cump their untragetable 3/3 into oblivion.
I was just wondering if anyone had put any thought into a manabase that wasn’t straight plains.
Now you are open to Wasteland, which is much more prevalent than Flashfires. If Flashfires is a big problem in your area, play Sacred Ground or Planar Birth in the SB.
Yeah I don't like the mana base with Thawing glaciers, Outpost, and Steppe. I feel you will be getting off really slow when you need that first mana against Goblins. You have 7 lands in which don't do anything once they come into play, which really hurts when you need that wrath turn 4.
I would also get bandage in there. I was reluctant at first, but it does so much. It cantrips, builds up storm, and stops lackey. Too good. I would cut condemn.
Here's the new list I'm using. It's been outfitted to implement some of the changes.. (and yes.. I cut Angel. grumble grumble)
18 Plains
1 Flagstones of Trokair
1 Darksteel Citadel
3 Eternal Dragon
2 Jötun Grunt
1 Decree of Justice
4 Abeyance
3 Orim's Chant
3 Wrath of God
4 Wing Shards
4 Swords to Plowshares
2 Akroma's Vengeance
4 Bandage
4 Renewed Faith
1 Shining Shoal
1 Enlightened Tutor
1 Pithing Needle
1 Rune of Protection: Red
1 Scrabbling Claws
1 Moat
1 Seal of Cleansing
// Sideboard:
SB: 1 Pithing Needle
SB: 1 Seal of Cleansing
SB: 1 Humility
SB: 1 Pulse of the Fields
SB: 4 Gilded Light
SB: 4 Glowrider
SB: 3 True Believer
Surprising as it sounds, it was actually Angel that I scooped to that round. I had an okay starting hand, but just drew terribly. The early Abeyance didn't do much but stall me for a turn, since I recal you playing it on my upkeep.
The thing was, you had hit Wrath mana, so Empty the Warrens was out, and the deck usually barely hits storm 10 for Tendrils. Connecting twice and gaining 8 life off of Angel made a win nearly impossible.
Anyway, my point was that Angel is a relevant clock that puts you progressively further and further out of Tendrils range, and that's a good thing.
I probably shouldn't have scooped the second game to you, but I had gotten completely wrecked by what should have been positive matchups all day, and just wasn't feeling so hot.
Anyway, grats on placing so highly, and a strong showing with MWC in a field full of combo.
TEAM DRAGONFORCIA-
Ghost ridin' the whip like we invented that shit.
TEAM UNICORN
We're going for number four!
Is there any reason not to play Chalice of the Void in the board? Along with Glowrider, it can begin to make combo matches approach winnable. With a clock provided by Jotun Grunt and Angel, seems like you might actually win a few![]()
Phyrexian Furnace > Scrabbling Claws
Chant, Bandage, Festival = 10 Dead cards. ;)Is there any reason not to play Chalice of the Void in the board?
And chalice doesn't beat face.
I have tested chalice and it is not as good as the strategy is now. Postboard against combo you want to turn into aggro-control with counters and creatures that slow them down. Chalice is good, but not being able to put chants in is bad. What are chants for then then? Plus Torgar smashed TES twice with a boarding style like this.
I have a question of what to do for combo. When do you guys usually play Orim's, Light, and Abeyance when Solidarity, TES, and IGGy are going off? I always just get confused and play them too soon or something.
Against Solidarity i usaliy play it in response of Meditate, cuz it is an essential Card in the Combo. I think it is not the best idee to play Chant after the first spell of Solidarity. We should let him play High Tide and Reset, and usaliy Meditate and then in response we can play. So he lost 3 Keycards and we get an extra turn. Good deal and we have 12 Cards for it!!!I have a question of what to do for combo. When do you guys usually play Orim's, Light, and Abeyance when Solidarity, TES, and IGGy are going off? I always just get confused and play them too soon or something.
This is really dangerous because if you really let your opponent resolve High Tide and Reset then he has all the mana he needs to play another drawspell in response to your Chant or basically do whatever he wants. Unlike blue decks that get more counters active after Tide resolves you have to "counter" the Tide with your Chant so Solidarity can't get broken. Of course it is nice to draw a Tide, Reset and a Meditate out of your opponents hand but consider that exept for lands, Tides and Untapeffects the deck is just Drawspells and Counters so there's a good chance you'll get your Chant countered or just have it sit there on the stack totally ignored.
"Anybody want some . . . toast?" —Jaya Ballard, Task Mage
Yes it is risky. But i think it is also a question how many of the fizzle spells you have on your hand. If there is a Chant and something else I would play it in response of meditate. But of course, these are only few situations witch can happen. For a good timing you have to read his game.
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