My bdi list or that UW one I never finished?
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”BDI Parfait
4 Land Tax
3 Scroll Rack
2 Wrath Of God
1 Day of Judgement
4 Orim’s Chant
3 Oblivion Ring
4 Path to Exile
4 Enlightened Tutor
1 Solitary Confinement
1 Ghostly Prison
1 Zuran Orb
1 Humility
1 Blood Moon
1 Trinisphere
1 Ivory Tower
1 Pithing Needle
3 Mox Diamond
1 Mox Opal
2 Rest In Peace
2 Helm of Obedience
1 Goblin Charbelcher
2 Mountain
16 Plains
Sideboard
1 Pyroblast
1 Red Elemental Blast
2 Leyline of Sanctity
1 Elspeth, Knight-Errant
2 Timely Reinforcements
1 Phyrexian Revoker
1 Baneslayer Angel
1 Aura of Silence
1 Rest in Peace
2 Ethersworn Cannonist
1 Nahiri, the Harbinger
1 Council's Judgement
So there's the list. As for guide I find that a little trickier. The deck is oddly set up so that I feel it's intuitive. In general you cut dead cards for playable cards. But I know personally I have done some odd sideboarding against people based solely on how games have played out. As an example rip/helm is usually how the deck wins. Against an opponent I had the engine going and ended up winning game one with a fast belcher so I cut belcher game two because it looked like that's how I win. Essentially "opportunity cost" is a bit of a factor here because of enlightened tutor. In the end as long as you know why you're siding something in it is correct. And I guess with that blurb out of the way I'll attempt a short guide.
As a general point siding into creatures is usually the easiest plan against most decks as the deck is very reactive. Creatures give us pressure game two so that we can threaten more angles. Also we blank a lot of cards so still forcing an opponent to need removal can affect their board plan.
Blasts. Naturally anything blue they are probably coming in for
Leyline. Combo is the main reason they are here as sometimes solitary is too slow. They also can come in against decks that want to target us as sometimes you don't want to hide behind confinement. Storm, jace tms, burn, etc
Elspeth. Creature plan especially when moat is still important.
Reinforcements. Life and creatures. A great answer against creatures and fast damage. Burn is the main reason to play this but ok against any creature deck to buy time.
Revoker. Attacking needle that hits different cards. If needle is good, 2 are better especially when you can shut of mana with one.
Baneslayer. An equalizer. Castable life gain that kills most creatures in the format. I great plan against delver strategies. Oddly good against storm if it sees play.
Aura of silence. Storm, enchantress, affinity, taxes, etc. A card that can hate on decks and deal with possible hate on us.
Rip. Just good sometimes you need more. Used to be a leyline of the void to avoid decay but there are so many targets in most cases that makes rip more useful as it does more. Against abrupt decay and graveyard based decks.
Cannonist. "Anti-storm" for the most part. Not great against actual storm but pressures them. Considerable against any deck that wants to play more then 1 spell on any turn.
Nahiri. Removal. That's the main reason to play this. Can potentially find a helm or baneslayer in a pinch. In the end though it's repeatable removal.
Council judgement. Versatile removal. A lot of card types, mainly walkers, can be problematic. This is another answer that is versatile enough to replace any dead card.
Now the tricky bit. What do you cut. Largely it depends what you're up against and how you want to deal with it. This is why it's tricky; you can board to be reactive or proactive against every deck. Do you prison lock storm or race them as an example because that changes the value of your cards. This leads to generic guidelines as nothing is really concrete especially if you can justify your decisions.
For the most part you remove bullets first. If they aren't beating the deck you are against then they aren't bullets in that situation.
Highlander stuff generally comes next. They aren't necessarily bullets but may be present to avoid surgical extraction or meddling Mage effects. 2 wrath vs 1 day as an example. If I'm not getting rid of all 3 then I'm removing the half that gives the slots. Conversely opal is an easy cut as you remove artifacts.
The engine. I will shave off cards here if needed. That's usually based on how hard I may have to work to get it online. Against something like rug delver it's not likely to do much because of their low curve so it can be worth it to downsize. Even still I'm not losing more then 1 tax and 1 rack.
Tutors. The last thing to go if needed. It's related to the engine. Card disadvantage sucks but one tax activation brings parity to those plays easily. The issue comes to the need of silver bullets. We can't tutor for all of the bullets but the engine can find them. Tutor finds the engine when needed.
TL;DR well, there are words there now. Hope that is somewhat helpful. I can always try something else if that's not good enough.
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Why Oblivion Ring over stuff like Banishing Light?
"Everything is better topless"
Corner cases really. You can target and respond to the o ring trigger for permanent solutions. You can target your own stuff if needed as well.
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@ Weapon X
i noticed you cut a copy of timely reinforcements for an aura of silence..
I believe I actually cut a reinforcements for the revoker. I haven't needed reinforcements as much lately.
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With the slower decks on the decline, I'm thinking of cutting my 2 planewalkers altogether... I'm thinking Leyline of Sanctity or maybe even Aegis of the gods. I always liked this dude!
In regards to faster decks like Burn and combo, I guess Leyline is better so It's probably what I'll be going to...
I found him a little too fragile when I first used him and the potential free leyline just pushed him out for me.
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I've been having such a hard time against counterspells lately that I'm considering Defense Grid in the board. Have you ever tried it?
I feel it barely hinders us while it stops a lot of delver/control decks from deploying a threat and protecting themselves at the same time.
I believe it morphed into chant and trinisphere for me. Against a lot of those decks just making a spell cost 3 is an effective counter and that has value against a lot of decks. If you see a lot of blue it could be better by not affecting your spells though.
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Unfortunately I do see a lot of blue and Trinisphere usually triggers an instant Force. With a 2 drop it's less likely they'll be inclined to force it (I noticed people usually force the 3+ cc). This then makes all the 3-4 lock pieces much easier to jam.
I'm not going to drop 3-sphere but I'll try the extra tax effect in the board since it is obviously terrible against combo decks and thus cannot be maindecked.
Against control it's just another must counter spell which is conveniently where chant can be a bit worse.
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do you guys side out your chants against bug or do we leave them in? my take would be to side out a copy or two to make room for REB and/or pyro, they can kill/counter stryx, leovold, snapcaster and sometimes even jace; it also gives us a way to fight their counterspells..
I love chant, it's underrated and also a way to fight counterspell and a host of other things. That said I have cut some copies.
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finally played against maverick, i would say that the best move they have against us is having a gadock teeg in play backed up by a mother of runes..but other than that, i think the match is very well in our favor..many list i've been seeing lately don't even run any spot discard or abrupt decay in the main..
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