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Thread: [Primer] R/G Lands

  1. #4301
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    Re: [DTB] R/G Combo Lands

    Do not side out maze against delver decks.

    I don't like thorn or tireless tracker in this match up.
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  2. #4302
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    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by GoblinZ View Post
    Do not side out maze against delver decks.

    I don't like thorn or tireless tracker in this match up.
    Yeah, I instantly figured that out afterwards regarding Maze. Tracker was what won me game 3, but I can see it being the wrong choice. What DO you side in/out vs Delver?

  3. #4303

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by TLK View Post
    Yeah, I instantly figured that out afterwards regarding Maze. Tracker was what won me game 3, but I can see it being the wrong choice. What DO you side in/out vs Delver?
    +4 Tracker
    -2 Crop -1 Bojuka -1 Karakas

    So this is my sideboarding plan against Delver deck. Drop of Honey dosent really help here since Delver deck usually play with tempo. They main goal is to disrupt our spell with counter, our manabase with stifle/wasteland while throwing a single creature to victory. They usually dosent play much creature so Drop dosent really help in this MU.

    Tracker on the other hand really shine. It keep the "who draw often/better" war at a fair level while providing a huge creature to deal with. Crop is a terrible card to get counter, Karakas and Bojuka dosent help much too.
    Last edited by kravkenov; 07-14-2017 at 11:06 AM.
    IT IS TWO AND A HALF MINUTES TO MIDNIGHT

  4. #4304

    Re: [DTB] R/G Combo Lands

    My sideboard against Delver:

    -1 Manabond
    -3 Gamble

    +2 Tireless Tracker
    +1 Chalice of the Void
    +1 Seismic Assault

    I simply try to avoid any graveyard hate they've brought in (mostly Surgical Extraction), and appreciate Tracker as a thing that can get in the way of a Gurmag Angler that my list otherwise has a hard time beating (only Maze of Ith stops it). Chalice randomly generates free wins. Seismic Assault could be anything, really, I've brought in Ancient Tomb in that spot before to power out the other sideboard cards, combo more quickly, and mess up Pierce/Daze plans.

    I personally don't like siding out any lands against Delver or most decks in general unless they really, really do nothing. They help to play around soft counters, fuel Mox Diamond, get value from Loam's random flips to the graveyard, etc. Crop Rotation I'm firing either in response to a Wasteland or when I have no other choice but a desperation Rotation.

  5. #4305

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by kravkenov View Post
    +4 Tracker
    -2 Crop -1 Bojuka -1 Karakas

    So this is my sideboarding plan against Delver deck.
    I wouldn't take out crop rotation vs a wasteland deck. 2 cents.

  6. #4306
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    Re: [DTB] R/G Combo Lands

    delver decks usually only play one spell pierce, I would not side out crop rotation for that, and I want to win with it as quickly as possible, especially against ur delver.

    I would bring tracker in against midrange aggro-control, control and combo but would not play it against delver decks.

    personally, vs grixis

    -1 rishadan port
    -1 gamble
    -1 karakas

    +1 chalice
    +2 sweepers

    vs ur delver
    -1 karakas
    -1 ghost quarter
    -1 gamble
    +1 chalice
    +2 sweeper
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  7. #4307

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by djxstream View Post
    I wouldn't take out crop rotation vs a wasteland deck. 2 cents.
    I side-out Crop because if it get countered, you just Wasteland yourself. But yes, Cropping in response to an opponent Wasteland activation feels great too.
    IT IS TWO AND A HALF MINUTES TO MIDNIGHT

  8. #4308

    Re: [DTB] R/G Combo Lands

    Just so I'm clear with the chasm lock once you have two stages going you still have to sacrifice a land correct?

  9. #4309
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    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by manadrain View Post
    Just so I'm clear with the chasm lock once you have two stages going you still have to sacrifice a land correct?
    No, because saccing is only required when you put Chasm into play. Your lands are already in play. You do sac one, because you don't pay the upkeep.
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  10. #4310

    Re: [DTB] R/G Combo Lands

    Think what they're saying is:

    Play Chasm
    Upkeep, copy it with Stage 1. Sac Chasm.
    Play Stage 2
    Upkeep, copy Stage 1 with 2 (it becomes a chasm). Sac Stage 1.
    Play Stage 1.
    Repeat.
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  11. #4311
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    Re: [DTB] R/G Combo Lands

    Yes, and keeping that lock in place, if you get three Stage you can Loam less often, drawing cards in hope of finding Gamble or Exploration.
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  12. #4312

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by GoblinZ View Post
    Do not side out maze against delver decks.

    I don't like thorn or tireless tracker in this match up.
    But.... but... Tracker makes the pretty little light in their eyes go out, that light that began sparkling when they resolved Surgical Extraction and Pithing Needle...

  13. #4313

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by Dice_Box View Post
    Yes, and keeping that lock in place, if you get three Stage you can Loam less often, drawing cards in hope of finding Gamble or Exploration.
    You can also occasionally eat the 2 life if you want to draw cards.
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  14. #4314

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by kravkenov View Post
    I would add a thing about Chasm lock. If it ever happens, be careful with Stage being a copy of Chasm. Age counter on Stage will stay even if it is no longer copying Chasm. Age counter will not be erased by copying something else. It might be useful to know before declaring "I pay" for cumulative upkeep.
    This isn't actually correct. I've done the Chasm-lock on Modo enough times to know that age counters do not transfer when using a Stage to copy a Chasm.

    Edit: Sorry, misread your post. Age counters will stay on a Stage that has copied a Chasm and then copied something else--but if it's copied something else, why would you have to pay any life for the counters?

  15. #4315

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by gigapatrick View Post
    This isn't actually correct. I've done the Chasm-lock on Modo enough times to know that age counters do not transfer when using a Stage to copy a Chasm.
    To clarify, I think kravkenov was referring to a scenario in which you have a Stage that has copied Chasm and you decide to pay the upkeep (add an age counter, pay 2 life), and then use that same Stage to copy a different land, say a Forest. Your Stage/Forest will retain its age counter, meaning that if you later use it to copy a Chasm again and pay the upkeep, you'll pay 4 life the first go-around since there would then be two age counters on the Stage.

    gigapatrick is of course correct that the Stage's copy ability does not copy the counters that exist on a targeted land. Which is a great thing or else the Depths combo would be a lot less fun for us.

  16. #4316

    Re: [Primer] R/G Combo Lands

    Thanks for the help guys!

  17. #4317

    Re: [DTB] R/G Combo Lands

    Quote Originally Posted by filln View Post
    To clarify, I think kravkenov was referring to a scenario in which you have a Stage that has copied Chasm and you decide to pay the upkeep (add an age counter, pay 2 life), and then use that same Stage to copy a different land, say a Forest. Your Stage/Forest will retain its age counter, meaning that if you later use it to copy a Chasm again and pay the upkeep, you'll pay 4 life the first go-around since there would then be two age counters on the Stage.

    gigapatrick is of course correct that the Stage's copy ability does not copy the counters that exist on a targeted land. Which is a great thing or else the Depths combo would be a lot less fun for us.
    Yes that is that. Sorry, poor English.
    IT IS TWO AND A HALF MINUTES TO MIDNIGHT

  18. #4318

    Re: [Primer] R/G Combo Lands

    Hi Guys,

    In this Weekend I am going to play a local tournament here in Brazil, which will have approximately 80 players.

    This is the list I'm thinking of using:

    Maindeck:

    4 x Wasteland
    4 x Grove of the Burnwillows
    4 x Thespian's Stage
    3 x Rishadan Port
    3 x Dark Depths
    3 x Maze of Ith
    2 x Ghost Quarter
    2 x Taiga
    1 x Forest
    1 x Verdant Catacombs
    1 x Misty Rainforest
    1 x Wooded Foothils
    1 x Glacial Chams
    1 x Karakas
    1 x The Tabernacle at Pendrell Vale
    1 x Barbarian Ring
    1 x Tranquil Thicket
    1 x Sheltered Thicket
    1 x Horizon Canopy
    4 x Mox Diamond
    4 x Exploration
    4 x Crop Rotation
    4 x Gamble
    4 x Life from the loam
    3 x Punishing Fire
    1 x Molten Vortex
    1 x Mirage Mirror

    Sidedeck

    4 x Sphere of Resistance
    1 x Thorn of Amethyst
    1 x Pithing Needle
    3 x Krosan Grip
    1 x Ancient Grudge
    1 x Kozilek's Return
    2 x Tireless Tracker
    1 x Bojuka Bog
    1 x Ancient Tomb

    Here in Brasil we have a lot of delver and death and taxes. Show and Tell and Burn always pops up to. And Miracles, Storm, Agro Loam and Elves mark your presence.

    What do you think about this list?

  19. #4319

    Re: [Primer] R/G Combo Lands

    Mirage mirror is a nice idea but my suggestion is to try it side maybe switching in the tomb that's a good jolly to have game one to attempt an unexpected 20/20 with 3 lands out of a eot crop rotation.

  20. #4320

    Re: [Primer] R/G Combo Lands

    I'm quite chagrined that Miracles is somehow in the DTB section while we're down here with "hoi poloi" in coach. We shall see what the real control deck in the format is! They cannot contain the power of Loam without that little banned trinket! This is not over!

    Regarding the above list, it's a small point really compared to the brave placement of Mirage Mirror in the main, but I do think it's important to play 4 fetch lands in order to maximize the value of Life from the Loam, and I personally think the value of the 4th fetch land exceeds that of the third "draw land," though it's cool that the above list does indeed play all of them.

    I'm playing Port and Choke in my RUG list with 1 Trop, which is fine to fuel just Ruins and EE. I've tested it a ton. If the only blue requirement is exactly Ruins, one Trop is plenty. It doesn't clash with Choke because when Choke sticks it straight up wins, the land being small potatoes then. And it can always be used as fodder for various things in that state anyway.

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