From experience I can see the answer to this being situational, In a more drawn out game I would lean more towards Sword of Light and Shadow for the regain of creatures and life, that will more then likely lead to vicotry along with the pro stp your creature gains, In the aggro matchup Id be in favor of Jitte because the ability to pick off creatures is probably key assuming you aren't holding them back with trinishpere and chalice.
Seems horrible. I hate running 4 equipment cards because they just suck when you can't draw a threat, but they are just too good against aggro and the life gain is needed. This just doesn't do anything. What would you cut? Lists are tight.
Lightning greaves is awful. Pit Dragon is usually not a creature you want to swing with the turn it comes into play, as it is often not hellbent and you really won't have th mana to make it fly. Considering they can kill the creature in response to equip... (same reason I don't believe in SoLS vs. StP)
I'd much rather have something that makes bad creatures into threats than something that makes bombs bombier.
Red Wizard needs food badly!
Want to bump this thread with some discussion. I have changed my list a bit and have been liking it.
4 Ancient Tomb
4 City of Traitors
9 Mountain
1 Zoetic Cavern
4 Chrome Mox
4 Seething Song
4 Chalice of the Void
4 Blood Moon
3 Umezawa's Jitte
1 Sword of Light and Shadow / Fire and Ice
4 Simian Spirit Guide
4 Magus of the Moon
4 Rakdos Pit Dragon
4 Gathan Raiders
4 Arc Slogger
2 Akroma, Angel of Fury
Cavern has been pretty nice. Draw back has never been a problem and morphing it is just fun. I still have been liking Akroma. Been going back and forth between it and Sulfur, but it is just so much better against Landstill and it is fun to morph. I love the tricks it allows.
My SB is kind of all over the place.
3 Winter Orb / Pithing Needle
2 Trinisphere
3 Tormod's Crypt
3 Anarchy
4 Pyroclasm
I like Winter Orb over Pithing Needle because of decks like MWC. I go back and forth between them.
Okay, for the 500th time?
Run Four Pithing Needle.
Seriously. I would run about nine in board if it were legal to do so. Needle wins you so many matches and it's still good against mono-anything control. You have absolutely no way in this deck to deal with artifacts, enchantments, and certain other activated abilities that just wreck you. Needle wins.
So does this deck basically just get crushed by bad draws, solidarity, and crush everything else? I proxied it up and I'm considering playing it at a lotus tourney in june.
How would it be bad against solidarity? I just think that somehow solidarity would have issues with chalice at 1. or a trinisphere. Even if it was horrible against solidarity, nobody really plays it anymore to my knowledge.
Solidarity can simple counter your threat, giving you almost no clock. This gives the Solidarity player plenty of time to get answers for those artifacts. Solidarity can also win trough both Chalice 1 and 3Sphere.
But yes indeed, no one ever plays Solidairty anymore, so that's just another positive thing for this deck.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
As probably the only man who has played this deck multiple times against high tide (spring tide though, which is actually faster than solidarity), I can say that it is a bad matchup for them. It basically comes down to how much disruption I draw and whether they have Force of Will. If I only get one piece and they have Force, its a little better for them, but I can still win.
Red Wizard needs food badly!
There were 5 solidarity players at my last 1.5, and 2 made top 8. I saw dragon stompy play against 2 in a row and just lose horribly.
I'm pretty sure that if you're playing against a competent solidarity pilot you have almost no chance. Magus and moon are dead. Sphere can be bounced since you have no way to really resolve a clock if they draw a FoW. Same thing with chalice.
I only played once against Dragon Stompy with Solidarity. I won quite easily 2:0. The thing is:
a) if the Dragon Stompy pilot aims for a quick win before Solidarity can assemble the combo pieces, it's easy to disrupt this strategy (1 well placed FoW vs a key creature, for example).
b) if the Dragon Stompy pilot aims for a more controllish path (Chalice, Trinisphere, even Magus), his clock becomes much slower and Solidarity has the opportunity to wish for solutions in time.
The games were like this:
G1 he has Chalice 1 + 2 and 2 Magi of the Moon beating down. I wish for Rebuild and combo off next turn.
G2 I force 1 1st turn Defense Grid, 2nd turn he has Chalice 1 again. A hellbent Pit Dragon beats me from 17 to 5, next turn it gets Echoing truthed and countered when cast again. After several turns of draw-go and a lonely Simian Spirit Guide attacking, I manage to wish for Rebuild and finish the game at 2 life.
From my perspective, I see the matchup highly in Solidarity's favour, as long as there is still Rebuild in the SB.
"My sky is darker than thine!"
SENTENCED - 1993
DS and Solidarity's actually about even, speaking as a die-hard pilot of both. DS wins with Chalices and fast threats, Solidarity wins when DS gets a slow draw or can buy time with Force/Remand. The fact that DS can drop a Slogger or Dragon and outrace Solidarity on just that alone makes it a fight. Solidarity can keep pace by wrecking Chalice/Trinisphere with Rebuild, or just countering Chalice and ignoring Trinisphere.
It's worth noting that Blood Moon is actually pretty good against Solidarity on the first turn, as if you keep them off even one or two fetchlands, it can win you the game if there's a threat to back it up.
When I had Solidarity built, I played the decks against eachother all the time. Dragin Stompy would win easily just by being faster and then having 4 Chalice, 3 Trinisphere and 8 moons. I would usually pilot Solidarity and didn't even have the time to wish for Rebuild.
Do you guys think vexing shusher is worth playing in board?
High score..what does that mean? Did I break the game?
Can the deck afford a RR creature that requires more R? I'm asking because of Ancient tomb and City may cause problems.
I want to try it really bad now that I think about it.
Bryant, the deck can support it. It still has 9-10 Mountains, SSG, Mox, and Seething Song. Woul dhelp a ton against control and most likely move it into favorable with 8 moons, trini and this, along with Needles if they run deed. Suggested SB with this I guess woud be:
4 Shusher
4 Needle
3 Tormod's Crypt
2 Trinisphere
2 Anarchy (I fear Confinement)
Pyroclasms would be nice to fit in there but I think that board is strong.
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