I noticed the raiders would be blocked by setting the Chalice at zero.
Actually the raiders are not uncastable while Chalice is set at zero... what you do is make sure to play any and all ZERO casting cost spells you have yourself before you lay Chalice at ZERO (and by this I am referring to Chrome Mox more than anything). Then you lay Chalice at ZERO on turn 1 preferably if you get the play. Then assuming you have a Chrome Mox, 2 Mountains, or a Ancient Tomb / City of Traitors... then you are good to go... all you have to do to be able to play your Raiders under the Chalice set at zero, is the exact same thing you would do to play your Arc-Slogger, if you were stuck at 3 mana... PLAY SEETHING SONG!!!! Of course that requires you to actually draw both one of your 5 mana cost cards (Arc-Slogger / Raiders) or to draw one of your 4 mana cards and take the burn (Pit Dragon) as well as drawing one of 4 Seething Songs. Which is all very likely, but not as likely as some other draws.
I think so far in testing your deck BDU, I have pulled Seething Song and Rakdos Pit Dragon at least twice... I still have yet to actually do much testing with Dragon Stompy itself. Though I have a friend who has promised to help me do some testing with it.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
Noob question: What's the interaction between Blood Moon and City of Traitors when you play another land?
Nothing. City is a (non-basic) mountain with the ability to produce red mana. The sac-ability is removed by Blood Moon, so you needn't sac it when you play another land.
Similarly, Ancient Tomb also produces 1 red mana with Blood Moon in play and doesn't hurt you anymore.
"My sky is darker than thine!"
SENTENCED - 1993
Thanks, I assumed that was the case but wasn't sure. The ruling at star city for Bloodmoon + Flagstones confused me a bit until I figured out that moon just changes the bottom panel of the card. I figure I'll pose the same question about City of Traitors there just so it gets in the database.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
So, I took Dragon Stompy to my local Legacy tournament yesterday. I did horrible, getting matched up with a Cleric deck with the life combo, and a U/W deck that used multicolored creatures and the U/W Shadowmoor aura with tons of counterspell backup. Both are good decks that Dragon Stompy just isn't favored against. Anyway, in round four I got the all too familiar TES matchup. Game three I was on the draw and kept a hand with Chalice, Moon, Mountain, Ancient Tomb, and two other cards that I don't remember (I think one might have been Gathan Raiders, but it doesn't matter for the purpose of this discussion.) My TES opponent played a Gemstone Mine, two Lotus Petals, and an Infernal Contract turn one before passing the turn. He seemed psyched about his hand and said that while he couldn't go off turn one with it, he could "do things" with his hand. I assumed this meant that he had at least one cantrip, and since he dropped two Lotus Petals, that the rest of his hand was probably rituals and tutors. On my turn I chose to drop Chalice at one instead of the usually correct zero, thinking it was far more likely his hand contained one casters than zero casters. Well, I thought wrong. The next turn he dropped a Chrome Mox imprinting Brainstorm, two LEDs, and a Burning Wish and killed me with Tendrils. Obviously I made the wrong decision in hindsight, but given what I saw did I make the correct call with Chalice at one instead of zero? Keep in mind that if I dropped the Chalice at zero, I could have locked him off blue and black mana next turn with Blood Moon.
Given the knowledge base you were working with Kuma, I think you made the right decision. However in hind sight it might be better to always drop Chalice at 0 against Ichorid and the Epic Storm decks....
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
Against Combo, 0 at all times to hinder them then drop your second chalice for 1 to ward him off even more.
That is how you win against most combo.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
Don't drop COTV 0 against Ichorid!However in hind sight it might be better to always drop Chalice at 0 against Ichorid
It prevents you from playing your Crypts, which are much more worse for him...
Set it to one (like you do normally), and watch how he can't play Chain, Study, Therapy etc.
Pyrokinesis against Bridge is funny too![]()
MfG YawG
Seconded.
Against Ichorid, cotv goes for 1. There are much, much more important targets at that cmc. PImp f.e.
(Unless you get down blood moon too. BM+cotv=0 means they kinda have to slow roll you with eot discard. Usually you should be able to race that, but it's no guarantee.)
DS vs. Ichorid, is a mu no one wants to play I think. If not for the kicks. It plays out really weird, and I for one don't know which one is favored.
Favored depends on the list of each, who goes first (HUGE), and then SB.
Red Wizard needs food badly!
As both a DS and an Ichorid player, I can say that the MU is slightly favored for DS preboard and very good postboard.
Chalice@1 (0 is just plan dumb), Blood Moon, Magus, Jitte are all nasty against Ichorid. Postboard you add Tormod's Crypt and Trinisphere and the game isn't really a game anymore. All lockpieces you drop can be hell for Ichorid.
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Against a random opponent, Chalice@1 is always better. It usually nails a good deal of spells without screwing around with your own spells. Locking out your own Moxen and Raiders and then drawing into them sucks. So play Chalice@0 only when your opponents have more business in the 0 slot than you. Against the average deck, they don't.
Against Combo, use your brains. If you get the feeling TES has a crappy hand, Chalice for 1 to block out the cantrips. Chalice at 0 can block out LED so they can't go insane with the Infernal Tutor/LED 'combo'. There's a dozen more examples of these, and Im just saying; against combo there is no rule which Chalice if the best, it depends on the situation and your mana.
Sometimes a Chalice@1 would have been a solid choice but with my hand I was able to go Chalice 0 + Trinisphere turn 1 and RPD turn 2.
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I would say that that CotV for 0 would be the correct play, the reason being if he is tapped out, he may not be able to pay for a spell and then in response LED. Usually if a TES player is psyched about a hand they have 3-4 Rite of Flames (just because it is cool to have multiples) or double LEDs. Double LEDs are so good because you can wish or tutor for ill-gotten gains and then gains and then search again and basically tutor plus 2 LEDs wins. I would never be psyched about a hand with cantrips. Cantrips are just ok.
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