LDV tutors for LED, stacks multiple cards and its CC is a lot better at tutoring for Wipe Away thru' Counterbalance. It's just the stronger card, and the mana cost and life loss aren't that important.
Edit: I don't mulligan that much with 15, it feels like more than enough with Brainstorm and Top.
BZK! - Storm Boards
Been there, tried that, still casting Doomsday.
Drawing my deck for 0 mana since 2013.
Yeah, guys, I meant ponder. My bad.
My manabase isn't so much built to play around blood moon (although it does fairly well,) it was meant to color-fix better than the rest of the builds and work just a little faster. I've found that almost all the time it goldfishes on turn 2 or 3, fairly infrequently requiring turn 4 wins. I haven't found bayu really unnecessary, nor have I ever really desired it to be an island. With the 3 petals, I'd be more tempted to drop it for another underground sea, I think.
Brehn, just a note, but you side out SW in every match except goyf sligh, which is sort of the one matchup I'd think the lifeloss would hurt more than the speed would help. Would those slots be better spent as other cards, or are they worthwhile to have the free draw game 1?
I'm here to kick ass and play card games.
BZK
Possible. As I said, Street Wraith accelerates the deck a little bit preboard, but is not necessary. If I had to replace them, I'd probably add the 4th Doomsday and either the 4th Mystical Tutor or a Lim-Dul's Vault.
While I agree that trying to fit Ad Nauseam into the current FT build doesn't work, I still think the card is a better engine card since it's basically 3BB: Win. Requires building a new combo deck or extensively reworking FT, but I think it's worth it. I'm not attempting to disfigure FT, simply throwing out my decklist which has elements of FT in it:
B/u/r AdN-T
// Lands
4 [ON] Polluted Delta
4 [ON] Bloodstained Mire
4 [R] Underground Sea
1 [R] Badlands
1 [CST] Swamp (1)
// Spells
4 [TE] Lotus Petal
4 [MR] Chrome Mox
4 [MI] Lion's Eye Diamond
4 [R] Dark Ritual
4 [TO] Cabal Ritual
4 [FNM] Brainstorm
4 [6E] Mystical Tutor
4 [DIS] Infernal Tutor
4 [4E] Ad Nauseam
1 [SC] Tendrils of Agony
1 [TSP] Empty the Warrens
4 [7E] Duress
4 [FUT] Pact of Negation
// Sideboard
SB: 1 [US] Ill-Gotten Gains
SB: 4 [GP] Leyline of the Void
SB: 4 [RAV] Dark Confidant
SB: 1 [ON] Chain of Vapor
SB: 1 [TSP] Wipe Away
SB: 4 [4E] Red Elemental Blast
Still needs work, especially the sideboard (I've yet to use the sideboard in testing). I have a thread in N&D for this, since I know this list isn't FT... I just wanted to point out that this is more the direction the deck would have to go if it wants to use Ad Nauseam.
I'm going to be cutting Cruel Bargain now, I just never use it anymore. What do you guys think, duress#4, petal #4, or cut a ponder and run IT+2IGG main?
I'm here to kick ass and play card games.
BZK
Well, I did some testing last night strictly against burn (yah, burn o.O), and it turns out that losing half your life is horrible against it. I see it a bit, and since I've been losing to it quite a bit I decided to fix that. The only games I ever won I didn't use D-Day.
Here's what ended up working:
Land-17
8x Blue Fetches
1x Sea
1x Tundra
1x Scrub
1x Trop
1x Volcanic
2x Island
1x Swamp
1x Plains
Accel.-11
4x D. Rit
4x LED
2x C. Rit
1x Petal
Tutors-5
3x M. tutor
1x LDV
1x IT
Draw-13
4x Brainstorm
4x SDT
4x Ponder
1x Meditate
Utility-9
4x Chant
3x Duress
1x K. Grip
1x Extirpate
Win-5
3x D-Day
1x IGG
1x Tendrils
SB-15
3x MM
2x Serenity
1x IGG
1x Reverent Silence
1x Rebuild
1x K. Grip
1x E. Truth
1x IT (?)
1x Grapeshot
1x Helm of Awakening
1x 'Pate
1x S. Pact
I don't know if I need another IT to do the IGG combo (well, I know I don't NEED one, but it could make it more consistant), thoughts on the matter? I know my board is missing quite a bit of bounce, and while it concerns me, I don't really know how to fix that.
The IGG kill is useful as all get-out against burn. My list was just too slow, turn 3 is when you want to win. Just be careful about giving them their stuff back; you will often be at 10 or less life at turn 3; on their best hands and if they went first, you can be DEAD on their turn 3. Burn is fast, and your life diminishes quickly. Doomsday is a bad way to win, especially if you don't have a chant, and the way my deck was playing before I changed it, if I had chant, I couldn't find D-Day (my deck has just been a BASTARD lately), and vice versa. I was having to use chants as timewalks while finding a kill, and then when I found it, I'd be out of chants, try to go off and lose.
I made the deck above, and while I still lose game one most of the time, I make the following changes for games 2 and 3:
-3 Doomsday
-1 Meditate
-1 Top
-1 Extirpate
+1 IGG
+1 Reverent Silence
+1 IT
+1 K. Grip
+1 Serenity
+1 E. Truth
The simple fact is that with a Pyrostatic Pillar out, you cannot combo off without fearing death. Pyrostatic Pillar will hit you 7 times if you combo off with ill-gotten gains JUST DURING YOUR COMBO. A turn 1 3-damage spell, turn 2 Pyrostatic Pillar. That's 17 damage if you try to go off the turn after Pillar is slapped down. That puts you in range of almost every burn spell they run. Not pretty. That's why I sideboard in that much hate.
I'm really not sure the IT is needed, but I want all 3 D-Days boarded out as they are dead cards in this matchup in my experience. Maybe you guys topdeck like pros and always have the chant + the win on turn 3, but I don't, and I need a way to win through a shitload of burn. IGG is the way that works for me.
Stuff I'm thinking about doing:
-1 pate, +1 Duress--I probably won't, but it's always at the back of my mind.
Ichorid is growing in my format and spring tide has begun to make an appearance. 'Pate is an answer for both.
SB:
-1 IT
+1 Wipe Away/R. River
I'd like my bounce back, but I don't see room other than in this slot, and then I'm only getting one back--which one is better? R. River definitely is better against Aggro-ish builds, wiping 2x Threats up off the table, which is awesome against Dragon Stompy and the like. EoT wipe up 3sphere and chalice, or if they go aggro-route right away, you can sling their threat AND their equipment up off the table if you are having a bad game.
Also with the IT/Bounce debate within my sideboard, is 1x IT enough for when I *need* to go IGG?
Also, with one IT maindeck, it leaves a small percentage of a chance to use IGG as a win-con without being in a D-Day pile if ever needed. IT-->IGG-->LED, LED, IT-->Tendrils. That's 5 spells from IT #1 to IT #2. You need 4 more for a lethal Tendrils. Top helps with this, too. When you don't need top to stay on the table for D-Day, it allows you to use M. Tutor as a blue, Instant-speed Demonic Tutor. That can speed you up in so many ways.
Anyway, in conclusion, my *extensive* testing has shown at least to me that burn not only can be, but is a relatively poor matchup for D-Day.
Pce,
--DC
Edit: -1 C. Rit is a definite possibility, I just put it in to try it out. I haven't had a lot of use out of it, it could possibly be a 4th Duress, 4th M. Tutor or 2nd LDV. Duress or M. Tutor are the top 2 candidates if it turns out it's presence is unwarranted.
Yeah, I don't know how you guys can play with so few IT, when it's not winning games against aggro it's tutoring for another Orim's Chant against aggro-control. Most of the lists in here struggle against Goyf Sligh, which seems totally counter intuitive for a combo deck.
My last list (not the current) also had 2 Cabal Ritual and 3 Duress, but that seemed not good enough. I switched to 1 Cabal, 1 IT, 0 Contract and 4 Duress. Now, it's your list +1 Duress, +1 Mystical, +1 Doomsday, -1 LDV, -1 Pate, -1 Cabal. Infernal Tutor was proving not to be worthy until the last few days. I probably was doing something wrong before. Also, I'd like to note I'm goldfishing about 50% or more of turn 3 kills with the current list.
When people began cutting ITs, I stated that 2 of that card was necessary for the 1 IGG kill, which requires 3 acceleration and 1 IT in hand (accel x3, IT, IGG, accel x2, IT, IT, Tendrils). Then, we started cutting Cabals too, which pretty much got that first part of 3 acceleration pretty difficult to get, much more than setting up a Doomsday kill. I don't think running 2 ITs is necessary with such a low acceleration count and a 2nd IGG is much better than a 2nd IT. If you are already recurring your opponent's cards back to his hand with your first IGG, a 2nd IGG will yield no difference in how he can use those cards against you, except for rare situations such as double W open and 2 creatures to get STPed, but only one STP in the graveyard.
Oh yeah, don't forget IT can begin the chain of a Doomsday pile with Meditate just like Ponder, except it costs 1 more mana and it's all black.
In a regular Burn list, only Chain Lightning, creatures, Lava Spike and Rift Bolt (if they don't see Chant coming) will get stopped. Every other spell will be cast at the end of our turn, so timewalking them is pretty dependant on their hand, since they will save those for later and use instants instead. Given that the average burn kill turn is 5, you have 3 and a half turns to set up a kill for your 4th turn on the draw, not counting your Duresses, which slow them down pretty well. If you can't goldfish for a turn 4 with 1-2 pieces of protection regularly, you need to practice more, as, usually, the goldfish get's delayed by the high amount of protection you draw into, not by excess of cantrips while mana screwed.
If he got a Pillar on the board, you may want to try a two hit kill. Accel into a small storm, then Tendrils for 6 life. Find IGG, get that acceleration and Tendrils back for a 2nd shot for at least 8 life. If he isn't dead by then, he didn't hit you with burn, so your life is pretty high still.
Keep moon-walking.
Odd questions
1) Do you guys ever use Abeyance's "Draw a Card" after casting Doomsday just to draw into Infernal Contract with Lion's Eye Diamond on the stack?
2) Do you guys ever just hate Lim Dul's Vault or Mystical Tutor in this deck, and do you think the deck could just replace Lim Dul's Vault or Mystical Tutor with something else?
I have to answer this with "no" since I don't play Abeyance. Note though that I play 2 Street Wraiths main and the situations that I use it as a post-Doomsday enabler are very scarce.1) Do you guys ever use Abeyance's "Draw a Card" after casting Doomsday just to draw into Infernal Contract with Lion's Eye Diamond on the stack?
Yes. I've found LDV really crappy in "race" matchups. You deal damage to yourself, Tempo Thresh finally finds a use for its dead Spell Snare, often the "stacking" doesn't matter since you're just looking for one card, and often enough you're really just using as a Mystical Tutor. I've even found it to be bad against Landstill occasionally - first, UWb Landstill players are playing Spell Snare now, don't ask me why, second, the nice thing about Landstill is that it doesn't have a clock - yes, paying 4-6 life does hurt that; third, you ideally want to stack something like "Doomsday, Protection, X, X, X" - good luck finding Doomsday + protection in a quintuple of cards.2) Do you guys ever just hate Lim Dul's Vault
I occasionally hate Mystical Tutor when it's showing up in multiples without cantrips to go by its side, it's as if it was "stealing my draw steps" then. But otherwise, I'd think Mystical Tutor is a defining card for this archetype, and part of why this deck is more consistant than TES. With TES you're playing 4-7 protection spells (Chant/Thoughtseize) and no way to tutor for them. You have to be lucky enough to draw/cantrip into them - go figure what happens if you need 2 of them and don't have your lucky day. In FT, Mystical Tutors serve as additional protection spells if you want them to. They're shuffle effects if you don't find a Fetchlands. They speed up your goldfish. They save your ass against Counterbalance, finding Wipe Away, Krosan Grip or just drawing a FoW. They save your ass against Meddling Mages on Doomsday, finding Wipe Away, Slaughter Pact, Infernal Tutor or just drawing a FoW. They're a great card to respond with to an opposing Chalice @ 1.or Mystical Tutor
LDV - sure, replace it with Mystical Tutorand do you think the deck could just replace Lim Dul's Vault or Mystical Tutor with something else?![]()
Mystical - maybe it's possible. But I can't think of any decent replacement that would sustain the deck's consistency. Do you have anything in mind?
Duress #4. Eight protection is where it's at.Originally Posted by rsaunder
I used to play Abeyance in my sideboard, but never sided it in, so I can't know. If you are using Abeyance to get the top card, it's better be already protected, since you don't want anyone countering it.
Vault is way worse than Mystical Tutor. It's good to have it in your deck if you face too many Chalice decks, but I think that's it. Mystical may only bad in multiples, depending how fast you need the game to be.
Get me some Vampiric Tutors and I'll replace Mystical Tutor. Can't think of another card (but I never can and that's why I don't even try to build new decks).
Keep moon-walking.
I was considering running Night Whispers and just using raw cantripping power to churn thru' our deck, it's also got some interesting possibilities with Doomsday stacks, like Night Whispers into X and Ill Gotten Gains, cast Ill Gotten Gains and recur Night Whispers to draw into X and Tendrils of Agony.
Edit: Sleight of Hand and Serum Visions comes to mind too.
I'd definitely use M.Tutor over Lim Dul's Vault, I've found turn 1 M.Tutor for turn 2 Infernal Contract to be one of my bread and butter plays, tutoring for Lion's Eye Diamond just doesn't seem to come into play as much as I'd like it to.
Something just isn't meshing for me, I can't put my finger on it tho'.
Why in God's bloody name would you run any of those cards listed? You run 4 Ponder and 4 Brainstorm AND 4 Top.
The only one of those I would consider is Night's Whisper in place of Cruel Bargain to make a stack like you mentioned, and then only as a 1-of, so that in rare cases where I have to, I could go off with all black mana without having to pay 1/2 my life.
Sleight of Hand/Serum Visions are both strictly worse than the 8 spells like them that you already run, and I can think of no way to fit them in anyway, even if they WERE decent...
Pce,
--DC
Because there's a big difference between 8 cantrips and 12 cantrips when it comes to how fast the deck can reach Threshold and how far the deck can draw with out losing card advantage.
I'm kind of curious how FT runs after cutting M.Tutor and Top and just using 4 Brainstorm, 4 Ponder and 4 Serum Vision, but even with out cutting M.Tutor and Top it's not like the Duress and Street Wraiths slots are fixed.
I'm just experimenting, chill out.
Sorry if I came off as a revved up meth-head.
While it would reach thresh (Which isn't really a goal of the deck), I'm not sure it would as fast as you think. I almost always use basics over duals, and that slows down how fast I could play cantrips, as I grab 1/1/1 of plains, swamp, and Island. That lets me play one a turn. I also would NEVER cut M. Tutor OR top. The two in combination are essentially an instant-speed blue Demonic Tutor. That's way better than an additional 8x Cantrips.
Street Wraith, in my opinion, is better than those simply because it's free. While it doesn't count as storm, it replaces itself, and is therefore ok. Also, it's important to note that in the IGG builds, they win turn 2/3 very consistantly and therefore needs no threshold. The only card in the deck that needs thresh is C. Rit, and it's not necessary to gain thresh. It happens frequently anyway, and therefore has no reason to build it to where it does, as it happens already.
Even more importantly, you said drop M. Tutor and Top, and that's amazing. I can't fathom not being able to Pop a Fetch, grab Trop, and then M. Tutor for Grip in response to a turn 1 Chalice/3sphere. Or a turn 2 Chalice/Counterbalance. Also important, Top paired with Fetches = quasi-Brainstorming around a chalice/CB.
I understand you are just brainstorming, and I am just helping (or trying to). I'm throwing out reasons as to why this is a bad idea. I'm not calling you stupid, I'm just saying that this is a tight list, and as such, putting cards in it that are sub-par to the cards they are replacing would be a regression. These cards are all really well-tested. I'm getting to the point of saying no about cards that are not bad. They just aren't as good. When a deck can say no to a card that's as potentially good as AdN is, that's saying something.
It's my opinion that these cards are locked completely:
Land-17
8x Blue Fetches--Locked.
2x Sea--Locked.
1x Tundra--Locked.
1x Scrub--Locked.
1x Trop--Locked as long as K. Grip is in the list and/or sb.
2x Island--Locked.
1x Swamp--Locked.
1x Plains--Locked.
Accel.-11
4x D. Rit--Locked.
4x LED--Locked.
1x C. Rit
1x Petal--Locked. This is necessary at least as a 1 of.
Tutors-5
4x M. tutor--Locked.
1x LDV
1x IT--Soon to be locked.
Draw-13
4x Brainstorm--Locked.
4x SDT--Locked.
4x Ponder--Locked.
1x Meditate--Locked.
Utility-9
4x Chant--Locked.
3x Duress
1x K. Grip
1x Extirpate
Win-5
3x D-Day--Locked. Some people consider this locked in as a 4-of.
1x IGG--Locked. It's the only way I can win in some matches. Also good against control.
1x Tendrils--Locked.
That leaves 8 maindeck slots that aren't a lock, and I think that while K. Grip isn't locked, it is sub-locked as removal in some form, whether it be E. Truth, R. River or Wipe Away. So seven "open" slots. Also, some people believe that Duresses are a definite lock. I'm inclined to agree, but in the spirit of fairness they aren't as heavily tested as the rest of the deck. However, they have been great to me. I won't take them out unless they print something like "B: Duress effect, gain 2 life." Or "B: Duress effect, draw a card." Since that won't happen, I'm stuck with Duress. Oh well. It could be worse. I could have to pay 2 life just to get the option of discarding something irrelevant.
SB-15
3x MM--Soon to be Locked. It's been Godly.
2x Serenity--Locked.
1x IGG--Soon to be Locked. I miss it in some matchups.1x Reverent Silence
1x Rebuild--Locked.
1x K. Grip--Locked.
1x E. Truth--Locked.
1x RR
1x Grapeshot--Locked.
1x Helm of Awakening--Locked.
1x 'Pate--Locked.
1x S. Pact
This may not be accurate, as sideboards are absolutely highly volatile in that they are for metagames. I'm not sure of a metagame without FoW, though, which makes me think that Extirpate is locked. That's an awesome play. Chant, the force it, you 'Pate. This is DEVESTATING to them. And hilarious to you. The ole' bait n' switch. Helm+Grapeshot is locked for me. EtW is bad overall in a meta with so much permanent hate (read: EE/Deed/E. Truth/E. Decay). Which leads me to another lock, E. Truth. It beats Ichorid by itself, unless they are actually intelligent and go for the Ichorid beats path. Oh, wait, they can't, because you Extirpated them. Hehehe, good times. It's how I win every time I play Ichorid. EVERY. TIME. They try to goldfish game 1, you Chant the turn that they go off, making all their creatures 2/2s. Then, you go off. You should. It'll be turn 3 or later, unless they have the nutz, and if you don't, chant until you can. Duress also helps before they combo, as it *can* get rid of things like LED, Breakthrough, etc.
Anyway, I'll spare you the matchup analyses, but this is how I look at my deck. I have explanations for them all; they all fill certain roles, which is why the deck is as tight as it is. I wish we could use Vampiric Tutor...Oh well. Maybe I will casually. Lol.
Pce,
--DC
IGG sucks against control, because most control decks are blue. It's the number one card coming out of the deck when sideboarding against those. I don't want to need N + 1 protection in hand where N is the number of counters my opponent has. It's simply not good. It's never been.
I run a total of 0 Pates in my 75. They are a conditional Duress, which simply doesn't seem worth the shot. Duress + Pate on CB is another story, narrow enough (4 Duress + 1 Pate does not equal combo) for me to avoid thinking about it.
Duress on turn 1 is golden against Ichorid. It's simply too good, unless they got lots of brokeness that we can't get rid of -- note: a single Breakthrough without a way to bin dredges isn't broken; neither is a lone LED. Ichorid can never beat us on the Ichorid beats plan by itself (as in no tokens), since it's too slow. Obviously, this probably doesn't happen, but in the few matches I had against Ichorid, I only needed to Chant to get them to be as slow as me or even slower.
Also, check your PMs, dude.
Keep moon-walking.
By control, I should have been clearer. I didn't mean blue. I meant control forms in discard and VCA (virtual card advantage).
I understand some people don't like Extirpate.
Ichorid beats never happens without tokens unless you somehow remove their bridges. Ichorid dies, X tokens are made. Next turn, they hit you with Ichorid + X zombies, gain X more Zombies and do it again. 2 Ichorids nets them X(2) zombies.
Math with 2 ichorid, 2 bridges in graveyard (they dredge to get bridges and food for ichorid)
first turn with Ichorid (turn 2) 6 damage, 4 Zombies.
turn 3: 14 damage, 4 more zombies, total of 8. That's 20 damage, guy.
Math with 1 Ichorid, 3 Bridges:
turn 2: 3 damage, 3 zombies
turn 3: 6 damage, 6 zombies
turn 4: 15 damage, 9 zombies. That's 24 damage. Mix a cabal therapy or 2 in there and they can rape your hand long enough to make it to turn 4.
3 Ichorid, 1 Bridge:
turn 2: 9 damage, 3 zombies.
turn 3: 15 damage, 6 zombies. That's 24 damage.
The math is normally always changing as dredging changes the numbers quite a lot throughout the course of a turn or 2, but you get the point.
Point: They can race.
Thought I'd just make the point.
Checked my PM's, I'm online now, and probably for at least another hour...hit me up.
Pce,
--DC
So.. I won yet another tournament with your deck emedln... Anyways, here is the report with a small amount of pre-tournament banter/whatever.
Anyways, I was talking with my teammate/close friend Micheal Scherer, who was playing BWG goodstuff, with board control, a living wish toolbox, and an option of gaining infinite life with a few irrelevant stuff.
Anyways, before the tournament he asks me what I am playing.
I tell him that I am playing FT, and he asks me why, and this is what I say:
1. Because I am the best player to ever come out of SD/I am so awesome.
2. FT is by far the best deck in the format
3. FT is by far the best deck in the format
4. It is one of the few decks nowadays that actually requires thought, and truely rewards good players for being good players.
5. FT is by far the best deck in the format
Anyways, on to the tourney report, and the suboptimal list I used therein.
First the list, because I like to start these little things off this way.
Anyways:
lands//16
1 volcanic island
1 scrubland
2 underground sea
2 tundra
1 island
1 swamp
4 polluted delta
4 flooded strand
spells//44
1 grapeshot (terrible alt win, kills mage/teeg)
1 empty the warrens
1 tendrils of agony
1 ill-gotten gains
1 meditate
3 doomsday
2 infernal tutor
4 mystical tutor
4 brainstorm
4 ponder
3 sensei's divining top
3 thoughtseize
3 orim's chant
1 wipe away
4 lion's eye diamond
4 cabal ritual
4 dark ritual
sideboard//
4 dark confidant
3 serenity
1 disenchant (if I could find my grips/would have played a trop MD)
2 echoing truth
2 extirpate
2 pyroblast (surprisingly amazing for me in the past)
1 brainfreeze (becuz I am t3rri8l3 at life)
Anyways... On to the tournament report.
Round one: Against Adam Barmeilo (no joke, I asked him what his name was like 6 times) playing mono-green berserk/beatdown).
Game one he wins the die roll. He mulligans twice and asks if it is alright if I play first, I accept b/c:
1. I am a combo deck
2. I am a nice guy
3. My hand is a little mediocre w/ 2 chants, 1 thoughtseize, a top, a tutor, and lands... I keep and take the first turn top.
His turn, he goes land, llanwar elves, GO!
I have a joygasm, and stall him with a few chant effects (after he plays his pumps on the elves, to 'fog' him with the kicker.. I win after topping into a fantastical hand.
Game 2: He yet again elects to be on the draw (weird... he isn't that good and the deck is bad... no offense)... Anyways, IO thoughtseize turn 1 taking needle, then proceed to goldfish.
Boarded nothing
Record: 2:0; 1-0-0
Round two: Micheal Scherer w/ BWG goodstuff/infinite life/whatever else he has in there.
Game one: He won the die roll and elects to play first, he opens with a nomads en-cor... I play a ponder and pass, he plays a second turn daru-spiritualist (and plays starlit sanctum as his land), he is threatening to gain infinite life on his next turn, so I have to go for it, I play a mystical to go grab yet another D.Ritual, so my hand looks like:
3x dark ritual, 1 lion's eye diamond, 1 infernal tutor, lands/irrelevant
I combo this turn (obv.)
Game 2: He is mulliganing aggressively, going down to four cards, and opening with land go. I go for a first turn thoughtseize. I get an awesome hand over the next couple of turns via a turn two top, while he is stuck on two lands, and can only turn a nomad sideways.
I boarded absolutely nothing.
Record: 4:0; 2-0-0
Round 3: Thomas Scherer (Micheal's little brother) playing Uwr big fish.
Game one: I win the die roll and open with a ponder, go. He lays an island and passes. I play a thoughtseize, and he brainstorms in response, I then use this opportunity to cast a top, and pass. He plays a land and a jitte (no creature currently, I took mage w/ seize. He plays a land and plays an augary adept... I have the cards to combo, and he had to have drawn those off the top (didn't see them before, just the jitte)... So I figure that the second thoughtseize will be enought to ensure my win on the next turn, in fact it is, as I go for the igg-loop into the DDay-Stack for a shitton of lifeloss for him.
I board out ETW, b/c he always brings in explosives and clasms for his burn (not too bad I guess)... I board in the brainfreeze and my rebs... Anyways, I didn't see them anyways.
Game two: He opens with ponder on the go, and passes. I probe with a first turn sensei, as I have the second one, and he forces... I smile at my hymm to tourach for.
He plays a mage on tendrils, and I tutor for grapeshot... I chant, it resolves, I grapeshot the mage after a few rituals, shoot the mage for 2 and him for two, he is now at like 15-18, and I have the infernal turor for a rediculous amount of storm.
Record: 6:0; 3-0-0
Round 4: Kevin Trombely, playing god knows what, had moldervine cloak/standstill/cabal therapy/nantuku cultivator, somehow was undefeated with a tie up until then.
Game 1: He opens with sea, go. I play land, pass (I have like 3 fetches in hand, and a brainstorm)... He goes for tropical island and a standstill (I am thinking landstill)... I play land go (opting not to play the brainstorm), I draw a land and decide that I should take the opportunity to build up my mana and hand, as he has no threats as of now... He misses his next two landdrops, and I have like 5 to his 2 lands, I break SS with brainstorm endstep, get rid of chaff, have dub chant, he discard moldervine cloak/loam/land (WTF?!@)... I have double chant and a thoughtseize, with the combo in hand. I win.
Game 2: He plays like 3 spells the entire game, being a SS (which he breaks and I draw 3 cards... kthnxbai), a cabal therapy, and a nantuku cultivator (I am in shock, as this deck seems soooo bad it is awesome)... Anyways, I combo and he dies.
Record: 8-0-0; 4-0-0
I went totally undefeated, but I played against a bunch of irrelevant newbies, so I guess it doesn't really matter much.
I have absolutely why this deck is not a DTB though, as for some reason I fear absolutely nothing with this deck. Sometimes, I actually hope to play the threshold player/s at my local (none this week, but we do have good decks being played, its' just that sometimes we have small scrubby turnout like this...) Just to have a challenge.
It is strange... I don't play this deck all the time, but whenever I do, I usually win the tournament, as the worst I have ever done was 3rd place.
This week was really disappointing though, as there were only like 13 people.
Whereas I am used to close to twenty (and occasionally more), with actual good players in attendance (Team funk/remnants of BHWW(haven't showed in quite some time)/Minorateam(ditto)/ random decent players from the source and also not).
Anyways, Emedln... I have decided that I hate you with a deep and fiery passion, b/c I will build and test decks, but when it comes time to actually play in a tournament nowadays, I just default on this deck and just win.
I guess I am strange, as I am never afraid of an opposing blue deck, as I always know that I am going to win (somehow), and for some reason, whenever I pick this deck up, I am simply undefeatable (even in the face of threshold decks... last time I played this, I beat two in the tournament 2-0, and they both resolves counterbalance/top).
Anyways, now that I am done rambling, perhaps someone can rip on the terrible out-dated list.
EDIT: For some reason, I did not include any petals... /RTARD... who cares, I still win!
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