Fully agreeing here, except your sb against Dreadstill.
Till now my plan looks like this:
+4 Grip (lots of juicy targets, especially SDT and Dreadnought ofc)
-1 Shackles (it wont steal a nought and could be too slow in some cases, if i see Tarmos and Bobs i might reconsider)
-1 Deed
-1 EE (i dont have the feeling that i need that much mass removal, might be an error).
-1 Etched Oracle (its too slow and not needed here imo, just setup CB/ top. Also the 4cmc isnt relevant here).
I like to keep CS as an versatile answer to their numerous threats, maybe on the draw its justified to side them out.
The problematic Landstill matchups should be those, that can shut off your recursion by Cunning Wish, and/or have Decree of Justice for 'surprise' wins.
I'd not board out Etched Oracle. The point is that Goyfs ans Witness are creatures which can be StoP'ed and then they are gone. Etched Oracle is the 4/4 beater that can be sacrificed for 1 mana, drawing 3 cards and then can be recycled with Stronghold or Ruins. Indirectly, it's immune to StoP and I find this is quite essential against LS.
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
Well, this was his sideboard plan against dreadstill that has no Swords to Plowshares in most of its builds. However I also think one should not board out Oracle against Landstill.
About boarding against Landstill UWb and UWbg I think that taking out about 1-2 Swords to Plowshares and probably the Shackles for Krosan Grips (against Humility and Crucible + Wasteland/Dustbowl) might be alright.
Against 4 color builds running Deed Grip is even more important because it can get rid of pre-emptively played deeds on their side. Swords can be taken out as Msihra's Factory can be killed with Krosan Grip as well, if you draw a bunch of them.
Ofc, if you also see white / STP in Dreadstill you might reconsider siding out another sweeper or a CS on the draw.
Against Landstill i would go like this (if i saw / expect some artifacts or enchantments):
-2 EE (cant hit Manlands)
+2 Grip
maybe another Grip for a Deed..keep DOJ tokens in mind.
EDIT: Too slow, i also considered taking out shackles, but it comes handy against there manlands, dont know if this is enough to justify it.
So we agree that we need more Grips against the 4C build? I find it difficult because of all the different lists of LS, but in the end you dont need to sb that much, must stuff can be handled with the md + some Grips and thats about it.
I like a pre-emptive explosives vs. dreadstill on 1 or 2 since, it makes standstill useless or makes them have 2 stifle effects to get their dreadnaught into play. I think explosives is also awesome vs. landstill because it kills cycled tokens, and can recur to destroy moat, humility, crucible, etc. all day
An Idea:
What about to replace a single Senseis by one Scroll Rack , this card really shines with c.b because it allows us to play as well with the cards in our hand, it's also a 2 mana cost which fits well in the mana curve for c.Balance in order to be recurred with A.Ruins,
It also has synergy with loam which has similar synergy to cards like Land Tax and Scrollrack providing us 2 extra cards by turn ¡¡
I'll for sure test this card
Opinions ?
It cost alot. And when the opponent plays a spell where you activate it for and then plays another one with different cc what do you do then? I love T1 top go.
smooths out the manadrops aswell.
Plus Scroll Rack can't protect itself from Deeds/EEs.
Hello my friends I have another question :
I find some trouble because having in the main deck 8 Fetch lands when you face builds like Canadian ThreshThreshThreshThreshThresh*** or Dreadnoutgh what happens to me is that I EAT every Stifles to my fetches therefore I loose quite a lot Tempo and this issue sometimes makes me loose theese games. I mean, what to do when :
-you do not really know the deck you' re facing and you have a hand with full number of Fetches?
-Is better to fetch the land a soon as possible or otherwise ?
I've played the deck in the two ways and I really think that fetching a land as soon as possible is a mistake because maybe you won't have the colours you need in that moment, but.... When you face a 4 stifles build .... I do not know what to do because if they haven´t stifle for sure They'll have wasteland to my nonbasic ... therefore I loose whatever I do
Deep6er Help¡¡¡
The way I always play is:
Whenever you have the oppertunity like:
-Fetch in resp to the opponent fetching
-Fetch when he has no stifle mana open
What I always fetch first? Island! it sucks to get wasted when not needed. The first thing You want to cast is CB anyways and you need UU for that.
Remember, that Stifle is generally well broadcast. If they're slowing down the early game just to have a blue mana open all the time, it's pretty obvious.
Also important to consider is that every Stifle you eat, is one less Dreadnought they can play (for Dreadstill). Canadian Threshold only has eight disruption abilities (Stifle and Wasteland), but they need to use their early mana to use Ponder and to play Mongoose/Tarmogoyf.
What I recommend is just running into the Stifles. The longer you wait, the higher the likelihood that they will draw one.
I generally use my fetches in order to play spells, but I will usually sit on one or so to make sure Brainstorm is good. The first three I will generally crack in the first three turns.
For the foreseeable future, expect to see less of me. I've lost my internet connection, and so I'll only be able to get on by siphoning free Wi-Fi from the surrounding areas. Which isn't always consistent.
Plus, the guy that I used to leech off of has now instituted password protection. This means that I effectively do not have internet at home. :(
First off, i would like to say that i absolutly love playing this deck.
Although it looks like a pile of random good cards, the way it plays is phenominal. Im also likeing etched orcale. But ive got a serious question about the sideboard as you posted it
4 Blue elemental blast
3 Nev Disk
4 Krosan Grip
4 Tormod's Crypt
In what matchups do you side in the full playset of Krosan Grips?
Is it really needed to play 4 in your side?
Also what do you side out versus those matchups?
I mean if you side in 12 cards versus Dragon Stompy, what will you side out?
Four Grip come in against the following decks for me:
CB ThreshThreshThreshThreshThresh
+4 Grip (Top / CB)
-1 Shackles (only hits Tarmo)
-2 CS (too slow / Daze)
-1 STP (not enough targets)
MUC
-4 STP (not enough targets)
-1 Shackles (not enough targets)
+4 Grip (B2B and other problematic permanents)
+2 Disk (B2B, cmc4 for CB)
-1 Deed/ EE (unsure here)
Dreadstill
+4 Grip (CB/Top/Nought foremost)
not really sure what to side out here / dont know how to handle wasteland
-1 Shackles (too slow against a fast Nought / not enough targets)
-1 Oracle (too slow / note relevant for CB)
my plan was to side out one of each sweeper, but i dont know really, because they help against Standstill too)
-1 Deed
-1 EE
Armageddon Stax / Faerie Stompy
I think about siding in Disk here too, thoughts?
+4 Grip
-4 CB (curve too high)
FT / PLDD
-4 STP
+4 Grip
-1 Shackles
-3 Deed
-2 EE
+4 Crypt
+3 BEB (to have another cmc 1 for CB and FoW pitch)
-1 Oracle
against other decks its less than four, i may have forgotten some.
Dragon Stompy
+3 Disk
-4 CB (curve)
+4 Hydroblast
+3 Grip
-1 Etched Oracle
-1 Deed (Magus- / Bloodmoon)
-1 Shackles (too slow / Magus- / Bloodmoon)
-1 Witness (hard to reach GG)
-2 Intuition (cant really make good use of the recursion engine and i dont want too pull out too much stuff out of my deck)
BBB
@ Deep6er
2 Islands > 1 Island (why?)
It seems like against blood moon effects you still will be able to play hydroblast and dig for answers. Combined with a plains you can cast EE or STP. You don't need two islands for that.
Against reccuring wasteland? Don't you still lose if you have only three lands in play? What does one more basic matter over just two? Same goes for Price of Progress.
Well the other day I played the deck in a 30 people tournement 4-1 3rd position , the second round I faced Ichorid and the only change I had in the deck was 3 tormods 1 extirpate well when we were 1-1 in matches the 3rd game I had used 1 tormods when I need again to use one of them I had to use intuition for 2 tormods and 1 extirpate in that turn I couldnt play the extirpate he left in my hand in because of this ...cking issue i lost my unique game in the torunement ....
what to say about the deck which is absolutly perfect and my mistake was to not to run 4 tomods .
Two Islands allow you to play and maintain Counterbalance underneath whatever is keeping you to basics. Whether it be Back to Basics, Waste-lock, or what have you, it means that you're capable of still operating your primary disruption tactic against any kind of disruption tactic that targets your lands.
Besides allowing for the higher chance of drawing one, it also maintains the blue mana producing land count. You don't actually lose if you have three lands in play against Waste-lock. With Waste-lock in particular, it's harder to hit fetches and so you can still assemble the colors that you need. Same with Back to Basics. The real issue is Moon effects. You want to ensure that you have a chance of drawing them, and you need blue mana to power the Blasts. That's why there are two Islands. Primarily to help against Moon effects.
For the foreseeable future, expect to see less of me. I've lost my internet connection, and so I'll only be able to get on by siphoning free Wi-Fi from the surrounding areas. Which isn't always consistent.
Plus, the guy that I used to leech off of has now instituted password protection. This means that I effectively do not have internet at home. :(
How does your current SB looks like, Deep6er?
I have no idea whether I should play Disks or not. Are they good against anything else beside Dragonstompy?
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
My current sideboard that I'm testing (and thinking about playing for the Source tournament) is as follows:
4 Krosan Grip
4 Tormod's Crypt
4 Blue Elemental Blast
3 Spell Snare
Spell Snare helps fight Combo decks and the Zoo/Goyf Sligh decks that are probably going to see more play because of Wild Nacatl and Wooly Thoctar.
Disk was pretty insane against Stax, but mainly it was there to blow Dragon Stompy out of the water. So, no, not really.
If you have a fair bit of Dragon Stompy (it probably helps against Moon Threshold as well), then I would recommend Disk, if not, then I'd recommend dropping them for something else.
For the foreseeable future, expect to see less of me. I've lost my internet connection, and so I'll only be able to get on by siphoning free Wi-Fi from the surrounding areas. Which isn't always consistent.
Plus, the guy that I used to leech off of has now instituted password protection. This means that I effectively do not have internet at home. :(
Other matchups were Disk could be handy:
MUC:
-against B2B and to have additional cmc 4 cards against Fact.
Imperial Painter + Survival with Magus:
-both play Magus of the Moon..
BBB
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