Abeyance is usually stronger than Silence in this deck.
Silence isn't a great card, but it does greatly improve the odds of creating a chant-like spell-lock on neutral or nearly neutral board states. In most cases, Scepter is the easy card to get, while Chant is the card I'm least likely to have around because I use it to bypass permission and stop combo mid-stream. Increasing the chances of seeing white timewalk, even if only against nearly neutral boards, isn't all that bad.
Abeyance isn't clearly better than Silence in every way either. While Abeyance nails activated abilities and also cantrips, which is generally stronger than preventing an opponent from casting enchantments/artifacts/creatures/Planeswalkes during a given turn (the difference), there are still plenty of cases where I'd just rather set up the full spell-lock provided by Silence.
Despite our habit of simply praying to generate insurmountable advantage (or even just winning) before Grip or counter->answer hits, too many games are won on the back of chant-lock to count Silence out completely. Admittedly, this deck has very little room for silence. In the end, it will probably belong in a deck that was more dedicated to pushing through a chant-lock.
peace,
4eak
Hi all.
I tested the deck yesterday against reanimator and burn and went 8-2. The lost games were due to manascrewing.
Although the deck was amazing, I felt that it was a bit threat light. I was runnnig the grindstone combo and a single mesa.
Do you think a couple of decree of justice are a little excessive?
Thanks and sorry for my english.
It might look a bit low on threats but that doesn't really matter. Preboard you have excelent ways of winning using one of the following
Scepter + chant (very little decks have MB awnsers to this)
Mesa (you play a 4 mesa's as you can tutor for it. If it sticks, your in VERY good shape)
PainterGrindstone (Duh)
Eternal Dragon (it's still a 5/5 slapper like mr tombstalker ;))
This will give you a fair ammount of ways to win the game. To find these you use sensei's divining top combined with scrying sheets tech or shuffle effects. It usually does take a while to kill your opponent (painter combo is fastest way though) but you also make sure your opponent is unable to kill you.
Level 1 DCI Judge
Hi there,
i played this deck full of awesomeness in a tourney with about 40 peeps.
I went 3-2 losing to domain zoo and MUC and beating Survival Elves, GW Reliquary-Armaggedon Loam and Belcher.
I have to say that i often boarded the Decrees out, since they were just more suckey than Decrees for me.
I think it should've been an 4-1 result, but i couldn't get some Story Circles and was burned down by zoo, which was quite pitiful since i could go off protectet the turn after he killed me.
Additionaly i like the idea of playing a pair of Elspeths MD, since a lot of decks just scoop to them, due to a lack of killoptions for her and just being faster than Mesa, though i really like mesa, i would conclude to play it in the side. (I played UWb Landstill with Elspeth main yesterday and Elspeth won me matches against loam, itf and goyfsligh).
Thats my most recent list:
IBA - more bear than man.dec
creature [5]
3 Eternal Dragon
2 Painter's Servant
instant [14]
3 Abeyance
3 Enlightened Tutor
4 Orim's Chant
4 Swords to Plowshares
sorcery [2]
2 Wrath of God
enchantment [7]
1 Moat
3 Oblivion Ring
3 Runed Halo
artifact [8]
2 Grindstone
2 Isochron Scepter
4 Sensei's Divining Top
land [22]
4 Scrying Sheets
18 Snow-Covered Plains
planeswalker [2]
2 Elspeth, Knight-Errant
60 cards
Sideboard:
2 Story Circle
1 Sacred Ground
1 Sacred Mesa
3 Ray of Distortion
3 Decree of Justice
1 Rule of Law
3 Relic of Progenitus
15 cards
I just love it.
Whadda you think?
Elspeth md - is this a brainfart?
Team Legal Actions.
Personally I'm not fond of Elspeth in the deck unless you play humility. Furthermore, playing Elspeth makes runed halos semi-useless. The Tarmogoyf that is unable to hit you will run at her instead, not very tech imo. If you want Elspeth I suggest you drop the painter/grindstone and go for more humility/moat and win using that method.
Sacred mesa has been awesome for me so far, but I don't play it before I get 5 lands. If I play it when I have 3/4 you will be stuck on 2/3 mana the next turn as you have to make a token in your next upkeep. If you play it when you have 5 mana you can EOT shit a token and be able to make 2/3 the following turn. Also you don't play a mesa vs everything, it's very good against decks with a low threat level (or low amount of creatures in most cases) such as Team America. Against swarm.deck such as goblins it's not fast enough, true you have situations where it wins against goblins but they aren't common.
A card I ran into recently was Solitairy confinement. I think it could be good to get this in the main as a singleton as you have good ways of getting card on hand (eternal dragon, sheets, abeyance) to support it. This could win you several games but I'm yet to test it.
Level 1 DCI Judge
Hmm, i'm not sure about the Confinement without an actual carddraw engine. And we have 3 Halo's, which are quite good as well buying time. But it needs definitaley testing, i guess a 2/1 halo-confinement split could work.
So far Elspeth is pretty much defendable by chant and moat effects in my opinion.
And since it's forcing the opponent to attack the elspeths instead of yourself, you'r still buying time to build up more defense, establish the chant lock or find the painterstone finish. If they can't get rid of her, she 'll definitaley crush the opponent.
Overall i think that elspeth is too powerful, not to play it and that its a good addition to this deck. Also the fact of having a better effect with another card isn't diminishing it's power with another one.
Team Legal Actions.
You don't need a draw engine, just a dragon and 5 mana is enough to keep it up. Ofcourse you have to have a win option out (or shitloads of mana to recur the dragon twice & cycle for your top...). In pre-boarded games you can also lock your opponent with this and let him deck himself assuming they have 0 enchantment removal.
Regarding elspeth, it looks like you cut 1 WoG and the mesa for it, which are also massive time buyers (though mesa it's to brilliant against trample). The time elspeth will buy you is probably the same as when you cast a WoG or get a mesa online.
I repeat, you can play elspeth but not in your list, it just doesn't feel right in there. What you can do is drop the painter/stone and get more moat ad humilities in. I believe such a list/discussion is a few pages back
Level 1 DCI Judge
Confinement + E-Dragon has been interesting against some decks, but most of the time, MWC just can't effectively win under it. You needed to already be in a winning position (the late game) to make it work in the first place. Even if you do get the combo going, far too many decks play a maindeck answer to confinement, which allows them to pop it and kill you in one swoop. Confinement is especially useless in games 2 and 3 where disenchant effects (or bounce) are guaranteed.
Confinement/Dragon usually just timewalks your opponent 15 turns, at which point, you've lost under their massive tempo/card advantage. I don't think Confinement is an actual answer, which is what this deck is all about.
peace,
4eak
Elspeth is also meh. I like her a lot, but it's really much harder to use her effectively with halo, because then their creatures become useful again. Yet she is good, and can protect herself. I would at least play her over decree.
Last edited by Jander78; 03-04-2009 at 06:05 PM. Reason: Removed Sarcasm...it doesn't translate well on the internet!
Are you suggesting we side out our artifacts/enchantments for g2/3?So what if we made the board (almost) all spells to combat decks, thus making their enchantment/artifact removal that they sided in useless?
Dedicated control decks revolve around enchantments and artifacts, and there isn't much we can do to change it. It might be better to use cards like Argivian Find/Replenish to answer their hate than it would be to try and play the deck without cards like Moat, Runed Halo (which against several decks becomes even better in G2/G3), Scepter/Chant, and our Painter/Servant combo.
As for Elspeth, my testing has been mixed on that card. I think Decree might just be stronger because it cycles and can be played at many more stages of the game (including under Standstill). You can't tutor for either, so you have to run at least 2, if not 3, to make them even worth including. I'd rather have multiple Decrees than Elspeth's.
peace,
4eak
Sooooo, I am only a few cards away from playing this deck. Is there anyone who plays this deck often enough to give me a good core deck to work off of? I have the general idea in my head and have read through a ton of the posts here. Just curious about boarding strategies mostly and what kind of SB's people are running.....
Any information is appreciated
TEAM AWESOME
Well, at least we smell better
I've been playing the deck for a few months now and entered 2 tournaments (went 5-1-2 (swiss no T8) and a poor 3-2-2), I feel like the list IBA made is pretty much the best list you can get. Only addition I would make is to find a 1-off slot of aura of silence so you have a tutorable destroy effect vs cards like counterbalance where oblivion ring just doesn't do the job well enough.
If you want sb strageties just pm me with the MU and I'll respond to you when I got the time
-DS
Level 1 DCI Judge
The report found here has a pretty good looking list. And some pretty good game play.
You must:
- Play one Moat (and zero humility)
- Shell out for the Painter/Grindstone combo
- Probably play more land than is in that list. 23 + 3 Dragon felt right last time.
- Play all them Chants and such.
That's a pretty good place to start.
In a time where krosan grip is the most common SB card i think it is the wrong way to go with scepter/chant combo. IMO Scepter is just, slow situational and if it gets destroyed you loose 2 cards. Not so good.
Sure you might steal some games with a chant lock but so you will do with Moat.
So screw the scepter/chant lock and play painter grindstone that actually wins games!
“Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
COUGHCOUGHLEARNTOFUCKINGREADSIRCOUGHCOUGH
Seriously, I'm not sure what you were trying to say, as I play both of the cards that you mentioned. Also, they're both equally vulnerable to Krosan Grip, so I don't understand why one is better than the other. Want to do some reading and try that again?
here is the list I want to start with... feel free to call me retarded:
4 Scrying Sheets
18 Snow Covered Plains
4 Sensei's Divining Top
3 Eternal Dragon
2 Elspeth, Knight Errant
2 Painter's Servant
2 Grindstone
4 Swords to Plowshares
4 Orims Chant
2 Abeyance
3 Enlightened Tutor
2 Runed Halo
3 Oblivion Ring
2 Isochron Scepter
3 Wrath of God
1 Moat
1 Argivian Find
Sb:
1 Relic
2 Story Circle
1 Rule of Law
1 Sacred Ground
1 Seal of Cleansing
2 Decree of Justice
1 Tormod's Crypt
3 Ray of Distortion
1 Jester's Cap
1 Aura of Silence
1 Argivian Find
Elspeth just seems too good not to run. Either they are going to counter it(if you dont have chant/ abeyance backup) or they are more than likely going to lose to it. Moat/ elspeth is huge. Only running 2 abeyance may be questionable. Questions I would like answered:
1. What matchups would you want decree to come in on?
2. Is Elspeth as hot as it has seemed to me in my testing? She flat out wins me games at times.
3. Argivian find:useful? or a wasted slot? Seems pimp when your stuff gets countered or destroyed.
4. What decks give this a run for its money? Which are cakewalks?
TEAM AWESOME
Well, at least we smell better
@ Joe_C
Here is my deck:
Lands: 23
4 [CS] Scrying Sheets
19 [CS] Snow-Covered Plains
Win-Conditions: 7
3 [SC] Eternal Dragon
2 [SHM] Painter's Servant
2 [TE] Grindstone
Lock Pieces: 4
2 [MR] Isochron Scepter
1 [LG] Moat
1 [10E] Story Circle
Creature Answers: 7
3 [8E] Wrath of God
4 [OV] Swords to Plowshares
Stack Answers: 6
4 [PS] Orim's Chant
2 [WL] Abeyance
Versatile Answers: 5
3 [LRW] Oblivion Ring
2 [SHM] Runed Halo
Card Quality: 8
4 [MI] Enlightened Tutor
4 [CHK] Sensei's Divining Top
Sideboard: 15
SB: 1 [SHM] Runed Halo
SB: 1 [WL] Abeyance
SB: 4 [ALA] Relic of Progenitus
SB: 2 [7E] Sacred Ground
SB: 1 [10E] Pithing Needle
SB: 2 [SC] Decree of Justice
SB: 3 [OD] Ray of Distortion
SB: 1 [ALA] Oblivion Ring
From this, I think the primary shell, which would be cards I would refuse to remove would be:
Core: 43
4 [CS] Scrying Sheets
18 [CS] Snow-Covered Plains
2 [SC] Eternal Dragon
1 [MR] Isochron Scepter
1 [LG] Moat
4 [OV] Swords to Plowshares
4 [PS] Orim's Chant
1 [LRW] Oblivion Ring
1 [SHM] Runed Halo
3 [MI] Enlightened Tutor
4 [CHK] Sensei's Divining Top
I want to put Painter/Grindstone on that list, but there are certainly matches where I would prefer other win-cons. The above is the bare minimum, heart and soul of the deck.
Fill it how you choose, but several cards deserve more redundancy, as you'll see in the lists found in this thread.
@ HdH_Cthulhu
There are several matchups, especially games 1's, where your best hope of winning is on the back of Scepter/Chant lock. Chant-Lock comes out of nowhere, and is commonly an "oops, I win".
Orim's Chant must be in this deck even if Scepter isn't. You desperately need Chant to beat heavy permission, protect your Painter combo, and answer other combo decks. The deck is unplayable without Orim's Chant in the main. If you are running Orim's Chant, and you have e-tutor, it really doesn't seem like a difficult choice to play 1-2 scepters.
I'd like to emphasize that this deck Tops all day long, letting you see into the future state of the game, sifting through the deck, usually working inevitably towards silverbullet softlocks. End step E-Tutor is the nightmare play for your opponent, and they often cannot answer it because you've waited for just the right time.
If Chantlock doesn't win you the game outright, it will usually push you way, way ahead in card and tempo advantage. Games are often won on the back of generating advantage under chantlock, even when a topdecked Grip will eventually end it.
Krosan Grip is definitely a problem. But, it isn't one that can really be solved. Grip is not a reason to not play Scepter though. Grip in combination with other cards is a reason to not play the deck, perhaps.
peace,
4eak
I've been playing a list similar to this for a few weeks now, without knowing there was a thread for it. The posts here have really helped me, so thanks to all of you that have put your two cents in.
My question is this: Is the snow engine really that good?
My second question is: Has anyone tried splashing blue?
My build, admittedly before reading this thread, doesn't run snow draw and is W/u, abusing cards like Meddling Mage and Hindering Light, while opening up possibilities with cards like Brainstorm, Teferi, Counterbalance, Daze, etc.
IMO, if you're going to try to get Scepter/Chant lock, you might as well try to squeeze Teferi in for the firm lock. It is slow, a fact that has been a big stumbling block for me, but when it goes online it's GG.
I also think Sensei's Divining Top is great, but with Counterbalance it's almost unstoppable. In the majority of the lists posted here, WW is prevelant in a lot of spells. Getting WW and UU for Counterbalance is going to be really tough on the manabase, so I understand if people are apprehensive about the splash.
I do think it warrants some consideration though.
Thanks again for the well-thoughout posts here, I'll be building the mono-white version later today.
Currently Playing: BANT Aggro variant
My first thought when I first saw it, when I first used it I went WTFOMGBBQBOOB. Reason for this is because when you got it active you A don't miss a land drop, B Draw shitloads of business spells without seeing a top with 3 lands and C rampage through you're deck kicking ass with cardadvantage.My question is this: Is the snow engine really that good?
When I entered my first tournament with quinn I got laughed at for playing it, after the tournament everybody who sat next to me (or watched a match) went OMGBBQBIGBOOB at the snow engine and giggled at ray of distortion eating counterbalance all day long.
Try the engine and experience the WTF.
What would that give us?My second question is: Has anyone tried splashing blue?
Teferi, triple blue, yugh. Studidly good synergie with scepter/chant but not enough with the rest (or at least not enough)
Counterspells. Why? we got STP, O-Ring, runed halo to deal with permanents (and halo for non-permanents) and chant + abeyance for protection.
-Daze, bouncing land is baaaaaaaaaaaaad
-Force, not enough blue
-Forbid, in some way like this one if you got a running snow engine but prefer chants nontheless
Brainstorm, we don't play fetch.
Also if you ant to splash blue you will have to edit the manabase.
Tundra + fetch will kill the snowengine
snow covered island might get you screwed if you open UU when you need WW
Snow covered dual, comes into play tapped, yugh, and opens you up for wasteland
So far I don't think blue will add that much to the deck
Level 1 DCI Judge
There are currently 1 users browsing this thread. (0 members and 1 guests)