A 10-turn clock? Impressive.
The majority of (good) Merfolk and Tempo Thresh players will have arguably abandoned Divert, seeing how it's pretty much situational and early-game only. And Misdirection is really pure card-disadvantage, so I dunno if the decks which should play it, already playing Fow, would run it, even SB. But still, there's the possibility of a random Chant misdirected or diverted. It happens almost never, but still sometimes it happens. I'l hae to admit that,as a Merfolk player, i have 1 or 2 times Diverted a Chant on a combo player, gaining a turn, which was huge, but that card sucked hard against everything else (ok, burn maybe but at this point i prefer Beb which is more "safe" and flexible), which is the reason I personally left it out of my Merfolk sb.
But i also think that the possibility to fog combat damage is, at the moment in this metagame going towards aggro, still > to the unmisdirectability of Silence. In the end,I'd maybe run 3/1 split of Chant and Silence if i had the m10 card, just hoping that i don't draw it against Zoo,and hoping occasions where it is > to Chant show to me, otherwise I'd go just with the 4 good ol' Orim's.
Why would any Landstill player name Tendrils w/ their mage? The usual target are the tutors (Mystical, Infernal and Burning). By shutting those off, you will prevent them from finding answers (CoV, Grapeshot, Slaughter Pact*). Even if you do have a Counterspell in hand, have you considered that they will either chant/silence/duress you before going off? Naming tendrils is only to be considered if you've blocked their ETW route, via EE. Anyhow, vs most Landstill builds the TES player usually has enough time to sculpt his/her hand to fight through most hate.
My opponents have always named tendrils with MM and Runed Halo. Whether that is the correct play or not isn't for us to decide. It's upto us to play around it.
The problem with "sculpting" your hand to fight through the hate is that you are giving Landstill time to find Standstill or Counterspells or more Meddling Mage or Wasteland. By naming Tendrils with the first Meddling Mage, the Landstill player has forced the TES player to find an answer immediately. Also, with Mage on Tendrils, TES can't slow roll Landstill by holding 6 cards and a Tendrils of Agony and just winning, which is a pretty solid way to win a lot of the time against control. Meddling Mage on a tutor is too risky; the Landstill player might name Burning Wish and then you'll have Infernal Tutor. If Meddling Mage is on Orim's Chant, you'll Duress them and take away the relevant spell or win after he or she Brainstormed away the goods. (Not to mention Silence is being played now...) With Mage on Tendrils, you want to have Protection + Tutor in order to just get rid of it. Then you'll need possibly another form of protection and definitely another tutor. If you resolve a chant and have two tutors that you can cast in the same turn, I'm not surprised TES wins. Most of the time, however, the chant is going to be countered, or if you do get rid of the Meddling Mage and can't win that turn (lack of tutors), then you've exhausted too much of your hand and are playing in top deck mode. With more Meddling Mage and/or Runed Halo and Standstill and counter magic and Wastelands and Engineered Explosives (for artifact mana), combined with the card draw Landstill has, I hate having to top deck a silver bullet to win.
So...I'm saying:
Yes, against counter magic and Standstill and Brainstorms and Wastelands, I'd say 10 turns is more than sufficient time for Landstill to stop TES from finding an answer as long as Landstill is naming a win condition and not something that can easily be countered.
I tried something new today, instead of CoV, I moved the SB Duress maindeck. It gave me an incredible boost in the landstill match-up. But I lost a round to Zoo with MD Teeg because I didn't have CoV in the main.
I won my local Legacy tournament with my last posted list this evening.![]()
Who cares if she was dead, we did her anyway...
I have to worry about artifact hate and teeg in my local metagame, I'm going to keep a bounce spell md.
It wasn't a permanent change. It's just something I wanted to try, I missed the Duress as a wish target a few times. Trying new things out never hurts.
EDIT: I think I'm going to try repeal instead of Chain of Vapor. While it's dead verse Gaddeck Teeg, it's amazing against Chalice and Counterbalance. Plus...It draws a card! Never dead.
Wait. Isn't Repeal pretty bad against Chalice?
Opponents often Chalice @ 0 against TES because it's the easiest way to get disruption + pressure on turn 1. Repeal is pretty amazing against Chalice @ 0 or 2 as long as there isn't a Chalice @ 1 in play.
BZK! - Storm Boards
Been there, tried that, still casting Doomsday.
Drawing my deck for 0 mana since 2013.
But you also can't CoV a challice @ 1, so it's only downside is not being able to hit Teeg.
Burning Wish for grapeshot/Deathmark/Pulse/Vindiacte however can deal with Teeg, even G1.
EDIT:
Of course, you would need 3 mana to bounce hatebears like Cannonsit and MM.
If there is such a thing as too much power, I have not discovered it.” —Volrath
Founding father of Team Moosebite, the team that really bites.
I didn't think of it the way you presented the chalice argument. I like that Repeal is only one damage off of Ad Nauseam, it draws a card, and costs 3 against Counterbalance.
As for Hatebears, I don't really see Cannonist or MM maindeck. Against blue Pyroblasts come in to kill Mages, Cannonists are in Affinity and weird survivals where I bring in Sprees/Grips anyway.
Pyroclasm hits all the hatebears equally. It's also a decent stall against Elves should you have a slow hand (usually lacking acceleration necessary for winning). I like to run 1 Pyroclasm on the SB as a catch-all for creature strategies.
If Chalice/Nullrod/Thorns are a big concern, I would also recommend Ingot Chewer since it is much easier to evoke for R than Spree for RR against a Chalice@1.
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