Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
First, I want to clarify that I include Chalice Aggro in the same basic sideboard plan as Stax. So, in fact, a Firestorm can kill a Magus for two cards. And use that has been highly relevant.
G2: -3 Unmask, -1 Hypno, -2 DA, -1 LED
+1 City, +3 Grudge, +3 Firestorm
Unmask comes out along with one Hypno since on the play, Stax will usually keep a hand that will drop their best threat on turn one. Really lowers the value of discard. And you'll never cast DA in a relevant time. The extra City should be obvious, along with the Grudges.
Stax has three strongest opening plays. First being Chalice for one, second being 3Sphere, and third being Prison/Magus. Firestorm is there in case they take their best option to shut you down, which is either Chalice at one to shut down all your non-LED discard outlets, or Magus of the Moon to shut off casting any spells. Firestorm takes care of both of these, and there's no real answer to a first turn 3Sphere.
Prison is only a problem if they drop it turn one, since it will always be your first discard target being their only relevant spell. You need to keep a hand with either LED, or two, or access to two lands. You just bring back a Troll, (or two if you have an LED+land) since Stax rarely runs GY hate, and swing for the win.
G3: -2 DA, -2 LED, -1 Ichorid
+1 Unmask, +1 City, +3 Grudge
This is, as I explained in the post, a post-board on the play plan, more than a game three plan. The extra Unmask is there to combine with Therapy to get Prison on turn one. You can lose the Ichorid since you will have a better chance to discard Magus of the Tabernacle before they can play it, and thus keep your tokens.
Ok, thanks, that pretty much solved my question. I see the reasoning against Chalice Aggro.
But if you know, that the opponent is playing white Armageddon Stax, you should probably board Chain of Vapor instead of Firestorm and take out something else instead of the LED (since that is crucial against a resolved Prison) - maybe the 2nd Hypnotist?
Not really. They can easily protact Prison with a Chalice or 3Sphere before you can either get a Chain, or they play Prison. Or they will possibly Waste your land first. The most important part being able to discard multiples through Chalice since DDD is always a last resort.
I didn't pull the second Hypno for LED, though you're right that it is important. Since Magus shuts off your Bridges effectively, I want every Black creature possible to use for Ichorids. Also, even though he likely won't hit play in time to use against your opponent, he can create tokens, and more importantly, allow you an additional discard outlet for yourself later in the game. Probably a decent choice though for game two.
Luck is what happens when preparation meets opportunity - Seneca, Roman dramatist
They can't topdeck the win out of nowhere because we are playing Legacy where they can't topdeck you with Time Vault/Tinker/Y.Will.
And you can still win with just a single Bridge in the GY because it seals the game.
I still advocate FKZ as the primary DR target in Vintage because speed matters and the Bridges are usually not in danger, but in Legacy, Hypnotist is better because no one can crap out his hand in the first few turns.
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
So what is the right split for DR targets? Is it 2 hypno so you can maximize getting them early, or is there another way where we could fit one more target in, being either FKZ or witness, if so, what would one take out? Or, is the MD running so tight that there is no way to fit another DR target in...
I don't like Sadistic Hypnotist.
I tried to make him work. But in all the tournaments I played Ichorid or loaned out the deck, and in all my goldfishing, there was never a situation where I would have rather had a Hypnotist in play over an Eternal Witness or Flame-Kin Zealot.
If you have Hypnotist in yard and enough creatures to discard their hand, your opponent will counter your Dread Return if they can. And if they don't have countermagic, why not Dread Return a Witness or Zealot and just win? Unlikely as it may be, giving them the chance to topdeck a Crypt, Relic, or Engineered Explosives, etc. seems like an unnecessary risk.
I'll admit that I can conceive of situations where Hypnotist is better than Zealot/Witness, but in practice it hasn't happened for me.
@Kuma
vs. Countermagic you should use your therapys to be sure that your DR wil resolve...
Obviously.
My point is that if they have countermagic you can't get rid of, you're not going to be able to Dread Return anything. So it doesn't matter what Dread Return targets you have.
If they don't have countermagic, wouldn't it be better to just kill them instead of stripping their hand? If you kill them outright, they can't topdeck Crypt, Relic, Explosives, or whatever and keep fighting.
There are situations where you don't have/can't make enough guys to kill them, but you can make enough to discard their hand. In those situations Sadistic Hypnotist is better.
But these situations just haven't come up for me in numerous tournaments/testing/goldfishing.
I don't know if you get really lucky dredges... For me the situation has come up countless times, that you dredge two Moebas and two Bridges (and at least one Therapy), which is not enough for FKZ (or Witness, if you have no mana floating), but allows for Hypnotist to win the game. This is especially true in those games, where you don't get a totally busted Breakthrough.
why not just have both sadistic hypnotist and FKZ MD? just a thought? :)
Hasn't anybody brought Sphinx of Lost Truths up yet? Cephalid Sage was a staple for years and this is just a straight upgrade.
That discard 3 instead of 2 has been great for me. Also, I run 1 FKZ and 1 sphinx, instead of the hypnotists. I like the ability to get the kill right then and there, and was never in a situation that I wished that I had a hypnotist to return.
-Chris-
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