If you are just looking to protect the combo, what about Dispell?
I've done another set of goldfish testing using the following build:
2 Flooded Strand
4 Misty Rainforest
10 Island
2 Tropical Island
4 Brainstorm
2 Opt
4 Impulse
4 High Tide
4 Reset
4 Merchant Scroll
3 Cunning Wish
3 Turnabout
3 Meditate
2 Hunting Pack
1 Brainfreeze
4 Force of Will
4 Remand
The list is far from tuned, but I wanted to see if was possible to create a list that could (generally) go for either win condition. Here are the goldfish results:
a) 11 storm - High Tide, High Tide, Turnabout, Meditate, Brainstorm, Cunning Wish, Turnabout, Brainstorm, Brainfreeze, Remand, Brainfreeze
b) 3 storm - Reset, Reset, Hunting Pack
c) 4 storm - High Tide, Turnabout, Cunning Wish, Hunting Pack (mulled to 5 to find land)
d) 6 storm - High Tide, High Tide, Reset, Cunning Wish, Impulse, Hunting Pack
e) 4 storm - High Tide, Merchant Scroll, Turnabout, Hunting Pack (went off in my own turn)
f) mana screw
g) 11 storm - High Tide, Reset, Reset, Reset, Meditate, Meditate, High Tide, Cunning Wish, Brainfreeze, Remand, Brainfreeze
h) could not find High Tide or Untap
i) 11 storm - High Tide, Turnabout, Meditate, Turnabout, Impulse, Reset, Turnabout, Cunning Wish, Brainfreeze, Remand, Brainfreeze
j) could not find High Tide & only untap was Turnabout
Overall, I was surprised by how well the list worked. Merchant Scroll, the only sorcery, was every bit as good at finding High Tide (or whatever I needed) as I though it would be. I chose to remove Peer Through Depths to make room for it, as PtD is also unable to find land, so my mana fixing does not suffer, and they have the same casting cost, meaning my curve remains the same.
There were also unexpected benefits to Merchant Scroll. I was able to combo out once on my own turn, thanks to being able to tutor for Turnabout. It also has fantastic synergy with Brainstorm, providing a shuffle effect. The only real disadvantage was that I had to commit myself to a sorcery speed turn 2 or 3.
The other draw is less powerful than Bahumuth's list - it simply costs more to dig at instant speed. The plus side is that I was, where appropriate, easily able to combo out in the traditional way.
With so much control over sculpting my hand, I often found myself opting for the "certainty" of the Hunting Pack win. In the absence of disruption it was easier not to rely on drawing into high storm counts - Hunting Pack gets you there with only cards in hand. I typically only went for the traditional win if I had a Meditate in my initial 7, as Meditate and Hunting Pack are clearly not good friends.
As a result, I never used the maindeck Brainfreeze. I would probably remove it for the 4th Cunning Wish. Again, it is worth noting that the Hunting Pack win is very tight on mana - you are not going to be able to protect it with Remand. Not something I would want to try against control with only 4 lands in play. That said, it is not likely that you would ever need to try it with only four lands against control.
Merchant Scroll, while powerful, is very poor in multiples, because a turn you cast Merchant Scroll is probably not a turn you combo out, as you start off two mana down; a High Tide Reset hand can be disrupted by Daze, and High Tide Turnabout can't do it at all. Perhaps only running two or three would be better.
As a side note, if we are running Merchant Scroll to find High Tide, does it make sense to move a Tide to the Wishboard?
-Silent Requiem
That's a possibility. Still, it doesn't solve the problem of my opponent not playing spells. I'm not sure yet.
Allright, some things I noticed.
1) Meditate + Pack is so bad. The idea was to cut the carddraw and especially the Meditate to make Sorcery's and Pack viable. The Meditates are pretty dead in these situations. It might be possible to kind of board into some kind of version of the deck that wins on Freeze.
2) 4 Remand + 4 Scroll is not good.
3) I don't understand how you don't see how incredibly sick Ponder is.
4) Some instant speed Cantrips might actually be a good idea. Impulse and Opt both are kind of bad though.
This is why I want some kind of protection that costs me 1. Tide, Reset, Wish, protection get's there at turn 4, but Reset Reset pack does as well.
I tend to agree here, especially running Ponder.
I don't know. I found myself not really having the time to Wish a Tide anyway. This deck can't play the control role as well, and that's something that we need to improve.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
New to forum, thread and first post on the Source.
I've been running the deck for only a month and I'm learning so much every time. Although Goldfishing is good, I realised that I'm loosing so many games because of my mistakes. Pressure from the opponent, counting mana, counting storm... it is definitevely not auto-pilot and, after 4 rounds, the fatigue aspect is to take into consideration.
Anyway, a couple of questions to start with:
- In few occasions, I milled my opponents but I was unable to make them draw. Stroke of genius is my only draw card but I found it expensive (C. Wish + Draw 1 card = 7mana). Should Vision Skeins (or equivalent) be in Sideboard? Should I focus less on the storm and instead try to build up for a Stroke?
- a lot of lists seem to run only 3 Meditate main deck. I run 4 MD (+ 1 PtD in SB). What's the current theory?
PS: Green splah idea (Moments Peace, Krosan Grip, Pact tech) looks good, but I haven't tested yet. Wasteland seems scary though.
Usually, making extra storm costs you mana. So remember that Wish to Stroke and Stroke itself also add storm. You can cast the Wish to Stroke, then put a Stroke X=1 on the stack, in response Brain Freeze, in response Remand, let the Remand resolve and recast the Brain Freeze. Then all copies resolve and finally the Stroke resolves killing him. That way, you get one additional storm from the Stroke, which usually means you don't have to waste more mana on making enough storm. Generally, the Skeins is a wasted slot, because you can win with the Stroke as well, if you do it right.
I'd run the Meditate sideboard. I like to be able to Wish for it. In my traditiona list, I also run a Tide sideboard and 4 Wish.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
1) Meditate + Pack is so bad. The idea was to cut the carddraw and especially the Meditate to make Sorcery's and Pack viable. The Meditates are pretty dead in these situations. It might be possible to kind of board into some kind of version of the deck that wins on Freeze.
I agree that the two cards hate each other, but once you take out the Meditate you are committed to the Pact win. I'm not comfortable with that yet, largely because to do so is to give up the "control" part of combo-control. And once we do that I question why we don't simply play Spring Tide or Spanish Inquisition.
2) 4 Remand + 4 Scroll is not good.
I also agree that Remand loses it's usefulness if you are focusing on Pact.
3) I don't understand how you don't see how incredibly sick Ponder is.
Oh, I see how good it is, but the more sorceries we run the more we are combo rather than combo-control. That may well be the future of the deck, given the stagnation of instant draw over the past few years, but I'm loath to give up on a strategy that circumvents nearly all the standard defences for a strategy that walks right into propaganda, wrath of god, echoing truth, etc. We are essentially using a Dredge/Belcher fast token strategy but without their speed.
4) Some instant speed Cantrips might actually be a good idea. Impulse and Opt both are kind of bad though.
Yet again, I agree, but if there were any better cantrips in blue we would already be playing them.
I don't know. I found myself not really having the time to Wish a Tide anyway. This deck can't play the control role as well, and that's something that we need to improve.
For me, this is the real crux of the issue. High Tide will never be as good as the acceleration available to other colours, so we need the control element to justify what is essentially a substandard engine.
-Silent Requiem
Moving back to the classic build for a moment, last night was a playtesting night. Although I was focusing primarily on Dream Halls, which is my "competative" deck at the moment, I did spend some time testing Solidarity. I was using a PtD build with no FoI, and I (again) found myself preferring the FoI build in competative play.
True, the PtD build is more consistently ready to go off on turn 4, but it was far more easily disrupted. After about an hour of play I moved back to the FoI build and my win ratio (against the same decks) went up markedly. It wasn't just me that noticed the difference, but my opponents too. I've been over the arguements for and against many times (as I have switched back and forth between the builds), but each time I run the deck against a guantlet of Legacy players, the results overwhelmingly favour FoI.
I know that this is not going to convince Vacrix or any of the other PtD advocates, but as we have a new player building his deck I thought I should put in a word for FoI.
-Silent Requiem
Actually, I don't think that you will find many serious Solidarity players that think the deck is anywhere close to being top teir. However, the deck is not as clumsy or random as modern combo; an elegant deck for a more civilized age.
Honestly, though, it offers a completely unique playstyle, and most Solidarity players play the deck because they enjoy that playstyle. We recognise the inbuilt limitations and try to make the deck as competative as possible without losing the essential spirit of the deck.
I'm sure that some people like to dust off their Werebears for a similar reason, just as some people enjoy driving their classic cars or listening to their LPs.
-Silent Requiem
@Moment's Peace: do you guys board it in against gobbs and folks?
I mean, they play Wastelands, and sometimes fetching a Tropical can set you back more than put you ahead...
Super Bizarros Team. Beating everything with small green dudes and big waves.
Which is why Van Phanel suggested running a Forest.
While this does make High Tide less effective, it's still more effective than being one land down. You will also get two more chances to play a land with Moment's Peace.
And speaking of land, I'm currently messing around with a build that runs 20 land but subs out Opt for Peer Through Depths (so I get PtD and FoI). I am really happy with it so far. I am finding that the two extra lands mean I spend far less time working on making my land drops, while PtD is clearly far better than Opt once land drops are taken care of.
-Silent Requiem
Any problems with too many lands while going off?
None yet, but I have a lot more testing to do before I would be willing to say one way or the other. If I do start seeing too much land, I could possibly try to make use of it somehow - perhaps Oona's Grace (yuck) or Tolarian Winds in the Wishboard?
Speaking of the Wishboard, I have been really liking the Hunting Pack I've put there. Sometimes you can just go ahead and win on turn 4+ without using any draw, and it makes us less predictable. I'm not sure I would be willing to try that against anyone packing counters, though. The mana tends to be too tight to play around.
Additionally, I find that (occasional Brainstorm aside) I tend not to be doing too much with my mana on turn 1 as I only have one 1cc spell outside of High Tide. It might make some kind of tempo spell (Spell Pierce, Stifle) viable if I can find the space (probably in the Remand slot, as it is also a tempo card, but takes up a coveted 2cc spot).
-Silent Requiem
Hi,
I follow this thread for a long while now, but I'm afraid that you try to get faster with this combo/control deck.
I would rather go the other way and would try to slow down my opponent.
See below an example list with minor (important) changes to the actually used lists (without Pack).
Mana Base:
12 Island
3 Polluted Delta
3 Flooded Strand
Combo Part
4 High Tide
3 Meditate
4 Reset
3 Turnabout
3 Cunning Wish
2 Brain Freeze
Cantrip
4 Brainstorm
2 Opt
4 Impulse
1 Flash of Insight
Cantrip/Control --> Slow Down
4 Remand
4 Disrupt
4 Repeal
I know ... the first comment will be --> WHAT NO FORCES?
At first, this deck list is not tested, it is just a small idea in my mind.
But removing the Forces and replace them with "slow down" spells,
which are also helpful against combo seems not to bad.
Yes Forces are really powerful but I've never liked the drawback in
a combo deck like solidarity. (where every card is important)
--> I would suggest to move the Forces to the sideboard.
The 2 new additions to the deck Repeal & Disrupt find almost everytime a
target and will slow down your opponent AND cantrips into more needed cards.
If the opponent trys to play around the disrupts you also have won at least
one turn, which is awesome for this deck ... :-)
--> If one of them won't find targets, they could be replaced by the sideboard Forces
Also with this change, you will never have dead cards in combo (besides lands),
because in turn 5 you should find targets for Repeal and can at least cantrip on
your own spells with disrupt.
Next positiv point by changing the decklist like this, you have a MAINDECK way to handle
counterbalance!
So I hope to get some small feedback for my "new" way to go with this really good deck ... :-)
Salute
TimeTwister
P.S.: I have to test this deck list ... I really want to know if it has some chances to bring solidarity back on track!
I agree that I would prefer to slow my opponent - Solidarity has the strongest late game of almost any deck. However, I don't think your package will really do that.
Disrupt is very niche, and virtually dead against many decks. Those decks it is not dead against can still ignore it after turn 2-3.4 Remand
4 Disrupt
4 Repeal
Most decks run 2-4 Remand, so no real change there.
Repeal is slow. It's as slow against many permanents as Cryptic Command, but without the power. It is as slow as Wipe Away against most targets, but without the uncounterability. It is as "slow" as Echoing Truth on nearly all targets, but without the power to hit multiple targets. I can think of decks that can be wrecked by Cryptic, decks wrecked by Wipe Away, and decks wrecked by Echoing Truth (not all the same decks, obviously), but I can't think of any deck that cares about Repeal.
Want to slow aggro? Run Moment's Peace or Tangle. Want to slow aggro control? Do the same thing but protect it with (hard) counters. Want to slow control? It's already slow. Want to slow combo? Run counters that are cheap enough to cantrip into (because they will Duress you for the ones in your hand), but hard enough to shut them down.
-Silent Requiem
Disrupt is bad. If your opponent knows you are running it, they will just let High Tide Resolve. Autumn's Veil is a much better piece of hate. It fights through X countermagic for G. This is the best opportunity Solidarity has had since Mindbreak Trap. All we have to worry about is Wasteland. If its really necessary, maybe we should add a Forest. Then again, I wonder if a post-board Forest would be better. We don't really need it against non-FoW.dec
Luck is a residue of design.
I'm an aspiring Psychedelic Trance musician. Please feel free to enjoy my sense of life:
http://soundcloud.com/vacrix
Expect me or die. I play SI.
Don't cut FoW. Just don't do it. IBA suggested this once and while the drawback of pitching a card is bad, as long as there is no other card, that answers Hypnotic Specter, Goblin Lackey, Ad Nauseam, Force of Will, Counterbalance and many more you cannot cut it. Just like I said to IBA back then: To every single problem that the deck has, there is a better answer than FoW, but there is nothing that answers them all. Drawing multiple Forces doesn't apply because you can always pitch one to the other.
I'm done with Solidarity for now. I'll likely play it every now and then for fun, but not when I'm serious. I finally realized my problem with the deck. There are always combinations of cards that make you lose the game. I played my list with greensplash in a local tournament and I went 2-3 with bye.
Round1 loss against Merfolk. Game one I am screwed on three land have to go off and lose to 2 Daze + Cursecatcher. Game two he plays Standstill with two lords in play. I respond with Hunting Pack for 6. G3 he has one Merfolk in hand and has one drawstep to draw his second Fow in his top15 or I'd get to Hunting Pack for easily lethal. He does.
Round 2 loss against monoblue Faeries. Game 1 I try to go off three turns in a row but counters 7 times over those three turns. Game 2 he has three Spellstutter Sprites and I'm dead to an Echoing Truth on those 4 when I tap out to resolve a cantrip when he only has 1 mana. Double FoW to protect his Truth selas the deal.
Round 3 loss against UR Trinket-Painter. G1 he kills me turn 4 with double backup. G2 I get to Grip Painter in response to his Grindstone activation but have no out to his double-protected (obv.) Counterbalance.
Round 4 Bye
Round 5 UWR Dreadstill.
G1 he plays turn two Standstill without factory without knowing what I play. He finds three factories within 6 or seven turns, but I still win past a single FoW which is his only relevant card next to a bunch of Noughts and Trinket Mages and Tops. A second FoW would've killed me and even a single Spell Snare would've reduced my chances to something around 60-70%. G2 I get to Grip 2 Dreadnoughts and ride the cardadvantage to Victory.
Now I know that Solidarity can beat anything, but that is also true for many other decks. If you compare it to Dreadstill: Both decks have pretty much only 50-50 matchups, but with Dreadstill (using Dreadstill as a comparison because it's the deck wihich I have the most experience with aside from Solidarity) the better player wins in 7-8 of 10 games and with Solidarity it doesn't amtter who is the better player because the luckier player (nearly) always wins no matter how good or bad they are. That might sound arrogant, but I consider myself the better player most of the time and Solidarity is clearly the wrong deck to use that advantage.
From here on there is actually input about the deck.
If anything then I'd strongly suggest you guys to follow Bahamuth. I think he found something that could be worth a try. The fact that Hunting Pack kills with storm five is just incredible. I can't even begin to tell how good it actually is. Hunting Pack is the only thing I currently like about the deck. And whoever is going to smirk about this remember that I am one of two people on the planet who ever had an actual success with the deck. Damn my behaviour really starts to look like Deep6er's
So, I finally get to play Solidarity in a champ, for the 1st time.
The list was as follows:
// Lands
9 [PT] Island (4)
2 [ZEN] Scalding Tarn
1 [ON] Flooded Strand
2 [U] Tropical Island
4 [ZEN] Misty Rainforest
// Spells
4 [BD] Impulse
3 [US] Turnabout
3 [TE] Meditate
1 [SC] Brain Freeze
4 [LG] Reset
2 [RAV] Remand
4 [FE] High Tide (2)
4 [5E] Brainstorm
3 [IN] Opt
3 [JU] Cunning Wish
4 [AL] Force of Will
1 [JU] Flash of Insight
3 [CHK] Peer Through Depths
2 [GP] Repeal
1 [OD] Peek
// Sideboard
SB: 1 [US] Turnabout
SB: 1 [TE] Meditate
SB: 1 [SC] Brain Freeze
SB: 1 [JGC] Stroke of Genius
SB: 1 [DS] Echoing Truth
SB: 1 [UL] Rebuild
SB: 2 [TSP] Krosan Grip
SB: 4 [IN] Tangle
SB: 3 [M11] Autumn's Veil
A lot of random agroo was expected, but the field turned out to be just random...
Round 1: Lands
Game 1: He starts weird, with Tinkeret Mage for Mox Diamond, the Factory. He has a super slow clock, so I manage to get 5-6 lands in play, and Freeze him easily, without using Resets, in his Upkeep.
Game 2: See he siding in only Spell Pierces. I take some FoW to test Veil. He start with Inquisition of Kolziek, taking High Tide, witch he Extirpates next turn. Ouch. Then he uses a Raven's Crime a few turns later. I have already 6 lands in play, and 6-7 cards in hand. I discard 2 cards to Crime, and manage to go off in response to a 3rd one next turn, with lots of Resets and Turnabouts.
1-0
Round 2: Bgw rockish (friend)
Game 1: He starts with Sensei, and I start sculpting. He has a turn 2 Bob, that gets in. Then he proceeds to Vindicate, Vindicate, Vindicate, then drops some Goyf/Stalker, and kill me while I only have 3 lands, a High Tide and a Meditate, but no untap...
Game 2: Goes forever. I Repeal his early threats and counter something. He gets to Extirpate Meditate and Cunning Wish that he discarded. I was able to pull it off the turn he was about to swing for lethal with some untap effects, BF, Remand, BF, Remand, BF, Turnabout his dudes.
Game 3: Goes forever again. His early Bob sticks, drawing him a bunch of cards. He Seizes me 2 or 3 times in the game, and Touraches me once or twice, and Vintdicates me twice in the beginning. I kept a 4 lander, and find some more, so no worries. His clock was not fast, so it was ok. He gets to extirpate this game Impulse and Hish Tide. The turn I go off, he Vindicates me, witch I respond with a Repeal on something, to but more time. Vindicate resolves. Then he Seizes me. I realize that I wouldn't be able to win in the next few turns, so with my last 2 lands, I Reset. Then Reset, then Reset. My only draw spell were another Repeal, witch find me Brainstorm, that finds me some more untap and some more stuff. His library had only 33 cards on it, and counting his 2 spells, I get to BF him for 11 storm exactly.
Fun fact: he ended the game with 1 life.
2-0
Round 3: Rockish again, but with Sinkholes.
Game 1: He starts extremely fast,with turn 2 Bob, turn 3 Vindicate, turn 4 Sinkhole+Goyf, and more Vindicate. I had Repeal to buy time, but never get to cast a 3rd land...
Game 2: He was just ok.I kept a 1 lander with 2 Brainstorm, 2 Impulse, Meditate and Fow. BS don't find me land. I Force something, and let him discard something. After I draw the 2 cards I've seen, I BS again, and find 0 lands... He tries to Vindicate, but I have another Force. I draw a total of 15 cards, with just 1 land. He Vindicates me, and then I draw the land. Next turn he swings for lethal with Relicary+Jitte.
2-1
Round 4: Cephalid Breakfast
Game 1: He starts a little slow, with 2 Cabal Therapy. He then finds Shusher, that I promptly ignore, due to Repeal and SB Veil. Turn 5 I guess, he Therapys me, knowing what I have, So I go off, protected. I get do do everything I want, and BF for a lot. He starts revealing, and eventually gets an Emrakul. I then float some more mana, Wishes and Stroke him for lethal.
Game 2: He gets an early en-Kor, and after trying a Cephalid, I peek, and see only 1 counter. So I Fow, he Fow, I PtD, and FoW again. Then I have a lot of time, and by turn 7-8, with 7 lands in play, I go off Veil protected, and get to stack my deck for a letal Stroke of 73.
3-1
Round 5: Eva Green
Game 1: He starts with Ritual bob. Ouch.Turn 2 Seize. T3 Goyf, then Hymn, that I remand, then counter. He was applying quite some pressure, but the game was far from over, since I had High tide, 2 Meditate, Reset, Turnabout PtD and BS, with 2 Islands and a Fetch. he Vindicates me. I had 1 untapped land, that I BS with, and find 2 more lands. I put Reset and High Tide on top, and let it resolve. Then he Seizes me, taking something out, then he plays and uses Waste in my fetch. Fuck. Dumb fuck. I didn't see it coming. Despite having 2 lands in hand, I couldn't afford going to 1 in play, so I crack. 3 Turns later, he is swinging for lethal. I have 4 Lands. I Reset, floating 2, then Meditate, that finds me Reset, High Tide, BS and land. I use them all. BS finds me Impulse, that finds me 3 Land, and a Fow. Bummer...
Game 2: He mulls. I Remand a T2 Hymn, then FoW it. He then try for a Stalker, and I Remand. His other threat I Repeal, so I buy a lot of time. Eventually I go off, with a Vindicate on the Stack.
Game 3: We have both good hands here. He have some disrupts, but I have lots of lands. His clock was a Bob and a Nighthawk. The only card-draw I've seen so far was a FoI, witch I promptly missuses, trying to remove my lands from the GY, and using for just 1, after RtFc...
So, I have to try to go off with: 4 land in play, 1 High Tide, 3 Resets, 1 Opt. I High Tide. ok. I Reset 3 times, in response, since I saw Extirpate ame 2. With 2 on the stack, I opt. 1st card is Peek. I draw and Peek. I draw Meditate!!! I rock!!. Cast Meditate and find: 3 land and a Fow. Yeah, that's all folks. 2 Card deeper there was a Cunning Wish, that would have won me the gave, since I had a lot of mana...
3-2
Champ had only 5 rounds, so I end up in 11th...
Well, my notes:
The deck is the most satisfying deck to play. It's simply awesome. Never had so much fun.
The deck is strong. Rock solid. I mulliganed once in the champ, and get screwed once. Had I not missplayed agains't Eva Green, both game 1 and game 3, I'd go to top 8, and face an easy MU, then Agroo Loam, then the guy from Round 2 again so, I would have propably won the whole shit, or end in 2nd...
Tangles were never used, so were a metagame error. Veil were really nice to have, and made me feel secure in the Lands and Breakfast MUs...
All in all, my team gets to finish 11th, 12th, 2nd and 1st, and we won 66 boosters, so yey! =]
Really looking forward playing with this again.
Only changes would be -1 Tangle, +1 Pack, and try to squeeze +1 Remand MD.
Thanks all for the help up until now! =D
Super Bizarros Team. Beating everything with small green dudes and big waves.
If your meta is discard heavy (or combo heavy, or both), you should probably play Spell Pierced sideboard. If you had those, you would have had much more chance in the 2 matches you lost.
I'm right now thinking about the Hunting Pack list. I'm probably cutting the Scrolls to 3. I don't want the Spell Pierces in the mainboard, and I need something that makes storm and does something relevant in the combo turn. All I've found so far is Opt and Manamorphose. Both are only good when you play a high enough density of relevant cards in the combo turn, and I right now doubt that's the case. I will probably play some amount of Twincast (most likely 2 or 3), which can serve as additional combo pieces and as (mana heavy) protection. I'm also likely adding 4 Autumn's Veil to the board, and play 3-4 Trop mainboard.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
Nice report ScatmanX! Congrats on the finish. I just have some questions though:
- When you were boarding did you board out Remands for Veil's? I figured you would since you can't really use them post-Veil.
- How was FoI overall? Was it any better than PtD?
- Was Peek any better than the 4th Opt (maybe against Breakfast) or did you just Veil and not need it?
Luck is a residue of design.
I'm an aspiring Psychedelic Trance musician. Please feel free to enjoy my sense of life:
http://soundcloud.com/vacrix
Expect me or die. I play SI.
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