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Thread: [Deck] Death and Taxes

  1. #1221
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    I am not even using a toolbox SB, so this Leonin will be MUCH easier to fit in.

    I went 3-1 in the last Legacy tourney, making 3rd place. It was fun, and I really liked Sword of Body and Mind. It just does good things.

  2. #1222

    Re: [Deck] Death and Taxes

    would it be worth to play ghost quarter instead of rishadan port with this new aven mindcensor guy from scars of mirrodin? or it would be overkill?

  3. #1223

    Re: [Deck] Death and Taxes

    Could you tell me which matchups are best and worst for this deck?
    Is there any card that opponent could side in and which completely ruin this deck?

  4. #1224

    Re: [Deck] Death and Taxes

    Bad Matchups:
    Storm Combo. Fuck Storm.
    Countertop tends to also be pretty bad if you can't resolve a vial.
    Those are horrible matchups based on my personal experiences.


    Ok:
    Merfolk is 50-50 based on my experience. It really depends on what you resolve and how many lords you shoot down.
    Zoo is either ok or bad. I don't have much experience with it though.
    Lands: Jötun Grunt and the toolbox can seriously hurt Lands' grave recursion. It can go either way.

    Good:
    Dreadnough based decks, at least from experience. While this sounds silly, they largely run 4 dreads and a few smaller things as wincons. We have 4 STP, 3x Mangara, 3x Oblivion ring and 4x Flickerwisp at the very least. I also personally have Harrier and Basilisk collar that also help. Each time I've managed to just force removal through their counters.


    Those are the ones that popped to my head.

    Also, Dystopia, EE and Deed can be pretty painful.

  5. #1225
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    Quote Originally Posted by thorin_the_king View Post
    would it be worth to play ghost quarter instead of rishadan port with this new aven mindcensor guy from scars of mirrodin? or it would be overkill?
    I might receive hate for this, but if the Leonin Arbitor makes the cut Ghost Quarter might be able to replace Wasteland (kidding, or am I?).

  6. #1226

    Re: [Deck] Death and Taxes

    I think 4 Wasteland+3 Quarter would be good. Quarter is bad if they happen to have the removal spell for it.

  7. #1227
    Bear Cub > Tarmogoyf

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    Re: [Deck] Death and Taxes

    Hey guy's it's still a 2/2 (that's why it doesn't cost 4). I could see it replacing Ports at least as much as Wasteland just because Ghost Quarter just isn't that good when the 2/2's NOT in play. Perhaps a split of 3 Waste 2-3 Ports and 2-3 Quarters if you want to up the number of colorless land you run, and/or slightly increase the amount of land destruction.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  8. #1228

    Re: [Deck] Death and Taxes

    Quote Originally Posted by Penguinizer View Post
    I think 4 Wasteland+3 Quarter would be good. Quarter is bad if they happen to have the removal spell for it.
    That's what Mother of Runes is for, right?
    I see more than others do because I know where to look.

  9. #1229
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    Anyone consider PTE with this?

  10. #1230
    Bear Cub > Tarmogoyf

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    Re: [Deck] Death and Taxes

    Shrug, same argument applies against it. PTE is better with Arbiter in play and worse without, especially if we're trying to attack the manabase. It seems more important to me to ensure that we never give them extra land rather than ensure that we never give them extra life. Would you disagree?
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  11. #1231
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    I have honestly been debating that myself. Half of the time I would rather give them land than the extra life. And these proposed changes might be the time to test out some new decklists.

  12. #1232

    Re: [Deck] Death and Taxes

    I agree. I think it's time to try some weird shit. I'm curious to see how these 4x Arbiter lists work. I probably will just be slotting him into the current normal build with some SB tweaks.

  13. #1233

    Re: [Deck] Death and Taxes

    Maybe we could just reverse engineer the deck to one of it's older incarnations thus playng hokori dusk drinker and mana tithe again and play more like a tempo deck. This could work pretty good with the new hatebear....

  14. #1234
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    Going back to Hokori and Mana Tithe? It might do well with Cataclysm.

  15. #1235

    Re: [Deck] Death and Taxes

    I think that's a bit too much to be honest. It might possible even be it's own distinct variant though. I don't really think it'll work that well though.

  16. #1236
    Legacy's Ronin

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    Re: [Deck] Death and Taxes

    Yeah, Belcher kinda laughs at the Hokori......

  17. #1237

    Re: [Deck] Death and Taxes

    I just think it's too slow. I think that Ghost Quarter could be interesting though. That's something I believe is worth looking into. It also means we have more manabase hate. Wasteland, Arbiter and Quarter should seriously hinder more fragile manabases.

  18. #1238
    Psilovibin
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    Re: [Deck] Death and Taxes

    Quote Originally Posted by LegacyDan View Post
    Yeah, Belcher kinda laughs at the Hokori......
    You mean Combo in general laughs at DnT.

    I like this new bear. Ghost Quarter becomes a virtual-Stripmine. How do you guys propose to run a 4 Waste 3 Ghost configuration though? Are you cutting Port?
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  19. #1239

    Re: [Deck] Death and Taxes

    Mana denial to mana denial doesn't seem like a bad trade. Port is one of those cards that I've never been a massive fan of though.

  20. #1240
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    Re: [Deck] Death and Taxes

    The good thing about port is that it's manadenial without putting yourself back in development as well.
    The reason many players dislike it is that it's strength is mainly noticed by your opponent not being able to cast anything relevant turn after turn becouse the one land he is needing is tapped all the time. And if another land becomes more relevant, you can even change your mind.
    Quote Originally Posted by SpikeyMikey View Post
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