to kiiiiiiiiiiiiilllll LOL
since this deck generally works via milling sometimes you need to mill and kill instantaneously without waiting for your op draw step. you also can use the stroke of genius however it's ridiculously expensive ( stroke for 1 is 4 cmc), so you have a 2 cmc card that do the same as stroke... (it's basically this but i could give you others reasons for the use of these cards)
Well i would say that fizzle combo is a decent deck, although i would rather play ANT...
Play Quicken and Tendrils of Agony instead of milling...
Acima de nós só DEUS...
Super Bizarros Team. Beating everything with small green dudes and big waves.
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.
You are absolutely right that Hunting Pack does not play well with Meditate. I generally find that I need to make up my mind which way I am going fairly early in the combo. In fact, you often need to make up your mind before the combo, when you crack your last available fetch.I'm greatly considering splashing green for hunting pack and fog effects due to your results requiem. Hunting pack killing people seems awesome and fun and its like empty the warrens for solidarity; you don't need a ton of storm to deck them with brainfreeze so you just go wish -> pack and kill their team. Only problem I can see is having to potentially skip some turns because of meditate but like you said one time you can have a hand with 2x untap, 2x high tide, 1x c. wish and get there with the hunting pack.
In my turn 3 Hunting Pack kill against Survival, the card I pitched to FoW was actually a Meditate; I had been forced to make choice between the two combos, and I preferred the "sure thing" of Hunting Pack to the Brain Freeze chain on three lands. Even if I had had the mana, I would not have cast the Meditate. There is just too much that can go wrong if your opponent has time to react (fliers, Echoing Truth, sweepers, etc).
Generally, Brain Freeze is my go-to win. But some hands are simply much easier sculpt for Hunting Pack, providing there is no land destruction sitting across from you. Equally, some of the hate people board in makes Hunting Pack an easier combo - while we can play around Emrakul or Leyline of Sanctity, not needing to bother can be very handy.
-Silent Requiem
Hunting Pack in my opinion is just playable due to it's suprise factor since your op may play arround the beasts with cards like explosives and etc...
Isn't that right? Like you can only play it at eot and pray that your op doesn't have more than 1 counter (in case you have a fow and card to use)...
Assuming that Aeon bridge is a relevant deck you have to think of it as a bad match up, after all all decks have their bads matches ups...
Do you guys think that Hunting Pack is good against UGMadness?
What's the best card to use against them? 3 Spell Pierce Side?
Moments Peace is usefull?
Super Bizarros Team. Beating everything with small green dudes and big waves.
Moment's Peace is excellent. By the time they have their engine online, you can just stop your opponent's team for two turns with Moment's Peace. Thats effectively a cantrip and a land drop because you gain another protected turn. Also, because Survival is slow, you can usually also play other cantrips or tutors while also paying for Tangle or Moment's Peace mana. They already play minimal protection so there isn't much need to side in extra protection. Lengthen their clock instead so that you can go off successfully.
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.
In a monocolored version, is Hibernation necessary? Would you play 3 or 4x? or just 1x in the sideboard?
Given that you will mostly be playing against Survival in this general metagame, Hibernation seems really weak. That potentially enables Vengevine and they can easily just redrop those creatures. I think Repeals are the best bet if you don't want to play Green. In fact, Repeal looks even better then Moment's Peace right now. It bounces Survival, Counterbalance, etc. and cantrips. I think we should play them in place of Opts. Opt only digs us one card deeper. Repeal also cantrips but can potentially gives us an entire extra turn if we bounce a Nacatl or a Lackey on turn 2, or the Lord of a Merfolk Team... The list goes on.
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.
I don't play Hibernation for the survival matchup, although it can be randomly useful there. I use it for my Enchantress matchup, as Hibernation deals with random green hate, like Choke and City of Solitude without targeting, which means it gets around Sterling Grove. The other matchups (Survival, Zoo, Progenitius, etc) are all just bonus.
-Silent Requiem
you should try mono green solidarity and other monos solidarity or 5-colors solidarity and in your line of thoughts mono brown solidarity! since it's clear that playing this deck means to most of the guys who post about splashing create a new deck or change this deck to the point of ridiculous situations. If you find so hard play this deck you have 2 options or improving your skill or find another deck, me i choose the first option, you (the mentioned cases) try to find an third option: deckbuilding and adding cards like sorceries, or add colors to the deck...
If you can't play the deck i have a simple plan to you: Give up solidarity isn't easy nor simple to play never was, never will be...
Do not misunderstand my words! I'm not intimidating any one nor saying that you should not play solidarity or ask questions about it, but it seams that some people don´t read the intro of this thread before play the deck or ask questions...
of you want to play little mad scientist with magic cards and build a solidarity soup create a thread of your own and go on fight the power with your ideas...
So many of you are asking "what the fuck will we talk about then in this thread?", it's a good question, i'll try to answer it: solidarity! lol tricks with the deck, special situations here you have an situation and you'll play x card to next play y card to solve that situation, the discussion about whether hibernation and alike are good cards and in which situations do we play it or should we wait until some condition appears, sb inside the deck colors, we have snap why the hell should we play moments peace?! aeon bridge questions how to play vs it and ok i admit it - the green splash is capable of improving it but honestly only if you restrict yourself in the use of green cards to hunting pack (simply i would like to avoid speculations about if this or that green, red, black or white card is good, meaning: hunting pack is an exception!)
Many players don't even know how to play vs counterbalance and "trigger cleaning" (its a process of playing vs player who lock us with the top cards and simply don't let us play, here you accumulate triggers by playing on your op turn and play an brain freeze to clean the top since the storm triggered after the cb trigger for brain freeze (this happens only in your op turn) the top cards will be put on grave and then the tirggers of the other played spells will resolve and you cleaned the top so you can play...), other players have trouble vs counter non balanced non merfolks decks and that seams to me that they need help to understand some plays and how to play against that decks since clearly the answer is not splashing whatever you think is good (creating soups is for cooks not magic players lol) counter decks are a very favorable match to solidarity ...
Now comes the second exclamations: "shut up! who are you to tell us what to speak about or not speak?!" I am simply making my point on this because i want to learn more to correct my mistakes of playing this deck as you do, knowing more plays, knowing more ways of play this amazing deck and although my trainings are with good players (even great pro level players) they don't play solidarity: we do! we are a comunity and this is solidarity community that is not a multiple color deck nor a multiple card type deck (for god sake we only play instants and lands!)... No one ever completely mastered solidarity - not even geheart nor ritzka - but i believe that sharing really experience and teaching to each other we all can improve this deck and ourself...
As hibernation goes, i don't like a 3 cmc card that requires green cards to work (although you can play it since it doesn't need targets) and think about it: you will only use 1 copy of it (again something i don't really agree with having an curcial card as an one of), as survival deck goes: snap echoing truth, cryptic command enough cards to deal with it... also ravenous trap via cunning wish and an combo in aswer to the attack are both good answers (usinh an high tide and or reset to solve some situation isnt wrong) ...
so sorry if you don't like what i write but seams to me that we should stop wonder about easy solutions...
Stop being a conservatist. When I was posting about my idea with a couple of sorcerys to improve consistency, you were also screaming like hell my deck ''isn't Solidarity''. You have seen that a lot of players here see the green splash as a viable option. Who are you to tell them that it's bad?
And please stop using the difficulty of Solidarity as an argument. You're basically saying in your first paragraph that anyone that runs the splash is a bad player and that you shoulnd't run a splash because you can solve things easily if you play better. That's just bullshit. Seriously, Solidarity is not that hard, and it's certainly not a reason to keep playing a mono blue list which is the exact same as it was years ago.
If you don't like what's being talked about, normally you should just not join the conversation. You shouldn't be telling people to not talk about it.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
Also i didn't write only the first paragraph (in reference to the G splash), and if you say that solidarity is easy you should try to cure cancer and discover the eternal life or something like that you are a genius... good luck with the Nobel prize...
One thing you are right i just should give a fuck to what is written here an let people be creative and dream about a deck that doesn't exist... from now on let your will be done...
PS: "most of the guys" i know that my English has flaws but most of doesn´t mean all...
Last edited by Seraphus; 11-28-2010 at 03:07 PM.
He never said it's easy. It's just not that hard.
And it really isn't. It's not something you can pick up and play, but after seeing a few matches and playing a few of your own, and if you're a Legacy player, you'll get the hang of it pretty soon afterwards.
Who is this guy anyway? Is he to Solidarity as Cavius was to Nourishing Lich?
The Source: Your Source for "The Source: Your Source for..." cliche.
Seraphus, you win tournaments with mono-blue; however, it is not the only viable option in the metagame of today. Especially when you have to deal with every aggro deck that is a fundamental turn faster than Solidarity, you should really be exploring new interactions and synergies instead of learning to play the mono-blue build better. The mono-blue build clearly can still get the job done, but its an uphill battle. The point of exploring splashes, hell even sorceries, is to put Solidarity on an even playing field with what we expect out of the metagame. In this case, we ought to expect lots of Survival, and lots of Storm combo. Given that this is the case, I think Mindbreak Trap > Autumn's Veil because it has an application to the Storm combo matchup, unlike Veil. I believe Dark Ritual Storm combo to be the strongest option given the current format (lack of CB, abundance of Survival), so we should certainly prepare for this matchup with Trap as it makes our game against combo. Post-board we have 4 FoW, and X Trap, usually 2 or 3 MD, and one post-board. Once we hit 3 mana, they need to protect their turn as we can just Cunning Wish for Mindbreak Trap once the opponent tries to go off.
Given that we will be running into a lot of Survival, I suggest that we play Repeals maindeck in place of a few Opts, as Opt digs one card deeper, but Repeal can give us a full extra turn if we can bounce an early Nacatl, Lackey, Merfolk Lord, etc. More importantly, Repeal can bounce Survival (even stronger, if we play first, we can bounce their Survival on turn 2 when they are off mana to do anything with it on turn 3, that is, if they haven't also played a mana dork). Further, because I'm playing Trap over Veil, I will certainly play Remand over Three Wishes, as we really do need to keep Survival off the table and that is a great option for stopping their clock by a full turn, and cantripping. Further, Remand is much better then Three Wishes in the Storm combo matchup because we now have a turn 2 option to shut down their engine. Now we will have about 7 strong post-board turn 1 mana less plays to stop the initial turn, then Impulse and PtD digging to find more FoW's/Traps as well as Remands on turn 2, and on turn 3 we have Cunning Wish for Mindbreak Trap. Thankfully, we can use relatively few resources to shut down storm combo and then rebuild before they can go off again.
Further, Moment's Peace/Tangle look great in the Survival and aggro matchups. Quite a few Survival lists lack Wasteland these days, while aggro like Zoo (falling out of favor it seems) also lacks Wasteland. Both fog effects are superb in these matchups as they buy you 2 full turns. Both Zoo and Survival tend to kill you in one big turn versus Solidarity so stopping them for 2 full turns should allow us the resources we need to go off. I think Tangle is stronger in this case because even if they waste a Trop we still get the extra turn from Tangle. Also, I don't know why everyone is so afraid of Wasteland. You don't need it in every matchup so if you find one and don't want it, throw it back or don't play it, or don't fetch one out with your fetchlands. I've been playing green splash variants forever testing against Merfolk, New Horizons, and Goblins frequently and I lose more often to REB against Goblins then I do to Wasteland, while Merfolk and New Horizons I lose to a fast clock, not Countermagic.
Suggested U/g list for the current metagame:
U/g Solidarity
Land - 18
10 Island
4 Misty Rainforest
2 Flooded Strand
2 Tropical Island
1cc - 13
4 Brainstorm
4 Repeal
3 High Tide
2 Opt
2cc - 15
4 Reset
4 Impulse
3 Peer Through Depths
3 Remand
1 Brain Freeze
3cc - 7
4 Cunning Wish
3 Meditate
4/5 cc - 7
4 Force of Will
3 Turnabout
SB:
1 High Tide
1 Echoing Truth
1 Brain Freeze
1 Meditate
1 Rebuild
1 Stroke of Genius
1 Turnabout
3 Mindbreak Trap
3 Tangle
1 Krosan Grip
Breakdown:
Land = 18
Spells = 42
1cc = 13
2cc = 15
3cc = 7
4cc = 3
5cc = 4
SB = 15
BUILD TYPE SUMMARY:
4 Cunning Wish build
1 High Tide in the board
Post-board green options
Maindeck Tropical Islands
Repeal > Opt
Remand > Three Wishes
Peer Through Depths > Flash of Insight
Only 1 Maindeck Brainfreeze
STRATEGY GUIDE:
General Opponent
Turn 1 plays -- Brainstorm, Opt (6)
Turn 2 plays -- Impulse, Peer Through Depths, Remand, Repeal (14 + 6, 20)
Turn 3 plays -- Cunning Wish (20 +4, 24)
Turn 4 plays -- Turnabout (24 + 4, 28)
Turn X plays -- Force of Will (4)
Clearly the deck lacks strong plays on turn 1 when it runs fewer Opts. This leads me to think that the land count should probably be at 19. What should get cut, or is 18 enough land? I think not, especially if we expect Wasteland --> Tropical Island.
Aggro Opponent - Zoo, Goblins, Elves
Strong Turn 1 plays -- We do not have very strong plays against aggro on the first turn. All we can really do is setup with cantrips until we get what we need to make a strong play in the later turns of the game - Brainstorm, Opt (6)
Strong Turn 2 plays -- Remand --> creature, Repeal --> Creature, (7). POSTBOARD we gain Tangle as well (10)
Strong Turn 3 plays -- Cunning Wish --> Tangle (4). I'm not entirely sure that this is a good way to approach this matchup. Wishing for Tangle means you will probably need to go off on turn 5; however, running -1 Tangle in the post-board maindeck frees up space so that we don't fizz on the combo turn, yet we have Remand in this list so it should be much harder to fizz. Further, 3 maindeck Tangles allows us to find them more easily with Impulses and Peer Through Depths or just general cantrips so I personally will board in 3 but I'd like to hear some opinions on this tactic.
Strong Turn 4 plays -- We do not have many strong turn 4 plays that haven't already been mentioned; however, it is worth noting that Repeal gets stronger the more mana you have because you are able to bounce bigger things.
In general, the Aggro Matchup depends on whether or not you are playing against Goblins. Post-board, Goblins has REBs, occasionally permanent based storm hate that you'll have to play around. However, Repeal helps immensely against random perma hate while Tangles still have application in this matchup. In total, here are our resources for these matchups: (9)
3 Repeal - Strong against turn 1 Nacatl, Lackey, Llanowar Elf. Against Lord based aggro like Elves and Goblins, bouncing the right dude can significantly lengthen the clock ie. the guy that gives all the gobos haste, or all the elves +1/+1, etc.
3 Remand - Much stronger against Zoo. Goblins (Lackey/Vial) and Elves (overabundance of mana) are usually able to shit guys even if you bounce them, meaning I'll probably save Remands for the combo turn unless of course I have the option to Remand a Lord or something.
3 Tangle - Much stronger against Zoo and Elves then Goblins because Goblins runs Wasteland. Still, it will at the least buy you 2 turns at the expense of one land. Double Time walk for 1G, sacrifice a land? I'll take it.
I consider these 9 psuedo-timewalks in the aggro matchup. If we run 9 post-board, we should expect to draw one at least every 7 cards so we will certainly have one to delay the opponents clock at least one turn before we go off. Further, Remand and Repeal each replace itself with a cantrip, meaning that you aren't wasting resources to delay the game (essentially delaying the inevitable). Tangle acts on a similar premise but doesn't replace itself, instead giving you virtual CA by buying you 2 extra turns.
The hate we should expect from these decks are as follows:
REBs/Thorn from Goblins
Mindbreak Trap/ Thorn from Elves
Gaddock Teeg from Zoo
Note:
Against Elves, sometimes they shit a bunch of guys with an abundance of mana during one big turn. If they do this, just jack the spell count in response.
Against Goblins, FoW lackey if you can. It slows them down immensely.
Against Zoo, bounce Nacatls with Repeals as they deal most of the damage in this matchup. Goyfs are often small as we only play lands and Instants.
Aggro-Control Opponent - New Horizons, Merfolk, Survival, Thresh
Strong Turn 1 plays -- We don't have any strong turn 1 plays here except for cantripping - Brainstorm, Opt (6)
Strong Turn 2 plays --
New Horizons - This deck has a particularly slow clock. I often save Remands for the combo turn. In the mean time, you should just cantrip during this turn with Impulses and Peer Through Depths (7)
Merfolk - This deck can have a very fast clock. I've been killed on as early as turn 4. Remanding an early Lord can make all the difference. Further, you should save your Repeals for Lords in this matchup - Impulse, Peer Through Depths, Remand (10)
Survival - This deck can have a very fast clock. Remanding Survival can be game breaking because it gives you a full extra turn before they start smashing face. Further, Impulse and Peer Through Depths are also good choices if your opponent doesn't do anything else - Impulse, Peer Through Depths, Remand (10)
Thresh - This deck doesn't see much play anymore, but I would try to save Remands for the combo turn, since the deck is pretty slow (Goyfs are usually very small against Solidarity) - Impulses, Peer Through Depths (7)
Strong Turn 3 plays --
New Horizons - I would continue to cantrip on this turn if you can; however, if you can Remand a KoTR, do it. I wouldn't bother with Terravores unless you've played a lot of fetchlands. Otherwise, Cunning Wish for Tangle can buy you a few turns, while Cunning Wish is probably your best bet here. If you expect heavy countermagic, I would Cunning Wish for Mindbreak Trap. Further, if you are just setting up, grab whatever you need to complete the set of combo pieces. Cunning Wish (4)
Merfolk -- This is when you should start trying to 2cc Repeal lords. Repeal is amazingly strong if they are running Coral Helm Commander, as they will need to keep sinking mana into it else it be a blue Eager Cadet. Repeal (3)
Survival -- Now you have the mana to Repeal Survival. If they can activate it in response, so be it, at least they probably don't have the mana to go completely nuts with it until a few turns. Repeal (3)
Thresh -- Just play Cunning Wish for whatever you need -- Cunning Wish (4)
Turn 4 plays -- From this turn onward, play whatever you feel necessary.
New Horizons -- This deck often plays minimal countermagic, but has more countermagic post-board. You'll probably only need FoW and enough spare mana to play around Daze and Spell Pierce (not too difficult). Watch out for Wasteland, and don't board Tangles in here.
Merfolk -- You really do need Tangle for this matchup. If they get Vial, then Remand is dead on offense, but you can still Remand your own spells on the combo turn. Further, this deck only plays a countermagic suite of 4 Daze, 4 FoW. Post-board, you will probably need Mindbreak Trap but going off through Merfolk's countermagic is not the issue, beating their clock and countermagic is the issue. Trap makes the countermagic side of things particularly easy while Tangle will buy you time, and Repeals will bounce Lords. Its not the easiest matchup but we have the resources to keep the Mermen on their toes.
Survival -- The longer you keep Survival off the table, the longer the deck is a really, really bad aggro deck. If you can FoW Survival, Remand Survival, or Repeal Survival, you should buy yourself enough time to cantrip into the pieces you need to win. This deck runs even fewer countermagic, and post-board hate is often little to none. You can board in Trap for this matchup but its probably unnecessary. Tangles are golden here as Survival often swings in with hasty guys in one big turn, exactly what you want if you play Tangle.
Thresh -- Nobody really plays straight Thresh anymore because their are better options; however, if you do run into it, the deck is a breeze. Goose and Goyf are too small to deal enough damage to keep Solidarity down. You'll probably need Mindbreak Trap for this matchup as they opponent usually runs enough cantrips to find more countermagic. I'd board out Repeals for this matchup.
In general, the Aggro Control Matchup should be easy if you are playing against Thresh, Survival, or New Horizons, and then more difficult as you move on to Merfolk. In total, here are our resources for these matchups: (12)
3 Mindbreak Trap - If you expect countermagic, this deals with it quite well
3 Repeal - These decks are often dependent on a specific permanent(s) to win. Bouncing them spoils the opponent's day.
3 Remand - We can use it offensively to stop something like Survival or a Lord, or use it defensively to protect our own spells during the combo turn.
3 Tangle - Great in the Merfolk matchup.
We have 6 main deck options to shut down lords and Survival. POSTBOARD we have 3 Tangles to further slow Merfolk's clock, and Trap to shut down the countermagic wall.
Control Opponent - Landstill and Counterbalance
Landstill --
Mindbreak Trap makes this matchup a breeze. If you are going off in the early turns of the game, make sure you have access to at least one Mindbreak Trap before you go off and you should be good to go. If you wait too long, however, your opponent will just beat you to death with factories and sit comfortably behind a countermagic heavy hand. If you go too early, then you will meet too much countermagic (unless you have Trap). I'd say its reasonable to expect at least 2 countermagic from Landstill before going off. This makes Cunning Wish much stronger because it can grab Trap. Landstill has no clock to speak of, but try to set up before turn 6 if possible. Otherwise, the opponent will have cantripped too many times.
Counterbalance --
Mindbreak Trap takes care of countermagic in this case; however, it can also be used to remove CB if you start responding an opponent's unresolved CB. I've done this plenty of times to take the match. It doesn't really work though unless you've already progressed past the first few turns of the game. Otherwise, Repeal can bounce it, Remand can delay it, and FoW can counter it. POSTBOARD you have 1 Krosan Grip, which I think you should keep in the board as a Wish target. Boarding in 1 isn't as good as leaving it in the board and having 4 Virtual Grips in your maindeck. Besides, CB is a slow deck so you will usually have time to play Wish --> Grip. The good deal with this matchup is that the opponent has to counter High Tide. If the opponent doesn't have a 1cc on top, you can Remand your High Tide in response and go off in response to the SDT trigger, and then use the trigger to kill them. You can also bait with Repeals to see what the opponent has on top. If he responds with Top, you are safe to go off.
In general, the Landstill matchup should be a cake walk and the Counterbalance matchup is a nightmare. In total, here are our resources for these matchups: (10)
3 Mindbreak Trap -- Solves the problem of the countermagic wall
3 Remand -- Delays an early CB, but is one of the strongest ways to protect your combo turn.
3 Repeal -- Its dead in the water against Landstill but its decent against CB. I would board it out though in game 2/3 in both matchups.
1 Krosan Grip -- Best answer for CB around.
Combo Opponent - TES, SI, DDFT, Belcher, Aeon Bridge
Strong Turn X plays -- Force of Will and Mindbreak Trap are golden in these matchups. They can be played whenever and completely shut these decks down. Aeon Bridge and DDFT are the only decks that can play around it easily, but they have slower clocks and are therefore more vulnerable to other hate. Force of Will, Mindbreak Trap (7)
Strong Turn 1 Plays -- Brainstorm can find Force of Will or Trap. Further, if the opponent lays down something like LED and passes the turn, we can bounce it in their endstep and get them to discard, effectively making it U, opponent discards a card, draw a card. Fairly strong if you ask me, but obviously you would board this out in game 2/3. Repeal, Brainstorm (7)
Strong Turn 2 Plays -- Impulse and Peer Through Depths can dig 4/5 cards deep to find Trap or FoW, if necessary. Otherwise, Remand can stop the engine these decks are trying to build into, while Brainfreeze can devastate a DDFT or Aeon Bridge opponent. Impulse, Peer Through Depths, Remand, Brainfreeze (11)
Strong Turn 3 Plays -- Cunning Wish --> Mindbreak Trap. This plays allows the Solidarity player to be in a great position at any turn after the 3rd. The potential to completely shut down the other deck with Trap becomes almost too easy at this point and you should take the matchup with ease unless the opponent has an insane play.
In general, you will probably want to mull for FoW or Trap against SI and Belcher. Against TES, expect discard and Chant effects. Chant is great against Trap. You will need to make it to turn 3 for this matchup to be winnable, but often TES players will sculpt a little, and disrupt a little, so hand without Trap or FoW are actually stronger in this case because they opponent can only choose between redundant cantrips like Impulse and PtD which are just going to dig for Trap instead, effectively disguising it within the deck. If the opponent goes for fast EtW, you can try to Cunning Wish for Tangle and buy yourself 2 turns (though you need 5 lands to do this). Against DDFT and Aeon Bridge, expect protection, and not speed. They will try to disrupt you and both need relatively few resources to go off effectively. You will need to go off quickly, and likely use your protection to stop the opponents discard and such. By the way, Repeals are great for bouncing Dreadnoughts so I'd say that DDFT, SI, and TES would be the hardest matchups of these. Even so, they are definitely positive matchups that we want to see more of, and probably will given the presence of Survival in the current metagame.
Other Opponents - Aggro Loam, Stax, Death and Taxes, 43 Land, Quinn, Solitarie, Affinity, Deadguy, GW Survival, Stompy, etc
These decks don't have very many ways of interacting with us so they are relatively easy matchups and therefore do not warrant much discussion. However, there are obviously decks that I missed in the above analysis, but most of them play redundant staples anyway.
What are everyone's thoughts on this approach, given the current metagame?
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.
Although I haven't played this deck recently, I still have a lot of experience with it. I've never really played with Peer Through Depths though (and I still don't really like it).
Anyway, first of all, I do like Silent Reqiem's approach of adding more land. I always found myself having to cantrip into lands, and that's really just not an ideal situation. I'd suppose the correct amount of land is somewhere along 19-20.
I'd definitely run a Hunting Pack sideboard if I were to run green.
I don't like Repeal at all. The card seems really slow, especially considering you run 7 2-mana cantrips and 3 Remand. Maybe it's worth it to consider Spell Snare. Spell Snaring a turn 2 play against any form of aggro or aggro control will usually buy you more than one turn. I've ran Snare main before, and, especially in today's meta, I think it's rarely dead.
Have you considered Energy Field as a better Tangle? I'm pretty sure a lot of decks are going to have trouble getting rid of that as long as you don't walk into their Wasteland.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
Peer is awesome. Ever since I saw it in Tacosnapes list I've been running it over FoI. Having access to more and better Impulses is too good to be true. Sure sometimes you might need a land, but that what the other cantrips are for then. Use them effectively and you shouldn't need to use PtD to grab a land.
I also am for adding more land. If we can hit three lands, then we can start doing a ton of crazy shit. Cunning Wish for a piece, BS + Impulse/PtD, etc. Those plays almost secure a turn 4 combo turn. I'm running 18 at the moment but given that I lack Opt, I can take far fewer 1 land hands (if it were really, really good with BS I would keep it).
I like Hunting Pack but there isn't room. How often are you guys playing Cunning Wish and untap effects into Hunting Pack against aggro? I can see it working but I haven't had much luck with it in practice. I'll certainly keep notes though on my testing hands to see how many times that play would have been available.
Energy Field won't work as well as Tangle. Tangle allows us to cantrip and play spells on the same turn, and the turn after its played. Energy Field prevents us from playing anything because anything we play will send it to the graveyard. I wonder if it could be used effectively with Repeal, but somehow I doubt it. Further, its not an instant so we can't Cunning Wish for it. Sometimes against a slower deck that lets you hit 5 land drops like New Horizons, you will want to make that play, buy yourself two turns, and then go off. Further, Tangle can be used as a pseudo-kill condition for 2cc less than Turnabout.
Though if we are considering enchantments, I wonder if Back to Basics is any good. Nobody is going to be grabbing anything other than duals so that they have every color they need to play things effectively. After all, Solidarity doesn't do anything to lands... or does it?
Also, I'm still tripping on Teferi's Response as a great counter to Wasteland. Its great against any deck that we expect to do poorly against with the green splash. Conveniently, the green splash is built to beat decks that don't have Wasteland, and has a decent to great matchup against all of those matchups. If we prepare for decks with Wasteland, though, we will need to cut something, likely -1 Mindbreak Trap, -1 Tangle. That would probably work better for an Aggro Control heavy metagame. For a general metagame, I think the board is cut out rather nicely.
EDIT:
To some extent, I agree with what Seraphus is saying. We should discuss the differences between the cards and their synergies to determine when is the best time to play what. Why play Impulse on turn 2 instead of PtD? What are the qualifiers? What are you doing on turn 3? Turn 4? etc. We don't necessarily need to limit it to a mono-U discussion though. We can incorporate green splash lines of play into the discussion as normal. They don't have to be separated or condemned. Even green splash lines of play contribute to the body of knowledge on Solidarity, whether or not you agree with the splash, Seraphus. Further, we are the only active forum I know of that discusses this deck. Its best that we cover all our bases and not limit ourselves to the conventional shell when we are some of the only innovators of this deck.
Why don't we present and discuss scenarios? In doing so we can discover alternative lines of play by sharing perspectives. Thats what message boards are for after all.
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.
Peer is awesome, although (in my mind) not awesome enough to cut FoI. So I decided to have both!
Hunting Pack is not something I win with often. I have toyed with dropping the card to free up some sideboard space. Ultimately, however, it can be randomly broken the way Twincast can be randomly broken. Unlike Twincast, however, Hunting Pack is easily ignored when it is useless, as it sits in my SB, not my hand. Definitely not a "must-have" card, but I really like it.
While I do not play Fog effects, my vote would be for Tangle if I did. Moment's Peace is too mana intensive in what is presumably our final turn before being forced to combo by lethal damage.
-Silent Requiem
Edit: As for land counts, I feel that 20 is almost too much. If you play with more 1cc cantrips than me, you may well find that 19 is plently, especially if you are in mono blue - in some matchups, the inability to play Tropical Island makes my build effectively 19 lands.
There are currently 1 users browsing this thread. (0 members and 1 guests)