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Thread: [Deck] Next Level Threshold

  1. #61
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    Re: [Deck] Next Level Threshold

    I've been bored and looking for new decks to play :)

    The list that placed 9th at GP Madrid didn't have any Sprites!

    I'm not sure I ever saw you playing this deck at all.

  2. #62
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    Re: [Deck] Next Level Threshold

    Quote Originally Posted by Esper3k View Post
    I really like the idea of this deck!

    Just wondering - has anyone been testing Arc Trail as an alternative to Forked Bolt or Fire/Ice? 1 more than Forked Bolt, but you can get those Qasali's and 2 for 1 a Lord + X/1 guy?
    I considered it for exactly that reason, but as Fire, it doesn't kill quick dudes we want to see dead like Forked Bolt does. The single most convincing reason to test a second Forked Bolt is it's cmc of 1.
    Conan, what is best in life? - To crush your enemies, see them driven before you... and to hear the lamentation of their women!

  3. #63
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    Re: [Deck] Next Level Threshold

    Is pongify really that bad for NL tempo? i am always looking for a card replacing removal like path/swords for UGR and trading a problem to a 3/3 doesn't seem that bad.

  4. #64

    Re: [Deck] Next Level Threshold

    Pongify is situational removal. If you have a goyf sure pongify away because goyf will have a toughness of 4 or more if you pongify the creature. If you have just a clique out then it is a 2 for 1 trade if you choose to block. Pongify was a beast of a card when reanimator was tier 1 which it isn't anymore since m. tutor got banned. Overall pongify doesn't make the cut though over other removal spells.

    Arc trail is interesting and has more two for 1 capabilities than fire//ice but the problem is the sorcery speed and it can't kill X/3's. Sure it's nice if your opponent goes turn 1 hierarch turn 2 pridemage and you kill them both with arc trail but it's so meh compared to fire//ice and forked bolt to me because it is sorcery speed and 2 mana whereas forked bolt is one mana but sorcery speed and fire//ice can be pitched to FoW and is instant speed.

    Feel free to test arc trail though and see how it goes.
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  5. #65

    Re: [Deck] Next Level Threshold

    This list made top8 on a 293players tournament:

    4 Force of Will
    3 Daze
    3 Stifle
    3 Lightning Bolt
    2 Fire / Ice
    4 Punishing Fire
    4 Brainstorm
    3 Jace, the Mindsculptor
    1 Crucible of Worlds
    2 Vendillion Clique
    3 Spell Snare
    4 Spellstutter Sprite
    4 Tarmogoyf
    2 Island
    3 Misty Rainforest
    3 Scalding Tarn
    3 Tropical Island
    3 Volcanic Island
    4 Grove of the Burnwillows
    3 Wasteland

    Sideboard:
    3 Firespout
    2 Sower of Temptations
    2 Krosan Grip
    2 Enginereed Explosives
    3 Red Elemental blast
    1 Umezawa’s Jitte
    1 Tormod’s Crypt
    1 Ravenous Trap


    I dont like SSS on Legacy but i think Punishing + Groove is too powerfull to not trying it.

  6. #66
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    Re: [Deck] Next Level Threshold

    Got 2nd today with NLT, going 4-1.

    Zoo 2-0
    Merfolk 2-0
    Deadguy with Lotus Cobra (Max McCall's concoction) 2-1
    Ugr Thresh 2-0
    Zoo 1-2

    In game 3 against my 2nd Zoo opponent I had to make a tough decision on my 3rd turn. He has Nacatl + 2/3 Goyf (sorcery and land). I have Firespout in hand, but he has Taiga untapped and I fear he will bolt in response and blow me out. My gut instinct told me to pull the trigger since my hand wasn't very strong, but in the end I did something else and tried to play around it, and it probably cost me the game (turns out he didn't have it).

    I played this list

    // Lands
    3 [AQ] Mishra's Factory (1)
    3 [TE] Wasteland
    4 [R] Volcanic Island
    3 [R] Tropical Island
    2 [P2] Island (1)
    3 [ON] Flooded Strand
    3 [ON] Polluted Delta

    // Creatures
    1 [LRW] Sower of Temptation
    3 [MOR] Vendilion Clique
    4 [FUT] Tarmogoyf

    // Spells
    3 [WWK] Jace, the Mind Sculptor
    1 [FD] Crucible of Worlds
    4 [AP] Fire/Ice
    3 [SC] Stifle
    4 [MM] Brainstorm
    4 [AL] Force of Will
    3 [DIS] Spell Snare
    3 [NE] Daze
    3 [B] Lightning Bolt
    3 [LRW] Ponder

    // Sideboard
    SB: 2 [SHM] Firespout
    SB: 2 [TSP] Krosan Grip
    SB: 1 [OV] Pyroblast
    SB: 1 [FD] Trinket Mage
    SB: 1 [10E] Pithing Needle
    SB: 1 [U] Red Elemental Blast
    SB: 1 [FD] Engineered Explosives
    SB: 2 [ALA] Relic of Progenitus
    SB: 3 [ZEN] Spell Pierce
    SB: 1 [CH] Tormod's Crypt


    I've also been testing the version with Punishing Fire (and found it to be very strong), but this time I wanted to play Factories and Fire/Ice again. F/I is pretty amazing because it's so flexible, and it acted as a time walk several times. Factory also pulled its weight, putting the opponent on a faster clock and blocking for Jace like a champ. I still can't decide what version I like best, though.

    The last Sower is still TERRIBLE in the deck, and it should be cut for something else. I'm thinking Control Magic/Threads of Disloyalty/4th Bolt/Flame Slash.

  7. #67
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    Re: [Deck] Next Level Threshold

    I played NLT in a small tournament today. It took me forever to decide between Supreme Blue or NLT, but I landed on NLT because I have played much more games with it and I feel this deck can be much more disruptive and controlling than a CB deck anyway.

    I played this

    // Lands
    4 [ON] Flooded Strand
    2 [ON] Misty Rainforest
    2 [P2] Island
    3 [R] Tropical Island
    3 [AQ] Mishra's Factory
    3 [TE] Wasteland
    4 [R] Volcanic Island

    // Creatures
    3 [MOR] Vendilion Clique
    4 [FUT] Tarmogoyf

    // Spells
    2 [WWK] Jace, the Mind Sculptor
    4 [SC] Stifle
    4 [AL] Force of Will
    3 [DIS] Spell Snare
    3 [NE] Daze
    4 [B] Lightning Bolt
    3 [LRW] Ponder
    4 [MM] Brainstorm
    1 [FD] Crucible of Worlds
    1 [FD] Vedalken Shackles
    2 [AP] Fire/Ice
    1 [B] Control Magic

    // Sideboard
    SB: 1 [FD] Trinket Mage
    SB: 1 [10E] Pithing Needle
    SB: 1 [FD] Engineered Explosives
    SB: 2 [SHM] Firespout
    SB: 1 [OV] Pyroblast
    SB: 1 [CH] Tormod's Crypt
    SB: 2 [ALA] Relic of Progenitus
    SB: 2 [TSP] Krosan Grip
    SB: 1 [U] Red Elemental Blast
    SB: 2 [4E] Counterspell
    SB: 1 [LRW] Sower of Temptation


    I realized that Spell Pierce is pretty sucktastic in the sb of this deck since it mostly only helps in matchups that are already good, so I wanted to try out Counterspell instead because it's more flexible and it also helps against the main weakness of the deck: big dumb creatures (KotR). I also upped the amount of "steal your dude"-effects because they are blowouts in so many matchups. I cut the 3rd Jace for a 3rd Ponder because 3 Jaces feels a bit excessive in NLT, and Ponder helps find the random cards when you need them. Fire/Ice is the least exciting card, but it can be randomly good and it has nice synergy with Daze, so I only chopped 2 of them.


    Round 1: TES


    Game 1: I open with Stifle on 2 fetchlands + Waste on USea. He has no lands in play but still thinks for a while during his turn, so I start to suspect he's playing storm instead of Ubg Thresh (my first assumption). I bash with Factory and soon Clique + Bolts to the dome finish the job.

    game 2: My hand is full of cards that dominate the stack. He Pyroblasts a Stifle on a fetch, but I Stifle again. Clique takes a protection spell out of his hand and starts clocking him. He casts Silence with only 1 land in play and to me it smells like a bluff/counter bait, but my hand is too strong so I counter it instead of taking the risk of letting it resolve. He is eventually forced to go off without protection but I have FoW.

    1-0

    Round 2: UWr Thopters

    Game 1: I Spell Snare 3 Counterbalances over the course of this game. He runs out of cards faster because of Enlightened Tutor, and I kill him with Clique and factories while holding FoW for anything scary he might have.

    Game 2: I answer his first Counterbalance and take a Counterspell out of his hand with Clique. I draw fetchlands and duals for 4 turns in a row so I can't prevent the 2nd CB from resolving. Obviously, I draw the Brainstorm immediately after he has CB+Top assembled. Clique and a factory do, however, put him on a fast clock and he has to sac his Thopter Foundry to itself to kill Clique. I get an opening to cast the Brainstorm and I draw into more factories that he can't handle.

    2-0

    Round 3: Zoo


    Game 1: I'm on the draw and he leads with Steppe Lynx. My hand is God-awful against Zoo and the best play I can make involves setting myself back on tempo by wasting one of his duals and hoping he never sees a land in the next 3 turns. This plan naturally fails and I die to cats and an infinite/infinite KotR.

    Game 2: Stifle and Wasteland wreck him completely. When he is finally able to cast his cats, I am already beating down with double Goyf. Chumpblock phase followed by scoop phase.

    Game 3: On turn 3 I Firespout a Goyf and a Nacatl. I Bolt some smaller critters and he PtE's my Goyf. He catches me by surprise with an Elspeth and I'm not in a position where I can handle it.

    2-1


    Round 4: PT Junk/Dark Horizons/The Rock

    Game 1: I get Thoughtseized a few times but I end up landing Shackles with FoW backup for any potential Vindicate shenanigans he might have. I steal the Goyf he has in play and resolve Jace the next turn. He has to StP the Goyf and the creatures he draws afterwards get stranded in his hand.

    Game 2: After some Wasteland action, we both stall on lands. I draw out of it first and start unloading Goyfs while his hand is clogged with 3-drops.



    3-1 is enough to make top4



    Semifinal: Zoo (same player)

    Game 1: I lose the roll again, which annoys me a lot since this matchup is a bitch on the draw. However, I answer all of his stuff and end up using Control Magic on something big. My factories and his own creature kill him.

    Game 2: I answer the smaller dorks and do a number on his manabase with Stifle/Waste. I land Jace and start fatesealing his lands away. It takes forever to finish the game because he keeps pathing my Goyfs, but killing him is just a formality since I have about 12 non-Goyf permanents in play vs his board of forest and plains.



    Final: Merfolk

    Game 1: I kill LoA and another lord, but he sticks a Jitte, equips it to Cursecatcher and makes it unblockable with Sovereign so I die quickly. It's been forever since I last dropped a game to Merfolk with this deck :'(

    Game 2: He opens with double Vial. This doesn't bother me much since it just means he will run out of gas faster. I take some beats because now I have to keep Spell Snare up for the Standstill at all times. I clear the way for Shackles by taking a Spell Pierce out of his hand with Clique. On his next turn he makes a series of very unpleasant plays. He had 2 lords in his hand when I checked with Clique and his board is 2x Vial, Mutavault and Cursecatcher. He drew a third one of the top and is able to put all 3 of them in play due to Reejery and Vial tricks. I have bolt in hand and one land untapped, but Cursecatcher is preventing me from casting it in response on a lord. Now all his dudes are out of burn and Shackle range. On my turn I have to double Bolt a lord so I can take another one with Shackles. Trinket Mage into Pithing Needle helps me lock down the board at 3 life. He dies to beats by 2/2's and a 3/1.

    Game 3: I draw into so many anti-Merfolk cards that it would be stupid to fetch after Brainstorming. I land double Goyf while he is futilely trying to get some kind of tribal synergy going. I play around Submerge and Spell Pierce the whole game since I feel they are the only cards that can blow me out. He gets tired of waiting for me to crack a fetchland, so he has to use the 2 Submerges he has been holding on my Goyfs. I replay the Goyfs and they kill him shortly thereafter. This game he had Jitte, which was slightly annoying since it meant I had to kill the small merfolks too, but I still had Firespout and Bolt in hand when the game was over.

    Very intense final. Game 1 he blew me out. Game 2 went back and forth and was very close. Game 3 I was able to blow him out.



    Final score 5-1: 1st place

    I won a FTV:Relics box, some singles from another FTV:Relics box and a judge foil Natural Order. Second place got a revised Tundra and 2 judge foil Dreadnoughts. 3rd and 4th also got something, but dunno what.


    In conclusion:

    Quote Originally Posted by Finn View Post
    Oh, it may do well for awhile. I hear mouthpieces extolling the virtues of the 3-color tempo deck du jour every so often. But with players coming in and out of this game so rapidly, how many people really have perspective to make such claims, really? These decks come in and out of fashion. In this case, with no fliers, no basics, and a 2 packs-a-day grave yard habit, you can pick your favorite weakness and exploit it. With such gaping holes in its gameplan, this deck's popularity is owed as much to the fact that it came out of the NE United States as anything else.

    Want to make a perennial winner? Come up with a solid plan in one color and splash only as an option. Decks with fewer colors and solid landbases are not as flashy, but tend to last a lot longer despite a weaker cardpool. A big reason why many-color decks come and go is because they are farting around with their thin-assed mana base as soon as the opponent throws anything at it. Best way to beat anything that smells like Threshold: make their Tops, Brainstorms, and Ponders look for land instead of answers or threats.

    <3 !
    Last edited by Rune; 01-23-2011 at 11:36 AM.

  8. #68

    Re: [Deck] Next Level Threshold

    the vedalken shakles/control magic was revelant though your matches?

    what di you board in/out against zoo?

  9. #69
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    Re: [Deck] Next Level Threshold

    Shackles and Control Magic won me some games. They are like Sowers in the original list, except they don't suck ass against most aggro (unlike Sower). I had 1 Sower in sb for Merfolks and as an extra out against Emrakul. Being able to steal Goyfs and whatnot is necessary for NLT because it doesn't have Counterbalance to protect its own creatures.

    boarded something like this vs Zoo

    -3 Clique
    -4 FoW
    +1 Trinket Mage
    +1 Relic
    +1 EE
    +2 Firespout
    +2 Counterspell

    On the draw I take out 3 Daze and put 3 FoW back in. Clique and FoW are both terrible here, but I'm not sure which one is worse. Whenever I saw FoW, I had to instantly shuffle it away again.
    Last edited by Rune; 01-23-2011 at 10:27 AM.

  10. #70

    Re: [Deck] Next Level Threshold

    Man, it's been a while since I've posted in this thread.

    Anyways, after playing survival for the 3 months everyone realized the deck was beyond insane, I've come back to playing NLT, getting to the top 8 of the most recent tournament held at Jupiter Games. It was pretty big too, had a little over 100 players, even with the GP being the same weekend. My list is pretty similar to the one I posted in the first post, but I made some tweaks.

    Maindeck

    4 Tarmogoyf
    3 Vendillion Clique

    4 Brainstorm
    3 Ponder
    4 Stifle
    4 Force of Will
    3 Daze
    3 Spell Snare
    4 Lightning Bolt
    3 Firespout
    3 Jace the Mind Sculptor

    3 Tropical Island
    3 Volcanic Island
    3 Wasteland
    3 Mishra's Factory
    3 Island
    2 Flooded Strand
    1 Polluted Delta
    2 Misty Rainforest
    1 Scalding Tarn

    Sideboard

    3 Spell Pierce
    2 Mind Harness
    1 Null Rod
    2 Krosan Grip
    1 Firespout
    2 Relic of Progenitus
    1 Tormod's Crypt
    2 Pyroblast
    1 Red Elemental Blast

    The main changes were taking out sowers, replacing them with another Jace and a ponder, as well as replacing the fire//ice's with firespout. The sowers were taken out since they had been the most disappointing card before in the maindeck, and Jace is always so fucking sweet that I just wanted to play another one. The firespout's were a metagame call, seeing as how popular merfolk and goblins have been the past few weekends. Add in the fact that a ton of people play zoo at jupiter games every tournament meant I wanted to try them out main and see how they did. The extra sideboard space meant another spell pierce, as well as an extra control magic effect. I had been looking at mind harness for a while, and decided I wanted to try it out.

    Round 1 vs Ur Merfolk

    His list had red for bolt and grim lavamancer main, supposedly so he could beat the mirror. Seems like decent logic. But it didn't help him when his 4 creatures got swept away by main deck firespout game one. Ohhhh yeeaahh. Game two was more of the same, burn deals with the actual problem creatures (the lords), and goyf comes along and finishes things quickly.

    1-0

    Round 2 vs New Horizons

    And the pilot was none other than David Price, the innovator of the deck. Game one was pretty harsh, as no sower main means his creatures are bigger than mine, aka I lose. Game two mind harness does the job, but game three a mind harness on terravore gets blow up a turn before I would have drawn the force that saves my ass. Close game ends up going his way.

    1-1

    Round 3 vs Zoo

    These games were pretty weird. Both times he gets one early dude to stick, gets in about 10 damage with it, then tries to kill me with burn while I have counter protection to stay safe for the time being. After the initial flurry of spells, both games come down to me having cantrips that find gas, and me eventually winning.

    2-1

    Round 4 vs Countertop

    These games weren't that close. Games one get the swords out with goyfs, and then use my two factories to beat him down, while his top and counterbalance look on helplessly. Game two I get to board all my sweet one mana counterspells, and he isn't able to get much action going while my efficient creatures take him down.

    3-1

    Round 5 vs Belcher

    Man I wish I could have played this matchup more. It's just so unbelievably good. Just about the only way you lose is if your on the draw without force, or have a bad hand that should be mulliganed. Anyways I get game one when I daze a seething song and he doesn't have any more mana to start up again. Game two he tries to go off once, I counter a land grant seeing that chrome mox is his only permanent mana source, then untap and play null rod. SICK. BEATS. The rest of the game he has no more mana as I take him down with goyf while still having double force backup anyways. It was just one of those 'still had all these' games.

    4-1

    Round 6 vs Fast Zoo

    I actually knew the list I was playing against, since I had done some test game with it two days prior to the tournament. The deck runs goblin guide, more burn, and no Kotr to try and win the game faster then most conventional zoo lists. Game 1 is really close, he gets me down to one when I stabilize. He tries to PoP to get the draw, but I have spell snare to get me the win. Game two is also pretty close, he gets me down to 3 before running out of gas, and doesn't draw the right burn before goyf goes the distance.

    5-1

    Round 7 vs Zoo

    Again with the zoo, jeez. Game one is the first zoo game I drop, where he just gets goyf down and I can't answer it. Though, to be fair, there was a misplay with a brainstorm that probably cost me the game, but I don't know what the final outcome would have been if I had done the right thing. Game two isn't that close, I firespout a bunch of dudes, then firespout more dudes again, then goyf beats for the win. Game three I maintain control with a goyf and counter his relevant cards. He does land a choke though, only problem is all my land are still untapped. One turn before he dies, he goes for path, only for me to hardcast force of will and take the match,.

    6-1

    Quarterfinals vs Countertop

    This match I really should have won, it's pretty much the only time I got pissed at how the deck performed. Game one I did the good old play goyf, get it swords, still have all these factories that get around firespout really nicely plan. Game two I keep a one lander with brainstorm, force, two REBs, and some other gas on the draw. Pretty much my hand is insane so long as I hit land drops. So of course I miss my land drop on turn 2, and have to discard a jace. At the end of the game this is the difference maker, as after the whole game we trade spells back and forth, and in the end he has the final jace in play that seals my doom. Definitely a game I win if I just hit my second land drop, but it was a risk and I got punished for taking the gamble. Game three mind harness almost gets there, as I just need him to not draw a land to play the two sowers that I know he has in hand via vendillion clique. Unfortunately, he has the land, and proceeds to wreck me with sower jace since I boarded out my removal.

    6-2, 6th place

    I really felt that I could have won the quarters matchup, since I usually play against countertop really well and I rarely lose to the deck with NLT. The game 2 keep was loose, but other than that I just didn't have the right cards at the right times. The deck is still sick though, it just needs some tweaks to deal with problem cards. Without maindeck control magic effects (sower, shackles, etc), the maindeck is hard pressed to deal with guys like KotR. And I'm not really sure how I want to address the problem. One of my friends suggested gilded drake as a possibility, and it doesn't seem too bad. You can even use it with jace for great effect, pretty much taking their dudes one by one. My friend also suggested using guilded drake with repeal, but that seems to be more of a counterbalance card then something that NLT wants to use. Mind harness was decent throughout the day, but it was never spectacular. In fact, the cumulative upkeep was annoying to pay, plus sometimes it got a little close to losing me the game with all my mana gone each turn. Plus the fact that EE still deals with it in new horizons doesn't really help. At least control magic has a one time mana investment and doesn't get taken out by EE either. The maindeck firespouts were also pretty awesome, since they took plenty of people by surprise and did what fire//ice usually does. Plus, any time I didn't need it brainstorm and jace were there to send it back to sender. Overall, the decklist is really good, although there is still potential left for improvement. Hopefully I'll figure it out before SCG Washington DC and Edison roll around, I would love to finally attend one of these events so I can top 8 and get this deck some more exposure. I definitely think its still one of the best decks in legacy that nobody really knows about, and I'd love to crush people at an SCG open who don't see the deck coming.

    Also, if anyone's interested in how I boarded in any of my matchups, I'd be happy to indulge anyone in how I boarded in specific matchups throughout the day.
    You can't pull out the RUG from under me, CUZ I AM THE RUG!

  11. #71
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    Re: [Deck] Next Level Threshold

    Nice job! Have you considered the punishing fire/grove of the burn willows plan?

  12. #72

    Re: [Deck] Next Level Threshold

    Yes I have, I'm just not sure how to tweak the mana base. My guess would be to take out the factories and firespouts to put the punishing fire combo in. It's an interesting idea, although it still doesn't do a good job dealing with KotR, which is public enemy #1 for this deck.
    You can't pull out the RUG from under me, CUZ I AM THE RUG!

  13. #73

    Re: [Deck] Next Level Threshold

    yep i agreed with u chinese, we really need to have a solution maindeck against KoTR.

    Anyway, how good is the deck against death&taxes ? I never tested the MU.

  14. #74
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    Re: [Deck] Next Level Threshold

    What do you think about playing grim lavamancer rather than punishing fire or firespout ?

    Againts KotR I recommed you to play Submerge in the SB.

  15. #75
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    Re: [Deck] Next Level Threshold

    Quote Originally Posted by planarvoid View Post
    yep i agreed with u chinese, we really need to have a solution maindeck against KoTR.

    Anyway, how good is the deck against death&taxes ? I never tested the MU.
    In my experience, it's a slightly unfavorable MU. You can't wreck their manabase and they have a lot of problematic cards (Mom, equipment (SoFaI, specifically), Jotun Grunt and Flickerwisp + Vial shenanigans). Death and Taxes with the green splash is probably one of the worst matchups.



    I already posted the best maindeck answer to KotR - it's Control Magic. Jace is also an answer, but he's a very conditional one. Relic + burn is also very effective after sideboard.

    Submerge is bad because it requires you to have some kind of significant board presence that can abuse the tempo swing. If you don't, it will just give you an extra draw step to find an actual answer.

    Lavamancer is fine, but worse than Firespout because he's not very relevant vs Zoo. I would rather have Firespout against both Zoo and Goblins. He's better than Firespout against Merfolk, but since Zoo is the only one of those 3 decks that can actually get you, it doesn't seem like a good choice. Also, he will rarely come down on turn 1 because you need to hold up Spell Snare or Stifle.

    I have tested Punishing Fire+Grove extensively and finally decided that it's too slow and clunky. It doesn't really solve any problem the deck has, and most of the time you would rather just be playing with Factories.

  16. #76

    Re: [Deck] Next Level Threshold

    Hey ChineseGirl,

    Your decklist is missing a card.

    How did you like the number of Vendilion Clique? Did you find three to be too many?

  17. #77

    Re: [Deck] Next Level Threshold

    Whoops, forgot the 1 crucible of worlds, that's card #60. As for the clique count, 3 is definitely right. The card is just so savage in just about every matchup. It amazingly flexible, plus extra copies just get used with either force or brainstormed/jaced away. Actually, in all honesty I think it is the best blue creature in legacy. Yeah, I just said that. And no tarmogoyf is not blue IMO, even though half the blue decks run it.
    You can't pull out the RUG from under me, CUZ I AM THE RUG!

  18. #78
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    Re: [Deck] Next Level Threshold

    Quote Originally Posted by chinEsE girl View Post
    Also, if anyone's interested in how I boarded in any of my matchups, I'd be happy to indulge anyone in how I boarded in specific matchups throughout the day.
    I am always interested on how someone with more experience boards. Could you?

  19. #79

    Re: [Deck] Next Level Threshold

    Quote Originally Posted by Tammit67 View Post
    I am always interested on how someone with more experience boards. Could you?
    Sure thing. I'll just go over boarding as I would have done in the last tournament I played in (the list I posted a little while ago). The only difference is that my current list is playing +1 control magic -1 jace. I found 3 jaces to be too much, and I want a maindeck spell to deal with KotR.

    Green Countertop
    +3 spell pierce +2 grip +1 null rod +3 REB +2 mind harness
    -3 daze -3 firespout -4 force of will -1 bolt

    Non-green Countertop (usually thopter countertop)
    +3 spell pierce +2 grip +1 null rod +3 REB
    -3 daze - 3 firespout -3 bolt

    Zoo
    +2 mind harness +1 firespout +2 grip
    -3 daze -2 clique

    Goblins
    +1 firespout +1 null rod
    -2 daze

    Merfolk
    +1 firespout +3 REB +1 null rod
    -4 stifle -1 daze

    Tendrils combo
    +3 spell pierce +1 null rod
    -2 jace -1 crucible -1 bolt
    possibly +3 REB -3 bolt

    Belcher
    +3 spell pierce +1 null rod
    -2 jace -1 crucible -1 bolt

    Landstill
    +3 spell pierce +3 REB +2 grip
    -3 firespout -4 bolt -1 daze
    possibly -1 daze +1 null rod if they have top, EE, etc

    New Horizons
    +2 mind harness +3 spell pierce +2 relic
    -3 firespout -3 daze -1 ponder

    Green and Taxes
    +2 mind harness +2 grip +1 null rod
    -3 daze -1 ponder -1 firespout

    Junk
    +2 mind harness +1 null rod
    -3 firespout

    Dredge
    +1 crypt +2 relic +1 firespout
    -2 jace -1 control magic -1 ponder

    Hopefully that covers most of the major players in the metagame. Some of the matchups that I haven't played yet, like green and taxes, and others I haven't played in forever, like dredge. Most changes are self explanatory, but the one thing to really watch out for is when to and when not to board out force of will. The way I see it, when you can bring in your one mana counters, force of will isn't really needed. Otherwise force is good at stopping the threats that can give the deck trouble (usually KotR).
    You can't pull out the RUG from under me, CUZ I AM THE RUG!

  20. #80

    Re: [Deck] Next Level Threshold

    I'm trying to build the deck, just need 1 jace and some duals.

    I think that the deck is so powerfull, he has a treat against all the main deck present in legacy.

    Chinese, did you have other recent results??

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