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Thread: [Deck] 43 Lands

  1. #821
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    Re: [Deck] 43 Lands

    Quote Originally Posted by GoldenCid View Post
    Maybe i think it's because of the rise of combo decks...
    In my local store (and in SCG tournaments), combo has been weaker than it's ever been, which is why I was asking. It's been a long time since Mystical Tutor and Survival of the Fittest weren't tearing up the format, so I thought Lands might be able to fill that niche. Maybe that was a bad assumption for me to make.

  2. #822

    Re: [Deck] 43 Lands

    I hope so!!! In my meta (argentine) combo is still prevalent! Vengevival wasn't for me a brake for playing this deck. After all i'm thinking in playing again this deck becasuse with the exception of combo, it has good pairing against almost everything!

  3. #823
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    Re: [Deck] 43 Lands

    Is the correct number of Creeping Tar Pit just 1? I currently run 3 Factories, and even though most people hate them, I don't mind them. I am still pretty new to this deck, so I don't know what lands I should be playing but don't and such. So if I do end up going to 1 Tar Pit, what could I do with those 2 slots? Thanks in advanced
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  4. #824

    Re: [Deck] 43 Lands

    Quote Originally Posted by rocketrae21 View Post
    Is the correct number of Creeping Tar Pit just 1? I currently run 3 Factories, and even though most people hate them, I don't mind them. I am still pretty new to this deck, so I don't know what lands I should be playing but don't and such. So if I do end up going to 1 Tar Pit, what could I do with those 2 slots? Thanks in advanced
    I run tar pit 1x with mox diamond and underground sea. Then i cut mox and tar pit and never run it again due to the inestAbility of the mana base and the poor aport of black. Yes, it gives us confidant but nothing else.
    In that time tar pit was good.

  5. #825
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    Re: [Deck] 43 Lands

    Playing this deck: you're doing it wrong if you got non-green duals.

    Seriously people, you really have to maximize your chance of having non-cipt green mana on your first turn. For reference, this is my current list:

    4x Intuition
    4x Life from the Loam
    4x Exploration
    4x Manabond
    4x Mox Diamond
    1x Zuran Orb
    1x Engineered Explosives
    1x Mindslaver / Smokestack (I don't think Mindslaver is that important but I'm giving it a try for now)

    4x Tropical Island
    4x Misty Rainforest
    1x Savannah
    1x Forest

    4x Wasteland
    4x Rishadan port
    4x Maze of Ith
    1x The Tabernacle at Pendrell Vale
    1x Ghost Quarter

    4x Tranquil Thicket
    3x Tolaria West

    1x Glacial Chasm
    1x Riftstone Portal
    1x Cephalid Coliseum
    1x Academy Ruins
    1x Karakas
    1x Celestial Colonade

    SB:
    4x Chalice of the Void
    3x Null Rod
    4x Krosan Grip (you can easily go down to 3. I usually use that slot to test fancy new artifacts)
    1x Crucible of Worlds
    1x Tormod's Crypt
    1x Smokestack
    1x Pithing Needle


    What might strike you most in the md are 4 Tranquil Thicket. I think it's the right call as you really don't wanna be Tolaria-Westing for one but still need it in order to continiously use Loam It also helps at least a bit with mana fixing early on. Despite that, it's easily cycled away and I can't think of any other lands I'd want maindeck excecpt for Bojuka Bog maybe.
    The seven cardinal sins of Legacy:
    1. Discuss the unbanning of Land Tax Earthcraft.
    2. Argue that banning Force of Will would make the format healthier.
    3. Play Brainstorm without Fetchlands.
    4. Stifle Standstill.
    5. Think that Gaea's Blessing will make you Solidarity-proof.
    6. Pass priority after playing Infernal Tutor.
    7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).

  6. #826

    Re: [Deck] 43 Lands

    And you just win with celestial colonade??

  7. #827

    Re: [Deck] 43 Lands

    Quote Originally Posted by GoldenCid View Post
    And you just win with celestial colonade??
    And only ONE?

    A single Stp and you have to win by decking your opponent. If you lose your first game, at most you'll draw the match. I'd at least add 1 Gargoyle Castle as finisher.

  8. #828
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    Re: [Deck] 43 Lands

    did you guys not see his mindslaver ? That's a second win con...

  9. #829

    Re: [Deck] 43 Lands

    Quote Originally Posted by JCLe View Post
    did you guys not see his mindslaver ? That's a second win con...
    Yeah, but it's still poor. beside it's "splitted" with smokestake.

  10. #830

    Re: [Deck] 43 Lands

    Quote Originally Posted by JCLe View Post
    did you guys not see his mindslaver ? That's a second win con...
    And Academy Ruins + Mox Diamond...

    Anyhow, your manlands should never get Sworsed, ever. You have 4 Port and 4 Waste, which can keep them off of White. Also, wasting your own manland is acceptable.
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  11. #831

    Re: [Deck] 43 Lands

    Quote Originally Posted by GoldenCid View Post
    And you just win with celestial colonade??
    He has Mindslaver/smokestack as alternate wins . While the smokestack doesn't technically win the game you can clear their board, then set it to one and just use Academy Ruins to recur EE or Zuran Orb until they deck, very few decks can break through at that point. Mindslaver Lock will get them also, eventually. The problem I found was that if I lost game 1 it was difficult to finish 2 more some times, especially if my opponent was playing to a draw and made me play out my killing them.
    Instead of either of those I have been playing Chimeric Mass, and I love it. Generally drop it as a 10/10 and close the game pretty quickly. He is immune to Jace, Tabernacle and is pretty easy to protect from swords/path/etc. It can be recurred with Academy ruins, obviously. Against goblins you can drop it as a 1/1 to kill lacky, against dredge you can drop it for 0 as a answer to Bridges. Its pretty easy to make it bigger than Goyfs (or what ever their biggest man is) which can then effectively become an Abyss or Moat.

    More generally I feel this deck is well positioned yet again. Less combo, less GY hate, more creature decks all seem good for us.
    Quote Originally Posted by Meekrab View Post
    Don't play shitty decks and everyone will have more fun.

  12. #832

    Re: [Deck] 43 Lands

    Worm Harvest worked well to me...

  13. #833

    Re: [Deck] 43 Lands

    Quote Originally Posted by GoldenCid View Post
    Worm Harvest worked well to me...
    Seems underpowered. Not bad, but not the best either. It nombos pretty well with Tabernacle (I realize you can pretty easily answer your own tabernacle, but that is less than ideal). More generally it doesn't seem better than the other options.
    Quote Originally Posted by Meekrab View Post
    Don't play shitty decks and everyone will have more fun.

  14. #834

    Re: [Deck] 43 Lands

    Quote Originally Posted by betterthenandrew View Post
    Seems underpowered. Not bad, but not the best either. It nombos pretty well with Tabernacle (I realize you can pretty easily answer your own tabernacle, but that is less than ideal). More generally it doesn't seem better than the other options.
    It gives you hordes of blockes and attackers...i know that it's not ideal with nacle but you can deal with it!

    I'm interested on chimeric mass...did you do hard test?

  15. #835

    Re: [Deck] 43 Lands

    Quote Originally Posted by betterthenandrew View Post
    Seems underpowered. Not bad, but not the best either. It nombos pretty well with Tabernacle (I realize you can pretty easily answer your own tabernacle, but that is less than ideal). More generally it doesn't seem better than the other options.
    Zuran Orb. Gain 2 life off your tabernacle at the end of their turn then put it back into play your next turn.

  16. #836
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Zinch View Post
    And only ONE?

    A single Stp and you have to win by decking your opponent. If you lose your first game, at most you'll draw the match. I'd at least add 1 Gargoyle Castle as finisher.
    You should never ever let your Colonade be STP'ed. Even when your opponent just got a Fetchland, you just port/waste it first. Colonade is just there to actually win the game when you've won the game. If your Colonade gets hit with removal, you've made an avoidable mistake. I also looked into Chimeric Masss but I don't feel urged to run any any more win conditions.
    The seven cardinal sins of Legacy:
    1. Discuss the unbanning of Land Tax Earthcraft.
    2. Argue that banning Force of Will would make the format healthier.
    3. Play Brainstorm without Fetchlands.
    4. Stifle Standstill.
    5. Think that Gaea's Blessing will make you Solidarity-proof.
    6. Pass priority after playing Infernal Tutor.
    7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).

  17. #837

    Re: [Deck] 43 Lands

    Quote Originally Posted by Antonius View Post
    Zuran Orb. Gain 2 life off your tabernacle at the end of their turn then put it back into play your next turn.
    Quote Originally Posted by betterthenandrew View Post
    (I realize you can pretty easily answer your own tabernacle, but that is less than ideal)
    Yup. Obviously you can do it, but why? How is it better than other win conditions that have similar costs but have additional value (Factory, Colonnade), are Tolaria Westable (lands, Chimeric Mass), or win with out having to fight against the other cards you are playing (Lands, Chimeric Mass, Smokestack, Mindslaver)? Like I said its certainly not bad, just not the best.

    Quote Originally Posted by Julian23 View Post
    You should never ever let your Colonnade be STP'ed. Even when your opponent just got a Fetchland, you just port/waste it first. Colonnade is just there to actually win the game when you've won the game. If your Colonnade gets hit with removal, you've made an avoidable mistake. I also looked into Chimeric Mass but I don't feel urged to run any any more win conditions.
    I basically run it instead of Mindslaver/Smokestack. Most of my not wins (losses/draws) have been caused by an opponent that wouldn't scoop to the lock. With infinite time the Smokestack/slaver are probably best though.
    Quote Originally Posted by Meekrab View Post
    Don't play shitty decks and everyone will have more fun.

  18. #838

    Re: [Deck] 43 Lands

    Quote Originally Posted by betterthenandrew View Post
    Yup. Obviously you can do it, but why? How is it better than other win conditions that have similar costs but have additional value (Factory, Colonnade), are Tolaria Westable (lands, Chimeric Mass), or win with out having to fight against the other cards you are playing (Lands, Chimeric Mass, Smokestack, Mindslaver)? Like I said its certainly not bad, just not the best.



    I basically run it instead of Mindslaver/Smokestack. Most of my not wins (losses/draws) have been caused by an opponent that wouldn't scoop to the lock. With infinite time the Smokestack/slaver are probably best though.

    How long does it take you to play out Slaver Lock? If it takes more than 3 minutes, you're doing something very, very, very wrong.

    I 3-1ed another MTGO Daily, here http://www.wizards.com/Magic/Digital.../tourn/2022645 . My paper list basically subs out Factories for Ports, and changes some of the sb. (Burn is far more common online than in paper.
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  19. #839
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    Re: [Deck] 43 Lands

    Hey Hey! :-) Also 3-1ed today's Daily (running TES)! :-)

    As mchainmail mentioned, if you can't close the game only some minutes after the Slaver lock hits you have to keep working on your mechanics (to borrow a Starcraft 2 related term).
    The seven cardinal sins of Legacy:
    1. Discuss the unbanning of Land Tax Earthcraft.
    2. Argue that banning Force of Will would make the format healthier.
    3. Play Brainstorm without Fetchlands.
    4. Stifle Standstill.
    5. Think that Gaea's Blessing will make you Solidarity-proof.
    6. Pass priority after playing Infernal Tutor.
    7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).

  20. #840

    Re: [Deck] 43 Lands

    Quote Originally Posted by Julian23 View Post
    Hey Hey! :-) Also 3-1ed today's Daily (running TES)! :-)

    As mchainmail mentioned, if you can't close the game only some minutes after the Slaver lock hits you have to keep working on your mechanics (to borrow a Starcraft 2 related term).
    Yeah but it isn't that simple...or give the steps to follow to do that!

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