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Thread: [Deck] Deadguy Ale (B/w Confidant)

  1. #2841

    Re: [Deck] Deadguy Ale (B/w Confidant)

    Quote Originally Posted by Anthem View Post
    I usually run some 10-card collection of Hymn/Duress/IoK, which with Revoker makes my Combo/Control matchups just fine. I think a lot of Deadguy players do this. Chains is a nice alternative, though.

    I see a lot of people running Mirran Crusader. I've been having a debate between him and Stillmoon Cavalier for that spot. Stillmoon has better protections IMO (though Mom can't save him from red removal), can fly or first strike, and is easier on the mana. Crusader doublestrikes (great with Jitte) and being able to slide past green fatties (usually the biggest creatures) is helpful. What do you guys think?
    I see your argument with Stillmoon, one of my teammates swears by him, but he really doesn't fit the deck IMHO. I feel his lack of synergy with mom and the fact that he's a mana sink, just doesn't fit well in the play style of the deck. This is why I'm running 3x Mirran Crusader.

    I also agree that the discard package needs a little work, I would like to keep the Chains in the main deck because of the shear amount of disruption it causes (Screw You Brainstorm!) and its synergy with BOB. That being said I would like to work in a couple of hymns but im just not sure what to cut / shuffle to the board.

    Part of the problem I have is that my local meta is a little bit of everything, which is why my board is all over the place. Also there are A LOT of players here trying to break into legacy by porting their standard / extended decks especially all those silly caw-blade players, So I would like to keep the Manriki-Gusari in.

    I appreciate the help so far and all future contributions.

  2. #2842
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    Quote Originally Posted by Tacosnape View Post
    SB:
    3 Mental Misstep
    3 Serenity
    2 Duress
    1 Enlightened Tutor
    1 Phyrexian Revoker
    1 Engineered Plague
    1 Surgical Extraction
    1 Tormod's Crypt
    1 Darkblast
    1 Tidehollow Sculler

    1. Duress was useless tonight. Completely and utterly useless. Mental Missteps and disruptive 2-drops were far better. I will probably drop the two for another Surgical Extraction and some other random board card.
    I really like your build/board. Did you have a thought on what the 2nd Duress would become? Have you considered/tried Phyrexian Metamorph in your E. Tutor toolbox?

  3. #2843
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    According to the numbers that the Hatfield's posted in their Too Much Information article today, Zoo and Dredge are by far our worst match ups. I'm personally 1-3 against Zoo, although those 3 losses were to Pat Cox who went on to win that Invitational, Patrick Sullivan, who T8ed the Invitational, and Jesse Hatfield. In each of those I got unlucky (Mulliganned to 3 with no land/ never drew a second white source out of 7 lands!) or kept a shaky 6, in the last game of the match. I've only played Dredge once, in Charlotte with a very different list, so I can't speak on the MU.

    I know everyone else has a problem with Zoo too, so what are some things we can do about it? Obviously Perish is decent against them and Ghostly Prison is pretty solid as well, plus it beats Dredge. What are some other options?

    Chalice of the Void wrecks Zoo, but if you don't get it out early it's probably too late, plus we run a bunch of 1 drops ourselves and it's a fairly narrow answer. It also helps against ANT and Burn, but so does discard.

    Sword of War and Peace has done pretty well for me, as long as you actually get to equip it to something, although the green creatures are definitely the more threatening ones.
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    As someone that's played a fair bit with both Deadguy and Zoo, I never found the matchup to be very good. Discard is generally crap against them, their removal hits every one of your creatures, and their guys are bigger than yours. Zoo really only cares about a few things:

    Fatties
    Regenerators
    Shroud
    Combo

    I guess start with that. There's bound to be some options in there that can shore up that matchup a little bit without diluting the deck. Batterskull is a fairly obvious one.

  5. #2845
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I think Timely Reinforcement fits pretty good in theory against zoo. By the time you can play it they will have more life and creatures then you and gain much needed time to grind them out with card advantech. However its a just a theory how it works for real I havent tried out yet.

    I do think a strong zoo board is important.

  6. #2846

    Re: [Deck] Deadguy Ale (B/w Confidant)

    I played only one match against Zoo. I drew a lot of Gatekeepers of Malakir and Hymns to Tourach, and won very easily. I did have one Perish in the SB but I don't know if it's that good against them.

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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I agree....Zoo is a pretty hard MU, I bring in Phyrexian Crusader from my SB against it. Should stand up to anything they bring it, except their Goyf.

  8. #2848

    Re: [Deck] Deadguy Ale (B/w Confidant)

    A few points I'd like to make.

    I haven't been playing DA for very long, but I have been playing MBAC for quite a while and I think a lot of the cards that are great in that deck that have been debated here port very well to DA.

    Mental Misstep: This card should be an auto 4-of. Before I put this card into MBAC, being on the draw was often an uphill battle against aggressive decks. After putting in MMisstep, I found it was exactly the tempo card I always wanted. The exact same thing applies in DA. If you're looking for tempo, it's miles (read: miles) better than Mox: there's no card disadvantage, it straight up stops backbreaking turn 1 plays rather than just tries to race against them, and is, unlike what some people have claimed in this thread, a great mid-to-late game draw. Being able to counter the best removal in the format is always good when you run creatures like SFM and Confidant. The best opening hand this deck can have has two spells in particular in it above all others: SFM and a MMisstep to protect it.

    Phyrexian Revoker: This creature is so flexible and powerful it's not even funny. After a LOT of playtesting with MBAC, I am very convinced this creature has a place in that deck, and the same goes for DA. He stops so many threats in Legacy, and on top of that he's got a solid body. A very undervalued creature.

    My decklist, which is semi-budget (primarily in land base):

    // Lands (22)
    Swamp (7)
    Plains (1)
    Marsh Flats (4)
    Godless Shrine (2)
    Caves of Koilos (4)
    Wasteland (4)

    // 0 cc (4)
    Mental Misstep (4)

    // 1 cc (8)
    Inquisition of Kozilek (4)
    Swords To Plowshares (4)

    // 2 cc (20)
    Dark Confidant (4)
    Phyrexian Revoker (3)
    Stoneforge Mystic (4)
    Bitterblossom (4)
    Hymn To Tourach (4)
    Umezawa's Jitte (1)

    // 3 cc (5)
    Vampire Nighthawk (4)
    Sword of Fire & Ice (1)

    // 5 cc (1)
    Batterskull (1)

    // Sideboard (15)
    Phyrexian Revoker (1)
    Engineered Plague (4)
    Leyline of the Void (4)
    Manriki-Gusari (1)
    Disenchant (4)
    something else, possibly another Sword (1)

    The sideboard is not fully tested yet. I don't run Vindicate because, though it is optimally included in the deck, I think its price is not worth its benefits. Further testing may lead to Mom being included; that's an open question right now.
    Last edited by funyun45; 07-15-2011 at 02:39 AM.

  9. #2849
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    How to beat zoo? Well thats not that hard, atleast for my deck.
    Imagine me doing this first turn: Plains, Chrome Mox, imprint Duress, SFM at Batterskull go. T2 play Batterskull and kill his creature with a StP... And what is Zoo going to do now? Once I started, and played a Hymn T1 and got his both Lands :) That was an easy cheesy thing after that :)

    And...Mental Misstep. Ye it sounds good, but i dont have 4 Slots for this...honestly

    Greetings

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    Re: [Deck] Deadguy Ale (B/w Confidant)

    Quote Originally Posted by Philipp802 View Post
    How to beat zoo? Well thats not that hard, atleast for my deck.
    Imagine me doing this first turn: Plains, Chrome Mox, imprint Duress, SFM at Batterskull go. T2 play Batterskull and kill his creature with a StP... And what is Zoo going to do now? Once I started, and played a Hymn T1 and got his both Lands :) That was an easy cheesy thing after that :)
    Easier said than done....on their turn, they can easily get rid of SFM with any of their removal spell. Then Batterskull would be stuck in your hand till T4 to hard cast it. By then, you're pretty much close to dead since they have a fast clock. Not to mention Qasali can easily deal with Batterskull.

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    Re: [Deck] Deadguy Ale (B/w Confidant)

    Quote Originally Posted by NathanS2k View Post
    Easier said than done....on their turn, they can easily get rid of SFM with any of their removal spell. Then Batterskull would be stuck in your hand till T4 to hard cast it. By then, you're pretty much close to dead since they have a fast clock. Not to mention Qasali can easily deal with Batterskull.
    In testing I actually won plenty of postboard games versus Zoo with early Mystic => Batterskull, removal into Mystic (I use Tacosnape's list). When you play Mystic => Batterskull early, they suddenly are forced to answer Mystic (or it'll ruin their whole gameplan) instead of putting pressure on you. The best time for Zoo to realize their gameplan is first few turns. Not only you distract their gameplan, but you did it in the very right moment.
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  12. #2852

    Re: [Deck] Deadguy Ale (B/w Confidant)

    Quote Originally Posted by Philipp802 View Post
    How to beat zoo? Well thats not that hard, atleast for my deck.
    Imagine me doing this first turn: Plains, Chrome Mox, imprint Duress, SFM at Batterskull go. T2 play Batterskull and kill his creature with a StP... And what is Zoo going to do now? Once I started, and played a Hymn T1 and got his both Lands :) That was an easy cheesy thing after that :)

    And...Mental Misstep. Ye it sounds good, but i dont have 4 Slots for this...honestly

    Greetings
    As Nathan said, that long series of events is easier said than done; you're assuming an optimal draw. And I still think that optimal draw is far worse than a MMisstep draw. -4 Mox. Those are your slots.

  13. #2853
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I run 3 MD Moxes and sided in 3 Missteps versus Zoo. There were games where he failed to stick any beater before I hardcasted Batterskull. Will try to fit some Missteps into MD.
    As a general thought, something around 5 or 6 I-don't-suck-on-draw cards should be in our 75.
    Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.

  14. #2854
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I took a closer look to my deck and found 2 slots i dont actually must use - what about using Mental Misstep in them? are 2 slots enough?

  15. #2855
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    Perish is absolutely necessary against Zoo - Hierarchs, Nacatls, Pridemages, Goyfs, and possibly Knight of the Reliquary (in big zoo decks) are all threats that we have to answer in this matchup. Really this only leaves steppe lynx, Grim Lavamancer, Stoneforge Mystic and a couple of other rogue dudes as threats to be dealt with. If you see Lavamancer and stoneforge mystic in game one...then I probably wouldn't bother with Perish, but it's still worth considering.

    All of their creatures and undercosted and aggressive. All of our creatures are generally overcosted and passive, we're slower and can't consistently protect our creatures.

    Bottom line is this - zoo runs up to 12 removal spells plus lavamancer...and maybe more out of the board - they will always have at least one removal spell in the opening hand. So even if you somehow manage a turn 1 stoneforge for batterskull on the go you will probably be playing with a 4 card hand - and one of those cards will be an unplayable equipment and another will be land....in otherwords you will probably loose. Stoneforge into batterskull is very disruptable for a zoo player that's smart enough to know that he needs removal in his opening hand against DGA for either Stoneforge or Bob.

    The matchup is extremely poor for us without ways to gain card advantage that isn't creature based - Perish and Hymn to Tourach are probably the most common cards in this deck that can help, but the reality is that Misstep is probably needed to keep them from running away with the game in the first 3 turns. And more removal out of the board will probably be required to keep lavamancer off the table. Also, if you play Mom and can get her to stick early you should do fairly well, but that's not easy either.

    Personally I've been having pretty even matches against zoo because I play abyssal persecutor and they have a hell of time dealing with it after I take their path's with discard - and I occaisionally blow them out with a correctly named Cabal Therapy...but that's another story. Plus I play 4 more removal spells maindeck (in the form of gatekeepers) that double as blockers. But even this does not gaurentee wins. It's a bad matchup, if you have a lot of zoo in your meta just be prepared to have some bad days, or hope for some serious luck.
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    Original Poster to the Deadguy Ale thread when Jitte was suggested:
    Quote Originally Posted by laststepdown View Post
    What? Is this the magicthegathering.com message boards? What would you take out for it? More importantly, what 10 creatures would you put in? This isn't the proper archetype for equipment of any kind-it's resource denial. This format is Legacy-for the most part, equipment is too slow.

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    Re: [Deck] Deadguy Ale (B/w Confidant)

    Ive been cruising this thread for ages, and from the begining I was wondering why this thread doesnt have a primer. So I decided to write one. Dear Moderators, if you judge this primer to be good enough to be on page 1, move it to there. Thanks!

    Introduction:Lets start off with the question: "What is Deadguy Ale?"
    First of all its an Controldeck. Some would say its and Aggro-Controldeck. Its build in the colors black and white.
    So thats the basics. In facts its one of the sliperiest decks, because there is not, unlike in decks like Zoo or GW for example, a list to beat or just a perfect lists. You can play this deck very differently. But thats jus tthe introduction.

    The basics:


    Lands: What to start with when building a deck? Yeah, its the manabase.
    What is a musthave at the manabase from Deadguy Ale?

    1) Wasteland : Everyone knows, what this card is for, unbelieveable tempogain and can eliminate some utilitylands. Recommended to play 4 of them.

    2) Scrubland : Yeah, the white-black dualland. The purposes are obvious. Play 4 of them.

    3) Marsh Flats : The appropriate Fetchie. Dont play less than 4.

    4) Verdant Catacombs (or any other appropriate Fetchie): Just to increase the fetchiecount, play 2 more fetchies.

    5) Fetid Heath: This card is very strong, even though its not tutorable. It allows you to play T2 Hymn to Tourach, and T3 Mirran Crusader. It depens on your personal liking how much of them you play. I would advise to play 1-3

    6)Basiclands: Ye of course some Basiclands, Swamps and Plains.

    Creatures: I wont mention all the creatures who actually has seen play in and DGA list in any time, just the recent ones.

    1) Dark Confidant: CA-Machine in person. Dont play less than 4.

    2) Stoneforge Mystic: It might depend on the hype at the moment on Stoneforge Mystics, but Ive hardly seen a recent list not playing 4.

    3) Mother of Runes: Some like her as a decent T1 drop. She isnt playable in all Deadguy Ale builds but especially in the Aether Vial build shes very useful. When playing her, play 3-4

    4) Tidehollow Sculler: When running Aether Vial you should play him, 4 of him.

    5) Mirran Crusader: When your deck has got a high white-count or runs enough Fetid Heaths, play this guy. Id recommend 2-3 of this one. When hes equipped he can kill enemies in a few rounds. Plus his protection is kinda nice.

    6) Jotun Grunt: Some like him, some dont. One is for sure: He isnt weak. Preboard graveyardhate with a solid body. Nothing bad at all. When playing him play 2.

    7) Gatekeeper of Malakir: When running a blackbased list or running enough Fetid Heaths (even with Fetid heaths your decks has to be deep black) take this guy. Hes a perfect CA creature. Coming into play and killing a creature- even with protection. And then he might just be an equipment bearer.

    8) Serra Avenger: When running Aether Vial you can take this girl. Shes pretty decent: 2 Mana for a 3/3 flying with vigilance at T3 isnt bad at all.

    9) Vampire Nighthawk: This guy is very good aswell. He is a 2/3 deathtouch lifelink for just 3 Mana. He can get you back lost lives or just chumblockes with any fattie.

    10) Phyrexian Obliterator: Ok, when I said deep-black up there, I mean deepdeep-black here. But when your deck is like only black or stuff you can run this guy. If well protected hes a decent clock because not many dare to block him due obvious reasons.

    11) Phyrexian Revoker: Some actually like to play him mainboard. Hes a nice answer to many cards in Legacy. Though sometimes he might just be a dead card. Your decision.

    Spells

    1) Hymn to Tourach: Number 1 Discard in Legacy. Always changing 1-2. Always play 4.

    2) Thoughtseize: If youd like even more Lifeloss then thats your card. A great discard but 2 dmg.

    3) [cards]Duress[/card]: A nice discard without any lifeloss. Can take out any noncreature nonland. Against some decks it might be bad but most of the time its very nice.

    4) Inquisition of Kozilek: This card is taking most of Legacies cards in general, even though it might not take expensive finishers.

    5) Swords to Plowshares: Legacies Removal number 1. Always play 4 of this one.

    6) Vindicate: Thats the swiss´army knife. Hits every permanent for 3 Mana. Sometimes it helps you getting your opponent getting manascrewed, sometimes its just a removal, sometimes it destroys some random artifact/enchantment - short: great card. Play 4.

    7) [cards]Smother[/card]: When you need some more creature removal, take this one.

    8) [cards]Path to Exile[/card] : When you need even more creature removal and dont care about the tempobonus you give the enemy, take this one.


    Artifacts and Enchantments and Planeswalkers

    1) Batterskull: As everyone is playing SFM at the moment you got to play 1 of these aswell.

    2) Umezawa´s Jitte: The swiss´army knife under the equips. Id always recommend playing 1.

    3) Sensei´s Divining Top: Provides nice cardquality and has some nice evasion with Bob(Dark Confidant)

    4) Bitterblossom: When running a creature-light deck and you need an ultimate tokenproducer, take this card. Its just amazing and wins nearly every liferace. Play 2-4

    5) Sword of Fire and Ice: The most aggresive sword available, it provides nice CA when letting you draw a card and killing some weaker creature of the enemy.

    6) [cards]Sword of Light and Shadow[/card]: When running alot of (Utility)-creatures this sword provides a good choice.

    7) [cards]Sword of Body and Mind[/card]: This sword offers the best protection, even though its abilities are weaker than SoFaI and SoLaS.

    8) Elspeth, Knight-Errant: This is another very strong finisher, once your Equipment strategy failed this card takes place in winning the game for you. Run 2 of her.


    Accelerators: There are 3 kinds of accelerators, even though one is already outdated.

    1) Dark Ritual: Thats the outdated acceleration, barely anyone is playing this at the moment, but still some fans of this card do so. When using it, play 4.

    2) Chrome Mox: Thats the most common accelerator when playing Deadguy Ale. Even though it produces some CDA at the beginning, but alongside running Chrome Mox you can run fewer lands and even might be able to cast Hymn or SFM T1. When using it, play 3.

    3 Aether Vial: Even though this card isnt an acceleration at the first point, but it develops into an accelerationmachine when reaching the late earlygame when you cast a SFM via vial and some spells via your normal mana. When using it, play 4.


    Tactics: Some would call DGA a controldeck, some would say its an aggro-control and some think its an midrange-deck. Well if you ask me its a combination of everything. It totally depends on your build. And yes DGA is an midrange deck, even though its a very controllike midrangedeck.
    In general your aim is it to race trough the earlygame and try to take as few damage as possible. You rape your opponents hand with discard while you produce cardadvantage via Dark confidant and SFM. Once you reached the midgame you should be able to answer everything your oponent plays with (preventive) Discard or Removal. And a Batterskull or some equipped creature should win the game for your.
    Well, easier said than done. What are the problems for this deck?
    First of all and mostly aggro.... aggro and more aggro. I mean you can build your deck so its well prepared against aggro but many lists arent. Its very hard to race to the midgame when you got a bunch of damn cc1/free drops (see: Zoo/Affinity) on board. If you cant handle them fast and properly you are...lets say...nearly defeated.
    And to make sure things like that dont happen you have accelerators. Starting T1 with a Hymn(via Chrome Mox) or even with Hymn + Duress/Inqui (via Dark Ritual) helps alot. But you dont have such a nice hand all the time. Wasteland is doing a nice job when racing to midgame aswell.
    So when everything is running well the board is kinda cleared, you have got a Batterskull down there and maybe some Faerie or Dark Confidant equipped with any Sword or with Jitte. And whatever the enemy is doing, you let him discard it by instant (Aether Vial + Tidehollow Sculler in Draw segment) or you destroy it once it landed on board. Then you start hitting and pumping your lifepoints, so you can ensure letting your Dark Confidant and Bitterblossom work. Once you reached this point of the game: lean back, relax and enjoy your enemy getting smashed.

    Matchup-analysis

    Zoo: Lets start off with something very brutal. Its a very strong fast Aggro(burn)deck that might be able to smash your strategie easily with his early cc1 drops and his burn. But postboard it isnt that hard to win. But still this stays one of the hardest matchups DGA players have to face.

    GW-Aggro: This matchup might seem easy for the first view and sometimes it actually is but remember one thing: this deck runs 4 Qasali Pridemages and 4 GSZ - so in fact 8 artefact destroyers. When they got too many Qasalis you can pray to get a Elspeth and overhelm them on this way or just try to cope with them without Equipments - which is very hard - I know.

    Landstill: When you are fast enough to land an SFM down there you might be able to win this game easily. When not its an fair game without anyone being too superior.

    NO-decks: When you can stop em early enough from accelerating (Noble Hierach, Birds of Paradise) you actually might be able to rape their hand fast enough and have an easy game. If not - say hi to Progenitus.

    Storm/Dredge: You cant (as most of the other decks) really beat em first game, but you have access to really great sideboardcards like Extirpate or Ethersworm Canonist.

    Death and Taxes: The most fair matchup i can imagine. Mostly depens on luck or skill who wins.

    Merfolk: When you got a decent start without them interrupting you it shouldnt be too hard to kill this itchy fish. When landing a soon Jitte or Batterskull they shouldnt be able to recover fast enough.

    Now some lists:

    1) Thats the list from Tacosnape, possible the most experienced DGA player in this forum.
    4 Marsh Flats
    1 Polluted Delta
    1 Bloodstained Mire
    4 Scrubland
    4 Swamp
    3 Fetid Heath
    3 Wasteland

    3 Chrome Mox
    2 Sensei's Divining Top
    4 Inquisition of Kozilek
    4 Hymn to Tourach
    4 Swords to Plowshares
    4 Vindicate
    1 Umezawa's Jitte
    1 Sword of Fire and Ice
    1 Batterskull

    3 Mother of Runes
    3 Gatekeeper of Malakir
    4 Dark Confidant
    4 Stoneforge Mystic
    2 Mirran Crusader

    2) Thats the list I am running atm

    Manabase
    4 Wasteland
    4 Scrubland
    4 Marsh Flats
    2 Fetid Heath
    3 Swamp
    2 Plains
    1 Tower of the Magistrate

    Creatures
    4 Stoneforge Mystic
    4 Dark Confidant
    3 Mirran Crusader

    Artefacts
    1 Sword of Body and Mind
    1 Umezawa´s Jitte
    1 Batterskull
    3 Chrome Mox

    Enchantment
    3 Bitterblossom

    Discard
    4 Hymn to Tourach
    3 Inquisition of Kozilek
    3 Duress

    Removal
    4 Swords to Plowshares
    4 Vindicate


    Planeswalker
    2 Elspeth, Knight-Errant

    Id be happy when you enjoyed reading this primer and maybe decided playing DeadGuy Ale now :)
    Even though when you dont I hope you liked it.
    If there are any mistakes or things youd like to add/mention just write an PM or post it.
    Thanks, Godspeed and Farewell!

  17. #2857

    Re: [Deck] Deadguy Ale (B/w Confidant)

    Hi guys. I Think is the first time I post in this thread, or at least I haven't posted in a billion months (more or less...). The thing is taht I started playing competitive magic with Pikula (a.k.a. deadguy) three years ago, hence it always had a place in my heart (though I decided to let it a part because I found a new love: Storm). Well few days ago I decided to make anew twist wth all the new stuff we have for this deck and the following list is what I came to:

    NOTE: as I said I was not following this thread, so if the list, or the ideas in it, has already been discussed (I made a read of the lasts post and some of course are) please be kind to me and do not start blaming for being redundant, from now I'll try to follow the thread more closely so I can be more productive.

    "Bitterguy"

    Main deck:

    4x Stoneforge Mystic
    4x Dark Confidant

    4x Bitterblossom

    1x Batterskull
    1x Umezawa's Jitte
    1x Sword of Feast and Famine

    4x Dark Ritual

    4x Thoughtseize
    2x Inquisition of Kozilek
    4x Hymn to Tourach

    4x Vindicate
    4x Swords to Plowshares

    2x Sensei's Divining Top

    4x Wasteland
    4x Scrubland
    4x Swamp
    1x Plains
    4x Marsh Flats
    2x Bloodstained Mire
    1x Verdant Catacombs
    1x Polluted Delta

    Sidebaord:

    2x Enlightened Tutor
    1x Trinisphere
    1x Chains of Mephistopheles
    1x Sword of Body and Mind
    1x Ghostly Prison
    1x Oblivion Ring
    2x Pyrexian Revoker
    2x Tormod's Crypt
    2x Extirpate
    2x Perish

    First of all I' d like to comment the Sideboard, since maybe the most "unorthodox" part of the deck.

    Enlightened Tutor: supports the following pack...

    Trinisphere: far better than cannonist against combo stuff. It is also more versatile since can give us the edge against burn and zoo (the latter is a bit narrow though). I know it can annoy us but n the pairing we are playing it, being resolved may be almost gg (even if it is played off ritual 1st turn or in the third turn after some disruption is played)

    Chains of Mephistopheles: this card is excellent at what it does. I'll side it against Combo decks and heavy draw blue based decks (jace decks and the kind). The ideas behind chosing this as my hoser against combo are: 1st- as a combo player I must say that enchantmets are the type of permamenents harder to deal with, 2nd- the optimal combo deck in the current metagame is Spiral Tide (I'm not going to discuss if this is tru or not in htis thread, if someone disagree and wants to talk about it, just p.m.), and 3rd- like cannonist it annoys the combo player at the moment it hits table, in this case, transforming cantrips into card disadvantage. It is also incredibly nasty against enchantress (though not very likely you face one of this...).

    Sword of Body and mind: provides great protection with an extra win condition if needed (I saw some Melira Infinite Persist combo decks out there). The reason why I chose not to play it main deck is a matter of slots, I had to choose between this and Feast and Famine, I finally selected the latter due to it's untapping ability which I think is very useful in an equipment deck like this (even more important with bitterblosson on table so you can equip the recently spawned faerie with the weaponry after attacking with the older one).

    Ghostly Prison: a big solution against tribal decks, also helps in a mirror and against Thopter foundry. Not the best card ever but very decent at what it does.

    Oblivion ring: tutorable vindicate (more or less...). Helps against: Jace, Equipment, Counterbalance...

    Phyrexian Revoker:2-legged pithing needle, doesn't die to Misstep, can bear the weaponry. Stops Grim Lavamancer, Jace, ...

    Tormod's Crypt: if Reanimator didn't play a full set of MM this would be Nihil Spellbomb.

    Extirpate: far more versatile than Tormod's but less effective against dredge. Side in against Combo and
    Control deck also.

    Perish: the solution against progenitus, this used to be diabolic edict because it also get rid of Emrakul, but as Green based creature decks are so popular I decided to made the change.

    There is nothign really special to say about the main deck, I think is self explainatory. I decided to play dark ritual becuase this decks needs acceleration, and with Bobs and equipment it can also be useful if drawn during the midgame, I prefer this over chrome mox because it doesn't hurts your hand so badly. The only problem I see is that it can be hit by MM, but if you have this in mind and play the ritual properly this won't hurt that much, even more it can be used as lure.


    Greetings,

    Iñaki.-

    P.S. Some interesting cards for the sideboard are also: Manriki Gusari and Phyrexian Metamorph.

  18. #2858
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I'm 5-0 in matches against Zoo, 10-2 in games.

    Deadguy lists that get steamrolled by Zoo need to question how much they're using their own life total as a resource. Thoughtseize and Bitterblossom, for example, are absolutely terrible against Zoo. You can't crack fetchlands, fire off Thoughtseizes, and then drop Bitterblossoms and Confidants against a deck that's already taken the offense and hope to stabilize. It's hard enough to do it without making their path easier for them.

    Here's the thing about Thoughtseize in Legacy right now though. For all its amazing versatility, it's an absolutely horrible horrible tempo card. Essentially, you're spending one mana and two life to do absolutely nothing to change the current board position, and you're a deck that cares a lot about the board position. So instead of Thoughtseize, you have a lot of different options:

    1. Inquisition of Kozilek. You still spend the mana, but not the life. Inquisition's at its best when Seize is at its worst. Inquisition's at its worst when it can't grab a combo deck's Force backup or a Jace/Natural Order.

    2. Mental Misstep. This is what I run in my sideboard to compliment Inquisition. It's kind of the reverse of Thoughtseize in some ways. You still pay the two life, but they spend the mana.

    3. Cabal Therapy. Best with Bitterblossom and a much higher impact card, but not always a great card to have in an opening hand on the play.

    4. Duress. Cheap. Efficient. Hits Jace and combo pieces and removal. Doesn't keep more guys from landing, though.

    The point is, You've got to pick your use of your life resource. If you want the ridiculous havoc-wreaking that comes with an entire playset of Confidant and Bitterblossoms, you have to make some sacrifices. Add a second Jitte and run discard that doesn't kill you. If you can't live without Thoughtseize's versatility, kill Bitterblossom. If you can't do either of those, take your Zoo loss like a champ.

    EDIT: Also, Mother of Runes, which is otherwise the second worst card in my deck behind Sword of Fire and Ice, might have a large hand in my success against Zoo.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  19. #2859

    Re: [Deck] Deadguy Ale (B/w Confidant)

    I've seen a few lists with Kitchen Finks; I'm assuming they run it in a slot where they'd normally run Mirran Crusader or maybe Vindicate. I don't see the advantage of running it over MC besides maybe the Zoo matchup, if your deck has too much lifeloss, or more Cabal Therapy fun. What do you all think? If it doesn't get StP it can be interpreted as a two-for-one.

  20. #2860
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    Re: [Deck] Deadguy Ale (B/w Confidant)

    I'd lean towards Mirran Crusader - especially with Mother of Runes. I think MC will have a larger impact on board state generally. W/o Mother of Runes - MC is going to be harder to protect. So I guess it could be somewhat build dependent, if one is running Bitterblossom over MoR, Cabal Therapy becomes more appealing and Persist has nice synergy with that.

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