Page 18 of 191 FirstFirst ... 81415161718192021222868118 ... LastLast
Results 341 to 360 of 3805

Thread: [DTB] Blade Control

  1. #341

    Re: [DTB] Blade Control

    I'm considering a list with Moat either sideboard or mainboard (that or ghostly) to shore up aggro MUs.

    If anyone has a good explanation why I should stop wasting my time testing these, I'd be delighted to hear them- otherwise, I'm going to start testing.

  2. #342

    Re: [DTB] Blade Control

    Quote Originally Posted by Syaoran View Post
    I'm considering a list with Moat either sideboard or mainboard (that or ghostly) to shore up aggro MUs.

    If anyone has a good explanation why I should stop wasting my time testing these, I'd be delighted to hear them- otherwise, I'm going to start testing.
    ghostly in the side board can be very strong if you have a heavy merfolk/goblins metagame. the cards is also hilarious against dredge, and i could imagine it's strong against one drop zoo but i'm not sure. tell me how your testing goes.

  3. #343

    Re: [DTB] Blade Control

    Quote Originally Posted by Syaoran View Post
    I'm considering a list with Moat either sideboard or mainboard (that or ghostly) to shore up aggro MUs.

    If anyone has a good explanation why I should stop wasting my time testing these, I'd be delighted to hear them- otherwise, I'm going to start testing.
    ghostly in the side board can be very strong if you have a heavy merfolk/goblins metagame. the cards is also hilarious against dredge, and i could imagine it's strong against one drop zoo but i'm not sure. tell me how your testing goes.

  4. #344

    Re: [DTB] Blade Control

    In my opinion wrath of god is strictly better in this kind of deck, as it serves different purposes: The cost is the same, and: It isn't a permanent, so it cleans the board right away and can't be gripped or whatever post sb, it has synergy with snapcaster mage, and it also kills the remaining flying creatures: Clique, Mindcensor and the like.
    If you want to play moat you should try a different version of caw, for example the one by Mon, goblin chief:

    http://www.thecouncil.es/tcdecks/dec...8&iddeck=45997

    (Obviously you have to switch the missteps for some counters and snares)
    The cantrip and creature engine of that kind of deck lets you abuse from moat much more than typical stoneforge builds. You can try it out if you like it.

  5. #345

    Re: [DTB] Blade Control

    what do people think of the following decklist? It is basically the same as the U/W lists, but splashes black for Dark Confidant and a pair of vindicates (wanted more removal but didn't want it to only hit creatures. It seemed too narrow to be adding paths when we already have swords). Dark confidant is the main reason for the splash. He simply wins so many games on his own, often functioning as another threat, in addition to Stoneforge, that reads: "kill me or lose the game." He's good against mostly everything except extremely fast decks against which losing life is a major problem, and sometimes he is simply a blowout, especially with Jace. Finally, he is another equipment-carrier, which is nice. Also, I wanted to play 2 more ponders so as to have more snapcaster targets, b/c they are good with dark confidant, and also because its seems like the deck functions a whole lot better whenever you have a first turn cantrip. Also, not playing spellstutter sprite means that you can run mishra's factories, which are obviously better than mutavault. And finally, the deck doesn't run wasteland partially so that it can run less lands, and also simply because factory seems better a lot of the time, since you can use it to protect Jace and to equip things to.

    4 stoneforge mystic
    4 dark confidant
    4 snapcaster mage
    2 vendillion clique
    3 jace, the mindsculptor
    4 spell snare
    4 force of will
    4 swords to plowshares
    2 vindicate
    4 brainstorm
    2 ponder
    1 batterskull
    1 sword of feast and famine

    4 flooded strand
    4 marsh flats
    4 tundra
    2 underground sea
    1 scrubland
    1 plains
    1 island
    4 mishra's factory

  6. #346

    Re: [DTB] Blade Control

    My only gripe with the 3-color versions is that they are weak to RUG Tempo decks. I question whether we gain a lot by going three colors at the expense of a weaker mana base.

  7. #347

    Re: [DTB] Blade Control

    Yeah, this is definitely a concern. Especially with more people playing stifle. However, this version also plays more cantrips than the UW one, which can help shore up shaky mana draws. And the extra draw from Dark Confidant, when he lives, can help with that as well. And as to what we gain, I think it is essentially this: 4 more cards (bob) that are capable of carrying the deck and nearly winning the game on their own, which most cards, while providing utility in the form of removal, counterspells, etc, cannot do.

  8. #348

    Re: [DTB] Blade Control

    Correct me if I am wrong, but isn't Esperblade essentially what you are talking about? UWb Blade Control?

    http://www.thecouncil.es/tcdecks/dec...8&iddeck=51710

  9. #349

    Re: [DTB] Blade Control

    Is there a separate page for esper-blade? Its only 6 non-land cards different... And functions very similarly.

  10. #350

    Re: [DTB] Blade Control

    Quote Originally Posted by rchinnock View Post
    Is there a separate page for esper-blade? Its only 6 non-land cards different... And functions very similarly.
    http://www.mtgthesource.com/forums/s...UWb-Esperblade

    At this point the deck looks like ours but only with a splash of black and Bob.

  11. #351
    Splitting time between Legacy, EDH and Alterations
    ivanpei's Avatar
    Join Date

    Sep 2007
    Location

    Kuala Lumpur, Malaysia
    Posts

    1,202

    Re: [DTB] Blade Control

    I'm not really sold on the Esper versions. Bob and vindicate seem better for the control mirror but weaker against more disruptive decks. Having a weaker manabase and a soft target (Bob dies to Grims, Bolts, Dismember AND Spell Snare) seems a bad choice vs RUG Tempo.

    UW Blade never really has Gas Problems, especially after the printing of Snapcaster. Bobs and Vindicates also mean less Flashbackable-Spells being played in the deck, making Snapcaster weaker. UW Blade has been the steadiest deck I've played in a long time. It has very few weak Matchups and is pretty much even across the board against most decks. The strength of Colourless lands like Mishra's and Riptide cannot be underestimated. I might even risk saying Factory + SOFF combo or Snapcaster + Riptide ->>> Black splash.

    UWB will make the deck slightly better in the control mirror and will give it more options against combo. However, it weakens the overall durability of the deck and makes it easier to be picked apart by RUG Tempo, Old School Team America and Disruptive decks like Aggro Loam.

  12. #352

    Re: [DTB] Blade Control

    Quote Originally Posted by ivanpei View Post
    I'm not really sold on the Esper versions. Bob and vindicate seem better for the control mirror but weaker against more disruptive decks. Having a weaker manabase and a soft target (Bob dies to Grims, Bolts, Dismember AND Spell Snare) seems a bad choice vs RUG Tempo.

    UW Blade never really has Gas Problems, especially after the printing of Snapcaster. Bobs and Vindicates also mean less Flashbackable-Spells being played in the deck, making Snapcaster weaker. UW Blade has been the steadiest deck I've played in a long time. It has very few weak Matchups and is pretty much even across the board against most decks. The strength of Colourless lands like Mishra's and Riptide cannot be underestimated. I might even risk saying Factory + SOFF combo or Snapcaster + Riptide ->>> Black splash.

    UWB will make the deck slightly better in the control mirror and will give it more options against combo. However, it weakens the overall durability of the deck and makes it easier to be picked apart by RUG Tempo, Old School Team America and Disruptive decks like Aggro Loam.
    - I pretty much agree with this. The draw of going black for Bob is pretty quickly ruined when Lightning Bolt and Spell Snare are very commonly played. I don't think we can afford to go 3+ colors in this RUG Tempo environment.

  13. #353

    Re: [DTB] Blade Control

    I agree with some of this. However, vindicate as an answer to counterbalance and opposing Jaces shouldn't be under-estimated. Also, you get more SB options with black. You don't actually have less snapcaster targets in the esper version i wrote down, you have more. you don't have the two copies of counterspell, but you get two vindicates and two ponders. Also, you still have colorless lands - you have 4 factories. You don't even really need the black alot of the time, since the most you ever need is one and yodu only have 6 black cards. This means you aren't as likely to get mana screwed as often as you would if you were playing a more black-heavy version with hymns, thoughtsiezes, scullers, etc. Often what happens is you lead with a fetch, and then on the second turn after you play your second land, you crack the fetch and use it to get a scrubland or undergruond sea, cast your only black spell (bob), and then even if you get wasted you are fine because you have no more black spells. Finally, the thing about bob is that, even though he is killed easily, he offers redundancy as far as need-to-kill cards go. What I like to do personally is play either him or stoneforge more aggressively than you would if you only had one and really wanted it to come down and live, and then when they kill it, play your other guy. So, for ex, play stoneforge, get your batterskull, let him die, and then play bob. Then you have your batterskull for later and they used their removal spell that would have killed your bob. Or do the reverse. You do lose riptide in the list I put forward, but you could always play one, adding another land to the deck, which might be a good idea anyways to make you a little more resistant to land destruction.

  14. #354

    Re: [DTB] Blade Control

    Invisible Stalker

    What are your thoughts on him?

    - Can't be killed by removal which means we can always have a creature to equip.

    - A IS with a sword that has Protection from green and chump KoTR for quite awhile.

    - Since he's unblockable, he makes it easy to connect a sword with. Pretty nasty with a Sword of Fire and Ice.

    - He's blue so he helps maintain our blue count.

  15. #355

    Re: [DTB] Blade Control

    Are you kidding, right?

  16. #356

    Re: [DTB] Blade Control

    I am not actually advocating doing this - but I would play squadron hawk any day before playing invisible stalker. Both, however, have a similar problem - they are simply too small and do not have enough of an impact on any part of the game except in conjunction with equipment, and even then they are too slow and weak.

  17. #357

    Re: [DTB] Blade Control

    Quote Originally Posted by kues View Post
    Are you kidding, right?
    Hey, there were some complaints that the creatures died a little too easily. He's weak as hell but he carries equipment amazingly well.

  18. #358
    Bluff the Lotus

    Join Date

    Aug 2009
    Location

    Chicago
    Posts

    47

    Re: [DTB] Blade Control

    Quote Originally Posted by DragoFireheart View Post
    Hey, there were some complaints that the creatures died a little too easily. He's weak as hell but he carries equipment amazingly well.
    I haven't felt the need for any additional creatures. I think people need to remember that you have to play this deck like a control deck. With MM gone you can't tap out on turn 2 for sfm and expect her to live. I generally wait it out and build up my hand so I can protect her before dropping her. Between all the instants, snapcasters, jace, etc. I generally don't feel the need to cast sfm right away anyways.

  19. #359

    Re: [DTB] Blade Control

    note in regards to the fact that you in the UW versions you can't tap out on turn two aggressively for SFM (at least not very effectively): In the esper version you can, b/c you have another must-kill two-drop (bob) that you can play right after when SFM dies. or you can play bob first, and then, after he dies, play SFM with more security. This allows that version to play more like a fish deck, with more aggressive, must-kill creatures that you can play early and then hopefully ride to victory when one resolves. Just an idea (not everything of course), which might be useful when it comes to comparing the relative worth of the two builds.

  20. #360

    Re: [DTB] Blade Control

    On sunday I won a 40 man event with the following list:


    // Lands
    1 [ZEN] Arid Mesa
    1 [B] Plains
    3 [B] Tundra
    4 [ON] Flooded Strand
    2 [ZEN] Scalding Tarn
    1 [ZEN] Misty Rainforest
    3 [TE] Wasteland
    1 [LG] Karakas
    1 [ON] Riptide Laboratory
    7 [B] Island

    // Creatures
    4 [WWK] Stoneforge Mystic
    4 [ISD] Snapcaster Mage
    3 [MOR] Vendilion Clique

    // Spells
    1 [FD] Vedalken Shackles
    3 [DIS] Spell Snare
    3 [B] Counterspell
    4 [WWK] Jace, the Mind Sculptor
    4 [B] Swords to Plowshares
    1 [SOM] Sword of Body and Mind
    1 [NPH] Batterskull
    4 [AL] Force of Will
    4 [IA] Brainstorm

    // Sideboard
    SB: 4 [ZEN] Spell Pierce
    SB: 1 [ALA] Relic of Progenitus
    SB: 3 [NPH] Surgical Extraction
    SB: 2 [ARC] Path to Exile
    SB: 3 [B] Wrath of God
    SB: 2 [FD] Engineered Explosives


    I still find UW versions with red splash for blasts in the sb strictly better, but I was a bit bored of playing the same decklist for the last three months and decided to give a shot to a personal straight UW version this time. You can find my report here (warning, it's in spanish):

    http://www.factoriademishra.com/phpB...hp?f=12&t=6333

    Wrath of god is a house, and the best card by far in the sb. Every time I played it was an autowin. Spell pierce is clearly inferior to red blasts although a bit more versatile, but for a big event I would play red for sure. The rest is more or less standard: Graveyard hate and a bit of extra removal for the (not so) hard matchups: decks with a high density of creatures. And after boarding you just destroy them.
    UWx Stoneforge is probably one of the best control decks I've played in legacy, with or without mental misstep in the format the deck keeps crushing. I love it.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)