How useful is gut shot in the mirror?
I haven't read a lot of this thread, so my question may have already been answered, but have people pretty much given up on Stoneforge Mystic? Is it too slow? take up too much space? I just don't understand, its still super powerful isn't it?
Gut shot is the nut high in the mirror. Also to the above poster I have gone back to the Stoneforge Mystic package here in recent weeks on MTGO with the upswing of tribal decks. Stoneforge just flat out eats those decks and Batterskull versus Esper is great.
I love how Maverick has remained a strong deck over the months, just with a few minor adaptations along the way.
I Gut Shot'd a Mom last night and it felt divine.
I'm curious about some sideboard choices being used nowadays. For gravehate: in the most recent SCG event, the three Mavericks who placed in the Top 8 weren't using one single Surgical Extraction. Instead, they've got 2 or 3 Faerie Macabre. (Of course they have Bojuka Bog + 0-2 Crop Rotation, and Ooze MD.) Aren't they worried about Dredge at all?
Then, for enchantment/artifact hate: why no Krosan Grips in those SCG lists? Humility is rarely seen but when it rears its head Harmonic Sliver doesn't help, and then there's the resurgence of CounterTop... Anyone else here dig KGrip over the Sliver?
The problem with Grip is that you can't tutor for it so you have to run it in multiples.
I like O-Rings myself since they're just so flexible and tutorable if you run an eTutor board.
Hey guys I am getting back to Maverick after playing aloot with Miracle. I just built a manabase myself and wanted to double-check it with you. It's geared to beat RUG + Miracle.
4 Savannah
4 Windswept Heath
2 Verdant Catacombs
1 Plains
1 Forest
2 Horizon Canopy
1 Karakas
1 Maze of Ith
2 Cavern of Souls
4 Wasteland
So.. why 2 Cavern of Souls and so few Basic-Lands? First of all, when you revise all your games vs RUG you didnt exactly die because they wasted your Savannah, you died because you couldnt resolve your Knight early enough. That's why I play 2 Caverns, maybe Ill be up them to 3. Same comes for Miracle - the MU is just so plain bad - but Cavern helps alot. You simply play 1-3 creatures, force him to waste a Terminus, and keep casting more creatures then, uncounterable with Cavern.
My question: Should I cut another Canopy for a third Cavern?
Greetings
Cut the Maze of Ith for a Dryad Arbor. Usually 2 Caverns are enough, depends on your metagame I think.
I'd cut a Savannah or a Canopy for the Dryad Arbor. With 6 fetches, you can easily find a Savannah.
The manabase usually works out to:
4x Savannah
4x Windswept Heath
4x Wasteland
2x-3x Forest
1x-2x Cavern of Souls
1x-2x Misty Rainforest (or other green fetch)
1x-2x Horizon Canopy
1x Plains
1x Karakas
1x Maze of Ith
1x Dryad Arbor
I'm running that with 3x Forest, 2x Cavern, and 1x Horizon.
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You don't even need 4 Savannah in my experience, though I do run 4 because it is of course a little better because of turn 1 access to both mom & hierarch. But I'm almost always operating on 2-3 basics and a specialty land or two.
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I am so sorry guys. Obviously I was playing a Dryad Arbor..but had it labelled as "creature" in my decklists :(
I did cut a Canopy for a 3rd Cavern and did some testing today vs RUG and Miracle.
Well.... all I can say is that I dont think that I'd ever go below 2 Caverns. 3 were fine most of the time and made Miracle an do-able match and RUG def. favorable!
Greetings
I tried 2 Forest, 2 Caverns, 1 Canopy, and a Cradle for awhile, but the cradle kept putting me in awkward positions. Cradle was really only good when I was already ahead, wheras the additional Forest was always useful.
I've found I prefer having a chance at Cavern early on as opposed to searching it up with a KoTR, but I supposed it's all just personal preference.
I finally tried your list yesterday during local regular legacy. While I was still sceptical about some cards at the stage of sleeving the deck, it felt decent during all the event.
As a result I went 4-0 and the pairings were:
2-0 against Nic Fit
2-0 against U/R Jace-Splinter twin combo-control
2-1 against Reanimator
2-0 against Solidarity
However I could not resist making some changes in the list according to the local scene and my preferences. I played with the following list:
Lands (I'm still suspicious about Cavern of Souls and have not purchased it yet. I added Bojuka as playing with 4 KotR and Wayfarers I'd like to have more land tricks)
4 Wasteland
1 Gaea's Cradle
3 Savannah
2 Forest
1 Plains
4 Windswept Heath
1 Wooded Foothills
3 Horizon Canopy
1 Karakas
1 Maze of Ith
1 Bojuka Bog
Creatures
4 Mother of Runes
4 Stoneforge Mystic
2 Weathered Wayfarer - I'm new to playing with this guy so decided to try 2 of them as a first step and then see if the 3rd one is needed
4 Knight of the Reliquary
3 Birds of Paradise - now I fully confirm that birds are better than Hierarchs here
2 Phyrexian Revoker - only 2, because needed space for Thalias
2 Thalia, Guardan of Thraben - half of our meta is really afraid of her (burn, heavy control and combo), so decided to move it back into the deck
1 Scryb Ranger - we don't have much of delvers and merfolks lately
1 Eternal Witness - I just don't like this creature and decided to play only 1. Too situational for me while ooze is still popular
1 Gaddock Teeg - this old man is fearsome to a decent number of decks. Didn't have enough courage to play without it
Spells
1 Eladamri's Call - it seemed that I needed smth like this as I diluted some consistency of the deck and needed those singletons work. It appeared to be fantastic with Aether Vial and added the versatility that I wanted to have
4 AEther Vial
4 Swords to Plowshares
1 Sword of Light and Shadow
1 Umezawa's Jitte
1 Batterskull - too much burn lately so I had to play this one
2 Sylvan Library
Sideboard
1 Gaddock Teeg (should be 2 but I didn't think I'd play 3 ever, as a result I don't own a third one...)
1 Scryb Ranger
3 Choke
2 Surgical Extraction +1 GY hate card in MD -1 in SB. Also I don't think I would side in more than 2 surgicals against miracles
1 Faerie Macabre can be found with El.Call
2 Krosan Grip
1 Thalia, Guardian of Thraben
1 Linvala, Keeper of Silence - it seems that the deck can't offer elves anything
but revokers. Also I was not comfortable with mirror match.
1 Sword of Fire and Ice
1 Dismember - same as Linvala
1 Thorn of Amethyst - I wanted smth which would be good against burn, combo and miracles. Decided to try this. Sometimes I wish Thalia was not legendary...
So playing with vials was beyond the imagination. Though sometimes I wished for a third Sylvan Library to filter them out in the middle game
Wayfarer appeared ok, but this guy seems to be very skill-intensive. I'm not sure I'm ready to play 3 of them. Also any tips on when to side out them would be appreciated.
Overall I'm happy I've finally tried the list and now this is my deckchoice for a while, that's for sure![]()
Please tell me if some of my decisions seem weird or not optimal.
Nothing is true, everything is permitted...
@door- should you wish to run three basics in M@verick's shell, it's not even close how much better the second Plains would be than a second Forest; it is a white-based shell, after all, as opposed to the heavily green-based GSZ Maverick lists. The only times I even want Forest are against Wasteland recursion decks or when chaining with (pumping) Knight, as the final green source in the chain. Honestly though, two basics is more than enough; the foundational Plains is really the only basic you truly need. Plains+Savannah as the turn two quintessential GW is going to be better a very large percent of the time over Plains+Forest, regardless if they have Wasteland or not. I'd definitely just jam in that fourth Savannah before a third basic.
Very common occurrence to look out for with Wayfarer on the play is in tandem with Birds and a sacrifice-able land; t1 cast one of the two one-drops, turn two the other (with, say, a Savannah and a Windswept Heath in play at that point, although Canopy also works for certain purposes in certain situations), turn three sac the Heath, activate Wayfarer, grab, say, Cavern to cast your uncounterable Knight/Mystic, or grab Wasteland to get their one untapped blue source and cast an un-Spell Pierce-able Sylvan Library. Obviously, you can naturally activate Wayfarer on the draw turn two, absent of Birds, with Heath+stable turn one white source (Plains if you can, although Savannah is going to be better in a lot of situations even if it means they can Waste you).
Eladamri's Call seems decent enough in the Vial shell (seems decisively better than GSZ), hope it turns out well in testing.
Glad you agree on Birds>Hierarch in this shell, as well as Library as a two-of.
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If your meta is full of combo and burn, thalia is a nice choice. I just side in agasint this kind of decks.
As kevintrudeau said, fourth savannah is much better than the second forest, we dont need it.
I havent tested eldamri´s call, perhaps it is a good substitute for the second eternal or scryb ranger, but remember we dont play GSZ, so we cant look for these cards. The same for gaddock, 1-of is not enough, so i play many of them on sb in the match ups that I need.
the most important thing. Play sowrd of X/X over batterskull. I like F/I. Is kinda better.
On burn or UR MUs the sword is also very good, and much better in all other pairings.
Try also the third revoker. Is incredible agasint all decks, but RUG
I thought I'd shift gears a bit and talk about playing the deck, rather than what cards should fill out a particular list. One thing, in particular that I was thinking about is whether to play Noble Hierarch or Mother of Runes on turn one if you have both cards in hand with a Savannah. On the play, against an unknown deck, I always drop Hierarch first because I feel that early mana acceleration is more valuable than protection. However, with more information there are instances in which I prefer to drop a turn one Mother, even with Hierarch in hand. One example, is when I have a Thalia or other "hate bear" in hand that will really punish an opposing deck (such as Storm Combo). Another example, is if a deck is playing a card like Fire/Ice or Forked Bolt. It's better to play Mother first to draw out the removal spell as a 1 for 1, instead of playing Hierarch followed by Mother and getting two for oned. If I'm on the draw and know the opponent is playing Daze. I'll cast the spell that I least mind seeing countered on my turn one. Are there any other tips that people can add for playing properly on turn one? What decks do you favor casting a turn one Mother over a Hierarch when you have that choice?
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