Hello MTGtheSource Forums,
I've been going through what I can of the more recent posts about Solidarity and I am wondering if anyone has a 'core' set of cards that should be in the vast majority of Mono Blue lists?
I'm keen to begin learning the deck for Legacy and any help would be very much appreciated! =D
Thanks.
I don't know what could be considered the "core" of the deck, since there are many variations (fast versions with snapcaster / snap, slower versions with Remand)... But I really liked benthetenor's list when I was testing Solidarity:
http://www.mtgthesource.com/forums/s...l=1#post636333
Also, I thought he made a lot of interesting points, when argumenting about the deck / his build. Might be worth looking at his posting history.
Cheers, I'll also go a bit deeper back through this Thread and see what I like =D
Benthetenor's list is a solid start but I would not run 4x snap or snapcaster while I would run 4x cunning wish. I like running flash of insight as a singleton in my deck. There are other changes I would make to ensure more search engine but as you said his deck is a great place to start.
i'm not pretty sure on running a "fast" version of the deck. I'm not sure if we need that and if it has a high fizzle rate.
On visions, has anybody tested it hardly? It's very interesting an ancestral recall in the deck but how often? Opt is a great 1 cmc hand shaper.
as i seem to keep saying i run visions and it's awesome if you are in a grind matches. and you need to work to set up the recall but that being said with snapcasters etc having recalls in your deck becomes good.
yeah the racing version of this deck is no much faster than the ones running more permission.
What do you specifically mean with grind matches?
I played this list wednesday.
4 High Tide
4 Reset
3 Cunning Wish
3 Impulse
4 Force of Will
3 Meditate
1 Brain Freeze
1 Turnabout
4 Brainstorm
7 Snow-Covered Island
3 Misty Rainforest
3 Scalding Tarn
2 Visions of Beyond
4 Snapcaster Mage
3 Snap
1 Blue Sun's Zenith
1 Time Spiral
1 Quicken
7 Island
1 Flusterstorm
SB: 1 Blue Sun's Zenith
SB: 2 Echoing Truth
SB: 1 Mindbreak Trap
SB: 1 Brain Freeze
SB: 1 Ravenous Trap
SB: 1 Mystical Teachings
SB: 1 Twincast
SB: 1 Gifts Ungiven
SB: 1 Flusterstorm
SB: 1 Repeal
SB: 1 Turnabout
SB: 1 Pact of Negation
SB: 1 Rebuild
SB: 1 Surgical Extraction
Played reanimator round one. I have never played a deck with force of will because force of will is for cheaters, but it was cool dream crushing the exhume and then letting him scramble to find another reainmate spell for 3 turns before going off in responce to an exhume through fow of iona. Game 2 he careful studied two jin gitaxius to the yard and I surgical extracted them. I saw stifle and turn 3 played snapcaster mage, which he stiled the enter the battlefield. He entombed Iona and I won in responce to the animate dead.
Round 2 I played burn he won game one, I could not find a high tide before turn 4. Game 2 I won (he was slower), game 3 I won in responce to a fireblast on turn 4.
ROund 3 I played monowhite thalia.deck. I echoing truthed his thalia (from cunning wish) and he decided to play a flickerwhip to put me on one turn leaving me an open turn of 6 islands. I won in responce to thlia. Game 2 I could not find high tide and he played ethersworn cannonist. Game 3 he had turn 2 cannonist, turn 3 thalia. He refused to attack with cannonist fearing it would die to snapcaster (like it did in game 2). I could not find a single draw spell to put it away. I lost with triple high tide fow and 12 islands in play.
Deck seems sweet, I think the candleabra version might be a little better. I am going to try that version this wednesday as soon as my candlesticks get here.
2-1
So i find you either run into one of two sort of matches with SI
the ones in which you are just racing your opponents clock : goblins pre board, elves, affinity, etc. And the ones where your grinding through either discard or counter magic or other just mainboard hate.
In these 2nd sort i find myself often trying to kill my opponent over 2 or three turns and in these cases visions is awesome. Also it has occasionally saved my arse when i went into trying for the win half cocked...
I think i get your point. Maybe it would be useful for me if you tell the core that goes together visions. The card could be insane but at the same time is a blind cantrip as well as peek. I'd run a split with opt. Opt is a great card because you can take out 2 cards from the at the same time that you have the posibility of seeing what you draw.
It's not necesary to say that an ancestral recall in the mid/late combo is pretty sweet. I dont know maybe i'll try a 2 opt 1 visions configuration and see what happen...more over BoV could be a good side card.
Whay do you think?
@boss: please give us an explanation of your card choice some look a little bad...
Quickly boss gave a explanantion for his list when he posted it the first time... from memory it was simply card availability
BoV?
yeah i think i have ended up at 2 visions one peek... for no reason i can tell except when i was cutting cards for other cards opts got cut before visions. and i love me some peek.
Often i find that i use my brainstorms and impulses as my main pieces of dig these days occasional i'll cantrip a visions if i need to find a land quickly. But generally i save visions and peek for a turn where i can get the most out of them.
@Liquid elf: Could you share your decklist? Just for inspiration. If you think that some comment worth please make it!
GC.
alas i just changed lappies and all my deck lists are on my old lappy so i had to do this by hand:
4 High tide
4 Reset
2 Turnabout
3 Snap
2 brainfreeze
3 cunning wish
3 snapcaster mage
4 brainstorm
4 impulse
3 meditate
2 visions of beyond
1 peek
1 intuition
4 Force of will
3 Remand
1 tropical island
11 island
5 fetchs (4 misty / 1 strand)
Sb:
brainfreeze
hunting pack
meditate
Stroke of genius
2 surgical extraction
rav trap
2 flusterstorm
snap
2 wipeaway
venser shaper savant
riptide
hurkyl's recall
the board is ruul rull rough
and i've realized that 17 lands is porbably pushing my luck but there it is in all it's glory
Last edited by Liquid_elf; 11-15-2012 at 06:44 AM. Reason: impulse becomes intuition
Thanks!! You are running five impulse, I think you are missing something there.
And yes 17 lands is a bit poor. Im running 19!
Have you used snap as protection spell or always for combo pourpose?
so because i'm slack and feel like putting off rebuilding for evor.... i have simply gone too 61 cards for the extra island...
@quickly its card availibilty
Here is the list I hope to make shortly. Intuition is insane. $40?!
4 High Tide
4 Reset
3 Cunning Wish
3 Impulse
4 Force of Will
3 Meditate
1 Brain Freeze
1 Turnabout
4 Brainstorm
4 Snow-Covered Island
3 Misty Rainforest
2 Scalding Tarn
2 Visions of Beyond
4 Snapcaster Mage
4 Snap
1 Blue Sun's Zenith
9 Island
2 Flusterstorm
1 Intuition
1 Flooded Strand
SB: 1 Blue Sun's Zenith
SB: 2 Echoing Truth
SB: 1 Brain Freeze
SB: 1 Ravenous Trap
SB: 1 Mystical Teachings
SB: 1 Twincast
SB: 1 Flusterstorm
SB: 1 Repeal
SB: 1 Turnabout
SB: 1 Pact of Negation
SB: 1 Rebuild
SB: 1 Surgical Extraction
SB: 1 Wipe Away
SB: 1 Gifts Ungiven
have you tested this list? i don't mean that in a dismissive way i'm just intrested in how some of the cards play mainly teachings and gifts..
I have only used teachings like twice in the 20 games I have tested, and that was to avoid counterbalance. Gifts on the other hand is silly and I use rather frequently. You can use it to get intition snapcaster mage snap high tide or the like. It allows you to out maneuver counterbalance or just set up the combo. You can use it like a meditate that does not wiff. The logic on teachings is that occasionally I just really want high tide. It should probably be an intuition. I cut an echoing truth and twincast from the board today and added cyclonic rift (or enchantress/ slow prision decks and some small hope of bouncing a field of hate bears). I cut twincast and added mindbreak trap. I went down to 18 lands and added another impulse after I have multiple games where I was bricking on mediatates culminating in a blue suns zenith for 7 that hit 5 lands and 2 force of wills
Ok so today i played in a 16 man legacy tournament and piloted this:
4 High tide
4 Reset
2 Turnabout
3 Snap
2 brainfreeze
3 cunning wish
3 snapcaster mage
4 brainstorm
4 impulse
3 meditate
2 visions of beyond
1 Flash of Insight
4 Force of will
3 Remand
1 tropical island
12 island
5 fetchs (4 misty / 1 tarn)
Sb:
brainfreeze
hunting pack
meditate
Stroke of genius
2 surgical extraction
rav trap
2 flusterstorm
snap
wipeaway
venser shaper savant
autumn's veil
hurkyl's recall
echoing truth
Mathc ups were:
round one : Vs. U/W miricales/ counter top : WIN
Game 1: mulled badly couldn't win through jace plus counter top
Game 2 : won the counter fight over balance then a turn or so later with counter back up
game 3: we were in turns 3 or so turns into the game . i could win in 5 turns he couldn't.. Actually i only won this cause he tried ot counter some spells in my combo turn..
Notes: autumn's veil did what it was supposed to do in this match acts like a silemnce they ahve to throw a counter spell at it. But ingeneral i won this because i play nothing but solidarity he wasn't as experienced with his deck as i was. Also RIP is annoying not back breaking.
Round two: Vs. ANT: WIN
Game:1 . Mull to 6 then get discarded out of relevant spells and get stormed out.
Games 2&3: can't remeber much about these lots of fights over stuff and then i would go off.
Notes: nothing much to say here FOI is good via discard... fluster storm is good... if all fails brain freezing your opponent if you need ot take a long shot cause they run lots of one or two offs and it makes their math harder.
Round 3 : Vs. Dredge: DRAW
game: 1: we both mull agressivly and spend a lot of turns playing draw go me stuck on 2 lands ... then i draw the 3rd land while facing down lethal... go for it ... and meditate into 3 land spell , reset meditate into 3 lands spell, meditate into 2 lands spell.... yeah did not win that one...
game 2: jam some counters into his things and then combo off for the win..
Game 3 ... turns called niether of us can win...
notes: um.. he has been playing his deck for along time and is a smart player and so was playing round hate alot of the time he wasn't playing the more balls deep quadlazer list but a more grindy version. but still yeah not sure how the 3rd game would have gone.
Round 4: Gobos: LOSE
Game 1: mull hard... Goblins goblin all over my face..
Game: 2 spend my time forcing the game to go long combo off and turnabout his dudes which is lucky cause i had mis counted and he had lethal on board..
game :3 .. weird game ended up going off through chalice for one to try and get a bunch of beast to stop swing for lethal but i use the VOB in my hand to up storm count and he has the mindbreak trap and i have nothing to pitch to my FOW.
notes: this is a guy from my play group so is a very tough opponent his board is packed full of hate and knows how to play agaisnt storm. Basically as always in the right hand goblins is a terrifying deck.
in general:
For today i put in autumn's veil and FOI intot the deck and was happy how they both performed.
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