My Current list for the MTGO metagame is:
18 lands (6 duals)
4 nimble
4 tarmogoyf
4 delver
1 grim lavamancer
4 ponder
4 brainstorm
2 thought scour
4 force of will
3 daze
4 spell snare
4 stifle
4 lightning bolt
SB
2 Blurred Mongoose(Awesome versus miracles and solid vs any abrubt decay deck)
2 submerge
2 pryoblast
2 spell pierce
2 rough/tumble
2 grafdiggers cage
1 sulfur elemental
1 krosan grip
1 ancient grudge
I have 4-0'd a DE and 3-1'd two other Dailies. Sideboard has changed slightly throughout but this is where I'm staying at the moment. Also NEVER CUT A NIMBLE MONGOOSE from the MAINDECK. Yes you can board them out on occasion but its pretty rare.
Ben Wienburg
Is it just me that feels like we can get more value from going back to more Spell Snares and Spell Pierces right now then having the suit of stifles? I think I'm going to try it I think it will be nice to have more counters for Goyf, Hymn and so on.
Current Decks with List:
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I've had some luck with a Jitte in the main. People have argued about spending the Mana but the it has won me far too many games. It has helped against Shaman, Spirit tokens, Goblins, Merfolk, and Elves. It could just be my local metta but it seems pretty good. I've also started using a Misdirection in the main. Opinions?
Hey guys. Has anyone tried simic charm yet? I know the 2 mana is an issue, but the modes are excellent for the deck, even as a burn spell by giant growth mode, and obviously great vs abrupt decay
Welcome to the forum. Misdirection is good for some situations but being so situational already doesn't make the cut. The deck isn't versatile at all. Canadian Thresh is a very aggressive deck that does 2 things:
1. slow shit down
2. beat shit down
That said, adding versatility doesn't add to its game. It has to be every efficient with every card it plays because it's not in it for the long haul. Another thing about Canadian Thresh is that it has no ways to make card advantage besides the occasional Fork Bolt or Fire//Ice (Rough//Tumble and Sulfur Elemental off of the SB). That said, we already run Force of Will in the 75 which is card disadvantage, so running Misdirection along side of it would just hurt our hands. If we run it in its place, it would not make sense because Force of Will is less situational and more powerful.
Long story short, Misdirection is bad because it (1) does not add to its game, and more importantly, (2) makes us lose more cards than we want to.
Re Misdirection: At the moment I don't see a reason to play it. There's nothing that needs redirected that badly that -2 cards would be an ok thing to do for it. If you're in a discard/decay heavy meta Divert is the better option, although I've heard from people that they don't like it since whenever they had it in hand and could use it their opponents could pay the 2 mana, they had no legal targets to redirect to etc.
Another thing: Finally having finished my Can. Thresh deck I've decided to take it to a small tournament this weekend. I don't know anything about it's meta except that there will be 2 players playing combo (High Tide, ANT/TES).
Here's my list as is:
So, a pretty standard list.Code:Main: 4 Wasteland 3 Volcanic Island 3 Tropical Island 4 Polluted Delta 4 Misty Rainforest 4 Nimble Mongoose 4 Tarmogoyf 4 Delver of Secrets 4 Force of Will 4 Daze 4 Brainstorm 4 Ponder 4 Stifle 2 Spell Pierce 2 Spell Snare 4 Lightning Bolt 1 Dismember 1 Chain Lightning Sideboard: 3 Submerge 3 Rough//Tumble 2 Krosan Grip 1 Scavenging Ooze 2 Surgical Extraction 1 Sulfuric Vortex 1 Flusterstorm 2 Pyroblast
Krosan Grip is in there, since in the area I tend to play in both Stoneblade as well as Enchantress is played a lot.
Dismember/Chain Lightning are played since they can handle more stuff than Forked Bolts.
Any recommendations for a pretty much unknown meta?
Divert is better than Misdirection in this deck, in this metagame right now. But Spell Snare/Spell Pierce are both better than Divert. I wouldn't run Divert in my 75 right now. It doesn't have any real application. You are boarding in Divert just to hate on the 3-4 Abrupt Decays that people are running? That seems mighty weak. You run only 8 relevant creatures they can hit with it. I would just play through the Abrupt Decay. They don't have 8, they have 4. I think something to really worry about is Show and Tell decks. That's a less win-able match up and deserves SB slots.
I don't understand why people are discussing Divert at all.
Your deck looks good. The first thing I'd remove is Scavenging Ooze. It does nothing in the SB. You run 3 Tropical Islands; it is NOT graveyard hate. It's borderline Tarmogoyf hate, but Submerge is definitely better than Scavenging Ooze in this deck. You play 3x Submerge already - good job.
Flusterstorm seem redundant with your MB counter heavy list. I'd suggest alternative hate cards for Storm Combo/Show and Tell combo since you already have quite a heavy counter magic base in your MB. I would suggest stuff like Guilded Drake or Pyrostatic Pillar.
I also think you are underestimating the power of Sulfuric Vortex. That card is strong against many many decks. I wouldn't suggest anything less than 2x of those. I hope I helped. Good luck.
I personally am a fan of Saito's recent list.
19 lands (3/3 trop/volc, 4 waste, 9 fetch)
12 creatures (4/4/4 goyf/goose/delver)
7 bolts (4 lightning bolt, 3 chain lightning)
4 ponder
4 brainstorm
4 daze
3 FoW
3 Spell Pierce
2 thought scour
2 spell snare
SB:
3 sulfuric vortex
1 FoW
1 spell pierce
2 REB
4 submerge
2 rough//tumble
1 life from the loam
1 ancient grudge
Lots of burn, with more in the SB in the form of sulfuric vortex. It also drops Stifle, which is obviously going to be a point of contention. With this list, you can mostly ignore your opponent's mid/late-game and just burn them out. It also doesn't skimp on the combo hate.
And take Krosan Grip out for Ancient Grudge =), that card is the nuts!
And @ everyone: There was a time that people started running 1 Ooze main and 1 side, isn't that a good option anymore? It really helped against Snapcaster Mage or Lingering Souls, and occasionally made me win against graveyard decks.
I think the way to think of thought scour is more of as cantrip 9-10 (that also happens to accelerate into threshold, or 'destroy' a submerged creature, or screw up a SDT/miracle trigger, etc.) rather than as a distinctive spell. It's a good way to use your mana at the end of a turn, and I think it also does a lot for helping beat combo since you only have a small window of opportunity to win the race -- you need Goose to be swinging in as a 3/3 ASAP.
I think people in general mis-interpret Misdirection as a strictly 2-for-1 sort of thing like Force of Will. I consider it more of a 2-for-2. A good example of this would be Lightning Bolt. You're not just saving your Delver - you're also destroying their creature or dealing 3 to them directly. That's 2 effects for 2 cards. I'm not saying choose Misdirection over Divert (although I would), but don't just pass it off either.
Also, late game Divert is no good whereas Misdirection is better (I know Canadian Thresh doesn't want late game, but it happens often enough).
Did you mean to board in Pyrostatic Pillar for Storm? I understand that they are running many spells with mana cost less than 3, but doesn't it hurt us too? And we can only land this enchantment on turn 2 (for the ealiest), but that would make us tap out and FoW/Daze would be our only counters at the moment. I feel like it would put me in a very dangerous spot; could you please share your reaons behind using the Pillars? Thanks!
You did, thanks. :)
Think of it like a creature that hits for 3 - 6 every turn. Plus they can't combo out properly when this card is on the table, since it would probably kill them, so they need to find a sollution for it, which gives us time to deliver more beats and find more counters. ;)
I disagree. Misdirection gives you a tempo advantage that divert can't. Being able to pitch a card and play it for free I'd something that I have found more useful. Tapping out in a game one situation where you're able to play out your threats with a Force of Will, Spell Pierce, and Misdirection in hand gives you WAY more then a Divert would.
Divert is decent but if they leave spell pierce Mana open, they can get around it. Early game Divert might be better but Misdirection is good the entire game.
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