Quick question:
Would you keep a hand like this, against an unknown deck or average deck in your meta:
land
land
land
spell pierce
snapcaster mage
lightning bolt
daze
I got this hand and was really unsure. It lacks explosive power, it does however have early removal and counter, and also a slow dude for attacking. Too many lands and no cantrips or fast dudes though. (For reference my list is posted in my report a few threads above)
Well you say everything in this sentence: "It lacks explosive power (...). Too many lands and no cantrips or fast dudes though."
Personally I wouldn't keep a hand w/o goblin or delver (or both). Ok, there are situations in which you kept a hand full of counters, but only because you know what are facing.
As Tanith said, you kinda replied your own question already, especially when you mentioned "unknown deck".
You need a threat to put T1 on the board, no matter which one. Even though, it is clear that Delver or Guide will always prevail when compared to Lavamancer.
@H3llsp4n: I don't always agree with you but on this one, you are totally right, imho (especially in a Blade-shell).
That's pretty much the best summary of the list. ^^
No offense, I've just seen the semi-finals of the event and you played it perfectly, but the deck is just prey for Miracles and it's really a wonder you didn't have to play against it. No Vortex in the sideboard was just another "YOLO"-decision in my opinion.
Anyway, congrats to you and your Russian mate!
Snapcaster is a 3-drop 80% of the time in this deck, so mana really shouldn't be the issue. The question is really whether it can change the mid-game dynamic against opponent's who have stabilized. It can't really help against an active Jitte or Batterskull on it's own, but it can get past a wall of blockers or hold the ground while Delver swings in the air. Seems worth testing for sure.
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
Snapcaster is 95% a 3-drop for me in any deck, but I don't run Snapcaster in this one. I run an aggro build similar to ivanpei's, with 4 guide, 4 delver, 4 pyromancer, 2 grim. 3 mana is not what I want to spend on my threats. I might change my mind if I ever get to testing it, but at this point I don't feel the need for it at all.
This is what I've been running. Still testing Reforge the Soul in the maindeck.
4 Young Pyromancer
4 Goblin Guide
2 Grim Lavamancer
4 Delver of Secrets
4 Lightning Bolt
4 Brainstorm
3 Chain Lightning
4 Ponder
4 Force of Will
4 Daze
2 Reforge the Soul
2 Misdirection
2 Forked Bolt
2 Bloodstained Mire
1 Arid Mesa
4 Scalding Tarn
2 Misty Rainforest
4 Volcanic Island
2 Mountain
2 Island
Reforge the Soul is just not good. Why would you play such situational and clunky cards? It's basically card-disadvantage if it's in your first nine cards and when you play it you lose a full turn of aggression.
Young Pyromancer is also kinda like a 3-Drop, unless you want to run it into the next best removal without getting value or have Daze/FoW available. The combination of Pyromancer, Reforge and 17 lands is also kinda risky, when you want to be able to cast those spells reliably. You also want to be able to cast a cantrip in addition to something else.
Yeah, it's under testing. When I get to play it, it basically wins me the game, and lets me get back in a game I was losing. When I draw it early, I'm happy to Brainstorm it back into my deck. The 2 Reforge would have taken a land slot and maybe a Pierce in other builds, so it would not have been aggression anyway. I'm fully aware of the drawbacks of the card, because I'm testing it.
Pyromancer is not something I force value out of. If he gives me creatures, great. If he gets killed without giving me a creature, that's fine.Young Pyromancer is also kinda like a 3-Drop, unless you want to run it into the next best removal without getting value or have Daze/FoW available. The combination of Pyromancer, Reforge and 17 lands is also kinda risky, when you want to be able to cast those spells reliably. You also want to be able to cast a cantrip in addition to something else.
17 lands has been fine. I don't run Wastelands, so I can reliably have 3 mana by turn 3-4. I don't run Stifles or any one mana counters game 1, so I don't need to keep mana up. 17 is easily enough for my build.
When you have Reforge early (about every fourth to third game), it's a dead card. Having Brainstorm happens about every second game, both combined is obviously less likely.When I draw it early, I'm happy to Brainstorm it back into my deck.
It also makes your opening hands/mulligan decisions worse. Eventually you will come to the same conclusion, but at least you are testing cards yourself.
Investing two mana into Pyromancer without getting value is also not where you want to be with this deck.
Maybe. The spell certainly isn't that powerful in some matchups, but it also breaks some in half. I will keep testing it in the main for now. Had a lot of matches with this deck just now, actually, but I never drew it.
Don't get me wrong - I usually get tokens out of him. I only run him out on 2 mana when I have free counters (I run 10), or when I really need a threat on board and I have nothing better to cast. YP usually comes out at 3 mana without any effort on my part, anyway.Investing two mana into Pyromancer without getting value is also not where you want to be with this deck.
I prefer tolarian wind... is better in all function...
Inviato dal mio GT-S7500 con Tapatalk 2
to the people who play guide and price
why do you guys run 4 dazes? Its actually counter productive and makes the dazes useless after turn 2-3
I run both, full playset.
Goblin guide helps PoP to do more damage.
The dazes are most of the time just there to keep my opponent from casting creatures the first two turns. Later it pitches to force. However daze can help against wastelands and make your PoP hit for less damage to yourself.
For the fast UR delver GGs are a fast clock and you dont really care for the potential land they get to put into the hand. I havent had many games where daze were useless because of GG.
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