Looking to dabble with this deck for fun, although it really isn't my style. Who knows, maybe it will grow on me.
Just a quick question--what's the strategy against Rest in Peace? It seems that there are good ways to play around other graveyard hate--saving a cycler for Tormod's Crypt/Relic of Progenitus, Chalice on 1 for Extirpate effects and Deathrite Shaman, Cursed Totem or Engineered Explosives for Deathrite and Scavenging Ooze, etc. I'm also aware that you often bring in creatures like Dark Confidant in game two and sideboard out cards like Manabond in order to hedge.
Rest in Peace seems especially awkward since it's both a graveyard sweeper as well as a replacement effect, and it doesn't get touched by any of our other measures besides a preemptive Chalice on two (which is both slow as well as self-defeating). Do we just take the aggro role in matchups where we suspect Rest in Peace then, pushing aggressively with Dark Confidant, Thalia, and manland beats while disrupting their mana? Do we more aggressively try to assemble Dark Depths combo? Or do we play the game as normal and just hope they don't "have it"?
I don't know about that; any deck with access to white (UWR Delver, Miracles, DnT, Goblins, Deadguy Ale?) probably runs a few in the board since it's by far the best graveyard hate spell in the format.
Honestly I don't know if there's much you can do to play around RiP other than saving removal for it. Saving a cycle land to protect Loam doesn't do much if you can't get rid of the RiP. I would say if you know they have RiP but haven/t played it yet, aggressively go for the kill (tutoring for Marit Lage) but make sure you can recur the pieces since they're one-ofs and losing them makes the game much harder. If they've already landed RiP I would probably just wait until I could remove it before making Marit Lage.
This probably only applies to Control Lands; Combo Lands can probably ignore RiP and just play around StP.
also importantly - are you doing anything new vs true-name nemesis? explosives as always is an answer.
im now running oblivion stone in the board.
So I finally added blue to the deck and piloted it at our weekly legacy tournament. I played 3 UWR Delver decks in a row. Two of those delver decks some TNN but it never really mattered, as I was able to remove it with relative ease or just race with Marit Lage. I also played a couple games against the TNN before the tournament started and I went something like 5-1 in games against it. as this point in time I wouldn't be concerned with TNN as I think the deck is pretty well set up against it. Between racing with Marit Lage, or EE locking him out, or wastelock/tabby, or just out gaining life with ZOrb, or ensnaring bridge keeping TNN at bay their is lots of ways to keep him back
yeah sure, its a little unusual as I cut all the cycle lands and focus more on the Stage/DD combo (which suits my play style more)
4x life from the loam
4x Exploration
1x Manabond
3x Punishing Fire
3x Intuition
4x Mox Diamond
2x Engineered Explosives
1x Zurn Orb
1x Crucible of Worlds
1x Savannah
2x Taiga
3x Tropical Island
1x Forest
3x Grove of the Burnwillows
4x Wasteland
3x Rishadan Port
1x Ghost Quarter
3x Tolaria West
1x The Tabernacle at Pendrell Vale
3x Maze of Ith
1x Glacial Chasm
1x Academy Ruins
1x Karakas
1x Bojuka Bog
1x Wooded Foothills
1x Verdant Catacomb
1x Misty Rainforest
3x Thespian Stage
2x Dark Depths
Sideboard
4x Sphere of resistance
3x Ethersworn Canonist
3x Krosan Grip
1x Engineered Explosives
3x Ensaring Bridge
1x Tormod's Crypt
OneBigSquirrelGod,
What list of lands are you running.
I wish I knew... Lol
After SCG Columbus, I was still a little hesitant on stage/depths, because its a 2 card combo. I took stageless lands to somerset, and didn't do too hot in the invi, so I added 1 and 1, and realized the true power of it in the somerset open. Since then, I upped it to 2/1 in Cleveland, then 3/2 in the Indy invitational, where I finished 6-2 in legacy. I played in the open in Indy, and went with 4/2, which I finished x-3, which was terrible (IMO). I know everybody has their own opinions on mb cards, and SB, but I was very unhappy without blue while testing. I did run crop rotation for a while, which the card is bonkers, HOWEVER, the format is shifting back to what it was last summer, with sneak n show and stoneblade on the rise, so I've been analyzing a little more on what I'm doing for DC.
I am going to drop the combo out of my deck for the GP. It's good, and can just kill someone out of nowhere... But I can't durdle around with a bridge out, when I can kill them and they can emrakul me. Tar pit just kills them, with a bridge out. Now that being said, I might be crazy. But I have yet to see a lands deck with the combo do good in a big tourney. Now to drop punishing fire seems bad though, so I'll stick to that combo. With StoneBlade also faring very well in Dallas, and being such an easy deck to pilot, I am going to add crime back in the deck. Probably only 1-2, but it seems like Jace is gonna make a comeback. Reanimator is on the rise, so to think I'm going to out tempo dazes, forces, and tide spouting, seems far fetched. Crime can solve that. A little circumstantial for reanimator, but I like to live on the edge.
Now to reiterate this again, stage/depths is not bad. It is just not where I want to be in DC. I kept changing the deck, dropping a maze, the tar pit, the cycle lands, the ghost quarter, then a port, and I found myself losing to rug delver more frequently, and not hiting my consistencies of the deck And American delver. I am going back to basics (no pun intended), and I'm going to play full on control. It has not steered me wrong yet... However TNN may require a 3rd explosives.
Let the quotes and Critiquing begin.
PS: if you do want a list, find me on Facebook. Not too hard...
Edit: I apparently spell on a 3rd grade level...
[SIZE="1"][I]Team [Insert a name here - Akron?] - [very big point with adverbs modifying adjectives and other adverbs]
I agree that stage/depths feels unnecessary, at least when you aren't building your deck around it. I've been playing with lands a bit on mtgo, and stage-depths always just feels like a clunky afterthought that you want nowhere near your hand most of the time. I think that fires+grove and tar pit are easily good enough to win games and have much better versatility in the deck.
There was a lands deck with the combo that ended 13th on Starcitygames tourney in Cleveland.
I'm a friend of Shane's, and he said liliana did a lot of work. However, with black being your 4th color, I don't think you can consistently hit the double black on turn 2/3. I struggle at times to hit UU with 3 trops, and the 4 moxes. Also not a fan.
Although Ashiok might not be too bad in the sideboard to steal a TNN to kill them with
Jace could help evade some creatures...
Sorin Markov could help against jaces...
Liliana of the dark realms could fetch out the singleton Bayou
And Koth the Hammer could turn the singleton mountain into a 4/4...
Maybe we should SB Chain to the rocks.....
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I played a little 30 man tourney yesterday and I did pretty poorly... (2-2)... I won against Merfolk and Death n Taxes by far and I lost against Show n tell, Tin-Fins....
The main deck was working just wonderful, I think the SB was lame...
4 Life from the Loam
4 Exploration
1 Manabond
3 Intuition
4 Punishing Fire
1 Zuran Orb
3 Engineered Explosives
4 Mox Diamond
4 Wasteland
4 Rishadan Port
3 Maze of Ith
1 Ghost Quarter
3 Thespian's Stage
2 Grove of the Burnwillows
3 Tropical Island
2 Taiga
1 Savannah
1 Forest
1 Misty Rainforest
1 Windswept Heath
1 Verdant Catacombs
1 Mishra's Factory
2 Dark Depths
3 Tolaria West
1 Glacial Chasm
1 Karakas
1 Academy Ruins
1 The Tabernacle at Pendrell Vale
SB [15]
3 Ethersworn Canonist
1 Tormods Crypt
4 Chalice of the Void
1 Ensnaring Bridge
1 Engineered Explosives
2 Enlightened Tutor
1 Dark Depths
2 Krosan Grip
The three copies of Engineered Explosives were awesome! Taking care of multiple Merfolks pretty quickly, even when he counter'd my first EE... I didnt need to T.West for ruins and activate... I just put the second copy on play.
I also felt the lack of the cycle lands... or the lack of lands on my graveyard since Im playing 3 stages...(fetchlands, cycle lands, tolaria west, etc).
The single Factory was the last add... it work quite good (1 Mishra's Factory + 3 Thespian's Stage could be a plan C to win, after Marit Lage and Punishing Fire plans), but Im thinking to put Riftstone Portal in its place... what do you guys think?
Ethersworn was pretty poor against Show n Tell and Tin fins... both kill me just with 1 spell by turn. I was missing my dear Thalia for this MU's. Also the Enlightened Tutor toolbox on sideboard didnt work as expected... but they came on every match almost...
I dont know for these changes
-2 Ethersworn Canonist -1 Dark Depths +3 Thalia, Guardian of Thraben?
-2 Enlightened Tutor +2 Trinisphere?
-1 Mishra's Factory +1 Rifstone Portal?
Any help would be apreciate
I like the portal in the R/G Gamble builds but I don't think you really need it in the 4c/5c Builds as you have much more color producing lands. If you like factory why do you want to cut it? do you feel like you struggled to get the Grove/P.Fire going with only two groves, but with a full playset of P.Fires?
Ethersworn doesn't really interact well against the sneak attack builds, but Tin Fins should absolutely have been shut down, its really difficult for them to operate under Ethersworn.
Do you like Chalice of the Void? I have cut them completely from my sideboard for Sphere of Resistance
I play the R/G build online, and have problems with UW decks, due to a combination of RIP, swords, surgical extraction or snapcaster mage. So I board in 3 chalices for chalice on one, avoiding swords, and go for the token as fast as possible. It's not ideal and would like to cut back on them, any other suggestions how I should deal with these troublesome cards?
I do like 1 chalice as a turn1 gamble-target against storm.
I could not imagine a loam deck without Chalice of the Void... especially against GY hate and to protect your Marit Lage.....
Since we started with the Dark Depths combo, my oponents are more comfortable to kept removal on main deck.... i wonder if that is playing against us.
Concern the groves... I used to play 3 copies of grove of the burnwillows, but 2 were sufficient with the tutor effects.... I like the full P. Fire package against any DRS deck... but +1 grove wouldnt be bad at all...
I was talking about a 4c lands list which has different tools to work with then the Gamble builds. While the two decks play with the same lands shell, how the decks play out are very different. The Gamble build has a little bit more explosiveness and sacrifices some of the inevitability in comparison to the 4c lists. Sideboard choices are not apples to apples comparison.
How I would sideboard and approach game two the UW matchup would depend on what type of lands deck that I was playing and If I won or lost the first game and what type of build of UW. I think the 4c list has a better control plan in this matchup with EE lock, the Gamble builds are more combo oriented so you have to create an opportunity to win either by exhausting there resources (lands or cards in hand) or by picking an opportunity to score a free win with the combo. Again I don't think its an apples to apples comparison
Chalice is good against Dredge,RUG Delver, StoneBlade, and all storm decks, as well as stopping cant tips in most and all of s&t decks.
Trinisphere is good against all storm decks, dredge, omniscience decks.
Sphere of resistance is alright against storm, dredge, and just slows the omniscience decks 1 turn of killing you. I would think Thalia would be better. Sphere seems to me as more of a patch, opposed to a lock.
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