card disadvantage is bad for this deck.
unless you build an engine of card advantage you lose in the first 5 turns. Counterbalance and Jace is one. A well timed Terminus, an Entreat that wipe his board. (possibly) a Toxic Deluge that wipes his board..
if you are not high in cards and keep the board empty you lose. E-Tutor is an all-in card...
You didn't read his list. if you did, then you are Wrong.
His list is Helm combo, his game plan revolves around RiP. Anything he does, RiP+EF, or Rip+Helm, requires a combination of artifact and/or enchantment. This has nothing to do with the well timed Entreat you mentioned. Without the consistency of getting that piece in a timely manner, what's the point of playing Helm combo to begin with? Therefore, E.T. is that important if you want to go that route.
Dismissing E.T. as card disadvantage without a proper context like deck list is just being lazy. What does it matter if you lose a draw step, when your point of the deck is to have that combo?
I guess I should rephrase myself to look less like a complete moron.... the whole deck is based on card advantage so to go from card advantage to card neutral for a turn seems fine because if it is important enough to be tutored for means it can win you the game or at the very least put you in a position to get ahead and win... sorry for sounding like a moron
I was wondering... it Counterbalance still worth including nowadays? With all the Aether Vials, Cavern of Sould and Abrupt Decays running rampant?
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"card disadvantage"
This deck is not about card quantity advantage, especially not the RiP-Helm built. It is about card quality advantage!
You have specific cards for each situation you need to find with cantrips and Tops.
During most of the games you don't have a single card in your hand!
You use Top and E Tutor to find and cast the proper cards with the best timeing.
E Tutor - just like Brainstorm - protects you against discard spells: the important cards are on the top of your library not in your hand.
IMO
mtglegacy.blog.hu
mtgvintage.blog.hu
That makes sense ... but I still don't know what to cut for e tutor... or how many...
U/W Miracles Played by Robert Wilkinson. Top8 in Starcitygames Open Series: Los Angeles
http://sales.starcitygames.com//deck...p?DeckID=60406
I've been testing 3 Entreats and it has been amazing. The Snapcasters have gone back in and I'm still impressed by them. They do alot of stuff for very little mana. Even if you flash it out for a STP and it eats a removal before blocks, you slow them down because they have to invest mana to kill it. It's just very handy in addition to flashing back Brainstorm for Miracle activations. Detention Sphere is useful but I feel Snapcaster is more efficient.
I'm on 4 Terminus, 3 Entreat. I'm not sure if that's too many Miracles. I'll test it out more to see if it needs tinkering. I have 3 Jace and a Moat at the 4 drop slot, so that's quite a number. I dislike Supreme Verdict in general because it costs 4 mana.
I don't even play play Counterbalance MD anymore. It just gets eaten every time. It's a wonderfull SB card against storm deck but, I only see decks full of Cavern of Souls, Aether Vial, Abrupt Decay.
I think I prefer more removal in that spot leaving blue spells the control of the stack. Then, Jace/Entreat/Clique for the win
Usually I'd be right there with you on the quad-Terminus train, but lately I've been liking Supreme Verdict a whole lot more. With all of the True-Name Nemesis around, many times it is sweep or bust. Fair blue decks have slowed down a lot, with even tempo decks moving more towards SFM midranged strategies. I think I'd rather go land, land, land, land, Verdict than risk Terminus getting FoW'd, Pierced, or even Stifled. One awkward game against RUG, I died to Nemesis with dubs Terminus and dubs Plow in hand because he Pierced and FoW'd both of my Brainstorm attempts (he had previously Probed and saw that I was floundering).
I think that's the wrong approach. If your sweeper doesn't get countered so will something else. It's not like a supreme verdict will win the game versus a competent player anyway... likely trading for a nemesis and perhaps the mana he spent on equipping it. Terminus costing 3 less is 3 mana you can spend on finding it with bs/top/ponder. Even though sweepers are nice I prefer another approach to the problem of nemesis (as a sweeper will most likely trade 1for1) and that is Ensnaring Bridge. What I love about it right now is the fact that it also stops sneak and show g1 which is otherwise pretty bad for miracles g1. It's a little soft to Abrupt Decay but that's about it. I've been playing this on modo for a while with some succes. Here's the latest list.
CREATURES (6)
4 Stoneforge Mystic
2 Vendilion Clique
ENCHANTMENTS (4)
4 Counterbalance
SORCERIES (2)
2 Ponder
INSTANTS (12)
4 Brainstorm
4 Swords to Plowshares
1 Predict
3 Force of Will
PLANESWALKERS (4)
4 Jace, the Mind Sculptor
ARTIFACTS (10)
4 Sensei’s Divining Top
2 Thopter Foundry
1 Sword of the Meek
2 Ensnaring Bridge
1 Batterskull
LANDS (22)
1 Karakas
2 Plains
4 Flooded Strand
3 Scalding Tarn
1 Arid Mesa
1 Volcanic Island
1 Mountain
3 Tundra
6 Island
SIDEBOARD
1 Enlightened Tutor
1 Venser, Shaper Savant
1 Grafdigger’s Cage
1 Relic of Progenitus
4 Terminus
1 Ethersworn Canonist
2 Red Elemental Blast
1 Pyroblast
1 Entreat the Angels
1 Wear // Tear
1 Engineered Explosives
Basicly I removed the reactive and mana-intense miracles for the much smoother Stoneforge package and ensnaring bridge. Thopters gives the deck inevitability in the grind and replaces the lack of late-game power from entreat. With so much taxing counters in the metagame I found myself having problems resolving big entreats but I still pack one in the board for fair non-blue matchups and as an alternative win-con in the mirror. You also get a better CB-curve without terminus main but still have access to them postboard, likely replacing Counterbalance anyway.
Ensnaring bridge put a little restriction to deckbuilding as you really don't want cards in hand that you can't play (spell snare for example) so those had to be cut.
I will continue to develop this shell and I am looking forward to face TNN in the modo-queues going forward. I played the deck a little on stream and if you are intrested you can check it out here;
http://www.twitch.tv/svmtv/b/485364809
(the title on the video is wrong, I'll try to fix that).
I played in a GP Trial over the weekend. My full tournament report is written here:
http://captainforgetfulness.blogspot...gpt-paris.html
I ran a Snapcaster Mage build instead of my usual RiP-Helm. I found Snapcasters very powerful in testing and in practice. While I picked up early losses in the tournament itself, as you can see in the report the losses were rooted in silly mistakes I made. I've played very little magic over the last few months due to other commitments and it really showed. That said, the deck itself played very well. I preferred it to the RiP-Helm build. Going forward I'll be running:
-1 Venser
+1 Clique
-1 Elspeth
+1 Entreat
-1 Hallowed Fountain / 4th Tundra (I don't always have access to duals)
+1 Spell Pierce
Any feedback or discussion on the report would be greatly appreciated.
@Mackan
How have you found the Stoneforge - Thopter build? I tested a build very similar to the one you posted but found it a bit clunky and inconsistent. When it got running it felt quite strong though. How has testing been going for you?
@Mackan:
You might be interested in the italian MiracleBlade lists playing SFM and Thopter/Sword:
http://www.thecouncil.es/tcdecks/bus...ndry&strict=on
I've been tempted to try the SFM + Thopter/Sword package since I saw Emiliano Veronesi's lists a few weeks ago. I like that it gives you a lot of 2 cmc spells for counterbalance. Thopter / Sword can race a Jitte-equipped TNN, and there are few answers to the combo, aside from destroying the Foundry itself.
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