I'm going to say, this deck is pretty optimized. IMO you are trying to be too cute with it and thus making it less consistent.
I wouldn't cut Rest in Peace. Surgical doesn't effect the board and isn't as back breaking as RiP. Are you gonna bring in surgical against Jund/BUG now (whose matchup become favorable with the inclusion of Rest in Peace? RiP is the best weapon against them, as well as reanimator, LANDS (which is popping up all the time now), dredge, etc. Not playing RiP when you play white is a mistake.
Also, is that a type-o or do you really have a pyroblast main? That can be an ok meta call for FNM, but to a big tournament it seems bad.
I'm not liking the inclusion of EE either. What are you worried about killing with it? No way to recur it or tutor for it - no thanks.
If you're knowledgeable about the legacy format you don't need to see your opponents hand for Meddling Mage. Someone went through a list of things to name against certain decks further back in the thread. You don't need to see your opponents hand to name "Show and Tell" in the SnT matchup or Infernal Tutor in the storm matchup.
Also, wear // tear seems strictly better than Disenchant, so, why not play that?
EDIT: also Plateau...? Every card in the deck is blue except for SFM, STP, and Lightning bolt...
You're probably right, but this is a much more restrained list than what I was considering beforehand. I was trying to jam a singleton of Fire/Ice, Counterspell, Top, Jace, etc. My proposed tweaks have eliminated EE, and added two Probes, which should add to its consistency.
You're probably right about RIP. It flat out won my match against Dredge, but it was dead as soon as it hit against Junk and Jund. I would have to wait until naming Abrupt Decay with Meddling Mage before playing it in those matchups. Reanimator seems to be packing more Show and Tell main and they can go off even before RIP lands, so Surgical Extraction doesn't seem unreasonable there. Lands runs AD or Krosan Grip in the SB, but just getting the RIP trigger might be good enough in some games. I guess I'm torn between powerful narrow cards and more broadly applicable weaker ones. Maybe a number of both?
Pyroblast was in place of the 4th Pierce and was drawn in only a couple of games. It flipped a Delver in a win against UWR Delver and was pitched to Jund's LotV. I figure I'm allowed some potential dead cards while running Brainstorm, like Pyroblast and STP.
I had it in as a catchall. I reasoned it could hit any resolved enchantments or artifacts, TNN, and would be one of my only ways to 2 for 1 someone. For the reasons you've stated, I'm cutting it from the main.
I admitted I'm not all that knowledgeable about the format, but playing with perfect information while also digging a card deeper is attractive. I read what you should name against different archetypes, but context matters a lot.
I don't own them is the only reason. I'll probably pick some up up before next weekend.
Not owning the 4th Tundra is certainly a factor, but during my day the Plateau gave me some flexibility while facing off against Wasteland. It slightly increased my odds of having to mulligan with a Plateau, Wasteland opener, which had me contemplating a Top or two, but that never came up.
Thanks for the input. Any thoughts on an 11th or 12th creature? I've given thought to Snapcaster, Clique, Meddling Mage, and the 3rd TNN.
Hi guys,
I need some advice on how to sideboard against Dredge, Jund and BUG Nic Fit (Pod Explorer)
Do you bring Pyros against Dredge?
What do you side out against Jund? I thought about Dazes on the draw, and if not 1 Pierce, 1 Fow, 1 jitte..?
Thank you very much
If I remember correctly:
1 Island
1 Plains
2 Tundra
3 Volcanic
4 Wasteland
9 Fetch
You can feel safe against blood moon with 12 maindeck counters but I don't want to waste my Force against Moon.
Some decks like S&T play Moon in side. What about Painter? I can't counter everything (double sets of Moon effects and double sets of Pyroblast effects).
Daze can be played around (Moon decks usually play Ancient Tomb style lands). Pierce is ok.
There is also Price of Progress from UR Delver decks. I don't want to have Wastelands "at the ready" to destroy my own lands in response. I want to play my game.
I choose to ignore those effects and focus on relevant stuff.
My thoughts exactly. You just feel "safe".
I might try a single Island build but a basic plains seems like a stretch. Seems like it would cause a lot of awkward hands. Gonna test it
Also think I might cut the 8th swords to plowshares in my board. Don't seem to ever bring it in. Also considering cutting 1 Meddling Mage and going down to 3. I think I'd like to add a 2nd wear // tear and a flusterstorm.
I tried the island in the main and did not like it in alot of matchups. However, I find it very useful in the board.
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UWR Delver/Mono-B devotion
Magic blog at www.rickycabrero.com
Jeremy Dezani, round 9 (day 1 obv) pitches TNN to FoW on SFM in the mirror with mana open and Brainstorm in hand. Wtf for?
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Anyone else surprised to see 0 UWr delver in the top 16 of GP Paris?
It was a great meta call, it happens, it wasn't the first and wont' be the last time.
That begs the questions - what to add to the SB to combat Miracles better?
As a Miracles player I would say Pithing Needle. It shuts down Top which is the most important card in the deck. You can also shut down Jace if needed.
Needle is also good against Sneak Show for Sneak Attack and reanimator by naming Griselbrand. Frequently overlooked card.
Also if sticking to the stock list I'd play Meddling Mage and Rebs out of the board. Try to name Terminus with the Mage and you gotta take risks and swing for the fences. Reb will help keep Counterbalance and Jace off the table as well as win counter wars over things like Terminus or Entreat the Angels. But generally it's really rough for the Patriot player.
My thought was to board in the mages and REBs. Take out the StP's and dazes, I think its necessary to leave in the lightning bolts due to Clique/Jace. Would wear // tear be a good addition, or is it safe to say if you are ever in the position to cast wear // tear, you have already lost? But post board the match up doesnt seem that bad...they will likely bring in their REBs and wear // tear, right?
As the Patriot player, I'm not really sure if Wear/Tear is worth bringing in. If he has both Top and Balance in play you can cast both Wear and Tear for a combined cmc of 3 which makes it harder to counter. However the opponent will definitely bounce Top to the library. Does Wear/Tear still resolve and kill Counterbalance or does it fizzle?
If Wear and Tear for 3 works without fizzing, I think it's worth bringing it in. Also as a Miracle player I will be bringing in Rebs and Wear//Tear. I would also be boarding out the Cliques and Forces because Cliques are terrible vs aggressive decks. Force is nice but in a CA battle, other cards are more important. If I have Supreme Verdict (normally 1-2 copies) in the board, that comes in as well.
And one big tip vs Miracles. Don't be afraid of over extending, actually you have to in order to kill fast. I'm am experienced delver and miracle pilot and I've learned that by playing safe and not over extending you are actually more prone to losing because you give your opponent time to drop lands and set up his big spells. I advise going all out from the start and attempt to screw the miracle players set up spells rather than his actual bombs.
Alot of players make the mistake of countering only the Terminus or Jace. What they should be countering is the Tops and Brainstorms. If I can spell pierce a Brainstorm, I would do it. Also, wasteland aggressive and try to keep them off mana. I would even force a brainstorm if I suspect they are land light (ie brainstorm on T2 with no 2nd land in play).
You must take risks against a miracles player or you will be flattened by the overwhelming card advantage the deck generates.
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The wear // tear does not fizzle if one half has an illegal target
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