Hey everyone, long time lurker of these boards and I figured it was time I finally made an account and started adding my own thoughts to some of the discussions here. I played TES for about a year before finally switching to the better deck at the beginning of this past year. It has performed great for me in events and this past weekend I played in a 90 person Buncha Duals tournament and went undefeated in the swiss before losing in the first round of the top 8.
The 75 that I registered was:
4 Brainstorm
4 Gitaxian Probe
4 Ponder
2 Preordain
1 Ad Nauseam
4 Cabal Ritual
4 Cabal Therapy
4 Dark Ritual
3 Duress
4 Infernal Tutor
1 Tendrils of Agony
1 Past in Flames
4 Lion’s Eye Diamond
4 Lotus Petal
1 Sensei’s Divining Top
1 Badlands
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Swamp
1 Tropical Island
2 Underground Sea
1 Verdant Catacombs
1 Volcanic Island
Sideboard:
3 Abrupt Decay
2 Chain of Vapor
3 Dread of Night
1 Karakas
3 Xantid Swarm
3 Young Pyromancer
Round 1 - Enchantress:
First round I sat down across from a local player who I know I have played against in the past. We start chatting and he hints about how this is a terrible matchup for him, but I feel bad because I can't remember for the life of me what he is playing. Well game 1 starts and he leads off with the typical "forest, utopia sprawl" and I then proceed to do my thing and kill him on turn 3 or 4 (aka the exact way that game 1 of that matchup is supposed to go). Game 2 he opens with double leyline and so I start to sculpt a PiF hand that can CoV one EoT, then go off and flash it back on the second one, but on his last turn he rips a RIP (lol) and shuts off that plan entirely. He follows it up the next turn with a Helm and we are on to game 3. Game 3 he starts with another leyline but I am able to bounce it back to his hand, decay his gaddock teeg, and then AN relatively quickly.
2-1 (1-0)
Round 2 - Show and Tell
Sit down across from my next opponent, chat a bit, round starts and we both draw our 7. These notes are all from memory, but I believe he aggressively countered a discard spell with his flusterstorm to try and protect his SnT+SA+Emrakul hand, then I just killed him. Game 2 I dropped a turn 1 xantid swarm, tore apart his hand a bit while sculpting my own, then finally AN'd from 15 after he had dropped a blood moon (I had a petal though to crack for the black mana I needed). I ended up flipping my PiF while at 5 and put myself to 1, but I just played out all my discard spells to put him in topdeck mode, then passed the turn. We both played draw go for a couple of turns (I was only missing the LED/empty hand to loop my tutor that was in the yard after I drew my swamp), but I eventually drew into a petal for blue mana, played the PiF, flashed back all my rituals and the CoV that was in the yard to bounce the blood moon, then was able to flash back cantrips until I found the LED to win.
2-0 (2-0)
Round 3 - Reanimator
This was by far the hardest matchup of the day, but I didn't know what he was on at first after I won the roll, chose to play, played a ponder then passed. He drew his card then immediately went to discard and I start thinking he is on dredge, but then he discards a griselbrand. I get nervous about what is about to happen (I believe my hand was discard lite that game), and next turn probe him to have my fears solidified. His hand was Brainstorm, Ponder, Force, U Sea, Griselbrand x2, Reanimate. Oh boy. He cheats in the griseldaddy and a couple hits later I scoop to game 2. Game 2 I lead with a xantid swarm and do my best to discard and cantrip as fast as I can. Eventually I find a karakas which I play, and shortly after he scoops (I am still a long ways off from comboing at that point, but after asking him later he tells me he sided out the tidespout and had no answer to karakas in his deck). Game 3 is a crazy one that had me leading off with a xantid swarm once again and him reanimating an Iona pretty early on. I fell to 8 life quickly before I brainstormed into a karakas on my last possible turn. That let me bounce his Iona and earn myself an extra turn, however he thoughtseized my tutor and then drew a bunch off of a animate dead'd griselbrand. He passed the turn back and I had a hand that was DR, AN, Petal, LED and I knew I had duress and ToA on top of my library from the brainstorm. With 3 lands (1 of which being a fetch), and the xantid, I attacked (to which he blocked and brought himself from 4 up to 10), then was able to DR, Petal, LED, AN leaving the fetchland uncracked and using the LED in response, flip the ToA on top, go to 4, then crack the fetch to cast the tendrils for exact lethal. Not the cleanest game but against reanimator I'll take whatever I can get.
2-1 (3-0)
Round 4 - BUG Delver
I really wish I had more to say about this matchup, with this deck being as big of a problem in the meta as it is, but this was probably the most uneventful game. I had a couple of really nice brainstorms, but other than that he just didn't have the tools to beat me. Didn't see a non-summoning sick DRS in either game, and in both games I stripped one counterspell on turns 3/4, then went off. Pretty easy win.
2-0 (4-0)
Round 5 - BUG Nic Fit
Was afraid I was going to play against a local who I knew was on miracles this round, but instead got paired up against a friend of a friend who I knew was on nic fit. This made me pretty happy because I knew this would be an easy matchup and I could hopefully double draw into top 8 if I won. Game 1 I probed him early on and saw a bunch of irrelevant cards, although a cabal therapy off the top set me back. I actually got some pretty lucky top decks in this game if I remember and it was definitely closer than I prefer when playing against a deck with no md counterspells. Game 2 I drew out an early force, and with 2 cards in hand and a SDT on the field, I put him on not having another force + blue card between those 3 cards and was able to storm him out. After asking what his blue count for force was after the game I was surprised to hear that it was a lot higher than I expected at the time, but either way the gamble paid off. At 5-0 I was able to double draw and earn the number 2 seed going out of the swiss.
2-0 (5-0)
End of Swiss - 5-0-2
Top 8 - Miracles
Finally got paired against miracles and it was against another local player who I have played with in weekly events a couple of times in the past. We obviously both know what each other is on and neither of us were looking forward to playing against each other (the last time we played I had beaten him quite handily, however drawing literal perfect hands does help quite a bit ;) ). Game 1 I mulliganed to 6 and kept a cantrip heavy hand that also had turn 1 probe and discard. I looked at what he kept and saw double force, top, and four lands. I duressed the top away and just needed to find a therapy to strip the forces before I could go off, but I never saw one and he quickly drew into another top, more counters, and a relatively quick entreat for 3. By the end of the match he had triple force, blue card in hand with another blue card floating on top of his deck. Game 2 I kept a mediocre hand with some action and cantrips and a decay, but no discard. After decaying his turn 2 counterbalance, I hoped to cantrip into what I needed, but despite 2 ponders and a brainstorm or 2, I couldn't find a way to interact with his hand while he tore mine apart with an early clique and beat me down. Sadly the rampage ended here, but I was happy to at least lose to a local.
0-2
Overall I love how the deck is functioning right now. Thank you Sawatarix and everyone else who pioneered the young pyromancer tech, it has been nothing but amazing for me. As of right now I am completely behind the 1 of SDT over the grim tutor (I played with the tutor for a while and it hurts because that card is so bad). I liked where the sideboard is otherwise, although I am sure some people will disagree with the 3 Dread of Nights (I just don't like the idea of multiple 4 cmc massacres in the deck, but it is the next thing I need to test). I am super hyped for GP NJ and I hope to see plenty of storm there.
Grats on the strong performance! And always nice to have another stormer chipping in with tournament reports
Could I ask what your sideboard plan is vs BUG delver with your current setup?
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
So we fill up our gyard like nobody's business....
What can the new KTK cards do for ANT?
Specifically:
Treasure Cruise - 7U
Sorcery
Delve
Draw 3 cards.
Dig Through Time - 6UU
Instant
Delve
Look at top 7 cards of library. Put 2 into your hand; the rest on the bottom of library in any order.
non-bo with PiF of course... but the upside is pretty nice! I've had 7+ cards in yard on turn 2 with routine consistency.
I believe I boarded +3 Young Pyromancer, -2 Preordain, -1 SDT
I think an argument could be made for preemptively boarding in the Chains just because it is rarely bad, but permanents worth bouncing are generally limited from them (their hate includes maybe a couple of graf cages and that is about it)
---
┐('~` )┌
Question guys!
Usualy there are 3 matchups more or less I side out a basic land.
Sneak and show
And nauseam mirror
Miracles
Usualy I side out vs miracles the island cause I prefer to have more balc in the combo turn to cast multiple discard and rituals.
Against mirror match I side out the swamp cause I usuay only need one black on the combo turn and I also play flusterstorm so more blue sources are needed for this purpose.
But for sneak and show in not sure, I side in the tipical package of flusterstorm and xantids. So may be keeping the island would be correct.
In tha karsten article he aims of removin swamp. Im also thinking maye be removing an underground would be an answer to random bad players who wants free wins with blood moon.
I wanna know ideas or opinions on this 3 matchups and what u can say to it and reason to why say it.
Thanks in advance :3
Against both Sneak and Show and in the mirror I side out my 2 basic lands (mind you I play 16 lands - if you are only running 15 then maybe only sideout 1 basic, in which case I'd probably prefer keeping in the island).
Incidentally I also do this vs Elves.
The logic is pretty simple... in combo matchups you need to generally be more balls-to-the-wall (not irresponsible or necessarily even more aggressive, just aware that your opponent's deck has the ability to end you at any point so you want to load up on business) and aim to close out games faster. You also don't have to worry about land hate usually. So trimming lands increases your odds of getting business cards. The trade-off is, of course, that it also increases your risk at getting mana screwed. But against decks with no wastelands and where we generally don't need more than 1-3 lands maximum to function it makes sense to make this disposition.
Against Miracles I don't side out any lands. Sometimes I get tempted to do so, but in my experience, the best games 2+3 vs miracles involves just making my land drops until I have 5-6 lands in play and then blowing them out with natural Empty the Warrens, Tendrils, or some combination of the two over the course of one or two turns. This plan is combined with Young Pyromancers to put them under increasing pressure. Getting screwed on lands against miracles is the worst feeling as in order for us to have a good shot at winning the long game we can't be stuck on 2 lands on turns 4 through 7 most often.
As I said, sometimes I get tempted to just go for the fast kill, but I don't think that's right after board.
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
We should not forget the Burn MU, where we have to board out the weakest dual land, Badlands or Bayou, respectively in order to dodge a midgame Price of Progress.
(Although I am not sure if Burn wants to keep PoP in against us postboard.)
WantToPonder
former: Team SpasticalAction & Team RugStar Berlin
Team MTG Berlin
The Dragonstorm
http://www.mtgthesource.com/forums/s...he-Dragonstorm
I understand what you're getting at, but if the game vs burn gets to a midgame we're probably in a lot of trouble
I usually don't worry much about my lands in that matchup but of course sometimes it does become relevant. From my experience they still keep in some number of copies of PoP.
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
WantToPonder
former: Team SpasticalAction & Team RugStar Berlin
Team MTG Berlin
The Dragonstorm
http://www.mtgthesource.com/forums/s...he-Dragonstorm
Btw,
I wanted to mention how I've been testing 2x City of Solitude in the sideboard against Miracles on mtgo. The results so far are cause for restrained optimism imo.
My experiences so far indicate that the Miracles player needs to be signifantly ahead on the board for CoS not to massively drag the game into our favor. It completely distorts their game plan seeing as how they can't even come close maximizing their Top. This, of course, is because they have to activate everything on their own turn, including fetchlands. It's also such a house against them because they have no way to get rid of it once it's on the battlefield. This last point makes it rather unique compared to it's green brethren, the Xantid Swarm.
The obvious downside is that at 3cmc it won't be able to (realistically) enter play until both Spell Pierce and Counterspell have become active. This means that we have to work harder at forcing this into play.
Just before I was playing against a miracles player. On turn two he taps out to play Counterbalance with a top out. I take my turn and play CoS. Being 3CMC also means that it's harder for them to counter it with counterbalance. After that it felt like a matter of time. He was stuck between fixing his top at CMC1 so that I couldn't cantrip, or CMC2 so that I couldn't tutor for a combo win. He chose CMC1 and before long I had amassed a hand with a tutor, a cabal ritual and an LED and won from there.
I've played maybe 5-6 matches against Miracles so far with CoS so still feel like it's too early to say anything definitive. But these have been my initial impressions.
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
I like the idea of city os solitude working as a xantid swarm and piThing needle... It could be good against team america to stop their counterspells in addition to their shamans, but i think that 2G is too much mana:(
Agaianst miracles u can end up casting anything cause theyr clock is not really fast. But resolving a card that diez to abrupt decay vs a deck with discard all kind of soft cunters and wastelands dosnt seem really great.
This usualy is space. If u really wanna beat the miracles matchup u can play ton of cards like talrand and so. But they eat to much space in your SB for only one matchup.
For the reasons you both list I don't bring CoS in against BUG. It's simply too hard to reliably cast an off-color 3CMC enchantment against a tempo based abrupt decay deck. No, it's pretty much only there to come in against miracles
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
At that point, I think the question becomes: is having such a heavy hitter against Miracles worth the fact that it does little to other deck types and is that marginal value that much better than our current options.
Between Wear/Tear, Venser, and Council's Judgment, I don't think City of Solitude quite qualifies as exempt from removal, it's just less easily/often removed than other permanents like Xantid Swarm, and Young Pyromancer. Further, City of Solitude feels awkward to me for a number of reasons. The first is the mana cost, you already mentioned the vulnerability to countermagic that is presented there, but unlike something like Dark Confidant or Young Pyromancer you also have no ability to gainfully accelerate that City of Solitude into play. Using something like Lotus Petal for Confidant and Pyromancer would give you an extra 2 dmg from 1 turn of attacks, and an extra turn to accrue advantage, virtually "cycling" the Petal. With City, you can accelerate into it with Petals, or use Dark Ritual for City + Therapy/Duress, but then you have to sit there and rebuild the resources you used up, not really doing much other than forcing the opponent to have countermagic at a smaller window of time.
Moving from there, City of Solitude feels a lot like Pithing Needle, where it disables/hinders stuff, but requires you to likely have some other method of dealing with Counterbalance, since it can still get left on 1 or 2 and if your hand doesnt match up well you'd be outta luck. At that point you're still siding a high number of cards, which somewhat defeats the purpose of running high-power sidedeck cards. As your sb cards get more powerful, youd think youd get away with running only a few of them, like how 2-3 GY hate cards can be enough to keep Dredge in check because all the sb cards are silver bullets. But with City, I see myself still being in the position of siding 5-7 cards at which point it would be really painful to have some of them be so narrow.
Extending on that, I'm wondering if cards like Xantid Swarm or additional storm spells are so much less powerful that there usefulness in other matchups doesn't keep their overall value ahead of City of Solitude. For example, my list for ANT is stock 15 lands, 7 business, 16 accelerators, 7 discard, 12 cantrips, and then I play Grim Tutor and 2 SDT instead of Preordains (so, 8 business total). My boarding plan is as follows:
+ 3 Abrupt Decay
+ 1 Tendrils of Agony
+ 1 Empty the Warrens
- 2 Lotus Petal
- 1 Cabal Ritual
- 1 Cabal Therapy
- 1 Ponder
Depending on what I've seen, I'd also swap more Cabal Therapies out for 2 Xantid Swarms, or leave the Empty the Warrens in the side. At that plan, which, if any, of those cards I'm bringing in is contributing less, in all of the matchups its relevant in, than City of Solitude is contributing in Miracles, the sole matchup its found to be relevant in?
Now, there is one last thing to say, something I love about this card. City of Solitude carries our main gameplan, which is something that Pyromancer/Talrand don't do. Dude-generators detract from actually storming in exchange for giving us a back-door win-con of "fair-ish" play. I don't actually like that, Kotter mentioned this too in an earlier post, but detracting from the main plan just puts you, usually, "all-in" on something your deck is fundamentally not as good achieving. A parallel is Reanimator maining/siding Show and Tell: Reanimator isn't as good at being a Show-and-Tell deck, but it sure beats biting it to bullet hate cards. Aside from the rare Ethersworn Canonist, or SDT+Flusterstorm, though, Miracles doesn't really have a true "silver-bullet" that we're cold to, even the maniacs siding Leylines against Burn/Storm can still bite it to EtW. Miracles, in a somewhat exaggerated form, stillreally only has counters+hate permanents, like Stoneblade but slower in exchanged for more intense forms of countering, filtering, and disruptive permanents. There's nothing there that truly stops the Tendrils or Goblins, and City of Solitude doesn't make me pretend I'm another deck when my main plan is still valid, City of Solitude is probably the closest thing to a "hate card for hate" that isn't Storm spells themselves.
Thanks for taking the time to reply in such depth. I will agree that it is dubious whether or not it is actually justified running multiples of a sideboard card that basically only comes in against one particular matchup. When it makes sense to me online, it is because Miracles is by far the most popular, competitive legacy deck on mtgo. Even if I end up really liking it I'm not completely sure it deserves a spot in my paper sideboard. With that being said, Miracles have had a rise in popularity during 2014 so I don't think it's necessarily unreasonable.
On to your analysis. I will concede that saying they have "no way" to remove it is a bit of a stretch, but out of the methods you mention I think only Venser deserves a fair mention. And it is, to my experience, a minority of miracles lists that run Venser. If the miracles player is siding in Wear//Tear (unbeknownst of the Storm player bringing in City of Solitude, but simply to kill a wayward LED) then I'd say that's wrong in the first place and that we shouldn't be hedging against bad sideboard choices by miracles players as it will be a minority that make them. The same can be said for Council's Judgment. What Miracles player in their right mind will keep any copies of that card in against Storm after sideboard?
I also think it's important to say that bringing City of Solitude does not mean I stop bringing in Abrupt Decays, Young Pyromancers or extra storm cards. For these reasons my miracles games tend to go semi-long and the plan is, that by the time City of Solitude is probably castable (turn 3-5) they have already lost some of their counter magic from discard or from burning it on other relevant spells such as Young Pyromancer. Either that, or I already have a Young Pyromancer in play, in which case sticking a City of Solitude puts them in a worse position than they are already in due to limiting their use of Top.
I agree that we'd still want to answer Counterbalance/Top lock, but as in my example, beating that softlock is quite possible with City out as they are being forced to either shut down our 1 or 2 mana spells. Shut down the 2 mana spells and we get to dig for decay. Shut down 1 mana spells and we get to either just go off with tutor, cabal rits and LED or drop a Young Pyromancer and get to work. Of course they can mind-game us and we can mind-game them and it's not a sure thing by any stretch that we will always come out on top. But given the slow nature of their deck I'd contend that it's a valid approach. As I said, unless they are very far ahead on the board - and by that I mean have a jace out + CB/Top or have a clock on us (like a Clique, or a batterskull or the likes) - then a resolved City of Solitude gives our game plan a pretty huge boost.
Now, with all of this said and done I'm not saying that City of Solitude is for sure the right fit, but I am enjoying what I'm getting to do with it here during testing and will continue to test it out for a while yet.
You can follow me on Twitter at: www.twitter.com/MartinFSNielsen
Hi! Today i've played a match against Deadguy Ale, losing the first game against 2 tidehollow sculler and winning the last two via Ad Nauseam.
I've done a curious play in the third game: My hand was 2 lands, ad nauseam, cabal ritual, LED, LED, ponder. I pondered and drawed a gitaxian leaving a chain of vapor and a duress in the top. He played a sculler taking my AN. In My turn 2, i play probe and saw he didn't have anything relevant. Then i played LEDs and bounced sculler, cracking LEDs in resp to cast Ad Nauseam with 2 mana left in the pool:) It's been nice!
A bit of theory!!!!
We give an example that your hand is like:
led
DR
DR
Cabal ritual
Duress
therapy
Infernal and you have a underground in play and ********.
You play against miracles he has like 4 lands and 6 cards in hand, he has no counterbalance or sensei in play. He has been casting ponders and brainstorm only.
We go like this route:
dark ritual resolves.
NOW!
You play now the second ritual? or first discard?
If you choose to play discard in what order you would play the duress and the therapy and what cards would you name? (Its game1).
Think the discard order and what to name is interesting to see how ppl wuld aproach the game.
There are currently 1 users browsing this thread. (0 members and 1 guests)