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Thread: [Deck] DeathBlade

  1. #421

    Re: [Deck] DeathBlade

    Usually I just read and try not to post, but I thought I'd share a bit of what I know about this deck. For a long time, I thought Deathblade was a slow midrange deck that was trying to grind each match out via Jace/Batterskull/TNN. Recently, I've learned that is completely wrong. This deck is an aggro deck, older Stoneblade variants without Deathrite/TNN play for a slower, and for the most part worse, game plan. I'd like to imagine I've play a lot of Legacy, but this realization was crazy to me, but overall, the deck has a strong curve and playing aggressively really makes TNN shine. From what I can tell, this is the best TNN deck, so I think playing as aggressively as possible maximizes the card's strength. Some notes about deckbuilding...
    -Wasteland: I see people cutting Wastelands for basics and I couldn't disagree more, you want your deck to be capable of a "unbeatable" draw, which is usually, Deathrite ---> Waste a land -->SFM. Playing 3-4 basics in your deck doesn't make you Wasteland proof either, you won't always draw all fetchlands and eventually will have to play your nonbasics, making you even more susceptible to getting Wasted off of a color. Wasteland is aggressive, and like I keep stressing, you want to be aggressive with this deck.
    -Bayou: Having a land that can't cast Brainstorm ( the most powerful card in the deck by a large margin) that doesn't provide other utility is pretty unacceptable in my eyes. Very often, I just wouldn't want to draw a Bayou with any hand setup, and I think Tropical Island is a strict upgrade.
    -Abrupt Decay: A card that would normally make sense in this strategy, but honestly, this is too greedy. A majority of the time, you will have to fetch your Trop/Bayou in order to cast this, possibly locking yourself out of casting future spells, and with a deck playing the most powerful fair spells, you don't want to do this.
    -Snapcaster Mage: I completely cut this card from my deck, and I've been pretty happy, having Deathrite and Snapcaster in your deck is pretty awkward, but more importantly, I want my curve to be lower, I'd rather have 4 TNNs, 2 Lilianas and 1 V-Clique as my 3s and have Spell Pierces/Thoughtseizes in order to press advantages and control the game early. Most games people lose with this deck involve having a bunch of uncastable 3 drops in your hand.
    Sword of Fire and Ice: Like I said earlier, 3 drops are really hard to include and Jitte/Batterskull covers most of your bases anyway. I would stay away from cards like this, combo decks aren't going to give you the time to set this up, and more often that not, you'll just wish this was any other card against a Delver deck.

  2. #422

    Re: [Deck] DeathBlade

    I think you need to play the deck a bit more...

    Quote Originally Posted by juppal View Post
    -Wasteland: I see people cutting Wastelands for basics and I couldn't disagree more, you want your deck to be capable of a "unbeatable" draw, which is usually, Deathrite ---> Waste a land -->SFM. Playing 3-4 basics in your deck doesn't make you Wasteland proof either, you won't always draw all fetchlands and eventually will have to play your nonbasics, making you even more susceptible to getting Wasted off of a color. Wasteland is aggressive, and like I keep stressing, you want to be aggressive with this deck.
    This. Why does everone asume that we in a ~21 land deck always have sparelands to allow for our duals to be wasted? And everyone always opens on DRS? Say we are against any tempo deck, with a hand of wasteland, drs, fetch, stp, liliana, drs. He opens delver, go. you open fetch, usea, drs <- dazed. Next turn wastes you. You are now likely stuck on 1 land? Most plays from your deck works fine with plains, island tex. You are not a tempo deck, and rarely benefit much from a wasteland yourself in my experience. Also, basics do cast spells. Waste dont help us much, as we have many color requirements(especially those running lilianas) and many of those are 1 drops where again waste is useless.

    Quote Originally Posted by juppal View Post
    -Bayou: Having a land that can't cast Brainstorm ( the most powerful card in the deck by a large margin) that doesn't provide other utility is pretty unacceptable in my eyes. Very often, I just wouldn't want to draw a Bayou with any hand setup, and I think Tropical Island is a strict upgrade.
    Trop is a strict upgrade. But you do not want 2. Bayou enabled both modes of DRS ( relevant! ) and is not run as a replacement, but suplement to Trop. It is also only played if you run decays in the board

    Quote Originally Posted by juppal View Post
    -Abrupt Decay: A card that would normally make sense in this strategy, but honestly, this is too greedy. A majority of the time, you will have to fetch your Trop/Bayou in order to cast this, possibly locking yourself out of casting future spells, and with a deck playing the most powerful fair spells, you don't want to do this.
    Decay again if run, i would rarely board in against wastes.dec. But against miracles and many fair decks, they are all stars, and allows for greater flexability in your board.

    Quote Originally Posted by juppal View Post
    -Snapcaster Mage: I completely cut this card from my deck, and I've been pretty happy, having Deathrite and Snapcaster in your deck is pretty awkward, but more importantly, I want my curve to be lower, I'd rather have 4 TNNs, 2 Lilianas and 1 V-Clique as my 3s and have Spell Pierces/Thoughtseizes in order to press advantages and control the game early. Most games people lose with this deck involve having a bunch of uncastable 3 drops in your hand.
    I could not disagree more. I would take a snap over lilliana any day in this deck. Snapcaster doubles as a flash 2 drop, you dont ALWAYS have to flashback. I have won many games by endstepping w/o flashbacking. So your argument is you play more three drops, even gready BB1 cards over a flexible 2/1? Also you mention 1cc disruption as good cards, yet you do not have a need for flashbacking them?

    Quote Originally Posted by juppal View Post
    Sword of Fire and Ice: Like I said earlier, 3 drops are really hard to include and Jitte/Batterskull covers most of your bases anyway. I would stay away from cards like this, combo decks aren't going to give you the time to set this up, and more often that not, you'll just wish this was any other card against a Delver deck.
    Again, often Jitte does too little, and if they remove your sfm, you are stuck with a 5 drop. SoFaI is great in many matchups, including TNN mirrors, where your XX dude has pro TNN, so they cant chump like a boss. Also, by increasing the number of flashguys your equipments get more value

    Appreciate your input but i strongly disagree with most of your arguments and find a few of them very self-contradictory.

  3. #423
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    Re: [Deck] DeathBlade

    I agree with Uppal for the most part. I don't know about cutting snap caster, but it might be right. The deck has so many 3 drops already. But I would like to fit more spell pierces in somehow. He is right about the duals/wastes though. I used to play 21 lands, zero wastes, 3 basics. It was really bad. It was like I was playing esper control (which I honestly think is actually a better deck) but without all the control cards. Deathblade is tricky to balance. You want to be a good midrange deck. With deathblade, you don't want to be the control deck, playing basic, go for the first 3 turns. You want to be slamming threats every turn and be he aggressor. Deathblade's late game plan is weak. Basically jace and jitte are the only sources of card advantage. You need to but your opponent on the defensive, overload their recourses and try to end the game fairly quickly.


    I've been running 23 lands, no basics, 3 wasteland and it works much better. You lose some games to keeping greedy hands of 1 land, drs but this way your deck is equally set up to punish similar plays from your opponent.

  4. #424

    Re: [Deck] DeathBlade

    Quote Originally Posted by jedi_gof View Post
    I think you need to play the deck a bit more...



    This. Why does everone asume that we in a ~21 land deck always have sparelands to allow for our duals to be wasted? And everyone always opens on DRS? Say we are against any tempo deck, with a hand of wasteland, drs, fetch, stp, liliana, drs. He opens delver, go. you open fetch, usea, drs <- dazed. Next turn wastes you. You are now likely stuck on 1 land? Most plays from your deck works fine with plains, island tex. You are not a tempo deck, and rarely benefit much from a wasteland yourself in my experience. Also, basics do cast spells. Waste dont help us much, as we have many color requirements(especially those running lilianas) and many of those are 1 drops where again waste is useless.


    Trop is a strict upgrade. But you do not want 2. Bayou enabled both modes of DRS ( relevant! ) and is not run as a replacement, but suplement to Trop. It is also only played if you run decays in the board


    Decay again if run, i would rarely board in against wastes.dec. But against miracles and many fair decks, they are all stars, and allows for greater flexability in your board.


    I could not disagree more. I would take a snap over lilliana any day in this deck. Snapcaster doubles as a flash 2 drop, you dont ALWAYS have to flashback. I have won many games by endstepping w/o flashbacking. So your argument is you play more three drops, even gready BB1 cards over a flexible 2/1? Also you mention 1cc disruption as good cards, yet you do not have a need for flashbacking them?

    Again, often Jitte does too little, and if they remove your sfm, you are stuck with a 5 drop. SoFaI is great in many matchups, including TNN mirrors, where your XX dude has pro TNN, so they cant chump like a boss. Also, by increasing the number of flashguys your equipments get more value

    Appreciate your input but i strongly disagree with most of your arguments and find a few of them very self-contradictory.
    Deathblade is not a ~21 land deck ( unlike Delver decks, Wasteland casts helps cast your expensive spells), you're using a an unlikely event to support your point. It is much more likely that Wasteland helps your gameplan rather than hurts it. Basics can cast spells, but I'd argue that basics make you worse against Wasteland than all nonbasics, if you have a basic + nonbasic in play, an opposing Wasteland can cut you off of a color, which is a pretty likely scenario as people are inclined to fetch basics against Wasteland decks but do not always draw all fetchlands. Like I said, I wouldn't play a land that has no utility and does not cast Brainstorm, it is arguable that the Scrubland shouldn't be in the deck, but being able to never to be Waste'd off of a color is a utility in itself.
    I've been trying to cut Liliana for Dark Confidant, as you said before, a double black three drop can be clunky, but this deck is a lot more like a Jund/Rock deck than a controlling blue deck. Dark Confidant/Snapcaster are just too slow for an aggressive deck in this format ( whereas with UW Delver in the Standard format, that format was slow enough where it was perfect). RUG Delver does not play Snapcaster for the same reason. Liliana impacts the board heavily and is pretty ideal in every matchup. Snapcaster/SOFAI are not ideal at all when trying to be aggressive, if your reasoning for SOFAi is that it is strong in TNN mirrors, Liliana would just be more powerful in that situation. Snapcaster is "fine" to play, but overall, I want my three mana spells to be game ending and playing Snapcaster because it is a good flash 2/1 is not a good reason to play a card in Legacy. Your card pool is 35000+ and you're telling me the card you want to play is essentially an Ambush Viper a majority of the time? Especially with Deathrite in the deck, I would just not include Snapcaster Mage. If your argument for Decay is that it gives you more flexibility, you should note that Deathblade doesn't need flexibility, TNN is the most flexible card in the format and postboard you want cards that are specifically strong against how other people build their decks ( EX: boarding in Pithing Needle + Meddling Mage against Miracles for Top/Terminus). Deathblade is one of the best decks because it has a sideboard that is so strong. Decay isn't backbreaking against any deck ( Counterbalance is not even that bad against a deck playing all 3 drops) and like I said earlier, even if you play basics or Wastelands, it is unreasonable to expect to be able to cast Decay without limiting the amount of spells you can cast in the future turns.

  5. #425

    Re: [Deck] DeathBlade

    Quote Originally Posted by juppal View Post
    Deathblade is not a ~21 land deck ( unlike Delver decks, Wasteland casts helps cast your expensive spells), you're using a an unlikely event to support your point. It is much more likely that Wasteland helps your gameplan rather than hurts it. Basics can cast spells, but I'd argue that basics make you worse against Wasteland than all nonbasics, if you have a basic + nonbasic in play, an opposing Wasteland can cut you off of a color, which is a pretty likely scenario as people are inclined to fetch basics against Wasteland decks but do not always draw all fetchlands. Like I said, I wouldn't play a land that has no utility and does not cast Brainstorm, it is arguable that the Scrubland shouldn't be in the deck, but being able to never to be Waste'd off of a color is a utility in itself.
    I've been trying to cut Liliana for Dark Confidant, as you said before, a double black three drop can be clunky, but this deck is a lot more like a Jund/Rock deck than a controlling blue deck. Dark Confidant/Snapcaster are just too slow for an aggressive deck in this format ( whereas with UW Delver in the Standard format, that format was slow enough where it was perfect). RUG Delver does not play Snapcaster for the same reason. Liliana impacts the board heavily and is pretty ideal in every matchup. Snapcaster/SOFAI are not ideal at all when trying to be aggressive, if your reasoning for SOFAi is that it is strong in TNN mirrors, Liliana would just be more powerful in that situation. Snapcaster is "fine" to play, but overall, I want my three mana spells to be game ending and playing Snapcaster because it is a good flash 2/1 is not a good reason to play a card in Legacy. Your card pool is 35000+ and you're telling me the card you want to play is essentially an Ambush Viper a majority of the time? Especially with Deathrite in the deck, I would just not include Snapcaster Mage. If your argument for Decay is that it gives you more flexibility, you should note that Deathblade doesn't need flexibility, TNN is the most flexible card in the format and postboard you want cards that are specifically strong against how other people build their decks ( EX: boarding in Pithing Needle + Meddling Mage against Miracles for Top/Terminus). Deathblade is one of the best decks because it has a sideboard that is so strong. Decay isn't backbreaking against any deck ( Counterbalance is not even that bad against a deck playing all 3 drops) and like I said earlier, even if you play basics or Wastelands, it is unreasonable to expect to be able to cast Decay without limiting the amount of spells you can cast in the future turns.
    I think we have hit an inpasse it seems, as we strongly disagree on the wasteland/basics issue.
    I highly value being able to cast a turn 1 Plow, bstorm, drs, thoughtseize and still have 2 lands by turn 2 for DRS or the like.
    By not playing basics, thats not an option if you wish to hit your 2drops!
    And without drs, your best card in the deck TNN is at best a turn 4 play if you see just 1 wasteland used on either side of the board? And sorry, can see consensus is 22 lands at the moment, was refering to some list i had seem scimping on the lands-I play 22 my self.
    But still your chance of landing 4 straight lands is slim, and very slim if more than more than 1 wasteland joins the party.

    Also strongly disagree with the comparison to the TEMPO deck that is RUG delver - we are not even remotely close to be in the same category as RUG Delver. It is build for speed, resource denial and a quick clock, play 8x 3power onedrops, daze, waste and the big grizzlebear(goyf) for early damage. We play no early threats to threaten life total, barring wastes we play no real ressource denial, no daze etc. I also think your arguments become a bit skizo when you in the same paragraph state we are like a rock/junk style deck and that we are the aggresive deck. I really like liliana, but just not in this deck, especially over a cardadvantage card like snapcaster. The +1 ability has no synergy with our deck, and since our card quality most likely is higher than our opponents by the time lily hits the board, it is a sorcery speed edict+fog in many cases.

    Snapcaster is the glue that makes this deck tick, much more so than liliana. It provides reusability to our disruption, removal or card selection, and vastly improves more matchups than lily ion my opinion. I am not saying i would play it as a ambush viper most of the time no. But it pulls double duty as a pseudo viper at some points yes, when nessecary. TNN is not flexible, its a great card. It is a chumpmaster, and unblockable/untargetable - a very strong card in deed. But what it is not, is a great clock on its own, and sofai makes your attacks matter much more - even when not seing TNN.

    I dont accommodate my manabase to decays, i want the extra green for DRS activation. Since i find in my experience in certain MUs decay to be an allstar, i am current ly playing the 2 in the board - but i leave them at home alot too.

    It seems our generel understanding of your role when playing the deck differs so much that we cannot agree on much other than this is a strong, flexible deck, with many configuration options.

    Finaly, my worst record with the deck i 4-2 in the no wasteland, no planeswalker version so its not that terrible.

  6. #426

    Re: [Deck] DeathBlade

    This deck does not need Wasteland.. Basics however help sequencing ur spells and surviving the early game/ not get blown out by certain cards and/or decks.
    And if u are playing the basic lands in the Wasteland slot ur point of basics making the deck less consistent does not make sense ,right?..
    Anyway I've said enough about my view on this in this topic already. My list is on the previous page, only thing that has changed is -1Vindicate +1Council's Judgement..

  7. #427

    Re: [Deck] DeathBlade

    Played again last night to test for the Danish Legacy Masters next month. I dont get to play much these days, so jumped at the chance of a local touney. 24 players, 6 rounds standings.

    Played my list, slightly tweeked from previous page, to a 4-1-1, and third in standings

    List:

    4 Deathrite Shaman
    3 Snapcaster Mage
    4 Stoneforge Mystic
    3 True-Name Nemesis
    2 Vendilion Clique
    4 Brainstorm
    4 Force of Will
    2 Spell Pierce
    4 Swords to Plowshares
    4 Thoughtseize
    1 Batterskull
    1 Sword of Fire and Ice
    1 Umezawa's Jitte
    1 Bayou
    1 Creeping Tar Pit
    4 Flooded Strand
    1 Karakas
    2 Marsh Flats
    3 Polluted Delta
    1 Scrubland
    1 Tropical Island
    3 Tundra
    3 Underground Sea
    1 Island
    2 Ponder

    Sideboard
    1 Ethersworn Canonist
    2 Meddling Mage
    2 Abrupt Decay
    2 Flusterstorm
    2 Surgical Extraction
    2 Zealous Persecution
    1 Grafdigger's Cage
    2 Pithing Needle
    1 Jace, the Mind Sculptor


    Short summary to follow later today, but list feels very solid still, and wouldnt change much besides the manabase to 3 basics again, cutting tar pit and a fetch for a plains and swamp and slightly tweek the board

  8. #428
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    Re: [Deck] DeathBlade

    I'm testing every viable shell for Treasure Cruise, and got around to this deck today. Played sets against UWR Delver and OmniTell with 2 Cruise main at first, then bumped to 3. I think that might be a little weak to combo, maybe 2-1 Cruise/Ponder is better? But either way, Cruise insane.

    In one game against UWR, I was behind on board in a late-game top deck war. I had gotten Cruise countered earlier, then topdecked a Snapcaster. Snapcastered Cruise and cast Liliana on the same turn. Won.

    I wouldn't be surprised to see this deck's positioning get better with Cruise. It's an interactive deck with plenty of fetches and discard, so it maxes Cruise pretty well. Snapcaster is a bonus. The big that Shardless BUG had going for it over Deathblade was that it was a pile of card advantage, but now Deathblade gets to cast Ancestral Recall too, but without jumping through any of the deck construction hoops.
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  9. #429

    Re: [Deck] DeathBlade

    Sorry i never got aroudn to writing a small report of the last tourney . lost my notes.. Pretty uneventful, beat 2 x burn 2-0 and 2-1, lost+drew with bug shardless, beat punishing rug and jund.

    I agree that Cruise in some numbers might very well be solid, i am testing 2EA now. Upping the land count i think to fit in wastes to help fill GYs. List to follow, but initial looks are promising.

  10. #430

    Re: [Deck] DeathBlade

    Treasure Cruise fits better than Dig Through Time?

    I feel like getting 2 of the best 7 cards from the top of the library is better than drawing 3 cards. Plus I like the Instant speed.

  11. #431

    Re: [Deck] DeathBlade

    Cruise is almost surely better i this deck. Easier on the mana, also relevant if snapping back the spell. Could be wrong as i have not come around to testing it yet

  12. #432

    Re: [Deck] DeathBlade

    Has anyone had a chance to test this deck post TC and DTT? Is it a valid choice for today's meta?

  13. #433
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    Re: [Deck] DeathBlade

    Hello. After seeing a ton of legacy matches I decided that Deathblade is the deck that I wanted to play.

    Now, here in Argentina legacy staples and magic cards in general are extremely expensive, so I'm trying to build this deck one dual at a time, mostly trying to get HP duals in special offers.

    Right now what I have is:

    2 Underground Sea
    1 Bayou
    4 Force of Will
    4 Wasteland
    4 Swords to Plowshares
    4 Polluted Delta
    1 Jitte

    The problem is that the whole amalgam of cards you can play in this deck is overwhelming. Every time I try to put a 60 card-list together, I see it and realize there are things missing that I would like to have. Also, in order to make my money worth, I would like to keep all the cards I list at least in the 75.

    My idea also is to run 22 Lands, but the problem is that I'd also like to run at least one basic of each, because Blood Moon. Can someone give me a standard list that uses the cards mentioned above to at least have something to begin with?

  14. #434

    Re: [Deck] DeathBlade

    @sansserif:
    It is most certainly still a valid choice. It has performed admirably in ovino, Italy as well, where it put up 3-4 in top 16. see http://www.mtgq.it/liste-top16-main-event-legacy/

    Good thing is you get to play the cruises yourself as well, and you fill up your yard fast enough to play at least a couple of them. For now I am testing out 2 TC, as do do not want to make our deck too clunky.
    TC requires us to play a number of wastes i think, so greedy manabase - here we come!

    Considerations:
    TS#4, TC#3, Spell Pierce#2 are cosidered over fow#4, snappy#3 and finally TS/spell pierce count may be adjusted to 4/0 instead.

    @Owerbart: If you take my list from a page back you have a very solid list with basics, maybe cut decays from board when playing basics and no wastes. Remember, its one or the other, not both basics and wastes as your mana are tight and definately cannot fit both. And finally TC might still fit in some number when playing basics, though i have not tested it

    My latest list are as follows:

    4 Deathrite Shaman
    3 Snapcaster Mage
    4 Stoneforge Mystic
    3 True-Name Nemesis
    2 Vendilion Clique
    4 Brainstorm
    4 Force of Will
    2 Ponder
    1 Spell Pierce
    4 Swords to Plowshares
    3 Thoughtseize
    2 Treasure Hunt
    1 Batterskull
    1 Sword of Fire and Ice
    1 Umezawa's Jitte
    1 Bayou
    4 Flooded Strand
    1 Karakas
    2 Marsh Flats
    4 Polluted Delta
    1 Scrubland
    1 Tropical Island
    3 Tundra
    3 Underground Sea
    2 Wasteland

    Sideboard
    1 Ethersworn Canonist
    2 Meddling Mage
    1 Notion Thief
    2 Abrupt Decay
    1 Council's Judgment
    2 Flusterstorm
    1 Surgical Extraction
    2 Zealous Persecution
    1 Grafdigger's Cage
    2 Pithing Needle



    Quote Originally Posted by owerbart View Post
    Hello. After seeing a ton of legacy matches I decided that Deathblade is the deck that I wanted to play.

    Now, here in Argentina legacy staples and magic cards in general are extremely expensive, so I'm trying to build this deck one dual at a time, mostly trying to get HP duals in special offers.

    Right now what I have is:

    2 Underground Sea
    1 Bayou
    4 Force of Will
    4 Wasteland
    4 Swords to Plowshares
    4 Polluted Delta
    1 Jitte

    The problem is that the whole amalgam of cards you can play in this deck is overwhelming. Every time I try to put a 60 card-list together, I see it and realize there are things missing that I would like to have. Also, in order to make my money worth, I would like to keep all the cards I list at least in the 75.

    My idea also is to run 22 Lands, but the problem is that I'd also like to run at least one basic of each, because Blood Moon. Can someone give me a standard list that uses the cards mentioned above to at least have something to begin with?

  15. #435

    Re: [Deck] DeathBlade

    @jedi_gof

    Thanks for sharing your opinions and experiences. You have an interesting list, could you explain why you decided not to run any Planeswalkers in your 75?

  16. #436

    Re: [Deck] DeathBlade

    Quote Originally Posted by SansSerif View Post
    @jedi_gof

    Thanks for sharing your opinions and experiences. You have an interesting list, could you explain why you decided not to run any Planeswalkers in your 75?
    I will do the lazy thing and copy a statement or two a made some pages back:

    "Honestly i hate planeswalkers so much in this deck, I cant see why people keep cramming them in. Lili does nothing, no synergy with our gameplan and jace, while great too, is just plain to slow to matter.
    Id rather max out on earlier/more plays per turn than him. Also 5 flash dudes is mandatory, even considering going to 6."

    "I wouldnt invest 4 mana in any spell basically that dont win on the spot.
    Thats just my style, and whatever brings you succes, go with it - to me it is a do nothing play in many cases, and doesnt help on any other MU than the mirror or miracles imo.
    My take on planeswalkers are pretty clear, but i might be biased as i am playing in a fast meta. Should your meta alow for a slow version, it might be correct to reinclude the jaces, but i am pretty far away from that idea atm. "
    This is even more true now that i am trying out the wastelands, between yours and the opponents landdisruption Jace is often just stuck in your hand to rot.

    "flashy dudes > Planeswalkers in this deck. Bring the fight to their main / attack fase. I am biased i know, but i still cant see how to fit lili/jace over pretty much any spells where they would shore up a bad mu. Against Miracles, you have a better avenue to killing of their planeswalkers. I would rather kill of their jace, than land my own! And by lowering curve we stand a better chance against aggresive /fast decks, i feel fine against slower control decks"

    These are slightly taken out of contexts they belong, however I still find them to be true. Hopefully it gives you an understanding on my take on planeswalkers. Lili har increased in potential if we are upping cruise count, but likely i am not playing her for the time being.

  17. #437
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    Re: [Deck] DeathBlade

    has no one tried using recall yet? every other deck has jammed it in

  18. #438

    Re: [Deck] DeathBlade

    I think everybody is probably trying it out. I haven't seen a configuration that I really like with them. Testing is so much work, and I'm a lazy person.

    The weirdest effort I've seen is the one Jacob Wilson put into his Channel Fireball article Force of Wilson.

    I can't figure out how that list would win against anything. Are the sole win conditions really 4 Deathrite Shaman, 4 Lingering Souls, 1 Jace, and 2 Vendilion Clique in the SB? Not even a manland!

  19. #439
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    Re: [Deck] DeathBlade

    To be honest, I don't see any valid argument to reject at least 1 copie of Jace in this deck. Also, DTT is stronger than TC for any non-tempo deck that can afford it IMO, and even more so in a deck playing Counterspells and Flash creatures.
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  20. #440
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    Re: [Deck] DeathBlade

    I've been testing with cruise and DTT. I liked cruise better in this deck. The difference between U and UU matters and in this deck I tend to take a much more proactive approach, basically tapping out each turn, so the instant upside isn't a big deal.

    The PW can be trimmed back on a bit because cruise fills a similar role. Jace basically just brainstorms forever in this deck anyways. Cutting snapcasters has nothing to do with the fact that cruise delves, I just think it is the least good card in the deck. If you disagree, run snaps. Don't worry about the dissynergy with delve.

    The MD judgment and SB green cards I am not 100% sure about, but Ive been liking the rest of it.

    23 Lands:
    1 Bayou
    1 Creeping Tar Pit
    4 Flooded Strand
    2 Marsh Flats
    4 Polluted Delta
    1 Scrubland
    1 Tropical Island
    3 Tundra
    3 Underground Sea
    3 Wasteland

    4 Brainstorm
    1 Ponder
    3 Treasure Cruise

    2 Spell Pierce
    4 Force of Will

    4 Swords to Plowshares
    1 Council's Judgment

    3 Thoughtseize
    2 Liliana of the Veil

    4 Deathrite Shaman
    3 True-Name Nemesis
    4 Stoneforge Mystic

    1 Umezawa's Jitte
    1 Batterskull

    Sideboard:
    1 Blue Elemental Blast
    2 Flusterstorm
    2 Grafdigger's Cage
    3 Abrupt Decay
    3 Meddling Mage
    2 Zealous Persecution
    1 Jace, the Mind Sculptor
    1 Notion Thief

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