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Thread: [Deck] 12 Post

  1. #3461
    When the going gets weird, the weird turn pro.
    TimHarding's Avatar
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    Re: [Deck] Turbo Eldrazi

    http://magic.wizards.com.clonezone.l...a_burn_changes

    ..... They brought back mana burn.

  2. #3462

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by TimHarding View Post
    Ehh, we are running top so we have a decent mana sink regardless.

    EDIT: If it was to really happen. The link is not actually legit.

  3. #3463

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by mykatdied View Post
    Ehh, we are running top so we have a decent mana sink regardless.

    EDIT: If it was to really happen. The link is not actually legit.
    Confirmed fake, luckily for us.

  4. #3464

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by TimHarding View Post
    think of how often you tap a cloudpost for two or three to play an expedition map. But you want to leave a colored source open and/or want to activate map end of opponents turn. In a good amount of games you will take 1-3 life loss over this.

  5. #3465
    Freedom is just as essential as air
    Mockingbird's Avatar
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by TimHarding View Post
    DO NOT CLICK that link!

    http://markrosewater.tumblr.com/post...ve-seen-a-link

    It's a scam page.
    "Let go your earthly tether. Enter the void, empty, and become wind."

  6. #3466

    Re: [Deck] Turbo Eldrazi

    Quick question.

    I am probably going to do at least 1 legacy side event at GP Toronto this weekend. I am just trying to figure out which deck to run, either a mono G post, or junk nic fic. So in a vacuum which deck do you pick as I do not live in Toronto, so the meta will be entirely alien to me.

    Thanks

  7. #3467
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    Re: [Deck] Turbo Eldrazi

    IMO Post is the better deck. If you are used to Nic Fit, play it. If not, play Post.

  8. #3468

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by moseby View Post
    Quick question.

    I am probably going to do at least 1 legacy side event at GP Toronto this weekend. I am just trying to figure out which deck to run, either a mono G post, or junk nic fic. So in a vacuum which deck do you pick as I do not live in Toronto, so the meta will be entirely alien to me.

    Thanks
    I would honestly say that post is better positioned currently because of miracles In my area. Then again we have a lot of omnitell here as well And that match up isn't ideal to say the least. Nic fit at least has the hand disruption to help shut them down a bit.

  9. #3469

    Re: [Deck] Turbo Eldrazi

    You need to roll the dice and guess what you will see more of, combo or control... if it is combo I strongly suggest Nic Fit; if you are guessing control than go with Post.

  10. #3470

    Re: [Deck] Turbo Eldrazi

    I personally still choose post. I love me some nic fit, but I just can't bring myself to sleeve it up, even over pox. Post does have some game against combo decks and just right out beats fair decks most of the time.

  11. #3471
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    Re: [Deck] Turbo Eldrazi

    Been rocking local events with a standstill version. Split a finals with omni (I lose the fun game we played), got 3rd, and 3 first place showings with this version or 3-4 cards different. (maindeck fluster vs sb) and the sideboard is currently 3-4 combo hate cards in flux.


    // Lands
    4 [SOM] Glimmerpost
    1 [SOK] Mikokoro, Center of the Sea
    1 [TSP] Vesuva
    1 [LG] Karakas
    1 [IA] Glacial Chasm
    1 [WWK] Eye of Ugin
    1 [WWK] Bojuka Bog
    4 [FNM] Cloudpost
    4 [R] Tropical Island
    4 [ZEN] Misty Rainforest
    1 [AVR] Cavern of Souls
    3 [ARE] Island (4)

    // Creatures
    1 [ROE] Emrakul, the Aeons Torn
    4 [M11] Primeval Titan
    1 [FUT] Venser, Shaper Savant
    1 [FD] Trinket Mage

    // Spells
    3 [UL] Crop Rotation
    2 [FRF] Ugin, the Spirit Dragon
    3 [US] Show and Tell
    3 [OD] Standstill
    4 [AL] Force of Will
    4 [MM] Brainstorm
    4 [GP] Repeal
    3 [CHK] Sensei's Divining Top
    1 [AQ] Candelabra of Tawnos

    // Sideboard
    SB: 2 [DK] Maze of Ith
    SB: 3 [B] Blue Elemental Blast
    SB: 1 [LG] In the Eye of Chaos
    SB: 1 [7E] Arcane Laboratory
    SB: 1 [SOM] Platinum Emperion
    SB: 2 [NE] Submerge
    SB: 3 [JGC] Flusterstorm
    SB: 2 [PLC] Seal of Primordium


    Debatable slots are the fow for expedition mapx3 and extra venserx1. Also the sideboard lab/emprion are the big "if's" of the side.

  12. #3472
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Rock Lee View Post
    Been rocking local events with a standstill version. Split a finals with omni (I lose the fun game we played), got 3rd, and 3 first place showings with this version or 3-4 cards different. (maindeck fluster vs sb) and the sideboard is currently 3-4 combo hate cards in flux.


    // Lands
    4 [SOM] Glimmerpost
    1 [SOK] Mikokoro, Center of the Sea
    1 [TSP] Vesuva
    1 [LG] Karakas
    1 [IA] Glacial Chasm
    1 [WWK] Eye of Ugin
    1 [WWK] Bojuka Bog
    4 [FNM] Cloudpost
    4 [R] Tropical Island
    4 [ZEN] Misty Rainforest
    1 [AVR] Cavern of Souls
    3 [ARE] Island (4)

    // Creatures
    1 [ROE] Emrakul, the Aeons Torn
    4 [M11] Primeval Titan
    1 [FUT] Venser, Shaper Savant
    1 [FD] Trinket Mage

    // Spells
    3 [UL] Crop Rotation
    2 [FRF] Ugin, the Spirit Dragon
    3 [US] Show and Tell
    3 [OD] Standstill
    4 [AL] Force of Will
    4 [MM] Brainstorm
    4 [GP] Repeal
    3 [CHK] Sensei's Divining Top
    1 [AQ] Candelabra of Tawnos

    // Sideboard
    SB: 2 [DK] Maze of Ith
    SB: 3 [B] Blue Elemental Blast
    SB: 1 [LG] In the Eye of Chaos
    SB: 1 [7E] Arcane Laboratory
    SB: 1 [SOM] Platinum Emperion
    SB: 2 [NE] Submerge
    SB: 3 [JGC] Flusterstorm
    SB: 2 [PLC] Seal of Primordium


    Debatable slots are the fow for expedition mapx3 and extra venserx1. Also the sideboard lab/emprion are the big "if's" of the side.
    Looks interesting... Can you say a few words about Standstill, please? First thought was like "Delver Turn 1, dead card" :-/

  13. #3473

    Re: [Deck] Turbo Eldrazi

    I've been running a vaguely similar list online except using Mystic Remora instead of Standstill. I like it because, without Expedition Map, there are a lot of times where we're not doing whole lot with our mana before turn 3 or 4.

    Typically, I run 4 main and side them out when I'm not on the play. It's worked pretty well, since with Remora in play, if you're making land drops, you'll usually have at least 1 mana open to Crop Rotation or Swan Song and, if they want to counter or counter back, you'll get to draw a card.

    If you can drop a Remora on turn 1, it typically plays out like a one-sided Standstill at best or a one-sided Howling Mine at worst.

    I really like the In the Eye of Chaos and Arcane Laboratory in the sideboard, though. I'm going to have to try those out.

  14. #3474
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    Re: [Deck] Turbo Eldrazi

    So why is expedition map bad/suboptimal all of a sudden? Is it just the fact that it can be really slow?

    I'm intrigued and will have to try standstill. Turn one top, turn two standstill seems to be the bee's knees on the play. It doesn't seem that good if your opponent gets ahead on board though.

    Also, what is the reasoning for playing submerge? What is giving you trouble that warrants inclusion of this card?

  15. #3475

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by maCHOOga View Post
    what is the reasoning for playing submerge? What is giving you trouble that warrants inclusion of this card?
    Quick clocking green creatures or tasigur in a deck like bug would be the ice cream, the fact that it can be free seems like the whipped cream, and the fact that it can "fog" and "time walk" an attack from said large creature seems like a cherry. That is a delicious sundae that submerge has created in defense of the deck.

  16. #3476
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by maCHOOga View Post
    So why is expedition map bad/suboptimal all of a sudden? Is it just the fact that it can be really slow?

    I'm intrigued and will have to try standstill. Turn one top, turn two standstill seems to be the bee's knees on the play. It doesn't seem that good if your opponent gets ahead on board though.

    Also, what is the reasoning for playing submerge? What is giving you trouble that warrants inclusion of this card?
    The not-so-hidden reason why standstill has been good in testing has been repeal. All the current decks atm are reliant on pyromancer, drs, or rarely delver, which gain advantage out of playing cantrips every turn, which standstill takes advantage of. Once they stop playing spells and try to ride out the standstill, they're playing standard and can easily be clocked.

    Submerge is there because BUG and Infect can still be problematic, and are both decks that can kill you either through breaking standstills or by playing one threat and winning through it. So an eot submerge on said one-threat into standstill can force them into required playing into standstill.

  17. #3477
    get outta here, humanity.
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Rock Lee View Post
    The not-so-hidden reason why standstill has been good in testing has been repeal. All the current decks atm are reliant on pyromancer, drs, or rarely delver, which gain advantage out of playing cantrips every turn, which standstill takes advantage of. Once they stop playing spells and try to ride out the standstill, they're playing standard and can easily be clocked.
    That sounds like opponents just not understanding how Standstill works.
    Quote Originally Posted by sdematt View Post
    tits.

  18. #3478
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by iamajellydonut View Post
    That sounds like opponents just not understanding how Standstill works.
    Obvious troll is obvious.

    None of what I indicated was bad player standstill interactions, which is not choosing "not care and break standstill" or "outlast and eot-break or make them break standstill," but rather going halfway between both. This is quite obvious, and has been for the entire history of competitive standstill play.

  19. #3479

    Re: [Deck] Turbo Eldrazi

    Wait, what? Standstill without Mishra's Factory or Wasteland?

    I've been playing Legacy a long time and consider myself to have "seen it all", but this one needs a little bit more explaining. Especially the part about casting Standstill with no way to pressure the opponent while under said Standstill.

  20. #3480
    When the going gets weird, the weird turn pro.
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by MGB View Post
    Wait, what? Standstill without Mishra's Factory or Wasteland?

    I've been playing Legacy a long time and consider myself to have "seen it all", but this one needs a little bit more explaining. Especially the part about casting Standstill with no way to pressure the opponent while under said Standstill.
    Youre way off: Any turn where you hit a land drop without them progressing their board is a Time Walk, especially in post. This is perfectly in line with the goal of the deck: slow them down and bust through.

    Standstill wait wait wait > Cavern > Titan through standstill and their hand

    Standstill wait wait wait wait wait > Emrakul through standstill and their hand

    I'd love for a player to stick delver and then not play any spells for upwards of 6 turns while I comfortably drop posts. You aren't competing with their full grip, you ignore it.

    Now, I think maps would go well with standstill. Maybe a few more standstill synergies for good measure. Particularly sweepers. Sweet tech.

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