I have played both (the black green Cadaverous Bloom version has been around in one way or another since at least 2010) and yes Rip / Helm, RWr, and Opalessence / Parallax Wave versions are all better.
Cadaverous version can steal some fun ones though :)
4 Argothian Enchantress
1 Doomwake Giant
1 Courser of Kruphix
1 Eidelon of the Blossoms
1 Emrakul, the Aeons Torn
4 Enchantresses Presence
4 Sterling Grove
3 Mirri's Guile
4 Utopia Sprawl
4 Wild Growth
1 Exploration
3 Elephant Grass
2 Solitary Confinement
3 Green Sun's Zenith
3 Rest in Peace
1 Helm of Obedience
1 Banishing Light
7 Forest
1 Plains
1 Savannah
1 Bayou
2 Serras Sanctum
4 Windswept Heath
2 Wooded Foothills
My Current list. I want to fit in like 3 Suppression Field somewhere to fight the mass amount of DnT, Maverick, and lands decks in my meta
Interesting. When you wanna side in the Swords?
"Everything is better topless"
And the 2 Kruphix's Insight? when would they be sided in?
The 2 insights are the least tested cards in the 75, but they are for any match that it's questionable you stick / or keep and enchantress effect. i.e. BGx decks, Lillianna, Pox, all-counters-all-day.dek... It's there to keep the card quantity and quality moving forward.
Back on the topic of STP: I missed Infect. It's decent there too.
Since Karmic Justice does not work against sacrifice effects. i.e. Anihillator, Lillianna, ...or Exile Effects i.e. Ugin, Merciless Eviction... it's too narrow to be good. You're better off loading up on Green Sun’s, Kruphix’s Insights, Mirri’s Guiles and other “get more Enchantress cards." in my opinion. They will help progress the game in a myriad of game states including board wipes.
recently I had serious problems vs pox. will definitely try the kruphix's.
further I noticed that u are playing 21 lands. all other decks I saw (incl my own) are playing 19 or even 18.
u don't have exploration or anything else to play more than one land each turn but 4 wild growth plus 4 utopia. u don't feel like having too much?
Playing 21 lands is a concession to a few key things:
- Mana denial decks When I played in the Starcity Orlando I drew and lost to Death and Taxes. This was because I couldn’t efficiently break out of their mana denial plan in time. After this event I added the 3 Swords, 1 land, and (at the time Harmonic Sliver) to deal with Spirit of the labyrinth, Thalia, and quipment to effectively time walk them.
- Reduce Mulligans There was far too many times I had to mulligan an otherwise great hand due to not having enough land.
- To help play around tempo decks Spell Pierce and Daze are a lot worse when you are dropping 1 land a turn while ramping. Swords also helps here to eliminate their clock while we build up resources to play around their disruption.
- To help beat Land destruction decks More lands and Mirri’s Guile will help you beat Pox. I beat Pox online regularly. I’m all but certain it is the dedication to higher land counts , commitment to card selection, and keeping the overall curve of the deck low.
I have to admit that two of your points absolutely fit to my problems. First of mulligans, really awful to do it even though you hand is good. I already considered to add one more land but was not sure which card to cut hence I kept it like before.
Second, pox/land destruction. I actually won my games if I started like 4-5 lands plus x.. I will try it this evening on a small sit in with friends. Just goblins, Pox, zoo and delver around I guess. Let's see.. Thanks anyway.
There are currently 1 users browsing this thread. (0 members and 1 guests)