I know what is, but Titan sounds like a horrible way to play into their strategy. You could run flamejab/sudden shock for magus and friends because they get around revokers and ratchet bombs. Pfire on their eot to run them out of mom activations goes a long way, too.
So I didn't do a tournament report for it but I played at the Somerset IQ and I saw this deck several times throughout the day and then I actually had a privilege to play against it. I beat the guy 2-0 with minimal issues. The deck seems to me at least to be just strictly worse than DnT. They run fetch lands which takes away from the fact that DnT will never eat it's own life. They run so many more non basics for the sake of being able to use cavern of souls and plateaus which make them super susceptible to wasteland while still running Thalia effects. Being susceptible to mana denial while playing Thalia was so damning for my opponent in our first game. Game one I turn 2 made a 20/20 after he put Thalia on the table and I was able to wasteland his white source as he used a plateau to cast her with a cavern. Game 2 he died to recurring punishing fire lock with a Trinisphere out. In game two he scooped to an unresolved crop rotation (I didn't even get far enough to choose a land to sacrifice). Punishing fire is adequate at killing their creatures in my opinion but at the time I was running 4 of them so I saw them quite frequently so if there are not 4 in the 75 I can understand a worry. They seem to have problems with the matchups that traditional DnT is strong against because they want to run 4 recruiters and need to augment their deck to accommodate that change. The Magus of the Moon that does the most damage to us also turns on gamble and punishing fire and makes our non mana producing lands help pay for Thalia effects. I honestly don't see this deck being relevant as Delver moves back to heavy resource management and permission and the rest of the format shifts along with it. Now that Dig is gone we are going to see way fewer fringe decks that just happened to have a good Omni tell match up. I'm actually looking forward to just beating the snot out of Delver and miracles and the occasional infect player.
I am running 4 Fire, that's not my issue. The problem I found was when Mother becomes active you end up in a bad place. If your on a grindy game they can pull ahead thanks to Moon. Yes you can Punishing Fire them to next year, but if you don't get that Fire (or they cut Groves off) your floundering in the dark.
If you get the cards you need, sure your going to be fine. But if your slow on your start, they can really knock you for six. This build, while having a weakness to Wasteland that is unique among DnT builds, is still stronger than DnT if the game is not ended quickly.
Why are people still running Trinisphere after Dig got restricted? More Sphere of Resistance and possibly Thorn of Amethysts are faster and more disruptive against pretty much every combo deck in the format now that Omni is dead.
I have an irrational fear of echoing truth lol. Also Trinisphere does a lot of work against miracles when they can't afford to spend too much mana on cantrips. I run 3 and 3. It also doesn't increase the cost on our krosan grips which I see as huge in some match ups.
I like SoR over 3Ball, because of the cmc: three cmc can, and will be too much. Yes, it will be will be good when you get the chance to cast it.
3Ball is good, but four 3Ball is probably not what I want in this new meta.
Read it again, friend. :)
If I'm playing against Storm (or burn, I guess) I would rather have Sphere of Resistance so I can play it on turn 1. It's not likely to resolve Trinisphere early enough for it to matter.
Against decks which deploy threats early (like Delver) Trinisphere is awful because it makes our two-mana answers cost three. I would rather have Chalice of the Void for the "cheap threat" decks - for that matter, I'd rather have Chalice of the Void for Storm than Trinisphere.
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I talk a little bit about why to play Trinisphere over Thorn of Amethyst here.
Building a Fortress #15
That said, I'm not convinced, if Storm becomes ubiquitous, that Trinisphere should be in the board over Thorn (and I'm not sure more than one Chalice should be in the board at all).
Burn and storm have a huge problem with Trinisphere because their "free" (fireblast, rift bolt, Lotus petal, LED) spells cost 3 and not 1. I've been stormed out through Chalice and sphere of resistance but never through a Trinisphere. No matter what sphere we play our 2 mana answered are going to cost 3 or more if we start stacking the spheres. Also Trinisphere is amazing against Delver as they will almost never be able to cast any of their cheap spells efficiently and they will almost never have the 3 mana up to actually cast force of will which is the only good counter they have post board. I don't like Chalice because it negates our ability to answer with crop rotation and if we drop it too early we are unable to play moxen. I'm on a 3-3 split of spheres and Trinisphere right now and I think those numbers are fine. Trinisphere makes the cheap decks so inefficient and clunky. The only match ups that I don't absolutely love Trinisphere in is a deathrite deck but that's because I can't wasteland a deathrite shaman and the Belcher/oops all spells decks because they are turn one decks.
That said, would Thorn be better than SoR, and would 3Sphere be the better option to play over both? Right now I'm running a full set of Thorn in my side, but I'm thinking of going to Sphere because I and most other legacy decks usually run mainly non-creatures with the exception being Goblins and D&T. In my main, I currently have two 3Sphere, but I've been using Crucible more often than not games 2 and 3 over 3Sphere. Usually, playing out of my graveyard has been better once I empty my hand, but this also allows for a bigger blowout with GY hate.
So would it be worth it to play 3Sphere over Thorn or SoR even though it may come down later? I'd think you'd have to have it turn two or three to be effective or not be dead against TES or No Land Scoop.
Fun is a zero-sum game in Magic. Therefore, Prison is the best archetype.
I play Chalice on 0, not 1. Storm must play a LED or really contort their gameplay for Infernal Tutor to resolve. I agree, however, that Trinisphere is hard for storm to beat but I don't think it's reasonable to cast it before you're dead. Burn can't beat a single Sphere of Resistance (to say nothing of Trinisphere). That is a match where I would rather have cheaper spells since port is effective with a sphere.
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For our deck, Thorn is strictly worse than Sphere. Both affect us the same but Thorn doesn't affect their creatures at all. Why hamper us more? Even if most of their deck is non-creature I'd rather them pay that extra 1 for their young pyromancers, delvers, etc.
The question between 3sphere and sphere comes down to the meta. If we see an uptick of combo decks like storm then sphere is better because it comes down sooner and that's important. Previously Revokers would show up in the side to turn off the artifact mana and that could see play again.
Is it true that the Pacific Northwest part of the US is combo heavy? I've heard that said but I don't know if it's true. The Northeast is pretty control heavy.
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BTW. Someone stuck this in front of me this week. I have started now, I think I want to finish it. How many of you have really nice decks?
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