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Thread: [Deck] Solidarity (Reset High Tide)

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    Re: [DTB] Solidarity (Reset High Tide)

    Think Twice is close enough to being strictly worse than Flash of Insight to dismiss it.

    If you want more flashback draw spells, up the Flash count.

    Besides that, cutting Impulse cannot be correct. Finding High Tide is too important, and Impulse is better at doing that than any other card in the deck.
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    Re: [DTB] Solidarity (Reset High Tide)

    Think Twice is pretty much a reverse Flash, with 2 then 3 mana rather than 3 and 2, with the added benefit of flash occasionally stacking your deck. Impulse is still way better. What does everyone thing about the 1UU bounce spell with split second? Three mana is pretty hefty but it would be amazing against Mage and Arcance Lab.

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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by herbig View Post
    What does everyone thing about the 1UU bounce spell with split second? Three mana is pretty hefty but it would be amazing against Mage and Arcance Lab.

    I have actually been thinking about Wipe Away quite a bit, and it worries me. Specifically in the case of Meddling Mage and Arcane Lab(Rule of Law does the same thing, but is usually played in a different type of deck).

    It forces the player to stop Cunning Wish, as once it resolves they are out of options. Considering the decks using these two cards(excluding Faerie Stompy) usually have a slower clock for Solidarity to deal with, an EOT Cunning Wish becomes a must counter. If the Solidarity player has 6-8 turns to optimize their hand, which is usually the case against Aggro-Conrtol, I am afraid they can easily begin to go off, find another wish, and go off on their turn.

    Typically the Mage chain goes: High Tide, Cunning Wish, Brain Freeze. Wipe Away changes this dynamic, as one Cunning Wish allows the Solidarity player to bounce the Mage, and go off regardless of opposing countermagic. Basically, it forces two Mages to be on the table to even inconvienience the Tide player unless Wish is named with the first. And then the clock is usually too slow for this to matter.

    With Lab, there are no options. Cunning Wish has to be countered, or Solidarity just wins. I don't currently see a deck in Legacy running enough Countermagic+a Clock to insure this every turn.
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    Re: [DTB] Solidarity (Reset High Tide)

    The only prominent deck that runs Mage right now is UGW Gro, and I can tell you from experience that Gro of any color beats Solidarity with or without Mages.

    Not that countering a Wish is significantly more difficult than countering the bounce spell, anyway.

    Wipe Away is only interesting if you consider actually boarding in a copy or two. At least that way it will theoretically steal wins from bad Gro players who use Mage as a crutch instead of a tool.
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    Re: [DTB] Solidarity (Reset High Tide)

    Hey Gearhart, what was your decklist? I'm interested if anything has changed lately and how Solidarity players faired at the dual for duals.

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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by herbig View Post
    Hey Gearhart, what was your decklist? I'm interested if anything has changed lately and how Solidarity players faired at the dual for duals.
    As far as I know, gearhart ran the usual list, although only he would know for certain. Anyways, as for how well the other Solidarity players faired, not so well. Gearhart was the ONLY Solidarity player to Top 8 on either of the days. There was 0 Solidarity in Top 8 on day two. Goblins and Thresh and Solidarity were crawling all over the place, and on day 1 in the first round, there were at least three Solidarity mirror matches going on. For the most part on day 1, the Solidarity players knocked eachother off and Gearhart was the only one left standing. As for day 2, there were 0 Solidarity mirror matches as far as I know, but alot of the players got knocked out by the increased number of Thresh and Gro decks. Personally, I only played against Gro, Solidarity, and 1 Red Death and 2 Eon Blue Apocolypse, both days included. I played against three Gro/Thresh builds in a row on day 2. A Solidarity even lost to 43 land in the Swiss. Overall, there was alot of Solidarity, especially day 1, but only Gearhart was the master.
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    Re: [DTB] Solidarity (Reset High Tide)

    Gearhart did run the standard

    Instants
    2 Brain Freeze
    4 Brainstorm
    3 Cunning Wish
    2 Flash Of Insight
    4 Force Of Will
    4 High Tide
    4 Impulse
    3 Meditate
    2 Opt
    2 Peek
    4 Remand
    4 Reset
    3 Turnabout
    1 Twincast

    Basic Lands
    12 Island

    Lands
    4 Flooded Strand
    2 Polluted Delta

    Sideboard:
    2 Brain Freeze
    1 Chain Of Vapor
    1 Echoing Truth
    4 Hydroblast
    1 Meditate
    1 Rebuild
    1 Stroke Of Genius
    1 Turnabout
    3 Twincast

    NANTUKO_SHADY did fairly well both days. Krieger did fairly well Day 1. I went 4-2-1 Day 1, and 3-3 Day 2 with Solidarity. I never won the mirror 3x Day 1 vs. Parallax (Loss), Krieger (Loss), and NANTUKO_SHADY (Draw).
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    Re: [DTB] Solidarity (Reset High Tide)

    I went 5-2 with shit breakers, 11th day one.

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    Re: [DTB] Solidarity (Reset High Tide)

    I played a tournament this weekend making top eight and losing to Aluren in the quarter finals with a list matching David's but without 4 remands. Instead I played 2 Twincasts extra, one brain freeze and one snap. The sideboard was experimental and very sub-par. I played 2 divert among others. I boarded them in on a few occasions but never got a real advantage out of them.
    I think in that for me that was a near optimal build. I cut remand because it more often than not was two mana to draw one card and only postponed the enivitable early game. Mid combo it was a liability because it only gives you the top card and I always seem to be running out of decent draw options.
    In hindsight I would try and put three copies on the sideboard because I believe it could have saved me against aluren. Further more because a lot of combo was played I think of having a copy of stifle in the sideboard.
    On another note I would like to ask if stacking your whole deck with flash of insight after brainfreezing yourself is a play you regularly do, or is it best reserved for desperate situations?
    Another issue was reset. If I play reset with 5 lands untapped, tapping two for reset itself. Can I give priority to my opponent and still tap the remaining three islands after my opponent decides not to counter/react? If so what would be the exact reference in the rules (the number is fine)? If not, never mind.
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  10. #910

    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by Reagens View Post
    I think in that for me that was a near optimal build. I cut remand because it more often than not was two mana to draw one card and only postponed the enivitable early game.
    That is the point of the card. To postpone the early game until Solidarity is in a position to win.
    Mid combo it was a liability because it only gives you the top card and I always seem to be running out of decent draw options.
    That is true, Remand sucks mid combo though it does have nice synergy with Brain Freeze.
    On another note I would like to ask if stacking your whole deck with flash of insight after brainfreezing yourself is a play you regularly do, or is it best reserved for desperate situations?
    I rarely find it necessary to freeze myself to the point that I can completely stack my deck. When forced to freeze myself I usually interupt the freezes once I hit Flash of Insight. That way I don't accidently remove too many cards that I need/want. Plus with the copies of Brain Freeze still on the stack you can make Brainstorm into Ancestral, Freeze away the unknown part of the deck assuming the part that is stacked has all the cards that you need, Remand the original to draw a card and reuse as a kill, and freeze your self more until you hit another Flash in you stall again.
    Another issue was reset. If I play reset with 5 lands untapped, tapping two for reset itself. Can I give priority to my opponent and still tap the remaining three islands after my opponent decides not to counter/react? If so what would be the exact reference in the rules (the number is fine)? If not, never mind.
    That doesn't work.

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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by Ewokslayer View Post
    That is the point of the card. To postpone the early game until Solidarity is in a position to win.
    I agree that's the point but in my experience with remand I lost those games anyway 90 percent of the time.
    Maybe it's a metagame call. We have very little white ******** here and a lot of combo. I played against tendrils, some sort of brainfreeze deck with infinite divining top and finally Aluren. Fourth round I I.D.'ed against white ********. Eventually I lost to Aluren in the quarters.
    What in my opinion is a very nice addition is the one bounce spell main board. It is very seldomly completely dead (because in the worst case it has the untap effect).
    My suggestion would be to cut one remand and replace it with one bounce spell. Any toughts on that?
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    Re: [DTB] Solidarity (Reset High Tide)

    Freezing yourself to stack the deck isn't a priority, but it is one of the many tools the deck has to save itself. If it isn't necessary, don't go for it, since there is always the marginal chance you will remove your win conditions.

    I think the addition of maindeck bounce is unnecessary. The deck is pretty streamlined and able to deal with any situation that comes up game one because of Cunning Wish. Maindeck bounce instead of more search or the incredible stall tactic of Remand would make the deck weaker.

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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by Reagens View Post
    My suggestion would be to cut one remand and replace it with one bounce spell. Any toughts on that?
    Wait a second, cutting one Remand is almost hypocritical to what you stated in your previous posts. You claim that having Remand late game is almost a dead card, (which is not always true). If you cut the Remand count to three, your just slimming your chances of having it in your opening hand, which is usually the most adventageous time to have the card. Remand is retarded if your on the play and Remanding their Hymn To Tourach, Survival of the Fittest, Meddling Mage, etc. etc. The card literally says (you tap out, I draw a card, and I get to drop more lands and set up to smash your face in!) The maindeck bounce spell seems really, really unnecessary. Not to mention, you said your metagame is full of combo, which means wouldn't you rather have Remand over a random bounce spell? In the Solidarity Mirror or against any other control decks, you can obviousely use the excellent synergy with Brainfreeze, or you can use it to flat out control the stack. You remand your High Tide or any other spell to your hand after they try and counter it and then just re-cast it. I tried cutting 1x Remand for 1x Twincast at the Mana Leak Open and I regret it for sure. I would NEVER think about running Solidarity without my 4x Remand. And like Herbig said, almost any situation can be dealt with a Cunning Wish. So in short, run 4x Remand and you won't regret it!
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  14. #914

    Re: [DTB] Solidarity (Reset High Tide)

    So how does everyone board against goblins, homebrew, UGw and UGr thresh? Any difference if you're on the play or draw? What if you know goblins has 4 chalice of the void to bring in?

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    Re: [DTB] Solidarity (Reset High Tide)

    [QUOTE=NANTUKO_SHADY;94967]Wait a second, cutting one Remand is almost hypocritical to what you stated in your previous posts. You claim that having Remand late game is almost a dead card, (which is not always true). If you cut the Remand count to three, your just slimming your chances of having it in your opening hand, which is usually the most adventageous time to have the card.

    Almost I guess. My reason for playing three would be that I wouldn't under any circumstance want to have more than one in my opening hand.
    Anyhow I think it's back to testing for me. Maybe I gave up too early on the remands.
    Something else. If you get a hand of 6 cards because of a mulligan with 2 lands, 2 reset and 2 impulse (the point is that there is no CC 1 draw spell in your hand), knowing that you opponent plays cabal therapy do you keep or mulligan into 5? Props would be that you at least have two lands to start with and some decent card once you hit two lands. On the other hand a flashbacked therapy costs 4 cards. I have mixed results testing this.
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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by JZ23 View Post
    So how does everyone board against goblins, homebrew, UGw and UGr thresh? Any difference if you're on the play or draw? What if you know goblins has 4 chalice of the void to bring in?
    Against Goblins, you generally board out 4x Remand and bring in 4x Hydroblast. However, I was thinking about if you lose game 1, to board out 2x Remand and 2x Peek in exchange for the 4x Hydroblasts. I haven't tried that yet, as taking out your early 1cc set-up spells can be risky, but it doesn't look too bad on paper. The 2x Remand left in just gives you more chances to slow your opponent down, which is crucial. But usually, I go -4x Remand and +4x Hydroblast. And if I know Goblins is bringing in 4x Chalice of the void, then I would probably side in my Echoing Truth, but I have yet to play against a Goblins player that tries that. Normally I see them bringing in Blast and Pyro Pillar.

    If by Homebrew you mean Deadguy Ale, well that deck is horrible for 1. I used to board in 4x Disrupt, until I found out the deck was awful and all I had to do is win my first round or two and I wouldn't have to worry about seeing the deck. But if you insist on preparing for it or your metagame is full of it, then Disrupt is the best thing you can bring in against the deck.

    Against U/G/W Thresh, you board out -4x Remand, -1x Meditate, -1x Turnabout (I think?) and bring in +3x Twincast, +2x Brainfreeze, +1x Echoing Truth (for Meddling Mage). Against U/G/R Thresh, the boarding plan is the same, except you keep in the Turnabout and don't bring in the Echoing Truth.
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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by NANTUKO_SHADY View Post
    Against Goblins, you generally board out 4x Remand and bring in 4x Hydroblast. However, I was thinking about if you lose game 1, to board out 2x Remand and 2x Peek in exchange for the 4x Hydroblasts. I haven't tried that yet, as taking out your early 1cc set-up spells can be risky, but it doesn't look too bad on paper. The 2x Remand left in just gives you more chances to slow your opponent down, which is crucial. But usually, I go -4x Remand and +4x Hydroblast. And if I know Goblins is bringing in 4x Chalice of the void, then I would probably side in my Echoing Truth, but I have yet to play against a Goblins player that tries that. Normally I see them bringing in Blast and Pyro Pillar.

    If by Homebrew you mean Deadguy Ale, well that deck is horrible for 1. I used to board in 4x Disrupt, until I found out the deck was awful and all I had to do is win my first round or two and I wouldn't have to worry about seeing the deck. But if you insist on preparing for it or your metagame is full of it, then Disrupt is the best thing you can bring in against the deck.

    Against U/G/W Thresh, you board out -4x Remand, -1x Meditate, -1x Turnabout (I think?) and bring in +3x Twincast, +2x Brainfreeze, +1x Echoing Truth (for Meddling Mage). Against U/G/R Thresh, the boarding plan is the same, except you keep in the Turnabout and don't bring in the Echoing Truth.
    You're Goblin board plan is incorrect. As most Goblin decks today are boarding more than four cards, it becomes necessary to slightly change the boarding strategy.

    -1 Force of Will
    -1 Remand
    -1 Cunning Wish
    -1 Twincast

    Also, I'm pretty sure I told you this before. Anyway, the new overall strategy is to find Peek soon to decipher their FULL board plan. Also, try to sneak a peek as to how many cards you think they boarded in. Sometimes you can't, but give it a try anyway. Remember, information is key to winning this match. Don't delude yourself into thinking that it's a simple "combo vs. aggro" matchup. Both decks have tricks that they're trying to utilize. Information allows your tricks to one-up theirs.
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    Re: [DTB] Solidarity (Reset High Tide)

    Quote Originally Posted by Deep6er View Post
    Also, I'm pretty sure I told you this before.
    Yeah.. you did tell me this like three times at the Duel for Duals, but I just have bad memory.
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  19. #919

    Re: [DTB] Solidarity (Reset High Tide)

    Has anyone run into Angel's Grace yet? I played against a GBw Rock deck with 3 Angel's Grace and 2 Gaea's Blessing. It's pretty damn tough to win if they have a Grace in hand and 4 Witness, 4 Therapy, 4 Duress, etc. in their deck. Any thoughts?

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    Re: [DTB] Solidarity (Reset High Tide)

    It is even possible to win the game when your opponent has Angel's Grace in hand and Gaea's Blessing in their deck? Assuming no Blessing, you just mill them and they draw next turn and lose. But with Blessing, you can't mill them, so the best you can do is stroke them for everything, and pass the turn. I assume they've now got 3 more Angel's Grace in hand, so they cast one during their upkeep. Then they play a creature or two, beat you some more, and discard their hand. Next turn they play another Angel's Grace, and then Gaea's Blessing 3 Angel's Grace back to their library. Even if you can counter the Gaea's Blessing, they've got at least 2 and the Angel's Graces they have in hand leave them 3 turns to kick your ass.

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