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Thread: [Primer] R/G Lands

  1. #1861
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by hyp3r1on View Post
    Enchantress is a critical mass combo deck - and you really need to be slowing them down with Spheres to give you time to set up a kill. Plus there's plenty of dead cards in the main deck anyways. Even if you go: +4 Spheres, +4 Krosan Grips, easy cuts are: -4 Punishing Fire, -3 Maze of Ith, -1 Glacial Chasm. Chalices are pretty good too as they shut off a bunch of Enchantments including Mirri's Guile, Utopia Sprawl, Wild Growth and Elephant Grass (which Marit Lage can't attack through).
    hyp3r1on's post highlights the singular most important thing you need to know about playing against enchantress. Since they're a critical mass deck, your disruption needs to come online early to have enough of an impact. Game 1, this means Port. If you can't get multiple port going (or a fast Marit Lage and fade Elephant Grass) then you'll lose to anything but a bad draw from their deck. Tabernacle is obviously helpful, as it taxes their Argothian Enchantresses, but realistically they're use Wild Growth effects to ensure they only need one land to pay for these costs. Game 2, you probably want to mulligan aggressively for Sphere or Chalice. Sphere's value drops dramatically the more developed they are when you play it. I'd actually go a step farther than barcode and say that CotV is the single best card in the matchup because it turns off all their Wild Growth effects. It's hard to reach critical mass when all of your basics only tap for one mana and Sanctum only gains value of CMC 2 and higher enchantments. CotV also locks out Grass, which as as been pointed out several times is a huge deal. Thats typically more impact than a single copy of Port would have. Krosan Grip obviously comes in, but it's weaker than you would expect. A good pilot won't play Elephant Grass or Solitary Confinement without a Sterling Grove to protect it. You'll either need to find a second copy of Grip or be fast enough to force them to play their lock piece without protection. They'll see so many more cards than us over the course of the game, so your best shot at winning comes from mulliganing to a hand that is proactive rather than reactive.

    That whole discussion ignores the fact that the deck is typically packing 2-4 copies of Rest in Peace. That's intentional, because in this match-up the graveyard hate stopping one dimension of our gameplan is far less important than our need to stop theirs. Curtis, my teammate who plays enchantress, actually boarded out several of his Rest in Peace against me at the EE4 Satelite because he was more concerned about stopping the things we have to do to beat him than he as about disrupting our graveyard. In his case, that meant 2 Needle for Loam / Stage, 2 Aura of Silence to stop our fast mana, Spheres, and Chalices, and 4 Sterling Groves to protect against Krosan Grip.

    hyp3r1on is also spot on with the cuts. I tend to shave my maindeck Bog and either Riftstone Portal or a Wasteland for the 2 CotV.
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  2. #1862

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by LordOMJ View Post
    hyp3r1on's post highlights the singular most important thing you need to know about playing against enchantress. Since they're a critical mass deck, your disruption needs to come online early to have enough of an impact. Game 1, this means Port. If you can't get multiple port going (or a fast Marit Lage and fade Elephant Grass) then you'll lose to anything but a bad draw from their deck. Tabernacle is obviously helpful, as it taxes their Argothian Enchantresses, but realistically they're use Wild Growth effects to ensure they only need one land to pay for these costs. Game 2, you probably want to mulligan aggressively for Sphere or Chalice. Sphere's value drops dramatically the more developed they are when you play it. I'd actually go a step farther than barcode and say that CotV is the single best card in the matchup because it turns off all their Wild Growth effects. It's hard to reach critical mass when all of your basics only tap for one mana and Sanctum only gains value of CMC 2 and higher enchantments. CotV also locks out Grass, which as as been pointed out several times is a huge deal. Thats typically more impact than a single copy of Port would have. Krosan Grip obviously comes in, but it's weaker than you would expect. A good pilot won't play Elephant Grass or Solitary Confinement without a Sterling Grove to protect it. You'll either need to find a second copy of Grip or be fast enough to force them to play their lock piece without protection. They'll see so many more cards than us over the course of the game, so your best shot at winning comes from mulliganing to a hand that is proactive rather than reactive.

    That whole discussion ignores the fact that the deck is typically packing 2-4 copies of Rest in Peace. That's intentional, because in this match-up the graveyard hate stopping one dimension of our gameplan is far less important than our need to stop theirs. Curtis, my teammate who plays enchantress, actually boarded out several of his Rest in Peace against me at the EE4 Satelite because he was more concerned about stopping the things we have to do to beat him than he as about disrupting our graveyard. In his case, that meant 2 Needle for Loam / Stage, 2 Aura of Silence to stop our fast mana, Spheres, and Chalices, and 4 Sterling Groves to protect against Krosan Grip.

    hyp3r1on is also spot on with the cuts. I tend to shave my maindeck Bog and either Riftstone Portal or a Wasteland for the 2 CotV.
    I can't find any counter argument to the thought process and the only 2 times I've faced Enchantress I got crushed. Hopefully with this in mind I'll stand a better chance. Thanks.

  3. #1863
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by LordOMJ View Post
    hyp3r1on's post highlights the singular most important thing you need to know about playing against enchantress. Since they're a critical mass deck, your disruption needs to come online early to have enough of an impact. Game 1, this means Port. If you can't get multiple port going (or a fast Marit Lage and fade Elephant Grass) then you'll lose to anything but a bad draw from their deck. Tabernacle is obviously helpful, as it taxes their Argothian Enchantresses, but realistically they're use Wild Growth effects to ensure they only need one land to pay for these costs. Game 2, you probably want to mulligan aggressively for Sphere or Chalice. Sphere's value drops dramatically the more developed they are when you play it. I'd actually go a step farther than barcode and say that CotV is the single best card in the matchup because it turns off all their Wild Growth effects. It's hard to reach critical mass when all of your basics only tap for one mana and Sanctum only gains value of CMC 2 and higher enchantments. CotV also locks out Grass, which as as been pointed out several times is a huge deal. Thats typically more impact than a single copy of Port would have. Krosan Grip obviously comes in, but it's weaker than you would expect. A good pilot won't play Elephant Grass or Solitary Confinement without a Sterling Grove to protect it. You'll either need to find a second copy of Grip or be fast enough to force them to play their lock piece without protection. They'll see so many more cards than us over the course of the game, so your best shot at winning comes from mulliganing to a hand that is proactive rather than reactive.

    That whole discussion ignores the fact that the deck is typically packing 2-4 copies of Rest in Peace. That's intentional, because in this match-up the graveyard hate stopping one dimension of our gameplan is far less important than our need to stop theirs. Curtis, my teammate who plays enchantress, actually boarded out several of his Rest in Peace against me at the EE4 Satelite because he was more concerned about stopping the things we have to do to beat him than he as about disrupting our graveyard. In his case, that meant 2 Needle for Loam / Stage, 2 Aura of Silence to stop our fast mana, Spheres, and Chalices, and 4 Sterling Groves to protect against Krosan Grip.

    hyp3r1on is also spot on with the cuts. I tend to shave my maindeck Bog and either Riftstone Portal or a Wasteland for the 2 CotV.
    I'm actually fine with them having wild growth effects early as long as I also have Rishadan Port early, too. That's why I place the value higher on Ports. They don't really play a lot of basics, depending on the build, so we can leverage our Ports and Wastelands to great effect.

    I agree with hip1eryion (or w/e :p) that Sphere isn't as good as Port and Chalice or even Grip but it's just another piece of the puzzle that we need to interact early.

  4. #1864

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by barcode View Post
    I'm actually fine with them having wild growth effects early as long as I also have Rishadan Port early, too. That's why I place the value higher on Ports. They don't really play a lot of basics, depending on the build, so we can leverage our Ports and Wastelands to great effect.

    I agree with hip1eryion (or w/e :p) that Sphere isn't as good as Port and Chalice or even Grip but it's just another piece of the puzzle that we need to interact early.
    In my experience, they play a ton of basic, this is what makes the Prison role hard. It would be a bad idea to play many non-basic when you plan to cast Aura on your Lands.

  5. #1865
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Varal View Post
    In my experience, they play a ton of basic, this is what makes the Prison role hard. It would be a bad idea to play many non-basic when you plan to cast Aura on your Lands.
    The blue version is reliant on Tropical Islands or the Utopia Sprawl for blue mana to combo with Cloud of Faeries. This gives us easy targets to destroy for Wasteland or tap with Port.

    Put another way: I'm not going to mulligan a hand that has a port or two but no Chalice of the Void.

  6. #1866

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by barcode View Post
    The blue version is reliant on Tropical Islands or the Utopia Sprawl for blue mana to combo with Cloud of Faeries. This gives us easy targets to destroy for Wasteland or tap with Port.

    Put another way: I'm not going to mulligan a hand that has a port or two but no Chalice of the Void.
    Blue Enchantress is a fringe version of a fringe deck. Most players will never encounter it. Lands probably crush them if they have ton of non-basic lands.

  7. #1867
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Varal View Post
    Blue Enchantress is a fringe version of a fringe deck. Most players will never encounter it. Lands probably crush them if they have ton of non-basic lands.
    I've actually played the blue version much more often than the white version.

  8. #1868
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    Re: [Deck] R/G Combo Lands

    I haven't played neither, so there. I think fringe or fringier(?) says it all. It is a hell of MU when confronted with. Thank you all for your insight.
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  9. #1869
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Chatto View Post
    I haven't played neither, so there. I think fringe or fringier(?) says it all. It is a hell of MU when confronted with. Thank you all for your insight.
    Haha. I think that's a good way to put it. Best wishes to those of you - like me - that have to contend with multiple enchantress pilots in your local meta(s). If you don't, well, I'll try not to be too jealous.
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  10. #1870

    Re: [Deck] R/G Combo Lands

    Lands is great and well positioned this weekend. Good luck and see you this weekend to those of you battling in Philly.

    We're ready for the space freaks.

    4 Crop Rotation
    4 Exploration
    4 Gamble
    4 Life from the Loam
    1 Manabond
    4 Mox Diamond
    4 Punishing Fire

    3 Maze of Ith
    3 Green Fetchlands
    4 Rishadan Port
    2 Taiga
    1 The Tabernacle at Pendrell Vale
    4 Thespian's Stage
    2 Tranquil Thicket
    4 Wasteland
    1 Glacial Chasm
    4 Grove of the Burnwillows
    4 Dark Depths
    1 Forest
    1 Canopy Vista

    2 Boil
    1 Karakas
    1 Ghost Quarter
    1 Bojuka Bog
    1 Boseiju, Who Shelters All
    2 Chalice of the Void
    3 Krosan Grip
    4 Sphere of Resistance

  11. #1871

    Re: [Deck] R/G Combo Lands

    Canopy vista is some spicy technology ;)

    EDIT: It looks like you are missing a land maindeck too.

  12. #1872
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Chrandersen View Post
    Lands is great and well positioned this weekend. Good luck and see you this weekend to those of you battling in Philly.


    1 Canopy Vista
    That card seems loose. Why not a Savannah if you're intent on GW? Or do you mean another card?

    Good luck to everyone playing this weekend! Let's get back in DTB!!

  13. #1873

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by barcode View Post
    That card seems loose. Why not a Savannah if you're intent on GW? Or do you mean another card?

    Good luck to everyone playing this weekend! Let's get back in DTB!!
    He meant horizon canopy.

  14. #1874
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Chrandersen View Post
    Lands is great and well positioned this weekend. Good luck and see you this weekend to those of you battling in Philly.

    We're ready for the space freaks.

    4 Crop Rotation
    4 Exploration
    4 Gamble
    4 Life from the Loam
    1 Manabond
    4 Mox Diamond
    4 Punishing Fire

    3 Maze of Ith
    3 Green Fetchlands
    4 Rishadan Port
    2 Taiga
    1 The Tabernacle at Pendrell Vale
    4 Thespian's Stage
    2 Tranquil Thicket
    4 Wasteland
    1 Glacial Chasm
    4 Grove of the Burnwillows
    4 Dark Depths
    1 Forest
    1 Canopy Vista

    2 Boil
    1 Karakas
    1 Ghost Quarter
    1 Bojuka Bog
    1 Boseiju, Who Shelters All
    2 Chalice of the Void
    3 Krosan Grip
    4 Sphere of Resistance
    Crazy, Im running the exact same 15 as my sideboard as well. Also no more Riftsonte Portal?

  15. #1875

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by UnsungHero View Post
    Crazy, Im running the exact same 15 as my sideboard as well.
    I think the Shops decks are going to attract a lot of Blood Moons. I think it might be prudent to make space for a fourth Grip and maybe even Seismic Assault / Molten Vortex. I'd ditch the boils and let the Eldrazis take out the blue decks.

    Other pilots prepare for the Eldrazis. We prepare for splash damage.
    Last edited by Crimhead; 02-26-2016 at 08:45 AM.
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  16. #1876
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Crimhead View Post
    I think the Shops decks are going to attract a lot of Blood Moons. Other pilots prepare for the Eldrazis. We prepare for splash damage.
    Oh yeah, agreed: we're in for a tough ride. I'm going to use your post, Crimhead, it's one of the best I've heard in a while.
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  17. #1877

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Chatto View Post
    Oh yeah, agreed: we're in for a tough ride. I'm going to use your post, Crimhead, it's one of the best I've heard in a while.
    The upside is that apparently BUG Control is solid vs Shops. A lot of people would rather meta-gaming with an established deck like BUG rather than a fringe deck like Painter. BUG is obviously a much better MU for us, and they don't have access to red. It's too bad the first real test for Eldrazis is in Philly. Apparently Lands is big there, so Painter probably is a better option than in other regions. If it works in Philly first, it might catch on.

    Of course Miracles MUs should get worse with SB From The Ashes & Humility on top of the Moons. Hopefully the deck will still struggle against Shops and be held back somewhat.
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  18. #1878
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    Re: [Deck] R/G Combo Lands

    The Winter Orbs it plays are hell on Miracles, sadly, not much fun on us either. I really think that right now, I would be looking at maybe a second Basic and Titan (Hi Barcode) as well as looking into playing maybe Meekstone or second Tabernacle again.
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  19. #1879

    Re: [Deck] R/G Combo Lands

    Hello all. Here are some more videos:

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  20. #1880
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    Re: [Deck] R/G Combo Lands

    So, David Long is playing a new kind of build? Bayou, Abrupt Decay's, Thoughtseize, Molten Vortex, and Bobs?
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