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Thread: [Primer] R/G Lands

  1. #2821
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by CovenantElite30 View Post
    I've been playing main a one of World Breaker, has helped me out a great deal against Miracles. It's a little slow but it's a uncounterable way of removing a annoying counter balance.

    I originally had Worm Harvest main and it didn't really do much for me. In the majority of the matchups I would side it out a bunch.

    With World Breaker I find I've been leaving it in a lot after sideboard. It's a house against a lot of the grindy matchups.
    World breaker seems promising. It can be countered, but it's effect is on cast - nothing Miracles can do about that. I'll have to take a look at my list and figure out what cuts to make. Thanks guys!

  2. #2822

    Re: [Deck] R/G Combo Lands

    I've been finding World Breaker incredibly slow to hard cast, but it can get there. Essentially only seems viable against Miracles. Should it be sideboard?

    Smokestacks was brought up previously as tech against Miracles, as they can't really answer it and the Stax will eventually eat their board. I ran it in Jund Depths and found it was hit or miss, as you really needed Exploration to get anywhere with the Stax. It's probably very bad against Mentor Miracles right now too if they get their Mentor online.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
    Quote Originally Posted by maharis View Post
    Imagine the trauma of a man who has seen Mom into Crusader enough to mainboard three Cabal Pits.

  3. #2823

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Claymore View Post
    I've been finding World Breaker incredibly slow to hard cast, but it can get there. Essentially only seems viable against Miracles. Should it be sideboard?

    Smokestacks was brought up previously as tech against Miracles, as they can't really answer it and the Stax will eventually eat their board. I ran it in Jund Depths and found it was hit or miss, as you really needed Exploration to get anywhere with the Stax. It's probably very bad against Mentor Miracles right now too if they get their Mentor online.
    Have you tested with worm harvest at all? If you have would you say World Breaker is better in the slot over work harvest?

    Both cards have there pros and cons and both cards are very slow. Personally game 1 can get very very long against miracles and knowing I have an out is a great feeling.

  4. #2824

    Re: [Deck] R/G Combo Lands

    Currently running both mainboard. I like the Worms better, they can come down sooner, are hard to Countertop, and force Terminus fairly quickly. I think they're different applications for sure, but Worms seem to be stronger overall.

    I haven't gotten to hardcast the World Breaker too often, usually it gets cast once and then is immediately STP'd.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
    Quote Originally Posted by maharis View Post
    Imagine the trauma of a man who has seen Mom into Crusader enough to mainboard three Cabal Pits.

  5. #2825
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Claymore View Post
    Currently running both mainboard. I like the Worms better, they can come down sooner, are hard to Countertop, and force Terminus fairly quickly. I think they're different applications for sure, but Worms seem to be stronger overall.

    I haven't gotten to hardcast the World Breaker too often, usually it gets cast once and then is immediately STP'd.
    How is it that you're able to resolve that through FOW? Do you just retrace it over and over until it resolves?

    Edit: The more important question might be, how do you fit both the Worm Harvest and Worldbreaker packages into the main?

  6. #2826
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Drake0525 View Post
    Hmm, your right of course. There is no way to remove it without sideboard cards. Maybe I'll just leave manabond where it is.
    worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.

    Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
    Quote Originally Posted by iatee View Post
    I still have a strong suspicion that if 'Thalia, Heretic Cathar' had been named 'Frank, Heretic Cathar', people would be a lot more skeptical of it.
    Quote Originally Posted by Goin Aggro View Post
    Ugh, there he goes again, talking about the girlfriend. We get it dude.

  7. #2827
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Lord_Mcdonalds View Post
    worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.

    Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
    Wow, I didn't even see that line! Thanks for the heads up on that. That could be really amusing!

  8. #2828

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Drake0525 View Post
    How is it that you're able to resolve that through FOW? Do you just retrace it over and over until it resolves?

    Edit: The more important question might be, how do you fit both the Worm Harvest and Worldbreaker packages into the main?
    They only have 4 FoW in the deck, and that's the only card that can stop Worms (other than RiP). That's also assuming they haven't spent a Force yet. It's not a given to resolve through a FoW in hand or a CounterTop, but it has a much better shot than all of the 1 and 2 cc spells.

    I'm running a different deck. I'm gallivanting in here because the Jund Depths thread is dead and we use similar concepts.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
    Quote Originally Posted by maharis View Post
    Imagine the trauma of a man who has seen Mom into Crusader enough to mainboard three Cabal Pits.

  9. #2829
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Lord_Mcdonalds View Post
    worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.

    Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
    Riftstone is the green source, so 2 mana (at least 2 lands) + 2 combo pieces (lands/crops) gets Marit out.

  10. #2830
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    Re: [Deck] R/G Combo Lands

    I should've been more specific, Riftstone being in your deck let's you win from 2 green sources and a combo piece if you have 2 crop rotations.

    It's negligible really as it infrequently occurs but it is a cool upside.
    Quote Originally Posted by iatee View Post
    I still have a strong suspicion that if 'Thalia, Heretic Cathar' had been named 'Frank, Heretic Cathar', people would be a lot more skeptical of it.
    Quote Originally Posted by Goin Aggro View Post
    Ugh, there he goes again, talking about the girlfriend. We get it dude.

  11. #2831
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Lord_Mcdonalds View Post
    I should've been more specific, Riftstone being in your deck let's you win from 2 green sources and a combo piece if you have 2 crop rotations.

    It's negligible really as it infrequently occurs but it is a cool upside.
    These sort of lines definitely happen, and it's helpful to have these sort of lines against burn and DnT. I probably wouldn't try this plan against a deck with FoW unless I'm pretty desperate.

  12. #2832

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Sibelius View Post
    If you need to hedge main deck play Riftstone AND Worm Harvest. Then you have a small out to Moon decks and slightly improved miracles MU.

    Sib
    Blood Moon decks that are grindy, I can see that working. Fast Blood Moon decks, on the other hand...

    Specifically, I'm thinking about Sneak Attack decks (mono-red or multicolor) that play Blood Moon main. The truth may be that we have to accept a horrible matchup.

    I can see why Miracles is so popular: it generally has few truly terrible match-ups. Meanwhile, Storm and Sneak Attack often just steamroll us.

  13. #2833
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    Re: [Deck] R/G Combo Lands

    Running 1 Molten Vortex over the 4th Punishing Fire MD also isn't bad against Moon decks. I once used that and almost won G1 vs Goblin Stompy with 2 Moons out. But he played Chalice on 2 :(
    I think having 1 Vortex is fine anyway.

  14. #2834
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    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Alexeezay View Post
    Running 1 Molten Vortex over the 4th Punishing Fire MD also isn't bad against Moon decks. I once used that and almost won G1 vs Goblin Stompy with 2 Moons out. But he played Chalice on 2 :(
    I think having 1 Vortex is fine anyway.
    I had this exact situation occur last night. I went on to win the match by drawing multiple K grips in both postboard games.

  15. #2835

    Re: [Deck] R/G Combo Lands

    Question: Is Stunning Regrowth a card we could play in lands?

    3G Sorcery

    Return all land cards from your graveyard to the battlefield tapped.
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  16. #2836
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    Re: [Deck] R/G Combo Lands

    First question you should always ask, what would this take the place of? If you can't see a reason to cut something for it, it's not getting played. In this case it's not something you want in the main and it's weakness to Graveyard hate means your don't want it in the side.
    It is better to ask and look stupid then keep your mouth shut and remain so.
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    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
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  17. #2837
    Do you have a moment to talk about Primeval Titan?

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    Re: [Deck] R/G Combo Lands

    The card is hilarious with Tireless Tracker! But so is Life from the Loam and Exploration. Nope, I don't want it except for my Gitrog Commander deck.

  18. #2838

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by CovenantElite30 View Post
    Question: Is Stunning Regrowth a card we could play in lands?

    3G Sorcery

    Return all land cards from your graveyard to the battlefield tapped.
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    I was definitely excited to see this card exists, but not for Lands.

    I mean, they get back all the lands I Wastelanded? No thanks. And coming in tapped means that I can't make a 20/20, Maze a Tarmagoyf, recur a Punishing Fire, or do much else.

  19. #2839

    Re: [Deck] R/G Combo Lands

    This is one sided. Return all Wastelands and Ghost Quarters.

    This does give a 4 cost land recursion spell to navigate around Counterbalance.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
    Quote Originally Posted by maharis View Post
    Imagine the trauma of a man who has seen Mom into Crusader enough to mainboard three Cabal Pits.

  20. #2840

    Re: [Deck] R/G Combo Lands

    Quote Originally Posted by Claymore View Post
    This is one sided. Return all Wastelands and Ghost Quarters.

    This does give a 4 cost land recursion spell to navigate around Counterbalance.
    I'd rather leave them in the yard and just start slamming Worm Harvests.

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