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Vintage Community Discussion / Non-Vintage / Re: Type 2 Monowhite Control
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on: October 19, 2009, 10:51:08 am
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Ok, that's fair that you need removal. Well then i'd say cut journey, i think DOJ PTE and Oring is enough. The thing is you have only 24 lands. So by turn 5-6 you just won't have any more lands in your hand to play. I'd suggest more lands or amillary sphere maybe 2-3 just so you can keep making your land drops each turn until emeria or iona starts winning.
The thing is, by turn 5-6 I am still dropping lands usually.. It may not look like enough lands, but it does accelerate decently, turn 5 i've had emeria active on more than 1 occasion, and have gotten a turn 6 Iona a couple of times. Also, journey has been key (things like goblin guide/step lynx need to be removed early, or else they do a bit of damage). Also its been great against the vampires in my area *cough bloodghast*. Really I guess, its more like recommendations for SB im looking for. While armillary sphere looks great on paper, I usually dont have the problem's it would fix..
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2
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Eternal Formats / Creative / Re: Wheel 'n' Field
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on: October 19, 2009, 07:49:47 am
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You have shown me the holes in it, so then i ask, what would you do to answer these threats? Not try to play this deck competatively? You play a combo that, while it will save you for awhile, wont save you for forever. For decks that run vault/key they will just eventually win, fish wont have too much of a problem more than likely (which is honestly the "best" matchup for you, considering your combo can do something there..). If you want to play mill, do a take on painters grind; its about the closest thing to competative mill that you will find. What im saying is, the deck just isnt playable without complete revision. (also your only running 18 mana sources in your list, which is about 4 short of being able to drop land with any consistancy  ). All in all, nice pet deck, but if you take it to a major tourney... Well then you will probably just suffer the fate most other jank decks face.
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3
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Eternal Formats / Creative / Re: Wheel 'n' Field
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on: October 18, 2009, 08:25:17 pm
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What does this deck do against Tezzeret or TPS? Tezz may eventually dig a bounce spell up, and TPS makes you lose life.
There are bunch of answers to this question, whatever bounce he/she may have you should have an answer to it. In white there is a few answers, if you're looking to direcly prevent the bounce then Vigilant Martyr, or rebuff the wicked to counter. Greater auramancy for shroud. For blue the use of misdirection or some other switch target spell would stop the bounce or use of mana maze or arcane lab would hamper both decks tps more than anything. i could go on but you have the idea. Yes, BUT its Tezz has time vault/key out, they are going to win. They will have more counters than you can deal with eventually. And what are you going to do against TPS? They dont deal damage, you lose life. Therefore, you die no matter what you do. A single misdirection wont win you the game, and chances are they have duressed your hand to hell already. Tps loses to Arcane Laboratory/Rule of law and Mana Maze due to its reliance on casting more than one spell to power tendrils see Mana Maze: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23009Arcane Laboratory http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5764Rule of Law http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136291a chalice would hamper tps enough so would null rod. i get that i would have to figure out a less clunky way to handle tezz Chances are, you need to get that mana maze/rule of law down turn 1, or else they will just duress it out of your hand.. Also, if you set your chalice to 1, it takes out a bit of your own deck as well, not to mention the only Im just not convinced this deck can disrupt the tops decks enough to make a difference. Also, this deck has only 1 way to turn 1 chalice for 1. That is mishra's workshop, which means you essentially set yourself back a turn in casting any of your combo, meanwhile TPS/Tezz may be running counterspells beyond just FoW (like Mana Drain).. Also, against fish, I see this deck pulling an epic fail of sorts. With quasali's running around MD, and more aggro creatures like tarmogoyf, they can easily keep your combo under control with the limited amount of control you have. #1, you have no creature removal and rely on the combo, #2 that combo can be dealt with easier than you think.. #3 I think this deck also just loses to ichorid (considering ichorid says bazaar, go, EOT bazaar, upkeep bazaar, dredge, dredge, dredge, draw, dredge.. win.
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4
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Eternal Formats / Creative / Re: Wheel 'n' Field
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on: October 18, 2009, 02:56:16 pm
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What does this deck do against Tezzeret or TPS? Tezz may eventually dig a bounce spell up, and TPS makes you lose life.
There are bunch of answers to this question, whatever bounce he/she may have you should have an answer to it. In white there is a few answers, if you're looking to direcly prevent the bounce then Vigilant Martyr, or rebuff the wicked to counter. Greater auramancy for shroud. For blue the use of misdirection or some other switch target spell would stop the bounce or use of mana maze or arcane lab would hamper both decks tps more than anything. i could go on but you have the idea. Yes, BUT its Tezz has time vault/key out, they are going to win. They will have more counters than you can deal with eventually. And what are you going to do against TPS? They dont deal damage, you lose life. Therefore, you die no matter what you do. A single misdirection wont win you the game, and chances are they have duressed your hand to hell already.
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6
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Vintage Community Discussion / Non-Vintage / Re: Type 2 Monowhite Control
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on: October 16, 2009, 11:38:12 pm
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I would suggest Ethersworn Canonist as a possible sideboard for cascade, Goblins, and little white dudes.
Looks like another great deck Jori!
Thanks, thats a great idea for a SB card.. My current metagame is all aggro (and turbofog; which is like an auto win for me). While I dont have a good jund deck to test against up here, from my testing vampires are a 99% chance of victory for me, and mono red/redwhite aggro is still a fairly decent matchup (especially post sideboard). I have high hopes for this deck (seeing as how a worse mono white control deck went T16 at the recent Starcity tournament).
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7
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Vintage Community Discussion / Non-Vintage / Re: Type 2 Monowhite Control
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on: October 14, 2009, 10:23:37 pm
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I LOVE the idea of a mono white deck. Cards i don't like: Kor carotgrapher he's too slow... narrow escaper seems narrow xD Journey to nowhere/O-ring
Cards i think you should have Path to exile!!! armillary sphere
Iona seems great maybe just 2 Baneslayer randomly wins games to i'd say go up to 4.
// Lands 21 Plains 3 Emeria, the Sky Ruin // Creatures 3 Iona, Shield of Emeria 4 Kor Cartographer 4 Knight of the White Orchid 4 Baneslayer Angel 2 Kor Skyfisher // Spells 4 Oblivion Ring 4 Path to Exile 4 Day of Judgement 4 Journey to Nowhere 3 Martial Coup // Sideboard 3 Open the Vaults 2 Pithing Needle 4 Celestial Purge This is the current list. Narrow escape is out, and how can I control without removal? Path is NOT enough removal for this deck.. Anyways, this deck rarely does not get up to Iona mana by turn 9, and easily stalls decks to turn 9 (unless I keep a trashy hand). Also, Armillary Sphere over Kor Cartographer doesnt make sense. Kor Cartographer accelerats my plain count to #1 cast Iona sooner; #2 activate Emeria sooner. All Armillary does is give me some plains in hand, and I have to pay a total of 4 mana for its effect anyways, the chumping body on the Cartographer is great.
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8
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Vintage Community Discussion / Non-Vintage / Type 2 Monowhite Control
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on: October 12, 2009, 07:29:40 am
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// Lands 21 Plains 3 Emeria, the sky ruin // Creatures 2 World Queller 3 Iona, Shield of Emeria 4 Kor Cartographer 4 Knight of the White Orchid 2 Baneslayer Angel // Spells 4 Oblivion Ring 4 Narrow Escape 4 Day of Judgement 2 Luminarch Ascension 4 Journey to Nowhere 3 Martial Coup // Sideboard 3 Open the Vaults 2 Pithing Needle 4 Path to Exile 2 Baneslayer Angel 4 Celestial Purge
The idea is to mana ramp via knight of the white orchid/kor cartographer, and cast iona... Or win with luminarch/baneslayer. With 8 mainboard (12 if you count Narrow Escape) removal, along with 7 wrath effects with 4 day of judgement/3 martial coup, there is usually plenty of "love" for threats decks put out.
Now card choices.. Iona seems like an ODD thing to play considering its mana cost, but Iona pretty much reads *play iona, win the game*.
World Queller.. World Queller's ability to nuke planeswalkers off the field is definately nice. Another use is if the opponent has a troublesome field with creatures, there is nice interaction with queller + emeria, the sky ruin. Sack World Queller, then bring him back, or sack another creature and bring it back.
Another great card is just emeria the sky ruin. this is pretty much MVP. Blightning? Pitch your iona and get it back when you ramp up. Need to thin? Bring back Kor Cartographer.
Baneslayer Angel.. Well its a solid finisher. I dont run 4 however because while its a finisher, it doesnt necessarily get to finish. Its a spot removal magnet however.. And if I feel their deck cant take the threat of 4 baneslayer, then i side them in.
Sideboard: Open the Vaults.. If the opponent happens to run alot of enchantment hate, I see this being beneficial, however it is untested right now.
Pithing Needle.. This is my rainy day planeswalker hate. Slap it down whenever and watch elspeth cry.
Path to Exile/Celestial Purge.. These ALL come in aggainst hasty aggro decks. I usually sacrifice a couple o rings and a journey to nowhere along with martial coups and my world quellers. With so much removal, aggro cant usually stay on the table.
Baneslayer.. I side it in aggainst decks that I feel cant deal with it effectively when im already controlling their board.
I took this to a FNM tourney and while I dont know the tournout (maybe 30?) I ended up placing 2nd. My only losses were to a white weenie deck (faced it twice).
The first time I played him I got 3 mana and no removal. Second game I got mana flooded and no removal.
The second time (finals) was a bit better. 1st game I controlled him and landed Iona on the board, resulting in an immediate concessions. 2nd game I didnt draw enough relevent removal. Game 3 was very close. It came down to him taking a risky move and pathing baneslayer when i was at 7 lands with iona in hand. I was at 3 and he had 2 kor skyfishers + elspeth on board. It came down to me topdecking a land and winning, or dieing. I topdecked a pithing needle and lost that one however. It was a very close match, and was much better than my first against him.
My total wins with Iona that night was 3.
1 In my first match against Mana ramp Elves, 1 in my first match against mono red goblins, and the 1 against the white weenie.
All in all I think this is a viable deck and look forward to finding improvements for it.
Also, for anyone who doesnt understand Narrow Escape's shenanigans..
Play JtN/Oring, in response to it coming into play bounce it back to my hand. Their card is perm. removed, I have 4 more life, and still have that JtN/Oring to play. Its also useful for bouncing things out of way of removal (of course).
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Vintage Community Discussion / Non-Vintage / Re: T2 discard / megrim viable ?
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on: August 24, 2009, 04:34:21 pm
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Im gonna vehemontly say no, it is not viable in Type 2.. Theres not a good enough starting play to really cripple your opponent while they set up camp, and against aggro its almost impossible to race them.
Some sort of neo-Blighning is your best bet.
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Eternal Formats / Creative / Re: What do people think of Gilded Drake?
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on: August 03, 2009, 05:25:44 pm
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No, the token rules changed but not the owner of permanents. The owner is the person who began the game with the card in their deck. You can't have someone else's card in your hand, so it still works as Harlequin said, as you are the Drake's owner, and your opponent is its controller.
Ah, my bad. It didn't seem quite right to me either, however all I remember is hearing "controller is now owner", and someone was complaining about their mono blue control deck just got shafted because gilded drake didnt work anymore.. Or something.
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Eternal Formats / Creative / Re: What do people think of Gilded Drake?
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on: August 03, 2009, 02:48:40 pm
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Yes you can:
When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't make an exchange, sacrifice Gilded Drake. This ability can't be countered except by spells and abilities. (This effect lasts indefinitely.)
You can't cheat it as good as you used to be able to, but any bounce effect still works. You just have to give them the drake for a short period of time.
So Drake enters the battlefieldm, and target a creature. Now the ability begins resolving. Because of "This ability can't be countered except by spells and abilities." clause, making the target illegal is not enough to cause the entire ability to be countered. It actually is not countered by the illegal or nonexistant target rule. So if the target is illegal or gone, the net result is Drake gets a one way ticket to the GY (with a minor layover in the battlefeild).
If the target is still legal -AND- you are able to make the exchange, then they "indefinately" control drake, and you "indefinately" control thier creature. Now the ability is done resolving and you have thier dude, and they have your drake. At this moment you can bounce drake back to your hand. And the "indefinately" effect doesn't go away. So now you have their guy and they have nothing.
However "This ability can't be countered except by spells and abilities." Does not prevent Stifle for example from coutering the whole kit and kaboodle. If stifle happens (from either side of the table) Drake ends up in play on your team, and thier creature stays on the board.
Lastly, because of "up to one target" wording if you play Drake when they don't have a creature, his ability when it resolves sees that no exchange occured - and he is promptly sac'ed. However you can go turn 1 lotus -> drake -> stifle ability for a 3/3 drake dispite your opponent not controling any creatures.
One last scenario - If you play drake, target a creature, and then before the trigger resolves - you bounce drake while you still control him.... you accomplish a whole lot of nothing. The trigger fails to "Exchange" and then you fail to "sacrifice" the drake who is no longer in play. I believe under older errata's you could do this trick to steal thier dude without ever giving them drake.
Im fairly sure this does not work. Thats how it USED to work... You play gilded drake, take their creature, bounce gilded drake back to your hand.. this was because "controller" and "owner" were not the same player. This also meant tokens put into play on an opponents side of the field were "owned" by you, but not "controlled"... Post changes, "owner" and "controller" are the same person... So this is what happens now. You play gilded drake. Exchange control of drake and one of their creatures. You are now the OWNER of that creature, they are now the OWNER of gilded drake.. If you bounce drake, it goes to their hand since they are the owner of that creature. At least thats how I think it is. If I am wrong feel free to correct me and show me exactly why.
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Eternal Formats / Creative / Re: What do people think of Gilded Drake?
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on: August 03, 2009, 10:50:34 am
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3) If you play bounce like repeal or echoing truth, then you can use it to gain multiple creatures.
Wrong. you cannot do this post M10 rules..
IMO, gilded drake is not worth it without that, and I think that honestly even WITH that its only good for casual play.
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Eternal Formats / Creative / Re: Rogue Deck
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on: July 28, 2009, 07:48:45 pm
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I like this deck actually. I was playing around with it a bit, and it can come out quick and pretty brutal. I think it has potential  .
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Eternal Formats / Creative / Re: G/W Fish
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on: July 27, 2009, 09:33:02 pm
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honestly the deck looks like a heap of crap.....look at john donovans g/w from day 2 icbm top 8, thats a pretty solid build
Thanks, your comment will always be close to my heart. /sarcasm..
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Eternal Formats / Creative / Re: Cold Fish Advice
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on: July 23, 2009, 07:14:58 am
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Have you thought about moving Pride to SB? I think you could fit in a few tutors in place of the Pride's. I don't think you need 2 creature sets with exalted, and if it isn't prides, I would probably move Heirarch to SB or remove them all together.
Exalted allows Selkie to shine, really. Noble accelerates mana.. Pridemage gets rid of artifacts that need to be gotten rid of.
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Eternal Formats / Creative / Re: G/W Fish
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on: July 22, 2009, 08:12:05 pm
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To lilmidget:
The Heartwood Storytellers were alright. In cases that Selkie did not appear first, he was alright as he stopped the opponent from playing a spell and let you gain the aggro advantage (especially if you can play him on turn 1-2). The 2/3 body is also good because he can block and attack especially with the Exalted ability. The reason why I only have 2 of it because I also feel he is not that good when you play him on turn 4 and above and also I value Selkie more in the deck since he can draw a whole lot more. The biggest reason why I did play him is because I cannot find another decent creature that lets you draw cards and at the same time can be a threat. Also, it was a metagame call. Aggro is now lying low here in our part of the world as Tez, Painter, and combo are gaining number of players.
To Jori:
Here was my SB:
3 Tormod's Crypt 3 Samurai of the Pale Curtain 3 Hurkyl's Recall 3 Umezawa's Jitte 2 Krosan Grip 1 Seeds of Innocence
I will be changing the Samurais to Wheel of Sun and Moon when I put in 3 pieces of Knight of the Reliquary.
Now, let me try to understand something.. Is Umezawa's Jitte usually in SB in decks for aggro? Or how is it usually used? Thanks. ^^ Caselogik, I dont know how much land tax's effect would be seen, and in fact it seems rather useless, considering decks dont run many basic lands to begin with.. And if a basic land is needed, that is why decks run fetches. Yes. The Jittes are in there for the random aggro decks. In our side of the world, some people still play aggro decks (Goblins, metagamed Sui Black, RGW beats), and Jitte wins me games against them. As for Land Tax, it is not that useful since you need your opponent to have more land than you do. Another valid reason is that you don't have space in the deck anymore. You need all of the disruption that you can pack in the deck. Ah, roger. Looks like ill need me some jittes.. The problem with fish is.. It may very well go into a tourney, beat out stax, ichorid, TPS.. But then it'll just get raped by some random aggro deck lol. At least thats what i've seen, and I forgot about Jitte. That does seem like a solid side in.
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Eternal Formats / Creative / Re: The New Ichorid Thread!
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on: July 22, 2009, 07:34:46 pm
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A friend of mine plays River Kelpie instead of Cephalid Sage, and i beleive you should try him as well. I think in the end the extra draw the kelpie effectively provides is worth it.
Cephalid sage > River Kelpie reason being, why do you want to sac more creatures to draw, when you would have less Bridges in your yard, giving you less tokens, and Sage prepares it for you Well.. Dread Return, kelpie, dredge. Cabal Therapy kelpie, dredge 3 times. I beleive Kelpie is just more consistant TBH
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Eternal Formats / Creative / Re: The New Ichorid Thread!
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on: July 22, 2009, 10:30:20 am
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Mine is:
4 Golgari Grave-Troll 4 Golgari Thug 4 Stinkweed Imp 2 Shambling Shell 2 Street Wraith 4 Ichorid 4 Narcomoeba 2 Flame-Kin Zealot
4 Leyline of the Void 4 Chalice of the Void 4 Unmask 4 Cabal Therapy 4 Bridge from Below 4 Serum Powder 2 Dread Return
4 Bazaar of Baghdad 4 Petrified Field
SB: 3 Ancient Grudge 4 Gemstone Mine 1 Platinum Angel 3 Ray of Revelation 4 Riftstone Portal
Definitely need help with the sideboard, Ray of Revelation doesn't work like I imagined it would. It needs to already be in the graveyard to be stop Leyline unless on the off chance I have 2 lands out.
Use Wispmere in its place. W evoke cost:Destroy target enchantment.
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Eternal Formats / Creative / Re: G/W Fish
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on: July 22, 2009, 09:41:49 am
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To lilmidget:
The Heartwood Storytellers were alright. In cases that Selkie did not appear first, he was alright as he stopped the opponent from playing a spell and let you gain the aggro advantage (especially if you can play him on turn 1-2). The 2/3 body is also good because he can block and attack especially with the Exalted ability. The reason why I only have 2 of it because I also feel he is not that good when you play him on turn 4 and above and also I value Selkie more in the deck since he can draw a whole lot more. The biggest reason why I did play him is because I cannot find another decent creature that lets you draw cards and at the same time can be a threat. Also, it was a metagame call. Aggro is now lying low here in our part of the world as Tez, Painter, and combo are gaining number of players.
To Jori:
Here was my SB:
3 Tormod's Crypt 3 Samurai of the Pale Curtain 3 Hurkyl's Recall 3 Umezawa's Jitte 2 Krosan Grip 1 Seeds of Innocence
I will be changing the Samurais to Wheel of Sun and Moon when I put in 3 pieces of Knight of the Reliquary.
Now, let me try to understand something.. Is Umezawa's Jitte usually in SB in decks for aggro? Or how is it usually used? Thanks. ^^ Caselogik, I dont know how much land tax's effect would be seen, and in fact it seems rather useless, considering decks dont run many basic lands to begin with.. And if a basic land is needed, that is why decks run fetches.
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Eternal Formats / Creative / Re: The New Ichorid Thread!
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on: July 22, 2009, 06:00:46 am
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A friend of mine plays River Kelpie instead of Cephalid Sage, and i beleive you should try him as well. I think in the end the extra draw the kelpie effectively provides is worth it.
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Eternal Formats / Creative / Re: G/W Fish
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on: July 19, 2009, 03:28:27 pm
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congratulations on your tournament win. i would really like to see the sideboard you used for that tournament. just a few things to mention: null rods are a must. i would consider saving up for those over anything else at the moment. i think 4x knights of the reliquary is a bit much. one is usually good enough to win you the game and 3cc is a lot. i use a combination of 3x knights and 3x tarm in my GW deck. i can see the justification of using 4x knights if you can't get your hands on any tarms at all any time soon. what situation do you find yourself playing true believer the most? i believe there are many other cards that are better alternatives, but i can understand if it's a metagame thing. And the Knight is great. My best play on the night was.. Wasteland targeting my own land, in response using knight of the reliquary to sack the land, searching for a fetch, popping the fetch, and pumping my other knight +3 for the win. i've done this before once too. it's pretty awesome and no one sees it coming. 4 Wheel of Sun and Moon, 2 Leyline of the Voids, 2 Leyline of Lifeline, 4 Ghost Quarter, 2 Tormods, 1 Relic. The only deck I KNEW was going up there was Ichorid, so I was prepared. But in the end it didnt even matter since we tied, and I even won the first game lol. I just placed 2nd in a mini-FNM like tourney a few hours ago. I played WGu without Knights. I was 4-1 losing to 9-Sphere aggro (I was hit by CotV for 2 twice on his opening). Here is my list: 4 Cold-Eye Selkie 4 Tarmogoyf 4 Qasali Pridemage 4 Noble Hierarch 4 Meddling Mage 3 Gaddock Teeg 3 Aven Mindcensor 2 Heartwood Storyteller 2 Ethersworn Cannonist 1 Seal of Primordium 1 Seal of Cleansing 3 Null Rod 2 Swords to Plowshares 1 Path to Exile 1 Black Lotus 1 Mox Pearl 1 Mox Emerald 1 Mox Sapphire 4 Windswept Heath 3 Wasteland 1 Strip Mine 3 Savannah 2 Tundra 2 Tropical Island 2 Forest 1 Plains My play of the day: Opening hand, land with green, Pearl, Gaddock Teeg and it resolved. Black Lotus then Cold-Eye Selkie. Next turn, Noble Hierarch.  The only reason why I have blue in the deck because of Tinker-Inkwell Leviathan. In my SB, I have 3 Hurkyl's Recall and 1 Seeds of Innocence but most probably I will be changing it to 2 Hurkyl's Recall and 2 Seeds of Innocence. When I was going at it with 9-Sphere, he hit me twice with CotV for 2 during the first game and on the 2nd game. Because of this reason, I think I will include 3 Knights taking out 1 Tarmogoyf, and maybe 2 Meddling Mages (or all Meddling Mages) Mox Sapphire was not that great in the deck and I sometimes wished that I had a Lotus Petal or even Mox Diamond or Chrome Mox for color-fixing. I must say, I like this list alot.. I may just have go to G/W/U. I knew I was going to eventually have to add another color in, however after looking at this list I think blue is the right way to go. What was your sideboard? And congrat's 
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Eternal Formats / Creative / Re: G/W Fish
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on: July 18, 2009, 02:50:14 am
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Knight is a serious clock. When we look at the mana cost he is much much faster than Negator. But the thing is it is green and tarm might be a bit stronger because he is 1 less mana. But I agree that the ability and the bigger body (meaning an answer to tarm/inkwell etc...) does make it a close call. If we ignore the mana cost the Knight is superior to 'Goyf but well that is just it in Vintage, there is a big difference between 2 and 3 cc and it puts a lot weight as an argument.
Yes, I agree. They both have their merits. I would personally love to run 2/2, but I dont have the ability to get Tarmogoyfs.
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Eternal Formats / Creative / Re: G/W Fish
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on: July 17, 2009, 03:59:10 am
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Well this is the current list. Got me 1st at a small tourney at my local gameshop. Seemed like it had an answer for most everythng that was there.
// Lands 1 Strip Mine 4 Wasteland 4 Windswept Heath 2 Plains 2 Forest 4 Temple Garden 2 Wooded Foothills
// Creatures 4 [ARB] Qasali Pridemage 4 Gaddock Teeg 4 Knight of the Reliquary 4 Aven Mindcensor 4 Elvish Spirit Guide 3 True Believer 3 Kataki, War's Wage 4 Noble Hierarch 4 Glowrider 3 Ethersworn Canonist
// Spells 4 Swords to Plowshares
What were your matchups to get you into first place? Also, I see Knight of the Reliquary being used in your list and in Implacable's list. I want to know your rating for this card and its ups and downs. I know he gets land but I am not too keen about the casting cost of 3cc. Thanks! My matchups up to finals were trash decks pretty much, but my last one was a Mana'd Ichorid. I took 1st game, he took 2nd, and 3rd game was a draw. And the Knight is great. My best play on the night was.. Wasteland targeting my own land, in response using knight of the reliquary to sack the land, searching for a fetch, popping the fetch, and pumping my other knight +3 for the win.
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25
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Eternal Formats / Creative / Re: G/W Fish
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on: July 15, 2009, 12:08:05 pm
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Well this is the current list. Got me 1st at a small tourney at my local gameshop. Seemed like it had an answer for most everythng that was there.
// Lands 1 Strip Mine 4 Wasteland 4 Windswept Heath 2 Plains 2 Forest 4 Temple Garden 2 Wooded Foothills
// Creatures 4 [ARB] Qasali Pridemage 4 Gaddock Teeg 4 Knight of the Reliquary 4 Aven Mindcensor 4 Elvish Spirit Guide 3 True Believer 3 Kataki, War's Wage 4 Noble Hierarch 4 Glowrider 3 Ethersworn Canonist
// Spells 4 Swords to Plowshares
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Eternal Formats / Creative / Re: G/W Fish
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on: July 13, 2009, 09:42:18 pm
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I definately see what your saying, however can I see a decklist to get a further grasp? Im reather new to the vintage seen, however I have high hopes for this deck at least lol. Im taking it to a small tournament on Tuesday and I hope it works out well.
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27
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Eternal Formats / Creative / Re: G/W Fish
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on: July 13, 2009, 08:01:21 pm
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I believe the 3 open slots should be Null Rod or you can remove another STP for a 4th Null Rod. Null Rod is golden in the deck especially if you are against Tezz.
Also, I would remove True Believer and place Ethersworn Cannonist. Its better for the combo matchups.
Thank you  . Ill definately do the canonist. Whats the suggestion if I cannot get Null Rods however? Right now im close to getting the deck completely finished, while null rods may take a bit for me to get; so in the meantime any other suggestions?
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28
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Eternal Formats / Creative / G/W Fish
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on: July 13, 2009, 07:06:23 pm
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Hello, this is my GW fish deck im in the process of building (and very close). I have no power access, and no access to tarmogoyfs (I find Knight of the Reliquary to be "Good Enough", and can fetch me some wastelands  ). I have most of the list down pack, but I have 3 slots open that I dont know what to really do with. Any input is appreciated  . So far I have played against a Stax deck, and between wasteland, pride mage, and Kataki I think I went 5-2 against him. // Lands 1 Strip Mine 4 Wasteland 4 Windswept Heath 2 Plains 2 Forest 4 Temple Garden 2 Wooded Foothills // Creatures 4 [ARB] Qasali Pridemage 4 Gaddock Teeg 4 Knight of the Reliquary 4 Aven Mindcensor 4 Elvish Spirit Guide 3 True Believer 3 Kataki, War's Wage 4 Noble Hierarch 4 Glowrider 3 Open // Spells 4 Swords to Plowshares
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