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Eternal Formats / Creative / Re: Best anti oath options for U/r Fish
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on: May 04, 2006, 08:25:21 am
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i find running rushing river, echoing truth, rootwater thief, and waterfront bouncer to be the best plan. All of these are in my main and seem to work out well in alot of matchups and make my oath matchup much better.
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Eternal Formats / Creative / Re: New thread, new decklist U/r unpowered Fish
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on: March 02, 2006, 12:38:21 am
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heres my defense of card choices when you get time I'd very much like to see a rebuttal
I've considered using vial but don't know what to cut for it though it is something i would like to be playing
yes long is a mana hog and so is prodigy i agree with both of those but i find its just a really good card late game against anything and early against gifts and a slow oath draw its definitely won me games
as for library if your playing the mirror and theres not a lot of action it can get retarded especially when your under standstill and also on the first couple of turns in a game i love to play it out in the control matchups it gives so much card advantage against anything running drain you almost always win
in the this build theres nothing particularly i want to accelerate into with lotus though Ive never tested with it so i don't know if it really is good enough
again delta/strand of course it should be split up your right but I'm too lazy to find deltas
i don't run a basic mountain because i have no way of fetching it and don't want to run foothills and i really want any land thats producing a color to produce blue because thats more than 60% of the deck
i find that it should probably be two bouncers but hes just too small sometimes and i want my two drops to be bigger
i run 3 rack and ruin out of the board to deal with lock pieces but again i run 3 shaman because he can get through and blow stuff up at the same time
im trying to fit vandal in the board against stax because it is a pretty bad match up
I'm running the faeries because it allows me to play multiple threats per turn and do stupid stuff with library of Alexandria
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Eternal Formats / Creative / Re: New thread, new decklist U/r unpowered Fish
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on: March 01, 2006, 09:54:06 pm
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I've been playing U/R fish for a while now and i think that i have what should be if not definitive one of the better builds around. Though its true this is a metagame deck and there are a lot of metagamed card choices in my build i think that its still one of the more reliable ones out there. I figure the best way to explain the deck is to give a card by card run down of everything in the deck and why i have certain numbers of them.
Creatures: 3x gorilla shaman 4x grim lavamancer 2x rootwater thief 1x waterfront bouncer 4x cloud of faeries 4x ninja of the deep hours
Disruption: 2x stifle 2x daze 4x force of will 1x misdirection
Techy stuff: 1x ancestral recall 1x time walk 1x echoing truth 4x standstill 3x fire/ice 1x rushing river
Mana sources: 2x island 4x volcanic island 4x wasteland 4x flooded strand 4x mishras factory 1x library of Alexandria 1x strip mine 1x mox sapphire 1x mox ruby
Now for the run down. First we have 3 mox monkey it effectively deals with moxen sol ring mana crypt mana vault and chalice of the void quickly and effectively regardless of the color of mana your using to activate him you can also use him at instant speed and swing with him and use his ability on the same turn and he costs one red mana which is why i think he is the correct card to run over goblin vandal, viashino heretic, and hearth kami in the main. Following this up we have 4 grim lavamancer which is an effective 1 mana 1/1 that can kill welders, burn face, and allow for a turn two ninja of the deep hours. Next on the list we have 2 of the powerhouse that is mike long AKA rootwater thief he's a spicy 2 mana 1/2 that, if resolved first turn can SERIOUSLY damage damage the functionability of decks like oath and gifts if they have a slow draw. Following that up i run 1 waterfront bouncer its ability is potent against any deck running guys such as oath, stax, aggro workshop, other fish decks, and anything like that, but as a 1/1 for 2 and the fact that you have to pay mana AND pitch a card i find that sometimes bounce is just better but the fact that he can turn sideways and make ninjas warrent him as a nice 1 of. Than of course there is cloud of faeries 4 of them to be exact simply because they can cycle under standstill they're a 1/1 that allows you to untap lands which has incredible synergy with library of Alexandria, you can lay them and standstill or lay them and swing with factory and the fact that you can get that extra 1 power on the board even though it is just one can really swing the tide of the game over 2-3 turns shortening the clock and giving you the ability to win simply because you played more threats than you should have been able to. For the next man at bat we have 4 ninja of the deep hours essentially the main card drawing engine in the deck and an uncountarable 2 power creature this guy is an absolute house he creates ridiculous card advantage and can come in under standstill which is why i love him so much.
Now we move onto disruption starting off with stifle as a 2 of which i find to be the right number because a lot of the time it tends to be dead but when its usefull its crazy good i usually end up siding it out against anything but combo, but the fact that it can hit fetchlands and shut of a smokestack for a turn netting you huge card advantage and tempo warrants it in the main for game one at the least. Speaking of tempo the next card, 2 daze, tends to be a powerful free counterspell though slowing you down a turn can usually hurt an opponent enough to give you an extra turn or two to run out threats because the only reason they should be tapping out is if there about to do something big but i don't find the situation comes up often enough to be running More than 2 of them, usually the fear of them slows my opponent down. After daze the next piece of disruption is force of will. I'm running these because they allow me to tap out and still counter threats which allows me to shorten the clock that way i don't have to keep mana open to get rid of tinker/balance/pyroclasm/old man of the sea and other such cards. Than after that i run 1 misdirection which can sometimes act as a fifth force of will and can wreck someone when they cast ancestral recall and its an overall versatile card.
Funny were on the subject of recall seeing as its the next card, it allows you to draw three cards at instant speed for one blue mana. its good. end of story. Next we have time walk which can shorten the clock, put a lot of pressure on your opponent and sometimes just win the game. after this is echoing truth which is more hate against gifts, oath, aggro decks, and sometimes it can save your guys its just a very versatile card and I'd hate not to have it. Now we get to standstill which some of you have said is "dated" and people know how to play against it now, which they do but i find that if they hesitate at all even 1 turn to break it, it can spell there doom the fact that you can start putting down ninjas and swinging with guys and putting down factory's while there doing nothing but building up there hand for 1 turn or even 2 can give you a huge advantage. More tech comes in fire/ice which allows you to sometimes kill your opponent kill 2 welders tap down blockers or tolarian acadamy during there upkeep its a very good techy versatile card and if you cant find a good use for it you can always pitch it to FOW. After this is another good bounce spell, rushing river i like rushing river over a second echoping truth because its much harder to lay chalice for 3 and the fact that it can bounce two things really helps out against oath.
That's not the end though because now I'm gonna tell you why i run lands in here yes you heard me correctly why i run certain lands. 2 islands are in this deck because they dodge wasteland and produce mana and allow me to play spells, obv. 4 volc island because they can be searched up with fetches and produce 2 different colors they allow me to play spells, obv again. 4 wasteland they produce mana blow up bazaar, academy, workshop, library, and duals which is good for me and bad for them. 4 flooded strand it should probably be 2 strand and 2 deltas but i like to have symmetry in my deck but other than that poor choice i run these to thin lands out so i can draw good cards instead of more lands. You will also find 4 mishra's factorys in this deck because they swing for 2, they're uncounterable, and you can play them under standstill. I play library of Alexandria in this deck because of its amazing synergy with cloud of faeries and also because laying this turn one on the draw can give you enough card advantage that your opponent just cant win I'm almost never worried about having enough cards because i can draw numerous cards of ninja(s) . There is one strip mine in the deck because it does what wasteland does and more which is good otherwise it wouldn't be restricted. I also play one of each on color mox so i can make plays like turn one rootwater thief, turn one mox monkey with mana open to eat stuff, turn one cloud monkey or mancer, and other stuff like that again it a tempo thing.
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Vintage Community Discussion / Casual Forum / 5 color at gp boston
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on: January 21, 2005, 04:53:08 pm
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well i heard there was supposed to be a 5-color side event at gp boston im not sure if it has been set up yet but if anyone thats going has a 5-color (250) deck could you please bring them me and my friend chris (who i am working at a table with) will be there with ours and ready to play if one gets set up and if all else fails well set it up ourselves! so if anyone is interested in joining this kind of tourney i would greatly appreciate it if i could get some feed back on the subject and if you dont have a 5-color deck think about building one the comprehensive rules on it are in www.5-color.com its a really fun casual format so if you guys wanna play some five color at gp on sunday just send me some feedback and well try to get it organized
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