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Author Topic: Sideboarding Mask in a Low Level Metagame  (Read 649 times)
Anonymous
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« on: February 06, 2003, 07:53:03 pm »

One of the biggest problems Mask has is Null Rod. Suicide Black been all the rage in my local metagame since a powerless version of it took a local Type I tournament. The version most (two or three) people have been building lately sports four maindeck Null Rods or, equally threatening to Mask, Powder Kegs.

The standard Mask sideboard runs two Recoils, with one maindeck. This is not enough since Mask without Dreadnoughts rolls over to Suicide. Assuming that hand removal is not enough to stop a Keg/Rod, I'm wondering if anybody has any suggestions for improving the matchup against Suicide.

Aside from Suicide, the metagame is fairly diverse with one or two combo decks, usually one Academy and one Worldgorger; Several "rogue" aggro decks usually show up, as well as one or two Sligh, and sometimes Keeper is present as well unless the Keeper players decide to experiment with other archetypes, last time one played Gro.

Here is my current sideboard, with explanations:

2 Planar Void (Against Dragon & Academy)
2 Diabolic Edict (Against Dragon, Gro, and aggro)
3 Gloom (Against Keeper)
1 Phyrexian Negator (Against Keeper and other control)
2 Gate to Phyrexia (To combat Null Rods & Powder Kegs, also kills a problematic Masticore)
1 Dystopia (Against Keeper, and Gro)
2 Contagion (All around utility)
2 Recoil (Temporarily handles problematic permanents)

Here are two cards I've been considering to improve the SuiBlack matchup:

Smother
Pros: Handles any creature Suicide throws out, with the exception of Masticore, at instant speed. It's cheap, it's fast, and it's never really a dead draw against Suicide.

Cons: Useless in pretty much every other match-up, except Gro which runs too many counters for it to be nearly effective enough to sideboard in.

Ghastly Demise:
Pros: Very cheap, 1cc, instant speed removal. Mask dumps a lot of cards into the graveyard early game, so getting up to 3 cards is not usually a problem in the first two turns. This makes it at least as effective as Smother, and furthermore makes it more useful in the late game situations.

Cons: It's conditional, there are always going to be those games where you don't draw a sacland, or ritual and have to wait a turn or two for it to be effective. Against Suicide, this often means half, if not more, of your life.

Also, as an aside, has anyone else replaced the standard Mind Twist with another Unmask? My reasoning behind this is that a Mind Twist in Mask's opening hand is really only useful to pitch to an Unmask. Mask relies very heavily on early game control, and Mind Twist is rooted in the late game where enough mana can be accumulated through a YawgWill or multiple Dark Rituals; by the time a Mask deck can successfully cast a Mind Twist, the game has usually reached a point where the Mask player is in a bad situation.

And one more aside, I've been thinking of switching out one Tainted Pact for a Lim-Dul's Vault. This will reduce the chance of hitting two Pacts with a Pact, but this improvement is the secondary reason behind the idea. Mainly, Vault, while costing you one draw, guarantees you the card you are looking for as long as you have, in an absolute worst case scenario, 6-8 life. It also sets up your next four draws in order of importance.

Anyways, any ideas, suggestions, or criticisms will be greatly appreciated.
.rx
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Clown of Tresserhorn
Guest
« Reply #1 on: February 06, 2003, 08:31:05 pm »

Hmm...my mask SB looks alot like yours...except:

-2 gate to phyrexia
-1 dystopia
+2 Planar Void
+1 Gloom

This is because there are lots and lots of Graveyard recursion decks (TnT, Reanimator, Oath, etc.) and lots of parfait. I honestly have not played enough suicide to have a real say, but I would play some more discard. I'm currently testing a BG version w/ naturalizes and pernicious deed...it's seems to be doing pretty well, I would suggest it, but I've never played it in a tourney.
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