Quote am wondering what are your thoughs on stifle maindeck? I have found them to be very helpful but its hard to tell if they are really worth the slot. I am not running any wastelands so I cant go the mana denile rout but stifleing a fetch is great tempo
Quote I don't think stifle mainboard is worth it. It may randomly mana screw someone who is playing fetchlands and it stops deed but I still believe that it is too situational at this point to deserve a slot mainboard
Quote On Stifle: It's a sideboard card at best
I think this stifle issue is completely a metagame call. I play in the NE, which is thick with Control, Combo, and the occasional Workshop or Fish. I'm currently running two
maindeck stifle, and they have been great for:
protecting my lands from strips
owning all of dragon's tricks
tendrils or other storm effects
my opponent's counters when they fetch in response
pernicous deed/powder keg
scepter imprints
countering decree's cycle effect
academy rector
WMUD's stack effects
I even stopped an early LoA activation, which gave me the one turn of tempo/card advantage to force through the win. As far as playing the "mana denial" game, you'd be surprised how much of an advantage it is in the control mirror to drain someone's sol ring, and then stifle their fetch. That's three mana per turn they were expecting, and blue vs blue is often all about developing your board so you can cast your bombs.
Quote Everyone that sofar has rejected the scepter so far has done it with the motivation "loss of temp". Sure the deck has lost much of its tempo since Gush became restricted, but the deck has also changed accordingly. Misdirections and Daze have become Mana Drain. This change makes the play quite different. If you have a Mana Drain in your opening hand you do not want to rush out a Dryad since you cannot protect it. Instead you have to go for pure caradvantage until you can use the mana from the Mana Drain to also get board possition
I agree with this argument for scepter. I've always run mana drain in dryad-based decks (even 4 gush GAT). However, my problem with scepter isn't only with the tempo loss, its the card dis-advantage as well. It takes six mana as well as two or three turns before scepter is card advantage (assuming mana drain, brainstorm, f/i). A lot can happen in that amount of time, including wish->'generic artifact removal' on the other side. During this two-three turn window, you have one less card to protect your scepter, and/or stop them from resolving a bomb.
An example of this was at the Waterbury tourney, when I was playing a teamate (billtheduck) for a T8 spot. He won a counter-war over scepter, and imprinted ancestral recall. I untapped, and dropped future sight. He still got two activations out of the scepter, but the loss of short term card advantage, and especially the tempo loss caused me to pull way ahead and take the game.
I don't want this to look like I'm completely dismissing scepter, its just that its had very real limitations in the control matchups I've played.
Quote While Bloodmoon in and of itself may not be a problem if you have the opportunity to Fetch an Island, C.Wish and BEB it doesn't happen as often as we'd all like to think
If I see workshops or volcanics early in Game 1 of a match, I may fetch a basic island, just out of safetly. If I know for a fact that they're running bloodmoon, I may even tutor for Black Lotus early. I've certainly lost games to bloodmoon, but if you have even one blue source, you should have a chance at getting rid of it.
If anyone has scepter lists they want to share, I'd like to see them. Although I'm testing all sorts of things right now, my list from Waterbury is:
GATr
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Black Lotus
1 Sol Ring
1 Library of Alexandria
1 Strip Mine
4 Flooded Strand
1 Polluted Delta
3 Underground Sea
3 Volcanic Island
3 Tropical Island
4 Brainstorm
4 Accumulated Knowledge
2 Psychatog
1 Gorilla Shaman
3 Quirion Dryad
2 Fire/Ice
2 Isochron Scepter
3 Cunning Wish
2 Misdirection
4 Force of Will
4 Mana Drain
1 Gush
1 Ancestral Recall
1 Time Walk
1 Demonic Tutor
1 Mystical Tutor
1 Future Sight
1 Yawgmoth's Will
SB:
2 Hydroblast
2 Pyroblast
2 Tormod's Crypt
1 Stifle
1 Coffin Purge
1 Pernicious Deed
1 Rack and Ruin
1 Crumble
1 Berserk
1 Naturalize
1 FOF
1 Smother
The changes I'd probably make are dropping tormod's crypts for more coffin purges (dragon now runs MD stifle), and dropping a hydroblast for lim-dul's vault (its been very good for me).