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Author Topic: SuiTempo....it's almost MonoBlackFish!  (Read 1120 times)
CaptainPlanet.dec
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« on: October 08, 2004, 01:20:48 pm »

SuiTempo.dec

Mana///22
10 Swamp
2 Bloodstained Mire
2 Polluted Delta
4 Dark Ritual
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Black Lotus

No Mana For You///13
1 Strip Mine
4 Wasteland
4 Encroach
4 Sinkhole

Control Their Hand///10
3 Null Rod
3 Chains of Mephistopheles
4 Duress

Removal///4
4 Plague Spitter

Beats///4
4 Phyrexian Warbeast

Broken///7
3 Crucible of Worlds
1 Necropotence
1 Demonic Tutor
1 Demonic Consultation
1 Yawgmoth's Will

SIDEBOARD///15
3 Cranial Extraction
4 Hymn to Tourach
3 Withered Wretch
4 Phyrexian Negator
1 Null Rod

Basically it's doing one thing that Sui could never do - taking permenants off the board. It very important to break the temp of your opponnet. It's unbelievable how good Encroach does this. First turn you can take out a Manland or a Workshop. Combine that with the Null Rods and Sinkholes and you can basically slow them down even if artifact mana and Workshops hit the board. The Strip + CoW even provides a soft lock. The Spitters provide board control and Chains provide hand control.

Matchups-

MonoBlue - Try to pull out the B2B. It's a dead card. Chains control their drawing while I can beat them in with Spitters and Warbeasts. The match is def in my favor.

Tog Varients - Pretty much the same deal. They will need to pull out a fast Tog and after sideboarding I have an advantage.

Tendril Decks - Null Rod, Duress, and Chains are your only hope game one. Game two board in Hymn. The deck can shut down the drawing so I have a slight advantage.

4CC - If you can race them by destorying their unstable manabase before they get Angel in play, you're golden. They have alot of Duals and artifact mana so you can put Encroach/Wasteland/Sinkhole/Null Rod to good use.

Welder - Spit on the Welders and get rid of Workshops. Null Rod shuts down mana to a point, but its key to get a Spitter ASAP. Side out Warbeasts for Wretches and Rod # 4 game 2.

Fish - Spitters are insane. Get rid of manlands and force in a Chain. And who said Sui couldn't beat aggro?

Belcher - Null Rod + Duress is all you got. Hopefully its enough game 1, because game 2 you have another Rod, Hymns, and Extractions.

Comments?
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« Reply #1 on: October 08, 2004, 04:25:40 pm »

Quote
Basically it's doing one thing that Sui could never do - taking permenants off the board


This was certainly a weakness of suicide, but most people who had success with the deck, up until its last gasp, compensated with contagion, nevinryal's disk, or splashed green for pernicious deed.

The real reason why suicide isn't competitive is because it is forced into topdeck mode very quickly, and its topdecks are infrequent, because of little card draw, and underpowered compared with the rest of the field.

I test with a die-hard sui fan (who no longer plays it competitively), and although Night's Whispers helped some, the deck just can't recover in the midgame after the early blows have been traded.  While black still possesses excellent metagame answers and great disruption, it's this achilles heel that keeps it a deck of the past.

The only current deck that I've seen that approaches what suicide was, is Akuma's (and Jaco's) B/R aggro workshop deck from GenCon.  While it ran a piddly amount of draw spells, it was able to compensate with welder, which can turn dead mana accelerants and disruption back into threats that are relevant to the game state.  That, and a first turn 5/3 is better than a first turn 2/2, regardless of its pestilence ability.
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jpmeyer
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« Reply #2 on: October 08, 2004, 05:05:18 pm »

Reposting something after it is locked is a big no-no.
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