mistervanni
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« on: November 27, 2006, 10:26:56 am » |
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wow, my first topic! i want to talk about the deck played by Becker, Klep and others at Roanoke, slightly modified by me to play in a tournament here in italy, obv. with a different meta. i have no intentions to steal any of the merit about the designing of this deck, i waited for some time to see if the mentioned people would have posted, but i wanted to talk about what i found to be a funny to play and powerful deck. for the above persons, feel free to intervene and anything.
first the original list for not having to go back to the report by JD:
Gro-A-Thing 4x Dark Confidant 4x Quirion Dryad 2x Jotun Grunt
4x Force Of Will 3x Misdirection 1x Gush 1x Ancestral 1x Time Walk 1x Mystical 1x DT 2x Orim's Chant 4x Duress 3x Merchant Scroll 1x Wipe Away 1x Yawgmoth's Will 4x Brainstorm 1x Regrowth
4x Flooded Strand 4x Polluted Delta 2x Tropical Island 2x Underground Sea 2x Tundra 1x Scrubland 2x City OF Brass 4x On color Mox 1x Black Lotus
SB: 4x Seal OF Cleansing 3x Sacred Ground 2x Tormod's Crypt 2x Trygon Predator 2x Threads Of Disloyalty 1x STP 1x Darkblast
you can see the pretty interactions between jotun and merchant+ancestral or gush, the confidant providing a constant flux of cards to keep the dryad growing and the general look of the old Gro.
before playing it i adapted it to my meta and p9 availability (sapphire ancestral walk). here the deck choices with a few motivations and comments
4c Gro 4x Dark Confidant 4x Quirion Dryad 3x Jotun Grunt
i wanted another grunt expecting to use it sometimes as a 2 turn wall vs aggressive decks when i hadn't a dryad out or enough cards in the graveyard
4x Force Of Will 3x Daze 3x Misdirection 3x Duress
i cutted 1Duress and the Chants because i was aware of the small presence of gifts and combo and 'cause i founded it to be an awful topdeck in 4x. i added the daze but i found it to be suboptimal without mana denial. in the future and in more powerful contest i might want to revert to the original or try something else
4x Brainstorm 3x Opt 1x DT 3x Merchant Scroll 1x Gush 1x Ancestral 1x Time Walk
i cutted the card disvantage tutors and the YWill for not having access to Lotus and for presaging short and intense matches. i added 3 opt to help hit land drop (my mana base is more terrible than the original, you'll see it soon) at instant speed and cycle through the deck. i considered serum visions but it was sorcery and also intuition/ak like the old GroATog but was too mana intensive for my manabase (again on this...)
1x Wipe Away 1x Rushing River
i added another tutorable bounce that worked well with its double target option: i founded useful to bounce oath+angel at the same time or to remove 2 blockers while growing my dryad, and it was another tool to escape chalice at 2
4x Flooded Strand 4x Polluted Delta 3x Tropical Island 3x Underground Sea 2x Tundra 1x Island 1x Mox Sapphire 1x Mox Diamond 1x Lotus Petal
the bad part: i played the poor's man accelleration and cutted the CoB in favour of 2 duals for not wanting to damage myself more with already 8 fetches. i added the basic island for mana stability (sounds funny!) and cutted the scrubland for running the daze.
SB: 3x Oxidize 3x Sacred Ground 3x STP 1x Darkblast 2x Ray of Revelation 3x Meddling Mage
here there are the majour changes: i cutted the 4Seal fearing an unanswerable chalice at 2 where i couldn't even scroll for bounce, so i diversified (does it exists?) to oxidize for artifact and, having access to both G and W, to Ray for oath. i kept the sacred ground for stax if it showed and more probably for post side crucible out of fish and hate decks. i dropped the crypt as i upped the grunts main. i went with 3+1 removal for the various creatures i was foreseeing to met and lastly i added 3 meddling mage versus the less traditional combo i saw at the tournament
---thoughts about the deck (put down in disorder)---
-trickbind, that is tutorable, in the side versus combo and gift? versus the latter you can usually race the TPC if it's not very fast so trickbind or stifle could make the day
-post side we have a lot of white, so maybe we can cut the island for the 3rd tundra?
-i never felt like losing to manascrew or wastes was a concern. i kept my fetchlands alive until the last moment i needed to cast something and saved them with plays like these: he fetches, i fetch in responses, he stifles i misdirect the stifle on his fetch's triggered GG
-the opt are not very powerful but they are instants,help find more fuel for the dryad, are blue cards and help hit land drop. what can we have in their place?
-how can we improve the manabase? more basic? gemstone or cities again?
-i understand that renouncing to YWill it's a huge handicap, but with grunt and scroll i casted my ancestral like more than once per game on average, sometime even thrice plus two gushes in the same game.
-i tried fastbond and founded it to be controversial, broken sometimes esp with gush, crappy with a light manabase. the daze made him more useful than normal, but what do you think?
thank you for the attention, props again for klep, becker and sonataotc and i'm eager to hear your thoughts for everyone, feel free to comment also about the structure of my post, i'm not touchy...
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