RedACE
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« on: February 16, 2004, 04:01:01 pm » |
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What can keeper do to handle trinisphere? First turn workshop+trinisphere obviously hurts a lot of decks. Besides fow, can Keeper do anything about this play? What are some possible changes that can be made to keeper to be more effective against a field where there will likely be a lot of decks that can pull off a turn 1 trin?
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Daniel_112
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« Reply #1 on: February 16, 2004, 04:11:33 pm » |
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You can try to waste the workshop away then prey that your opp hasn't got another one. If you can't do that, you'll have to wait till turn 3 and hope that your opp hasn't got his lock ready, then you can cast a rack and ruin to kill 2 key artifacts
Or you could just mull into a force
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Matt
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« Reply #2 on: February 16, 2004, 04:16:12 pm » |
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You only need FoW if the opponent is going first, becuase if you go first you get to drop Moxen and such.
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http://www.goodgamery.com/pmo/c025.GIF---------------------- SpenceForHire2k7: Its unessisary SpenceForHire2k7: only spelled right SpenceForHire2k7: <= world english teach evar ---------------------- noitcelfeRmaeT {Team Hindsight}
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RedACE
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« Reply #3 on: February 16, 2004, 05:26:28 pm » |
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Would you make any changes to the sideboard or maindeck if you're expecting a lot of workshop-based decks with trinisphere? I think I'm going to up the racks to 3 and also run a maindeck disenchant (of some sort, perhaps seal).
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Eastman
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« Reply #4 on: February 16, 2004, 05:49:36 pm » |
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Yah just up the R and R count like you would for any workshop deck.
Keeping welding from happening is still key.
Cunning Wish, Rack and Ruin, and Damping Matrix still cost 3, so it's not too bad. The difficulty is if you have a lot of artifaact mana.
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RedACE
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« Reply #5 on: February 18, 2004, 02:24:19 am » |
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Would a version of keeper running scepter be better vs a field full of tnt with 3spheres?
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Xhad
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« Reply #6 on: February 18, 2004, 02:46:47 am » |
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Scepter costs 5 to activate under a sphere.
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Matt
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« Reply #7 on: February 18, 2004, 10:29:00 am » |
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Being able to tap the Sphere every EOT (Ice on a stick) might be worthwhile though.
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http://www.goodgamery.com/pmo/c025.GIF---------------------- SpenceForHire2k7: Its unessisary SpenceForHire2k7: only spelled right SpenceForHire2k7: <= world english teach evar ---------------------- noitcelfeRmaeT {Team Hindsight}
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Daniel_112
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« Reply #8 on: February 18, 2004, 10:30:42 am » |
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but you need 5 mana to tap it. I don't think that you can make that much mana against a mud deck. If you live and you get to 3 mana you could cast a EOT hurkyl's recall and then in your turn 2 mox, lotus, land, mind twist his hand empty that will be game 
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Purple Hat
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« Reply #9 on: February 18, 2004, 04:46:36 pm » |
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I feel like plays that require 4 restricted cards+other cards may be a little unlikely to occur, however, at this point if a workshop deck resolves a turn one trinisphere that's about the best I've seen. I thought about putting some workshops and juggys into the side of my mask-nought deck to be kinda transformational against trinisphere, but that seems awefully silly.
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"it's brainstorm...how can you not play brainstorm? You've cast that card right? and it resolved?" -Pat Chapin
Just moved - Looking for players/groups in North Jersey to sling some cardboard.
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heiner
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« Reply #10 on: February 19, 2004, 06:04:41 am » |
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I had a couple of matches vs Workshop-Trinisphere with my Keeper and have to say that there isn t a great difference to the older deck with sphere of resistance. Either you go first and drop your moxen or play wasteland or FOW and you can still win the game by playing rack and ruin turn 3. ALso if he ist playing the mono brown version with welder and Skullcap you can kill his all his permanents and hand with a well timed hurkyls recall. I think the match up is still in favor of Keeper if it hasn t a really broken start.
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Masticor
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« Reply #11 on: February 19, 2004, 08:34:54 am » |
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@Heiner: This was just my Testbuid of o mono Brown version and i threw the Cards together in 5 min so it was completely untested. And i would still say that the matchup against Keeper is in favor of the workshop player *g*. (by the way to Stax Version of this Deck is quite stronger  ) All you have to do against keeper is to play Trinisphere early. And then you can bring your other Lock Parts. All you have to do is to remove his lands or Artifactmana ( Smokestack, Wastelands and Tangle wire are quite good there.)
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Daniel_112
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« Reply #12 on: February 19, 2004, 03:30:20 pm » |
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It's really hard to say, you need to test it. It all depends on the draws both players have. By the way I think the matchup of wMUD vs keeper is in the favor of the workshop player. But it really depends on the skills of both players and the luck they have. I think the matchup is more in favor with trinisphere for the wMUD player. And yes you could force it, the trinisphere. But what if a welder comes out? Or other lockparts like smokestack, tangle wire and sphere of resistence? wMUD has got lots of good cards against keeper, and keeper can't counter them all.
If your the one playing keeper it's very important to counter the trinisphere. Then try to play the mana denial, wastes his workshop away. Try to find one of your shamans. If you can do this, you'll have a got change of winning the game. Also if you could get a cunning wish for rack and ruin or a recall...
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Haksaw
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« Reply #13 on: February 19, 2004, 11:00:36 pm » |
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Can someone throw out a WelderMUD list on with Trinisphere, I haven't seen one since the Forums reset.
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And I, I took the one less traveled by, and that has made all the difference
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