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Author Topic: TnT Sideboard  (Read 8793 times)
Maxx Matt
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« Reply #30 on: December 07, 2002, 10:44:20 am »

hello all,

I don't know if you i have been clear about the sided in cards on my previus post...

i took out 4 artifact ( juggernaut.... ) to bring in up to 8 ( among jester's caps and crypts).  i sided out Survivals but i keep the Welders IN!!!

so, if the Keeper player counter my first Jester's Cap ( and i'm sure that he can do it whenever he want... ) , i can try to recur them by Welders, then try to force a Memory Jar or a Crypt and then try to cast another Cap and so on and on.
Remember that i added up to Four zero casting cost Artifact... so the recursion with the Welder became more effective than during Game 1, when it was based a lot on trading Moxes for Su-Chi or Juggernaut!  

If i open with some ReBs in my hand, i can wait 1 turn to cast my Jester Cap more safely

During Gmae 2 and 3 i have enough creature to diguise their removal and enough utility creatures to keep their permanent creatures removal employed,  but now i have 4 "win-game-if-they-hit-table" cards in my deck and a bit of counters to support and protect them!

 
as Doublej20 said in his last post, a single Cap can shut down completely the fearest among the Tier 1 Decks all around the world, and playing a lot with TnT, i'll see that it is a rilevant opportunity  not to be considered.

Some interesting reports of the German's Tourney underline the validity of my words and playing Jester's Caps seems to me, until now, one of the better way of beating some Decks, especially Blue Based COntrol Decks and Almost all Combo Decks

Bye

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Maxx Matt
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Zherbus
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« Reply #31 on: December 07, 2002, 11:18:47 am »

The problem I have with Jesters Cap is this:

It takes so many resources to get out and use early enough, that thats time spent not doing broken things with Welder and Juggernauts. Now this would be fine and well enough if you are successful, but is the loss of tempo and speed worth the risk that Keeper won't be able to Force of Will it, Mana Drain it (and use the mana to do things that should be outlaw'd), or worse have a Morphling IN hand.

I personally would go the Bloodmoon route if it was combo was the issue, it shuts em down better than taking out win conditions would. Especially since they run Cunning Wish mostly.

If its control, then I personally like Choke. With Fetchland Keeper, it seems to nail the lands harder than before and it doesnt affect your survivalling as much. Bloodmoon, of course is still good here. If this is countered, you havent lost as much tempo since you can usually slam it down after a counter war and you have already puked out some fat.
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Fishhead
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« Reply #32 on: December 08, 2002, 09:29:26 pm »

Quote
Quote I personally would go the Bloodmoon route if it was combo was the issue...

I'm much happier putting Bloodmoon in my side in general; I know what job I want it to do (hose Keeper and Academy).  

The problem is that 3 Combo decks that appear in my metagame from time to time (SquirrelCraft, Dragon and Trix) arent hurt enough by the Moon.  

So, I'd probably want Caps against them, but I can never afford the necessary 4 slots in the SB on the off chance one of them shows up.  I suppose if I intended to hose Keeper with them also (and I am so-so on that idea, especially with Cunning Wish in the mix) then the SB space would be optimized, but I'd rather bring Blood Moon to that party.  Hence, I'm kinda stuck.  I believe in the power of the Cap and the power of Blood Moon in certain cases, but my impression was that there must be something better.  Perhaps J_Orlove will be revealing his secret tech soon.  Wink
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j_orlove
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« Reply #33 on: December 08, 2002, 09:32:53 pm »

Quote
Quote Perhaps J_Orlove will be revealing his secret tech soon.  Wink

Sadly, it's not for the combo matchup.  

My secret tech was to run Root Greevil (!) because I knew Cooberp would show up with enchantress. I played him round 1, but I never got a chance to drop the "root of all greevils"

And I may need to start running caps, considering that I lost 2 matches (4 games) to wicketsnatcher's Yawgmoth's Bargain deck (he claims its a lich/donate deck, but he's lying   ). Cap is TnT's only answer to bargain.  
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LoA
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« Reply #34 on: December 09, 2002, 12:01:55 am »

Having just returned from the Concord, NH tournament where I played TnT, I assure you the deck needs some sort of new tech vs. combo.  Round 1 MonoU Trix, round 2 Squirrelcraft, and later on some Dragon deck games.  And the guy sitting next to me complained about facing Keeper all day...  

Blood Moon wouldn't be all that effective here.  It's great vs. Keeper and Academy, but it strikes me that TnT is already decent vs. Keeper (and still adds 4 ReBs) and Academy is a fairly rare deck vis-a-vis monoblack Dragon or MonoU Trix, which everyone has the pieces for from last Extended season.

Arcane Lab was mentioned earlier, and it may have some promise, but obviously some form of artifact or creature disruption would be better.  Possibly control-ish elements like Smokestack and/or Tangle Wire would work, since TnT only needs 1 or 2 cards to apply serious pressure.

Ironic Aside: Right before the rounds began, I saw a foil Goblin Sharpshooter in the case.  I almost bought it for my sideboard, but who plays SquirrelCraft....
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