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Author Topic: [Deck] Hulk sideboard discussion  (Read 7201 times)
PucktheCat
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« on: April 30, 2004, 05:00:58 pm »

The maindeck for Tog is pretty much set.  The sideboard is more flexible.  I thought people (including myself!) could use a thread that laid out some of the choices you have when building a Tog board.

What I would like is for people to suggest cards that might be boardable in certain metagames or with certain maindeck choices.  What have you been experimenting with?  People can also suggest notes on the cards I mention below or revisions of my notes.

One more thing.  My notes pertain to the red splash version of Tog because that is what I know about.  If someone wanted to spend a moment talking about the U/b/g version sideboard that would be very useful.

Oh, and if you know Tog well you can probably skip the first section.

Here are some of the known quantities:

Berserk - 1 of.

REB - 3-4 of.

BEB - Recently saw its stock rise with the proliferation of Slavery decks with Welders and Blood Moon.

Coffin Purge - The best Wishable graveyard removal.  I know one is required.  It seems at least possible that the second and third could be replaced by other cards like Ground Seal, but that would need to be tested.

Fact or Fiction - I think this is pretty much essential as a Wish target.  I know some disagree.

Vampiric Tutor - This (or its cousin Lim-Dul's Vault) have been very popular in Tog sideboards for quite some time.  It serves a similar function to Fact or Fiction, providing a Wish target when both players have relitively little gas.  I think one card of this type is needed, but both seems to be a luxary.  Others may disagree.

Oxidize
Artifact Mutation
Rack and Ruin - I think you need at least one artifact removal spell that can work without requiring your opponent to overextend.

Naturalize - If you are worried about enchantments, this can replace the targetted artifact removal.

Pernicious Deed

Psychatog - The fourth Tog has been sideboarded in the past as an anti-creature measure.  Generally I think Deed has replaced it, right?

Deep Analysis

Gorilla Shaman - Mox Monkey is a latecomer to Tog sideboards (and maindecks).  He is a good answer to annoying Welders and tends to slow down the decks that use them substantially as well, since they are often dependent on artifact acceleration.

Fire/Ice - The traditional answer to multiple creatures.  It is very versitle, doubling as a good answer to Maze of Ith.

Smother - This used to go with Naturalize, BEB and REB to make Cunning Wish an answer to all the viable creatures in the format.  I haven't seen it in a while, perhaps because of space as much as anything.

Here are some cards that have been seen around but aren't as well known:

Firestorm - Fairly well know, actually.  Techish answer to multiple creatures (especially Welders).  It is very flashy when it works, but it just stays in the sideboard way more than I would like.  Although the spell itself requires only one mana it's cost is effectively much higher because of all the tempo that goes into setting it up properly.  Because of the discard cost it is risky against anything with Counterspells and even when it works it often simply reduces the game to a topdeck war.

Snuff Out - I have been very impressed with this card since I dropped it in my sideboard.  With one slot in your board you completely change the way you can play against a number of decks with very dangerous creatures.  Three mana is now enough to Wish and kill a creature.  It is also an excellent card second game against Dragon.  Better than BEB, for example.

Vendetta - This is a similar card to Snuff Out.  I don't like it as much, because it doesn't break the tempo game the way Snuff Out does, but it is worth considering.

Ground Seal - This is a really good answer to Dragon, but is it better to bring in that a 2nd and 3rd Coffin Purge?  And is it worth bringing in against Welder decks?

Engineered Plague - Answer all Welders in one blow.  It also hits some other decks as well, Fish and Goblins come to mind.  It isn't really excellent against Fish though, and Ground Seal seems like a better Welder answer as well as going a long way to ending Dragon's gameplan.

Fling - A non-green Berserk alternative.  Obviously not as strong against chump blockers, and it costs twice as much to boot.  It gets around Maze of Ith though!

Here are some cards I have been trying:

Fire Covenant - Don't laugh.  I tried this as a possible alternative to Firestorm.  It has won me some games that nothing else would have.  That doesn't mean it is good though - the casting cost sucks.  I think cards like this one - high risk, high reward Cunning Wish targets that are supposed to get you out of a variety of odd circumstances - are the hardest cards in the deck to test.

Mogg Salvage - 0cc artifact removal is pretty good.  Unfortunatly there probably isn't room in the board for this because the deck's artifact removal is already very tight.  If your metagame is just overrun with Control Slaver this might be worth a look though.

Tsabo's Web - This is a very cheap cantrip, so it has that going for it.  It shuts down a good chunk of Fish and Bazaar of Bagdad.  I tested this a bit and I wasn't blown away, but it does bear consideration.  The major point against it is simply that it doesn't blow anything out of the water but it still takes up as much space in the sideboard as something else that might.  Cantrips were designed to be maindecked, and this just isn't good enough for that.

I know I am forgetting something, let me know what.
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« Reply #1 on: April 30, 2004, 05:15:23 pm »

If the CC isn't a problem, Fire Covenent looks likea really good idea.
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« Reply #2 on: April 30, 2004, 05:48:52 pm »

Quote from: jpmeyer
If the CC isn't a problem, Fire Covenent looks likea really good idea.


Thanks.  The casting cost is a problem, of course.  The question is whether it is too much of one.  So far I really like it though.  I wrecked TnT with it last night in a test match.

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« Reply #3 on: April 30, 2004, 06:04:51 pm »

I've been experimenting with Nevy's Disk in the Deed SB slot.  With a steady rise in the casting costs of certain artifact, at times they have become out of my mana range with Deed.  Nevinyrral's Disk has shown to be useful when I have been able to resolve it early in the game.  Putting into play before Mindslaver or Memnarch resolves can be key.

I will grant that the Disk's tap drawback is very taxing so I'm not completely sold on it yet.  But there are situations where it has shown to be a more effective board sweeper than Deed.  In matchups where you know the deck your're playing against cannot run Null Rod, there is a good chance that its kill condition and mana curve may be CC heavy.  Welded artifacts can at times be expensive, however the Disk can get to these.
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« Reply #4 on: April 30, 2004, 06:06:19 pm »

Have you had any problem with having the Disk itself Welded?
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« Reply #5 on: April 30, 2004, 06:10:22 pm »

Quote from: PucktheCat
Have you had any problem with having the Disk itself Welded?


It can be a very situational play.  If you any an artifact in the graveyard and Welder (or shaman) is in play, you just can't cast it.  Again, the Disk tech does have it's drawback but if you do have an opportunity to resolve it safely it can be extremely effective.  Ideally, if you can drain into it and cast it early, you will have a huge advantage.
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« Reply #6 on: April 30, 2004, 06:17:27 pm »

I see Snuff Out being decent, but not as good as Smother. The latter has a rare ability in that it can kill black creatures too, which is essential when the Hulk mirror hits the Mexican Standoff point where both players can pump for lethal but cannot defend. The Smother breaks that situation wide open, allowing for mo' killing. It also takes care of Dreadnaughts, Dryads, Welders, etc. I guess the case can be made for Snuff Out in that REB fulfills the same function against Tog. However, it has a high cost if it were drained, and with Mana Crypt and Deep Anal already in the deck, I am not sure if the life loss is worth it.

I will say, however, that Fire Covenant is badass.

Something that I was thinking about when playing Hulk was that when you wish for creaturekill (REB, BEB, Smooother, Fire/Ice) is that it really helps to select with Yawg's Will in mind. Sometimes grabbing a less obvious card like Smother vs. REB against GAT to take out a Tog is essential because you can hit more targets off Will.
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« Reply #7 on: April 30, 2004, 07:45:15 pm »

Quote
I see Snuff Out being decent, but not as good as Smother. The latter has a rare ability in that it can kill black creatures too, which is essential when the Hulk mirror hits the Mexican Standoff point where both players can pump for lethal but cannot defend. The Smother breaks that situation wide open, allowing for mo' killing. It also takes care of Dreadnaughts, Dryads, Welders, etc. I guess the case can be made for Snuff Out in that REB fulfills the same function against Tog. However, it has a high cost if it were drained, and with Mana Crypt and Deep Anal already in the deck, I am not sure if the life loss is worth it


In the situation you are describing (Lethal Tog on Tog standoff), Fire/Ice gets the job done, while drawing you a card! How much better can you get? I don't think that Smother is neccesary in Tog sideboards at all, with the fact that Fire/Ice is better in nearly every situation.

Fire/Ice
Kills welders better, allowing for (although rare) 2-for-1's

Taps big creatures or Lethal togs in a standoff while cantripping. Smother actually killing the creature is actually quite moot, because, as everyone knows, Psychatog only needs a one-turn window of opportunity for a lethal strike.

Lets you get around Maze of Ith, which Smother just doesn't do at all.


Smother

Gets rid of the larger creature completely for the situations where you don't have a lethal Tog set up. And a related note: Can kill Dryads and other bigger creatures early game before they become a problem, while Fire/Ice can only deal 2. For example, If someone drops a very early Dryad (like turn 2-3), and you arn't in a position to just run the opponent over in a few turns, you'll die without a Smother.

That is really all I think that Smother has on Fire/Ice. In my own opinion as an avid Tog player, a Fire/Ice and Firestorm in the board for wishable creature control (BEB can do this job at some times too) is golden. Smother is superflous, and Fire/Ice is (dare I say) strictly better.
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« Reply #8 on: April 30, 2004, 08:05:06 pm »

I thought it was more or less agreed that if you're playing 4c Tog you run Fire/Ice
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« Reply #9 on: May 01, 2004, 12:19:50 am »

Look, there's not too many creatures that you need to kill that BEB, REB, Fire/Ice, or artifact destruction can't handle.  I see those creatures as a short list of:

Q. Dryad
Exalted Angel
Arrogant Wurm

An early Angel puts the Hulk player in a spot where they have to start resolving multiple draw spells since if they don't, the Angel will outdistance their Tog with only their draw step card (1.5 damage per card x 2 for the ultimate Berserk = 3 DMG per turn vs gain 4 from the Angel).  

So depending on the frequency you see those 2 cards would seem to dictate if you even need to consider things like Smother (dryads) or Vendetta/Snuff Out or other crap.

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« Reply #10 on: May 01, 2004, 02:31:52 am »

I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs
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« Reply #11 on: May 01, 2004, 02:43:02 am »

Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


You don't have to side them all in....you could just side 2 in and leave 1 in the board to wish for, leaving you lots of ways to get them.  Or side out shaman, deed, 1-2 AKs, etc bringing in 3 rebs + 1 DA with leaving the 4th in the board..or something like that.
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« Reply #12 on: May 01, 2004, 10:44:17 am »

Quote from: Dante
Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


You don't have to side them all in....you could just side 2 in and leave 1 in the board to wish for, leaving you lots of ways to get them.  Or side out shaman, deed, 1-2 AKs, etc bringing in 3 rebs + 1 DA with leaving the 4th in the board..or something like that.


If you do the latter, leaving you with fairly few Wish targets in the board, would it be worth considering taking out one of the Wishes?  Seven mana is a lot to pay for Fact or Fiction, and most of the other non REB is pretty situational in the mirror.

Dante, it seems that at least Wild Mongrel should be on the list of creatures that Fire/Ice, REB and BEB don't kill as well.

At any rate, what got me interested in Snuff Out was not the ability to kill high toughness creatures, although that is also interesting, it was the casting cost that blew me away.  Running Terror/Smother/whatever else is bad because you are using a sideboard slot to deal with one narrow 'what-if.'  It smacks of the old Keeper philosophy of having an answer to every possible card, no matter how obscure.  Snuff Out, however, both expands your removal suite so you can deal with a wider variety of threats AND gives you a new benchmark for dealing the usual suspects.

Let me recount for you the play that got me interested in Snuff Out.  The first game I put Snuff Out in my 20 card 'test board' I played against Control Slaver.  Control Slaver isn't a deck where Snuff Out is needed to kill anything - BEB and Oxidize cover all the targets in the deck.  Nonetheless, at the critical moment in the first game when I had just resolved an Intuition that would draw me many cards and my opponent had resolved a Welder that would go active next turn and end the game, I was able to find a Cunning Wish (AK, AK, Brainstorm) with exactly three mana left.  In a later game against the same deck Snuff Out again killed a Welder and won me the game when, literally, NO OTHER CARD would have.

Ever since I added Snuff Out I find it very rare that I want to get a BEB for a Welder - often I do it, because I know the blue mana is less important than the four life in that situation, but it just feels so . . . expensive.

Dragon is another deck where Snuff Out is really good.  With all these creatures running around that can just win games if you don't kill them right now it seems worthwhile to consider the cheapest possible options.  Anything less will, in the long run, cost you games.

That being said, I realize that both Fire Covenant and Snuff Out are probably facing a tough fight for a slot in an optimal Tog SB.  Space is very tight, and whatever you cut will inevitably also cost you games.

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« Reply #13 on: May 01, 2004, 01:29:45 pm »

Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


I always have the suspicion when people say things like this that they just want the opponent unprepared.  In my experience, REB is a total bomb in the mirror and not running is like not running Xantid Swarm in Combo SB.

Steve
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« Reply #14 on: May 01, 2004, 03:16:17 pm »

Quote from: Smmenen
Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


I always have the suspicion when people say things like this that they just want the opponent unprepared.  In my experience, REB is a total bomb in the mirror and not running is like not running Xantid Swarm in Combo SB.

Steve

No disagreement on the usefulness of REB but it's just usually not worth the SB space. You'd rather have something else to shore up a difficult matchup then bring in tons of REB's to help against control (which you should already beat.

Part of it is the fact that you've got so little in the maindeck worth siding OUT against control. The maindeck is already pretty savage. Outside of a tog and maybe deed, you really want to leave everything in in control matchups. Pulling draw for REB's is not really going to improve things for you against control.
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« Reply #15 on: May 01, 2004, 03:43:37 pm »

Quote from: Smmenen
Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


I always have the suspicion when people say things like this that they just want the opponent unprepared.  In my experience, REB is a total bomb in the mirror and not running is like not running Xantid Swarm in Combo SB.

Steve


I wouldn't call REB a "total bomb" in the mirror, not at all in fact.  REB can never go more then 1 for 1, where cards like deep analysis are more what I would consider a "bomb"
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« Reply #16 on: May 01, 2004, 04:07:36 pm »

Quote from: Eastman
Quote from: Smmenen
Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


I always have the suspicion when people say things like this that they just want the opponent unprepared.  In my experience, REB is a total bomb in the mirror and not running is like not running Xantid Swarm in Combo SB.

Steve

No disagreement on the usefulness of REB but it's just usually not worth the SB space. You'd rather have something else to shore up a difficult matchup then bring in tons of REB's to help against control (which you should already beat.

Part of it is the fact that you've got so little in the maindeck worth siding OUT against control. The maindeck is already pretty savage. Outside of a tog and maybe deed, you really want to leave everything in in control matchups. Pulling draw for REB's is not really going to improve things for you against control.


Not against Keeper, but in the mirror I always do that.
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« Reply #17 on: May 02, 2004, 01:47:53 am »

Quote from: hulk3rules
Quote from: Smmenen
Quote from: hulk3rules
I'm a big fan of the 3 color version personally.  However, do you really need 3-4 REBs in the 4-color deck?  I've always found that tog has a good enough matchup vs control anyways, and when I was still playing red, I only found the need to run 1 or 2 REBs


I always have the suspicion when people say things like this that they just want the opponent unprepared.  In my experience, REB is a total bomb in the mirror and not running is like not running Xantid Swarm in Combo SB.

Steve


I wouldn't call REB a "total bomb" in the mirror, not at all in fact.  REB can never go more then 1 for 1, where cards like deep analysis are more what I would consider a "bomb"


A counterspell that costs one mana and blows up Togs.  How is that not a bomb?

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« Reply #18 on: May 02, 2004, 01:30:58 pm »

Firstly, REB is not a counterspell.  It's a conditional counterspell.  It doesn't touch Will, Mind Twist, and other very important cards.

Secondly, a bomb is something that singlehandedly wins the game.  REB does not win the game when it resolves, in fact it can even resolve and still get outmatched by things like Deep Analysis.  The aforementioned Will and Mind Twist are bombs, since they practically auto-win if they resolve.

There's a difference between "this is a good card in the mirror" and "this is a total bomb in the mirror" which is what he was pointing out.
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« Reply #19 on: May 02, 2004, 01:40:22 pm »

REB is a counterspell in the Tog mirror.  There are, at most, 3 Duress, Deed, Twist, and Will that it doesn't counter.  

But if you are banking on REB to stop Will or Twist you have lost.  The point is that you Force or Drain the Twist or the Will and then when they go to counter, you only need one REB to stop it.  So saying that REB doesn't counter will is the same principle as saying that Prohibit doesn't stop Force of Will.  That's not what they are there for becuase that's not how games play out.  

Let's make a deal - I'll play with REB, and you don't.  Fair?

Here is the Tog board I'm contemplating:
I have already explained most of these options in the other thread in this forum.

3 REB
2 BEB
1 Berserk
2 Coffin Purge
2 Gorilla Shaman
1 Fact or Fiction
1 Deep Analysis
1 Rack and Ruin
1 Artifact Mutation
1 Firestorm

The things I'm uncertain about:
I may cut the 2nd SB shaman for a 2nd Deed.
I am not certain about the Firestorm over Fire/Ice.
I'd like a 4th REB.
I am not certain about cutting the Vamp, but I'm more confident now than ever that its not necessary.  

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« Reply #20 on: May 02, 2004, 02:17:51 pm »

You're overreacting.  Did I say I wouldn't play it, or that it was bad?  No.

Quote
REB is a counterspell in the Tog mirror. There are, at most, 3 Duress, Deed, Twist, and Will that it doesn't counter.


I count 3 Duress, Deed, Shaman (if they want it), Twist, Will, Demonic Tutor, and as many Deep Analysis as they want.

That's like 10-11 cards, or in other words close to 30% of their spells.  That's conditional.
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« Reply #21 on: May 02, 2004, 02:51:40 pm »

Quote from: Smmenen

I'd like a 4th REB.


My experience with the deck is telling me that a 4th REB really isn't necessary.  My board only contains 3, and in all the sideboarded games I've played I've never felt a need for the fourth.  Frankly, if you find you're needing more than a couple Duress, 4 Force, 4 Drain, and 3 REB to disrupt your control opponent long enough to swing with lethal Tog, there's something else wrong.  Having a second Deed is probably more important than the 4th Red Blast.
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« Reply #22 on: May 02, 2004, 03:13:45 pm »

Quote from: Smmenen

Here is the Tog board I'm contemplating:
I have already explained most of these options in the other thread in this forum.

Snip.
Quote

1 Artifact Mutation


Does everyone agree that this is the best one target artifact removal?  The other options are Naturalize and Oxidize, basically.  Both are substantially easier to cast.

Is Artifact Mutation the card of choice because of Tangle Wire and Smokestack, or do people try to win games with the Saproling tokens?

Leo
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« Reply #23 on: May 02, 2004, 03:27:55 pm »

The Saprolings typically speed up the kill by at least one turn.
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« Reply #24 on: May 02, 2004, 09:02:24 pm »

I was of the same opinion Puck that AM would be better suited as something else until I realized one game when I was playing Slavery that I had to counter the AM, but I did not have to counter a Rack and Ruin becuase the AM would kill me whereas R&R would just stop my threat.  AM is critical for that reason alone.  It answers a threat while it creates its own - much like Tog.

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You're overreacting.  Did I say I wouldn't play it, or that it was bad?  No.

Quote
REB is a counterspell in the Tog mirror. There are, at most, 3 Duress, Deed, Twist, and Will that it doesn't counter.


I count 3 Duress, Deed, Shaman (if they want it), Twist, Will, Demonic Tutor, and as many Deep Analysis as they want.

That's like 10-11 cards, or in other words close to 30% of their spells.  That's conditional.


That is a gross overestimation becuase it ignores real world play.  You could include Mox Ruby in that list as well, but you aren't going to counter your opponent's Mox Ruby 99% of the time.  The fact is that of those cards you listed the only three that you would want to counter are basically Deed, Twist, Will, and possibly Shaman.  If they Duress your REB you just traded 1 for 1.  Adding Deep Anal is incorrect becuase you will try to REB their intuition after board.  Moreover, in the case of the key cards: Will, Twist, and sometimes Deed - there is almost always a mini-counterwar fighting over them - therefore, while REB doesn't hit them directly, it certainly affects whether they resolve or not.

Steve
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« Reply #25 on: May 02, 2004, 09:24:52 pm »

I love a good discussion on the old SB.  I'd like to get some things out of the way first.  I feel sideboards win tournaments.  More so than any other single factor, my sb ruin people's hopes and dreams.  (ask me about FTK in my slavery vs Su Chi)  The reasons why they do that for me, is I have a set plan for what to board out as well as what to board in for every match.  The problem I have with 4 REB's in alot of lists, is they really don't have a way of boarding them all in.  If you're taking out duress, IMO the gain is minimal.  I'd like to see some discussion of what to take out.  I really feel it's equally important what you're putting in.  

I have one big point to make.  I know I'll take tons of crap for this, and no matter how high I get my rating, or how many moxen I win with tog no one will believe me.  When you're a stronger player, and you're up against control or combo board down to one tog.  The only way you really ever lose, is if you get a very aggressive hand.  You're not going to out combo dragon.  Your not going to race past a keeper player with reb's in his hand.  Against these players, you drag them into the deep end of the pool and drown them.  Think Holyfield vs Tyson.  Meet them head on and stop them from doing their thing.  Out last them and win through superior skill and card draw.  Combo players really aren't used to the late rounds, and control players will be exhausted of resources.  

My computer has been down, so I'll be back in who know's when.
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« Reply #26 on: May 02, 2004, 10:57:37 pm »

RE: Engineerd Plague

Besides the ability to smash welders it also helps you in a lot of trouble matchups including Food Chain Goblins and GAT. Because of State-Based effects, if you resolve an Eplague before they play a dryad they will never be able to keep it in play.  I believe that without the dryad, Tog will just tear through GAT.
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« Reply #27 on: May 03, 2004, 08:27:58 am »

Re Artifact Mutation:  I am sure that it will win you games nothing else will.  I am also sure that the other two options will as well.  I have personally lost games to TnT because I couldn't remove SotF, for example.  Nonetheless, I see what AM has going for it.  It probably is the best choice.

Re Engineered Plague:  I hadn't thought of the application against GAT.  That is interesting.  I had decided against Plague against Welders because it is pretty much just worse than Ground Seal and I hadn't been impressed with it against Fish (naming Wizards).

@ELD:  I agree that what to take out is an important part of the equation.  In the mirror people seem to agree that cutting AKs is the way to go.  That frees up quite a bit of space, really.  I am more worried about leaving enough in the board for Cunning Wish not to be completely dead, myself.  Care to share what you SB against control?  If you ever get back online that is.

Leo
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« Reply #28 on: May 03, 2004, 08:28:23 am »

Quote
If they Duress your REB you just traded 1 for 1. Adding Deep Anal is incorrect becuase you will try to REB their intuition after board


Actually, I think duress makes REB much worse.  Against 4-c Hulk, and especially against Landstill, being able to take the appropriate counter (a FoW or Drain) and leaving them with REB or MisD gives you a window to Yawgwill for the win.

However, I think in this discussion, the main point is that because SB slots whether they're REB, more Duress, or DA are so marginal relative to the MD, you don't want to have them hog space that could be used on other tough matchups: dragon, slaver, gay-r.

Quote
When you're a stronger player, and you're up against control or combo board down to one tog


I agree with this strategy in general principle.  However, does this mean that you might mulligan a hand that has FoW and your only Tog in it?  I only ask, because often times there's an early game play that has decisive consequences for the midgame.  If you want to FoW, and your only useable blue card is Tog, you're screwed.  This is not a low-probability occurence in my experience, but perhaps that is because I only board down to two togs instead of one.

Quote
Because of State-Based effects, if you resolve an Eplague before they play a dryad they will never be able to keep it in play


The problem with this, is that dryad comes down so fast.  This means that you'll need to do a few things:

1) Run at least 2, possibly 3 plagues to make sure you see them early.
2) Find hands with artifact acceleration so that the plague hits first.
3) Win counter wars against a deck that is better at winning early counter wars.

Its certainly not impossible, but you have a better chance with smother in my opinion.
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« Reply #29 on: May 03, 2004, 11:20:16 am »

Quote from: Smmenen
That is a gross overestimation becuase it ignores real world play.  You could include Mox Ruby in that list as well, but you aren't going to counter your opponent's Mox Ruby 99% of the time.  The fact is that of those cards you listed the only three that you would want to counter are basically Deed, Twist, Will, and possibly Shaman.  If they Duress your REB you just traded 1 for 1.  Adding Deep Anal is incorrect becuase you will try to REB their intuition after board.  Moreover, in the case of the key cards: Will, Twist, and sometimes Deed - there is almost always a mini-counterwar fighting over them - therefore, while REB doesn't hit them directly, it certainly affects whether they resolve or not.

Steve


Adding Deep Anal to the list of things REB can't touch IS correct because it's possible to, you know, cast it.  Notice how I didn't include Intuition in the list though.

And yea, nobody Duresses REB.  They would Duress your Drains/Force, AK's, or more likely your real bombs like Twist/Will.  I'd think that if REB was a true counter, you'd put a little effort into stopping Duress, but the problem is you can't stop it with REB because it's a conditional counter.  

The original point was that REB is a fine card, but not a "total bomb" like you suggest.  Unless of course we're going to go so far as to start calling Polluted Delta's "total bombs" just because they're good cards and happen to be in the same deck as a Tog.
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