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Author Topic: 2-Land Belcher  (Read 27909 times)
sampling_percus
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« Reply #120 on: November 08, 2005, 02:23:15 pm »

I'm not on that, though at one point I was trying to brainstorm and see if it was viable... I think what we have now is better, and note that we don't even run tutors like Grim Tutor, because they're too expensive. All our tutoring costs 1 or 2 mana, which makes them much easier to cast, so we can use our Rituals for casting Belchers and such.

Try it out if you're feeling it, but I'm not convinced it will be a positive change for the deck.

Luiggi

One thing i thought death wish had going for it was that you could always use it to wish for answers that were one mana cheaper than their living wishable beatstick equivalents. I mostly enjoyed death wish to grab a narrow sideboarded entomb for those moments i had a goblin welder on the board. I think BB is the killer though, i ran an extra cabal ritual to help.

What did you find the strong/weak points of death wish to be? What were you running as targets for it? Do you think losing a belcher and Yawgwin from the maindeck is too much? and leading on from that what did you cut?

I take it this version either hasn't been tried much or has been tried and discounted??
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« Reply #121 on: November 08, 2005, 03:59:00 pm »

I dunno, I think you're just going to run into the problems JD mentioned about Grim Tutor, about not having enough leftover mana after generating 1BB to be able to do anything significant that turn. The one reason I could running Death Wish is to find Will, but this deck isn't like Long or other Storm decks that need to resolve Will to win, so I just don't think Death Wish is necessary.

I already dislike having to run Living Wish, but it's a necessary evil. Death Wish seems like an unnecessary evil, Smile.

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« Reply #122 on: November 10, 2005, 11:38:04 pm »

I'm reconsidering my primer.  Apparently I'm not a good enough writer for SCG, and I'm not sure I want to put such a huge amount of effort into something that I can't get published anywhere but here.  I'm really not sure I'm going to write it anymore.  I might do something for the site here, but it won't be as formal.
« Last Edit: November 11, 2005, 12:47:27 am by JDizzle » Logged
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« Reply #123 on: November 11, 2005, 01:20:56 am »

I am sure if you politely ask for others to complete/review your article, they will do it. You could kind of approve/reject the modifications/new stuff that the other people adds and that would team up to a great article Smile
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Luiggi
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« Reply #124 on: November 14, 2005, 02:02:35 pm »

I second that motion. I'd be happy to help, either by looking at a draft and suggested changes or otherwise. You could always just post it here on TMD, JD, since people here love to read your writings...

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« Reply #125 on: November 14, 2005, 02:05:53 pm »

I might just do something similar to what Steve did.  A FAQ sort of thing that goes over some of the details of deck construction (why there's no blue, Living Wish), how to mulligan (with some sample analysis hands), how to play hands based on certain matchups, and how to board as well as some matchup analysis.  Less formally organized and without all the normal primer hassle (history of the deck, why its good, etc.).
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Luiggi
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« Reply #126 on: November 14, 2005, 02:13:42 pm »

That still sounds pretty good, Smile.

Luiggi
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« Reply #127 on: November 15, 2005, 04:35:37 am »

@JD.

I REALLY LIKE the lacking of blu in this deck.
It have been the BEST improvement since LucientSpirit and me were toying about the old versions.

Some not so random questions.


Would you find some space for a single copy of ToA?
Sometimes it is really longer and difficult to play a Belcher rather then playing the Storm-Winning-Route.

[Would you play that deck in every field you are going to find or do you think that you are doing well because of the hyperpowered field dominated by Mana Drain.decs?

I read all your reports ( YEAH! YOU ARE SOOO INTRIGUING! ) and I found a lot of game situations during which the opponent is on the play and MORE THAN HALF of your hand/deck have been blocked by a couple of his cards ( Rods, Chalices, Wires, Multiple Counters ).
Even counting your good results, would you state that the deck is SAFE to play or not?
Due to the fact that I really like your deck, I cannot convince myself about playing a "thing" that can simply lose a game because of deckbuilding reasons instead of losing games because of interactions or errors or because you have outplayed your opponent.

I felt REALLY BAD when playing against Duresses+FoWs+Drains.
Those matchups are REALLY the worst ones.
Your hand usually have a couple of threats and some Mana available.
Their hand usually have cheap Drawers and Cheap disruption.
Coupling those problems with the ones when playing against Stax and Fish, you have two or three different blocks of decks that would hardly threaten you.

You can win turn one or two, but Is Speed Worth So Many Risks?
I says those exact things to Steve when he proposed some of his Speedy Combo Decks with unstable decks configurations to maximize the Winning Rate on turn one and two.
A lot of games CANNOT be won with Belcher if you surpass those ONLY LITTLE FEW TURNS. Sad

If I have to concentrate on my initial Roll Dice more than on what I'm going to play, I'm going to feel that the deck have some INHERENT problems ( despite HIS POSSIBLE STRIKING winning rate ).




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sampling_percus
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« Reply #128 on: November 16, 2005, 07:54:10 am »

I'm reconsidering my primer.  Apparently I'm not a good enough writer for SCG, and I'm not sure I want to put such a huge amount of effort into something that I can't get published anywhere but here.  I'm really not sure I'm going to write it anymore.  I might do something for the site here, but it won't be as formal.

d a y m, i thought it had been finished and submitted already. Sad I'm sure there are a lot of vintage premium holders looking forward to this article far more than "Stinking Big in Copenhagen" by Julien Nuijten and ANOTHER rizzo delight.
« Last Edit: April 27, 2007, 12:51:40 am by Jacob Orlove » Logged

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« Reply #129 on: November 16, 2005, 05:23:23 pm »

Obviously, I have considered and tried most of the things you suggest.  We'll do this one at a time.

@JD.

I REALLY LIKE the lacking of blu in this deck.
It have been the BEST improvement since LucientSpirit and me were toying about the old versions.

Thank you sir. Smile

Quote
Would you find some space for a single copy of ToA?
Sometimes it is really longer and difficult to play a Belcher rather then playing the Storm-Winning-Route.

I don't play Tendrils because past the first couple turns, you aren't storming, and the deck isn't centered around Will.  Once your Moxes are in play, that's where they're staying.  Storm combo can play Rebuild and Hurkyl's Recall, which can turn Tendrils into an instant win, but Belcher doesn't get to do that.  In the middle of the game, it's often a completely dead draw.  That's just not very good.  Plus Chalice for 1 pretty much negates any chance of trying to win with Tendrils.  There's just too many situations where you look at the Tendrils in your hand and say "man, I wish I could cast this."

Winning with the Belcher is often a safer path to victory in my opinion.  Tendrils requires you to go all in, and that means resolving all the mana.  If you attempt to go for it, and you can't get a Dark Ritual to resolve or whatever, you're stopped cold in your tracks.  In fact, when you play Tendrils, your opponent is more likely to attempt to stop your mana, which makes it a lot harder to get stuff done.  Dark Ritual that lets you play Chromatic Sphere is not very intimidating but often something that's essential for the deck. The threat of Tendrils can make an opponent fear the start of a huge chain, and he might not allow it to resolve.

Then there's the whole "how do I play 10 spells."  There are 2 Draw7s in the deck, and Yawgmoth's Will.  Those are the only ways to get more cards outside of Bargain and Necro, and you really don't need any more ways to win after resolving either of those.  Resolving Will means finding it and protecting it (i.e., Duress), and with no Brainstorms and a handful of tutors that find Will, that's often very difficult.  Belcher is not much of a Will deck.  It is not built to find and play it like Storm combo or even control decks these days.  It's really in the deck only because it's too good not to include.

The Belcher itself is just a safer way to go.  Joblin Welder makes finding a Belcher the only thing you need to do.  Essentially, you could try a turn 1 Belcher and be met with Force of Will, and follow it up with a Welder, and you've got yourself a win.

Quote
[Would you play that deck in every field you are going to find or do you think that you are doing well because of the hyperpowered field dominated by Mana Drain.decs?

I read all your reports ( YEAH! YOU ARE SOOO INTRIGUING! ) and I found a lot of game situations during which the opponent is on the play and MORE THAN HALF of your hand/deck have been blocked by a couple of his cards ( Rods, Chalices, Wires, Multiple Counters ).

Actually, note that at the events I've been too, I've been playing in fields larely without a huge presence of Mana Drain.  Ogre's cards is generally pretty lacking in the Mana Drain department.

Also note that I won though most of the Chalices.  I need a little more practice against Null Rod for sure.  The one game with Ninja Mask took the following to beat me: Chalice at 0, Chalice at 1, 3x FoW.  That's one hell of a lot of hate.  How many decks can realistically fight through that?  Take any one of those cards out of the picture and I win the game.

Quote
Even counting your good results, would you state that the deck is SAFE to play or not?
Due to the fact that I really like your deck, I cannot convince myself about playing a "thing" that can simply lose a game because of deckbuilding reasons instead of losing games because of interactions or errors or because you have outplayed your opponent.

I'm glad you liked the reports and the deck.  Razz

Here are my finishes with the deck in the five events I've played in:
Gencon Thursday - 1st
Vroman's 8/28/05 - T4
Springfield 9/10/2005 - 1st (split)
Vroman's 10/21/05 - 1st (split)
SCG Chicago - T8

I have posted the following records against the following decks at tournaments:
Slaver: 3-1
Gifts: 0-1
Other Drain decks: 2-1
Oath: 2-0
Stax: 3-0
Vroman: 2-2 (+1 split)
Grim Long: "1-0"
Dragon: 1-0
Joblins: 3-0
undefeated against other random decks

I think the deck is perfectly safe to play.  My results are just too good to make me think otherwise.  I was never able to put up those kinds of results with Long, despite knowing the deck completely inside out, even more so than I know this one.

Quote
I felt REALLY BAD when playing against Duresses+FoWs+Drains.
Those matchups are REALLY the worst ones.
Your hand usually have a couple of threats and some Mana available.
Their hand usually have cheap Drawers and Cheap disruption.
Coupling those problems with the ones when playing against Stax and Fish, you have two or three different blocks of decks that would hardly threaten you.

Fortunately, most decks don't play with all those cards.  Also, remember that Magic is a game of percentages. They won't always have turn 1 Duress, Force your other first threat, and then STILL have Drain left over.  If they get that every game, I'd suspect some savage stacking.

Now, the Stax match is heavily in Belcher's favor in my opinion.  Why?  Same reason Dragon and Oath are good against Stax.  You resolve one big spell and there's not much they can do about it.  Once the Belcher is in play, what do they do? You can just win with Smokestack on the stack.  You might say that you open yourself up to more disruption though, such as Chalice and SoR.  The speed makes it easy to make the disruption insignificant by the time it comes down.  You're just resolving a huge bomb before Stax can even get a chance to fire up.  Tangle Wire just doesn't do much against you when you have 5 permanents in play, and you can often wait out a Smokestack with as many permanents as you play.  Crucible is an irrelevant card, and Wasteland is hit and miss since you aren't playing with lands. You have Welders, which are just golden.  You can stall on a Welder for almost forever until you get something.  Chalices are completely hit and miss.  Often, my opponent plays a Chalice and I've got a hand that doesn't care about that Chalice.  Again, Welder can be amazing.  You can resolve Black Lotus through Chalice for 0 by playing Chromatic Sphere and Welding it out for Lotus.  Pretty good no?

Quote
You can win turn one or two, but Is Speed Worth So Many Risks?
I says those exact things to Steve when he proposed some of his Speedy Combo Decks with unstable decks configurations to maximize the Winning Rate on turn one and two.
A lot of games CANNOT be won with Belcher if you surpass those ONLY LITTLE FEW TURNS. Sad

Yes, I think it's worth it.  You'd be amazing at what a long time you can last against Stax.  The deck plays the long game against Stax really well.  Against control, it's not so good.  But your Welders can be golden again.  Belcher makes a signifcant play on turn 1 almost every game, with much higher frequency than an opponent has Force of Will.  Resolving Welder on turn 1, for instance, means that all you need to do is find a Belcher and 7 mana, not especially a feat in a deck with 38 mana sources.  I don't even think it's that big of a risk.  I don't see it being more of a liability to take to a tournament than Stax, which can often suffer from similar problems with countermagic and mulliganing issues.

Quote
If I have to concentrate on my initial Roll Dice more than on what I'm going to play, I'm going to feel that the deck have some INHERENT problems ( despite HIS POSSIBLE STRIKING winning rate ).

You read the reports, so you'll note that I won a lot of games on the draw through Chalices at all sorts of various numbers.  Against Vroman, I won a game on turn 1 after removing a Chalice for 1.

Btw, MaxxMatt, good post. Smile
« Last Edit: April 27, 2007, 12:52:06 am by Jacob Orlove » Logged
cophos
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« Reply #130 on: January 20, 2006, 12:59:36 pm »

Up.
I've been playing this deck for several weeks now and despite not knowing exactly why (;)) I feel pretty comfortable with it. (Making Top8 in the last event I've participated in.)   
At the beginning I wasn't 100% sure about how good the deck really was, but now I think it's a really solid deck and I really appreciate JD's updates / improvements on it.

Anyway, some random questions:

-One could think, the deck isn't very good in control matchups (lack of thread density etc.) and I've always wanted to play long in any given control match, but while playing belcher in many games I just thought: "What the.. belcher is freaking solid!" :D Frequency of very fast and "influential" plays combined with cheap hosers like Welder and Xantid Swarm just felt pretty strong.
How do other belcher players tend to describe the drain matchups? (Obviously slaver's easier than gifts et cetera, but in general.) Do you look forward seeing your opponent playing a drain deck? How to beat them with consistency? (Besides boarding in 3 Swarms. ;))
- How do you evaluate the oath matchup? Especially in comparsion with playing decks like Deathlong, Grim Long, TPS. Oath's different than the "normal" control matchups since they do not use Mana Drain as effectively (or at all) but have access to a good amount of hate. (Duress, Chalice, Rod.) Is the additional speed the right weapon to fight their proactive strategy? Or would you rather want to play something more resilient  because of the 8+ counters?
- How to beat fish? Especially version with Rod and Chalice. Speed is good, but they have lots of extremely potent hate cards. Rod basically shuts down the whole deck. (This is of course not completely true, but assuming they do anything in the further course of the game winning's not easy. ;)) How to deal with Meddling Mage? Belcher can't win every game on the first turn so them resolving a Mage or Rod's fairly likely when loosing the roll.
- Why would you want to play this deck anyway? :D (Over other combo decks. Is it only the improved stax matchup? If so: would you play it in a non-stax competitive metagame?)

I have my takes on most subjects, but hearing other combo players (and plz do not post, if you aren't experienced with the deck at all ;)) opinions can't be bad, right?

thanx
- Phil

Edit: Some games with long showed me, that at least for me it just works better in many matchups. ;) But nevertheless @all belcher fans out there: discuss. ;)


Normally we don't like bumping 2-month old threads, but since there doesn't seem to be any other discussion of Belcher and this thread is still pretty coherent moving on from here, let's go on.  Just an FYI.  - Dante
« Last Edit: February 23, 2006, 04:20:14 am by cophos » Logged
Luiggi
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« Reply #131 on: January 24, 2006, 09:42:51 am »

I've been playing with 2 maindeck Dark Confidants lately, and they've been excellent every time I've drawn them. To make room I cut the 3rd Duress and the 4th Welder (moving him to the SB, to Living Wish for). They're quite easy to play on turn 1 if we have him in our opening hand, and we still have the SB copy to Living Wish for, if we don't draw one.

Yes, he's not fast, but he's still awesome. This deck almost never does damage to itself (except with Bargain, Channel, Vamp Tutor and Imperial Seal, and those should generally win you the game when they resolve), so Bob's drawback isn't bad, really. He also helps topdeck more threats, since, as everyone knows, Belcher has a lower threat density than some other combo decks. He also swings for 2, and it's nice to know that we have a backup plan, however bad it might be. You'd be surprised at how quickly a Bob and an Elvish Spirit Guide can pile on the damage if you've got nothing else going on. Plus Bob helps us need to flip fewer cards to go lethal with our first Belcher activation, which is also nice.

The real question is the one that Meddling Mage presented in his article on Bob: should we be running Night's Whisper instead? Possibly we should, but I just haven't had time to try it myself. Night's Whisper will obviously never be bad (unless we're at 2 life), so it's probably worth a shot.

I also cut the City of Brass from the SB in favor of a Wooded Foothills, as someone suggested in another thread, and it's been really nice. The one hypothetical situation that makes me doubt this change is the following: say we currently have access to a certain color of mana (Black from our Bayou, or Red from our Taiga), and we need more mana of that same color. If that happens then Wooded Foothills is useless, since it will only be able to fetch the other dual that we have left in our library. Additionally, it doesn't give us any mana if both Bayou and Taiga aren't in our library anymore... Having said that, though, this hasn't come up in my testing yet, so I'm inclined to stick with this change a little more.

If I end up going to Waterbury this weekend there's a very good chance I'll play this deck, but my trip is still up in the air (I was here at work until 1:15am last night, so if I have a few more nights like that this week then I'll probably want/need to stay home and relax this weekend, Wink).

Anyway, hope this helps.

Luiggi
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cophos
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« Reply #132 on: January 24, 2006, 10:41:25 am »

Belcher is good because you can just outrace your opponent's hate. Therefore the only thing you really want to do is winning by turn 2 (at least). Although it has some tools, belcher just isn't the right choice for the longer game, so there's no room for Maindeck Confidants. And why would I ever want to play crap like Night's Whispers over Duress or Welder? That seems extremely suboptimal.
« Last Edit: February 23, 2006, 04:13:27 am by cophos » Logged
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