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Author Topic: Scrubbish White-weenie looking for improvement  (Read 4667 times)
Kaiser von Hugal
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« on: March 27, 2008, 01:00:00 pm »

4 Goldmeadow Harrier - taps Oath Fatties, Goyf's and TOG's, Dryad’s
3 Wild Mongrel – makes use of redundant draws, feeds Grunt, I hate drawing multiple Root Mazes
3 Jotun Grunt or Samurai of the Pale Curtain – not sure which just yet
2 Mind Sensor – stymies OPPONENT’s fetches, tutors
4 Teeg – stops Gush, smokestack, FOW, Misdirection, Repeal, tendrils
4 Savannah lions
2 Hounds of Konda

4 Swords to Plowshares – good.
3 Null Rod – stops sensei, moxen
4 Root Maze – delays fetches
4 Thorn of Amethyst – slows them down, anti-combo

23 Mana
1 Mox Pearl
1 Mox Emerald
1 Black Lotus
4 Wasteland
1 Strip Mine
1 Karakas bounce Teeg, hound if needed
3 Plains
1 Forest
3 Canopies
4 Savannah
3 Windswept Heath – only 3 because of Root Maze.

3 Pithing Needle: anti-Deed, Jitte and Oath
4 Revelation:  Anti Oath
3 Orims Chant or Angel’s Grace:  Anti Combo
3 Kataki, War’s Wage:  Anti Stax
2 Tormod's Crypt

Skyshroud Elite isnt in there because i dont want to rely on my opponent.  Tarmogoyf isnt there because I think actively disrupting the GY is important.  Im not sure which is better though, Grunt or Samurai.

I expect the most losses against Combo, Prison, and Oath – hence a dedicated SB to combat these.


An alternate Im considering is to replace 4 Root maze with 2 Life from the Loam, 1 Crop Rotation and 1 Enlightened Tutor.  This would require I swap Aven Mindcensor with something (maybe True Believer).  Id swap Jotun Grunt for Tarmogoyf if I did this.

« Last Edit: March 27, 2008, 01:03:00 pm by Kaiser von Hugal » Logged
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« Reply #1 on: March 27, 2008, 04:38:15 pm »



Oath:  it's a triggered event, when the trigger occurs the opponent chooses to Oath or not.  Pithing Needle doesn't stop this.

Since you are running  {G}, I would suggest Krosan Grip and or Seal of Primordium.

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Kaiser von Hugal
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« Reply #2 on: March 28, 2008, 10:25:16 am »

ty for clearing up my confusion on pithing needle - im using Ray of revelation to combat Oath - are Krosan grip and Seal of Primordium better than Ray of Revelation?


How good is the Morningtide at fighting opponents graveyard's and how good is the Angel's Grace at fighting combo deck's - is it better than Orim's Chant?

any feed back would be appreciated
« Last Edit: March 28, 2008, 10:35:25 am by Kaiser von Hugal » Logged
hauntedechos
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« Reply #3 on: March 28, 2008, 11:03:49 am »

ray of revelation would seem like a good choice given the flashback ability.  The only reason I mentioned Krosan Grip was because the decks I play do not run  {W}.  However certainly your deck running both  {W} and  {G} would meka much better use of ray of revelation.

in concerns with Angels Grace vs. Orim's.  It's really your call on that one.  On one hand Chant actually prevents the casting of spells to buy you a turn and keeps your life total where it is, on the other Angel's grace has split second and when cast, has them at a state where they have blown thier combo and hand.  At this point you have to make a meta call, are you going to see more Oath or more Storm Combo?  Vs Storm combo, I'd think that it might be better to run the Angels grace, IF you think that you will be able to kill them before they have some way to cast a single Tendrils or anything that would deal one damage to you.  Angels grace against Oath (not that you said you were going to play it against them) it would be terrible because of the nature of Oaths combo.

I'm not sure what you mean by 'how good is the morningtide at fighting opponent's graveyard's"

Lastly keep in mind that while Harrier can tap the fatties, It does not help you out, because they can cast a spell and bounce it to your hand via Oath.

My ultimate suggestion to you is to read up on the lists that you think you will see at your tourney and then learn how they win and what possibilities they have to recoup from a bad game state.  You need to weight that against your chances of winning through the attack step.  Realize that casting a first turn Hound/Lion will pretty much make the game an auto loss vs. Oath unless you have some sort of answer to two resolved Oaths back to back or the Oath enchantment itself.

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Kaiser von Hugal
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« Reply #4 on: March 28, 2008, 11:15:38 am »

Morningtide is a white sorcery - 1 white 1 colorless

Remove all cards in all graveyards from the game.
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hauntedechos
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« Reply #5 on: March 28, 2008, 11:37:57 am »



Ok I saw it.  The issue I had was when I typed the card name I got the full list of all Morningtide set cards, the card you were talking about was at the bottom of page two's listings.  I would think that playing Tormod's crypt would be a much better idea.  It costs zero and it sits there as a threat.  On the other hand, they can search for bounce then go off.  You may or may not want a combination of the two, its really up to you on that one.  Of course there is always the defacto leyline of the void, where its there on turn 0, at the cost of not being able to recast it if it's bounced to your hand.  Again all these options require you to test and see how fast your deck is and how each answer fits into the overall feel of your deck.

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Kaiser von Hugal
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« Reply #6 on: March 28, 2008, 12:02:39 pm »

good adive there - I like morningtide's ability to not be bounced - it must be countered - I can keep the Null Rods in the deck and still play Morningtide
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Harlequin
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« Reply #7 on: March 28, 2008, 01:12:07 pm »

You may also want to consider
Honor the Fallen
Instant, {1} {W}
Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way.

It's much stronger in my oppinion than Morning Tide against Ichorid and the Revlark Flash kill.  The instant speed of it makes it very powerful.  It doesn't however help you against traditional yawg based storm decks.
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« Reply #8 on: March 30, 2008, 01:01:20 am »

FISH OUT OF WATER!!!!!!!!
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Kaiser von Hugal
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« Reply #9 on: March 30, 2008, 09:28:07 am »

Here's the list I played at ELD's MAR 29the tournie:

2 Goldmeadow Harrier - used at points but generally sub-par
2 Wild Mongrel – sub-par bust useful beatstick
4 Jotun Grunt - NEEDS TO BE Samurai of the Pale Curtain but a useful beatstick
3 Mind Sensor - MVP, screwed with fetches and tutors all day long (as long as I remembered)
4 Teeg - MVP sometimes I didnt even know how good.
4 Savannah lions - MVP, still winning games circa 2008.
2 Hounds of Konda - MVP, bounced a few times with Karakas, better than lions.

4 Swords to Plowshares – good all day long, it was Drained, Earwig Goblin'd, FOW'd - I wish I could have played 8 copies.
3 Null Rod – useful
4 Root Maze – MVP
4 Thorn of Amethyst – Useful
2 Angel's Grace - disappointment (just not the right meta)  Life from the Loam, Orim's Chant, Honor the Fallen or Pithing Needle would have been the better play.

1 Mox Pearl
1 Mox Emerald
1 Black Lotus
4 Wasteland
1 Strip Mine
1 Karakas
3 Plains
2 Forest
4 Savannah
4 Horizon Canopies - Not Windswept Heath because of Root Maze - this deck doesnt require double anything so just drawing a card rather than diggin a land and then dealing with Rootmaze is better.

SB - I was working on this up till 8am the morning of - still got it wrong.
4 Revelation - useful
2 Angel’s Grace - disappointment
3 Kataki, War’s Wage - Useful
3 Jitte - Useful
3 Oxidize -

I really needed something for Goblin Aggro and Flash.  In hind site something like this would have given me better game:

3 Revelation - useful
3 Tormod's Crypt
3 Kataki, War’s Wage - Useful
3 Jitte - Useful
2 Pithing Needle (2 more in the MD)
1 Balance

Havent played a 2 person game of magic in 5 years - been doing a lot of online research though lol.  Ive been collecting white and green for the last 6 weeks.  I get there early so I can get in some low presseure Type 2 or Type 1 games (if anyones doesnt mind tipping their hand early).  I could use the practice and want to see if any of the turn mechanics have changed in the last five years.

I get Flash Round one: Win game one (he mulled to 5, so it doesnt really count), loss, loss
At one point, I play swords on his body snatcher, he FOW's and I respond with Angel's Gace (this card was not the answer I thought it was, he fanatics me during my upkeep). 1-2

Round 2:  GAT 2-0:  Lock pieces do their stuff.  STP and Mindcensor play a big role.

Round 3:  Goblins 2-1: Jitte from the board saves the day game 3.  He MD'd 9 anti-combo/blue cards so game one went to me pretty easy. He stomped me super quick game 2 - like 4 quick turns, he Earwigged away STP's.  I get a jitte online game 3 but go to 7 life before I can go offensive with it.

Round 4: Tidespout draw 2-0:  Savannah lions and Mindcensor play a big role.  Classic aggro on Blue match-up.    His deck craves mana, Mindcensor, thorn and rootmaze play a big role game one. He has a transformational SB - bringing in Oath.  I board in Ray of revelation to counter his mystic remoray's.  My hate works for both.  He had to instruct me on what a planeswalker did though - I had no idea.  I never see them.  Game 2 I had 3 Lions online turn 2.

Round 5:  Flash 0-2: I had no game against this deck whatsoever - nadda, zip.

Round 6:  GOBLINS 1-2 This goblin deck wasnt packing so much MD hate - he swamped me.  Second game he mulls to 4 - I keep at 6 and win.  Third game he swamps me and Earwigged STP and Jitte.

The two flash players I faced Top8'd.  Its a broken combo as combo goes but I did see it lose. If you're a good player, youre better playing this deck lol.  I think a tuned SUI black deck with disruption would do a better than my deck.  I didnt come prepared for it.  I should have proxied up 4 LotV at least.

I had a great time though - ELD runs top notch tournie.  Well done Sir.

« Last Edit: March 30, 2008, 12:02:15 pm by Kaiser von Hugal » Logged
Morphling420
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« Reply #10 on: March 30, 2008, 11:48:55 am »

hey man i met you at the tourny glad you decided to play a rogue deck there werent many at the tourny. Me and you ended up traded some type 2 stuff after the day was over... anyway just wanted to say hi. peace

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« Reply #11 on: March 30, 2008, 02:46:46 pm »

Your deck is comming close to the point where the house that is 'Suppression Field' is viable.  Mayhap get rid of the dogg for a goyf?
Also, does the full 4 grunts feel like overkill?
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Kaiser von Hugal
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« Reply #12 on: March 30, 2008, 04:55:19 pm »

In hind site - Jotun Grunt should have been Samurai of the Pale Curtain.  Ill probably take the Harriers and the Wild Mongrel's out and replace with Ication Javelineers.  Welder is prevelant and so are Goblin Lackey's.  I wonder if it would help against flash as well.  The Flash player puts Carrion Feeder into play....in response to them putting the next creature into play - I javelin their Feeder.  Ill add the Suppression fields in place of the Angel's Grace.  I can javelin in response to it coming into play.

Mongrel's advantage was that it fed Grunt and let me make good use of redundant lock pieces. 
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Kaiser von Hugal
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« Reply #13 on: April 01, 2008, 09:33:11 am »

4 Savannah Lions
2 Isamaru, Hound of Khonda
3 Kataki, War’s Wage:  Anti-Storm
3 Gaddock Teeg: Anti-Tendrils, FOW, MisD, Repeal
3 Aven Mindcensor:  Anti Merchant Scroll, Fetchland
3 Glowrider:  Anti-Storm
4 Samurai of the Pale Curtain - Anti Flash
22

4 Sol Ring, Mox, Mox, Lotus
2 Krosan Grip:  General Purpose clean-up
4 Root Maze:
4 Swords to Plowshares:
4 Suppression Field: Anti-Welders, Flash Creatures
18

4 Savannah
4 Horizon Canopies
2 Forest
5 Plains
1 Karakas
1 Strip Mine
3 Wasteland - not 4 because of the double-white for Samurai
20

Sideboard:
4 Ray of Revelation - Anti Oath, Mystic Remoray
3 Pithing Needle Anti Bazaar of Baghdad, Flash
4 Honor the Fallen instead of Tormod’s Crypt, Anti-Ichorid, Flash, Dragon
4 Silver Knight or 3 Jittes and 1 Balance - Anti-Aggro, Rogue Deck

This is what the decks wants to be.
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Harlequin
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« Reply #14 on: April 01, 2008, 10:28:53 am »

Hey it's Jeff, one of the guys you were chatting with at ELD's

Personally, with 4 suppression fields maindeck I don't think Needle is a great choice.  There isn't really anything that amazing to name.  I would go back to my suggestion of:
Aura Shards {1} {G} {W}
Enchantment
Whenever a creature comes into play under your control, you may destroy target artifact or enchantment.

It is insanely savage against both oath and stax.  I would keep in Ray of Rev, but probable cut the count down to 2.    And drop needles all together.  Aura Shard is amazing because it is uneffected by Supression Field AND can't be needled by the oath/stax player. 

2 Ray of Rev
4 Honor the Fallen
3 Aura Shards
3 Jitte (always remembering to board out spression field for Jitte...)
3 open slots - Maybe move Kataki here.  He's good, but really not good enough for Maindeck space in my oppinion

You might even consider running Enlightened Tutor on the maindeck.  Root Maze, Supression Field, Lotus, post board Jitte, or Aura Shards... 

With Kataki in the board, you have either 3 maindeck spots, or 2 maindeck spots plus Etutor. 

If those last 2 cards, I would put either Sylvan Libaray or Keen Senses (plus the Enlightened tutor).  Then convert your Krosan Grip with x2 Seal of Cleansing/Primortium (or 1 of each).... although this may be costly with Supression Field.

If you're worried about having less than 20 creatures, you could go with Ohran Viper.  But honestly, supplimenting a few creatures for something to draw you cards I don't think will hamper your consistancy.

I've always really liked Sylvan Library as a card for a non-blue deck with green.  But with no shuffle effects it doesn't really provide you with a long term benefit.  Mostly it just gives you pay 4 life: draw a card (triggered ofcourse).  Keen Senses is also fairly good in some matches, but other times it will just cost you a 2 for 1.  So maybe the Viper is the best call for a draw slot...
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Kaiser von Hugal
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« Reply #15 on: April 01, 2008, 11:05:10 am »

Hi Jeff - its Dominic

Thanks for the feedback.

I agree Aura Shards is a great card - Id want to MD it rather than Board it because of its CC.  If I do that though, then it competes with Suppression field - I may have to target the fields if there arent any other targets out.

I agree that Pithing needle becomes redundant with Suppression field in play - it just comes down faster though.  I am looking for a good substitute for Pithing needle.  One of my SB techniques is to use faster responses from the board than I have MD.  After dropping game one, I dont want to board in more hate if its even slower than whats in the MD.  This line of thinking could be flawed but its been a hallmark of my SB construction.

Kataki is in the MD to substitute for Null Rod - its not an exact replacement but he can beat for 2.  Krosan Grip, rather than Seal of Cleansing,  cant be countered and it works fine with Suppression field on the board.

Ive been thinking of swapping Kataki for Mother of Runes and putting him in the SB.  But he really does add alot to the deck combined with field, Krosan Grip (targeting Moxen, Sol Ring), waste land, Glowrider and root maze.
« Last Edit: April 01, 2008, 11:08:48 am by Kaiser von Hugal » Logged
Harlequin
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« Reply #16 on: April 01, 2008, 12:26:56 pm »

Aura shards is a "may" ability, so you should never have to blow up your own stuff (unless for some reason you want to of course). 
Yeah but asside from that, I would only consider swaping grips for seal if you added enlightend tutor (beacuse you could fetch destruction).  But I could see your arguement for why Kataki is strong with supression field and glow rider - but the power of moxen right now is mostly 1-shot stuff anyway be it to cast flash or start up your Tyrant engine.  GAT, Togg, and Grow (non-oath gush decks) don't run full moxen.  Tyrant blue could be hurt by Kataki, and shop-aggro or stax clearly is crippled by it, but really you should have no trouble smashing those decks.  You probably have a favorable G1, and post board, you add some really nasty stuff.
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Kaiser von Hugal
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« Reply #17 on: April 01, 2008, 12:32:20 pm »

Good Stuff Jeff

thanks again - Ill get that aura shards and test em out - they free op slots and reinforce the theme.  Not to mention work great with Aven Mindcensor
« Last Edit: April 01, 2008, 01:00:26 pm by Kaiser von Hugal » Logged
LennoxLewis86
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« Reply #18 on: April 01, 2008, 01:45:21 pm »

I think Aura Shards is too expensive, it comes a little late to be effective.. You wanna start out by casting at least 2 creatures for a good start..
You have little mana acceleration so most of the time you'll cast this in turn 3.. Turn 3 you're either dead, Shards will be countered, one land is destroyed or
you have only 1 creature to follow up cause you played as many as you could turn 1 and 2.. At best it's a slow, multi-colored Rack and Ruin IMO
You have better things to do. Suppression Field, Kataki, Root maze and Krosan Grip are disruptive enough so I'd say stick to that game plan.. Fetchlands seriously do not stand a chance! And artifacts have a hard time surviving..  Smile 3 Wasteland is good because you also play Suppression Field..

Think about the GAT match-up
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Kaiser von Hugal
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« Reply #19 on: April 01, 2008, 02:21:40 pm »

Krosan costs 3 too  but I tend to agree with you = shards is slow.  Against GAT Im thinking Suppression field, STP, Aven Mindcensor will help.  Against big Dryads though Im not sure - Goldmeadow Harrier maybe.
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« Reply #20 on: April 01, 2008, 03:44:50 pm »

Hi Dominic,
  It was a pleasure facing you on Saturday. You may consider Elvish Spirit Guide as an addition, to power out your major impediments (Teeg, Mindcensor, et al.) more quickly.

We'll look forward to seeing you again at our April 13th event.

 {R} Very Happy {R}
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Kaiser von Hugal
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« Reply #21 on: April 01, 2008, 04:12:24 pm »

Id love to go but I have drill that weekend - without fail - if there is something I want to do on a weekend - Ill have drill
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Kaiser von Hugal
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« Reply #22 on: April 22, 2008, 02:03:31 pm »

Made some changes to the deck - What do you think?

4 Aven Mindcensor
2 Kataki, War’s Wage
3 Wispmare – these could be Ronom Unicorns but they don’t work with suppression field
4 Glowrider
4 Samurai of the Pale Curtain
3 Exalted Angel
3 Gaddock Teeg

4 Suppression Fields
4 Root Maze
4 Swords to Plowshares

3 Elvish Spirit Guides
1 Lotus petal
1 Mox Emerald
1 Mox Pearl
1 Black Lotus
1 Sol Ring
1 Mana Crypt
4 Flagstones of Trokair
4 Savannah
1 Strip Mine
5 Plains
2 Wasteland

SB:

4 Ray of Revelation - Oath Matchup
4 Honor the Fallen - Ichorid and Flash match up
4 Leyline of the Void - Flash
1 Kataki, War’s Wage - Stax
2 Oxidize - Stax

I went with Exalted Angel over Tarmogoyf because Im maindecking Samurai and all the SB graveyard hate. 

Wispmare due to its evoke cost destroy enchantment ability - its a triggered effect and not an activated one so it meshes well with Suppression Field. 

I went with Suppression Field over Thorn of Amethyst because this build includes Rootmaze - I felt Thorn was redundant while Suppression Field adds to the decks depth of Hate

I went with Honor the Fallen as an answer to Flash or Ichorid because its not something usually seen and  Ive included Elvish Spirit Guides
« Last Edit: April 22, 2008, 02:10:34 pm by Kaiser von Hugal » Logged
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« Reply #23 on: April 27, 2008, 01:55:01 pm »

It seems like you would have trouble getting green instead of white on turn one.  Is that true?  Because Root maze is definately the first play, no? Maybe up a spirit guide, do you really need that much colourless, because crypt doesn't seem potent.
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Kaiser von Hugal
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« Reply #24 on: April 28, 2008, 08:27:15 am »

Youre right - in hand site - I would field this deck more like the following:

4 Gaddock Teeg
3 Aven Mindcensor
4 Ication Javelineers
4 Savannah Lions
4 Samurai of the Pale Curtain
2 Isamaru, Hound of Konda
2 Ronom Unicorn
2 Kami of Ancient Law
2 Krosan Grip
4 Swords to Plowshares
3 Null Rod
2 Engineered Explosives

1 Black Lotus
1 Mox Emerald
1 Mox Pearl
1 Lotus Petal
4 Windswept Heath
1 Karakas
1 Forest
5 Plains
4 Wastelands
1 Strip Mine
4 Savannah

SB

3 Kataki, War's Wage
4 Ray of Revelation
4 Honor the Fallen
3 Umazawa's Jitte
1 Oxidize
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« Reply #25 on: April 28, 2008, 11:05:15 am »

At Hadly, I decided to put my money where my mouth is and play this deck.  While my record was poor, I really think the deck is quite strong.  I played against rit-combo twice and Goblins... so arguably my worst matches outside of oath.  I crushed my GAT match, and didn't face flash or Shops where my deck should be strong.

4 Savanah
4 Horizon Canopy
4 Flagstones of Trokair
5 Plains/Karakas (I did 4/1)
4 ESG
2 Mox G/W
1 Lotus Petal
1 Black Lotus
1 Mana Crypt

4 Supression Field
4 Rootmaze
4 Swords to Plow

4 Aven Mindcensor
4 Tarmogoyf
4 Glowrider
4 Wispmare
3 Gadoc Teeg
3 Samurai of the Pale Curtain

Sideboard --------
4 Thorn of Amethyst
3 Honor the Fallen
3 Kami/Romon
3 Aurashards
2 Exaulted Angel


Deck Overview:
Supression Field.  Once you decide to take the plung and run supression field, you really have to rework the deck to support it.  You have to realize what matchups spression field is strong in and where it is weak.  Supression field adds to the long list of turn-1-2 plays against Flash.  The revlark kill cannot activat carrion feeders sac ability freely with field in play.  Field also slows decks that runs fetchlands, as well as workshop decks that rely on welder, waste effects, and equipment.  The field itself is particularly weak against Oath... but still can have game because oath often depends on bountifull shuffle effects off fetchlands.

Aside from that, when a deck has no filter or search - it has to be brutally consistant.  In my oppinion you MUST run 4-of's all over the place.  And if the deck isn't versitile enough to support itself under the wieght of 10 4-ofs then you need to find a way to incorporate search/filter or give up.

Choices under the Microscope:
Supression Field: B+
I think it symbolizes a great maindeck card.  It can be absolutely soulcrushing to certain matches... but has game against generally everything.  It hoses "aggro's" two worst matches Flash and Ichorid... while punishing fetchlands which make up the core of 75% of the decks out there.  The only reason it doesn't get an 'A' is because it is a symetric effect that needs to be compensated for.

Rootmaze: B
Great turn 1 drop.  Doesn't shut off any particular deck, but again pushishes the very core of vintage deck design: fetchlands.  You can't ask for much more when it comes to turn 1 one-drops.

Swords to Plowshare: B-
Fantastic removal.  Definately run 4-of the problem is that sometimes it is a dead draw.  Also sometimes STPing a Colosus or Sundering Titan can set you back in the life-race.  But serisouly, don't run less than 4, because creature removal in the main is nessisary and there is no better options than STP.

Aven Mindcensor: A+
Arguably the "Best" all around creature in the entire format.  I think as soon as any deck runs 8+ ways of getting white mana, it should seriously consider 4 aven mindcensors.  I don't need to remind anyone that with Merchant scroll unrestricted and Protean Hulk powering out turn 1-2 wins that this guy is just devistating to the very foundation of vintage.  Not to metion the recurring theme of "This hoses fetchlands!"

Tarmogoyf: C+
Doesn't do much more than "be huge."  But he's really good at being huge... so he's worth it.  He definatly puts the STOMP in stompy.  He's a good way to ensure you can asstablish ground dominance.  He's the reason you can compeate with shop aggro as far as lumbering ground-gaints are concerned.  He either cuts your turn-clock in half, or acts as your bodyguard while your flyers can swing in for a win.

Glowrider: A-
The deck only runs 12 non-creature spells, 8 of which are 1 mana, AND most of those you want to play from your hand on turn 1 or 2 before you would drop a Glowrider.  So Glowrider is everything BUT symetrical.   Extra damage, and slows most Gush/combo decks.  Can't ask for much more.

Gadoc Teeg: B+
Only slightly less useful than Glowrider.  Cheaper in mana by 1, and has +1 toughness as compaired to Glowrider.  But he often attacks cards that you are already ment to be beating.  Ultimately a solid turn 4+ play to patch up any holes in suffocation plan.

Samurai of the Pale Curtain: B+
Another great 2 drop that shores up your two worst matches: Flash and Ichorid.  Has very little impact outside of those matchs though.  Sure he RFG's lotus to make will slightly less amazing, but its really your other disruption peices that are going to hose Yawgs will. 

Wispmare: C-
Ok right off the bat the question is why run 4 of a creature you rate as a C-, and 3 of eithr of the B+ creatures.  My answer is that it's a nessisary evil in combatting Oath.  Oath already is one of your weakest matches.  And all the maindeck choices up until this point are all pritty bad against oath.  You need SOMETHING that actually hurts oath's plan.  He works under supression field - unlike his Pony brothers, and also can be used to remove bridge from below.  Other than that he has flying when you hardcast him.  A 1/3 is nice to have in a deck of X/1 and X/2. However you must be constantly aware that his enchantment killing is NOT a "May" trigger.  If an enchantment is in play you have to kill it.  So don't accidentally plop him down as a beater and remove a valuable rootmaze or supression field.   With that in mind he is the most dead card in the deck.  But again, it's worth having to give you hope against oath.

Sideboard Under the microscope:

4 Thorn of Amethyst: 
- Rit/Storm Combo
- Flash
I don't think this card does enough to warrent a maindeck slot.  Shops don't care about it, Oath doesn't care about it, Ichorid basically doesn't care because they can slow roll you with 2/2 zombies that spawn from Ichorid.  It's just not strong enough in enough matches to warrent a maindeck spot.  Glowrider is a beater, this is not.

3 Honor the Fallen:
- Ichorid
- Random: Dragon/Reanimator/Sqee.dec
HUGE against Ichorid.  Hits all thier dredgers and Nacromebas AND Ichorids.  Then it gains you a healthy chunk of life as well, so thier slow-roll plan doesn't really work well.

3 PONIES! Ronom Unicorn or Kami of Anceint Law
- Oath
- Agro
Supression Field comes out against Oath anyhow, so these can really put the hurt on in addition to the maindeck Wispmarex4.  Against Agro, sometimes it makes sense to board out some number of spression fields or rootmazes to just add more bodies.

3 Aurashards
- Oath
- Shops
This card is AMAZING in both your oath and your shop (aggro or prision) match.  Probably the best sideboard card you have.  Note that shard triggers off anything coming into play this includes spirit tokens.  It is very difficult for Oath to trigger w/o timewalk.  And even then, Aven Mindcensor is a guy with flash, giving you instant speed removal.  Shops really cannot deal with every creature having shatter attached.  Also Aurashards is triggered so it can't be needled and it is immune to spression field (which stays in against shop decks).

2 Exaulted Angel
- Anything Agro
- Storm Combo
An obvious choice for winning against aggro decks.  But the life gain can be relevant against Storm Combo as well.  Typically against storm combo I board out 4 wisps, and 2 STP for 4 Thorns and 2 Angels.  I think it works well (even though I am 0 for 2 against storm combo). 


Cards that Didn't Make it:
- Wasteland/Stripmine.  I think its just not worth it.  The deck needs way too much on-color mana especially green to run lands that tap for colorless.  Horizon canopy took up all those slots.  The card draw is a nice bonus.

- Jitte.  I had a lot of discussion if Exaulted Angel should be Jitte in the board with the arguement that supression field should come out.  I personally don't like that.  Agro is probably going to bring in activated abilities to beat you - such as Jitte's of thier own.  Extra Gempalms or Fanatics, creature stealers like Old Man of Sea... Extra Trikes.  There are plenty of cards that supression field hurts in the Agro Match.  So I don't board more than 1 (if even that) out.  Remember that flipping a creature face up is not an activate ability so Angel and Spression field are good together.

The future:
Wheel of Sun and Moon (or what ever its call) will definately make its way into my sideboard.  Probably over Honor the Fallen.
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« Reply #26 on: April 28, 2008, 01:33:38 pm »

Would Wax//Wane be a possible replacement for maindeck Wispmare?
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« Reply #27 on: April 28, 2008, 02:13:03 pm »

Great Job Harlequin - I had brought my W/G fish deck to that tournie as well.  Upon arrival I noted 2 others running a similar deck so I opted for my legacy sui deck instead.   

I like your explanation on jitte versus angel - I struggled with that one too.

One thing I noted from this tournie and the last I went too is that Null Rod is still relevant in today's meta and so is Ication Javelineers - in at least 2 matches at each tournie, I would have liked these cards in the deck - to kill Welder's, Carrion Feeders, Dark Confidants, for the Mirror match, to stop Trikes, Sensei Tops, moxen, engineered explosives.... 

I like your use of Aura Shards - I may MD this if I decide Engineered Explosives is too detrimental to get more mileage out of my vanilla beats and javelineers.

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« Reply #28 on: April 28, 2008, 02:38:56 pm »

One thing I noted from this tournie and the last I went too is that Null Rod is still relevant in today's meta and so is Ication Javelineers - in at least 2 matches at each tournie, I would have liked these cards in the deck - to kill Welder's, Carrion Feeders, Dark Confidants, for the Mirror match, to stop Trikes, Sensei Tops, moxen, engineered explosives.... 

Supression field effects most of those cards as well:
Welder, Carrion Feeder, Trike, Top, EE... plus Tog (relevant in one of my matches), Fetchlands, Bazaar, Wasteland/Strip, as well as some other less-played cards like Gempalm.

The issue ofcourse is a "hard" answer vrs a "Soft" answer.  Supression field just makes it harder and more of a commitment to use an ability - however if they need that extra 2 trike damage to kill you - they have the option to pay the {4} and win, where Null Rod doesn't give them any option. 

For me it comes down to deck slots.  Why run 8 cards to cover the same set of cards (arguably less when you factor in lands) when you could run 4 cards instead?  There are two main arguements against them,  in one case you have a 4-of to answer set A, and a 4-of to answer set B.  If you draw your A-Answers against B... you're out of luck.  If you have 1 set of 4 cards to 'answer' set AB... then if you have it in hand, it genereally will help you no matter if they are A or B.  With the 4 extra cards you have, you can either start to target set C, or help bolster your soft lock against AB into a true 'answer' to those sets.

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Would Wax//Wane be a possible replacement for maindeck Wispmare?

Not a bad card, I hadn't really considered it.  Slightly weaker agianst Ichorid... but Wispmare was never -realy- for Ichorid.  Instant speed is really nice, and if you would have hard cast Wispmare... you were most likely looking at 2~ish damage anyway in terms of finishing the game.  Wispmare gives you an extra body to give you more "dudes" in the aggro match - but Wax is potentially more powerful by being a psudo-removal spell durring combat. 

All in all, its about the same grade (C-) as Wispmare and arguably better if your meta is more aggro than ichorid.  All in all a good suggestion.
   
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« Reply #29 on: April 28, 2008, 03:37:18 pm »

Is there a reason that Suppression Field is better than Damping Matrix?

It seems like matrix would shut off all those things that field does without the way out.  The only drawbacks I can see are:
1)  artifact hate is more common than enchantment hate.
2)  it has a CC of 3.
Am I missing anything else, or do those drawbacks make Supression Field strictly better?
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