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Author Topic: UR Delver  (Read 79765 times)
tribet
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« Reply #90 on: May 02, 2014, 03:08:10 am »

Some question Clique in this deck, others would like to see Goyf, others mentioned Pauper, I'm thinking that card!

That even gives a Combo/Tendrils aspect to the deck! Control/Tempo/Aggro/Combo! what's your role again?

« Last Edit: May 02, 2014, 08:53:20 pm by tribet » Logged
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« Reply #91 on: May 02, 2014, 03:29:56 am »

I think if you want to run Kiln Fiend, you probably want to be all in on fastbond and gush. Kiln Fiend is a great card, for sure, but I think i'd rather have Clique in this deck.
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« Reply #92 on: May 02, 2014, 10:40:45 am »

Clique is one of the best cards in the deck. And especially in this deck. It just fits the curve perfect. I would never run less than two, and I'm even considering running a third. If your looking to make changes somewhere, turn to Snapcaster instead, which is probably the weakest part of the deck.
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« Reply #93 on: May 02, 2014, 08:30:59 pm »

I think if you want to run Kiln Fiend, you probably want to be all in on fastbond and gush. Kiln Fiend is a great card, for sure, but I think i'd rather have Clique in this deck.
I think you're overdoing it with Fastbond. A simple Gush coupled with a pair of Sorcery/Instant is already +9 damages. Make one of these a Ligthning Bolt and that's even juicier.

Though, the key thing is that you actually don't have to do anything. Just having a Kiln Fiend seating there is nearly as threatening as a TinkerBot. It forces your opponent to be proactive and to deviate from his own plan which is probably what UR Delver prays on anyway.

Saying that, Kiln Fiend doens't have evasion, trample, or 4+ Thoughness so you may want to check in which matchups/situations it gives you the edge before sleeving it up. I think I agree with StanleyAugust, if anything Kiln Fiend is a better swap for Snappy than Clique.

Edit: Oh... and like Young Pyro or Quirion Dryad, you can still make it grow even if Chalice @ 1 is on the board!
« Last Edit: May 02, 2014, 08:44:54 pm by tribet » Logged
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« Reply #94 on: May 03, 2014, 11:46:22 am »

So, your experience, understanding, and testing of the format derives from Cockatrice...

You can't credit Cockatrice for format understanding as the players in that medium, just like Apprentice and MWS, are notoriously weak.  


I just want to say that this is a false statement. Cockatrice is every bit as functional a testing platform as in-person testing or Magic Online. It is dependent on the caliber of the opponent you find, as is every testing platform.

If you are playing random people, your overall average skill level of your opponent may be relatively low, but if you constantly seek out a select group of players who you know to be solid, then play-testing on Cockatrice can certainly improve your knowledge of Magic as much as in-person testing or Magic Online.

As someone who has played against high-caliber opponents in person, on Magic Online, *and* on Cockatrice, I can confidently say that it is definitely possible to find a high-caliber opponent for Vintage playtesting on Cockatrice. I have personally played, many times, Brian Kelly (brianpk80), Aj Grasso (plagic), Varal, Onslaught, Rich Shay (The Atog Lord), col_impact and can say that these players and many more are of a high enough skill level to make play-testing Vintage on Cockatrice an enriching experience.

As long as the player is seeking out a select group of competent opponents, and not relying merely on random players, then Cockatrice is just as worthy a play-testing environment as anything else.

I totally disagree with you here.  For one thing, even good players playing on Cockatrice are more likely to play sloppily and test suboptimally, and distractedly, than in a focused and meaningful test session.  

And even if you can find a few decent players, the majority being terrible just underscores my point.  

Online play will be far more consistent in a few months as Vintage comes to Magic online, and you can see the ratings of your opponent.  

You can learn your own deck well by testing online, but it won't really tell you the quality of your deck in a competitive field.  

Testing is solely a function of your commitment and your play-testing partner's commitment. The lack of a quality opponent is no more a function of Cockatrice than the lack of a quality opponent is a function of in-person play-testing or Magic Online play-testing. The lack of a quality opponent is a result of your failure to secure one, which is not a failure of the software.

You can do sloppy play-testing in person, on Cockatrice, and on Magic Online. You can do serious play-testing in person, on Cockatrice, and on Magic Online.

There is the same number of terrible players in person as there is on Cockatrice. Of course, with in-person testing you are usually restricting yourself to the play-testing partners you trust and respect. You can do the exact same thing on Cockatrice. The software includes a "buddy list" feature that lets you monitor for when skilled players are on at any given time, and then you can only play them if you don't wish to waste your time vs. inferior opponents. With multi-tasking computers, many people just leave Cockatrice in the background and do other things while waiting for a quality opponent.

The most important thing to realize is that a fundamental understanding of the game's strategies, rules, and tactics is all attainable through Cockatrice play-testing. The software replicates the in-person experience and in some ways even better prepares the player for in-person play than Magic Online because it does not process rules in the software, meaning that the player will be forced to understand the rules.
« Last Edit: May 03, 2014, 12:01:07 pm by MTGFan » Logged
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« Reply #95 on: May 03, 2014, 09:06:16 pm »

/sort of a derail, but I'm going to tie it back to the thread...

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The software replicates the in-person experience

It's important for everyone to understand where Cockatrice is like in-person play and where it isn't.  I think you're right that opponent quality is agnostic to either medium.  Here's where I find Cockatrice most different than in-person play:

- different and less information from other player
- interface is different in many ways than handling cardboard/assessing information in hand/board
- shuffler is a different type of 'random'
- software automates steps increasing volume/rate of play

I'd say that the first two make Cockatrice inferior for practicing the more nuanced strategy-based decisions.  However, the more consistent shuffling and the higher volume of games you can get from quicker play make Cockatrice excellent for basic 'stress tests' to assess particular new cards, manabase and general matchup feel.

Eg, my Cockatrice based testing has shown that this list has the stronger late-game that Smennen describes, but at a cost of increased mulligans and losses to strong mana-denial from the opposition.  I've probably only played 20-30 games, so it's not a great sample, but it was noticeable compared with the higher land count URg versions.

This seems like a calculated risk on Steve's part, but it's a risk to be conscious of.
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« Reply #96 on: May 04, 2014, 03:27:06 pm »

So after playing against this deck in the tournament yesterday(was the finals, but neither game was close for them) and some more in testing before and after I'm curious to know what the plan is against control based Oath of Druids, Blue Angels and any Sphere/Thorn/Thalia. It has needed hyper potent hands to be proficient in those match ups. It has performed amazing against Blue based decks that are trying to win through Tinker into BSC or TV/K and Storm variants. I see it performing well against things like BUG fish as well. However, anything featuring Cavern of Souls and/or a similarly efficient counter package is going to give it fits, not even getting into the impact of even 1 Sphere.

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« Reply #97 on: May 05, 2014, 03:06:20 pm »

So after playing against this deck in the tournament yesterday(was the finals, but neither game was close for them) and some more in testing before and after I'm curious to know what the plan is against control based Oath of Druids,

The pre-board plan is to do everything you can do prevent oath from resolving.   The primary tactics here are: Force, Spell Piece, and Clique (to preemptively snatch it out), backed by things like Flusterstorm, Misd, Misstep, etc.  I added the pair of Spell Pierces, as noted in the original post, solely for the Oath matchup.  When playing Oath, the Gush pilot is using all of their resources to dig up relevant countermagic to the expense of all other lines of play.  So, for example, if you know you are playing against Oath, you would play first turn Preordain looking for relevant countermagic rather than cast Delver.  

Post-board, the plan shifts to finding and playing as many Cages as possible.  Because the Oath pilot will have answers like Abrupt Decay, Grudge, Nature's Claim, the plan is to dig up as many Cages as fast as possible and simply play them in larger amounts than they can answer them, and with maximal countermagic.  This plan generally works, as I've been able to defeat regular Control Oath in tournament the last time I faced it.  Danny Friedman defeated me in the finals of the Vacaville tournament, but my slightly improved list made a big difference with maindeck Spell Pierces.  He had Decay, etc.  Essentially, the proper role for this deck is control against Oath.  

Quote


 Blue Angels

This deck has 4 worldwide Top 8 appearances in January - March according to Morphling.de.  It's a fairly tiny part of the metagame, and doesn't exist in my metagame at all.   If it does, I will worry about it then.  It's a classic error to prepare for things that aren't there.

Quote

and any Sphere/Thorn/Thalia.

I think it's a mistake to lump those together.  The plan for Thalia is to burn her.  For Thorn, to race with dudes.  For Sphere, to win post-board or squeeze micro advantages with cards like Delver, Pyromancer, Bolt, etc.  

Quote

It has needed hyper potent hands to be proficient in those match ups.

I'm not sure what "proficient" means in this context, since proficiency implies a threshold performance, and magic matchups are all relative/relational.  That said, the Oath matchup isn't that difficult if you know what you are doing, which role to play, and are focused on it.  In fact, if the Delver player survives the first few turns, it should win as the virtual card advantage kicks in.  With all of the digging, it's not hard to find additional Cages to shore up the first from Abrupt Decay and other removal.  


Quote

It has performed amazing against Blue based decks that are trying to win through Tinker into BSC or TV/K and Storm variants. I see it performing well against things like BUG fish as well. However, anything featuring Cavern of Souls and/or a similarly efficient counter package is going to give it fits, not even getting into the impact of even 1 Sphere.


All Magic decks have bad or weaker matchups, otherwise they would be dominant.  All Gush decks are naturally weak to Workshops for well-known reasons.  That's why they SB so heavily against them.  

Having a weak Workshop matchup is the price of the ticket, so to speak.  That's why it's so important to have a strong Board plan.  And, why Pyromancer is so critical, as it gives you actual chance against cards like Tangle Wire.

/sort of a derail, but I'm going to tie it back to the thread...

Quote
The software replicates the in-person experience

It's important for everyone to understand where Cockatrice is like in-person play and where it isn't.  I think you're right that opponent quality is agnostic to either medium.  

I don't agree with this for the reasons I already noted.  People play less carefully, more sloppily, etc on the web platforms. They are also more experimental, etc.   Josh Potucek just supported my claim here with his own play experience.  

Quote

Here's where I find Cockatrice most different than in-person play:

- different and less information from other player
- interface is different in many ways than handling cardboard/assessing information in hand/board
- shuffler is a different type of 'random'
- software automates steps increasing volume/rate of play

I'd say that the first two make Cockatrice inferior for practicing the more nuanced strategy-based decisions.  However, the more consistent shuffling and the higher volume of games you can get from quicker play make Cockatrice excellent for basic 'stress tests' to assess particular new cards, manabase and general matchup feel.

I think this post actually misses huge differences between tournament magic and online magic.  The experience of playing in timed rounds, tighter rules, etc.  The only way to really get good in tournaments is to play in tournaments.  

Quote

Eg, my Cockatrice based testing has shown that this list has the stronger late-game that Smennen describes, but at a cost of increased mulligans and losses to strong mana-denial from the opposition.  I've probably only played 20-30 games, so it's not a great sample, but it was noticeable compared with the higher land count URg versions.

This seems like a calculated risk on Steve's part, but it's a risk to be conscious of.

This deck has 14 lands and another post-board. That's the same ratio as every Grow deck I've ever (including post-2008), including those that I won the Vintage Champs with in 2007 and Top 3ed in 2011 (post-Golem).  

It should have roughly the same mulligan rates as every other Grow deck with two counterbalancing differences: 1) by having slightly fewer Moxen, it means you probably can't keep hands like Mox Emerald, Mox Jet, that may have been keepable (although extremely questionable) in other Grow decks, 2) but this deck can win with only one total mana source over the course of the game because of Delver and 1cc countermagic.  In the end, this deck should actually have less mulligans than any post-2008 Grow deck.  

I'm not sure what you mean by mana denial strategies.  By having more basics, it reduces vulnerability to cards like Wasteland.  If you mean Sphere-effects, those things are devastating, but not much more so for this deck than any other recently successful Gush deck.  (For example, I have the same total number mana sources in my 75 at AJ Grasso's 2nd Place RUG list from Vintage Champs at Eternal Weekend).  

Quote
All Tempo decks are Aggro-Control decks.

 But not all Aggro-Control decks are dedicated tempo decks. The problem with using tempo and Aggro-Control in the same context is that they become interchangeable terms(I myself am guilty of this). In fact, both terms are rather vague. It might help if you share what your personal definitions of Aggro-control decks and tempo-decks are.


Sure.  Tempo is an effect generating through game play, while Aggro-Control is a classification category for decks/strategies.

I have no objection to the Wikipedia entry defining Aggro control: "Aggro-control deck is the aptly-named deck archetype for a hybrid between an aggro deck and a control deck. An aggro-control deck's game plan is to play enough creatures to kill the opponent in a reasonable number of turns (e.g. a "five-turn clock"), then protect those creatures through disruption for that many turns to win the game.

Famous examples of aggro-control decks include U/G Madness and Counter-Sliver."

Tempo is a form of advantage, not a deck archetype.  It is something that is generated through specific interactions, just like card advantage is.  When we call decks "tempo decks," are decks that do this really well and are focused on doing this well. 

As I wrote on the Source and in many articles on SCG, a really classic example of tempo is playing a Juggernaut and Wastelanding the opponent to partially rewind the turn.


« Last Edit: May 05, 2014, 03:39:53 pm by Smmenen » Logged

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« Reply #98 on: May 05, 2014, 03:56:40 pm »

@Smmenen: I think you're underestimating Cockatrice. While nothing beats tournament practice. The biggest chunk of my preparation for last year Champs was done playing online, discussing decks and the expected metagame all over the platform. I did a few practice games against local players in the coming months but most of it was online.

Would I have done better if I'd played the deck in a tournament before? It's possible but I doubt it. I definitely did mistakes during the day and those stung way more than any Cockatrice mistakes. Did I miss the ease of sideboarding online? Yes, I feel it might be the biggest difference between live play and online play. It's way easier to sideboard with your whole deck sorted in front of you.

I don't know if it was in AJ report but on Cockatrice he wouldn't have accidentally revealed the Umezawa's Jitte he sided in. This is the kind of thing that happens in live play and it's more kudos to him to have beaten me while I knew his secret tech.

In conclusion, nothing replaces tournament play but Cockatrice is a pretty good alternative and I would never have made top 8 without it.
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« Reply #99 on: May 05, 2014, 04:25:38 pm »

@Smmenen: I think you're underestimating Cockatrice. While nothing beats tournament practice. The biggest chunk of my preparation for last year Champs was done playing online, discussing decks and the expected metagame all over the platform. I did a few practice games against local players in the coming months but most of it was online.

Would I have done better if I'd played the deck in a tournament before? It's possible but I doubt it. I definitely did mistakes during the day and those stung way more than any Cockatrice mistakes. Did I miss the ease of sideboarding online? Yes, I feel it might be the biggest difference between live play and online play. It's way easier to sideboard with your whole deck sorted in front of you.

I don't know if it was in AJ report but on Cockatrice he wouldn't have accidentally revealed the Umezawa's Jitte he sided in. This is the kind of thing that happens in live play and it's more kudos to him to have beaten me while I knew his secret tech.

In conclusion, nothing replaces tournament play but Cockatrice is a pretty good alternative and I would never have made top 8 without it.

I'm not saying there is no value to Cockatrice, MWS, Apprentice, etc.  But I think you are overestimating it. 
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« Reply #100 on: May 06, 2014, 07:41:41 pm »

Steve,

I've never really had to think about the matchup, but would you board in ingot chewer vs dredge?
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« Reply #101 on: May 06, 2014, 09:54:47 pm »

Steve,

I've never really had to think about the matchup, but would you board in ingot chewer vs dredge?

So that you can exile their Bridge from Below? If you cast Ingot Chewer when you have an artifact on board, you need to target it if your opponent has none. The thing is you want to protect an eventual Dredge hate from their disruption so you can't really take out a counterspell. You can't really take out much of the filtering engine because it can help find the hate. Once you side in your 8 hate cards it seems hard to take even more threat.

Smmenen might have a different plan but I would take out:

1 Merchant Scroll
1 Steel Sabotage
2 Vendilion Clique
3 Lightning Bolt
1 Fire//Ice
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« Reply #102 on: May 06, 2014, 10:15:56 pm »

Yeah to knock out bridge.  I'm not saying board in the full 4, but misdirection and snapcaster mages look bad in the matchup as well.  

I mean, you board in ingot chewer to go 1 for 1 against mud decks, why not board it in to go 1+ against dredge? 

This strategy only works because there are few artifacts in the deck, I would never think to do this in a deck that runs more artifact acceleration. 
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« Reply #103 on: May 07, 2014, 12:03:52 am »

with 4 cages and 4 leylines in his sideboard seems reasonnable Smennen's deck doesn't need to board in ingot chewer as well. Also when he has a cage on board, it would be really stupid to have ingot chewer in hand.

You say you brought in Spell pierces for oath, but have you thought about spell snare? it seems like it could be good but is pretty underrated by deck builders.
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« Reply #104 on: May 07, 2014, 12:12:04 am »

Yeah to knock out bridge.  I'm not saying board in the full 4, but misdirection and snapcaster mages look bad in the matchup as well.  

I mean, you board in ingot chewer to go 1 for 1 against mud decks, why not board it in to go 1+ against dredge?  

This strategy only works because there are few artifacts in the deck, I would never think to do this in a deck that runs more artifact acceleration.  


Misdirection is not that great but it could save you from a discard spell or possibly protect one of your permanent. Snapcaster Mage might be a bit slow bit it can exile a bridge as a flash blocker or counter a nature's claim with a misstep or another counter in the yard. It is probably better while on the play than on the draw.

The problem with Ingot Chewer is the deck only play 4 relevant artifacts but they're pretty much the only cards you care about in the whole deck.
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« Reply #105 on: May 07, 2014, 12:38:14 am »

To remove Bridges, it may be wiser to play some bolts/Fire/Ice and kill your own creatures & tokens rather than play Chewer and kill your own Cages.
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« Reply #106 on: May 07, 2014, 11:37:04 am »

You would never remove your own cage to get rid of a bridge, but they knocked out your cage on their turn, you could ingot chewer the next turn.  Removing bridges before ichorid hits the battlefield. 
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« Reply #107 on: May 07, 2014, 01:12:13 pm »


Online play will be far more consistent in a few months as Vintage comes to Magic online, and you can see the ratings of your opponent.   

I just noticed nobody corrected this:  the ability to see your opponent's rating on MTGO was removed years ago.
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« Reply #108 on: May 07, 2014, 03:17:58 pm »

Boarding in Chewers is a pretty poor idea against dredge anyway since all they can really do is remove bridges.  Bolt and fire/ice are at least burn spells otherwise and can be used at instant speed to kill your own guy if they end of turn remove your cage.
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« Reply #109 on: May 07, 2014, 06:04:55 pm »

If you are really in the mood to sacrifice your own creatures to beat dredge wouldn't an aggressive creature with a self sac ability be a better idea. Just tossing this idea out here but Mogg Fanatic, Skirk Prospector, or Wild Cantor could be a solid anti bridge tech. Being able to store mana in walking lotuses could have applications as well but I would thing Fanatic above all else because he provides a clock, can pick off problem 1 toughness dudes and can sac to hit a bridge.
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« Reply #110 on: May 08, 2014, 03:46:31 pm »

Or play a Dredge board that has some semblance of synergy with the list. Graffdigger's Cage is optimal but Leyline, in my opinion, is far from. A 2/2 split of Surgical Extraction/Ravenous Trap would be far superior in this type of list.

Both are live 100% of the time, do not require aggressive mulligans, SE plays well with Snapcaster post board, and both can be fetched with Mystical Tutor.
« Last Edit: May 08, 2014, 03:49:48 pm by Commandant » Logged

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« Reply #111 on: May 08, 2014, 04:16:22 pm »

I think the fear with those 2 options are that they are 2 options in hand and therefore dredge can Cabal them away. If that is the case Tormod's Crypt may even be better even without re-usability because it is an on board answer that dredge basically cannot stop. Even if they run 4 chewers they are still going to get hit with a crypt and have to start anew.
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« Reply #112 on: May 08, 2014, 04:47:24 pm »

Or play a Dredge board that has some semblance of synergy with the list. Graffdigger's Cage is optimal but Leyline, in my opinion, is far from. A 2/2 split of Surgical Extraction/Ravenous Trap would be far superior in this type of list.

The deck doesn't really have the speed or power to win with just a surgical or rav trap.  Also I wouldn't be so quick to judge cage as the best dredge hate here, Stinkweed imp and darkblast are both insanely powerful against delver and other aggro decks even when cage is in play.  However this is obviously not the case with leyline.
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« Reply #113 on: May 08, 2014, 05:09:09 pm »

Cabal Therapy is a factor for every piece of hate outside of Leyline (which forces too many concessions for what it does). Instants like SE/RT can at least be played in response to Therapy.

I found this deck to have a very reasonable clock against Dredge. SE/RT are not an end all be all, they are a stop gap with better interlist synergy that buys time to develop your board state.

 
« Last Edit: May 08, 2014, 05:23:25 pm by Commandant » Logged

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« Reply #114 on: May 09, 2014, 07:25:25 am »

Cabal Therapy is a factor for every piece of hate outside of Leyline (which forces too many concessions for what it does). Instants like SE/RT can at least be played in response to Therapy.

I found this deck to have a very reasonable clock against Dredge. SE/RT are not an end all be all, they are a stop gap with better interlist synergy that buys time to develop your board state.

 

To add to Commandants stance.  Surgical vs Leyline is a much more pin-point solutions.  You can use it very carefully early on to completely shut show their engine.  If you surgical the first ichorid they put in their yard and then his narcomeoba, they are now completely reliant on bloodghasts to generate zombies.

while leyline can have this same effect, it is much easier for them to just hold an ichorid/bridge etc in hand until the leyline is gone and then start coming back.  I would agree completely that surgical/trap are much better in this style list than leyline.
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« Reply #115 on: May 09, 2014, 09:24:31 am »

I disagree that they fit the deck well.  It doesn't matter how established your board may be with this deck.  Dredge can generate a superior board state in a hurry with an active bazaar.

In your example you are talking about double surgical, which is not a reliable situation to be in.  I'm much more likely to start my opener with a single leyline than that.  Even then the delver player still needs a good clock to beat the recursive bloodghasts.

1 shot hate cards are just too unreliable in a fish style deck without wasteland.  When their bazaar is still active they can recover far too quickly.  You are much better off playing leylines forcing them to dig for anti hate and turning on all of your counter magic.  You really shouldn't be keeping hands without hate anyway.

Also if they choose to just start casting darkblast to stall you out neither cage nor surgical nor rav trap is going to answer it efficiently.  You are leaving yourself with no good answer to a recursive 1 mana spell that kills everything in your deck, which is not a place to be.

What about splashing a single tundra for some RiP action if you are afraid of dredge?  It also lets you play wear//tear for oath.
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« Reply #116 on: May 09, 2014, 02:44:58 pm »

Darkblast

You're hung up on a card they run 1/2 of and have been for quite a while. It's far superior to let the Dredge player play into hate rather than around it, Leyline of the Void does not allow you to do this.
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« Reply #117 on: May 09, 2014, 06:06:30 pm »

Darkblast

You're hung up on a card they run 1/2 of and have been for quite a while. It's far superior to let the Dredge player play into hate rather than around it, Leyline of the Void does not allow you to do this.

Dredge usually plays 2-4 copies of darkblast not that it's that relevant how many they have since getting a single copy in their Gy is enough.  If you choose to ignore one of the dredge players best weapons be my guest, I will hope to play you when I'm on the deck.
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Smmenen
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« Reply #118 on: May 09, 2014, 06:21:43 pm »

In the last tournament, I beat Dredge in a game 1 situation with this deck by simply racing damage.   I was able to clog up the ground while he couldn't find a second dredger, and used Burn to finish him off after a flying Delver swung a couple of turns.   Bolt + Snapcaster ended the game.   

Even without Cage, this deck can generate a ton of tokens to clog the ground.  But I think Cage + Trap can buy plenty of time. 

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John Cox
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« Reply #119 on: May 30, 2014, 06:11:38 am »

I'm considering putting one underground sea, a vamp and a demonic in my list, anyone have any opinions?
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