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Old 11-07-2009   #371
basshead559
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Default A decent answer

So I think I have found a decent answer to how to make this deck more viable. I took some of what was already said in regards to adding green and took the cascade to the next level. I think the cascade in this deck works really well as the closest thing to a dead cascade that we have is when the Wurm hits an ajani when you already have one in play. Other than that, you're always happy to play your cascade. That's a positive. Also, the chance of hitting multiple cascades into land disrupt is very good. I'll post the list here.

4 Goblin Ruinblaster
3 Sphinx of Jwar Isle
3 Wall of Denial
4 Acidic Slime
4 Bloodbraid Elf
3 Enlisted Wurm

4 Spreading Seas
4 Convincing Mirage
3 Ajani Vengeant
3 Ardent Plea

You do the land. You're probably better at it than me.

I like that this list runs 21 creatures. It takes some of the power away from opponents 1 drops (or 2 drops if they are on the play). Against other lists if they hit a 1 drop guide or something like that you get hit quite a few times unless you find a wall early. With this list you have chump blockers in ruinblasters and elves, blockers in walls, and removal with Acidic Slime.

One of my favorite play's with this deck is to cast bloodbraid turn 5 and leave a red source open in case you cascade into a ruinblaster you can kick it and you have 5 haste damage and boom goes a land all for 5 mana. That's great tempo/card advantage. Enlisted Wurm cascades into everything but the sphinx and the only way you don't hit land disrupt with him is if you hit a wall. Other than that, check the list, you hit ruinblaster (if you can kick it, boom goes land), slime, ajani, seas or mirage and you disrupt a land. Other cards are elf, and plea which gives you a 75 percent chance of cascading into disrupt.

One problem with the list is drawing cards. I want to add divination or something to draw but not sure where to remove cards. Playing with the idea of replacing the walls with divination, but not sure. It would keep my cascade the same basically, and I would say that divination is a better cascade than a wall.

Thoughts?
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Old 11-07-2009   #372
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I think pithing needle is the way to beat Boros.
Destroys fetch lands.
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Old 11-07-2009   #373
Nightwish
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Quote:
Originally Posted by basshead559 View Post
So I think I have found a decent answer to how to make this deck more viable. I took some of what was already said in regards to adding green and took the cascade to the next level. I think the cascade in this deck works really well as the closest thing to a dead cascade that we have is when the Wurm hits an ajani when you already have one in play. Other than that, you're always happy to play your cascade. That's a positive. Also, the chance of hitting multiple cascades into land disrupt is very good. I'll post the list here.

4 Goblin Ruinblaster
3 Sphinx of Jwar Isle
3 Wall of Denial
4 Acidic Slime
4 Bloodbraid Elf
3 Enlisted Wurm

4 Spreading Seas
4 Convincing Mirage
3 Ajani Vengeant
3 Ardent Plea

You do the land. You're probably better at it than me.

I like that this list runs 21 creatures. It takes some of the power away from opponents 1 drops (or 2 drops if they are on the play). Against other lists if they hit a 1 drop guide or something like that you get hit quite a few times unless you find a wall early. With this list you have chump blockers in ruinblasters and elves, blockers in walls, and removal with Acidic Slime.

One of my favorite play's with this deck is to cast bloodbraid turn 5 and leave a red source open in case you cascade into a ruinblaster you can kick it and you have 5 haste damage and boom goes a land all for 5 mana. That's great tempo/card advantage. Enlisted Wurm cascades into everything but the sphinx and the only way you don't hit land disrupt with him is if you hit a wall. Other than that, check the list, you hit ruinblaster (if you can kick it, boom goes land), slime, ajani, seas or mirage and you disrupt a land. Other cards are elf, and plea which gives you a 75 percent chance of cascading into disrupt.

One problem with the list is drawing cards. I want to add divination or something to draw but not sure where to remove cards. Playing with the idea of replacing the walls with divination, but not sure. It would keep my cascade the same basically, and I would say that divination is a better cascade than a wall.

Thoughts?

-3 Wall, +3 Covenant of Minds or +3 Sphinx of Lost Truths (so it doesn't mess up your BBE cascade).

Last edited by Nightwish; 11-07-2009 at 03:17 PM.
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Old 11-07-2009   #374
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yes, the lost truths is probably the way I'll go cause it works like a wall after it's cast anyway. Very nice. It's removable, but still. Very good. Hadn't thought of covenant of minds. that's something else to think about for sure. What do you think of the list though?
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Old 11-07-2009   #375
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I just lost to the crypt combo deck, which is ridiculous because he should never resolve a crypt and he didn't. I was beat by sadistic sacrament taking out my sphinx's and then gatekeeper and tendrils killing everything else I resolved. Makes me want to side in negate or cancel or something.
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Old 11-07-2009   #376
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I think aggro will be a problem game 1 but control will be easy.

The SB should be devoted entirely on aggro I would say.

Purge, Duelist, Vedalken Outlander, Wall of Denial, DoJ ? , BSA ? , Pyroclasm ?
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Old 11-07-2009   #377
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I actually have my hardest mu against esper control and similar control style decks. I thought about 3 luminarch in the sb and 2 telemin performance for control decks. Usually with that card I can mill a few of their counters and board a baneslayer or something similar for myself.
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Old 11-07-2009   #378
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It's only a matter of time before enough games are played and it becomes evident to everybody that this deck is really only good versus 3 color decks.

You would really need cards like Stone Rain and Pillage to keep decks like Vamps in line, with out key land destruction they will eventually get to 3 land and simply kill anything you have with Gatekeepers.

The combo is nice versus Jund, but really all the other decks its just kind of ho-hum because they can still operate on 2 of their primary color.

This will just be a tier 2 deck until you get an actual Stone rain Clone.

Just my playtesting opinion. It really is about luck, if you get the chants you win 80% of the time, and if you don't you lose because you have 8 crappy cards in your deck after turn 3... so its kind of just a craps shoot, and you cant win gauntlet tourneys out side of FNM with craps shoots.
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Old 11-07-2009   #379
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Quote:
Originally Posted by ChestRockwell View Post
You would really need cards like Stone Rain and Pillage to keep decks like Vamps in line, with out key land destruction they will eventually get to 3 land and simply kill anything you have with Gatekeepers.
... Well I got to agree with you on that.

I plowed my way through a Vamp deck with no sweat... Almost.

As long as they don't seem to get the right cards quickly or you get the cards you need, then this deck I can almost see becoming Tier 1.
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Old 11-07-2009   #380
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Quote:
Originally Posted by ChestRockwell View Post
It's only a matter of time before enough games are played and it becomes evident to everybody that this deck is really only good versus 3 color decks.

You would really need cards like Stone Rain and Pillage to keep decks like Vamps in line, with out key land destruction they will eventually get to 3 land and simply kill anything you have with Gatekeepers.

The combo is nice versus Jund, but really all the other decks its just kind of ho-hum because they can still operate on 2 of their primary color.

This will just be a tier 2 deck until you get an actual Stone rain Clone.

Just my playtesting opinion. It really is about luck, if you get the chants you win 80% of the time, and if you don't you lose because you have 8 crappy cards in your deck after turn 3... so its kind of just a craps shoot, and you cant win gauntlet tourneys out side of FNM with craps shoots.
That's why I like the Grixis Version, its versatile. if you face mono color decks, you side out the land disruption for a "Cruel Control" deck.

Cruel Control has an ok matchup vs aggro, but it has problem vs some control decks.

Ux Spreading Sea's / Convincing Mirage deck has good matchup vs control, bad matchup vs aggro.

The combination of both makes a strong deck.

Last edited by Nightwish; 11-07-2009 at 06:45 PM.
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