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5 years ago ::
Jan 27, 2008 - 9:07AM
#11
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Date Joined:
Sep 28, 2005
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While some counter backup is obviously a good idea, getting that second turn should avoid things like Sor cery Removal .
Granted, that means you're aiming for the Prowl cost.
Regardless, I was just throwing it out there, I can definitely see your point.
I don't run Throng right now but I also don't run Venser and still see the value in that. (I also play far more Block than Standard, so...) One match where I think Throng could prove beneficial is against UG Faeries. Even getting 4 damage through and then playing this without Prowl gives you another 4 attackers if it resolves and puts them on the defensive (which I find is the key against them).
UG Faeries is one match where I almost always side in Profane Command too.
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5 years ago ::
Jan 27, 2008 - 9:37AM
#12
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Date Joined:
Oct 18, 2003
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I actually see Throng being a winning card in this deck. I, personally, think that the Prowl Cost is what will make or break the card for this build. After playing this deck so much, I realized that I won't have won yet by turn 6. I'll be close, but that's usually when I've run out of cards in hand, and is the supreme opportunity for a Damnation to come thrashing me... So, with 6 mana out you attack with all you've got... Most likely there will be a rogue in there somewhere. After the hit, which will usually deal around 6-8 damage, you drop Throng for it's Prowl cost. You now get 6-8 1/1 flyers, with Scion out they're all 2/2s, and you TAKE AN EXTRA TURN. This will pretty much ensure victory for you unless they counter it. This may be a great way for this deck to edge out Elves, or even big Red Green or other 'non countering' aggro decks. Oh well, i'm still excited about the card, but I guess playtesting it will be the only way to tell if it sucks or not.
-Yawg
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5 years ago ::
Jan 27, 2008 - 3:10PM
#13
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Date Joined:
Mar 25, 2007
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if all your attackers have been cleared and you're on top deck mode, the chances of drawing into a rogue (prowler/pestermite) are very slim. throng is better of in a rogue deck. i've tested it both in faeries and in rogues and that's my conclusion.
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5 years ago ::
Jan 27, 2008 - 6:45PM
#14
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Date Joined:
Sep 28, 2005
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if all your attackers have been cleared and you're on top deck mode, the chances of drawing into a rogue (prowler/pestermite) are very slim. throng is better of in a rogue deck. i've tested it both in faeries and in rogues and that's my conclusion. I haven't tested it (no access to the forbidden programme) but I'm guessing my conclusions would be the same.
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5 years ago ::
Jan 27, 2008 - 9:27PM
#15
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Date Joined:
Oct 18, 2003
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I know it's not something that's a definate, or even a maybe, but I was figuring that most decks that run black have some kind of Wrath Effect in Damnation. It's one of the biggest banes of this deck (assuming your out of counterspells). It's happened to me many times, where I'll take the guy to 1 life, or something else small, and he resolves a damnation and I can't do jack about it. In cases like that, when you're out of counters, you could, theoretically kill them before their wrath will happen. I just think that being able to swing, then double the damage dealt for swing number two is pretty good. I know it's not going to be accepted by the masses, but since it comes in the UB Rogue premade, it's worth a shot splashing it in there, testing it, and if it doesn't work, it doesn't work. But I think we're passing a BOMB if we dismiss it this early without testing it.
ix_deadend: I understand you tested with it in the deck... what makes it unplayable? Was it a case where you didn't need it to win, and you won before you could drop it? did you not face the damnation you couldn't counter? I'm just curious, not being a jerk. I just wanna know how it worked in your testing.
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5 years ago ::
Jan 28, 2008 - 1:02AM
#16
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Date Joined:
Mar 25, 2007
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ix_deadend: I understand you tested with it in the deck... what makes it unplayable? Was it a case where you didn't need it to win, and you won before you could drop it? did you not face the damnation you couldn't counter? I'm just curious, not being a jerk. I just wanna know how it worked in your testing. it's a win more card here. the scenario you gave was using it post damnation. the only rogues i run are oona's prowler and pestermite. that alone makes the chance to pay the prowl cost of notorious throng pretty slim. in a rogue deck playing it without the prowl is fine because rogues deal big damage even by single creatures with stinkdrinker bandit and coat and dagger. but in fae, post wrath you'll be dealing what, 2-3 damage? 2-3 1/1's won't exactly make a difference unless you play it with the prowl cost. even if you do, chances are your opponent is running a few counters as well since nowadays only control decks run mass removal.
i've also rarely experienced a wrath i was unable to counter since i always leave mana open to counter, whether with rune snag or cryptic command.
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5 years ago ::
Jan 28, 2008 - 9:07AM
#17
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Date Joined:
Jan 11, 2008
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how do you guys play against blink? i'm having problems playing against them... they play riftwing then blink , i try to psi or counter then they blinks again... i don't know...
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5 years ago ::
Jan 28, 2008 - 9:19AM
#18
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Date Joined:
Oct 18, 2003
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I guess its mainly playing smart. Waiting until they blink their Riftwing, and when it's CIP triggers, play Scion, negating their target. I've seen versions with Shriekmaw in it, and the same rule applies. I guess the best option is to utilize your flash Fae and counterspells. Remember, they might have 4 Blinks (8 after Flashback), but they can't blink something that's not there. If you counter their guys (even their elementals when they evoke them), they can't utilize their Blinks. I guess the short answer is that by playing against the deck more and more, you'll find out how to play against it right. This deck has all the answers you need, plus the flying rush to finish the job. Playtesting and playing against the Blink deck is the only way to beat it. For every loss, learn something from it.
-Yawg
PS - I played Pickles and Sonic Boom for a while. Even decks like UB Teachings I've played with and agianst. They all said that Fae are one of their hardest matchups... and from reading other posts from other deck arctypes, they've all said their hardest matchups are usually Fae. This deck is great, and the more you face other ppl, the more you learn from it.
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5 years ago ::
Jan 28, 2008 - 11:21AM
#19
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Date Joined:
Nov 26, 2006
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I guess its mainly playing smart. Waiting until they blink their Riftwing, and when it's CIP triggers, play Scion, negating their target. I've seen versions with Shriekmaw in it, and the same rule applies. I guess the best option is to utilize your flash Fae and counterspells. Remember, they might have 4 Blinks (8 after Flashback), but they can't blink something that's not there. If you counter their guys (even their elementals when they evoke them), they can't utilize their Blinks. I guess the short answer is that by playing against the deck more and more, you'll find out how to play against it right. This deck has all the answers you need, plus the flying rush to finish the job. Playtesting and playing against the Blink deck is the only way to beat it. For every loss, learn something from it.
-Yawg
PS - I played Pickles and Sonic Boom for a while. Even decks like UB Teachings I've played with and agianst. They all said that Fae are one of their hardest matchups... and from reading other posts from other deck arctypes, they've all said their hardest matchups are usually Fae. This deck is great, and the more you face other ppl, the more you learn from it. first. youre thing on blink is wrong. yeah, the scion does negate the target, but a smart blink player 9 out of ten hits youre lands. this deck needs the mana for counter backup, and if they are cloudskate/venser/blink/occasional snipeing youre lands youre not going to win. not to mention conclaves citp.
extirpating blink game 2 and playing smart is youre best bet.
the thing about control matchups is very true. infact, the one drop version is even worse for them :D
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5 years ago ::
Jan 28, 2008 - 11:47AM
#20
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Date Joined:
Jun 23, 2004
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so, here's my pre-morningtide version. I'm trying to figure out A) what should be improved/changed, and B) what I should change with morningtide (though I know I want to put in 2-4 copies of bitterblossom)
So, here's the list:
3x river of tears 4x underground river 4x secluded glen 4x faerie conclave 6x island 2x swamp
3x ponder 4x rune snag 3x boomerang 4x nameless inversion 2x cryptic command 1x profane command
4x mistbind clique 4x oona's prowler 3x pestermite 3x scion of oona 4x sower of temptation 2x wydwyn the biting gale
SB: 4x flashfreeze 4x deathmark 1x boomerang 3x spellstutter sprite 2x cancel 1x peppersmoke
thoughts: I should run desert. how many? I should probably be running thoughtseize instead of ponder, but that's an expensive change. also, I'm waiting on my fourth river of tears. Also, yes, my sideboard is terrible. that's one of the big areas I need help with. additionally, I think that pithing needle would be good for my sideboard, but I'm willing to go without for the same reason I don't MD thoughtsieze. cost.
so, yes. thoughts/suggestions? both pre- and (especially) post-morningtide?
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