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5 years ago  ::  Mar 31, 2008 - 12:41PM #11
MrIndigo
  • Mr. Indigo
Date Joined: Mar 27, 2003
Posts: 13,414
Why is it only me who has no trouble with Bitterblossom?

Seriously, I never have an issue with that card. In 90% of cases I win against a Bitterblossom deck (and it's more often than not), Faeries or no, I will have killed them with their own Bitterblossom. The Faeries matchup, for me, is problematic because of counterspells (although noone ever makes the counter-bounce play, because they're all whackjobs). Bitterblossom is either irrelevant or superfluous.

Nov 4, 2010 -- 9:11AM, Niche wrote:

Nov 3, 2010 -- 10:05PM, Razorgore wrote:

It's really not even about giving niche cards to black.



It should be about giving black cards to Niche.

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5 years ago  ::  Mar 31, 2008 - 1:37PM #12
Endorfin
Date Joined: Feb 28, 2008
Posts: 45
I played an incomplete reveillark deck last fnm, and because my careful consideration s hadn't arrived with the mail, I bought a pair of Vanish From Memory and tried them.

But honestly, I didn't get 1 good play of them. Most of the time it was dead, and the rest of the time I sideboarded it out for remove soul . Now THATS a good card in many matchups!

When I was playtesting with careful consideration proxys, the times I resolved it, it feeled a bit like overkill, because my 4 mind stone s and 4 mull drifter s gave me enough cards (not to mention that most of the cards are kinda recurring with reveillark and momentary blink ).
SO, I'm definatly going to try and take out the considerations for a pair of either: remove soul , pact of negation , oblivion ring or even cancel . Have been thinking about cryptic command too, and then adding calciform pools to my mana base to coop with the UUU.

Pumping up the counterspells, makes it a better MD matchup vs faeries, and an especially agains the mirror (which there are quite alot of in my meta).

What do you think is the best replacement for careful consideration ?

Oh, I took 2nd place, with 3-0-1 :D
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5 years ago  ::  Mar 31, 2008 - 2:25PM #13
Erasmus_02
Date Joined: Mar 6, 2005
Posts: 683

MrIndigo wrote:

Why is it only me who has no trouble with Bitterblossom?

Seriously, I never have an issue with that card. In 90% of cases I win against a Bitterblossom deck (and it's more often than not), Faeries or no, I will have killed them with their own Bitterblossom. The Faeries matchup, for me, is problematic because of counterspells (although noone ever makes the counter-bounce play, because they're all whackjobs). Bitterblossom is either irrelevant or superfluous.


BUt only half their counters that don't cost 4 mana or only relevant if they have the tokens produced by bitterblossom on the table.

And it also makes their counter strategy relevant by putting a clock down that doesn't use mana past turn 2.

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5 years ago  ::  Mar 31, 2008 - 2:34PM #14
Haploid
Date Joined: Jan 19, 2008
Posts: 486

Aendwer wrote:

I'd like to see some mention of splashing for Red. Avalanche Riders alone make it worthwhile.


I'm afraid I haven't quite made up my mind about alternate color builds, so I wouldn't know what to write. All I can think of really is that you're stretching your mana base, possibly to the point where it becomes too unreliable. Although I am very intrigued by adding or splashing red. It adds a little explosiveness to the mixture.

What matchups would be improved by adding Avalanche Riders ? Obviously the mirror won't like seeing land destruction against it. How about other matchups?

|Erasmus| wrote:

And it also makes their counter strategy relevant by putting a clock down that doesn't use mana past turn 2.


You describe the exact scenario I played a few days ago. My opponent resolved a turn 2 Bitterblossom , and just rode it to victory whilst countering every single card I attempted to play. Well, except for a single Mindstone on the turn directly after his Bitterblossom .

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5 years ago  ::  Mar 31, 2008 - 2:43PM #15
NachoTheGreat
Date Joined: Jun 30, 2006
Posts: 104
If you could keep them at 2ish lands, the RDW matchup would be even easier. The Faerie matchup would be so much better assuming you could actually kill their lands. They wouldn't have enough land to play and counter.

To the other guy, 3 wraths should be ok. Thats how many I run and it sems to work ok.
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5 years ago  ::  Mar 31, 2008 - 2:59PM #16
DeadManSeven
Date Joined: Nov 18, 2006
Posts: 1,207
LD might cripple midrange something fierce, but 'Lark is a beast in the midrange anyway.

Anyway, new thread, so this is my current build. I'm foregoing the combo completely in favour of more control. I've also dropped the Mind Stones, since in my meta there isn't so much of the blistering-speed aggro where not being able to wrath on turn three means instant death - usually a Riftwatcher is enough to staunch any problems before wiping the board, and there's the options of playing the Riftwatcher after Wrath with a Blink in hand. I'm also not sure to do with a few of the sideboard slots, so there's some wiggle room (read: old tech) there. I want to bring attention to Dawn Charm , though, as a highly flexible card against The Rock, Rogues, and other aggro-control - it can stop their lethal swing, save one of your men, and counter lethal Profanes.

REvolution
Land (24 x )
4 x *Plains
6 x *Island
1 x *Adarkar Wastes
2 x *Calciform Pools
2 x *Horizon Canopy
2 x *Nimbus Maze
3 x *Terramorphic Expanse
1 x *Vivid Creek
1 x *Vivid Meadow
2 x *Wanderwine Hub
.
Creatures (19 x )
3 x *Aven Riftwatcher
2 x *Venser, Shaper Savant
4 x *Reveillark
2 x *Body Double
4 x *Mulldrifer
4 x *Riftwing Cloudskate
.
Spells (17 x )
3 x *Momentary Blink
2 x *Remove Soul
4 x *Rune Snag
2 x *Jace Beleren
4 x *Wrath of God
2 x *Careful Consideration
.
Sideboard (15 x )
1 x *Magus of the Tabernacle
2 x *Sower of Temptation
1 x *Body Double
3 x *Porphyry Nodes
4 x *Pull From Eternity
3 x *Dawn Charm
1 x *Momentary Blink
My decks comes in two sizes: 40 and 100.
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5 years ago  ::  Mar 31, 2008 - 3:15PM #17
Erasmus_02
Date Joined: Mar 6, 2005
Posts: 683

Haploid wrote:

You describe the exact scenario I played a few days ago. My opponent resolved a turn 2 Bitterblossom , and just rode it to victory whilst countering every single card I attempted to play. Well, except for a single Mindstone on the turn directly after his Bitterblossom .


Yes. They can sit their and trade 1-1 with their counters all day for all I care. The only problem comes is if they can keep up that til i'm dead. And if they aren't dropping enough faeries to make spellstutter sprite relevant against that evoked mulldrifter, they have no game.

Bitterblossom is the most dangerous card in their deck, and sorry Indigo, but if you don't realise this, you obviously haven't tested the matchup nearly enough. Before Morningtide, the faerie deck could be annoying, but they had no way to kill you while hiding behind a counter wall. That's what morningtide gave them, and that's why we're struggling to beat them now.

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5 years ago  ::  Mar 31, 2008 - 6:02PM #18
Artemus
Date Joined: Oct 24, 2005
Posts: 294
Siege-Gang Commander seems like an absolute beast with Lark. I'm testing out UWr Lark for him and Riders. So far it's pretty good, but I haven't tested it out that much. I report match-ups after more testing...
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5 years ago  ::  Mar 31, 2008 - 6:12PM #19
bewrong666
Date Joined: Feb 18, 2008
Posts: 245
just wanna ask if 2-of on the blink really works? i find it really helpful and go always 4-of without a single one being a dead card
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5 years ago  ::  Mar 31, 2008 - 6:57PM #20
Aendwer
Date Joined: Feb 25, 2008
Posts: 164
Well, SGC is good, no doubt about it. But, he's a bit too aggro for me. I am more about stealing tempo gains. Plus, he costs two red, so he would seem to dictate a bit more of a splash then I am willing to commit. As far as reliability goes, I have thusfar found that 6 painlands (3 red/white, 3 red/blue) are sufficient to be able to cast riders anytime I've wanted.

I've been testing it extensively against my fiancee's rather brutal Doran Rock deck. This tends to be a rather difficult match up for me, due to really big early threats, hard to remove creatures and massive disruption.(Stupor is teh suck )
The riders can make such a massive difference. Take this example:

Turn 1, hub CIPT.
Turn 2, suspend cloudskate.
Turn 3, Riftwatcher, use to block doran.
Turn 4, wrath.
Turn 5, Cloudskate comes in and bounces her garruk, attack for 2, play riders, destroy her bosk and thereby, her ability to recast garruk.
Turn 6, don't pay echo. attack with cloudskate, play lark.

Now, if nothing else has hit my GY, I have the ability to gain life and destroy one of her lands for 2 mana by blinking lark. By this point you can easily have them down to 1 or 2 lands.

???
Profit! :P

They're also phenomenal against big mana, destroying their fertile ground enchanted lands and setting them back 2 turns. Great against faeries and manlands in general.

Anything with a tight mana curve (any current aggro deck really) gets really set back by a single land destruction, much less 2, or 3, or 4, etc.

Possibly even greater, the mental effect of this really impacts them game 2, making them severely question what hands to keep. A hand that would have otherwise been very playable is now extremely risky. The bottom line is, they really add to the already overwhelming amount of tempo swing the deck has.
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