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5 years ago ::
Oct 22, 2008 - 10:32AM
#11
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hmm...i guess i just really love my tidehollow sculler , turn 2 disruption on a 2/2 body is just so good against a lot of decks in the meta IMO. and the fact that he's recurrable by 'lark is just gravy
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5 years ago ::
Oct 26, 2008 - 12:32AM
#12
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went 3-0-1 at my FNM this past week.
round 1 (2-0) jank WW, easy mode win. agony warp is the MVP against aggro, being able to 2-for-1 off a simple two mana
round 2 (2-1) bant control. sculler dominates, espescially a turn 2 sculler and esper charm is just sexy here, getting rid of the o-rings he had mained
round 3 (2-0) drawing a big blank on this one, i can't remember this round for the life of me...
round 3 (1-1-1) went to time, against 5cc. should've seen his face 2nd game when i cast my singleton one-of cruel FTW
NOTE: agony warp is awesome. cruel is cool but i don't know if its meant for this deck. going down to 3 scullers might be a good idea, but i have no idea what I could replace it with, maybe minus that and the cruel for 2 sower?
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5 years ago ::
Oct 26, 2008 - 1:33AM
#13
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Date Joined:
Feb 25, 2008
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This is what I've been playing. Creatures:19 4 Tidehollow Sculler 4 Fulminator Mage 2 Glen Elendra Archemage 1 Sower of Temptation 4 Mulldrifter 4 Reveillark
Sorceries:7 3 Thoughtseize 4 Wrath of God
Instants:10 2 Negate 3 Remove Soul 4 Esper Charm 1 Makeshift Mannequin
Lands:24 4 Arcane Sanctuary 4 Reflecting Pool 3 Caves of Koilos 3 Underground River 1 Adarkar Wastes 2 Mystic Gate 2 Sunken Ruins 2 Fetid Heath 1 Vivid Meadow 1 " " Creek 1 " " Marsh
SB 4 Condemn 1 Glen Elendra Archemage 4 Kitchen Finks 2 Negate 1 Remove Soul 2 Sower of Temptation 1 Thoughtseize
I am sans-Cryptic in this list, and not looking back. Dropping Cryptic let me run more threats in that slot and more lower-cost yet very effective counters. Cryptic messed with my gameplan too much. Often times the best thing to use it for was to tap down attackers...
I have to say that this deck destroys Toast. I haven't got to play against Faeries too much, but so far they haven't been a problem.
I have a lot of control hate MD because I see those decks taking over. In the event of a tough aggro match-up, nearly all my SB is aggro-hate.
I think that there needs to be more explanation in the "How does one play Reveillark Control?" section; I can't exactly explain what's needed, but something is.
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5 years ago ::
Oct 26, 2008 - 2:03AM
#14
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ya, i've seen several lists (and kinda agree with it) that don't have cryptic, UUU can be kinda hard to cast for this mana base at times, and the fact that taking it out allows you to play more threats is always good.
against fae 'lark is an okay matchup, but definitely not the greatest. the MD esper charms really pull through in this matchup, and even more-so post board.
i agree, the 'how does one play this deck' section is lacking...but i really don't know what to write, any suggestions are greatly appreciated
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5 years ago ::
Oct 26, 2008 - 2:42AM
#15
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Date Joined:
Feb 25, 2008
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I actually made my deck before I saw the Randy Williams decklist or the one Billy Moreno suggested on SCG. My whole goal was to beat Toast and Fae, and have a decent pre-board match up against any aggro that Toast or Fae failed to take out. My deck started out as a Mannequin variant using TS, Sculler, and Vendilion Clique, but then I decided lark was better. I know that traditionally Fae beats Reveillark, and that's part of the reason why I have so much MD control hate. Post SB, I feel even better about it. Something people should take into consideration, is their curve. I've seen a few decklists floating around with almost nothing in the 1-2 slots. That seems like a very bad idea in general and even worse against decks like Faeries where you may be fighting to get your spells through, or Kithkin where you are on a very tight clock. Remove Soul, Negate--anything really; just have some early plays that will stop the bleeding or give you an edge in the control match up. I also feel that anyone running black should strongly consider Thoughtseize somewhere in their list, as it can strip any GY hate your opponent might be holding. However, if you are running TS, you may have to use a decent amount of painlands to get it on T1. I will try to help with the How to Play section later, perhaps just sending you some sample of writing to go from. As for now, I'm much too tired for that.
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5 years ago ::
Oct 26, 2008 - 2:54AM
#16
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Date Joined:
Feb 28, 2008
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I've been running UWB Lark, with less counterspells and a couple more combo pieces. I'm thinking it is the strongest way to go for Lark ATM actually. I also tried UWR, but I'm not sold on that one JUST yet, despite having a much more aggressive approach. I'm amazed no-one has mentioned Mistmeadow Witch . She is a little fragile, but she ALWAYS puts my creatures to good use - recurring draw with Mulldrifter while he's still in play, continuously bouncing Reveillark out to fetch out more 2-power creatures each turn, blinking any blockers or attackers out temporarily. She's more of a 2-of slot, at most a 3-of slot, but she is well worth it being a Turn to Mist on a stick IMO. I don't run Makeshift Mannequin , but instead I run a singleton MD Doomed Necromancer . I've found the synergy between Lark and the Necromancer to be hilarious, and he can also return cards like Kitchen Finks . He can be burned away, but that's not much of an issue as he can still be retrieved. And IF Lark dies, he can ping back in and reanimate it at a pinch. Without the Mannequin counter. We also have Nevermaker as a possible choice for a new Riftwing Cloudskate , it sets them back in tempo more than the Cloudskate did, but it still wouldn't be my first call. SB perhaps? You also forgot to mention Murderous Redcap - in a meta where aggro decks are trying to squeeze in as much Gaddock Teeg as possible (with a couple of exceptions), he's nearly wrecked me on several occasions. Redcap would be a SB card, but a possibility over Nekrataal for the fact he can also hit cards like Ethersworn Canonist AND persists. What about Familiar's Ruse as a counter spell? Ping back Lark, persisted creatures, Mulldrifter s, etc, to play them again and get back their abilities while hard-countering any spell they play. And 2 mana. This is my list: 2 x Mistmeadow Witch 3 x Tidehollow Sculler 3 x Fulminator Mage 4 x Kitchen Finks 1 x Doomed Necromancer 3 x Mulldrifter 3 x Reveillark 1 x Knight-Captain of Eos 1 x Mirror Entity 3 x Turn to Mist 3 x Agony Warp 3 x Esper Charm 4 x Wrath of God 3 x Cryptic Command (I'm looking to replace this one as it is seriously clunky - maybe -1 Turn to Mist and these, +4 Negate or 4 x Familiar's Ruse ) 4 x Arcane Sanctum 4 x Adarkar Wastes 1 x Caves of Koilos 1 x Mystic Gate 5 x Island 4 x Plains 4 x Swamp . Sideboard: 4 x Thoughtseize 1 x Agony Warp 3 x Burrenton Forge-Tender 3 x Condemn 2 x Glen Elendra Archmage 2 x Sower of Temptation The mana base leaves a little to be desired, I'm still rewiring it, but its' been surprisingly efficient. Cryptic in this deck is just ugly and clunky - 4 mana instant to draw a card is pointless, the tap down isn't great when I can be wrathing the board instead, a 4 mana counterspell is OK, but at 1    , I'll say no in this deck, and the bounce effect can easily be achieved elsewhere. The way I've been playing is to set up the first couple of turns of stalling while adding to my hand advantage - Mulldrifter , Tidehollow Sculler , Kitchen Finks , etc, all do really well there. Then after I stabilise the board position, I go to work on the field and their hand. So basically stabilise the board position ASAP for the first couple of turns, then proceed (in the case of the Fulminators and Scullers) to decimate their mana and hand while keeping a lock on the board at the same time. So far its' done really well for me. EDIT: I actually made my deck before I saw the Randy Williams decklist or the one Billy Moreno suggested on SCG There's been decklists suggested already? I'd done the same, but that was more because it was the natural evolution of my UWB reanimator at the time (Which is now UBR). I may go have a nosey for curiosity's sake.
Toodles
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5 years ago ::
Oct 26, 2008 - 2:55AM
#17
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Date Joined:
Feb 28, 2008
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Game experiences: I took this to a 3-round FNM (We didn't have more time to play more) as well as playing some games either side: twInsanity Mill deck (1-0) - at the time I was running a couple more Negate s maindeck at the time, so when I wasn't hurting his hand with Scullers and Charms, I was negating his big mill spells. W/B Aggro (1-0) - He got off to a bit of a slow start, I kept pulling Divinity of Pride or similar out of his hand with scullers. Eventually he got a Deathrbinger Liege out and started trying to walk over me. I wrathed the board down and put down another sculler to steal his Divinity, nothing he could do. Doran Rock (2-0) - I managed to get him topdecking both games and staved off his more aggro elementals with cards like Mulldrifter and recurring them before sweeping the board away. Gaddock Teeg was an issue, but end of his turn I used Turn to Mist to get Teeg out until the end of my turn, then Wrath of God came down and swept the board. We stayed at a bit of a deadlock for a bit until I started getting back more CA. R/B Goblins (2-0) - He moved surprisingly fast actually, but he couldn't get past my wall of recurring Mulldrifter s, blinking Kitchen Finks and the soft lock of Mistmeadow Witch . Second game was no different. G/W/U Bant Control (2-0) - I saw Wilt-Leaf Liege , Stoic Angel , Empyrial Archangel and Clarion Ultimatum as his main threats, Bant Charm never hit anything, and Tidehollow Sculler s kept his hand off anything too useful. Onto the FNM: G/W "Little Kid" Elves (2-0) - First game was a farce, second he got down Gaddock Teeg and managed to lock 3 x Wrath of God and 2 x Cryptic Command in my hand. It stayed that way until I finally managed to Turn to Mist his Teeg to play Wrath, leaving just Teeg and some Finks on the board. It didn't get any prettier for him from there, his oversouls kept being Condemn ed away, his Vanquishers and Treetops felt the harsh end of Agony Warp , etc. Mirror-Master Kithkin (0-2) - First game was over in moments, even though I connected for 21 damage to him - but he had gotten to 39 Life with Knight of Meadowgrain , all my board sweepers and kill spells didn't come up. Second game, he got down a Wizened Cenn and a Spectral Procession with a Windbrisk Heights and I finally found a wrath and swept the board away. He came out with Cloudgoat Ranger afterwards and overwhelmed me. Getting mana floods on both games did not help, but that is still a rough match-up. Mono-W knights (2-1) - the only loss was a concession from me because I couldn't draw more than two mana to do anything. First game, he attempted to storm the board with cheap knights and Light from Within , but the board was wrathed away and I kept control from there. The third game really wasn't different, except this time Elspeth, Knight Errant made a showing. She died straight away through combat damage. I could have done better Vs the Kithkin match, but that is a seriously hard match as it stands. Toodles
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5 years ago ::
Oct 26, 2008 - 2:41PM
#18
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@drachir: if you don't mind i think i'm gonna put your list in the OP, simply because it uses the negate/remove soul package over the broken ambitions, it doesn't have cryptic in it, and you have the archmage as a 2-of MD. how is 4-of esper charm working? i really like the discard at instant speed, but not sure if i want it as a 4-of. @thetruesloth: in terms of combo pieces and fitting them into here, i think it makes the deck a bit too inconsistent for my tastes, although a couple of the cards you mentioned (namely redcap and the witch) are definitely considerable IMO. Additionally, Doomed Necromancer is strictly worse for this deck in my opinion. Being able to play mannequin EOT is key against certain matchups (*cough*fae*cough*) which necro can't do. Familiar's Ruse I think falls into the same category, this can act as a good counter, but it is more situational than negate/remove soul, and while bouncing creatures CAN be beneficial to us, i'm not a fan of it. Thanks for the FNM results, really helps out a bunch
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5 years ago ::
Oct 26, 2008 - 3:08PM
#19
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Date Joined:
Feb 25, 2008
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@drachir: if you don't mind i think i'm gonna put your list in the OP, simply because it uses the negate/remove soul package over the broken ambitions, it doesn't have cryptic in it, and you have the archmage as a 2-of MD. how is 4-of esper charm working? i really like the discard at instant speed, but not sure if i want it as a 4-of. It's fine with me if you want to put it in the OP. I freaking love Esper Charm, but I love card draw in general. 4 may be too many; I had 3 in the original build and wouldn't go below that personally. I put 4 in because, in the control mirror, whoever has access to more cards wins. Not always obviously, but the statement isn't too off. I also love the MD Bitterblossom hate, which will be relevant if everyone is worried about their Faerie match up. If I were to cut one, it would possibly be for a Nakrataal.
Familar's Ruse should probably never be used. It can do some cute things, but it says, "As an additional cost" meaning that if it's countered, you just boomeranged your creature for nothing, and can't be used with an empty board.
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5 years ago ::
Oct 26, 2008 - 3:44PM
#20
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@drahcir: your list was added. at this point i'd really like to try and convince people that the "red splash" for Cruel Ultimatum is just awesome. while it is pretty generic, it is very good against control, espescially fae (if you can get an EOT esper/mannequin and then they don't have the mana to negate cruel, game over) sideboarded out for g2/3 against aggro of course. the only real change in the mana base is the inclusion of a couple more vivid lands. any thoughts on this would be awesome to hear.
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