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9 months ago  ::  Sep 05, 2012 - 12:01PM #821
r.j.l.
Date Joined: Jun 4, 2012
Posts: 24

Sep 4, 2012 -- 7:07PM, Burning_Forest wrote:

pretty much the one good thing going for UB is a good delver matchup.  the zombies matchup is bad at best i think and birds decks are difficult since they have SOOO many things to play.



Got to agree on the Zombies match up not being pleasant but it is winnable, bassically you struggle if they get turn 3 Messenger, but that's why you run mana leak, obviously a cavern with it truly sucks but how often will they have cavern and messenger for turn 3, run the odds, it's probably the worst matchup but my win rate against it is probably better than 50/50, it may be that I haven't played the best list of it or the best player though. I only came up against it once at the ptqs I played and I steamrolled it 2-0 with relatively easy games, I perhaps lucked out.

I don't agree on the birds decks, Curse is so good in that MU, it turns off around a third of their non-lands, add to that the power of BSZ against them and well, it's not a bad MU at all, though if they get a turn 2 thalia it's very hard to recover (note she's normally in the board and normally not as a 4-of afaik). They've mostly stopped running strangleroot geist which helps us a lot, I'd say it's a better MU than delver, but I am going only from my own experience,.

All of this is getting quite irrelevent now as rotation approaches and UB is dead untill Gatecrash IMO, the mana for it will just suck compared to other combinations and there are so many good cards in red that the idea is a little silly, looking at all the colour fixing it will almost certainly be right for control to be at least 3 colour now.

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9 months ago  ::  Sep 06, 2012 - 3:50AM #822
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267

Nothing can be countered anymore, so counterspells are pretty much dead. Threats and removal and memoricide all go right on through a counterwall. This annoys me since it will be impacting on modern soon.

Anyway Richard, your sample size is pretty small for your results, as it's just a couple of PTQ's. I've had streaks in testing where I've beaten RB zombies 6 times in a row with Delver, but I know in the larger picture, it's an unfavourable match up.
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9 months ago  ::  Sep 06, 2012 - 1:44PM #823
r.j.l.
Date Joined: Jun 4, 2012
Posts: 24

Sep 6, 2012 -- 3:50AM, CyrusBales wrote:


Nothing can be countered anymore, so counterspells are pretty much dead. Threats and removal and memoricide all go right on through a counterwall. This annoys me since it will be impacting on modern soon.

Anyway Richard, your sample size is pretty small for your results, as it's just a couple of PTQ's. I've had streaks in testing where I've beaten RB zombies 6 times in a row with Delver, but I know in the larger picture, it's an unfavourable match up.


I tested the deck before taking it to the ptqs... But you're right I could well be basing my opinion on too small a sample.

All of this is now quite irrelevent though.

(I won't comment on the other point as this is a standard forum and I'm not a modern player yet anyway).

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9 months ago  ::  Sep 07, 2012 - 7:27PM #824
StyleRipper
Date Joined: Jul 28, 2011
Posts: 123
Set up my Esper Control deck to be standard when Scars block leaves, and it seems to be doing well against other aggro decks that are set up the same way.  Took out a lot of the permission cards and replaced them with removal.  Is Esper Control still too slow to be effective in standard?  The reason I ask is because I don't play too much at all in tournaments, but as much as possible I try to play with a competitive deck in case I do ever get the chance to play in a tournament.
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9 months ago  ::  Sep 08, 2012 - 4:09AM #825
r.j.l.
Date Joined: Jun 4, 2012
Posts: 24

Sep 7, 2012 -- 7:27PM, StyleRipper wrote:

Set up my Esper Control deck to be standard when Scars block leaves, and it seems to be doing well against other aggro decks that are set up the same way.  Took out a lot of the permission cards and replaced them with removal.  Is Esper Control still too slow to be effective in standard?  The reason I ask is because I don't play too much at all in tournaments, but as much as possible I try to play with a competitive deck in case I do ever get the chance to play in a tournament.




There have been some espyr lists being played recently, I haven't played one myself since February so can't comment that much on how they stack up, I don't think taking out all the permission is the way to go but we'll have to see how the new meta shapes up, it may be that permission can't be used for some reason, it may be that 10 counterspells.dec will be the way to go (I doubt it but I'd love it, I think 5 is a more realistic number),  a deck with no RTR cards in probably won't be good enough though.

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9 months ago  ::  Sep 08, 2012 - 4:23AM #826
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267

Sep 7, 2012 -- 7:27PM, StyleRipper wrote:

Set up my Esper Control deck to be standard when Scars block leaves, and it seems to be doing well against other aggro decks that are set up the same way.  Took out a lot of the permission cards and replaced them with removal.  Is Esper Control still too slow to be effective in standard?  The reason I ask is because I don't play too much at all in tournaments, but as much as possible I try to play with a competitive deck in case I do ever get the chance to play in a tournament.




You won't be able to play a deck without RtR cards, so you'll need to add stuff in. However you've got a decent amount of tools, Esper midrange-control was/is generally regarded as the best control deck in this format. Lingering souls is going to be a big part of that still, and the better mana from RtR lands means that the three colour drawback is less so, and vault of the archangel is much easier to use, which does swing games with souls out etc.

Permission is clearly weaker in the newer standard, so depending on what gets spoiled for the next week or two, depends on if you run any counterspells, it might be a case of running 2-3 dissipate and that's it.

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9 months ago  ::  Sep 08, 2012 - 6:48PM #827
StyleRipper
Date Joined: Jul 28, 2011
Posts: 123
I see what you all mean.  Thanks for the input.  Definitely excited to see what RtR has in store for control decks, since aggro has been dominant lately.  Just hoping control can stay competitive, it's always been my style of playing.

As for my Esper Control deck, I'm only running about 5 permission cards (2 Negate s and 3 Dissipate s) and it seems to be enough.  My biggest concerns are late game Bonfire of the Damned and Devil's Play along with any Planeswalkers that might wanna resolve.  Running 4 Tragic Slip s along with 2 Tribute to Hunger s and 3 Liliana of the Veil s for either removal or discard.  Not a lot of decks can discard from the hand and still be effective like Esper Control.  Do people sideboard Grafdigger's Cage or the artifact that exiles graveyards?  That could be a problem for this deck.
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9 months ago  ::  Sep 12, 2012 - 3:27PM #828
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
esper will be basically unplayable after rotation since it will only have 1 guild to draw power from.  you've better off switching to UWR or just going straight UW.

besides, apart from lingering souls, there aren't any black cards worth playing in a UW/x shell. 
Blue is the best color ever.  How do you deal?

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9 months ago  ::  Sep 12, 2012 - 4:26PM #829
Wynzerman
Date Joined: Oct 23, 2010
Posts: 3,490

Sep 12, 2012 -- 3:27PM, Burning_Forest wrote:

esper will be basically unplayable after rotation since it will only have 1 guild to draw power from.  you've better off switching to UWR or just going straight UW.


besides, apart from lingering souls, there aren't any black cards worth playing in a UW/x shell. 



Disagreed,  even with the Azorius gold cards, there are still plenty of mono colored and hybrid cards to use- and pretty good ones at that.



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9 months ago  ::  Sep 12, 2012 - 8:35PM #830
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
guild cards will be on average much more powerful than non-guild cards and you have to take into account the fact that the mana will be far worse than guild ones.  having upto 8 duals is so critical over just 4.  and i mean 8 good duals (not counting gates or evolving wilds).  people on SCG have said it best, you're better off thinking of red and black as switching places in the color pie to best represent what the true ally and enemy colors are.

UWR will have far more duals than UWB, as well as more spell support.  i can all but guaruntee that UWR control will be a thing whereas UWB won't really be until the next set. 
Blue is the best color ever.  How do you deal?

Team GFG - "gulf, foxtrot, gulf"   Twitter: Burning_Forest

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I started making some Dubstep and Electronica. 
Check me out here:

http://www.youtube.com/watch?v=yXLxlHeE1rg

My Channel:

http://www.youtube.com/user/whitefender69?feature=mhee


It is a little bit chill. Let me know what you think.


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