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Locked: Community Cup 100-card Singleton Unified Standard Strategy Thread - No WotC Team Members!
4 years ago  ::  Oct 24, 2009 - 9:43PM #91
Trex97
Date Joined: Aug 21, 2007
Posts: 304

It really seems like you should slot valakut out of goblins and into RG aggro along with scapeshift. Especially since goblins already has tension with wanting sacrifice land for other effects (admittedly there are only a few here, but getting a fireblast countered when you were 1 mountain away from valakut seems painful... perhaps an undue concern), and scapeshift gives the aggro deck a very solid "oops I win" moment. It isn't that hard to get to 7 lands in singleton, and if goblins gets to that point it seems like the game was lost for it already.


I could be wrong on this, but I just managed to dig into scapeshift twice earlier for two particularly nasty kills staring down lethal damage in one case.


The other suggestion I want to make is that however it happens, Oran-Rief, the Vastwood and Kitchen Finks should really be in the same deck, because if your opponent doesn't have the right answer it sets up a nice soft-lock, especially vs non-white decks. Maybe it's not worth as much as the two particular cards where they are now; just figured I'd mention/suggest it.


One last thing: punishing fire + grove of the burnwillows seems potentially more valuable than magma jet/incinerate in RG aggro, freeing up a good burn spell that slots directly into goblins. (punishing fire is not much different from jet in my experience).

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4 years ago  ::  Oct 25, 2009 - 7:16PM #92
froggy
Date Joined: Oct 25, 2009
Posts: 10

Hi, this is louigi on Mtgo :-)


Just a few general remarks on individual cards: Hearth Kami seems to have been forgotten, I'd probably put it in RG aggro, and move Hellspark Elemental from Goblins to RG too since it seems more synergistic there. Demonfire should also definitely be in RG since it is basically a better Banefire. Rolling Earthquake is an awesome sweeper, maybe in the sb of Crosis.


I also agree on the excellent suggestions of Dr_Trex, to sum it up: test Punishing Fire + Grove and Scapeshift + Valakut in RG, Mana Severance + Charbelcher in UW control. Not sure though on Counterbalance: mana curves are much less flat in singleton so the card is weak on its own; and Leyline + Helm: basically Helm is useless and there is much less graveyard abuse than in classic. However I could see the latter combo in a sideboard versus possible Reanimator and Junk (GBW) decks?


Now I had a lot of specific thought on Goblins. I am much more used to playing straight Burn, but I think some testing results can apply: Sulfuric Vortex is the second best card in burn right behind Ankh so it may deserve a slot in the maindeck, e.g. in the place of some weak burn spell. Anarchy cannot not be in the sideboard, it is awesome vs anything even remotely playing white since it solves all of mono-red’s unsolvable problems like Warmth, Sphere of Law etc, not to mention random blowouts vs WW.


Skirk Marauders and Mogg Flunkies may or may not be better than Goblin Shortcutter and Skirk Drill Sergeant (needs testing). Also, looking at recent top8ing goblin lists, I wondered why Ashenmoor Gouger and Hearthfire Hobgoblin were not represented since they are 4/4’s for 3, and could replace Fulminator Mage which should move to the sb. Finally Stingscourger is just bonkers.


Just to end on a wonky note, Mogg Maniac + Skirk Fire Marshal would be absolutely hilarious, and they are both fetchable via Matron/Imperial Recruiter! :D


Hope any of this helps, I’ll try to test the mono-green elves this week and post impressions (too many gaps in my collection to play gobbos

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4 years ago  ::  Oct 27, 2009 - 12:57PM #93
PeteJahn
Date Joined: Oct 9, 2009
Posts: 87

Just to update:


We have chosen decks.


The decklists are here:  spreadsheets.google.com/ccc?key=0AsTfuPW...


 


The Assignments:


GWB Rock - John / WIRED Geekdad


Gobbos -  Walter / Bubba0077


URB Reanimator - Mike / Dangerlinto


RG Aggro - Alex / SpikeboyM


UG Storm combo - Erik / Hamtastic


WW - THomas /  Tweaker


UW Control- Pete / One Million Words


Elves Combo - Sam


 (edit - I scrambled the list  - fixed now)


Thanks for all the hard work here.  We are playing the deck pretty much as is for now.


My online nic for this event  "CC_1M_Words"


 


 


 

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4 years ago  ::  Oct 28, 2009 - 9:05AM #94
ChrisKool
Date Joined: May 4, 2008
Posts: 208

I think that Eldrazi Monument is more useful for Elves in teh SB than either:Kaysa, Coat, Door.


Also,elves has Stunted Growth listed main and SB. 


Lastly, to finish my elves kick, I was wondering if Nissa+Nissa's Chosen was determined to be too weak?  Seems fine versus opposing aggro.

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4 years ago  ::  Oct 28, 2009 - 12:37PM #95
PeteJahn
Date Joined: Oct 9, 2009
Posts: 87

I have been playing the UW deck some.   I would really like to get the Explosives into the maindeck, and to find some method of getting Explosives to three - either another dual, like Steam Vents, or an off-color basic land.   My first thought was to cut the Talisman. 


Any chance of getting Akroma's Vengeance into the deck.  For that matter - Akroma herself.


I agree on the Monument, and will pass that on.

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4 years ago  ::  Oct 28, 2009 - 6:37PM #96
Zimbardo
Date Joined: Aug 26, 2005
Posts: 259

Here are some changes that seemed like they needed to be made.  I’m basically a novice who is trying to collect the community’s ideas, so please speak up if these changes don’t seem right.


Elves: In: EldraziMonument (SB), Nissa Revane, Nissa’s Chosen


Out: Kaysa(SB), duplicate Stunted Growth (maindeck), Door of Destinies (SB)


Also: moved Winter Orb to sideboard.


Sam tested Nissa and says she likes her.  She doesn’t like the orb, but it seems good so I just moved it to the sideboard.  Twinblade Slasher could go in somewhere, too. 


RG: In: Demonfire, Scapeshift, Valakut, Punishing Fire, Hearth Kami


Out: Reckless Charge, Twinblade Slasher, Horned Kavu, Elephant Guide, Skarrg the Rage Pits


Punishing Fire + Grove and Scapeshift + Valakut seem pretty good (Thanks, louigi).  Note on Scapeshift: This deck only has 9 mountains, so if you’re sitting with 4+ mountains on the board and you sacrifice them all to Scapeshift, the combo won’t work.  Just count your mountains in play and in graveyard before you Scapeshift, and you can sacrifice accordingly to make sure you end up with at least 6 in the end. 


I thought about taking out Rift Bolt instead of Magma Jet since instants are good with Radha, and I didn’t want to give away the Scry 2 effect.  But then I just took out Reckless Charge, since I think I’d rather have the extra burn spell.  Let me know if that seems bad. 


I didn’t know what land to take out for Valakut (didn’t want to remove a Mountain), so I took Skarrg.  Maybe Rith’s Grove should come out instead. 


Goblins: In: Snow-CoveredMountain, Anarchy (SB)


Out: Valakut, the Molten Pinnacle, Goblin Bombardment (SB)


If I move Hell’s Thunder to RG, what do I add to Goblins?


Any other thoughts on Vortex in main deck or Fire Marshal + Maniac?  I don’t know what I’m doing with Goblins at all, so I’ll just go with the flow. 


UG: Took out Oracle of Mul Daya and added Cunning Wish


UW: In: Engineered Explosives (moved to main), Jace Beleren (SB), Simic Growth Chamber, Arcane Sanctum, Seaside Citadel


Out: Talisman of Progress, Sejiri Refuge, Snow-CoveredIsland, Snow-Covered Plains


I added three unused lands that can produce a third color for Explosives, and Vesuva can also get the third color.  This upped the CIPT count by two. 


I’m a bit skeptical of stealing Steam Vents for EE, but it doesn’t seem like a huge swing either way.  I left that alone for now, but if people think it seems like the right call, let me know and I’ll swap it.  I’d probably replace Steam Vents with Snow-CoveredMountain in Reanimator since it runs Tainted Pact. 


Does anybody else have thoughts on Akroma and Akroma’s Vengeance?  I threw Jace into the SB to replace EE, but I suppose Vengeance could go in there instead. 


The updated lists should be the same between the spreadsheet and the decklists on MTGO:


UW Control
UBR Reanimator
GBW Rock Control
UG Storm Combo
G Elves
RG Aggro
R Goblins
White Weenie


If the players have some changes that they have alreayd made, feel free to let me know and I'll update these deck lists accordingly.  I'll try to keep the lists synced up so you can use them to check if you have duplicates or are not using certain cards.


 

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4 years ago  ::  Oct 29, 2009 - 4:43AM #97
lazylivinlayz
Date Joined: Oct 11, 2009
Posts: 3

I looked over the list and nothing jumped out at me as being worthy of replacement, but it just feels wrong not to have Wilderness Elemental in the R/G aggro list.  There are a ton of two drops which is great for redundancy and the ability to pull high tempo plays on later turns by dropping two threats at once.  Without having truly tested such a strategy myself I would first be trying the elemental in place of the 2/2 haste guy for RG.  Goblin Chariot never impressed me at 3, does it really get that much better at 2?


MTGO gamertag: FierceTable

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4 years ago  ::  Oct 29, 2009 - 5:28AM #98
rimaur
Date Joined: Mar 31, 2005
Posts: 39

Hi all,


Unfortunately, my computer has blown up which has stopped my testing stone dead. Doubley unfortunate it isn't going to be fixed until after the event so that's pretty much me done.


So this is my last report of WW testing.


I've played a total 110 games (both online and off). The opponent decks range from nerfed versions of existing archetypes to fully pimped out top-8 winning net decks. I have excluded any game against an obviously poor player, against a pet deck, or against an obviously very underpowered deck. Of the 110 games, I've played 57 sideboarded.


vs. Game Scores:
(key: white weenie Win - White weenie loss)


UB control 7-15
UW control 9-11
UBR control 5-4
Mono R (non-goblins) 7-2
Mono R (goblins) 4-4
Mono G (non-Elves) 3-0
Mono G (Elves) 0-3
Mono U control 3-1
GUW mid range 5-1
GBWU recursion 4-2
WW (soldier based) 2-0
RG Aggro 4-3
Mono B control 2-0
GU Big mana 3-0
Domain 2-4


Total 60 - 50


General observations

  • The deck wins more than it loses.
  • The deck is strong versus random decks
  • The deck loses to control decks with mass removal or non-red removal.
  • Pretty much any starting hand with two lands and two critters with CC<=3 is a keeper.
  • The lack of card draw means that you have to be really stingey with the removal, be it creature, enchantment or artifact. It should really only be used if you must as you may not see another in time.
  • The deck mulligans well. That is a single mulligan is normally all that is required to get a playable hand.
  • Mirrorweave didn't do a great deal against any non-green based deck. It really feels more like a sideboard card.
  • I wasn't sure when to board in the Preacher. In general, it was pretty poor when played but maybe I haven't played it against the right opponents?
  • I still prefer Temporal Isolation to Pacifism for two reasons: 1) instant speed removal is at a premium and this saves you against a hastey sutured ghoul; 2) it neuters FTK, bogardan hellkite, murderous redcap and grim lavamancer. I won't lie though it has been a little uncomfortable a couple of times playing on a big backsided creature that wouldn't die. Still in those instances it also wasn't killing me or my creatures!
  • Finally, the deck is very fragile against pro-white creatures, with virtually no way to deal with one if it lands. This is especially problematic against Blue decks with bribery where the first target is normally your own Stillmoon Cavalier

Specific observations
UB - This feels like the worst match-up and almost an autoloss. Could be I just don't know how to play against it but it seems the card draw, card searching and heavy removal content make this a nightmare. Games won resulted from either their mana screw, a pro-black creature landed early, or a timely brave the elements/bathe in light to give one extra attack. In truth though this is ugly.


General Sideboarding: In - Bathe in Light, Auriok Champion, Obsidian Acolyte, Jotun Grunt, Jinxed Choker, Ankh of Mishra; Out - Mirrorweave, Harm's way, Shining Shoal, Exalted Angel, Cenn's Tactician, Ication Javelineer's


UW - Easier than UB as less removal and it's mostly mass which can be played around. Still bribery and shackles can cause problems. Engineered Explosives can be trouble and Chalice of the Void (both set to two) kill most of the deck. I've only been comboed out once. Most games finish too quickly to worry about a combo going off.


General Sideboarding: In - Jotun Grunt, Jinxed Choker, Ankh of Mishra; Aura of Silence; Out - Mirrorweave, Harm's way, Shining Shoal, Cenn's Tactician


UBR - Easiest of all the control decks. Pro-red creatures, pro-black creatures and their big mana spells and dodgy mana base give you the edge. It's not a walk in the park but it's not hard either. The scores should have been more in favour but for a play mistake on my part (played figure of destiny rather than forge-tender during a turn).


General Sideboarding: In - Tivadar of Thorn, Auriok Champion, Crimison Acolyte, Obsidian Acolyte, Jotun Grunt, Jinxed Choker, Ankh of Mishra; Out - Mirrorweave, Harm's way, Shining Shoal, Cenn's Tactician, Exalted Angel, Icatian Javelineer's, Aven Mindcensor.


Mono-R (non-Goblin) - Cake walk. First strike and pro-red creatures cause this deck headaches. As long as you play conservatively and watch out for pyroclasm/volcanic fallout this should be non-losable. Losses here were due to mana screw and an absurd start from them/slow start from me.


General Sideboarding: In - Tivadar of Thorn, Auriok Champion, Crimison Acolyte, Bathe in Light, Guardian Seraph; Out - Mirrorweave, Aven Mindcensor, Hokori, Dust Drinker, Suntail Hawk, Lantern Kami


Mono-R (Goblins) - Tougher match than above as the extra card draw/searching gives the deck an additional edge. This can feel like a coin flip sometimes and will depend on who gets more critters out first.


General Sideboarding: In - Tivadar of Thorn, Auriok Champion, Crimison Acolyte, Bathe in Light, Guardian Seraph; Out - Mirrorweave, Aven Mindcensor, Hokori, Dust Drinker, Suntail Hawk, Lantern Kami


Mono-G (non-Elves) - Easy match. Only played against one version of this but played three times. Never even close. Played lots of forest matters stuff and generated absurd mana each time. May have been problematic if they had tweaked it to contain more creatures and less land search - who knows.


General Sideboarding: In - Retribution of the Meek, Reprisal, Bathe in Light, Anhk of Mishra; Out - Aether Vial, Kor Sanctifiers, Aven Mindcensor, Stonecloaker


Mono-G (Elves) - ARRGGHH! Comboed out 3 times. Each time I was a turn away from winning. They might have been lucky, but it felt that I couldn't interact with their game plan at all. I was wondering if we could fit in something like holy light maybe to give an addition option but still..


General Sideboarding: In - Bathe in Light; Out - Aether Vial


Mono-U control - Felt reasonably easy as long as I kept drawing creatures. Early threats were key to get under counter wall and aether vial really showed it's strength here. Bribery on Stillmoon was a pain and an unanswered shackles did for me in one game.


General Sideboarding: In - Jinxed Choker, Aura of Silence, Bathe in Light; Out - Mirrorweave, Harm's way, Shining shoal.


GUW mid-range - Basically a Bant style deck with largeish creatures, some countermagic and some removal. Seemed generally too slow to keep up and the mana was difficult for them. Needed to mulligan into an aggressive hand against this deck. Interestingly, felt like they were only one or two creatures away from stablising though in every game, that is I won just before it got difficult. Hard to tell if this is just me or whether it's a real observation.


General Sideboarding: In - Retribution of the Meek, Reprisal, Preacher; Out - Aether Vial, Stonecloaker, Paladin En-Vec.


GBWU recursion - Same as GUW deck, to which it played very similarly to in the early game. Has more of an early game though with Shriekmaw, black removal, Doran etc. This made it a little tougher to play against than GUW. Stonecloaker was an allstar, often I just played it to steal the critter from the graveyard and then bounced the stonecloaker to do it again!


General Sideboarding: In - Retribution of the Meek, Reprisal, Bathe in Light, Jotun Grunt; Out - Aether Vial, Cenn's Tactician, Silver Knight, Hokori, Dust Drinker.


WW - Only played against a soldier version and this build beats it. Did realise that in the mirror match there is no real sideboard option though. I sided in additional bathe of light but not much else. Wondered if Eight and Half tails was worth including in the side?


General Sideboarding: In - Bathe in Light, Preacher, Manriki-Gusari, Aura of Silence; Out - Aether Vial, Hokori, Dust Drinker, Crusade, Sunlance


RG aggro - Man these were close games. It felt it depended strongly on whether they drew the cheap part of their deck or the expensive part of the deck. If they had the early game I lost, if they didn't have many early threats I won. Creature pump and pro-red creatures here were key giving the edge.


General Sideboarding: In - Retribution of the Meek, Reprisal, Bathe in Light, Tivadar, Crimson Acolyte, Guardian Seraph, Auriok Champion, Preacher (maybe?); Out - Aether Vial, Kor Sanctifiers, Aven Mindcensor, Hokori, Dust Drinker, Armaggedon, Ravages of War, Lantern Kami, Suntail Hawk (maybe).


Mono-B Control - Not too difficult. The Pro-black critters gave me a headache but the player didn't leverage that advantage particularly well. Unsure if it was the decks fault or the players. Shouldn't be too difficult to beat.


General Sideboarding: In - Bathe in Light, Obsidian Acolyte, Auriok Champion; Out - Aether Vial, Kor Sanctifiers, +1 other.


GU big mana - Closest I got to playing against the storm deck. This generated large amounts of mana but then played things like howl of the night pack. Still, while the deck felt fairly neutered and I won without difficulty, it did feel at the end of each game that if this was the storm deck then if they just went off I was dead in the water. And it also felt that going off shouldn't have been a problem. That's an unpleasant thought.


General Sideboarding: In - none; Out - none.


Domain - I only include this in case WoC decide to make an all in deck. This is not an easy game. Against a fully pimped version, WW struggles. The games always go long and leveraging every card advantage you can is essential (reusing Ranger of Eos for example). Emeria was solid! Mirrorweave was not. Against a neutered version, the lands are too slow and you win.


General Sideboarding: In - Bathe in Light, Jinxed Choker, Anhk of Mishra, Aura of Silence; Out - Aether Vial, Harm's way, Shining Shoal, Mirrorweave.


Right that's all I got. Hope some of that was useful. Good luck all!

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4 years ago  ::  Oct 29, 2009 - 9:23AM #99
froggy
Date Joined: Oct 25, 2009
Posts: 10

Hello all,



There goes the result of my playtesting mono-green elves. Unfortunately I’m an online only player so all games were in the casual room, which may not reflect a metagame of fully tuned decks, and I couln’t test the sideboard.



The most important result is the major weaknesses of the deck are 1. Mass removal 2. Fliers. Mass removal is not big news, but fortunately there can only be 1 WoG/Damnation in all 8 decks :-) Fliers are more worrying, basically your only ways to deal with them are Thornweald Archers and Jagged-Scar Archers, which often do not survive a turn to do their duty. For that I have put Elvish Skysweeper in the md in the place of Hexhunter, it seems strong at least on paper. I hadn’t thought of Eldrazi Monument but it gives another out to fliers so it can even be considered in the md. I’d also add Arashi, the Sky Asunder in the sb, it looks the best of all Hurricane variants since it can actually be fetched (Hurricane/ Squall Line can work as a Fireball sometimes though…)



Nissa is very very strong versus opposing creature decks, often gaining 10+ life a turn and not needing to survive a turn as opposed to Wellwisher. Definitely should be sb’d out vs control though, don’t dream of pulling the ultimate :D The weakest cards in the md to me are Patron of the Wild (you never want to morph him -> replace with Twinblade Slasher), Wirewood Herald and Slate of Ancestry (the game is already won or lost by the time it becomes useful). Do Stunted Growth or Elephant Guide deserve a spot in the md then? Winter Orb probably had to go to the sb since our curve is higher than classic GW elves and there will be lots of aggro decks to face. The sb now looks much better than before.



 


On to Goblins!  On the look of it I’d do -1 Fulminator Mage (->sb) +1Ashenmoor Gouger, -1 Hellspark Elemental (->RG) +1 Mogg Flunkies or swap with Vexing Shusher from RG, -1 Skirk Drill Sergeant +1 Skirk Volcanist.



Also Blood Frenzy seems slightly better than Blood Lust, and Sulfuric Vortex should definitely move from the RG to the Goblins sb, since gobbos are more “to the head” and actually don’t have cards that gain life. Elemental Appeal could also go in but I don’t really see in the place of what. Maniac+Fire Marshal definitely needs to be tested before given a seal of approval, hilarious doesn’t necessarily mean good enough :D (I wish though)



Hope this helps,


louigi on MtGO



PS @ Zimbardo: the credit for Scapeshift+Valakut and Punishing Fire+Grove goes to Dr_Trex, but thanks all the same

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4 years ago  ::  Nov 02, 2009 - 7:05AM #100
PeteJahn
Date Joined: Oct 9, 2009
Posts: 87

Oct 28, 2009 -- 6:37PM, Zimbardo wrote:


Here are some changes that seemed like they needed to be made. 


...


UW: In: Engineered Explosives (moved to main), Jace Beleren (SB), Simic Growth Chamber, Arcane Sanctum, Seaside Citadel


Out: Talisman of Progress, Sejiri Refuge, Snow-CoveredIsland, Snow-Covered Plains


I added three unused lands that can produce a third color for Explosives, and Vesuva can also get the third color.  This upped the CIPT count by two. 


I’m a bit skeptical of stealing Steam Vents for EE, but it doesn’t seem like a huge swing either way.  I left that alone for now, but if people think it seems like the right call, let me know and I’ll swap it.  I’d probably replace Steam Vents with Snow-CoveredMountain in Reanimator since it runs Tainted Pact. 


Does anybody else have thoughts on Akroma and Akroma’s Vengeance?  I threw Jace into the SB to replace EE, but I suppose Vengeance could go in there instead. 


The updated lists should be the same between the spreadsheet and the decklists on MTGO:


UW Control
UBR Reanimator
GBW Rock Control
UG Storm Combo
G Elves
RG Aggro
R Goblins
White Weenie


If the players have some changes that they have alreayd made, feel free to let me know and I'll update these deck lists accordingly.  I'll try to keep the lists synced up so you can use them to check if you have duplicates or are not using certain cards.




Thanks.  As the UW player, I agree with, and like, these changes.  The CIP tapped lands are probably good enough, since I don't have many fetchers for the Steam Vents. 


I can live without Akroma's Vengeance, and getting better at assembling the various combos means I don't feel that I lack kill cards as much.


Is it worthwhile fitting Expedition Map into the deck, to fetch Academy Ruins, for example?


 


 


 

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