I initially came up with this deck and wasn't sure if Lurrus was still legal in Pioneer, so I ended up doing it in historic which isn't too stunk-up with Alchemy cards these days, I'm finding. Only registered members can see post attachments! im like 10-0 and every concession i can tell opp wants to loving die Ive been playing this bo1 uw control standard deck i saw crokeyz use/build and its so loving stupid. When life gives you lemons, suplex those lemons.Ĭhimney Rabble is currently the 2nd best performing common in the set on 17lands, 2 bodies for 1 card is real good in this format. I think the turning point in the last match was when I put down some 7/7 behemoth and then attached an artifact that gave it flying and +1/1 or something similar.Īlso thank you for that great, easy to follow comment. Thespaceinvader fucked around with this message at 19:17 on Feb 17, 2023 it's a good way to learn.Į: yeah how many taplands is too many was the other big question. Look out for those inflection points when you're playing, and see what it is that causes them, how much you and your opponents have in hand when they happen, etc. It's often if not always a card advantage game - card advantage is how you win, aggro generates it by dumping all its cards fast and winning before the opponent brings their slower card advantage to bear, control generates it in the inverse manner. There's a point in most games of aggro or midrange vs control at which the control player can stabilise, either by wiping the board then 1:1 removing anything else that gets cast, or by putting down a creature the attacking player can't profitably attack into - the trick with aggro is getting them dead before they get there, the trick with midrange is going over or around the blockers/recovering from the wipe and winning anyway, the trick with control is getting to that stabilising point. I’m chalking it up to the inexperience of both myself, and my opponents It’s like that “call an ambulance!… but not for me □” meme Seems like no matter what deck I play I inevitably get brought down to like 3 health while the opponent is at 18+, then I bring it back and end up winning. Being able to run Werewolf Packleader in your 2 CMC slots instead of scooze is a huge upgrade. That's a good shout tbh, rabble is in there because '2 bodies for 1 card' but it's otherwise a little eh WRT the rest of the deck.Ĭopperline Gorge makes Gruul Vehicles feel 10000x better to play. I'd find space for the Reservoir here you can put oil on almost every permanent in your deck and free oil every turn will be big game if you get to the later part of the game, which the raptors are good at. I think you should play Immobilizer over Chimney Rabble as it'll do more to keep you in the game and triggers your chimeras and synthesizer. As it tends to happen, eh, be that and win It's 2-0 so far because I was able to curve out like a motherfucker each time. I cannot afford to cut the Gliders though, I need 2-drops to block stuff! And maybe a mite or three are at some point enough to make Corrupted happen) (btw I realize there's still a bit of a poison sub-thing in the deck, but it's really bad. ![]() So I've upped my land counts accordingly. ![]() I'm usually a big fan of playing 16 lands, but I've noticed in this format that stumbling on a land is something you really don't want to happen, and being able to double-spell the two- and three-drops you are taking just because that's a very good idea is also great. I think I made the right choices just based on card quality. There was a bit of a flirt with WR equipment I had, but I would have had to commit harder earlier. I could have gotten a second one even, dunno if I should have. However, I ended with a nice oil subtheme in unlikely colors, and a nice splash for one of the strongest cards in the set. Of course, Selesnya is actually the poison combination, but I barely got any Toxic cards for some reason - they just weren't in the packs, or someone else was in fact drafting that exact deck, leaving me generally good but asynergistic cards in my colors. Overall, white was completely open all the way through - a nice change of pace compared to previous drafts where what was open in P1 dried up completely in P2+3 - and I was able to settle into green as a secondary easily with the Spinoderm open being a clear push into that direction. Taking Melira first was a mix of a raredraft and a "she HAS a great body if I end up in those colors" thing, if I wanted to be optimal, I probably would have taken the Hexgold Slash here. ![]() □scanning□️ for good game □design□□□Īnother draft, another kind of mixed result
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