Ironically, decks that you bring in RIP against (Mardu, Abzan) Ravager is bad against so oftentimes you take them out.
Dredge, Grishoalbrand and Storm are an issue that you keep in Ravager’s with RIP, but Dredge and Storm are such bad matchups that it’s fine to slow you down if you completely turn them off.
Having Synergy =/= a Good card. If you are only winning because of a Grafdiggers Cage against Lingering Souls decks, and they Ancient Grudge you, did the 1 extra damage for Plating really matter now that you can’t attack through souls? And if you are siding out Ravagers in some matchups does it really matter that you are taking up a 2 slot?
At the end of the day, RIP hoses decks harder than Cage does. You can absolutely run 1/1, and that’s fine. Do what you think is best. Sideboarding isn’t an exact science it’s a fluid art. So run 1/1. Or run 0/2 or 2/0.
When your hate card is an artifact, and your opponent is going to bring in artifact hate, you are going to have a bad time.
RIP is also good against Goyf, which helps against Abzan (gets rid of Souls, Goyf, and other aspects of the deck)
As for Rule of Law, it typically comes in against Storm and Living end. Again, those decks bring in artifact/creature hate usually so running Canonist or Eidolon of Rhetoric is worse than just slamming a rule of law. I personally don’t run it, but when storm was popular I did.
I have been, and I'll tell you right now very rarely do I cast it turn 2 and feel like I instantly win turn 3. Turn 4/5, sure. But I think I have won turn 3 after casting turn 2 Day's (which doesn't happen that often to be fair) maybe....4 times with I don't know how many opportunities.
That statement is hyperbole, and for those of us actually interested in your results is not helpful.
In the first game against twin, day's got me a full board by t3 thus allowing me to kill.
In all my games day's performed well.
But yes some games were won by classic affinity. You can have 4 day's in the list but not see them
You said you attacked for 10 and then days'd. Does that not mean you could have just attacked for 10 and won the game the next turn?
I just don't see examples of "I needed Day's to win this game" in most peoples reports. And I never hear of games where Day's won their opponents games I just hear the games where Days made them flood the board and win (in niche cases)
Hey Kyro, mind giving a play by play if you can remember? Would give some insight on how Day's did against Burn and Grixis Twin!
Did not take any notes on this tournament, but :
Playing against burn was quite straight forward. If i remember correctly i finished first game at around 10 lifes, and the second at 15.
The key point is that actual burn builds plays like 15 creatures, none with flying.
If they cast their creature, they dont blast you. If they blast you, they dont kill your creatures.
Welding jar is your ally. Always blast Eidolon.
I played my master beeing sure that they could not blast it.
Activate your moths only if they are full tap.
Day's can be awfull agains burn, but if you cast it befor turn 3 (for him), they will never have enough mana to kill you with a fresh hand. You will next have enough artifacts to kill with master/cranial/ravager.
Twin was another amazing game.
I started first.
Played darksteel, mox, 2 memnites, drum. Took one blue from mox, played another mox, cast master.
Opponent played an island and a serum vision, passed turn
Top decked day's... Atacked for 10, played day's
My opponent played a fetch and passed turn.
Flushed my hand and a cranial (countered) for the win.
He started, played a fetch.
I played inkmoth, orni, mox, drum, pest and keeped darksteel, ravager and day's in hand.
He fetched a steam vents, played an island, passed turn.
Draw cranial. Played cranial, countered. played ravager. Attacked for 2 poisons.
He played an serum and passed turn.
Draw blinkmoth. Played it and swing for victory with sacrificing my board for ravager and inkmoth.
Planning to play 2 small moderns next week. Will try to take some notes.
But i think my opponents will prepare a sidebord against my build.
So I'm just gonna play Devil's advocate here:
both of those games against Twin, Day's did nothing. I was excited to see Day's do something there but sadly, when I played it today it did nothing. I drew nut hands and just didn't cast it, or when I did cast it I was already winning.
Against my Bloom opponent I cast Day's 5 times, all 5 times they won the game after it (even though I needed to cast it to try and overload him)
Against my Burn opponents 4 times it filed their hand with burn, I won the game 2 of 4 but the games where they had Eidolon I just could not cast it or I would lose the game. The games where I played like a regular affinity deck I won the game easily.
Cut some of the Mountains for Dual B/R lands, as you really want to cast Disciple.
If your running 6 sac outlets you also want multiple Disciples, so I would go to 4. Also like someone said, probably not a good idea to cut Memnites. The deck is already slow dont make it even more slow.
I still think Blinkmoth is better than Inkmoth in this version as you really want to just eek out every last point of life, and Inkmoth doesnt help taht race. Its different in the Overseer/classic Affinity lists where you go for poison kills more often (I think I win 20% of my games with poison in regular affinity, maybe a bit less), but I also think you can get away with 15 colored sources (or maybe even 14) and run 1 Inkmoth and 4 Blinkmoth (or 3/3 if you have 14 sources, or 2/4).
Blood Moon and Choke is a LOT of wasted space, and honestly I'm not as impressed with Blood Moon lately. I dont like it in the Junk matchup, I dont like it against Tron as we REALLY want our manlands to be turned on, and Amulet Bloom is on the very heavy decline. If you like it I would still go down to just 1, but defeinitely not 4 land enchantments that is an absurd amount.
I agree with DXI on Overseer (definitely not to be run in a Disciple version).
I like Champion in the board (I would run even 4) and I like the third Walker. But when it comes to Temur Battle Rage...again, maybe I'm a bit repetitive...isn't it better to run a Shrapnel Blast instead? It's a better late game topdeck.
Gerry Thompson told me to try the Battle Rage. So I'm gonna try it. Its PROBABLY better as the Blast (or another card) but, I'm gonna try it regardless
@ DXI: there are three things that don't convince me in your list.
1). Atog. Is this card really playable? Using Atog as a sac outlet is way more dangerous than using Ravager. As someone else already suggested, I believe Shrapnel Blast is probably better. Have you tested Blast? I'm a bit biased because I used to run 1-2 copies of it up until a few months ago even when nobody was running it anymore. I'm a big fan of Blast, I really like the reach Blast gives me.
2). Only two copies of Hangarback Walker? I think in a decklist like the one you posted, he should be a 3 of. I run 3 in my deck currently and my deck is still a traditional build. The card is really good and I want to draw one in most games.
3). Is Etched Champion ok as a maindeck card in a decklist like this one? I believe it would be better to run a third Hangarback instead, and then maybe a third Memnite/Shrapnel Blast. Champion would still be a very valid sideboard option.
I have tested in real life, and Atog has been good for one reason: Disciple wants to finish people off with reliable sac outlets.
I had tried Shrapnel Blast and it wasnt phenomenal, but then again I might just be salty that my Junk opponent was running Dromoka's command and blew me out with it (I still won the game but boy did that feel bad, i got 3 for 1'd).
I have been talking with Gerry about it and he said if I'm going to run Atog to try a Temur Battle Rage, as it also combos with large hangarback's, plating, ravager and now Atog so I'm gonna try a one of. I'm also gonna cut the other Etched Champion and move to 3 in the board to try out the following:
At this point, I may want to try some number of stars over springleaf drum, as we are running almost mono-2 drops, and it gives us something free to sac however it will slow us down, so I'm hesitant to try that.
One thing I will note: I think Hangarback Walker is going to open up a lot of options for people building Affinity synergies. Specifically, moving away from 8 man lands and maybe going to 6 or 5 with cutting down Inkmoths for more colored sources to play powerful cards like Tezzeret, Tempered Steel or Atog/Disciple, and I think its something people should be on the lookout for in the coming weeks.