Another unexciting M14 Swiss last night. I had a moderately decent BR dec with silly levels of removal and some finishers. In the final round, I ended up scooping two games to UW tempo stall. I was gaining endless life (via Cauldron/Trading Post) and he kept recurring all of his counterspells and tempo cards...behind a seemingly endless stream of walls: Walls of Swords, Walls of Frost, Walls of Air, Cloned walls...As often as he played Elixir of Immortality, I think he had two...though I can't confirm that.
Most frustrating was that the deck actually had no win condition, other than a single copy of Tome Scour (which was never a factor). My opponent was content to sit there and counter or bounce everything.
1x Cauldron
1x Trading post
Some Quality Auras (Mark, etc)
...all insufficient to the task.
Hate to go 1-2 with a deck like this...it this just bad beats, or is there some subset of cards I need to be taking in R/B to beat U/W stall power.dec?
I've never conceded two games in a row with 30+ life, each. I don't much care for it...
Honestly there's not much you can do if your opponent can consistently have walls + counterspells + safety from decking himself. I can't think of a specific strategy that beats that, other than Aggro trying to kill him before he gets all the pieces set up. I guess one solution is a creature heavy deck, assuming he can't counter everything and eventually you can overwhelm his walls. It really a challenge though if he has walls that can fight back in some way like Swords (can kill creatures) or Frost (effectively blocks two creatures long term).
If his deck is powerful enough that he gets a hard lock...sorry, thanks for playing. :-(
Having a Millstone to board in can work well in this kind of situation (though the more Elixirs he has, the less reliable it is). But if you can mill his Elixirs, you should be able to beat him. I've also won with the Tenacious Dead/Gnawing Zombie combo once the board stalls.
sometimes you're just dead in limited, and it looks like you were here when he got online.
cards that help:
Tenacious D + damage-dealing sac outlet. Young Pyromancer and Molten Birth help here too.
multiple Lava Axes or maybe a Corrupt. the Volcanic Geyser you had could win you the game out of nowhere if you get any decent damage in.
Accursed Spirit is unbeatable if it sticks. it's at common and one of thes best reasons to be black.
You don't. The deck is much more powerful than anything in the format and doesn't die to much at all.
Resolve a planeswalker or a primeval bounty and you will win the game, but that's a hard task for multiple reasons. Be aggressive if your deck supports it, because you can win before they get setup. Barrage of Expendables, Academy Raider, and Accursed Spirit are fairly good commons against the deck if you have access to them. I'd avoid playing auras and would be against Cauldron given the listed cards. Against the walls deck, your creature count is low- 11/40 cards in your deck attack the opponent and you have Volcanic Geyser for direct damage.
I have to agree on that being a problem. I played mono U Elixir a bunch of times now, and I never came close to being in danger once I survived past turn 5-6. The only time someone beat me was indeed with an early Gnawing Zombie, sneaking through Corpse Hauler to recurr a previously countered Tenacious D. Apart from that, Millstone could be an Idea, or just some sort of engine. I feel that apart from sticking and defending a midgame thread (like a Trollhided guy or a Serra or something rather), engines are really what this format is all about. Basically there is not much out there, except another engine, that can win against Tenacious D + Sac outlet, Elixir in Mono Blue or an active Angelic Accord in the mid to lategame.
Btw: You could always try to Naturalize or Smelt the Elixir, since the Mono U player will likely want to burn all his counters, to get max. value, before activating Elixir.
Millstone is fairly poor. You have to get very lucky. Maybe you have to get lucky anyways and you just hope it works?
Angelic Accord decks lose to counterspells most of the time anyways. Resolving the Accord can just win you the game, though. The deck also does not come together very often.
Naturalize/Smelt versus Elixir seems terrible, since a competent player wont tap out with Elixir on the field G2/G3. Naturalize is a reasonable card in it's own right, though, so it's worth bringing in.
First, you need to reevaluate removal. Don't run shock.
Secondly, just because you draft exactly what you want with quality cards does not mean that the deck is good against the matchup your having.
-1 Trading Post
-1 Bubbling Cauldron
Life gain is not something you care about here, nor are 3/1 goat tokens.
-All your auras.
You said he's running tempo cards. Just the fact that he's blue should be enough. Again, life gain is not your goal against someone not trying race someone who is trying to bring your life total to 0
+ some creatures with 4 power(vampire warlord and firecat.)
More playable creatures would have been helpful. Ideally you want every card to be able to threaten to do something or trade with a wall. Accursed Spirit and Deathgaze cocktrice would have been fine in this situation
Removal gives you flexibility to deal with enemy threats. You just want upwards of 16 creatures (and as many threatening cards, given what he has) here. Try deathgaze cockatrice + equipment, or a fireshrieker if you have one to let your 2 power dudes do something work.
-Removal that can kill a wall of swords.
-1 Chandra's Outrage
-1 Shock
maybe -1 quagsickness, your call.
So theoritically, if he has 3 claustrophobia's and you have 3 accursed spirits, the accursed spirits will be claustro or pacifism bait, leaving your sengir and death gaze cocktrices alone, etc.
This type of comment is both wrong (it's a perfectly fine card, Hill Giant with free upside, etc.) and unhelpful because you didn't provide any explanation.
First, you need to reevaluate removal. Don't run shock.
Do you mean sideboard it out against this matchup with nothing but high-toughness walls? That I agree with. Calling Shock unplayable is insane. Usually "run" refers to maindeck.
More playable creatures would have been helpful.
Well sure...probably helpful to any Limited deck, doesn't mean he had an opportunity to draft them. This is kind of strange advice because basically you're saying "Draft better." Maybe that's true, maybe he did the best he could do in the situation.
I think the bottom line here is that if someone assembles a great control deck -- you probably just can't beat it. Someone at the table has to have the best deck. There's no special trick like "Oh just realize you're playing against the control deck, and turn your shirt inside out, and voila you can beat it now."
This type of comment is both wrong (it's a perfectly fine card, Hill Giant with free upside, etc.) and unhelpful because you didn't provide any explanation.
Do you mean sideboard it out against this matchup with nothing but high-toughness walls? That I agree with. Calling Shock unplayable is insane. Usually "run" refers to maindeck.
Well sure...probably helpful to any Limited deck, doesn't mean he had an opportunity to draft them. This is kind of strange advice because basically you're saying "Draft better." Maybe that's true, maybe he did the best he could do in the situation.
I think the bottom line here is that if someone assembles a great control deck -- you probably just can't beat it. Someone at the table has to have the best deck. There's no special trick like "Oh just realize you're playing against the control deck, and turn your shirt inside out, and voila you can beat it now."
All of this is correct.
OP's deck is good and I think you're losing to this deck regardless of how you draft his deck. Siding out Shock might gain you small margins, but you're still an big underdog to win the match. I actually think Ogre Battledriver is one of your best cards in the matchup. If it resolves, it turns every creature you draw into a bigger threat. It's very good against Time Ebb and Claustrophobia.
Blue is powerful in this format and the ideal Elixir deck is close to unbeatable. There's nothing you can really do.
Both these cards are terrible do-nothings in your deck. You want to run almost anything instead of them. Give that you were 'gaining endless life', that says to me that you were sacrificing creatures and discarding cards for basically no reason, when perhaps you could have used those cards to actively win the game.
Based on the list you have, I would play in the following way:
1. try to land a hard to remove threat like Sengir Vampire[/CARD] or Accursed Spirit to present a clock
2. Split removal into two categories: Good creature kill (Doom Blade, Liturgy of Blood, Quag sickness) which I would use to kill off anything they played to halt my attacks, and Player removal (basically all of the red removal spells)
3. Develop my board, with an eye to making an alpha strike / get in with Blood Bairns. Basically I'd only pump them if it would kill the blocking creature (or player)
This type of comment is both wrong (it's a perfectly fine card, Hill Giant with free upside, etc.) and unhelpful because you didn't provide any explanation.
Do you mean sideboard it out against this matchup with nothing but high-toughness walls? That I agree with. Calling Shock unplayable is insane. Usually "run" refers to maindeck.
Well sure...probably helpful to any Limited deck, doesn't mean he had an opportunity to draft them. This is kind of strange advice because basically you're saying "Draft better." Maybe that's true, maybe he did the best he could do in the situation.
I think the bottom line here is that if someone assembles a great control deck -- you probably just can't beat it. Someone at the table has to have the best deck. There's no special trick like "Oh just realize you're playing against the control deck, and turn your shirt inside out, and voila you can beat it now."
While this is sorta true, I think that reading between the lines the OP doesn't know how to fight against a control deck. Control decks want to not die, then to win. The way they 'not die' is by defending themselves from your threats, via the aforementioned walls, plus removal spells. They tend to use cards to do that.
So ways you can attack a control deck are:
1. Evasion creatures (flyers and the very special Accursed Spirit)
2. Save removal spells ONLY for the things which can stop your evasion (or threaten to kill you, like an Air Servant)
3. Save up burn spells like Shock and Volcanic Geyser to use as 'player removal'.
4. Try to eke out card advantage at basically every point. This means not running auras, need less sacrificing of creatures or card advantage
5. Deploy creatures to build up for an alpha strike.
It's possible that the OP was already doing all of these things. But possible some of them could help them in the future.
U/x control decks are good but they have the same problem that all control decks do. They need to have the right answer for the threats you present. So your best strategy is to present diverse threats. The best one by far in this matchup is Accursed Spirit.
It may be that you didn't have much choice in the deck that you drafted; in that case it's just a bad matchup. But perhaps you could have sideboarded better.
Your deck seems to only have 11 creatures. That's not going to be enough in almost any matchup, particularly against a control deck. I also don't see Act of Treason or Tenacious Dead which are key enablers for the sack outlet. So based on your decklist your deck just doesn't seem very strong.
Your deck seems to only have 11 creatures. That's not going to be enough in almost any matchup, particularly against a control deck. I also don't see Act of Treason or Tenacious Dead which are key enablers for the sack outlet. So based on your decklist your deck just doesn't seem very strong.
Yes, I agree with this too. The list looked like a partial one so I didn't comment on the lack of creatures, but not having enough creatures and also not having enough archetypal pieces of the RB deck also mean that your deck is weaker than it could/should be.
Then BR has a bunch of quality removal, and you can fill out your list with decent BR dudes. Because you will typically have more removal than most decks, you can afford to run things like Minotaur Abomination since the opponent is unlikely to beat you into the ground with an early curve-out.
Well sure...probably helpful to any Limited deck, doesn't mean he had an opportunity to draft them. This is kind of strange advice because basically you're saying "Draft better." Maybe that's true, maybe he did the best he could do in the situation.
My evaluation is that there were some of those cards, he just valued sac cards and removal higher than creatures. He also drafted more than one aura, despite being relatively low on creatures.
If you are picking sac cards over blacks' stronger cards (accursed, cockatrice), then you want to know "how is this sac engine going to make this deck win?"
is it A: going to turn my multiple traitorous blood into removal spells?
or B: let me swing with 8/8 blood barons?
B is only consistent enough with multiple blood barons and multiple tenacious deads.
So the above deck isn't really a sac engine, and so blood baron is just an average 3 drop. If you can't find the pieces to a sac engine that has a way of winning, nor black's stronger cards, then you're in a lot of trouble. If your commited to black already, then I would consider the deck depowered. This shouldn't happen terribly often, drafting and getting brutally cut off with no recourse.
This deck doesn't have many win conditions (against general decks) either. If someone nabs your battledriver and your sengir vampire (throughout the course of the whole game) and sits on dudes with big butts in green, white or blue you don't have a way to win.
I think the primary reason why you felt good drafting this deck, is the great amount of removal you were able to pick up. R/B often can get there with removal, but it doesn't make the deck good. You are using removal to 1 for 1 with their most threatening cards, but without ways to threaten the opponent, they will often eventually draw something you can't answer.
Possible win conditions in this situation:
Deathgaze Cockatrice + Accordians Shield
Sticking an accursed spirit.
A Sanguine bond would have done it for you, but I don't believe that card is remotely main deckable. It might be worth picking up late pick if you already have 2 sac/discard to heal outlets, as a sideboard for these type of games.
Overall:
Value Accursed Spirit highly as any combination of black (but don't automatically stuff 4 in your deck)
Removal is only a means to an end. It doesn't make your deck great by itself.
Draft more creatures, usually. (14-17). This also gives you the possible luxury of the option of siding out those useless child of nights (which normally do a lot of work) when you hit a matchup like this, or a blue player with lots of 1/3's
Most tempo control can't function without claustrophobia, time eb, or sensory deprivation. When drafting green, I rip a few gladecover scouts and aura's for the SB. She comes in a turn before essence scatter can dream crush you. Also, everyone takes essence scatter over negate. So, aura's generally aren't countered.
PS: If you have a zypher charge in your SB it get's your dudes over any pesky wall's of frost.
Both these cards are terrible do-nothings in your deck.
Yeah, I should have been more specific. The goats were feeding my 12/12 Blood Bairns or, in a pinch, netting me 3 life in critical situations. I was hoping for a more robust sacrifice theme during the draft, and it didn't really materialize.
I am a control player at heart, so I do know how to run and beat a control deck. Re-reading my OP, it feels a bit like a whine. I think the stall deck is the deck to beat in M14, and it frustrates me that a deck that can't actually win exists in the format.
We can *lose* to it, sure - but often only on turn 34. The deck just sort of exists, yawns, and waits. I don't remember any previous core sets where that was possible, and I'm vaguely offended by it.
I really do appreciate a lively discussion. This is so much better than posting a 2-1 or 3-0 draft!
Actually there's a fairly simple way to beat it - play faster. With a deck like that, it is trivially easy to accidentally clock out. I actually do this fairly regularly in slow draft formats, when I have a controlling deck. Because I am very familiar with "the control game" I always know my plays in advance and can execute them rapidly. My opponents often just play slow, and end up spending more time per turn. When one of the two decks plans to go to turn 15+, this difference can stack up faster then you think.
Next game stabilised at 5... lava axed. (Countered the geyser this game)
He just had a ton of not really important on thier own creatures that just hit me for 1 or 2 a turn all game.
I did however get really horribly flooded game two...(we kind of both did) and I made a mistake game 1 I played a drake before diviation when I should of done it the other way around since I drew cancel but didn't have the mana for it.
clocking??
I think your deck was just a bit too slow and mid range to deal with blue stall... when you sideboard just drop the removal and put in as many creatures as you can even if they bad.
There are quite a few artifacts in the set that make up key components in engines, or are generally just annoying (like Fireshrieker).
It is very common to have the option to pick a late wheeling Smelt or Demolish for the SB if your playing BR. Often smart to grab one just in case.
Of course they cannot help much if your opponent sits on a cancel or negate to protect the Elixir. However, blowing it up is often your only chance.
It looks like your got your own life-gain stalling engine going on. So it should not be a surprise if you lost to a stalling control deck that could eventually break your engine without you having a way to break his.
How does one Demolish an Elixir of Immortality exactly?
Another unexciting M14 Swiss last night. I had a moderately decent BR dec with silly levels of removal and some finishers. In the final round, I ended up scooping two games to UW tempo stall. I was gaining endless life (via Cauldron/Trading Post) and he kept recurring all of his counterspells and tempo cards...behind a seemingly endless stream of walls: Walls of Swords, Walls of Frost, Walls of Air, Cloned walls...As often as he played Elixir of Immortality, I think he had two...though I can't confirm that.
Most frustrating was that the deck actually had no win condition, other than a single copy of Tome Scour (which was never a factor). My opponent was content to sit there and counter or bounce everything.
3x Chandra's Outrage
1x Liturgy of Blood
1x Shock
1x Quag Sickness
1x Doom Blade
1x Volcanic Geyser
1x Ogre Battledriver
1x Sengir Vampire
6x respectable 3-4cc creatures, including Blood Bairns
3x solid two-drops
1x Cauldron
1x Trading post
Some Quality Auras (Mark, etc)
...all insufficient to the task.
Hate to go 1-2 with a deck like this...it this just bad beats, or is there some subset of cards I need to be taking in R/B to beat U/W stall power.dec?
I've never conceded two games in a row with 30+ life, each. I don't much care for it...
Thanks.
~M
If his deck is powerful enough that he gets a hard lock...sorry, thanks for playing. :-(
cards that help:
Tenacious D + damage-dealing sac outlet. Young Pyromancer and Molten Birth help here too.
multiple Lava Axes or maybe a Corrupt. the Volcanic Geyser you had could win you the game out of nowhere if you get any decent damage in.
Accursed Spirit is unbeatable if it sticks. it's at common and one of thes best reasons to be black.
Resolve a planeswalker or a primeval bounty and you will win the game, but that's a hard task for multiple reasons. Be aggressive if your deck supports it, because you can win before they get setup. Barrage of Expendables, Academy Raider, and Accursed Spirit are fairly good commons against the deck if you have access to them. I'd avoid playing auras and would be against Cauldron given the listed cards. Against the walls deck, your creature count is low- 11/40 cards in your deck attack the opponent and you have Volcanic Geyser for direct damage.
Btw: You could always try to Naturalize or Smelt the Elixir, since the Mono U player will likely want to burn all his counters, to get max. value, before activating Elixir.
Angelic Accord decks lose to counterspells most of the time anyways. Resolving the Accord can just win you the game, though. The deck also does not come together very often.
Naturalize/Smelt versus Elixir seems terrible, since a competent player wont tap out with Elixir on the field G2/G3. Naturalize is a reasonable card in it's own right, though, so it's worth bringing in.
New to Commander? Read the Above article.
Secondly, just because you draft exactly what you want with quality cards does not mean that the deck is good against the matchup your having.
-1 Trading Post
-1 Bubbling Cauldron
Life gain is not something you care about here, nor are 3/1 goat tokens.
-All your auras.
You said he's running tempo cards. Just the fact that he's blue should be enough. Again, life gain is not your goal against someone not trying race someone who is trying to bring your life total to 0
+ some creatures with 4 power(vampire warlord and firecat.)
More playable creatures would have been helpful. Ideally you want every card to be able to threaten to do something or trade with a wall. Accursed Spirit and Deathgaze cocktrice would have been fine in this situation
Removal gives you flexibility to deal with enemy threats. You just want upwards of 16 creatures (and as many threatening cards, given what he has) here. Try deathgaze cockatrice + equipment, or a fireshrieker if you have one to let your 2 power dudes do something work.
-Removal that can kill a wall of swords.
-1 Chandra's Outrage
-1 Shock
maybe -1 quagsickness, your call.
So theoritically, if he has 3 claustrophobia's and you have 3 accursed spirits, the accursed spirits will be claustro or pacifism bait, leaving your sengir and death gaze cocktrices alone, etc.
This type of comment is both wrong (it's a perfectly fine card, Hill Giant with free upside, etc.) and unhelpful because you didn't provide any explanation.
Do you mean sideboard it out against this matchup with nothing but high-toughness walls? That I agree with. Calling Shock unplayable is insane. Usually "run" refers to maindeck.
Well sure...probably helpful to any Limited deck, doesn't mean he had an opportunity to draft them. This is kind of strange advice because basically you're saying "Draft better." Maybe that's true, maybe he did the best he could do in the situation.
I think the bottom line here is that if someone assembles a great control deck -- you probably just can't beat it. Someone at the table has to have the best deck. There's no special trick like "Oh just realize you're playing against the control deck, and turn your shirt inside out, and voila you can beat it now."
All of this is correct.
OP's deck is good and I think you're losing to this deck regardless of how you draft his deck. Siding out Shock might gain you small margins, but you're still an big underdog to win the match. I actually think Ogre Battledriver is one of your best cards in the matchup. If it resolves, it turns every creature you draw into a bigger threat. It's very good against Time Ebb and Claustrophobia.
Blue is powerful in this format and the ideal Elixir deck is close to unbeatable. There's nothing you can really do.
Both these cards are terrible do-nothings in your deck. You want to run almost anything instead of them. Give that you were 'gaining endless life', that says to me that you were sacrificing creatures and discarding cards for basically no reason, when perhaps you could have used those cards to actively win the game.
Based on the list you have, I would play in the following way:
1. try to land a hard to remove threat like Sengir Vampire[/CARD] or Accursed Spirit to present a clock
2. Split removal into two categories: Good creature kill (Doom Blade, Liturgy of Blood, Quag sickness) which I would use to kill off anything they played to halt my attacks, and Player removal (basically all of the red removal spells)
3. Develop my board, with an eye to making an alpha strike / get in with Blood Bairns. Basically I'd only pump them if it would kill the blocking creature (or player)
Completely agree. +1
While this is sorta true, I think that reading between the lines the OP doesn't know how to fight against a control deck. Control decks want to not die, then to win. The way they 'not die' is by defending themselves from your threats, via the aforementioned walls, plus removal spells. They tend to use cards to do that.
So ways you can attack a control deck are:
1. Evasion creatures (flyers and the very special Accursed Spirit)
2. Save removal spells ONLY for the things which can stop your evasion (or threaten to kill you, like an Air Servant)
3. Save up burn spells like Shock and Volcanic Geyser to use as 'player removal'.
4. Try to eke out card advantage at basically every point. This means not running auras, need less sacrificing of creatures or card advantage
5. Deploy creatures to build up for an alpha strike.
It's possible that the OP was already doing all of these things. But possible some of them could help them in the future.
It may be that you didn't have much choice in the deck that you drafted; in that case it's just a bad matchup. But perhaps you could have sideboarded better.
Your deck seems to only have 11 creatures. That's not going to be enough in almost any matchup, particularly against a control deck. I also don't see Act of Treason or Tenacious Dead which are key enablers for the sack outlet. So based on your decklist your deck just doesn't seem very strong.
Yes, I agree with this too. The list looked like a partial one so I didn't comment on the lack of creatures, but not having enough creatures and also not having enough archetypal pieces of the RB deck also mean that your deck is weaker than it could/should be.
Ideally you'll have something like 3-4 sacrifice outlets (blood bairn, gnawing zombie, vampire warlord)
and can pair them with 3-6 things you want to sacrifice (Act of Treason, Tenacious Dead, Festering Newt, Dark Prophecy, Dragon Egg, Pitchburn Devils, Young Pyromancer)
Then BR has a bunch of quality removal, and you can fill out your list with decent BR dudes. Because you will typically have more removal than most decks, you can afford to run things like Minotaur Abomination since the opponent is unlikely to beat you into the ground with an early curve-out.
Ya, that's what I meant.
My evaluation is that there were some of those cards, he just valued sac cards and removal higher than creatures. He also drafted more than one aura, despite being relatively low on creatures.
If you are picking sac cards over blacks' stronger cards (accursed, cockatrice), then you want to know "how is this sac engine going to make this deck win?"
is it A: going to turn my multiple traitorous blood into removal spells?
or B: let me swing with 8/8 blood barons?
B is only consistent enough with multiple blood barons and multiple tenacious deads.
So the above deck isn't really a sac engine, and so blood baron is just an average 3 drop. If you can't find the pieces to a sac engine that has a way of winning, nor black's stronger cards, then you're in a lot of trouble. If your commited to black already, then I would consider the deck depowered. This shouldn't happen terribly often, drafting and getting brutally cut off with no recourse.
This deck doesn't have many win conditions (against general decks) either. If someone nabs your battledriver and your sengir vampire (throughout the course of the whole game) and sits on dudes with big butts in green, white or blue you don't have a way to win.
I think the primary reason why you felt good drafting this deck, is the great amount of removal you were able to pick up. R/B often can get there with removal, but it doesn't make the deck good. You are using removal to 1 for 1 with their most threatening cards, but without ways to threaten the opponent, they will often eventually draw something you can't answer.
Possible win conditions in this situation:
Deathgaze Cockatrice + Accordians Shield
Sticking an accursed spirit.
A Sanguine bond would have done it for you, but I don't believe that card is remotely main deckable. It might be worth picking up late pick if you already have 2 sac/discard to heal outlets, as a sideboard for these type of games.
Overall:
Value Accursed Spirit highly as any combination of black (but don't automatically stuff 4 in your deck)
Removal is only a means to an end. It doesn't make your deck great by itself.
Draft more creatures, usually. (14-17). This also gives you the possible luxury of the option of siding out those useless child of nights (which normally do a lot of work) when you hit a matchup like this, or a blue player with lots of 1/3's
PS: If you have a zypher charge in your SB it get's your dudes over any pesky wall's of frost.
Yeah, I should have been more specific. The goats were feeding my 12/12 Blood Bairns or, in a pinch, netting me 3 life in critical situations. I was hoping for a more robust sacrifice theme during the draft, and it didn't really materialize.
I am a control player at heart, so I do know how to run and beat a control deck. Re-reading my OP, it feels a bit like a whine. I think the stall deck is the deck to beat in M14, and it frustrates me that a deck that can't actually win exists in the format.
We can *lose* to it, sure - but often only on turn 34. The deck just sort of exists, yawns, and waits. I don't remember any previous core sets where that was possible, and I'm vaguely offended by it.
I really do appreciate a lively discussion. This is so much better than posting a 2-1 or 3-0 draft!
(Well, you know...apart from the losing bit ;))
~M
Whille playing U with a very small black splash. Although I actually had a win con... Nephalia seaskites and Messanger drakes.
Gnawing zombie + goblin shortcutters.
I stabilised at about 6 life.
got volcanic geysered
Next game stabilised at 5... lava axed. (Countered the geyser this game)
He just had a ton of not really important on thier own creatures that just hit me for 1 or 2 a turn all game.
I did however get really horribly flooded game two...(we kind of both did) and I made a mistake game 1 I played a drake before diviation when I should of done it the other way around since I drew cancel but didn't have the mana for it.
clocking??
I think your deck was just a bit too slow and mid range to deal with blue stall... when you sideboard just drop the removal and put in as many creatures as you can even if they bad.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
How does one Demolish an Elixir of Immortality exactly?
Now, they may not give you the opportunity, but in that case (barring LOTS of instants/Flash) they are losing a lot of mana flexibility.