Quote from LoooooooooGreat work ThatStoryTeller120! Keep it up
My concern right now is the 1 cmc slot. I'm looking at Vendetta right now.
My current list:
DotMatrix's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creature4 Bitterblossom4 Spellstutter Sprite4 Mistbind Clique2 Vendilion CliqueSpells4 Cryptic Command4 Remand3 Inquisition of Kozilek3 Spell Snare2 Smother2 Agony Warp1 Vendetta1 ThoughtseizeArtifact1 Sword of Feast and FamineLand4 Mutavault4 Island3 Watery Grave3 River of Tears2 Darkslick Shores2 Tectonic Edge2 Creeping Tar Pit2 Secluded Glen2 Sunken Ruins1 SwampSB3 Vedalken Shackles3 Engineered Explosives2 Relic of Progenitus2 Hurkyl's Recall2 Spellskite2 Grafdigger's Cage1 Dismember
Quote from DotMatrix
I wouldn't run Vendetta. Not only is there the whole self-injury thing going against it, it has the color restriction.
I'd give Pongify / a chance before .
Quote from JaceTheWalletShredder
Ehrmagersh, a new deck is doing well. Breakz out de banhammerz!
Quote from AbstractualWhat does Vendetta kill T1 that Disfigure doesn't? Even if Zoo is on the play, and gets Nacatl up to a 3/3 before you draw Disfigure T2, at that point you can just Go for the Throat/Agony Warp/Smother it. I don't see the benefit to Vendetta.
Quote from LoooooooooQuote from AbstractualWhat does Vendetta kill T1 that Disfigure doesn't? Even if Zoo is on the play, and gets Nacatl up to a 3/3 before you draw Disfigure T2, at that point you can just Go for the Throat/Agony Warp/Smother it. I don't see the benefit to Vendetta.
I tested also Disfigure.
Tbh the main reason is that Vendetta is not dead after like 3-4 turns, when KotR and Resto start to happen.
All in all Disfigure is better than Vendetta in some spots, exactly as Dismember in some other spots, but Vendetta is, overall, better in more situations than the others two taken singly imho.
Quote from Abstractual
stokpile's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creature Spells— 144 Spellstutter Sprite4 Scion of Oona2 Vendilion Clique4 Mistbind CliqueOther Spells— 204 Bitterblossom2 Thoughtseize1 Inquisition of Kozilek2 Spell Snare3 Mana Leak4 Cryptic Command2 Disfigure1 Go for the Throat1 Agony WarpLands— 264 Island2 Swamp4 Secluded Glen4 Darkslick Shores3 River of Tears2 Creeping Tar Pit4 Mutavault2 Tectonic Edge1 Sunken RuinsSideboard—2 Duress1 Dispel2 Geth's Verdict1 Hurkyl's Recall1 Hibernation2 Engineered Explosives3 Phyrexian Crusader1 Batterskull2 Relic of Progenitus
This is the same list I posted in the previous thread, still working very well.
Quote from Valanarch
You really don't want to be paying 4 life to kill Restoration Angel and possibly 5 or more to kill Knight of the Reliquary. I'd just run Dismember.
Quote from EyronJust got back from a GPT for Richmond. 23 players, 5 rounds. I took a UB Fae list I've been tweaking since the unbanning. Before the start I decided to drop the maindeck Scions I had been playing for 2 Swords and an Agony Warp. I also didn't get my River of Tears in time, so I threw in Watery Graves to make sure I could cast t1 discard. Registered the following:
Looooooooo's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures4 Spellstutter Sprite4 Mistbind Clique2 Vendilion Clique1 Snapcaster MageSpells4 Bitterblossom1 Sword of Feast and Famine1 Sword of Light and Shadow3 Thoughtseize3 Mana Leak2 Inquisition of Kozilek2 Smother1 Go for the Throat1 Agony Warp1 Vapor Snag4 Cryptic CommandLands4 Secluded Glen4 Darkslick Shores4 Mutavault3 Creeping Tar Pit2 Tectonic Edge2 Watery Grave5 Island2 SwampSideboard2 Spellskite2 Hurkyl's Recall2 Negate2 Damnation2 Deathmark2 Spreading Seas2 Engineered Explosives1 Surgical Extraction
For one, I really liked the list. As I said above, the only thing I really didn't like were the Sword of Feast and Famine and the two Watery Grave, and all 3 were there simply because I didn't have the things I wanted. I felt like the deck was tuned pretty well, and I never really felt cold to anything. Mistbind Clique is still utterly insane, and if Bitterblossom wasn't so broken it would hands-down be the best card in the deck. I think running less than 4 is a giant mistake. Overall I liked the removal suite. Agony Warp might be dropable for a third Smother, but I still thinks it a good call for Zoo matchups as it lets you effectively trade 2 for 1. I got to test against two different Zoo decks in between rounds, and I only dropped one game out of about 5. That game he went turn 1 Nacatl, t 2 Nacatl+Guide, t3 Ghor-Clan and second Guide. I think they have an edge game 1 if they're on the play, but post-board we have good stuff to bring in between EE and Damnation. This is the only matchup where I think we take out a Mistbind or two, since the tapout doesn't really effect them and Cryptic is just better against them.
Quote from Looooooooo
Congrats for the result!
I like you list and i think we are on a similar page on this, just a couple of question since i don't have tournament experience with the deck yet.
- SoFaF is so bad? for the good ol' play and equip --> untap was always vey good... i agree that SoFaI both ability are pretty relevant though.
- Turn 1 play: you have only the 5 discard spells that can be played on turn 1, i always had the feelings that especcialy on the draw we need something more --> vendetta over your go for the throat (which however i like very much) and the spell snare (plenty of target from LE to BB, tarmo, snappy and so on...).
- I like Remand more than mana leak, in the late turns both could be soft but at least remand cycle itself.
- Agony warp is a meta call if zoo became a real thing, in your MU i imagine it wasn't an all star, but i'd like to play 2 in the right meta.
- How was vapor snag? Did you ever use it as a tech for your own creatures in some spots?
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
Quote from Brianbgrpspell snares are definately a meta call, and i'm pretty sure that's going to be a thing with this deck anyways. it looks like the basic core of this deck is pretty well set up anyways, little things like maindeck spell snares, etc are prolly going to get lumped into just meta call decisions anyways.
so far, as much as i still think batterskull deserves a spot, i've finally moved my main deck one to sideboard(it lost me a game, where as a sword of light and shadow would have instead won me the game. the entire 'do nothing the turn i played it' wasn't worth tapping out on turn 5. where as sword at 5 mana woulda translated into lifegain that turn.) i don't want to tap out on my turn unless it's for tangible results right now, i think skull will stay in the board though, as it's an amazing blocker against aggro, but maindeck i think sword is going to be more versatile all around.