For each major Archetype in KBC
1) What is WW's Strength versus it?
2) What is WW's Weakness versus it?
3) What is WW's Game 1 strategy against the deck?
4) What does WW sideboard in versus it, and what is WW's game plan then?
5) Anything else you would like to mention.
Right,
GIFTS
1) The sheer speed we can get out of the gates, 8.5 tails, the jitte and the jitte (it needs to be mentioned twice)
2) hideous laughter,kagemaro , and exile into darkness
3) go for the most agrressive start possible, but play as if you expect the opponent to have a hideous lughter in hand. get that jitte out, and leave mana open for otherworldy journey , if possible. keep swinging and get their life total low asap (gets them in shoal range if they stabilise). remember to resolve those jitte activations one at a time to aviod the ("i'll remove two to pump my hand of honor" "in response, hideous laughter" situations)
4) out go the manriki's and the shoals, in come Hokori, and either pithing needle or orb of dreams mulligan agressively to get one of these - you will need a fast start. They may side in more removal, and more hideous laughter/meloku against you. 8.5 tails/otherworldly journey is tech.
WW
1) manriki's blow jittes up, and kirin blow critters up. Your legends kill their legends 8.5 tails wins the mirror with ease.
2) jitte, jitte, charge across the araba, and kirin and shoals
3) try and get a jitte out and swing on same turn. dont let their jitte connect . get an active manriki on a good defnsive critter - SotPC is ideal, and fly over with a jitted lantern kami
4) side out isamaru and a few hand of honor, 2/2 loses to 2/2 bushido 1, blademasters kill before jitte wielder deals combat damage, and jitte on a bladmaster is a savage beating.
They'll bring in kirin, manriki and ghostly prison. You bring in patron of the kitsune - they can't kill it!
5) jitte deck wins - 8.5 also is pretty swingy. beware of the charge.
Mono-blue
1) see gifts
2) threads, river kaijin, bounce spells(?)
3) get a fast start, you should beat them down, they lack much defense, though jitte really helps.
4) see gifts
Red aggro
1) shining shoal, 8.5 tails, otherworldy journey, and of course, jitte
2) hearth kami, kumano, genju of the spires, frostling, glacial ray
3) Weather the initial storm, and keep yourself out of burn range, get an active jitte/makriki and ride the toughness boost home.
4) Side in bladmasters and patrons, as in WW, lose the hand of honor, and the lantern kami (frostling fodder)
5) turn the hearth kami's white with 8.5 tials while they are on the stack, to keep your jitte alive for another turn. (once it resloves, you wont be able to target it in time)
Mono-Black aggro
1) otherworldy journey, manriki, 8.5 tails, hand of honor
2) hand of cruelty, jitte, ink-eyes, and nezumi cutthroat.
3) get an active manriki - watch for shoals and ninja's block then if you can.
4) They'll bring in laughter/needle, bring in bladmasters for the isamaru's and patron for the shoals.
5) use 8.5 tails to make the hand of cruelty's equipment too hot to handle!
get an active manriki - watch for shoals and ninja's block then if you can.
. What Ninjas? The only ones they run are Okiba and Ink-Eyes, and they both Ninjusu...
Anyway, I think you overlook Mono-Blacks Shoal way to much. All they need to do is kill your Hound in response to the equip, and that tempo loss WILL kill you. Trust me, S. Shoal is one of the biggest cards you have to play around.
Jace on the other hand gives you card advantage for no life cost. On the contrary, Jace can actually take some damage for you. I'd think that makes him better than Arena.
I think by what you quoted he meant always block if you can... so that they CAN'T ninjutsu creatures into play.. I'm not neccessarily agreeing with this I just think that's what he means...
Private Mod Note
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Those who fear the darkness have never seen what the light can do.
Jace on the other hand gives you card advantage for no life cost. On the contrary, Jace can actually take some damage for you. I'd think that makes him better than Arena.
I went 4-3 but it was more like 3-3 since I had to go against my friend first round (we were late). It was not bad considering I had like no practice with the deck and completely net decked (I used Blasmeister's build). But now I got a better feel for the deck and I'm pretty sure I can do much much better next time.
R1: Win vs MBA
R2: Loss vs Black Hand
R3: Win vs UG Aggro-Control?
R4: Loss vs Big Red? (he went on to T8)
R5: Win vs WW Mirror
R6: Win vs Gifts
R7: Loss vs Black Hand
Yeah so gotta fix deck and/or learn to beat Black hand.
T8 was 5 WWs, 2 Gifts, and that 1 Red Deck
Some notes:
R2: The two games he won, he got out more hand of cruelty then me.
R3: Hokori Rocks!!! He attacked with a jitted Isao, but i blocked with my Hokori... thus letting me untap all my lands letting me Charge for the win with 4 creatures
R4: Burned all my stuff, and got Fumiko the Lowblood out which forced me to attack with my Eight-and-and-half-Tails
R5: Utter mirror match with each of us casting the same legends to kill opponent's off.
R6: :D:D He had a Kokusho in play, and played another one hoping to win, but he forgot I had a SotPC in play :D:D
R7: Can't block fear.....
LIST:
1 Eiganjo Castle
4 Lantern Kami
3 Isamaru, Hound of Konda
4 eight and a half tails
4 Samurai of the pale curtain
4 hand of honor
3 celestial kirin/hokori (depends on control or aggro meta)
4 otherwordly journey
3 shining shoal
2 charge across the araba
4 umezawa's jitte
3 manriki-gusari
4 Pithing Needle/orb of dreams
3 Kitsune blademaster
1 Manriki-Gusari
1 Plains
2 Patron of the Kitsune
For each major Archetype in KBC
1) What is WW's Strength versus it?
2) What is WW's Weakness versus it?
3) What is WW's Game 1 strategy against the deck?
4) What does WW sideboard in versus it, and what is WW's game plan then?
5) Anything else you would like to mention.
Right,
GIFTS
1) The sheer speed we can get out of the gates, 8.5 tails, the jitte and the jitte (it needs to be mentioned twice)
2) hideous laughter, kagemaro , and exile into darkness
3) go for the most agrressive start possible, but play as if you expect the opponent to have a hideous lughter in hand. get that jitte out, and leave mana open for otherworldy journey , if possible. keep swinging and get their life total low asap (gets them in shoal range if they stabilise). remember to resolve those jitte activations one at a time to aviod the ("i'll remove two to pump my hand of honor" "in response, hideous laughter" situations)
4) out go the manriki's and the shoals, in come Hokori, and either pithing needle or orb of dreams mulligan agressively to get one of these - you will need a fast start. They may side in more removal, and more hideous laughter/meloku against you. 8.5 tails/otherworldly journey is tech.
WW
1) manriki's blow jittes up, and kirin blow critters up. Your legends kill their legends 8.5 tails wins the mirror with ease.
2) jitte, jitte, charge across the araba, and kirin and shoals
3) try and get a jitte out and swing on same turn. dont let their jitte connect . get an active manriki on a good defnsive critter - SotPC is ideal, and fly over with a jitted lantern kami
4) side out isamaru and a few hand of honor, 2/2 loses to 2/2 bushido 1, blademasters kill before jitte wielder deals combat damage, and jitte on a bladmaster is a savage beating.
They'll bring in kirin, manriki and ghostly prison. You bring in patron of the kitsune - they can't kill it!
5) jitte deck wins - 8.5 also is pretty swingy. beware of the charge.
Mono-blue
1) see gifts
2) threads, river kaijin, bounce spells(?)
3) get a fast start, you should beat them down, they lack much defense, though jitte really helps.
4) see gifts
Red aggro
1) shining shoal, 8.5 tails, otherworldy journey, and of course, jitte
2) hearth kami, kumano, genju of the spires, frostling, glacial ray
3) Weather the initial storm, and keep yourself out of burn range, get an active jitte/makriki and ride the toughness boost home.
4) Side in bladmasters and patrons, as in WW, lose the hand of honor, and the lantern kami (frostling fodder)
5) turn the hearth kami's white with 8.5 tials while they are on the stack, to keep your jitte alive for another turn. (once it resloves, you wont be able to target it in time)
Mono-Black aggro
1) otherworldy journey, manriki, 8.5 tails, hand of honor
2) hand of cruelty, jitte, ink-eyes, and nezumi cutthroat.
3) get an active manriki - watch for shoals and ninja's block then if you can.
4) They'll bring in laughter/needle, bring in bladmasters for the isamaru's and patron for the shoals.
5) use 8.5 tails to make the hand of cruelty's equipment too hot to handle!
Shadowmoor's Infinite combos
. What Ninjas? The only ones they run are Okiba and Ink-Eyes, and they both Ninjusu...
Anyway, I think you overlook Mono-Blacks Shoal way to much. All they need to do is kill your Hound in response to the equip, and that tempo loss WILL kill you. Trust me, S. Shoal is one of the biggest cards you have to play around.
R1: Win vs MBA
R2: Loss vs Black Hand
R3: Win vs UG Aggro-Control?
R4: Loss vs Big Red? (he went on to T8)
R5: Win vs WW Mirror
R6: Win vs Gifts
R7: Loss vs Black Hand
Yeah so gotta fix deck and/or learn to beat Black hand.
T8 was 5 WWs, 2 Gifts, and that 1 Red Deck
Some notes:
R2: The two games he won, he got out more hand of cruelty then me.
R3: Hokori Rocks!!! He attacked with a jitted Isao, but i blocked with my Hokori... thus letting me untap all my lands letting me Charge for the win with 4 creatures
R4: Burned all my stuff, and got Fumiko the Lowblood out which forced me to attack with my Eight-and-and-half-Tails
R5: Utter mirror match with each of us casting the same legends to kill opponent's off.
R6: :D:D He had a Kokusho in play, and played another one hoping to win, but he forgot I had a SotPC in play :D:D
R7: Can't block fear.....