Played at my weekly last night, 36 players, four rounds, had a nearly flawless record. At the last moment I guilted myself into playing Mangara--and was so glad I did.
1) Zoo (2-0): He apparently has played this matchup and hates it, especially game two when I Cataclysmed, leaving behind a plains and a batterskull--then drop Port for the turn.
2) Forgemaster MUD (2-1): Karn turn three was GG game one. Then I had all the land destruction games two and three--with best friends SFM and Batterskull pummeling him.
3) BURG Tempo (2-0): Like the RUG matchup, fairly easy--though more complicated due to the presence of DRS, Decay and -1/-1 effects out of the board. Game one I destroy all of his lands and finish the game with 2 Wisps, a Revoker on DRS and active Mangara vs his completely empty board. I removed my Wisps and Mangaras (3 and 2) in favor of Liege, RIP and Flare. Game two goes on long since I kept risky non basics-vial hand--and it pays off. Liege is apparently impossible for that deck to kill, and 4/4 Avenger was nice. Game ends with an SFM + SoFI.
4) ID with Burn, since I'd rather have the reduced grand prize and time to grab a quick beer at the Mox Cafe.
Observations:
Celestial Flare is actually kind of badass. It helped vs Zoo and while my BURG opponent totally caught onto what I was trying to do (since he knew I had a SoFI in hand and only two mana up in game two) having it still felt nice, esp. since all he had were Mongeese.
I doubt I would have missed Mindcensor. There are no Elves in Seattle (that I've seen) so the "Gotcha!" effect would never have been useful. Even as a one-off removal, Mangara is still great.
Very happy I came back to the deck. Feel a little foolish for leaving in the first place, but I did get the chance to understand the nuances of other decks.
Nice that is my exact list currently. DUDE when did you move to seattle and why?
I have been using leonin arbiter, ethersworn cannonist, and 1 jitte to twart elves. 3 each of arbiter and cannonist. It has proven useful thus far. My list is a little different from most though.
4x mother of runes
4x revoker
4x thalia
4x mystic
3x avenger
3x mangara
3x crusader
3x flickerwisp
Then one batterskull jitte, 4 vial and swords.
Lands 4 karakas, wasteland, port. 2 canopy. 8 plains.
For jund I bring in jotun grunt and faerie macabre 3 of each. I no problem beating them with that combination.
Against Reanimator (with the GP list) I would likely do something close to the following:
+2 Rest in Peace
+1 Leonin Relic Warder
+1 Oblivion Ring
+1 Relic of Progenitus
Obviously Rest in Peace and Relic of Progenitus attack their GY plan. Leonin Relic Warder attacks Animate Dead and opposing Pithing Needles (likely naming Karakas or Waste/Port). Oblivion Ring trumps their Show and Tell SB plan and can be a pricey piece of removal when need be.
Revoker, to me, is the most unexciting card in this match. It can name Griselbrand and keep them off Yawg Bargain mode, but one still has to answer a 7/7 flying lifelink. Some lists also have Lotus Petal that one could name, but Thalia attacks Petal better if you reach 2 mana. I'd trim some of your anti-aggro package from here. Mirran Crusader is a great beater, but incidental damage will be ok against Reanimator if you can keep a fatty off the table. Umezawa's Jitte isn't going to race very much if the opponent successfully reanimates, and it ties up considerable tempo to get it online. Stoneforge into Batterskull is actually pretty good, so I would keep 3 in to tutor it. That said, multiples are going to be in squire mode, so I could see the rational in say trimming 2 SFM and keeping the Mirran which will always be a stand alone threat at least.
The cards I wouldn't touch and why: Mangara is going to usually be good enough to deal with opposing fatties. Fiend Hunter is obviously very good at answering reanimated guys - even Elesh Norn. Flickerwisp offers a bunch of utility - blinking out Animate Dead targets or opposing Pithing Needles to utilize Karakas are legitimate plays. The fact that 'Wisp and a Mom can 'Maze of Ith' many reanimation targets is also real. Aven Mindcensor is usually going to be too slow to beat Entomb, but on the play I think it could still be relevant. The fact that it's flying again adds up to a means to stall with Mother of Runes. Thalia is awesome when she comes down before the opponent gets to reanimate. Sometimes we have the Karakas for their initial target and then get to soft lock them out with Rishadan Port, Wasteland and Thalia. Mother of Runes facilitates our fliers as fog machines, and keeps things like Echoing Truth or Chain of Vapor from bouncing Thalia or Fiend Hunter. Swords to Plowshares resets the opponents efforts in reanimating.
Hope this helps.
It does thank you. I meant the whole primer should be updated in general and I used reanimator as an example.
Anyone else notice the primer for our MU's are not complete? Also they is some variation in builds between players but it would be a good idea to write what to take out against certain MU's? For instance if you running the GP winning decklist, what do you take out against reanimator game two?
So has anyone started playing with the new rules? I know it does not go into effect until july 13th, but this would be a GREAT opportunity to playtest your current build against known decks and provide playtesting data. This can determine whether we are at an advantage or a disadvantage with the new rules (Legend/planeswalker). If we are at a horrible disadvantage, we might need to rework the primary for incoming/current players..... Food for thought to put into action.
I have been using faerie macabre as an out. It has pretty effective against them. There are better cards but I like macabre because it has uses against other decks while not hindering the progress of grunt (like RIP) does.
Call it 007 or james bond. It has to with rogues winning the game. James bond is pretty rogue. Or you could call it Archer or Isis from the show "Archer". Just my two cents
Pharika BG
Keranos UR
Kruphix UG
Iroas RW
Athreos WB
Nice that is my exact list currently. DUDE when did you move to seattle and why?
in the board for jund and lavamancer decks, belcher, and ANT/TES.
4x mother of runes
4x revoker
4x thalia
4x mystic
3x avenger
3x mangara
3x crusader
3x flickerwisp
Then one batterskull jitte, 4 vial and swords.
Lands 4 karakas, wasteland, port. 2 canopy. 8 plains.
For jund I bring in jotun grunt and faerie macabre 3 of each. I no problem beating them with that combination.
It does thank you. I meant the whole primer should be updated in general and I used reanimator as an example.