- JonasDash
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Member for 11 years, 9 months, and 18 days
Last active Mon, Oct, 14 2019 05:08:15
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Feb 28, 2013JonasDash posted a message on Nuked from Orbitalso, Eggs is hands down the best deck now in this format.Posted in: Eepop Blog
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Feb 28, 2013JonasDash posted a message on Nuked from OrbitPosted in: Eepop BlogQuote from mrbig262my Tron deck would disagree and run all over the format...
gonna be a pretty mediocre Tron deck without access to Expedition Map and Sylvan Scrying -
Jan 3, 2013JonasDash posted a message on Sunrise Combo Primerany plans to finish the matchups section?Posted in: izzetmage Blog
also what list do you recommend currently and any sideboard decision trees would be appreciated greatly - To post a comment, please login or register a new account.
I think I had a Watery Grave instead of the Swamp actually and didn't remember it correctly
R2: Grixis Death's Shadow (2-1) Close gaemes, but 7 extraction effects to hit their limited threats is usually enough. In the game I lost he was at 4 and if I had drawn a Glimpse or Archive Trap I would win. I drew a Collective Brutality and needed him to be at 2 instead of 4 for that to matter.
R3: Humans (2-1) Got him locked behind a bridge G1. He had a nut draw g2 and I couldn't race or find a Crypt Incursion to allow me to race. G3 was more of G1 scenario. He got bridge locked after I removed his only real out (Deputy of Detention)
R4: Grixis Control (2-1) Not too close, but he did manage to get a game off me when I stumbled on mana for a few turns and he was able to put in a quick Bolt, K-Command, Snapcaster Bolt, Creeping Tar Pit attack for a couple turns while I stayed stuck on mana.
R5: Mono Green Tron (0-2) -- this should never happen and was largely due to me not hitting any tron lands in top 3-10 cards in both games and opponent hitting natural tron in both games followed by 2nd Tower and Ulamog the next turn.
R6: Sultai Reclamation (0-2)-- very tilting matchup since they put almost no pressure on you, but since G1 is unwinnable, you have to hope to draw Unmoored Ego in G2 and G3 and it has to resolve through their countermagic. G2 I stuck at 2 lands for way too long and could not come back when I did have the Ego.
R7: Amulet Titan (1-2) -- extremely tilting match.
G1 I get him to like 15 cards in his library and a Bridge in play which he cannot remove. He scoops and we go to G2. In G2, he has a good start but on turn 4, he casts Summoners Pact and gets a Titan. I play a Bridge and have 3 cards in hand. On his next turn he does not pay for his pact. He then casts a Tireless Tracker and Azusa and then moves to end step. I call a judge because I am certain he has not paid his pact and has tapped out of mana to do so now. I specifically waited until he had spent his available mana to do other things before calling judge because they changed how this works recently and I am very aware of it.
Opponent swore that the pact was paid a turn ago but because the terrible rules that do not punish them at the time they miss their trigger and allow the game state to move forward before it's actually punishable, the graveyard is nearly impossible to confirm the order is correct due to multiple mill spells, surgical extraction, and other spells played. Just complete nonsense but I am 100% certain he failed to pay his Pact. The reason I am so certain of this also partly because he did the same thing G1 and I saw his shoulders slump and he shook his head when he drew his card for the turn and then he tanked for about 10 seconds and then said 'oh well I just scoop you probably win this anyway' -- he fully knew he didn't pay his pact and thought he'd lost the game but I hadn't noticed (I did, but I am not going to let him have a free pact payment if he is going to tap down mana for other nonsense and then give me the win because he then is unable to pay.
G3 I keep hand of Island, Watery Grave, Ensnaring Bridge x2, Hedron Crab, Glimpse, and Surgical. Over the next 9 turns I mill him off 2 Glimpses, Surgical his Titans, and cast a Mission Briefing + 2 fully powered Visions of Beyond and never see that 3rd land. 17 cards and not a single land in them. The game ends with me holding 2 Bridges in hand and him having 12 cards left in his deck and I never got a 3rd land in play. Unreal.
Final match record: 4-3 and a hugely frustrating last 3 rounds. I feel the the Tron and Amulet matches are very favorable and I got quite unlucky in both of them to lose.
Deck is great, would not change anything about my list.
edit: corrected an error
2 Darkslick Shores
4 Field of Ruin
1 Flooded Strand
3 Island
1 Marsh Flats
1 Oboro, Palace in the Clouds
4 Polluted Delta
2 Shelldock Isle
3 Swamp
2 Watery Grave
Artifact (6)
3 Ensnaring Bridge
3 Mesmeric Orb
4 Archive Trap
2 Crypt Incursion
3 Fatal Push
3 Mission Briefing
1 Murderous Cut
3 Surgical Extraction
3 Visions of Beyond
Sorcery (8)
2 Collective Brutality
4 Glimpse the Unthinkable
2 Inquisition of Kozilek
Creature (4)
4 Hedron Crab
1 Bontu's Last Reckoning
1 Collective Brutality
1 Crypt Incursion
1 Damnation
1 Dismember
2 Echoing Truth
3 Extirpate
1 Inquisition of Kozilek
1 Night of Souls' Betrayal
1 Set Adrift
1 Surgical Extraction
1 Unmoored Ego
Hoping to improve on my 32nd place finish from last year with UB Mill
Agree. Also pretty strong vs various other go wide decks like Spirits and Humans (in conjunction with board wipes) and decent vs Infect as well.
I used it in my U/W Turbo Trap version since I played 4 Tolaria West to be able to fetch Field of Ruins and since the deck was super all in on Archive Trap, I couldn't afford to be shut down by Leyline of Sanctity.
It works okay, but there are a lot of decks that can kill the land and then you're just out of luck and it's also a little slow against Bogles since you can't really race them with a Leyline in play and using mana to shut it off while they are attacking with a large creature.
All in all, I'm more of a fan of just playing a few Echoing Truth and Set Adrift, which also happen to be fine answers to other things and once in their hand many decks that play Leyline of Sanctity can't replay them, so it's just as good as a permanent solution
So after a lot more research into it, and reading through the MTR and CR and the responses from the thread I posted as well as several other threads concerning this sort of thing, it looks like I was wrong about the discard portion.
Long story short - they can't just loop Nexus to take infinite turns and do nothing with their turns, but they can just discard Nexus to make them never run out of cards in library.
I would support having at least 1 Unmoored Ego on my sideboard if I'm playing UB Mill right now. Too easy to risk an auto loss if you run into anyone with one in their deck and the Sultai Reclamation deck is picking up a little more steam in the last week as well.
Just frustrated since I thought my explanation in my original post was clear about the situation.
I agree you need not be a judge to have a firm understanding of the rules (I am not a judge either) but since there seems to be a few people who have not understood the reasons given as to why this is a choice that cannot continue to be made,
I was hoping something more 'official' would quell their doubt,but I do certainly appreciate your efforts as well
I believe I have been abundantly clear on this matter, so I don't see how there can be any confusion, but to satisfy your concern that somehow I have not been clear about this:
I have 8 lands in play. No other permanents in play. I have 7 cards in hand. My library has 25 cards in it.
My opponent has zero permanents in play. They have 7 cards in hand. Their library has 1 card in it. It is a Nexus of Fate.
It is their turn. They draw their card for the turn. They pass priority and move to end step. They discard to hand size, discarding Nexus of Fate. Nexus of Fate replacement ability causes it to become the only card in their library again and it is my turn. I draw my card, play my land if able, pass the turn. The opponent again draws their card, the Nexus of Fate, passes and moves to end step and discards Nexus of Fate again.
At this point, the opponent is not taking any actions to progress the game state. They have other options of cards to discard but choose to discard the Nexus of Fate to avoid having to draw a card with no cards in their library.
If I call a Judge over at this point. What happens?
Can whoever answers this question from this point forward please cite their DCI Judge level, and relevant MTR and CR sections for why their ruling would be such.
This clearly seems to fall under the "Fragmented Loop" section of the rules (results in the same game state being reached multiple times" [C.R. 720.3]), which state that they cannot continue to perform this action as it does not progress the game. I am progressing the game, they are not. Thus, they must choose some other course of action.
but...
I *am* advancing the game state, my opponent is not -- thus the opponent must do something other than choose to discard the Nexus of Fate and pass the turn.
The end result is the same. You are doing nothing on your turn, that is not allowed and a judge will advise you to do something else which changes the game state.
Thanks, as I thought. For this hypothetical scenario, let's say I have 8 lands in play, a hand of 7 cards, and 25 cards in my library. My turn would consist of drawing my card, playing my land as able, and passing back the turn.
Well, since you didn't I did make a rules question thread. Hopefully, this settles the issue.