I agree. Against control decks with slow clocks, Boseiju wins you the game since you can just wait for it for almost forever, and once you stick it they have almost no way of interacting with your combo.
Thanks a bunch! That makes a lot of sense, I really underestimated the damage you can do with bolts and snap, I'd just gotten into the rut of only using bolts as removal (ty Hearthstone).
When do I prioritize using my burn for removal as opposed to sandbagging it for burst? Particularly against tron, do I get that damage in, or do I hold it to kill a Karn? Also, what do I do against Wurmcoil Engine?
Round one against Grixis control was pretty easy, managed to make Pyromancer do some serious work.
Round two was against RG Tron. Game one he got double Wurmcoils (couldn't deal with that), game two he wrecked me with Sundering Titan.
Round three was against Scapeshift. Despite the ages it took for him to set up, I couldn't kill him, and my counters couldn't stop the combo.
Overall the impression that I got is that it is really difficult to get a decent clock on someone. I definitely should not have lost those Scapeshift games, he durdled for so many turns. Likewise with Tron. I'm not quite sure what I'm doing wrong, any advice?
Hey guys! Recently picked up Grixis Delver and I'm loving it! I really need some help with a couple things though.
First things first, I based my deck off of http://www.tcdecks.net/deck.php?id=17602&iddeck=132542. I have gone 3 Pyro-2 Angler, replaced a Remand and Charm with Pierce, and my SB is just a bunch of crap that I had to throw together out of budget constraints.
So, I need the help of more experienced pilots to tune my 75 better to my meta. We have a lot of Tron, some Twin, Junk, and Merfolk (this guy in particular dumpstered me), and at least one each of Amulet and Shoal. What would be the best counter suite main deck for this meta? For reference, I'm currently running 1 Deprive, 2 Snare, 2 Piece, 2 Leak, with 2 Dispel, 1 Negate, and 1 Flashfreeze side.
Furthermore, how do I play against Merfolk? I got absolutely slaughtered and I know a large portion of it was me keeping bad hands, boarding poorly, and killing the wrong stuff.
When I started playing Magic about three weeks ago, I netdecked the UB control deck listed at the beginning of the primer here. I've been tweaking it here and there, trying to keep the deck true to it's roots, but as the folks at FNM have pointed out to me, it was a good decklist six months ago, not so much today.
Here are some of the problems I've been having, and the solutions I've come up with that have shaped the above list:
1.) My local meta is full of Wolf Run Ramp (and other RG variants), Delver, BW tokens, and at least one notable pod. Also, I play against my brother's G infect deck a lot. These are a lot a trouble for me; it felt like going against the RG decks was an auto-lose, no matter how well I played, because I had neither the know-how or the actual cards to overcome them. I decided to splash White to give myself more options, and also in part to prepare for the upcoming release of Return to Ravnica.
2.) I can't deal with resolved non-creature permanents. Resolved Plainswalkers, Enchantments, or other nonsense were really hard for me to deal with, and each time I lost, it was due to them resolving one of their big spells and me having no answer to it ever. Instead of adding more counter magic, I've included four copies of Oblivion Ring and two copies of Tamiyo, the Moon Sage to give me the option of letting those resolve and dealing with them later, a luxury that I already enjoy against creatures.
3.) 20 life just isn't enough. I've had a few times where I've stabilized at 1 life, but most of the time I die against decks that can destroy me that quickly, like Delver and RG. I've included Batterskull and Wurmcoil so that I have the chance to get life back mid-game, buying me a few more turns to stabilize.
https://www.mtggoldfish.com/deck/651578#paper
https://www.mtggoldfish.com/deck/651582#paper
https://www.mtggoldfish.com/deck/651938#paper
https://www.mtggoldfish.com/deck/651950#paper
https://www.mtggoldfish.com/deck/651962#paper
Round one against Grixis control was pretty easy, managed to make Pyromancer do some serious work.
Round two was against RG Tron. Game one he got double Wurmcoils (couldn't deal with that), game two he wrecked me with Sundering Titan.
Round three was against Scapeshift. Despite the ages it took for him to set up, I couldn't kill him, and my counters couldn't stop the combo.
Overall the impression that I got is that it is really difficult to get a decent clock on someone. I definitely should not have lost those Scapeshift games, he durdled for so many turns. Likewise with Tron. I'm not quite sure what I'm doing wrong, any advice?
First things first, I based my deck off of http://www.tcdecks.net/deck.php?id=17602&iddeck=132542. I have gone 3 Pyro-2 Angler, replaced a Remand and Charm with Pierce, and my SB is just a bunch of crap that I had to throw together out of budget constraints.
So, I need the help of more experienced pilots to tune my 75 better to my meta. We have a lot of Tron, some Twin, Junk, and Merfolk (this guy in particular dumpstered me), and at least one each of Amulet and Shoal. What would be the best counter suite main deck for this meta? For reference, I'm currently running 1 Deprive, 2 Snare, 2 Piece, 2 Leak, with 2 Dispel, 1 Negate, and 1 Flashfreeze side.
Furthermore, how do I play against Merfolk? I got absolutely slaughtered and I know a large portion of it was me keeping bad hands, boarding poorly, and killing the wrong stuff.
Please take a look, drop a line, and let me know if this forum could benefit from such a thing as well.
2 Ghost Quarter
3 Nephalia Drownyard
4 Darkslick Shores
4 Drowned Catacomb
4 Glacial Fortress
3 Island
3 Swamp
4 Plains
Creatures (4)
1 Bloodline Keeper
3 Snapcaster Mage
1 Batterskull
1 Wurmcoil Engine
Instants (13)
2 Dissipate
1 Doom Blade
4 Forbidden Alchemy
3 Go for the Throat
3 Mana Leak
Sorceries (12)
4 Oblivion Ring
4 Ponder
4 Terminus
2 Tamiyo, the Moon Sage
2 Consecrated Sphinx
2 Curse of Death's Hold
2 Doom Blade
1 Ghost Quarter
2 Liliana of the Veil
1 Mana Leak
2 Mental Misstep
1 Negate
2 Nihil Spellbomb
When I started playing Magic about three weeks ago, I netdecked the UB control deck listed at the beginning of the primer here. I've been tweaking it here and there, trying to keep the deck true to it's roots, but as the folks at FNM have pointed out to me, it was a good decklist six months ago, not so much today.
Here are some of the problems I've been having, and the solutions I've come up with that have shaped the above list:
1.) My local meta is full of Wolf Run Ramp (and other RG variants), Delver, BW tokens, and at least one notable pod. Also, I play against my brother's G infect deck a lot. These are a lot a trouble for me; it felt like going against the RG decks was an auto-lose, no matter how well I played, because I had neither the know-how or the actual cards to overcome them. I decided to splash White to give myself more options, and also in part to prepare for the upcoming release of Return to Ravnica.
2.) I can't deal with resolved non-creature permanents. Resolved Plainswalkers, Enchantments, or other nonsense were really hard for me to deal with, and each time I lost, it was due to them resolving one of their big spells and me having no answer to it ever. Instead of adding more counter magic, I've included four copies of Oblivion Ring and two copies of Tamiyo, the Moon Sage to give me the option of letting those resolve and dealing with them later, a luxury that I already enjoy against creatures.
3.) 20 life just isn't enough. I've had a few times where I've stabilized at 1 life, but most of the time I die against decks that can destroy me that quickly, like Delver and RG. I've included Batterskull and Wurmcoil so that I have the chance to get life back mid-game, buying me a few more turns to stabilize.