No need, I have two sets of each. I was smart enough to trade for them when I could. I have one set in Living End and the other in hard cases.
I am not sure the Scars lands are ideal with such a large fetch base. We may want to reduce the number of fetches. On the off hand, Atarkas Command may allow us to jam Scars lands EOT and have them untap afterwards if we draw excessive lands.
I like your style. I almost have my deck foiled out. I just need to figure out which way the deck is going before trading for any of the splash colour stuff.
I am pretty sure the new command is going to be a 4-of in any combination of the main/side so I will have to get those which might be hard because of all the people that play standard (ugh).
Lavamancer wants more fetches. We may need to cut fetches without Helix. Super painful with Shock Lands and Eidolon out. Can just get browned out on crack backs.
Grand Prix Vancouver 2015 - Trial Winners #1 Burn - Stanley Phaphon.
Not playing this game anymore man, I had my say. I don't want to spam the thread.
I was there. It was an OK build. The trials were 5 rounds with the Top 8 (5-0-0) getting byes.
Indulge me in a little theory crafting some scenarios:
1.) Test for optimal mainboard distribution for on the play or draw.
2.) We need to test 4 Command vs. Helix builds.
3.) Consider the additional modes of Command;
i.) Is a creature heavier build (Hellspark/Vexing Devil) better with the +1/+1 mode (going wider?)
ii.) How relevant is the land drop option (Timing restriction? Put vs. Play seems favourable)
4.) Specific matchup concerns.
Well my thoughts on the matter is that I would likely run a 4 Skullcrack/2 Atarkas Command split main, or at the very least 3/3 split.
It seems though, after knowing the matchup it would in the case of Abzan, Soul Sisters or Bogles to bring in more firepower. In almost all other matchup (barring maybe Twin) we have an excellent Game 1 strat.
I don't think we should be cutting Helixes in favour since G1 is so important to this deck and the mirror match might just be horrendous without them main.
Thieves' Fortune I think is better then you are digging but most of the time you get more card value out of Thirst. Fortune always gets you one card but Thirst can sometimes get you two cards for the same price.
My problem with Thirst is collateral damage. You don't want to draw too many Balances. Theives Fortune lets you tuck it back in.
I like Perplex. It's tougher on the land base, but it actually counters things instead of wasting that critical turn.
4 Greater Gargadon
4 Simian Spirit Guide
2 Beast Within
1 Ajani Vengeant
1 Tezzeret the Seeker
1 Thassa, God of the Sea
1 March of the Machines
1 Simic Keyrune
15 Threats. Some of them are pretty marginal threats and some are conditional but they all get the job done.
Whahahahaha.
I created a monster here. Those British Columbia Judges causing a stir. LOLOLOLOLOL
IMHO, there is little to no point in putting Twin into LE. /discussion.
No need, I have two sets of each. I was smart enough to trade for them when I could. I have one set in Living End and the other in hard cases.
I am not sure the Scars lands are ideal with such a large fetch base. We may want to reduce the number of fetches. On the off hand, Atarkas Command may allow us to jam Scars lands EOT and have them untap afterwards if we draw excessive lands.
Maybe the ideal distribution is 2 Stomping Ground and the rest 3-4 Copperline Gorge?
After some testing last night on Cockatrice I am dead set on 4 Skullcrack and 4 Atarkas Command in the main.
Humble Brags:
The lightning bolts will get changed out soon.
I like your style. I almost have my deck foiled out. I just need to figure out which way the deck is going before trading for any of the splash colour stuff.
I am pretty sure the new command is going to be a 4-of in any combination of the main/side so I will have to get those which might be hard because of all the people that play standard (ugh).
This is awesome EOT. Seems like a 2-of to not dilute the deck.
I was there. It was an OK build. The trials were 5 rounds with the Top 8 (5-0-0) getting byes.
Indulge me in a little theory crafting some scenarios:
1.) Test for optimal mainboard distribution for on the play or draw.
2.) We need to test 4 Command vs. Helix builds.
3.) Consider the additional modes of Command;
i.) Is a creature heavier build (Hellspark/Vexing Devil) better with the +1/+1 mode (going wider?)
ii.) How relevant is the land drop option (Timing restriction? Put vs. Play seems favourable)
4.) Specific matchup concerns.
I just think as a matter of most matchups having more in the board will likely be more beneficial.
I am super open to testing.
We should get a gauntlet started to be sure.
It seems though, after knowing the matchup it would in the case of Abzan, Soul Sisters or Bogles to bring in more firepower. In almost all other matchup (barring maybe Twin) we have an excellent Game 1 strat.
I don't think we should be cutting Helixes in favour since G1 is so important to this deck and the mirror match might just be horrendous without them main.
Is the new command a Sideboard card for Game 2 since our Game 1 is really good against the majority of the field?
You have two options here:
Don't sweat the removal of our key cards(s)
or
Try to build around that.
I don't know which is better. I think however, option two will dilute the deck in a bad way.
It's a trick deck. It does a trick, and does it well.
My problem with Thirst is collateral damage. You don't want to draw too many Balances. Theives Fortune lets you tuck it back in.