- deaddrift
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Dec 1, 2017deaddrift posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemawesomePosted in: Articles
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Dec 1, 2017deaddrift posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemOutstanding piece, thank you.Posted in: Articles
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Jun 19, 2017deaddrift posted a message on Treasure Cruisin' with Norin's SistersY'know what's real good at getting rid of Norin? Wasteland Strangler, that's what.Posted in: Articles
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Reasoning:
Thoughts?
EDIT: I thought MMA and MM3 were both pretty amazingly good sets. They did great, right? That model for reprinting existing cards seems pretty well-pitched to me, as long as the set is draftable also. At one point I was concerned that WoTC would use up their reprint equity by doing so many Masters releases, but the prices in the format suggest that they have a way to go before that really becomes a concern.
Thanks to patbou for posting relevant content links, helped me feel like I could get caught up, after being off the grid for a week.
In terms of tips and tricks for new players, like Aazadan I would also suggest focusing on learning how to use Vial correctly. Using Vial well can be kind of non-obvious, at least to me.
Make a habit of NOT playing out a creature until you've asked the opponent for a response to the Vial activation. (This is most important with Vial on 2, but it's just a good habit all-round.) Several of our creatures (Meddling, Thalia, sometimes Image, Teeg if you play it) have powerful un-triggered static effects that can potentially lead to a blowout.
False tap at opportune moments to keep opponents on their toes--playing a creature is a "may" ability.
If like me you run the card, plan ahead to play Dire Fleet Daredevil on a key turn of the game, whether in response to a Snapcaster target or on the opponent's draw step to nab a sorcery-speed threat.
In general, pay attention to how your "leave at two" vs. "go to three" decisions play out--for me this can be a tough call, but I get better with practice. It's a very context-dependent call.
The selection piece is a big deal, but it must be pointed out that oftentimes we want a Bugler target early, and Bugler does not get targets early--in the timeframe that this deck is operating on, that is. If you're digging for Rec Sage or Kataki on T3 against Affinity, it's already too late, unless maybe you were on the play and landed a T1 Vial. So the dig has to be evaluated somewhat critically.
Xathrid Necromancer is good against sweepers and targeted removal of course, but it can also be very good against aggro, where you can use it lategame for chump blocks, only to then Vial Necromancer in before damage and subsequently crack back with a bunch of 2/2s out of nowhere. I'd really like to run one in the side, but right now I don't feel I have room.
2x Cavern of Souls
4x Flooded Strand
3x Hallowed Fountain
1x Island
1x Marsh Flats
1x Moorland Haunt
2x Mutavault
1x Plains
1x Polluted Delta
4x Seachrome Coast
Creature (30)
4x Drogskol Captain
1x Geist of Saint Traft
1x Kira, Great Glass-Spinner
4x Mausoleum Wanderer
1x Nebelgast Herald
3x Phantasmal Image
4x Rattlechains
1x Remorseful Cleric
3x Selfless Spirit
4x Spell Queller
4x Supreme Phantom
4x Aether Vial
Instant (6)
4x Path to Exile
2x Remand
2x Blessed Alliance
1x Dispel
1x Nebelgast Herald
2x Negate
1x Rest for the Weary
2x Rest in Peace
2x Runed Halo
1x Settle the Wreckage
3x Stony Silence
I welcome comments on the list and my reasoning. Thanks to the forum for the engaging discussion.
I'm playing three in a standard list, except I have only three Phantasmal Image. I was 4-0-1 Friday (ID last round) and 3-1 (losing only the mirror) last night at my large and competitive LGS with this list.
For sideboarding, I often run into the problem of knowing what looks good to bring in, but not knowing what I want to take out. In these situations I usually side out a mix of single copies of cards that may be useful but are not key players in the matchup.
Can't wait to try it out on Friday, going to run it as a three-of.
As far as making more room for Bugler, I am not so sure that is a correct idea, but if it were then I think the third (and possibly fourth) slots in the main might have to come from an Image, a Reflector Mage, or a Freebooter. All are not great against Jeskai, which is a weak matchup for us, while Bugler seems likely to be excellent in that match. A side benefit is that Bugler can dig for any of these cards, slightly counteracting the pain of cutting one copy (but also slowing down its deployment, it should be said). For instance, I have run only three Reflector Mage before, and it occupies the same spot on the curve as Bugler does, which is relevant.
[EDIT] The more I think about it, the more I like cutting one Image for Bugler #3. An opener with multiple Images can be pretty weak.
In terms of sideboard options to maximize Bugler's effectiveness, the standard answers all seem fine to me. Bugler does make some of the more marginal options worse--stuff like Heron's Grace Champion, Notion Thief, and the mostly-abandoned Vithian Renegades.
I have seen Torpor Orb played against me twice in the past couple of weeks. It has me reconsidering Qasali Pridemage. Also, I'm thinking Gaddock Teeg is looking good as spicy tech against lots of decks--namely Tron, KCI, and Elves, but he also helps against the sweepers, Cryptic Command, and planeswalkers out of UWx builds.
Here's an explanation of my thought process. I used an online hypergeometric calculator to do the math for me. My assumptions:
Test Case: I tried to consider how to minimize live hits and maximize dead ones for this scenario. A very bad situation (worse cases could be imagined of course) for a hit off Bugler would be in the following game:
Granted, sometimes Bugler is going to bottom a Mantis Rider and whiff; or instead, draw a late-game Champion, Hierarch, or other low-impact card. However, in other cases it will whiff, but by doing so it will bottom four consecutive dead draws.
Running out of threats is this deck's weak point. Digging for more action will make the deck more consistent, and as shown, Bugler can be expected to hit in the large majority of cases. The point about finding sideboard cards is also well said and adds to Bugler's virtues.
Note that Bugler gets worse in decks with Kessig Malcontents, Restoration Angel, Thalia, Heretic Cathar, and the like--though it is also probably in contention with those specific cards for the slots.
If my framing of the problem is useful (criticisms welcome!) then Bugler seems an auto-include, no question. Thoughts?
I've been fiddling around and boy ya sure can't fit in all the cards ya want, can ya? Here is my first draft after some cards arrive in the mail:
4x Drogskol Captain
1x Kira, Great Glass-Spinner
4x Mausoleum Wanderer
3x Nebelgast Herald
4x Phantasmal Image
4x Rattlechains
1x Remorseful Cleric
3x Selfless Spirit
4x Spell Queller
4x Supreme Phantom
3x Cavern of Souls
4x Flooded Strand
2x Hallowed Fountain
3x Island
1x Moorland Haunt
1x Plains
2x Polluted Delta
2x Seachrome Coast
2x Marsh Flats
Artifact (4)
4x Aether Vial
4x Serum Visions
3x Blessed Alliance
2x Kataki, War's Wage
2x Negate
4x Path to Exile
2x Rest in Peace
2x Stony Silence
1) Auras: With Drogskol Captain and Phantasmal Image to copy him, plus Kira and Selfless Spirit and Rattlechains (and even Geist of Saint Traft in some builds) I wonder about a miser's Curious Obsession, or even two; or one only of Steel of the Godhead. Steel in particular could help maindeck against Burn, maybe--and it seems especially good with Geist.
2) Utility Lands: Some players run Moorland Haunt. I could see running one of these, but I'd be inclined to try to find room for some number of Mutavaults in a build with a second lord, instead. Thoughts?
3: Lingering Souls: Does the second lord push the deck towards a minor B splash? Maybe play it in the side?
I assume the core of the UW/Vial deck is:
4x Flooded Strand
12x other lands
4x Drogskol Captain
4x Supreme Phantom
3x Phantasmal Image
4x Selfless Spirit
1x Kira, Great Glass-Spinner
4x Rattlechains
4x Mausoleum Wanderer
4x Spell Queller
I asked a lot of questions, thanks for reading. Responses appreciated!
[EDIT]: My experience with Humans suggests that it is important to have a good T1 play, especially with Vial, so on T2 you can build momentum by playing two threats after a T1 Vial. Clearly, we have no Champion of the Parish-caliber opener, but have any Vial players tried Topplegeist or any of the other 1 CMC Modern-legal Spirits?
Looks to me like the deck has an excess of playable options, now. That's a good place to be!