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  • posted a message on Soldier Stompy
    Just got into legacy a couple months ago, and recently put this deck together after investing in the sol lands. This deck is a blast to play, and I have been loving it. I've played a couple of local events with it, and took it to the SCG Classic in Baltimore, MD yesterday. Already been toying with some of the iterations voiced here.

    1-2 at Dark Depths Games:

    I recall, it was about 2-3 weeks ago now, my first build I was still without Aerial Responders, so I had all the warchiefs and 4 Palace Jailers.

    SnS beat me (0-1) round one because no Karakas or Palace Jailers, and the Omniscience let them cast around Thalia. She slowed them down, but only having to pay 1 colorless for spells wasn't enough.

    Round two was Pox. (0-2) I'm not sure, but unless we can go wide pretty fast while having lock pieces in play, this match up felt pretty bad. I also had to mulligan because I only drew colorless mana, and decided to keep an okay six game two as going to five against that deck just feels awful, and even that was just enough to give opp a head start and our game couldn't really get started.

    Last round was against Grixis Delver. Game one was a quick affair as he'd kept a no-lander, aiming to draw into on with a couple of T1 git probes. Chalice on 1 made quick work of his dodgy start and soldiers crushed an empty board. Game 2 he misplayed against Suppression Field, thinking he could keep a fetch land-heavy hand.

    2-1-1 at Redcap's Corner - I'd read Shawn's article, fun little read btw, and tried out the Lieutenant's.

    R1- Lands (0-1-0) Went to time on game three. I never drew my sb macabres G2 or G3, and that was annoying, but he was going on and on about how over the game'd be if he could've drawn his punishing fires (which he only drew G2).

    R2 - Pox, again! (0-1-1) Let's just say that having to mulligan against this deck is the worst, I repeat, THE worst! Further, he's a great player and had enough cmc variety in his removal that chalice on 1 isn't enough.

    R3 - UW Stoneblade (1-1-1) Suppression Field is such a house against this deck. G1 it shut them down and soldiers ran past a lonely stoneforge mystic. G2 Palace Jailer took the germ token once it landed, and equipping for 7 wasn't happening, nor was returning to hand for 5, lol.

    R4 - Miracles (2-1-1) Chalice was the star of the match. G1 Chalice locked him out and soldiers beat in before a terminus could be found. G2 no lock pieces were found, and they're pretty necessary to stop the miracles game plan. Paying 1W for Terminus is still pretty good, and before I knew, a slew of prowessed monks swung in for lethal in one turn. G3 was the Chalice again, slowing opp's search for answers.

    SCG Classic Baltimore (4-4) 66th.
    List:
    4 Chalice of the Void
    4 Chrome Mox
    4 Suppression Field

    4 Thalia, GoT
    3 Thalia's Lieutenant
    3 Thalia, Heretic Cather
    1 Brimaz, King of Oreskos
    4 Preeminent Captain
    2 Aerial Responder
    2 Recruiter of the Guard
    4 Enlistment Officer
    3 Daru Warchief
    4 Palace Jailer

    6 Plains
    2 Karakas
    4 Cavern of Souls
    3 Ancient Tomb
    3 City of Traitors

    Sideboard:
    2 Sorcerous Spyglass
    2 Faerie Macabre
    2 Shining Shoal
    2 Armageddon
    2 Warping Wail
    2 Holy Light
    1 Disenchant
    1 Rest in Piece
    1 Containment Priest

    Rather than go into too many details for this, as it was my first major event and I was a bit overwhelmed, I'll mention the lessons that stuck out.

    Remember your Chalice! going up to REL I learned this the hard way. At least 3 spells went by my chalice over the 6 played matches (2 no shows). I scooped G2 of R3 when I realized I'd let him fatal push and path a couple of my dudes. The shame is real. I genuinely prefer to be friendly with my opponent, and had gotten so chatty with my opp in R3 that I'd let my mental guard down, and that's when I stopped paying attention to my own chalice's existence. Sorry opponents, we'll have to save the chit chat for after. My play tightened up the rest of the day, and while I lost my next match 1-2 to Death's Shadow, I beat B/R reanimator in 3, and did the same with G/W Enchantress.

    While the Lieutenant's were great for closing out games, I found myself siding them out the most for the sb cards that were more relevant to the match up. There was only a little bit of nonbo with non-humans, but it was never game-costing.

    Another thing, there's real merit to going to 8 plains and 4 sol lands like the Remi Lacombe's list. R1 and R2 I had to mull to 5 in both G1s due to drawing the sol lands without chrome mox, or in too great a quantity. Awkward. I'm going to try 5 sol lands so that there's 13 natural white sources in the deck that don't cost you a card. I also liked the 3/3 split on them as there were times when I lost a lot of life the first two local events due to ancient tomb damage, but if the meta were wasteland heavier going up on ancients seems preferable.

    I plan to continue playing this deck and build up other stompy decks. The Suppression Field is just so good against so much of the field, and with the amount of shenanigans going on in legacy, it's almost always a hit. But, as for some of those flex spots, a card that's been making the rounds of other decks that I want to try out is Shalai, Voice of Plenty. Although it's a bit of a flavor loss, the hexproofing of our team seems like another lock piece. And let's be real, Aerial Responder is just not where we want to be. I also like the idea of Trinishpere, as it seems to make the 6th sol land much better. I've seen it in a list here, but only as a 2-of. Is it just chalices 5-6 at that point?
    Posted in: Developing (Legacy)
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