It's not working when I try to make a decklist Im new to this stuff, But I will post my Deck Screenshot
My Deck Is A Little different than these lists, I'm more focused on Playing some threats and tempoing them out until they are dead
Usually I'll play T1 Siren Storm tamer Into Turn 4 Tempest Djinn And Usually I can have enough follow up after that to win the game.
Or I will play T1 Hope Of Ghirapu And Sacrifice It On turn 3 After Swinging Then play a Tempest Djinn And they are unable to kill it on their following turn so it becomes really hard to win from there.
My win percentage has been extremely high with this deck going almost 20 wins and 3 losses. Goblin chainwhirler is an extremely hard card to beat and I lost 2 matches to that card. So I put 4 favorable winds in the sideboard to fight against this
Some games will look like, T1 play 1 drop, T2 chart a course, T3 either more tempo to stall or play a Djinn. And then enough follow up or tempo after that to kill them in the air
Aether swooper really helps getting a Turn 4 Zahid, Djinn of the lamp
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3
Shaffalahien posted a message on Modern Cheeri0s - Puresteel Equipment StormPosted in: ComboQuote from Zasse_G »I've been observant about lists and all the discussions going on here, decks that pop up now and then and what cards to choose etc, but wanted to show my list in preparation for Saturday tournament
Zasse's Cheeri0sMagic OnlineOCTGN2ApprenticeBuy These Cards Lands (15)
4 Marsh Flats
4 Windswept Heath
2 Hallowed Fountain
1 Sacred Foundry
2 Seachrome Coast
2 plains
Creatures (8)
4 Sram, senior edificer
4 puresteel paladin
Cheerios (20)
4 paradise mantle
4 Cathar's Shield
4 Spidersilk Net
4 Accorder's Shield
4 Bone SawOther (17)
4 retract
4 mox opal
2 noxious revival
1 grapeshot
1 Paradoxical Outcome
2 swan song
3 serum visionsSideboard (15)
3 Path to Exile
4 Silence
2 Wear // Tear
2 Paradoxical Outcome
1 Grapeshot
1 Ghirapur Æther Grid
2 Geist of Saint Traft
I think I prefer 1 PO in the main since Hurkyll's recall feels bad if I don't have an engine in hand or on the bf
I believe you can run 2 nox and 2 grapeshot but keep one in the sb, depending on the meta, GS can be great against early to kill swarmed board or annoying creature whereas nox can be great when there's lots of counters and removal. According to the article from modernnexus he recommended one GS anyway. Also I prefer 2 nox to as more versitale, great when opp tapped out or trying to surgical my gs in the gy.
I think it's better to run 2 wear/tear than 2 fragmentize, since it's instant and can be used eot, although it demands 1 more mana. How does other people reason?
I don't know how good Ghirapur Æther Grid could be really, can se it's potential theoretically.
Decided to use Geist instead of Bastion inventor. With puresteel a geared up geist can swing in without problem, against blessed alliance just sac angel.
Many ppl is running 2-3 echoing truth, but why when you instead can use paths and wear//tear, either one or both? Would be great if someone could explain why and when someone would side in truths over the other mentioned 2 spells.
Leyline of Sanctity is a very popular sideboard card, and many people sideboard it in against us just because of grapeshot. If they slap down multiple leylines at the beginning of the game, echoing truth takes care of all of them. Same thing with multiples of Thalia, Chalice, or Eidolon. These cards are usually run as a 4 of and the number of times echoing truth can clear the way of multiples of them is oddly high. I hit a couple Wild Nac's swinging in for lethal the turn before I combo'd off vs G/R Aggro and it allowed me to win straight out. It just answers everything that causes us problems on the board, and can also bounce multiple cheeri0s back if retract decided to hide too deep in the deck. - To post a comment, please login or register a new account.
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There is a Dimir Pirates list floating around that is all right. It's very all in on the little guy tempo beatdown, though, so if you miss a beat you just lose. The basic issue is that there's no replacement for the Tempest Djinn. Nothing else at that casting cost is such a solid blocker or hits nearly as hard.
Also, the upgrade from Merfolk Trickster to actual removal spells isn't as dramatic as you would expect it to be.
The Dimir Control matchup is weird. In my experience if they get their 90th percentile hands (cheap removal into hand disruption into sweepers into disinformation campaign) then they just win. If they flood out then we win. If they have a decent to good but not great hand then we're a little favored. It's scary because they always could have just the right cards to blow us out over the course of the next couple of turns, but they often don't have exactly the right cards to do it.
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Round one: Selesnya go-wide (2-0)
Game one he was racing with Adanto Vanguard, Benalish Marshal, and Ajani. I had Warkite Marauder into the rare turn three Tempest Djinn. I drew enough chump blockers to stymie his attack while the flyers took him down.
Game two he had two plains and only ever cast Legion's Landing.
Round two: Abzan tokens (1-2)
This opponent had some spice, including Chromatic Lantern to fix his mana. Game one I get an obsession going and win fairly easily. Game two he gets off a big March of the Multitudes that I don't have the counterspell for and is able to buffer his life total. I have a Tempest Djinn that could swing for near lethal as well as a Sleep, but I feared the Settle. I finally drew a Retort and went for it, only to find the opponent had Assassin's Trophy and Seal Away. He also made the Sleep plan moot by casting Lyra the next turn.
Game three I was stuck trying to get home by attacking with the little crew. He stuck a Lyra. Warkite Marauder meant I could still attack, but the life gain on the backswing canceled most of it out. I had one trickster but needed a second in order to tempo him out. I didn't get it.
Round three: Golgari midrange (2-1)
Game one we punted back and forth. I'm doing my thing, hitting for five a turn and drawing an extra card. Opponent had Arguel's blood fast and eventually played Carny T. I carefully read Blood Fast and instead of attacking my opponent down to 3 I put him to exactly five. Opponent looked at me funny and then flipped his blood fast. Oopsie. Could have sworn it said less than five. Opponent casts a Golgari Findbroker and returns the favor by failing to pick up a card from the graveyard. His attack with Carnage Tyrant puts me to exactly one. I knock him down to four after he sacs the Findbroker (only creature in play now Carny T). I play Tempest Djinn. Opponent plays Vivien Reid and goes after the Djinn. I dive it down, locking him out of the game. If he trades Djinn for Tyrant my other guys will kill him, while if he sacs the Tyrant the Djinn will take care of the 6 additional life.
Game two opponent goes elf into elf. We had bonded over our mutual mistakes in the first game, so he was cheerfully exhorting his deck to spit out Carnage Tyrant. Instead he draws and resolves Doom Whisperer, which surveils once and finds Carnage Tyrant for turn 4. Welp.
Game three he has no elves and is on the draw. I do mono blue things and the turn five Doom Whisperer is countered en route to an easy win.
Round four: Grixis control (2-1)
He's basically on Dimir splashing for Nicol Bolas. Game one I mull to six, play Herald, and his Thought Erasure reveals island, island, pierce, pierce, opt. Not great. I fight it out but eventually he gets Nicky B and Dream Eater down for the win. Game two I get out ahead and do mono blue things to him. Game three was interesting. I led with Herald, which he snap Cast Down on his turn. This turned out to be his only instant speed removal. I flashed in Trickster on his EOT, suited it up with Obsession, and protected it the rest of the game.
Round five: Mirror match (2-0)
I had talked with and had been pulling for my opponent between rounds as a fellow member of Team Blue, so we both knew what was up. He was on the Sprite/Exclusion Mage main deck plan. Game one was weird. I just kept drawing one drops. Opponent got down a trickster and an exclusion mage both with Curious Obsession. I had no obsession and was just attacking with more and more evasive 1/1s every turn. I had just enough disruption to keep my opponent from sticking a blocker. At the end of the game he had two attackers against one blocker with me at 5 life and him at 4. He had seven cards in hand. My last card was Dive Down, but I turned out not to need it as he conceded.
Game two was a race between his one drop and trickster and my Warkite and Trickster. No djinns resolved in either game. I eventually manage to trade off tricksters and tilt the race in my favor.
Round six: intentional draw into top 8
Top 8: I'm on the draw in every round as the lower seed.
Quarterfinals: Izzet Phoenix (2-1)
Game one opponent leads with Warlord's Fury and I realize I got paired with my single worst matchup of the top 8 decks. Fortunately I get herald down and obsession into another obsession and keep it protected. Everybody else is able to do just enough to keep his drakes from killing me as the Herald takes it home.
Game two opponent gets a phoenix going. Also a lot of Drakes. I essence scatter one, Deep Freeze into a Dive Down, trade with a Djinn, Deep Freeze Niv Mizzet, and still get killed by drakes.
Game three opponent keeps a speculative two lander with removal but no cantrips. He kills my first guy. I flash in a trickster EOT and suit it up. I keep it protected and also counter his attempts to resolve drakes. The "maybe he stumbles" plan pays off.
Semi-finals: Selesnya go-big (2-0)
I get an obsession going early. I then spell pierce his turn 3 Karn and turn 5 Vivien Reid. It's pretty brutal. Opponent does resolve a Carnage Tyrant. I was out of counters for the Serra's Wings spell, but I was able to cast a Djinn (at 6 power) and Stormtamer. Opponent spends a while doing math before conceding--the On Serra's Wings probably wouldn't have been enough (an attack would trade with Stormtamer and Djinn to allow the obsession beatdown to continue, while staying back would have let me play an island and force the trade with the djinn), so he wanted to keep me in the dark. Game two I again get a quick Obsession going and counter everything relevant.
Finals: Jeskai control (2-1)
Opponent offers me all the prizes in exchange for a concession before I can make the same offer to him. I decline, so we play for the championship of each other (and a PTQ invite).
Game one I drop early creatures into a drumbeat of removal, holding my two obsessions in hand. The big swing happens when opponent cats Teferi into four open mana. I resolve trickster and retort. I untap and draw another obsession, making my whole hand trips obsession. I go ahead and YOLO all three of them onto an attacker and go to town. I get to connect twice before he sweeps the board. I have plenty of cards in hand to rebuild with Djinn + counter backup and that's that.
Game two I wind up with a marauder in play and a bunch of counters. I keep him off his bombs but can't apply enough pressure before he resolved a Niv Mizzet that took over the game.
Game three he mulliganed to five. I kept a very reactive hand of obsession, disdainful stroke, disdainful stroke, retort, and three islands. Fortunately I draw into a trickter on time, flash it in, and start going to work. I counter a lot of stuff and he's eventually forced to scoop it up. In the last two turns I actually countered both halves of a Chemister's Insight. Even after that I ended the game with two unused counterspells and a Deep Freeze in hand. When you get out ahead of people with this deck it just feels unfair.
1
The evolution of the deck has more less settled on these cards:
4 Siren Stormtamer
4 Mist-Cloaked Herald
4 Merfolk Trickster
4 Tempest Djinn
4 Wizard's Retort
4 Curious Obsession
As long as you fill the rest of the deck with cheap blue cards it will at least be ok. I've seen nonsense like Naban get played in winning games. That said, the successful lists fill out the remaining 12 slots as follows:
2-6 Card draw effects: 0-2 Chart a Course and 0-4 Opt.
2-4 Extra countermagic: 0-2 Essence Scatter and 0-4 Spell Pierce.
2-4 Flying two drops: 0-4 Nightveil Sprite and 0-4 Warkite Marauder.
0-3 Tempo plays: 0-1 Sleep and 0-2 Exclusion Mage
0-1 Island (typically the extra island accompanies the exclusion mages and sleep)
As to the specific card choices:
I like the full four Opt. When we are looking for something specific out of our top two cards (a land, a creature, a protection spell), Opt will find that thing as well as Chart a Course does. Opt can be cast off the leftover mana from leaving up counterspells you don't need to cast, and of course is half the mana cost. In other words, Opt is better when you need something specific early and Chart a Course is better when you want to refuel late. I prioritize the early game with this deck, so I like Opt better. Some people play both, which I think is fine in a low-aggro meta.
I like playing Spell Pierce because it gives me the best chance of the one drop -> obsession -> protection start that this deck loves. Hitting a planeswalker or Deafening Clarion with pierce is a huge tempo swing. It also is almost never actually dead. On the other hand, there are matchups where Spell Pierce is a poor card. If you are siding in Essence Scatter all the time then you might as well have some in the main.
I was a big fan of Nightveil Sprite in the flying two drop spot. The surveil is great. You get virtual card advantage without even suiting it up. Unfortunately, it's no good against flying blockers. Half the meta seems to run flying blockers these days. Warkite Marauder letting your team attack through a single blocker is pretty huge. If you're expecting to play against Izzet Phoenix at all I think you really want to max out the marauder before you play other flying two drops.
The tempo cards are good if you're seeing a lot of aggro. I don't like them in the main deck myself, but enough people succeed with them that they can't be all bad. Just comes down to what you expect to play against. In the meta you describe they're only really great against Izzet Phoenix. Sleep is ok against Golgari and Selesnya but you'd really just rather be countering their bombs.
Whisper Agent seems great if the opponent will struggle to block it. Against most decks I think it's just going to be a blocker.
Out of the sideboard, I think you want at least one two drop that buys you time. I'm partial to Surge Mare, but the most common card to fill that role is Diamond Mare. You can probably trim a couple counters--think about the maximum amount of counters you will ever want to bring in and only keep enough counters in the sideboard to support the max counter build that you want (I don't usually go above 10 total). I've never had Metamorphic Alteration really work out for me. It's a little conditional for a sideboard card. Deep Freeze is reliable if unexciting for Niv-Mizzet, and you can usually race Carnage Tyrant.
Most of the time you will see about 13 focused sideboard cards and then one or two cards that present random blowout potential. I'd put Amulet of Safekeeping squarely in that tradition. Other cards to consider for that kind of thing are Selective Snare and Entrancing Melody.
1
I could see Sprite as an Opt substitute.
What we see in those two decks is just a split in approach though.
Joy1: 3 Marauder, 2 Chart a Course, 0 Opt, 0 Sprite
gooroom: 0 Marauder, 2 Chart a Course, 4 Opt, 1 Sprite
Joy1 also has one more Essence Scatter and one more Sleep in the main.
To my eye the Joy1 list looks much more prepared to fight through Angels and Drakes in the main deck. gooroom is set up for more consistency and some non-creature based card draw.
I'm starting to come around on trimming a Spell Pierce or two from the main deck for Sleep or bounce. Both flavors of the Boros menace (angels and weenies) make spell pierce look pretty sad. Although there are some high value targets between History of Benalia and Heroic Reinforcements.
I don't know. The online meta is wild right now. I managed to pick up a 5-0 today, and the gauntlet was:
1
It's interesting, because the deck mulligans well if you mulligan into a curious obsession. Otherwise it mulligans poorly. It also draws out of mediocre hands pretty well. Note that it's terrible at drawing you out of bad board states, but I have had a lot of mediocre hands come together very nicely after a few draw steps.
For me, the rule of thumb is something like:
From seven cards:
In other news, mono blue put two 6-2 finishes together in the MOCS:
4 Siren Stormtamer
4 Merfolk Trickster
3 Warkite Marauder
2 Exclusion Mage
4 Tempest Djinn
4 Dive Down
2 Spell Pierce
2 Chart a Course
2 Essence Scatter
4 Wizard's Retort
1 Sleep
20 Island
1 Sentinel Totem
3 Syncopate
2 Diamond Mare
2 Disdainful Stroke
2 Negate
2 Exclusion Mage
2 Crafty Cutpurse
1 Sleep
4 Siren Stormtamer
4 Merfolk Trickster
1 Nightveil Sprite
2 Exclusion Mage
4 Tempest Djinn
4 Dive Down
4 Opt
2 Spell Pierce
2 Chart a Course
1 Essence Scatter
4 Wizard's Retort
20 Island
1 Sentinel Totem
2 Syncopate
4 Diamond Mare
1 Disdainful Stroke
1 Entrancing Melody
3 Negate
2 Sleep
1 Zahid, Djinn of the Lamp
We see one list cut most of the two drop fliers in favor of Chart a Course. The other ditched Opt completely and was satisfied with just two Chart a Course for card draw.
Exclusion Mage appears in the main deck of both lists.
As seems to happen with every new mono-blue list, there's some creativity from the sideboards: Zahid! Entrancing Melody! Crafty Cutpurse!
No Deep Freeze in either 75. It looks like Joy1's plan for Niv-Mizzet is to tempo out the game with four copies of Exclusion Mage. The gooroom list kind of looks like it's just hoping to dodge Mizzy P.
1
I tried it back with Sai and Inspiring Statuary. I think the only deck that would want it is some kind of big blue machine that looks to Unwind a planeswalker and then cast Chemister's Insight. We just don't need that much mana except for counterspells. 99% of the time, when I'm countering multiple non-creature spells in a turn it's because of a counter war. In that scenario Unwind either won't resolve or the untapping will be superfluous.
In metagame news, we are no longer the cheapest 5-0 competitive deck. Keep an eye out for this white weenie-fest: https://www.mtggoldfish.com/deck/1433367#paper
I ran into it twice in my last two leagues. If it's at all competitive, I expect it to stick around. I wound up going 1-2, although in one of the matches I goofed in the third game. This is a matchup where you want to trade off your early guys on defense unless you have an obsessed Herald getting in, and just rely on Djinn to anchor things. Their fast starts are really fast (Loxodon on five guys turn three followed by Benalish Marshal turn four is a beating). Since their main strategies are "go wide" and "go wider," if you can get them into a board stall then Sleep gets them pretty good.
1
4 Mist-cloaked Herald
4 Siren Stormtamer
4 Warkite Marauder
4 Merfolk Trickster
4 Tempest Djinn
4 Dive Down
4 Spell Pierce
4 Wizard's Retort
4 Opt
2 Disdainful Stroke
2 Essence Scatter
2 Negate
2 Deep Freeze
3 Exclusion Mage
3 Surge Mare
1 Sleep
Match one: Mono-U Mirror (2-0)
Can't say for sure, but it seemed like he was on Nassif's list.
Round 1: Mono-U mirror (2-0)
Certainly feels like I'm starting the league off on the right foot.
Opponent keeps six and scries to the bottom.
My T1: play island, stormtamer
Opp T1: island
My T2: draw spell pierce; play obsession on stormtamer, get in and draw wizard's retort
Opp T2: island
My T3: draw island; play island, attack, opp plays trickster, I dive down; draw opt, play marauder
I didn't retort because I wanted to get value out of the dive down, which isn't easy in the mirror. Also if I retort it means I only have one land out and he can play a djinn to block.
It's possible I should have left Retort up, but I wanted to get the Marauder going. Extra beats, and it takes care of any blocker they play.
Opp T3: island, obsession on trickster, attack
Bummer. He did have the mana to retort my retort, but he may not have had the retort at the time.
My T4: draw island; play island, attack, draw pierce; postcombat opt shows obsession, which I draw
I pass with three islands up, life 17-12 my advantage, hand of: island, pierce, pierce, retort, obsession; opponent has 6 cards in hand after drawing
Opp T4: island, attacks; postcombat plays stormtamer
My T5: draw island; play island, obsession on marauder; opponent retorts, I pierce and attack; draw two islands, and pass
Opp T5: island, attack; postcombat chart a course
My T6: draw opt; play island, attack; opponent tricksters, which I retort; draw marauder and herald, postcombat play marauder
Life is now 10-2 me with two island, pierce, opt, herald in hand
Opp T6: island, plays sleep with two mana up; I completely forget stormtamer can counter it and let it go; opponent attacks and plays postcombat marauder; I opt into a marauder
My T7: draw trickster, play marauder and herald and pass (obsessions go away)
Opp T7: scoop
I was fairly happy with how the game went. I could have tried to block the trickster and keep him from drawing cards, but I felt like as long as I was winning the race and achieving card parity it was fine. Lots of stuff can go wrong in the mirror once you start playing defensively. Missing the stormtamer activation was a little embarrassing, but I was far enough ahead by then that it didn't end up mattering.
Sideboard: -2 opt, -2 spell pierce, -2 dive down, +3 exclusion mage, +2 essence scatter, +1 sleep
This matchup tends to be about obsession, djinns, and racing.
Another easy keep.
Opponent is also on seven.
Opp T1: island, stormtamer
Uh-oh. I'm naked against an obsession here.
My T1: draw island; play island, herald
Opp T2: island, attacks (yay!)
My T2: draw sleep; play island, attack into very fishy open mana, opp tricksters, I scatter
Opp T3: island, djinn, attacks
My T3: draw island; play island, djinn, attack with herald
Opp T4: island, plays herald, attacks with djinn; I take it to go to 14-18 in life.
My T4: draw trickster, play island, attack with herald; postcombat I play stormtamer
Opp T5: plays island, casts selective snare on djinn (I stormtamer), attacks with herald; I trickster to eat the herald
I'm not sure it's right to keep the siren over the herald there, but I guess he wants to protect his djinn.
Opponent now has Djinn and Stormtamer staring down my Djinn, Herald, and Trickster; opp has one card in hand.
My T5: draw trickster, play island (now have sleep and trickster in hand); herald attacks
My tentative plan is to get him to spend his siren countering my trickster and then sleep him for the win. The herald hit puts him to 16, dead in two hits if all goes to plan.
Opp T6: sleep, attacks; I trickster to eat the siren
My T6: draw retort, attack with trickster (life totals are 9-14)
Opp T7: stormtamer (I counter), obsession on djinn (last card), attacks me to 3 and draws a card
My T7: draw exclusion mage, cast exclusion mage, opp counters, attack with tricksters and herald (3-9)
Opp T8: no plays, no attacks, obsession falls off
My T8: draw island, play island, cast sleep, opp scoops
An interesting game with no obsession on either side. Trickster value proved to be surprisingly important.
Round 2: Jeskai control (2-0)
Another fine seven.
Opponent keeps seven.
Opp T1: glacial fortress
My T1: draw island, play island, pass
I'm looking to snipe a turn 2 azcanta. I don't mind giving up a point or two of damage for that.
Opp T2: clifftop retreat
My T2: draw stormtamer; play island, herald
Opp T3: island
My T3: draw retort, attack; opp EOT revitalizes
Opp T4: sulfur falls, I EOT trickster
My T4: draw obsession, play island, stormtamer; opp sabotages, tapping all his red lands; I obsession herald and attack, drawing Marauder
Opp T5: glacial fortress,
My T5: draw island, play island, attack; opp lightning strikes, I retort, he negates, I pierce; I draw spell pierce
Opp T6: sulfur falls, Teferi, I pierce it
My T6: draw retort; attack, draw island, play island, play djinn
Opp T7: explosion for three on herald, I retort, opp scoops
This was the filthiest run of topdecks I've personally experienced in a long time. Also, spell piercing Teferi never gets old.
Sideboard: -2 spell pierce, -2 opt, -2 marauder, +2 surge mare, +2 disdainful stroke, +2 negate
Surge mare can tank a lot of jeskai's removal, and I like the loot. Otherwise just looking to tune the counter suite.
A little sketchy, but I have cheap creatures and counterspells.
Opp T1: island
My T1: draw djinn; play island, stormtamer; opp opts
Opp T2: sacred foundry untapped
My T2: draw island; play island, attack; opp opts EOT
I think he had Justice Strike here and was holding it up in case of obsession. Both opts have gone to the top.
Opp T3: sulfur falls; I trickster EOT
My T3: draw retort; play island, attack; opp justice strikes trickster EOT and I let it go
Opp T4: steam vents, tapped
My T4: draw island; play island, attack
Life total is 20-13. I have retort, retort, stroke, negate, djinn in hand; opp has five cards
Opp T5: steam vents, tapped
My T5: draw dive down, attack; opp casts seal away EOT, I dive down, opp negates, I let it go
The name of the game is: don't make it easy to resolve Teferi.
Opp T6: search for azcanta; I retort, he sabotages (5 cards in graveyard)
My T6: draw herald, play herald
Opp T7: keeps on top from azcanta and passes
My T7: draw Marauder, attack, cast Marauder, opp sabotages
Opp T8: keeps on top, flips azcanta, casts teferi; I negate; he has one card in hand that apparently is not a negate as Teferi hits the bin
My T8: draw disdainful stroke, attack with herald, cast djinn
I figured it was time to go shields down. He can't azcanta plus teferi. If I just let time go by without pressuring the Azcanta is going to beat me. If his last card is another five mana bomb then I just have to tip my hat and go to game three.
Opp T9: draw, go
My T9: draw island, play island, attack; opp casts seal away, I retort, he uses azcanta to find Chemister's insight.
Life is 20-4, I have two islands up and two disdainful strokes in hand.
Opp T10: azcanta finds lightning strike, opp scoops.
This one got a little scary after he landed the Azcanta, but staying patient on the djinn worked out as my opponent ran himself out of threats before I went shields down. The trick with this matchup is to be conservative with your counterspells.
Round 3: Golgari midrange (2-0)
This is so close to the nut hand that I have to keep it. Definitely a hand that can develop poorly, but I choose to believe in the heart of the cards.
Opponent is on seven.
My T1: play island, go
Opp T1: forest, llanowar elves
My T2: draw trickster, play island
Opp T2: I trickster on upkeep to tap the elves; he plays overgrown tomb untapped and seekers' squire (finds a land)
My T3: draw island, obsession on trickster, attack; opp takes it, I draw stormtamer and pass
At this point the plan is to ride the trickster and retorts to victory. I'm fully prepared to use Dive Down as a combat trick. If I had drawn a flying dude I would have taken it slower, but you can't just sit and durdle against Golgari.
Opp T3: casts Jadelight ranger, I retort, he plays memorial to folly
My T4: draw trickster, play island, attack, opp chumps with squire; postcombat I play stormtamer
Opp T4: opp casts chupucabra, I retort; opp plays forest, elves
My T5: draw djinn; attack, opp takes it, I draw island; postcombat I play island, djinn
Life is now 20-11; I have trickster + obsession, stormtamer, and djinn (5/4) in play; opp has two llanowar elves and four lands; I have trickster and dive down in hand
Opp T5: draw, scoops
Merfolk Trickster doesn't look that threatening, but sometimes he does good work in the red zone. It helps when you can back him up with actual factual counterspell. The tapping was pretty big here. A turn two Jadelight Ranger could have changed the whole rhythm of the game.
Sideboard: -2 spell pierce, -2 opt, -2 trickster; +2 surge mare, +2 disdainful stroke, +2 essence scatter
Certainly can't complain.
Opponent is also on seven.
Opp T1: woodland cemetary
My T1: draw obsession; play island, siren
Opp T2: swamp, cast down on stormtamer
My T2: draw island; play island, herald
Opp T3: plays overgrown tomb, untapped; casts llanowar elves and merfolk branchwalker (binning Vraska's Contempt, never a good sign); I opt, put a djinn to the bottom and draw an island
My T3: draw surge mare; play island, mare, attack with herald
Opp T4: jadelight ranger (binning squire and keeping chups); attacks with elves and branchwalker, mare blocks branchwalker
My T4: draw herald, play island; cast obsession on mare and herald and attack; draw herald, dive down, stormtamer, discard herald; cast stormtamer
Opp T5: casts chups targeting mare, I counter with siren; attacks with branchwalker and ranger
Life total is now 12-14; opp has three lands, elves, branchwalker, jadelight, and chupacabra in play; I have four islands, herald + obsession and mare + obsession
My T5: draw marauder; attack with herald, draw trickster; postcombat cast djinn
Opp T6: forest, eldest reborn; I sacrifice the mare and take a hit from the jadelight
Life is now 8-12.
My T6: draw obsession; cast obsession on herald, attack with the team, draw island + spell pierce; postcombat play island and herald
A chump block with the herald leaves me alive. I have three mana up and trickster, dive down, and spell pierce to stop anything crazy.
Opp T7: draw and scoop.
To me this game illustrates that while Curious Obsession is super awesome, the Tempest Djinn fully deserves top billing in this deck as well. The dude closes out games.
Round 4: Golgari midrange (2-0)
Opponent is on six.
My T1: play island, herald
Opp T1: overgrown tomb, tapped
My T2: draw opt, play island, marauder, attack
Opp T2: forest, branchwalker (binning llanowar elves)
My T3: draw retort, play island, attack for 3
Opp T3: play llanowar, llanowar, attack for 3; I opt EOT and see and keep a retort
My T4: draw djinn, attack for 3
Opp T4: jadelight ranger (I retort it), attack for three
My T5: draw pierce, attack for 3
Life total is now 14-10
Opp T5: seekers' squire (I retort), attack for five
My T6: draw dive down, attack with marauder for 2
Life total is now 9-8.
Opp T6: forest, attack with branchwalker; I block and dive down; postcombat Vivien Reid, I spell pierce
My T7: draw island, play island, attack for three, cast djinn
Opp T7: cast down on djinn, I dive down, opp scoops.
Learning to win this kind of game is what got me from 3-2 and occasional 4-1 finishes to 4-1 and occasional 5-0 finishes. The basic idea is simple: manage the race, don't panic, and don't expose your djinn to removal.
Sideboard: -3 spell pierce, -2 opt, -2 trickster; +2 surge mare, +2 disdainful stroke, +2 essence scatter, +1 sleep
Keep six: island, sleep, retort, opt, essence scatter, obsession
I scry stormtamer to the top. Opponent keeps 7.
Opp T1: forest, llanowar elves
My T1: draw stormtamer; play island, stormtamer
Opp T2: wildgrowth walker, no land drop
My T2: draw essence scatter; play opt, find an island on top, cast obsession on stormtamer and attack, drawing island.
Since my opponent doesn't have black mana, I decide to go ahead and run the obsession out there. His hand is presumably awesome (to keep one land on seven), so I need to try to bury him before he draws lands. Siren will only be exposed for one turn before I have the counter shields up.
Opp T3: woodland cemetary, cast down on the siren, attacks
Opponent was about 30% to hit a black source there. Kind of a bummer, but that's life.
My T3: draw island, play island
Opp T4: Merfolk branchwalker (I essence scatter), attacks
My T4: draw marauder, play island, marauder
Opp T5: seekers' squire (I essence scatter), attacks with walker
Life totals are 15-18. Opponent has two land, elves, and a 1/3 walker. I have four islands and a marauder. He has 4 cards in hand. I have sleep and retort.
Opponent is showing a lot of respect for trickster here. I guess with the mana situation he just can't afford to take even a small chance of losing the elves.
My T5: draw retort, attack
Opp T6: casts wildgrowth walker, attacks with walker
My game plan is to counter the explore creatures. Eventually he should run out.
My T6: draw herald, cast herald, attack with Marauder (14-14)
Opp T7: swamp, attacks with walkers
My T7: draw island, play island, attack; opponent contempts marauder, I let it go (12-15 life totals)
Opp T8: jadelight ranger (I retort), attacks with walkers
My T8: draw opt, opt into curious obsession, obsession on herald and attack; draw djinn
Opp T9: opponent casts find targeting jadelight and squire; I retort it, and he casts down the herald before attacking with his walkers (life total 8-13)
I'd like to protect the herald there but no amount of card draw will let me beat his walkers if he gets three explore triggers.
My T9: draw stormtamer, play djinn and stormtamer (1 mana up)
Opp T10: draw, go
My T10: draw island, play island, attack for 7 (8-6); postcombat cast sleep.
Note that sleep cuts his mana on board down to the three lands by locking down the elves.
Opp T11: cast branchwalker, drawing a forest (8-12).
My T11: draw island, play island, attack for 8 (8-4).
Opponent needs an explore creature in order to kill me. Otherwise he needs to kill the djinn through the stormtamer.
Opp T12: draw, scoop
Wildgrowth Walker is a scary card. In general I find the BG explore package a lot more threatening than the 4-6 drop bomb package.
Round Five: Jeskai Control (2-1)
A speculative keep. Stormtamer + Herald can be explosive with an obsession, and the opt should help me find lands if needed. Still, a little iffy.
My T1: play island, stormtamer
I like to lead with stormtamer in the dark. If the opponent kills it then it basically did its job of eating a removal spell for the herald.
Opp T1: clifftop retreat
My T2: draw island, play island, stormtamer, herald, attack for one
Analysis: at this point, this hand will never ever beat a deafening clarion. It will also struggle with a long game. Our best chance of winning is to close the game out quickly if the opponent has an awkward draw. Therefore we go all in and hope the opponent doesn't have it.
Opp T2: island
My T3: draw island, play island, attack for three
Opp T3: sulfur falls, go; I opt EOT, bottom a trickster and draw a retort; I also play trickster, which gets syncopated
My T4: draw island, attack for three, play djinn
Opp T4: glacial fortress
My T5: draw spell pierce, attack for seven
Opp T5: sulfur falls, teferi, I spell pierce it, scoops.
As I hoped. Opponent had a clunky draw and mono-blue can punish that kind of thing.
Sideboard: -2 trickster, -2 opt, -2 pierce, +2 surge mare, +2 disdainful stroke, +2 negate
A dream seven. I still can't believe I lost this game.
Opp T1: steam vents, tapped
My T1: draw marauder, play island, herald
Opp T2: Azor's gateway
My T2: draw retort, play island, obsession, attack; draw stormtamer
Opp T3: glacial fortress
My T3: draw djinn, attack; opponent casts seal away, I dive down; draw opt; opt into an island and play it; opp uses gateway
Opp T4: sulfur falls, uses gateway, clarions away my board
At this point opponent has 3 cards in hand, and four lands and a gateway in play. I have three islands in play. In hand I have stormtamer, marauder, marauder, djinn, djinn, retort
My T4: draw herald, play stormtamer
Opp T5: revitalize, clifftop retreat, pass
My T5: draw retort, attack, play herald, opponent gateways
Opp T6: steam vents, untapped
My T6: draw island, play island, attack with stormtamer and herald; opponent settles, I let it go because I need the lands; opp gateways
Opp T7: draw-go
My T7: draw island, play island, djinn; opp casts Chemister's Insight and uses gateway
Opp T8: steam vents, tapped
My T8: draw surge mare, attack for 7; opponent seals away, I retort; opponent gateways
Life totals now 20-9.
Opp T9: Opp casts chemister's insight, then flips gateway. Taps for 14 mana and casts Teferi. He responds with Explosion for 6 at my face.
At this point he has two Teferis and a Lyra in hand and I can't keep up.
Azor's Gateway did a lot of work in this one. Scary card.
In retrospect maybe I shouldn't have countered that last Seal Away. The problem is that the only way I could leave two counters up was by leaving the board empty.
Not as good as the last seven, but not terrible.
Opp goes to six and scrys to the bottom.
My T1: island
Opp T1: sacred foundry, tapped
My T2: draw island, play island, surge mare
Opp T2: sulfur falls
My T3: draw island, attack with surge mare, pump; draw island, discard island; opp revitalizes end of turn
Opp T3: sacred foundry, tapped
My T4: draw disdainful stroke, play island, attack with surge mare, pump; draw negate, discard island
Hand is now: island, djinn, dive down, stroke, negate; opp has 6 cards in hand and life is 20-19
Opp T4: glacial fortress
My T5: draw stormtamer, attack and pump; draw retort, discard stormtamer, play island
Opp T5: steam vent, tapped
My T6: draw curious obsession, play on surge mare and attack; draw disdainful stroke, island, discard island
Opp T6: clifftop retreat
My T7: draw herald, attack; draw dive down, trickster, discard trickster; play herald
Opp T7: divination, clifftop retreat
My T8: draw spell pierce, attack with the team; draw surge mare, spell pierce; discard surge mare, then dive down and spell pierce (hand size)
Opp T8: glacial fortress
My T9: draw obsession, attack; opponent settles, I stroke, he expansions on settle, I negate; draw opt, djinn, discard djinn
An island at this point would have made the rest of the game much easier.
Opp T9: plains, star of extinction; I opt, see and island on top and keep it
Hand at this point: retort, stroke, pierce, dive down, obsession, djinn, island; I have 4 land in play, opp has 10 land, with 4 cards in hand; life total is 20-11
My T10: draw marauder, play island, play djinn
Opp T10: steam vents, tapped
My T11: draw island, play island, curious obsession on the djinn, attack for 7; draw marauder
Opp T11: deafening clarion, resolves, deafening clarion, I dive down on djinn, opp shocks djinn, I retort it, opp scoops
He had three land left untapped and I had a spell pierce to cover anything else.
In retrospect I should have been more aggressive about getting the djinn down. I probably could have won earlier without getting the surge mare wiped. Even so, the seven loots from the mare were a big help in stacking my hand so that the djinn could finish the job.
End result, a 5-0 finish to put me in a no doubt short lived tie for the trophy lead.
For those of you curious about the obsession, it hit the board on turn: 2, none, 4, none, 3, 4, none, 2*, none, and 6 (*died after one hit).
In other words, only five of the ten wins featured more than one hit with a Curious Obsession.
On the other hand, the djinn hit the board on turn: none, 3, 6, 8, 5, 5, 7, 9, 4, 10.
So while the djinn wasn't doing all of the work, it did at least show up in 9 out of 10 wins. This is consistent with my general theory of winning with the deck:
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I just made a straight swap for Nightveil Sprite:
4 Mist-cloaked Herald
4 Siren Stormtamer
4 Warkite Marauder
4 Merfolk Trickster
4 Tempest Djinn
4 Dive Down
4 Spell Pierce
4 Wizard's Retort
4 Opt
2 Disdainful Stroke
2 Essence Scatter
2 Negate
2 Deep Freeze
3 Exclusion Mage
3 Surge Mare
1 Sleep
My thinking is that I want the main deck to be as consistent as possible. Spell Pierce is a 4-of because (a) it's such a blowout when it works, (b) it at least has targets against every deck out there, and (c) I want to max the chances of a nut draw of obsession + 1 mana protection.
I've been fine with Trickster and Marauder as the only anti-creature measures in the main deck. The only thing they don't deal with is Niv-Mizzet, and if the opponent lives long enough to untap with a Niv-Mizzet in game one I'm willing to just write that game off.
I've haven't been bringing in the Deep Freeze lately, even against the Dracophoenix deck. I think Nassif probably had it right just trying to chain Exclusion Mage against them.
My last two competitive leagues were a 4-1 and a 5-0. Both leagues started off with four straight wins and then a matchup with Jeskai control. I lost the first one 1-2 and won the second 2-1. Apropos to the earlier discussion, the difference in the games was that I brought Surge Mare in out of the sideboard the second time. In game 3 of the 5-0 league a turn 2 Surge Mare looted through my mana flood, found and carried Curious Obsession, and basically valued my opponent out of the game.
Surge Mare tanks a lot of the Jeskai removal package: Deafening Clarion, Justice Strike, Shock. Getting to save your counters for their haymakers is very nice.
For me the sideboard is there to tune the counter suite and, if necessary, tool up for a race. I don't think blue really has silver bullets right now but it has the cards to lean one way or the other and still play with efficiency.
I like the 20/20/20 split, and I like that it's pretty easy to find space to bring in four sideboard cards by trimming on cards that are better in game one than game two (the reliable -2 opt, -2 spell pierce plan).
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I agree on the core. The 100% common denominator is:
4 Merfolk Trickster
4 Mist-cloaked Herald
4 Siren Stormtamer
4 Tempest Djinn
4 Curious Obsession
4 Dive Down
4 Wizard's Retort
Then the last 12 spots are:
Exclusion Mage is great against most aggro decks. It's terrible against Golgari and against control. Classic sideboard card, in my opinion.
I do think it's perfectly reasonable to mix up those twelve spots according to your preferences and your expected meta.
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