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  • posted a message on Dealing with u/w beatdown
    I've been playing MBI a lot over the last couple of weeks, I like the match up against everything except for the u/w beatdown decks I keep running into online. I think it's called "Haunted Humans", core of the deck seems to be Geist of Saint Traft, Mirran Crusader, Hero of Bladehold, and Angelic Destiny. The problem is that it seems like half the meta in MTG online these days is running this deck, and I feel like the only time I win is when I get extremely lucky and get a crazy fast hand, or tons of disruption + lash and skittles for victory from nowhere.

    First, my deck:


    I generally play this as an aggro-control deck that has the option to go for a quick kill, rather than a straight beatdown deck. I like the vatmothers mainboard over a full playset of crusaders because they put the opponent on such a fast clock by themselves, the drawback is rarely relevant, and it's just nice to have a big fat creature on your side of the board sometimes. That said, it's not so hot when you're staring across the board at a Mirran Crusader.

    The sideboard is in flux. My basic moves are to bring in the brute squad (+2 Crusader, +1 Vatmother, -2 Specter, -1 Stinger) against black or red to neutralize gut shot/wring flesh/geistflame/curse of death's hold, and to bring in Victim of Night for whichever of Doom Blade and Go for the Throat looks weakest. Spellbomb comes in against anybody running snapcasters, and obviously Solar Flare.

    I'm trying to incorporate the basic tricks against u/w (metamorph to pop Geist, Spellskite to steal Angelic Destiny, sac effects to hit Geist and Crusader). I have a hard time sideboarding because it seems like our good choices against them are highly situational. For example, Spellskite is terrific against Angelic Destiny, but not so hot when they drop a crusader or geist on turn three. Conversely, the metamorph deals nicely with geist, but is not so great against a destined crusader beating in for 12, or even just the turn four Hero + Honor of the Pure.

    This situational problem hits the maindeck cards as well--Geth's Verdict is great if all they have is one of their bombs, but it turns worthless as soon as they drop a Doomed Traveler. Similarly, I'll sideboard out virulent wounds due to the lack of targets, and then get walloped with a turn one Elite Vanguard. It doesn't help that Moorland Haunt turns all of their dead dudes into spirit tokens that hold off our air force while their big guys are beating us to death.

    I think I've been a little unlucky--logically, it can't be the case that these decks always curve out with grand abolisher, geist, destiny--but I'm pretty sure I'm not making the optimal sideboard moves against this deck. Does anybody have any thoughts on how to consistently do well in this matchup?

    I like MBI as a disruptive deck that matches up well against the known tier 1 decks, but it doesn't do us much good if we get destroyed by the "fun" competitive deck that half the field is running.
    Posted in: Standard Archives
  • posted a message on Post Innistrad Tempered Steel Lists Here
    So after getting killed by tempered steel one too many times I decided to try this deck out. I went for the blue splash version--I've been having some success, I'm hoping you guys can help me tune this deck up a bit.



    I generally favor the Cobra Kai approach when playing an aggro deck like this: Strike first, strike hard, show no mercy. The idea is to put them on a fast clock early, then use dispatch/mana leak as needed to keep them off balance until they're dead. The shrine and idol give some wrath resilience, which is nice.

    Specific card choice comments:
    Mana Leak: This is almost a hard counter early, and this deck isn't really built to go late. I didn't want to dilute the deck too much with permission (thus the 2-of), but it can win games.

    Gitaxian Probe: Shrinks the deck, and allows for a little advance planning when you see the bombs in your opponent's hand.

    Spellskite: When he's good, he's really good. However, he can't beat down on his own, so I only went 2-of.

    Porcelain Legionnaire: He doesn't fly, which is too bad, and he dies to a gut shot. But he's effective at scaring off opposing attacks and puts them on a fast clock if they don't clog the board or zap him quickly.

    Shrine of Loyal Legions: Wrath insurance. I'm not totally convinced this is worthwhile in the main deck, but it really seems like it should be. If somebody has a suggestion for a better main board card, I suspect this is the first one to cut.

    Glint Hawk: Out. Not an artifact, and a little too combo-ish for my tastes (it's kind of lame if you get the hawk and no 0-cmc guys). Also, I was a little surprised in playtesting how many decks can deal with a turn 1 2/2 flyer without much problem.

    Contested War Zone: Speeds up the game. I don't own any Inkmoth Nexus, and I don't want to drop the coin on it unless somebody can explain to me why it's better in this deck. Does anybody ever really win with poison counters with Tempered Steel?

    Post board the deck can get a lot more control-ish, with the counter suite coming in and the Revoker replacing the Legionnaire. Alternatively, you can add more critter control with dismember. It's a little tricky to sideboard in good matchup cards without diluting the general idea of the deck, I'm still trying to get a feel for it.

    Any suggestions?
    Posted in: New Card Discussion
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