Just wanted to mention I haven't played that card since Deathrite Shaman was printed.
Take that for what it's worth.
Well thats pretty useless man, I get it you are a skilled affinity player and you probably had some decent top decks in boston. But FFS you sound like Kayne West. Your vague ethereal explanations are annoying. Either state your opinion and why or just troll somewhere else.
Um, I haven't played it since Deathrite Shaman because while Shaman was legal, Blood Moon was not a solid plan against Jund because mana denial was harder to achieve.
And I haven't played it since the banning of Deathrite because our manlands are too important to our overall game plan, and it hurts more than it helps.
Is that explanation "Kanye" enough. I'd figure people may of been able to put that together, given all these points have already been explained in the last few posts about Bloodmoon.
Counter target noncreature spell unless its controller pays 1.
Ferocious - If you control a creature with power 4 or greater, counter that spell instead.
It looks like we have a contender for a Spell Pierce replacement.
When I first saw it spoiled I didn't see the "Ferocious".
Dyne: How do you beat RUG decks (both splinter-twin and scapeshift)?. So far in my online play testing RUG appears to be the hardest matchup for me. Makes me wish I still had blood moon in the board : /
Well Scapeshift has to be one of our better matches, even past game 1.
My SB stratgey for against Scapeshift is this:
-3 Steel Overseer
-2 Etched Champion
+1 Master of Etherium
+2 Thoughtseize
+2 Spellskite
It's a pretty simple match-up. If they have the hate, they usually don't have the combo, and it works the other way around. We also clock faster than them.
Against RUG Twin, I would side the same I would against normal Twin, except remove Memnite.
Haha @ dyne, that makes sense. I don't think I have ever played against junk so thanks for the insight. No one in my area has it built. All I have played against is bg rock and some weird bug rock thingy I beat at the last ptq.
Though I'm curious on your opinion about what I stated I would bored against living end and infect?
Also anyone have some advice on the pod match up? I seem to have a hard time with it. Thanks.
Living End. Probably side out the 2 Champions and side in 1 Master and 1 Relic. I can't think of too much else we would want against them, it's a pretty favorable match-up, especially bcz Ensoul is bigger than anything they put down.
Against Infect I would side in Dismember and Spellskite, and probably take out the 3 Steel Overseer.
Against Pod, being on the play helps A LOT. Killing their mana dudes is also a viable stratgey, as a lot of times when that happens, and they play something on turn 2, you can drop either something far better.
Hey Dyne i have a few question about your boarding plans. I try to run your GP list only SB is different: - 1x Spellskite,-1x Wear/Tear,+1x Electrickery,+1x Natrue's Claim.
Why you board in Grafdiggers Cage Against Jund?
Why Relic of progenitus against Burn?
Why no SPellskite against UWR?
and what are your plans against Infect, Living end and Junk?
Thank you that would help me a lot.
Sorry, that should be Relic of Progenitus against Jund.
I side in Relic because of cards like Grim Lavamancer and Hellspark Elemental. If I was playing Nature's Claim they would be sided in as well.
Against UWR, I like to be more threat heavy, and Spellskite does little against Stoney Silence where as both Etched Champion and Master of Etherium do quite a bit.
Edit - @tendercoot - Haha I didn't even see your response. Against Jund I side out Overseer, but not against Junk. I like to leave him in there as another way to battle Lingering Souls.
A recent convert from Living End and I have been playing with and learning the ins and outs of Dyne's GP Boston list to some success at local Modern nights at LGS. Tomorrow is the local PTQ and I think I'm gonna sleeve up that 75. Any last minute info/tech/knowledge since we have the man himself on here?
I seem to have the most issues with Junk but right now I'm chalking it up to being a noob to the deck.
I would switch the Wear/Tear in the SB to Nature's Claim.
Other than that I would be confident running the same list again.
Have another questions for whoever would like to answer.
1. Do you feel like you mulligan too much or not enough?
2. Against what decks, if any, are you keeping threat dense hands with no acceleration, for example: Citadel, Inkmoth Nexus, Memnite, Plating, Etched, Ravager, Pest?
1) I've had a lot of practice with the deck, so I'm generally aware of hands that need to be mulliganed away.
2) That hand is a snap keep in game 1. You can put 6 of the 7 cards into play by turn 3 even without drawing another land.
Yes it loses Indestructible.
Um, I haven't played it since Deathrite Shaman because while Shaman was legal, Blood Moon was not a solid plan against Jund because mana denial was harder to achieve.
And I haven't played it since the banning of Deathrite because our manlands are too important to our overall game plan, and it hurts more than it helps.
Is that explanation "Kanye" enough. I'd figure people may of been able to put that together, given all these points have already been explained in the last few posts about Bloodmoon.
Guess I was wrong.
Just wanted to mention I haven't played that card since Deathrite Shaman was printed.
Take that for what it's worth.
I've just learned to play around Cryptic with manlands when they have 4 mana open, even if they're bluffing.
Ravager also makes Cryptic a moot card, as the only modes they'll ever be able to choose is tap and draw, knowing this makes attacking much easier.
Against RUG?
Quite honestly it's not fast enough, and not resilient to the cards RUG plays.
When I first saw it spoiled I didn't see the "Ferocious".
That's actually very decent.
Well Scapeshift has to be one of our better matches, even past game 1.
My SB stratgey for against Scapeshift is this:
-3 Steel Overseer
-2 Etched Champion
+1 Master of Etherium
+2 Thoughtseize
+2 Spellskite
It's a pretty simple match-up. If they have the hate, they usually don't have the combo, and it works the other way around. We also clock faster than them.
Against RUG Twin, I would side the same I would against normal Twin, except remove Memnite.
-2 Memnite
-3 Steel Overseer
-3 Ensoul Artifact
+2 Thoughtseize
+1 Torpor Orb
+1 Dismember
+2 Spellskite
+1 Master of Etherium
And against Normal RUG without Twin or Scapeshift, I would probably side like this:
-3 Steel Overseer
-2 Memnite
+1 Torpor Orb
+2 Thoughtseize
+1 Relic of Progenitus
+1 Etched Champion
No. The deck is not oppressive.
It's not even the most played deck in the format.
I lol'd.
Ghostfire Blade is garbage for this deck IMO.
Cage does literal nothing against Living End.
Living End. Probably side out the 2 Champions and side in 1 Master and 1 Relic. I can't think of too much else we would want against them, it's a pretty favorable match-up, especially bcz Ensoul is bigger than anything they put down.
Against Infect I would side in Dismember and Spellskite, and probably take out the 3 Steel Overseer.
Against Pod, being on the play helps A LOT. Killing their mana dudes is also a viable stratgey, as a lot of times when that happens, and they play something on turn 2, you can drop either something far better.
Sorry, that should be Relic of Progenitus against Jund.
I side in Relic because of cards like Grim Lavamancer and Hellspark Elemental. If I was playing Nature's Claim they would be sided in as well.
Against UWR, I like to be more threat heavy, and Spellskite does little against Stoney Silence where as both Etched Champion and Master of Etherium do quite a bit.
Edit - @tendercoot - Haha I didn't even see your response. Against Jund I side out Overseer, but not against Junk. I like to leave him in there as another way to battle Lingering Souls.
I would switch the Wear/Tear in the SB to Nature's Claim.
Other than that I would be confident running the same list again.
1) I've had a lot of practice with the deck, so I'm generally aware of hands that need to be mulliganed away.
2) That hand is a snap keep in game 1. You can put 6 of the 7 cards into play by turn 3 even without drawing another land.