G
Gizmo
Guest
I've got a Creatureless Format comig up soon - Vintage card pool, no creature or artifact creature spells allowed.
I'm going for U/G because I've narrowed the possible threats down to...
1) Decking
2) Token creatures
3) Man-Lands
4) Direct Damage
And U/G seems to offer solutions to all these threats. Working from a really heavy countermagic base I'll be packing solutions for what I expect to face and a few kill cards. So far the deck is...
3 Force Spike
3 Power Sink
4 Counterspell
2 Dissipate
2 Forbid
3 Naturalize
2 Capsize
1 Dominate
1 Nevinyrral's Disk
1 Briar Patch
3 Impulse (arguably surplus to requirements)
4 Fact Or Fiction
3 Gaea's Blessing
3 KILL CARDS (come to that later)
2 Faerie Conclave
4 Wasteland
4 Yavimaya Coast
5 Forest
10 Island
SB:
1 Dust Bowl
1 Naturalise
1 Splinter (lots of artifacts around these days, especially Darksteel ones)
2 Steal Enchantment (Hondens etc)
2 Quash (vs their Blessings if needed)
2 Dominate (manlands/tokens)
<i>Hidden Gibbons? Hidden Guerrillas? Multani's Legacy? Sandstorm? Teferi's Response?</i>
Those threats again...
1) Decking (pretty much impossible with Blessing in my deck)
2) Token creatures (Capsize and Dominate are cheap solutions to big tokens, Briar Patch controls decks making lots of 1/1 guys)
3) Man-Lands (Dominate and Wasteland)
4) Direct Damage (i'm packing a LOT of countermagic, and if Urzas Rage is an issue I can Capsize land to prevent kickering)
The kill cards in question need to be though about carefully. Right now the deck is light on anything you can Naturalize or Disenchant (Disk, Briar Patch is all) and that gives my opponents potentially a lot of redundant cards. Including artifact/enchantment kill sources is therefore a little counterproductive, but the other options are limited. Now with Blessings in the deck I can recycle what threats my opponent does destroy if need be, but it might still be nice to avoid that happening.
Cards I've considered...
1) Grindstone/Helm Of Obediance
2) Verdant Touch (avoids Naturalize etc)
3) Living Terrain (fat, but GG casting cost and very targetable as it's a land/enchantment)
4) Snake basket (quick finisher but expensive to drop and blow in one, so a valid Naturalize target)
5) Myr Matrix (Indestructible is good)
6) Biorhythm (+my own manlands to survive, but this might be crap)
I'm thinking of almost certainly packing the Snake Basket because it wins games fast, but only 1, then using two slots for Verdant Touch or Living Terrain. I'm also wondering about how necessary Force Spike is in a mostly-casual environment (don't expect to be playing against any silly combo decks like ProsperBloom or Replenish) and if could more usefully be more expensive and certain counters.
Thoughts on the deck, the threats I might not have considered, and especially my kill cards all appreciated. I go to play on Friday.
I guess it's about deck styles... Living Terrain makes me counter to protect my offense, but wins fast (like an Altran Beatdown blue deck) and I switch to aggro-beatdown (would Thwart or Foil become good in that case - sadly I have no FoWills), whereas other kills are slower.
The Impulses are questionable because I think I can drop them for more countermagic - Lapse, Leak, or Dismiss most likely. In this deck theres a lot of similarity between the cards and so being able to filter through might be less important than simply drawing more counterspells.
Also what's the thinking on the respective merits of Whispers/Accumulated Knowledge/FoF?
I'm going for U/G because I've narrowed the possible threats down to...
1) Decking
2) Token creatures
3) Man-Lands
4) Direct Damage
And U/G seems to offer solutions to all these threats. Working from a really heavy countermagic base I'll be packing solutions for what I expect to face and a few kill cards. So far the deck is...
3 Force Spike
3 Power Sink
4 Counterspell
2 Dissipate
2 Forbid
3 Naturalize
2 Capsize
1 Dominate
1 Nevinyrral's Disk
1 Briar Patch
3 Impulse (arguably surplus to requirements)
4 Fact Or Fiction
3 Gaea's Blessing
3 KILL CARDS (come to that later)
2 Faerie Conclave
4 Wasteland
4 Yavimaya Coast
5 Forest
10 Island
SB:
1 Dust Bowl
1 Naturalise
1 Splinter (lots of artifacts around these days, especially Darksteel ones)
2 Steal Enchantment (Hondens etc)
2 Quash (vs their Blessings if needed)
2 Dominate (manlands/tokens)
<i>Hidden Gibbons? Hidden Guerrillas? Multani's Legacy? Sandstorm? Teferi's Response?</i>
Those threats again...
1) Decking (pretty much impossible with Blessing in my deck)
2) Token creatures (Capsize and Dominate are cheap solutions to big tokens, Briar Patch controls decks making lots of 1/1 guys)
3) Man-Lands (Dominate and Wasteland)
4) Direct Damage (i'm packing a LOT of countermagic, and if Urzas Rage is an issue I can Capsize land to prevent kickering)
The kill cards in question need to be though about carefully. Right now the deck is light on anything you can Naturalize or Disenchant (Disk, Briar Patch is all) and that gives my opponents potentially a lot of redundant cards. Including artifact/enchantment kill sources is therefore a little counterproductive, but the other options are limited. Now with Blessings in the deck I can recycle what threats my opponent does destroy if need be, but it might still be nice to avoid that happening.
Cards I've considered...
1) Grindstone/Helm Of Obediance
2) Verdant Touch (avoids Naturalize etc)
3) Living Terrain (fat, but GG casting cost and very targetable as it's a land/enchantment)
4) Snake basket (quick finisher but expensive to drop and blow in one, so a valid Naturalize target)
5) Myr Matrix (Indestructible is good)
6) Biorhythm (+my own manlands to survive, but this might be crap)
I'm thinking of almost certainly packing the Snake Basket because it wins games fast, but only 1, then using two slots for Verdant Touch or Living Terrain. I'm also wondering about how necessary Force Spike is in a mostly-casual environment (don't expect to be playing against any silly combo decks like ProsperBloom or Replenish) and if could more usefully be more expensive and certain counters.
Thoughts on the deck, the threats I might not have considered, and especially my kill cards all appreciated. I go to play on Friday.
I guess it's about deck styles... Living Terrain makes me counter to protect my offense, but wins fast (like an Altran Beatdown blue deck) and I switch to aggro-beatdown (would Thwart or Foil become good in that case - sadly I have no FoWills), whereas other kills are slower.
The Impulses are questionable because I think I can drop them for more countermagic - Lapse, Leak, or Dismiss most likely. In this deck theres a lot of similarity between the cards and so being able to filter through might be less important than simply drawing more counterspells.
Also what's the thinking on the respective merits of Whispers/Accumulated Knowledge/FoF?