Hey there,
i'd be gratefull for some opinions to the deck and some suggestions for the questions / considerations afterwards.
First the Decklist:
Ok, let's start discussing that stuff.
1.) Auto-Includes that just aren't in here, 'cause too expensive
2.) General performance of the deck as it is
I'm halfway contempt with its performance.
The main problems are very good starts of red-based Aggro with burn or U(w) Stax or Mana-Denial builds.
Moon-Effects and BtB can be handled most of the times by expecting it and playing accordingly.
Creature-based Aggro without too much burn can normally be handled and
vs. other control decks i feel it has a very good matchup.
3.) The colour red and the mana base
At the moment there are only three red duals in here to power domain and sunburst (having EE and Restrains available at 5 often helps me loads) and help with fetching for double colour requirements or after some landdestruction.
(Badlands will become a Taiga as soon as i aquire one.)
I've tested the deck for some time with red splashes like Fire/Ice and the likes but what i found is, while it helps vs. aggro it really worsens the matchup vs. Moon / BtB and Mana-Denial.
So the red cards had to go.
What i dislike about the mana base is, that in the worst case i've got 6 CiPt-Lands, especially the Mirage-Fetchlands. Fact is, i know no alternatives as other lands would again worsen the matchup vs. LD, moon, etc..
Any ideas here? (maybe a moot point if the new edition really has new fetchlands)
4.) Cards on my personal "watchlist"
There are some cards i'm not 100% sure about in this deck. I'd be delighted if some of you would share their experiences with those in similiar decks:
At other times you want it to be that Mana Leak.
[/list]
5.) "Unusual" choices in my build that i'm -so far- very sure of.
I've been told a lot of times that this card should't be included or that the other card is an auto-include and i should use it.
Here are the Highlights i'd really like some more opinions about:
What do i miss here?
But what i see is the recurring 4/4 1st-Striker that can't be handled with Sorceries.
As it stands in 1/10 games i already get mana flooded sometime in the mid-game.
Sure it's target for the opponents artefact removal, but on the other hand unhandled it win's vs. creature based aggro and in the late-game vs. control really makes him dig for his Krosan Grip.
Reason being, that in turns 3 or 4 i usually want to tap out for some creature, Shackles, etc.
So in my view, i'm better of with some removal for the 3/4 CC Thread i could'nt counter in the first place.
But maybe i'm missing something here too?
[/list]
6.) Cards i might want to include but am not sure about them / don't know what to cut
Ok, finally (yeah, you almost made it through the whole hell of a post! ) here's a bunch of cards i'd like to play or even have played for a while but sorted out.
Maybe you can share some experiences of your own concerning these?
A pitty that vs. any fast aggro it would be only win more if finally i could play it.
But as it stands, i have no viable rector target vs. control right now.
Sure, sometimes Treachery does the job or a Deed may protect me from some large Decree but more often than not Rector is a chump-blocker vs. some fattie here.
Any idea for some enchantment that is good vs. aggro and vs. control?
Is it worth it?
To circumwent this, i tried Voidslime for some time but the colour requirement really sucks as for some reason almost always you have your only green mana on the Tropical in the early game.
I see that card in Aggro-Control Builds sure, but in here?
But hey, when i got that engine going, didn't i win already anyways?
But so unbelievable slow...
And most of the time he does nothing vs. that nasty Crucible or Scroll Rack of the other Control-Guy.
Would i be Survival, i would play it. But here?
But wait, didn't Intuition and Gifts already do that and more at instant speed and without dying to some terror?
But then again i'll prefer Deed or Restraint most of the time instead of Circle and the Circle will also die to Deed or EE at 3, which often is a must in this Matchups.
And Pulse?
Most RDWs play some form of lifegain-denial or that many painlands, that you can't get much out of it anyways.
[/list]
Ok, first of all:
Thank you very much if you really read all these of my thoughts.
I'd really appreciate your opinion to some of my questions and considerations!
i'd be gratefull for some opinions to the deck and some suggestions for the questions / considerations afterwards.
First the Decklist:
// Colour-Lands: 33 Tundra Tropical Island Underground Sea Savannah Scrubland Bayou Volcanic Island Plateau Badlands --- Hallowed Fountain Breeding Pool Watery Grave Temple Garden Godless Shrine Overgrown Tomb --- Snow-Covered Island Island Plains Forest Swamp --- Flooded Strand Polluted Delta Windswept Heath Wooded Foothills Bloodstained Mire --- Flood Plain Bad River Grasslands --- Reflecting Pool Flagstones of Trokair Karakas Lonely Sandbar Secluded Steppe | // Utility-Lands: 6 Tolaria West Academy Ruins Volrath's Stronghold Nantuko Monastery Wasteland Maze of Ith // Mana-Artefacts: 5 Coalition Relic Azorius Signet Dimir Signet Selesnya Signet Simic Signet // Creatures & Planeswalker: 19 Qasali Pridemage Trinket Mage Kitchen Finks Court Hussar Shadowmage Infiltrator Eternal Witness Rhox War Monk Glen Elendra Archmage Venser, Shaper Savant Academy Rector Loxodon Hierarch Stoic Angel Etched Oracle Meloku the Clouded Mirror Mulldrifter Shriekmaw Eternal Dragon Exalted Angel --- Garruk Wildspeaker | // Draw & Dig & Tutor: 16 Ancestral Vision Skeletal Scrying Fact or Fiction --- Sensei's Divining Top Brainstorm Impulse Worldly Counsel --- Life from the Loam Crop Rotation Personal Tutor Tainted Pact Demonic Tutor Eladamri's Call Intuition Gifts Ungiven Mystical Teachings // Permission: 8 Pact of Negation Force of Will Misdirection Counterspell Mana Drain Forbid Dromar's Charm Cryptic Command | // Removal & Anti-Aggro & Stuff: 13 Pithing Needle Swords to Plowshares Path to Exile Vindicate Bant Charm Krosan Grip Engineered Explosives Pernicious Deed Wrath of God --- Vedalken Shackles Collective Restraint Treachery --- Phyrexian Furnace |
Ok, let's start discussing that stuff.
1.) Auto-Includes that just aren't in here, 'cause too expensive
- Library of Alexandria
- Moat
2.) General performance of the deck as it is
I'm halfway contempt with its performance.
The main problems are very good starts of red-based Aggro with burn or U(w) Stax or Mana-Denial builds.
Moon-Effects and BtB can be handled most of the times by expecting it and playing accordingly.
Creature-based Aggro without too much burn can normally be handled and
vs. other control decks i feel it has a very good matchup.
3.) The colour red and the mana base
At the moment there are only three red duals in here to power domain and sunburst (having EE and Restrains available at 5 often helps me loads) and help with fetching for double colour requirements or after some landdestruction.
(Badlands will become a Taiga as soon as i aquire one.)
I've tested the deck for some time with red splashes like Fire/Ice and the likes but what i found is, while it helps vs. aggro it really worsens the matchup vs. Moon / BtB and Mana-Denial.
So the red cards had to go.
What i dislike about the mana base is, that in the worst case i've got 6 CiPt-Lands, especially the Mirage-Fetchlands. Fact is, i know no alternatives as other lands would again worsen the matchup vs. LD, moon, etc..
Any ideas here? (maybe a moot point if the new edition really has new fetchlands)
4.) Cards on my personal "watchlist"
There are some cards i'm not 100% sure about in this deck. I'd be delighted if some of you would share their experiences with those in similiar decks:
- Flagstones of Trokair
- Karakas & Venser, Shaper Savant
- Rhox War Monk
- Garruk Wildspeaker
- Skeletal Scrying
- Cryptic Command
At other times you want it to be that Mana Leak.
[/list]
5.) "Unusual" choices in my build that i'm -so far- very sure of.
I've been told a lot of times that this card should't be included or that the other card is an auto-include and i should use it.
Here are the Highlights i'd really like some more opinions about:
- Mirage-Fetchlands
What do i miss here?
- Nantuko Monastery
But what i see is the recurring 4/4 1st-Striker that can't be handled with Sorceries.
- Darksteel-Ingot / More Signets / Talismans
As it stands in 1/10 games i already get mana flooded sometime in the mid-game.
- Bant Charm
- Vedalken Shackles
Sure it's target for the opponents artefact removal, but on the other hand unhandled it win's vs. creature based aggro and in the late-game vs. control really makes him dig for his Krosan Grip.
- Mana Leak / Condescend & all that 3CC-Counters
Reason being, that in turns 3 or 4 i usually want to tap out for some creature, Shackles, etc.
So in my view, i'm better of with some removal for the 3/4 CC Thread i could'nt counter in the first place.
But maybe i'm missing something here too?
[/list]
6.) Cards i might want to include but am not sure about them / don't know what to cut
Ok, finally (yeah, you almost made it through the whole hell of a post! ) here's a bunch of cards i'd like to play or even have played for a while but sorted out.
Maybe you can share some experiences of your own concerning these?
- Future Sight
A pitty that vs. any fast aggro it would be only win more if finally i could play it.
But as it stands, i have no viable rector target vs. control right now.
Sure, sometimes Treachery does the job or a Deed may protect me from some large Decree but more often than not Rector is a chump-blocker vs. some fattie here.
Any idea for some enchantment that is good vs. aggro and vs. control?
- Solemn Simulacrum
- Voidslime / Stifle
Is it worth it?
To circumwent this, i tried Voidslime for some time but the colour requirement really sucks as for some reason almost always you have your only green mana on the Tropical in the early game.
- Deep Analysis
I see that card in Aggro-Control Builds sure, but in here?
- Raven's Crime
But hey, when i got that engine going, didn't i win already anyways?
- Krosan Verge
But so unbelievable slow...
- Trygon Predator
And most of the time he does nothing vs. that nasty Crucible or Scroll Rack of the other Control-Guy.
Would i be Survival, i would play it. But here?
- Knight of the Reliquary
But wait, didn't Intuition and Gifts already do that and more at instant speed and without dying to some terror?
- Pulse of the Fields / Story Circle
But then again i'll prefer Deed or Restraint most of the time instead of Circle and the Circle will also die to Deed or EE at 3, which often is a must in this Matchups.
And Pulse?
Most RDWs play some form of lifegain-denial or that many painlands, that you can't get much out of it anyways.
[/list]
Ok, first of all:
Thank you very much if you really read all these of my thoughts.
I'd really appreciate your opinion to some of my questions and considerations!