First night of new standard: 1-1-2

shepherdofire, 8 years ago

I had a lot of fun last nigh with hard fought matches with great people for opponents, one thing I noticed is that games go longer now even with less stall.

I added To the Slaughter in for Flaying Tendrils to test it out but it never came up in a game so no news on its effectiveness.

I use alot of spot removal and a board wipe though at most I had 10 kill cards in my deck and saw none in a game.

Round one: Mono white aggro 1-2: I lost the first game because his board was bigger than mine and he had pseudo removal in the form of Kytheon's Irregulars. Won the second game because I got Reality Smasher and a clone token on the battlefield. Game 3 i lost from enchantment removal and a large Thalia's Lieutenant.

Round Two: Blue white awaken delirium mill 2-0: It was a wonky janky deck that could shape up into a real annoyance but it was nothing to fear. Game one i got my smashers smashing and game two had three seers by turn 5 with the help of crawler. he milled me good with Manic Scribe but hit nothing of interest and actually dug up some of my win cons.

Round 3: UR prowess 1-1-1: game one I won thanks to good spot removal and big power on board. his small creatures did damage but couldn't chump good enough to stall. Game two i lost. I got too aggressive, but when he has a zada and a board and plays a slip, blockers don't matter. Game three went to rounds. We were stuck in stand off on the board with no answers to be found. For someone only playing for 6 months this guy was a good opponent.

Round 4: Green white good stuff 1-1-1: Archangel Avacyn  Flip, Deathmist Raptor, Coco, Dro Co, Thalia's Lieutenant, Hidden Dragonslayer, and the new sigarda. he was a noob and he was a good player, forgot to draw on his drawstep a few times but he shouldn't be underestimated. The games were hard fought and back and forth for the first two. The final game went like my last opponent where we didn't have any answers for each other and were in a stand off, stalling for a win con. Kalitas, Traitor of Ghet shined in this match up both for his life gain and his exile ability.

Overall my deck did well and the matches I played were great. I did kill the wrong creatures in hindsight and I did not get lucky with my draws but I felt as though this meta is going to be fun and challenging for everyone. Last night was probably the most fun I had at FNM in a long time. Other than the burnt light fuse that stunk up the store for half the night.

We're now shifting...token-y?

lindo1905, 8 years ago

More Inquisition of Kozilek, Rattlechains and Lingering Souls. Less mana fixing. I was anxious taking out the Bloodghast but with more hand disruption and tokens flying left and right, the board presence (in my testing so far) by turn three or four is consistently not-awful. Especially when you torch their hand for early removal.

Thanks to all the help, this thing really evolved into something that, if I may be so bold...is not awful. Carry on. Still open to any and all suggestions.

Updated for SOI standard

skandia4444, 8 years ago

Notable changes other than land base changing:

-added a fourth Ojutai's Command mainboard to make up for loss of Tranquil Cove. moved the second copy of Secure the Wastes to the sideboard

-trying a new removal suite more suited to draw-go, removed 4 Silkwrap, moved one Quarantine Field to the sideboard and added 3 Stasis Snare and 2 Immolating Glare

Update 7

i_HoRiZoN_i, 8 years ago

Clone Legion Out Time Stretch In

Cards to potentially cut in the future are now:
Assemble the Legion reason: whilst very effective, other cards can have a much more warping effect on the game.
Acquire reason: whilst sorting the cards from most necessary to least necessary to the combos' and protection, this card fell into the least useful section.
Day of Judgment Player rewards promo. Reason: Whilst I love this cards' art, swapping to a Wrath of God Promo may be a good idea, due to Wrath's 'cannot regenerate' clause, unlike day of judgement's.

Furthermore, whilst the overall land base is fine, a Command Beacon could be useful due to the nature of Narset being continually targeted. Swapping it in for an basic land out or ETB tap land could be a good idea.

Counterspell and disruption cards I own that could go well in the deck:
Cryptic Command, Pact of Negation, Cyclonic Rift - but cards such as Ring of Three Wishes who are low-enablers for the deck could then be cut. High enablers such as Time Stretch, Tamiyo, the Moon Sage and Reverberate or World at War are non negotiable as High enablers for the deck. As are protection cards for Narset such as Swiftfoot Boots Reconnaissance or mana rocks Thran Dynamo / Sol Ring.

Shamans Finalized!

Espair, 8 years ago

Deck is as is, much fun more more fun!
MDN 2 / 2
Ashling the Pilgrim feature for Shaman-Beat!

landpirate123, 8 years ago

Shadows over Innistrad

MrFeronius, 8 years ago

This new set has given me quite a lot of things, I love the limited play of this set. Got myself Nahiri, the Harbinger, Westvale Abbey  Flip and snatched a Needle Spires out of a draft.

Removed: Dark Petition, Vivid Meadow and Mirrodin's Core

thedemonsday, 8 years ago

Swapped out Bygone Bishop for Tireless Trackers, being a human, creating (in general) more clues, and growing larger trumps being able to fly most of the time. I also swapped Citadel Castellan for Duskwatch Recruiter  Flip as he gives the deck more some mid-late game staying power.

Changes by numbers

-1 Always Watching
-2 Bygone Bishop
-3 Citadel Castellan
+4 Tireless Tracker
+2 Duskwatch Recruiter  Flip

Hermit of the Natterknolls  Flip is added to the sb for use against control or against other coco decks.

Updated list - Reasons and Explanations

stalydan, 8 years ago

-2 Deprive - This got cut for the simple reason that the deck now curves out higher than before. Bouncing a land as part of the cost is now more of a disadvantage than it was previously.

+1 Mana Leak - Because I got rid of Deprive, I felt I needed to add one more of these in. While Remand is strong, I felt that having half of my counterspells return the spell to hand in a control build was not good.

+1 Westvale Abbey  Flip - The deck needed slightly more ways to deal big damage and having something that can be used to stop coming out badly from a board wipe by using the Monastery Mentor and its tokens to fuel the transformation.

+1 Monastery Mentor - Speaking of the Mentor, having another of these in the deck was a given when Westvale needs some other sac outlets than just the tokens it makes. It also gives more opportunities to go wide rather than large.

fetzonk, 8 years ago

Out Karn phyrexian arena Master of cruelties Goblin warchief Demon disciple Terminate Epochrasite In Tuktuk Daretti Workhorse Affinity golem Darksteel forge Manakin Dread land

YokaH, 8 years ago

STD 0 / 0
Anafenza, Kin-Tree Spirit feature for 1-1 breeder

Nelloh, 8 years ago

Replaced 2x Westvale Abbey with 2x Forest, primarily due to the high cost of Westvale Abbey compared to its actual usefulness. Replaced Gideon with Avacyn, though I might change that back.
STD 4 / 2
Nahiri's Machinations feature for GW SOI Humans