The Dark Brotherhood
Unknown
SCORE: 1 | 1068 COMMENTS | 478 VIEWS
Round 4 —Aug. 23, 2013
2-0 Victory against Leafs_Suck. Really wasn't a match; The cyclops worked their intended magic. Leafs played a couple Phantasms, we tapped them, then alpha'd for the game. 2nd game, rinse, wash, repeat. We're 2-2 now, and very much still in this. Only one team ahead of us. If you get a chance, rewatch the match on mine or Caley's stream. It's pretty brutal.
actiontech says... #2
I dunno about you guys, but I'm thoroughly embarrassed that I predicted we'd go undefeated. I'm at the point that I hope we end up at .500 now. So crazy that the deck worked so well on cockatrice, and drew out so well but failed so miserably against the opposition we knew was coming (BWx decks.)
August 19, 2013 11:19 p.m.
Yeah, now 0.500 would appear to be a good finish.
We are having trouble dealing with bombs and removal, and we need the combination of cyclops and activators to come together nicely.
August 19, 2013 11:38 p.m.
NobodyPicksBulbasaur says... #4
Such is the fate of the gimmicky deck. It all depends on the draws and luck. We've had poor showings in both categories.
August 20, 2013 6:23 a.m.
Yep, we are thoroughly one trick pony and as such are really weak to bad draws. Since we basically have one line to victory and can't really even deal damage otherwise we are royally screwed if that line fails.
By the way, I think that in the future we should really save blood so we can go to the dome with it. Our deck is always at a race and so I think it's basically better to lose a cyclops as a chump blocker than to take out a potential attacker from the opponent. Remember that with blood we need basically only two cyclops (or even one if we have 6 mana and two cipher cards) that can get through for damage. One Nivix Cyclops
plus two cipher cards does 7 damage on the swing and ciphers raise that cyclops to 13 (how convenient). Then if we Blood
the cyclops we do 13 damage which is lethal in one turn with three tricks, unblocked cyclops and six mana. The point being Blood is usually too good as a straight to dome type of spell in our deck to waste on some random attacker.
August 20, 2013 8:04 a.m.
I think the moment you're referring to was in game 1 when we were down to 8 life and the opponent had an extort/lifelink vampire, a boros mastiff, and a maze sentinel. Using Blood in that situation to get rid of the extort/lifelink vampire was actually the correct play to keep the opponent from gaining life and draining us with every spell he would cast. Also, it turned off his ability to swing with battalion on the next turn, which would have gained the opponent an additional 4 life.
I see your point, and normally I would agree. But making sure we don't die after two more attacks and a couple spells extorted was the right decision.
August 20, 2013 4:25 p.m.
We still have hope. Trust in the power of the comeback/underdog. We got this people.
August 20, 2013 4:38 p.m.
Darkness1835 says... #8
I wish we could modify our mainboard now. Maybe it's strategy time though... Perhaps we should come up with a secondary mainboard that we use every second/third game, since our initial mainboard doesn't seem to be working quite as well as we thought.
August 20, 2013 7:56 p.m.
NobodyPicksBulbasaur says... #9
Really all we can do is plop in Murmuring Phantasm (which I dislike) against really fast decks, and Awe for the Guilds against decks we need another enabler against. Our deck is too gimmicky to deviate from our main plan because we don't have the cardbase to avoid clops.dec
August 20, 2013 8:43 p.m.
actiontech says... #10
No need (or ability really) to change the deck, other than maybe tweak the land base slightly. The deck ran fine for dozens (hundreds?) of playtests until we hit a streak of bad luck draws on MTGO. Luck won't be a permanent problem as I promise to be as far away from the computer as possible during the next match.
August 20, 2013 8:51 p.m.
NobodyPicksBulbasaur says... #11
Our deck may not be super consistent, but it is easily the most fun draft deck I have ever seen. I wouldn't change a thing about it even if we end up 1-6.
It's not about the destination, it's about the journey.
August 20, 2013 9:11 p.m.
Agree. And nobody is 3-0 yet, so this if FAR from over. Let's just hope for some more god-hands like game one.
August 20, 2013 10:18 p.m.
The cool thing is we can kill em from 20 to 0 in one fell swoop.
In the side board, phantasm is a possibility, runner's bane another.
What I think has been under-estimated is the effectiveness of removal, so we are almost too heavy on enablers.
I don't really see much other than coming up small package options on 'what to sideboard in' depending on the deck.
NobodyPicksBulbasaur says... #1
Well we got crapped on, but I sort of expected that when I saw deckbuilder's deckist. He's got to copies of Putrefy in there, so it would've been hard to punch through without a god hand.
The last matchup was a tough one, too. Getting through 2x Skylasher isn't a problem for most decks. We are not most decks.
Rally cap time. Let's sweep the rest of 'em.
August 19, 2013 9:59 p.m.