You... I see what you did there, and I like it.
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I can definitely see how it would be, it fixes a LOT of problems the deck traditionally encounters. I'm considering a few places, but the one I'm most seriously so is Baltimore.
If I honestly wanted an optimal option, I would follow suit and replace my Metamorph with Sultai Charm too. But I want to test it in what I've seen of the metas in some of the places I am considering moving to first, I think it might prove to be quite beneficial in one.At the same time though, I want to just jam Sultai Charm in there, and laugh maniacally. It seems like it might just be that perfect for the deck. Bravo to you for fitting it into the sideboard, they're quite tight in any form of Extraction!It has always played on the edge in some ways, I have to say that playing the landbase as such seems only logical, doubly so when it gives access to better graveyard utilization. It's both efficient, and reckless. My favorite combination, haha!And I know what you mean, there are a few that seemingly designed themselves after a point, often around a core set of ideals. Not so much playing strategy usually, but as an aspect of something.You're quite right.
That is quite honestly one of my favorite quotes of all time. It's not given often when one would quote Lovecraft, certainly the most used would be the splendid line from Herbert West—Reanimator I should think, though easily I find this one eclipses it on it's own idea; it focuses on the fears made possible by our knowledge, the lack thereof, and worse yet on the the twisted sheen we place on what memories we can keep.Onto the deck itself, Sultai Charm is an interesting, yet not altogether surprising choice. I wonder if it may be reasonable to try and play either two copies of Sultai Charm, or a split of it, and Golgari Charm for certain MUs... I can easily see the merit in using it over Phyrexian Metamorph right now. Metamorph has waned over time in this deck, much the same as Tarmogoyf. I like it because I get to be a dick to other people playing Batterskull(read: anybody playing White anymore).However, I feel I must note that you kind of miss out by not playing at least three Deathrites. It doesn't operate just on the same principles as a Grim Lavamancer that can use either graveyard, I've found the mana ramp to have added a nice little cushion of consistency, tying together the dissociated knowledge as it were :)Also, The Band... WOW. I thought it was too shocking to note that I had listened to Mungo Jerry working on my new version, so I pretended it was Machine Head. I wonder if the music choice has a subconscious affect on deck composition...But yeah, The Band is awesome.
It's a variant design of Pox, combining some of my favorite aspects of both it, and Glue Stax. It functions as an Enlightened Tutor toolbox, with Pox used as a method of applying pressure, and maintaining control of the pace of the game.And yes, it's really, really mean :D
It's caused a lot of hate already. I feel accomplished. An Affinity player got quite angry at me after learning I boarded in Null Rod, and Aura of Silence :D I was tempted to say they needed some R&R;http://i.imgur.com/E8MxNri.gif
I will admit wholeheartedly that the landbase is only something that works if you're comfortable with it, and I've always been a bit... Reckless with it in regards to design. With Deathrite, and Mox Diamond, it comes out pretty well with seventeen lands, and the only reason I couldn't push it down to sixteen was that this deck can thrive so well on unique lands.EXACTLY. I think that's why it wasn't integrated at first honestly, that and there wasn't the monstrous looming threat of random Marit Lages... LEGENDARY RULES CHAAAAAAAAAAAANGE! *shakes fist skyward*I'm actually, and this blows my mind, considering a 3:2 split between Wasteland, and Ghost Quarter now.Goyf is still a really strong contender, especially if one wishes to solidify the aggro aspect. But more MD grave utilization is so... Cthulhu fhtagn, it's just great right now. And then as you say, TNN is simply the superior choice right now. Given the layout of the deck, the increased mana cost is rather trivial.If you try them together, you WILL make somebody hate you. Do with that information as you will :PI think the reason it can't be said if one is better than the other is that they're both tailored too different playstyles, and for different metas. I think that the largest difference in our SBs come from my playing LftL, and your use of the Disk. It shows the most readily how different a situation we're shoring up against.I think that one would be a call I'd have to make before going in the building based on what I was expecting. And I would probably actually try going to one copy of Scrubland before removing a Wasteland due to how I prefer to play. I don't know though, as you said, it could quite easily be the tipping point.I am quite happy to hear that, it's been refreshing for me to play it, as Khans has left me rather jaded as well. I can't wait to see what you wind up doing, it's always been a treat :DI felt I spent long enough with what I had had, and who doesn't love Crona?
https://www.youtube.com/watch?v=yxFlX1BudYwIt was on, and I was trying to think of a name. There was no other option.
Thanks! And yeah... This thing is a bank account killer.
It depends on how well developed the meta is, it's no Storm, but it still has the potential for the turn 2-3 kills, so it's about their potential responses instead of your clock. Doubly so since you're running heavy ramp, with a playset each of Rituals, Petals, and Tombs.Just realized you meant the slow play rule for infinite loops. I found that my matches with it before the ruling were never going to time, so I don't actually know.
I always really loved the MesmericMonolith setup, but the Laboratory Maniac/Angel of Glory's Rise combo is really the better option for budget. You DR Angel of Glory's Rise, bringing back Azami, Laboratory Maniac, and Grand Abolisher, then tap Azami(the wording of her ability ignores summoning sickness) to win.Two Phantasmagorian's are really nice in these kind of deck too, because with them you can eliminate some redundancies like Dread Return, or your other combo pieces.For a pseudo-budgeted(price<$500USD) I would run something like;Artifacts4 Basalt Monolith4 Lotus Petal4 Mesmeric OrbCreatures1 Angel of Glory's Rise1 Azami, Lady of Scrolls1 Grand Abolisher1 Laboratory Maniac4 Narcomoeba2 PhantasmagorianSpells4 Brainstorm4 Enlightened Tutor4 Pact of Negation3 Cabal Therapy1 Dread Return3 Gitaxian Probe4 PonderLands4 Ancient Tomb2 City of Traitors4 Flooded Strand1 Godless Shrine1 Hallowed Fountain1 Island1 Plains1 Watery GraveSubtotal at TCGPlayer=$481.02 USD
Agreed, though I think I enjoyed testing the PyroGush the most. The sheer explosiveness it has at any given moment thanks to being primarily an instant speed deck is staggering. This one definitely takes the cake for cruel and unusual punishment though, you are right. I couldn't find somebody to test it with me for more than one round :DI set out to see if it might be reasonable for WotC to actually unban it, because I love Gush. I couldn't in good conscience do so though, it's simply too damnably good.
So I got bored, and decided to see what the worst I could manage in Legacy if Gush was unbanned. Since what really makes this deck isn't Gush, so much as it is the horribly good Vintage stuffs.I doodled up three lists in the same vein as the hyper efficient tempo lists I was toying with before Treasure Cruise got banned, and may have accidentally created abominations that make me even happier than I was that Gush isn't Legacy legal...
I prefer to think of it as not cheating.http://i.imgur.com/6fwB8L7.gif
That's a thing, and it's a very reliable style of S&T, but it's actually less resilient.
OmniTell is love, OmniTell is life.
For fun I will easily say that Manaless is better, but if one is trying to win then Dredge with Mana(specifically LED) is the better choice. So it's really a trade-off of fun, for power.
I think the only people who don't love some Reanimator are the people who don't play it. Thanks Jack, I think part of what makes it shine is that we always have the better tech, pretty much regardless of the MU. Now that is a hell of a compliment!Lim-Dul's Vault has been in my list since Mystical Tutor got banned, and I can't imagine myself playing the deck without it now to be honest. It was sorta popular tech for a while, but it died off in favor of Ponder for most, or Lotus Petal for others. I held onto it because, while slower than Ponder, it can help you recover from some truly nasty positions that you otherwise wouldn't be able to reliably do so from.And sure! :D
It might not be as important as it is in Legacy, but to be half of what makes Affinity so dangerous is that it's a hyper-aggressor that has a combo out. Having a magnet lime Tezz is great against the decks that can grind you down; they either deal with him, or if he sticks a turn it should be game.I've run Affinity as my tournament aggro choice in Modern since the format came out, and in Legacy it has been one of my quick picks since he came out. He's what makes it a viable tournament choice in a decently developed meta.Good grief I sound pretentious there. But it's the truth.
You really lose out by not playing Tezzeret, I hate to be saying that, but Agent of Bolas was /EXACTLY/ the bomb the deck needed.Love the minecraft joke though, makes me think that I can swing my sword...
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