[Deck] Burn
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Macabre, you can exile is reanimation target in response to his attempt.
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Most dredge decks run [card]Nature's Claim[/card] in the sideboard.
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Here's what I'm thinking:
[deck]
Creatures:8
4 Goblin Guide
4 Grim Lavamancer
Spells:31
4 Chain Lightning
4 Lava Spike
4 Lightning Bolt
4 Price of Progress
4 Skullcrack
4 Rift Bolt
3 Sulfuric Vortex
4 Fireblast
Lands:21
4 Arid Mesa
2 Bloodstained Mire
11 Mountain
4 Scalding Tarn
Sideboard:15
2 Pyrostatic Pillar
3 Searing Blaze
2 Smash to Smithereens
3 Ensnaring Bridge
3 Mindbreak Trap
2 Surgical Extraction
[/deck]
[deck]
Creatures:8
4 Goblin Guide
4 Grim Lavamancer
Spells:31
4 Chain Lightning
4 Lava Spike
4 Lightning Bolt
4 Price of Progress
4 Skullcrack
4 Rift Bolt
3 Sulfuric Vortex
4 Fireblast
Lands:21
4 Arid Mesa
2 Bloodstained Mire
11 Mountain
4 Scalding Tarn
Sideboard:15
2 Pyrostatic Pillar
3 Searing Blaze
2 Smash to Smithereens
3 Ensnaring Bridge
3 Mindbreak Trap
2 Surgical Extraction
[/deck]
Last edited by Lightning_Dolt on Fri Mar 28, 2014 3:01 am, edited 1 time in total.
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That is a very reasonable 75.
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Still an acceptable loadout.
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After playing in the invitational and open that weekend. I don't think grim lavamancer is where you want to be. RUG delver is a pretty tough matchup, and getting blown out by stifle is crippling. 2 Sulfuric Vortex is pretty good. I like the hellspark elemental plan. SFD is good vs elves, which IMO is a terrible matchup.
yurp yurp
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Things we can take from this weekend's open:
1) Many more fair decks. This is good for us as we beat fair decks easier than unfair ones. Test those matchups extensively.
2) Dredge is on a slow upswing. Get your graveyard hate set up now so it doesn't surprise you.
3) Miracles is going to show up. We need to find a way around that.
As far as what we can take from the top8 deck, I think that some will like Hellspark Elemental. I will still stick with Keldon Marauders as it is more consistent for me. Grim Lavamancer is either amazing or horrible. I would still keep 2 in any deck with fetch lands, however. The pilot was much more aggressive with Pyrostatic Pillar than I would have been but it seems to have worked for him. Just make sure you have an exit strategy before you do so. I was not a fan of the Firedancer since it slows us down but it seems reasonable to test, especially for those who don't want to
run Searing Blaze/Searing Blood. I am intrigued by the YP but I am, again, not convinced it is fast enough. It works in Delver because they can play a slower game with their tempo plays and permission. The Guerrilla Tactics was amusing and I wonder if he managed to hit any of the many BUG players with it.
1) Many more fair decks. This is good for us as we beat fair decks easier than unfair ones. Test those matchups extensively.
2) Dredge is on a slow upswing. Get your graveyard hate set up now so it doesn't surprise you.
3) Miracles is going to show up. We need to find a way around that.
As far as what we can take from the top8 deck, I think that some will like Hellspark Elemental. I will still stick with Keldon Marauders as it is more consistent for me. Grim Lavamancer is either amazing or horrible. I would still keep 2 in any deck with fetch lands, however. The pilot was much more aggressive with Pyrostatic Pillar than I would have been but it seems to have worked for him. Just make sure you have an exit strategy before you do so. I was not a fan of the Firedancer since it slows us down but it seems reasonable to test, especially for those who don't want to
run Searing Blaze/Searing Blood. I am intrigued by the YP but I am, again, not convinced it is fast enough. It works in Delver because they can play a slower game with their tempo plays and permission. The Guerrilla Tactics was amusing and I wonder if he managed to hit any of the many BUG players with it.
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I think Skullcrack over Flame Rift is a mistake. What is your reasoning there? You have Sulfuric Vortex to take care of Jitte and Batterskull shenanigans and access to Smash postboard. Two mana for three damage just doesn't cut it in Legacy unless it's doing something proactive like killing creatures or artifacts (or can come back for another swing like Hellspark Elemental).
I also don't think four PoP maindeck is optimal because when it's bad, it's VERY bad. It barely has text vs SnT, Elves, High Tide, mirror, UR Delver, and Reanimator.
As for Hellspark Elemental, I kind of like it. Helps hedge against flooding and is good against fair decks but terrible to race with so it depends on what kind of meta you expect.
I also don't think four PoP maindeck is optimal because when it's bad, it's VERY bad. It barely has text vs SnT, Elves, High Tide, mirror, UR Delver, and Reanimator.
As for Hellspark Elemental, I kind of like it. Helps hedge against flooding and is good against fair decks but terrible to race with so it depends on what kind of meta you expect.
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I believe his reasoning was that it wasn't worth the damage it did to himself. I prefer Flame Rift myself but I can see where he is coming from if it is causing him to lose races. Stopping life loss is of marginally more use than denying regen (Incinerate) or shooting down an angel (Thunderbolt). As far as PoP goes, you are right that it is either amazing or horrible. I think that the upside is much better than the downside (even Elves and UR will play 2 nonbasics) and I cannot think of anything that I would rather have in that slot.
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If that's the case I'd run Hellspark Elemental before I ran Skullcrack.
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Stay away from Boros Charm. That would require running duals which opens you up to Wasteland. It also causes PoP to hurt you as well.
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[deck]
Creatures (8)
4 Goblin Guide
4 Grim Lavamancer
Lands (21)
9 Mountain
4 Arid Mesa
4 Scalding Tarn
4 Bloodstained Mire
Spells (30)
3 Sulfuric Vortex
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Chain Lightning
4 Searing Blaze
4 Lava Spike
4 Rift Bolt
Sideboard
3 Ashen Rider
2 Pyrostatic Pillar
2 Mindbreak Trap
3 Smash to Smithereens
2 Surgical Extraction
3 Ensnaring Bridge
[/deck]
Feedback?
Creatures (8)
4 Goblin Guide
4 Grim Lavamancer
Lands (21)
9 Mountain
4 Arid Mesa
4 Scalding Tarn
4 Bloodstained Mire
Spells (30)
3 Sulfuric Vortex
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Chain Lightning
4 Searing Blaze
4 Lava Spike
4 Rift Bolt
Sideboard
3 Ashen Rider
2 Pyrostatic Pillar
2 Mindbreak Trap
3 Smash to Smithereens
2 Surgical Extraction
3 Ensnaring Bridge
[/deck]
Feedback?
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It is hard to fault you for main decking Blaze if the trend toward fair, creature-based decks continues.
It is currently dead against:
Sneak and Show (Only usable as a finisher after they go off)
ANT/TES (Generally faster than us)
Reanimator (Again, only usable after they go off)
Miracles (A rough fight no matter what we do)
High Tide
Lands
They featured a few of those decks this weekend but they showed a lot more Delver.
It is currently dead against:
Sneak and Show (Only usable as a finisher after they go off)
ANT/TES (Generally faster than us)
Reanimator (Again, only usable after they go off)
Miracles (A rough fight no matter what we do)
High Tide
Lands
They featured a few of those decks this weekend but they showed a lot more Delver.
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I am down to 18 myself but you need more if you are running fetch/Lavamancer. 20 is probably correct, maybe 19.
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Chance of making your first three land drops.
18 land - 54.7%
19 land - 59.3%
20 land - 63.8%
21 land - 68.0%
22 land - 71.9%
23 land - 75.5%
Select your risk accordingly. I kept lowering my land count to correspond with the amount of flood I was getting.
18 land - 54.7%
19 land - 59.3%
20 land - 63.8%
21 land - 68.0%
22 land - 71.9%
23 land - 75.5%
Select your risk accordingly. I kept lowering my land count to correspond with the amount of flood I was getting.
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I spoke a lot with Psully before the invitational about the deck. He dislikes grim and searing blaze, essentially telling me to abandon that plan. They are cards that do nothing for your combo matchup, which is auto lose for you. I was 4-4 in legacy part of Invi playing against 6 combo decks and 2 fair decks. I then went 6-3 in the open playing a lot of fair decks and losing twice to RUG delver. Grim lavamancer maybe won me 1 match (against merfolk).
Blak said it best, Grim is either VERY good, or very bad. D&T and Merfolk are the only decks I think id want Grim for. The unearth from hellspark seems hella good. 3 vortex is good, but there a lot of matchups you dont want to play it, and when you get two in your hand its terrible.
Blak said it best, Grim is either VERY good, or very bad. D&T and Merfolk are the only decks I think id want Grim for. The unearth from hellspark seems hella good. 3 vortex is good, but there a lot of matchups you dont want to play it, and when you get two in your hand its terrible.
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What did youI spoke a lot with Psully before the invitational about the deck. He dislikes grim and searing blaze, essentially telling me to abandon that plan. They are cards that do nothing for your combo matchup, which is auto lose for you. I was 4-4 in legacy part of Invi playing against 6 combo decks and 2 fair decks. I then went 6-3 in the open playing a lot of fair decks and losing twice to RUG delver. Grim lavamancer maybe won me 1 match (against merfolk).
Blak said it best, Grim is either VERY good, or very bad. D&T and Merfolk are the only decks I think id want Grim for. The unearth from hellspark seems hella good. 3 vortex is good, but there a lot of matchups you dont want to play it, and when you get two in your hand its terrible.
play at the invi? What would you change?
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list from the open for reference:
[deck= Joey Lively: 6th Place at StarCityGames.com Legacy Open on 4/13/2014]
Creatures (11)
4 Goblin Guide
4 Hellspark Elemental
2 Young Pyromancer
1 Satyr Firedancer
Lands (19)
17 Mountain
2 Barbarian Ring
Spells (30)
2 Sulfuric Vortex
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Chain Lightning
4 Flame Rift
4 Lava Spike
4 Rift Bolt
Sideboard (15)
3 Ashen Rider
2 Pyrostatic Pillar
1 Guerrilla Tactics
2 Mindbreak Trap
1 Pyroblast
1 Red Elemental Blast
2 Smash to Smithereens
3 Surgical Extraction
[/deck]
[deck= Joey Lively: 6th Place at StarCityGames.com Legacy Open on 4/13/2014]
Creatures (11)
4 Goblin Guide
4 Hellspark Elemental
2 Young Pyromancer
1 Satyr Firedancer
Lands (19)
17 Mountain
2 Barbarian Ring
Spells (30)
2 Sulfuric Vortex
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Chain Lightning
4 Flame Rift
4 Lava Spike
4 Rift Bolt
Sideboard (15)
3 Ashen Rider
2 Pyrostatic Pillar
1 Guerrilla Tactics
2 Mindbreak Trap
1 Pyroblast
1 Red Elemental Blast
2 Smash to Smithereens
3 Surgical Extraction
[/deck]
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I think I went:
[deck]3 Grim Lavamancer
4 Goblin Guide
4 Lightning Bolt
4 Chain Lightning
4 Lava spike
4 Price of Progress
4 Flame Rift
3 Sulfuric Vortex
4 Fireblast
4 Rift Bolt
2 Searing Blaze
8 Mountains
12 Fetches
SB
3 Ensnaring Bridge
4 Pyroblast
3 Pyrostatic Pillar
3 Smash to Smithereens
2 Surgical Extraction[/deck]
and then for the open I went:
[deck]
3 Grim Lavamancer
4 Goblin Guide
4 Lightning Bolt
4 Chain Lightning
4 Lava spike
4 Price of Progress
4 Flame Rift
3 Sulfuric Vortex
4 Fireblast
4 Rift Bolt
1 Ensnaring Bridge
12 Mountains
8 Fetches
SB
3 Ashen Rider
2 Pyroblast
3 Smash to Smithereens
3 Pyrostratic Pillar
1 Farie Macabre
2 Surgical Extraction[/deck]
I cant remember exactly my numbers but it was something like that.
[deck]3 Grim Lavamancer
4 Goblin Guide
4 Lightning Bolt
4 Chain Lightning
4 Lava spike
4 Price of Progress
4 Flame Rift
3 Sulfuric Vortex
4 Fireblast
4 Rift Bolt
2 Searing Blaze
8 Mountains
12 Fetches
SB
3 Ensnaring Bridge
4 Pyroblast
3 Pyrostatic Pillar
3 Smash to Smithereens
2 Surgical Extraction[/deck]
and then for the open I went:
[deck]
3 Grim Lavamancer
4 Goblin Guide
4 Lightning Bolt
4 Chain Lightning
4 Lava spike
4 Price of Progress
4 Flame Rift
3 Sulfuric Vortex
4 Fireblast
4 Rift Bolt
1 Ensnaring Bridge
12 Mountains
8 Fetches
SB
3 Ashen Rider
2 Pyroblast
3 Smash to Smithereens
3 Pyrostratic Pillar
1 Farie Macabre
2 Surgical Extraction[/deck]
I cant remember exactly my numbers but it was something like that.
yurp yurp
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