Nope, didn't notice before you mentioned it.I think passage will tap the land you get a lotIf a third of your deck was lands, to get to four land you would have to draw 12 cards, which translates into 5 turns.I've also taken a look at traditional burn. It hasn't changed much since 2018, and has a pretty uniform design.
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There is lots of room within tier 1 decks, the majority of players are essentially copycats, and the regular pro players are fearfull of adapting anything that isn't a visual improvement, like exchanging a 2/2 into a 3/3 if they cost and do the same.A month is no time at all, since it takes 3 months for a new expansion to appear. I can manage to change the deck three times to deal with serious changes in the meta.I've played a hell of a lot of testdecks over the years and one aspect of decks that always needs a fix is their mana.Most decks are a lot more clunky in that department than in any other aspects of the decks.Then there's the "must individualise this new deck" where the second player changes a bunch of cards without thinking hard on why the cards were there to begin with. Then the next layer of player build upon version 2 without changing that. It has always mystified me...Archetypes would be the best starting point for me, and I know I can come up with pretty radical solutions in a jiffy.I always include as much hatred in a deck as possible, leaving the sideboard wide open, that alone would be unseen within the meta.Maybe I should give it a go with burn. It's a pretty stupid archetype and it would be fun.
Once I'm up and running with my stuff I can build a new deck from scratch and bring it to competitive level within a month, covering 90% of the meta.Imagine what I could do with a deck that wasn't build from scratch :)I'm working on an article covering how I design my individual paperstrips.It's called:How to "program" paperstrips
No problem.Since I'm building up my own database on how to beat other decks, it was a small art to look at what I used in the past. For example my darkblast file have 4 decks listed now that uses phantasmal image, elementals, humans, merfolk and spirits. Since I build an archive of decks to defeat (and how) if any of those rises enough on the top meta I simply look through the file and gets suggestions on how to beat them. I use a5 notebloks that I storage in photo collectors booklets, usually with the space for 100 photos (or papernotes) I store them alphabetically. I got one for decktypes and several for the cards I use in my decks. Each card can have several papers about it and over time I collect data on how to use the card in synergy with everything else in the deck, as well as fun tales and fond memories of great games.The human mind is such a fragile and deceitful thing, but paper, you can always trust paper to remember things accurately. More than once my brain have built upon a memory and I've been amazed at its tendency to link unrelated things. Paper gets me back in business, no brain bias gets in the way of things when I run my evolution projects.
Rakdos charm covers three functions that are likely.1 it can destroy an artifact.2 it can destroy someone who goes snoop/kikijiki.3 it can remove a graveyard.You got 3 ingot chewers and 3 tormods crypt. Cut one of each to add two charms.The chewers can be fetched by flamekin harbinger so you don't need 3 of them if you add the charm, you can dig for two and then have 2 rakdos charm. I'd still say relic above Crypt, so 2 relic of progenitus.Playing with two of each of these will allow you to test out all three of them.About unearth in the mainboard.There is a 2bg enchantment (bloodbond march) that says when you play a creature, all creatures in the graveyard of the same type enters the battlefield. Perhaps two of those cards and an extra land instead of the unearths?.I also think suffer the past might be a thing for you if you miss lifegain.
Exchange tormod's Crypt with relic of progenitus. They are like tormod's crypt with a draw. They can be used in two ways. I'll think about other cards.
It usually influences it, but the decktypes also influences each other in reliable patterns.You can usually read the meta once you know what cards are behind the fall of a type.I used to be better at this than I am now, because I had an archive of decklists to go through.I've been thinking of looking at the meta game analysis that modernnexus frequently has. By going through those old posts it would be easy to see what decks influences each other and then start figuring out why.
Ah, okay.I have the advantage of age when it comes to the meta game. All the classics returns sooner or later. Right now affinity is down due to moons and lacking opal mox, but it will rise again. Merfolk also keeps coming back and the same does moonprisons. One day I might try mapping it out. I had a pretty good go at it in the past, but deleted the article.
Also, an increase in moon decks is usually followed by an upsurge in merfolk (currently 3 percent) moondecks are classically ru, and goes ruw to fight merfolk, but with a gr ponza meta it will be interesting to see if it goes grw.Moondecks will fall when enough adapts thoroughly against them, they then lie dormant until dual-greed reaches a high enough levels for it to return.
It will be a removal target, but sure it does help if people don't go after it.But I would go after it as a miller.I got plenty of plans for my mill, but usually the deck adapts 1-2 moons. Or at minimum 1 in sideboard, since there are lots of new cards that might skew it.Ponza seems to be the key moon deck and it's frequent enough.It has enough removal to hurt your mana thoroughly, and is defensive enough to survive your 20 red elementalsI took a look at tc decks just to be sure.Recent 2nd place "red prison" makes my point for me.It's not ponza, but it does reflect adaptations to moonhatred.
And Creeping, groundbreaker, risen and skelemental.That's 20 cards locked down if you don't get basics against a moon.Anyways it seems like you don't read the whole message here.That you play the basics is good.That you play basic mountain is bad.
But you still have 2 basic forest and 2 basic swamp. Basics are usually used against bloodmoon.I wonder about the 2 basic mountain though, they could be red duals instead. If the moon does not hit they add to your colorplay, if it hits, then they will be just mountains anyways. You could have a black red and a green red dual like that.
It could be renamed into "swallow my forehead" which would be more accurate, and sort of much more daring as a title ;)
Who looks at tags ;)I didn't even see it was you, until I've commented and liked the deck.I would have been less detailed because you know the game :)
I've noticed that you use dates in front of some decks.If you use an alphabetical date you can make it fill 4 letters only.On some days you will have to use a foreign alphabet though.You use a letter for each day.So hhyy is 8 8 20 20.
It seems like a nice gameplan.I would say you need some draw to get your day of judgement faster. Thraben inspector is one possibility.Since you go b/w athreos you could go with the leyline gameplan. If you have 2 leyline of sanctity against burn and discard and 2 leyline of the void against graveyards you will be able to have an active athreos at turn 3 with some luck. (Be carefull that the Void isn't preventing any of your creatures from triggering. I haven't looked at the rules part of it)If you want to be tournament ready you should try out testing against affinity/hardened scales, infect, humans and merfolk.
New tag:TrollsRead, comment on another page.
I like the notes...
You might find stream of thought to be of interestI've listed 15 reasons to play it and only half of the reasons are mill based.First off, you use the first one drawn for selfmill to increase your odds of drawing the combo. Lategame you use them to save combo pieces. Then you start using them to get back other stream of thoughts.Since you will get infinite turns they will ensure you have an infinite library, while depleting your opponents.A stream of thought on an isochron scepter will speed up everything tremendously.Search for the tag:Wdm mill guideThen click on stream of thought to read all the reasons why I play it.
A pro will quickly evaluate how many creatures you have, and how many they have, and will attack relentlessly if they have the most.They will try to deal with your fog effects in creative ways.But, yeah since your deck is mostly creatures, your psychological trick will be real enough through a lot of games. I recommend that you sideboard to deal with evasive decks and combo. That means discard and removal.I would like to point out doomfall which fights both types of decks if supported with some backup.
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