I'm also attempting to cover matchups. I'm not touching on side board strategies though. It's more of a gloss over on strengths and possible weaknesses in the matchup.
Is that sufficient enough for matchups?
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------------------- Keep Abiding or Get Mangled ------------------
Intro – Why Play Parfait?
Nothing beats rock. Perhaps that is a phrase you have heard before. I know I have and not just on account of watching the Simpsons. But you know what, Bart was on to something even if Lisa did take advantage of him. Parfait is essentially mono white rock. While there are many a build option that can stem from what is the parfait engine the meat and potatoes of the deck is control. So why play parfait?
The simplest reason to play parfait is in the numbers. Why worry about a meta game when you can come in with a deck that will give you a 50% opportunity against any given deck. That is something not many decks can attest to.
A second reason to play the deck is inevitability. Traditionally parfait loves the long game. The longer the game goes the more advantage the deck generates and as a result the more likely a win will be inevitable.
The third reason may be slightly controversial, but white is one of the, if not the strongest colours in the game. I hear you blue players saying no to that already. To you card draw wins games. And I agree. The parfait engine gives white access to the only thing it doesn’t do, draw cards. That means the deck can now draw the best removal, permanents, etc, in the game that traditionally white is unable to do.
And for brevity let us stop at a fourth reason to tie that last two reasons together: the hate cards. As a white player we have access to enlightened tutor which allows us to find silver bullets that traditionally are either enchantments or artifacts. This translates into an ability to play main deck hate against the field further bolstering an ability to win. Because of our draw engine “bad cards” in the main are readily turned into good cards thus negating the only downside to running a specific hate card in the main.
And a final reason, or rather the golden rule:It is easier to win when your opponent is running a deck with numerous dead cards.
Ok, so now by this point we know we want to run this extremely powerful deck. We want our games to be 50/50 at worst. We like the idea that we can main deck hate, essentially meta game for a field in the main deck. We love that we can play some of the strongest spells in the format. The cherry on top is we get card draw in white. So what does this parfait deck look like? Keep in mind the metagame nature of the deck, but here is a list:
There are many ways to build parfait, aggro and control being the main ones, but I am focusing on control as it has the most inherit synergy with the parfait engine and how the deck generally wants to play the game. Remember how I mentioned that it is easier to win when your opponent has numerous dead cards in their deck? Now you will see that theory in action.
Land Tax/Scroll Rack
This is the heart of the parfait engine. Both enable for card quality in their own way. Together however they provide an obscene card advantage engine that would make a blue player drool. Tax also has the benefit of finding lands when needed. This becomes one of the strong points of the deck. While the engine is powerful, it doesn’t have to be the focus; The is game will determine that.
Wrath of God
A staple for years. Board cluttered full of guys trying to pick a fight? Direct them to the man upstairs and see what his complaint department has to say about the matter. Some times you just need to kill some guys and wrath does it quite efficiently. Not much more to be said about it.
Orim’s Chant
One of the reasons you can have 50/50 matchups all day. Well placed chants can stop combo in their tracks. Looks like your are trying for some big play, chant you. Sure hope for your sake it was an instant speed big play. Against control matchups it lets you force spells through. This allows you to stick important spells/permanents when you need to. To top off the trifecta it is an answer for swarm strategies and some scary emrakuls in that you can stave off an attack for a turn which often times can be enough.
Oblivion Ring
Swiss army knife in the main deck? Yes Please. It is a tutorable answer to many cards in the format and with the advent of show and tell decks, is a solid play against the unknown being able to hit emrakul, griselbrand, and omniscience to name a few. Bottom line, if there is a problem, O ring is a solution.
Path to Exile
One could call this a metagame choice, but in practice it is simply the best spot removal spell this deck can hope for. It tends to put opponents in awkward positions and takes advantage of many players choosing to play with greedy mana bases and limited or no basics.
Enlightened Tutor
Why yes we would love to find and play one card in our deck that simply wins the game for us. This card finds what you need. It also allows us to play a single copy of some cards that can single handedly negate entire strategies.
Solitary Confinement
Simply put, some decks can never deal with this card. Red decks are a prime example. With this in play you can only lose to non targeting loss of life or a card that says “win the game”. Simply put, things come up Milhouse.
Ghostly Prison
The horde getting you down? Stick them in lock up so only a few with parole can venture out. Creature decks then win by attacking tend to win because of the numbers game and the benefits attached to that. Taxing a player helps force them into the long game parfait wants to play. Taxing leads to more lands in play and as a result you can land tax/scroll rack more.
Zuran Orb
This one seems obvious. It lets us keep using land tax. It makes the game go longer because of the life gain. It’s an artifact we can tutor for. Auto include.
Ivory Tower
Zuran Orbs friend. Tower on the stack, resolve land tax, gain 6+ life… It is just hard for some aggressive strategies to compete with that kind of life swing and your investment is only 1 mana.
Humility
This is the great equalizer. If every creature in play is a 1/1 with no abilities it makes all those incremental life gains worth so much more. You attack me with a 1/1 Emrakul, I suppose I will choose to sacrifice a land to gain 2, negate this and the next attack, and allow myself to tax/rack again. Swarm strategies are also much less exciting when all creatures are 1/1’s and the bulk of the deck is geared towards creature hate.
Blood Moon
Prey on the meta. Negate as many cards as possible. Blood Moon fits right on in here. Your 3 colour opponent may suddenly have a hard time beating you when he only has access to red mana. This holds true even with 2 and 1 colour mana bases that decided they wanted to be greedy. Limit the cards your opponent can play and you limit their chance to win.
Trinisphere
Looks odd on the surface as it can hurt us. But we want to play it because it hurts the opponent more. To top it off, it also forces tempo decks and others to play lands so that we can keep taxing and generate more advantage. The plus for us is that we have some mana rocks that, if on this plan, can be played first keeping us in the drivers seat while keeping or engine on line.
Pithing Needle
Since the control version being discussed does not present a clock pithing needle gives an answer to planeswalkers. Along side o rings we now have a few ways to deal with a card type that is potentially the most detrimental to us.
Mox Diamond/ Mox Opal
Speaking of mana rocks… Mox Diamond seems the more obvious one. It plays very nicely with land tax after all. Mox Opal is the more interesting choice. The reasoning being that late game Mox Diamond is an awful top deck. Mox Opal is a way to try to mitigate some of the late game. It is mana in this deck without the card disadvantage. While the deck plays off of that disadvantage, late game those lands are better suited for use with Scroll Rack.
Rest in Peace/Helm of Obedience
Meat and potatoes time. This is the main win condition of the deck. RiP is strong enough on its own so why not turn a main deckable card into a win con. Helm of Obedience is also quite strong in this deck on its own. The best way I can even highlight that is by saying reanimator plays Iona naming white, and I have beat that play with helm being a potential mill win con or a creature win con.
Goblin Charbelcher
This is a familiar parfait win condition as the deck does tend to pull all of its land out of its deck. In the build presented it has added strength in that when you have that ten card library, it can still threaten leathal damage because of the plateaus. It also gives a colourless answer to cards like Iona that can otherwise present a problem.
Plains/Plateau
Mana so you can play the deck. Plateaus for Charbelcher and Blood Moon and potential sideboard cards. Everyone plays wasteland, well we don’t care. Blanking cards in decks just adds to our power.
Swords to Plowshares
This is the card usually chosen for removal. Here it has to be relegated to a maybe. Life generally doesn’t matter, especially when RIP/Helm is the main win condition. However we live in a field of Dark Confidants, Sylvan Library, Ad Nauseum, etc that use life as a resource. Why help out their game plan? Parfait isn’t putting a clock on so that added life gain can potentially be your downfall. I would say this is better suited to an aggressive build then the control build I have presented.
Elspeth, Knight-Errant
This is probably the better win condition to have main if not on the belcher plan. The main reason, diversity. Since the main plan is targeted and artifact/enchantment based, having a different route to win with is exceptionally strong. This also relates to the deck being very malleable and thus shapeable to a meta. With the red splash I prefer it in the sideboard so that potential board plans may only be geared towards the artifact/enchantment base of the deck.
Undiscovered Paradise
Fits the parfait plan well. It does open us up to non basic hate however. I think it’s strongest when splashing for three or more colours though. That allows for running a minimal amount of non basics and thus avoid non basic hate while still ensuring Land Tax activations. It does however go against Trinisphere type plans as we cannot develop our mana base if we are constantly playing undiscovered paradise.
Terminus
I feel this may actually come down to preference. Personally I don’t like that I have to constantly manipulate my library to get the miracle benefit of it. With a blue splash however comes the ability to actually draw it on an opponents turn and make more use of the miracle cost which is the strength of the card. Also if swarm decks are common place (read merfolk and goblins) in your area then not actually killing the creatures in question can become a liability.
Energy Field
Strictly not as powerful as Solitary Confinement. It does however have great synergy with our win condition, namely Rest in Peace. This is best run with a blue splash otherwise solitary should be the go to.
Daze
Only a maybe because it requires a blue splash. At the same time, it’s the main reason to run blue. Allows for some more control options, helps land tax trigger. Really quite a lot of benefit for the deck with little downside. Should probably be capped at 3 if played.
Tithe
Potentially Land Tax 5-8. This is strongest with splashes that require duals to be played. Otherwise Land Tax on its own with Mox Diamond is usually enough for colour fixing.
Chains of Mephistopheles
This is probably the best reason for black to be run, especially if there are a lot of blue based decks in your meta. Since the only card draw parfait actually has is the draw step this can easily help beat any deck that wants to draw cards. If on this plan just be sure to watch out for Dark Confidant and the like that don’t “draw” cards.
Armageddon
This card fits the parfait plan to a point. That said to play it in parfait requires it to be built around. The best fit for this would be an aggressive build where four mana is the late game and the reliance on the parfait engine is purly to refill ones hand.
Firestorm
Similar to Armageddon in a way. The aggressive build is going to have the most profitable use of this card. This becomes a finisher as you can take the creatures you are using for pressure to multiply the devastation of firestorm. The other option is as a sideboard card for control decks, although there are generally better options available for the sideboard.
Firespout
A strong option for swarm heavy and Delver of Secrets/Nimble Mongoose meta games. Between a splash colour and Mox Diamond it is easy to cast Firepout for full benefit. It can be an option over Wrath of God and the like, but is best utilized as a supplement.
Nahiri, the Harbinger
Has a lot of potential. 4 mana is outside of abrupt decay range and counterbalance for the most part. All options are good for us, especially on one card. The ultimate opens up our combo or maybe something else. Could use more exploration. May also be an auto include depending on build, easily a sideboard option. Supression Field
This is one of the more interesting cards. It has potential in the main deck and in the side board. While it makes some of our spells more expensive it easily helps beat opposing decks reliant on fetch lands and planeswalkers.
Blind Obedience
A solid effect especially against some decks. But notably also a win condition and helps with the long game that parfait is usually after. The problem comes with how many to run and where they are best put. This does seem suited for control matchups as a way for us to put on some pressure.
Ghost Quarter
If you truly want to play a wasteland effect I put this forward as the better solution. Worst case you have a fetchland for your own deck that also adds mana. To top it off also allows you to shuffle your deck. Otherwise it will do what wasteland does, deal with problem lands with the plus of keeping the main engine active.
Powder Keg
Not much really needs to be said about the keg. It is good at what it does and is tutorable. The only thing that may be a concern is where it fits into a given 75. I think this is best labeled a metagame card as a result. It is generally always good to have but it is also not necessary all the time. I can therefore only offer advice; Consider your meta and the role this card would take in your 75. Weigh that against cards you may already be playing. Decide and don’t look back.
Silence
Chant’s brother. This loses out to the versatility that Orim’s Chant brings. That said it is still a very strong card and one of the easiest ways white can beat combo. If more Chants are required this is the go to card. Relegated to side board in most cases unless in heavy combo metas where it is more beneficial to run it main.
Cataclysm
Potentially one of the strongest cards that can be played alongside the parfait engine. This card needs to be built around however and is going to perform best alongside blue with its cheap counterspells and cards like divert. It is also important to note that maximizing the effect of this card involves creatures to be played. Creatures of note, should this plan intrigue you, include Meddling Mage and Tethered Griffin.
Ethersworn Cannonist
This is easily the main consideration for creatures. Currently I feel it is best in the board as it goes against the strength of parfait, notably blanking as many spells as possible. It does however offer a clock that we normally don’t have and helps against storm. It is conveniently also an artifact so we can tutor for it. This may come down to a meta choice coupled with deck design. Worth consideration in any case.
Monastery Mentor
Most likely a sideboard option, but so potentially powerful it is easily worth exploring. The bulk of our deck is cheap efficient "prowess triggers." This can give us an extremely fast, non combo based win condition.
Noteworthy due to game use
Genju of the Fields
One of my first choices for a utility creature. Stackable life gain if needed. Cheap. And takes advantage of our main resource, basic lands. Good against heavy aggro for its ability to come down early, survive a lot of things, and create a life buffer to get us to mid game.
Batterskull
Essentially a recurring creature that can buff any existing dudes we have while being a threat on its own. Tutorable life gain/threat is a boon to us. Allows unstoppable multiple angles of attack while taking minimal space. It dodges most removal for a small cost. Better against control purely for the pressure it brings. The slot this fills can be fought over quite a bit so it is important to think about your expected meta
Baneslayer Angel
I like the option of a creature with life gain. Genju and batterskull are usually preferred due to their tutorability. With that said Baneslayer is an answer to just about every creature our there on its own while also being a fast clock. This is where meta game choices can make all the difference. If you don't need it, the tutorable options are better, but this should be the choice.
Lotus Vale
While there is some merit towards running this, in the end it is a bad idea. The plus being it keeps your land tax active while adding 3 mana is very much out weighed by the fact that it dies to wasteland. To top it off the land sacrificed cannot be tapped. Zuran orb can at least similarily do what vale does and with a benefit.
Seismic Assault
Simply put, this card is a trap. Triple red is quite a commitment for what ends up being a mediocre card at best.
Sensei’s Divining Top
Not to say this shouldn’t be played, but scroll rack is already in the deck. Both cards do different things, but one mana to look at three cards compared to one mana for a new hand hardly seems on the same level. Build/deck style can also affect this decision.
Abeyance
This should just be a no. It cannot compete with Orim’s Chant and Silence. The cantrip is enticing, but with what the card actually does is not worth it.
Strategy
The deck plays out in a straight forward manner. The usual game plan is to play a Land Tax and follow it up with a scroll rack. It is this card advantage engine that the deck is based on. It is also this engine that allows the deck to find answers or hate cards without having to resort to Enlightened Tutor. Naturally there is nothing wrong with using Enlightened Tutor to find missing pieces of the main engine, but the main focus of them is to help find silver bullets as needed.
The main win condition of the deck presented is the combination of Rest in Peace and Helm of Obedience. These two cards allow you to exile a players library for one mana (7 mana total including pieces and activation). Sometime this can be done fast against decks that are not packing disruption or destruction while against control matchups it is better to lead off with an Orim’s Chant before trying to win.
The second win condition presented is Goblin Charbelcher. This is because late game game after using Land Tax a lot it is possible to remove all the basic lands from the deck. It is also around this time that your library will be small. This is the reason for playing Plateau. First and foremost it is a plains, so if drawn it is still helpful for us. Late game however when we have that ten card library they allow for lethal activations with a minimal library.
Matchups
No Doubt you are curious about how this deck performs against the field. This is the section for you then. Keep in mind that nothing is truly concrete so the matchup analysis may be vague. The purpose is to illustrate strengths of our deck and weakness that we can potentially exploit. The flip side being that weaknesses in our deck can also be shown.
Abrupt Decay and disruption are going to be the main issues here. Land tax helps against Hymn to Tourach and Scroll Rack helps keep key cards hidden. The targeted discard will most likely let them see how many cards you have that they have to deal with. That’s where Abrupt Decay comes in as their answer to a lot of our permanents. Chant followed by Blood Moon on its own can often be enough to seal the game.
Zuran Orb, Ivory Tower, Trinisphere, Solitary Confinement. All of these are hell for a mono red player. After board they may have ways to deal with all the artifact sources of hate we have, but then we get to add in enchantment hate which they can never deal with. Warmth deals with there deck until we can Confinment lock them.
Sometimes this comes down to the nut draw. Orim’s Chant is going to be your friend here for the most part as the reanimation play is generally telegraphed. Otherwise a fast Rest in Peace is usually needed. Helm of Obedience is still good here without RiP as any creature you get off of it is going to be devastating. Charbelcher here also gives a potential way to deal with Iona. And yet again, any deck that wants to combo or otherwise be fast can get crippled by an early Trinisphere.
Nothing beats rock. But what happens when its rock vs rock? Such is the jund matchup. Luckily we are the bigger rock. We beat creature based strategies. It is that simple. We also possess the tools needed to attack all aspects of junds strategy. Chant’s can be the weakest cards here, but also help you land cards like Blood Moon that help to negate a lot of cards the jund player may attempt to play. Trinisphere here also isn’t bad as it does take away some of the advantage cascade generates and makes a lot of junds spells less cost effective.
This can be a race if you want to play it as such. You are quite free to try to combo as fast as possible here. Just be aware of how much mana your opponent can generate if going this route, but for the most part you should be able to combo before they can do much. Otherwise Blood Moon is our best answer especially when couped with Humility. Ghostly Prision and Trinisphere don’t do much in this match up. Chant however can do lots by stopping eldrazi from being cast or more importantly, stop eldrazi from attacking.
Since this deck is based on a cute interaction between cards, and creature based, we immediately have game. Main deck pithing needle on karakas or vial helps until we can drop a humility which shuts down the deck. It is the prevelance of decks like this that help make a case for suppression field.
As just a general sweeping statement to cover all flavours of elves, Humility and Trinisphere are probably the best cards we have, especially in conjuction with each other. Blood Moon is only important with regards to Gaea’s Cradle as it is the best option they have to help get past both cards. That said most other taxing effects are simply awful here as elves can generate mana quite readily. Other then that we already possess a lot of creature hate to keep them down. Abrupt Decay is going to be the most problematic card if they are into black. For the most part if you can limit elves to a card a turn at best you should be fine. This is also a good reason for Orim’s Chant. While Decay can deal with most forms of hate we will put out, Orim’s Chant ensures that even if the hate is dealt with they will still be out a turn.
I feel like this is an auto win barring an extremely fast pull from the affinity player while we also have nothing. Trinisphere on its own is strong here. Also is the fact that affinity is forced to play numerous bad cards to take advantage of affinity. Chant’s, Ghostly Prision, Blood Moon, and similar cards that prey on affinity’s weaknesses are all stars. This match up is further made better by affinity running out of gas very fast. Our top decks should therefore always be better. If you play to get past affinity’s first onslaught, your victory should be assured.
Again I will attempt to lump these together on account of similar card pools. Discard, counterspells, and planeswalkers are the issues. Solitary confinement is a catch all answer here with regards to discard and potentially planeswalker. Pithing Needle and Oblivion Ring also show there mettle here. That leaves counterspells. Thankfully some can be played around, but for those critical plays we have Orim’s Chant. Timely Reinforcements from the board is quite strong here as is Elspeth. It gives us more ways to win while still making a lot of our cards still extremely devastating. And no surprise here, but Blood Moon continues to shine against decks with horrendous mana bases.
This can come down to the die roll and as a result can be one of our worst matchups. We do have main board cards against storm in general in cards like Trinisphere, Orim’s Chant, and Solitary Confinement. These cards allow us to win game one. Chant is useful as it can stop combo immediately if not counterd. It can potentially also top combo if countered. Trinisphere makes chaining mana into spells much more difficult and most of the storm players cards much less efficient. Confinement shines yet again in this instance by preventing us from being targeted by both win conditions and discard. This matchup is one of the few that will be closer to 60/40 and that is on account of these decks being able to potentially win before we can play anything. Given that that it not always the case however this is far from an auto loss. And since decks like belcher have the option of attacking, that plan gets beaten with Ghostly Prison.
This can be one of the more interesting matchups because maverick does have main deck answers to us. That said, a lot of those answers are also creatures and that’s how we like it. Humility can deal with the bulk of maverick on its own. Otherwise as mentioned, we love facing creature decks since we can very easily deal with them. Otherwise nothing but answers against maverick.
Chants are the main player here. Trinisphere and Blood Moon also add to our disruption. Making the free spells no longer free by taxing most things they will play helps negate some if the advantages they can generate. Rest in Peace also helps remove threshold and stop graveyard respiration to generate storm. Beatable pre board for sure but sometimes these decks can turn one before we can do anything.
The shortest blurb for a primer. They have no clock, so combo win. Blood Moon helps to deal with any possible answers they have. They also deal with creatures so Goblin Charbelcher is the best secondary win condition and should win on the turn it is cast.
ok well I dont know what I'm doing wrong, but I have not wona a single game with parfat and its begninng to irritate me. I dont know how you guys can keep drawing stuff to keep the other guy down when i have trouble even drawing stuff.
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"You can't stop the signal, Mel." - Mr. Universe
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
mostly critter decks and one enchantress ive lost all 11 games i have played
EDIT: I just beat omnishow (best guess cause i never saw and omni) just shows and a pogenitus.
next game that took for ever was shard bug and only reason i won because i had really REALLY anti him cards in my opning hand which was able to stall enough to use all 4 orims chants and both silences
I can see enchantress being a problem... But critter decks should be auto wins for the most part. The deck is designed to beat creatures. I think a big part of playing the deck is being familiar with what the opponent is playing. It helps in decision making and how/when to play some cards. Do you know why you were losing?
I was grinding games against shardless Friday. I kept getting mangled by hymn before I hit my big plays. No side boarding was done either however. But it's a prime example of "stuff happens". There really is no other way to put it. Sometimes your opponent always has an answer for you and we are trying to put that on our opponent.
As for critter decks, this is the reason why I have Terminus over Wrath of God. Terminus is great if it's not on your opening seven because drawing it on the early game can set you up for mid-late game.
I will also point out that I prefer wrath especially on account of trinisphere in my main and sometimes you just need to "hard cast" the spell and on that front I don't like terminus. I also find terminus a soft answer sometimes.
Otherwise I agree with nameless. Path and oblivion ring help with stalling. So do zuran orb an ivory tower. Solitary also notably time walks or stalls for a while with the engine running.
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------------------- Keep Abiding or Get Mangled ------------------
Well my dislike of having a mountain in my sideboard is getting the best of me. I claimed a mono white deck for a reason. I feel a very combo heavy meta developing here right now so it also seems a good time for some changes. Suppression field will probably get some game time. I'm also back to looking at silence/leyline/cannonist as well. I also miss powder keg. So a lot of thinking going on and about 4 days to decide.
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Did some testing with Ancestral Knowledge. You're going to need that link there.
I will admit that I do not agree with quite a bit of what WeaponX is doing with the deck. I see it's power in another direction. My version looks a good bit different at the moment. I don't have time to post it now...sry. But that card has real potential for beefing up your hand in a hurry and it makes for a nice sorta tutor for a starting hand without Tax or Tutor. Even the shuffle at the end is pretty handy. The only problem is that you need a few of them (I have 3) because you don't want to tutor for it. So it takes the deck off in a direction. It's a bit complicated with Tax and Scroll Rack, but if you try it you will get the feel for it.
Friend of mine asked why we werent playing Fetchlands. I told him that it brings down the baisc count so well have less to Scroll away and he said three magical words "Fail to find" sounds good to me
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"You can't stop the signal, Mel." - Mr. Universe
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
Are you going for Combo eschewing control Finn? Or rather trying to ramp up speed? It's been a while since I've touched ancestral knowledge. Curious on your reasons for it. I feel like I keep bringing it up but there are many paths to go with the engine that all result in different builds.
@combo: my main reason for basics is to actually nullify wasteland primarily. But that is my second reasoning; to always be able to find land and be able to play it as needed.
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Thats the thing if I go T1 Plains Tax go then they play land cast something go I play my fetch to make them think that I will be fetching up a land later they then play thier turn with two lands and at the end of thier turn I fetch and fail to find putting me a land behind them so I can search up the basics with the Tax.
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"You can't stop the signal, Mel." - Mr. Universe
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
I think everyone is getting Land Tax wrong. Tax/Rack is a mid-late game helper. Trying to set it up that early in the game won't help you. In fact, it will set you back.
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Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
Yet another tournament win, or split if you look at it that way. Also great seeing newer players join getting past the stigmas of the format. Props to the guy playing cascade living end. So for a short report here we go:
Round 1 living end. Bad times for him with main deck rest in peace and that I realized what he was playing real fast. Blood moon stopped his hate. Trinisphere stopped his spells.
2-0/2-0
Round 2 infect stompy. This can go either way. Especially when game 3 happened and I was duressed with every possible hate card in hand but no third mana in sight.
1-2/3-2
Round 3 Joel and taxes. Not sure what happened game 1 but I got there. Game 2 a mother got in for lethal allowing me to path safely for the win.
2-0/5-2
Final vs infect, we split so eating can happen.
I feel more confidant every time I face a fast deck and know its winnable. The deck contines to prove itself. I did appreciate having the lone suppression field in the board. While it almost cost me a game, it dealt with many opposing cards at the same time.
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Is that sufficient enough for matchups?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
As for my match up concern, is that good enough?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Intro – Why Play Parfait?
Nothing beats rock. Perhaps that is a phrase you have heard before. I know I have and not just on account of watching the Simpsons. But you know what, Bart was on to something even if Lisa did take advantage of him. Parfait is essentially mono white rock. While there are many a build option that can stem from what is the parfait engine the meat and potatoes of the deck is control. So why play parfait?
The simplest reason to play parfait is in the numbers. Why worry about a meta game when you can come in with a deck that will give you a 50% opportunity against any given deck. That is something not many decks can attest to.
A second reason to play the deck is inevitability. Traditionally parfait loves the long game. The longer the game goes the more advantage the deck generates and as a result the more likely a win will be inevitable.
The third reason may be slightly controversial, but white is one of the, if not the strongest colours in the game. I hear you blue players saying no to that already. To you card draw wins games. And I agree. The parfait engine gives white access to the only thing it doesn’t do, draw cards. That means the deck can now draw the best removal, permanents, etc, in the game that traditionally white is unable to do.
And for brevity let us stop at a fourth reason to tie that last two reasons together: the hate cards. As a white player we have access to enlightened tutor which allows us to find silver bullets that traditionally are either enchantments or artifacts. This translates into an ability to play main deck hate against the field further bolstering an ability to win. Because of our draw engine “bad cards” in the main are readily turned into good cards thus negating the only downside to running a specific hate card in the main.
And a final reason, or rather the golden rule:It is easier to win when your opponent is running a deck with numerous dead cards.
Ok, so now by this point we know we want to run this extremely powerful deck. We want our games to be 50/50 at worst. We like the idea that we can main deck hate, essentially meta game for a field in the main deck. We love that we can play some of the strongest spells in the format. The cherry on top is we get card draw in white. So what does this parfait deck look like? Keep in mind the metagame nature of the deck, but here is a list:
There are many ways to build parfait, aggro and control being the main ones, but I am focusing on control as it has the most inherit synergy with the parfait engine and how the deck generally wants to play the game. Remember how I mentioned that it is easier to win when your opponent has numerous dead cards in their deck? Now you will see that theory in action.
3 Scroll Rack
3 Wrath Of God
4 Orim’s Chant
3 Oblivion Ring
4 Path to Exile
4 Enlightened Tutor
1 Solitary Confinement
1 Ghostly Prison
1 Zuran Orb
1 Humility
1 Blood Moon
1 Trinisphere
1 Ivory Tower
1 Pithing Needle
3 Mox Diamond
1 Mox Opal
2 Helm of Obedience
1 Goblin Charbelcher
2 Mountain
16 Plains
1 Pyroblast
1 Red Elemental Blast
2 Leyline of Sanctity
1 Elspeth, Knight-Errant
3 Timely Reinforcements
1 Baneslayer Angel
1 Aura of Silence
1 Rest in Peace
2 Ethersworn Cannonist
1 Nahiri, the Harbinger
1 Council's Judgement
Card Choices
Land Tax/Scroll Rack
This is the heart of the parfait engine. Both enable for card quality in their own way. Together however they provide an obscene card advantage engine that would make a blue player drool. Tax also has the benefit of finding lands when needed. This becomes one of the strong points of the deck. While the engine is powerful, it doesn’t have to be the focus; The is game will determine that.
Wrath of God
A staple for years. Board cluttered full of guys trying to pick a fight? Direct them to the man upstairs and see what his complaint department has to say about the matter. Some times you just need to kill some guys and wrath does it quite efficiently. Not much more to be said about it.
Orim’s Chant
One of the reasons you can have 50/50 matchups all day. Well placed chants can stop combo in their tracks. Looks like your are trying for some big play, chant you. Sure hope for your sake it was an instant speed big play. Against control matchups it lets you force spells through. This allows you to stick important spells/permanents when you need to. To top off the trifecta it is an answer for swarm strategies and some scary emrakuls in that you can stave off an attack for a turn which often times can be enough.
Oblivion Ring
Swiss army knife in the main deck? Yes Please. It is a tutorable answer to many cards in the format and with the advent of show and tell decks, is a solid play against the unknown being able to hit emrakul, griselbrand, and omniscience to name a few. Bottom line, if there is a problem, O ring is a solution.
Path to Exile
One could call this a metagame choice, but in practice it is simply the best spot removal spell this deck can hope for. It tends to put opponents in awkward positions and takes advantage of many players choosing to play with greedy mana bases and limited or no basics.
Enlightened Tutor
Why yes we would love to find and play one card in our deck that simply wins the game for us. This card finds what you need. It also allows us to play a single copy of some cards that can single handedly negate entire strategies.
Solitary Confinement
Simply put, some decks can never deal with this card. Red decks are a prime example. With this in play you can only lose to non targeting loss of life or a card that says “win the game”. Simply put, things come up Milhouse.
Ghostly Prison
The horde getting you down? Stick them in lock up so only a few with parole can venture out. Creature decks then win by attacking tend to win because of the numbers game and the benefits attached to that. Taxing a player helps force them into the long game parfait wants to play. Taxing leads to more lands in play and as a result you can land tax/scroll rack more.
Zuran Orb
This one seems obvious. It lets us keep using land tax. It makes the game go longer because of the life gain. It’s an artifact we can tutor for. Auto include.
Ivory Tower
Zuran Orbs friend. Tower on the stack, resolve land tax, gain 6+ life… It is just hard for some aggressive strategies to compete with that kind of life swing and your investment is only 1 mana.
Humility
This is the great equalizer. If every creature in play is a 1/1 with no abilities it makes all those incremental life gains worth so much more. You attack me with a 1/1 Emrakul, I suppose I will choose to sacrifice a land to gain 2, negate this and the next attack, and allow myself to tax/rack again. Swarm strategies are also much less exciting when all creatures are 1/1’s and the bulk of the deck is geared towards creature hate.
Blood Moon
Prey on the meta. Negate as many cards as possible. Blood Moon fits right on in here. Your 3 colour opponent may suddenly have a hard time beating you when he only has access to red mana. This holds true even with 2 and 1 colour mana bases that decided they wanted to be greedy. Limit the cards your opponent can play and you limit their chance to win.
Trinisphere
Looks odd on the surface as it can hurt us. But we want to play it because it hurts the opponent more. To top it off, it also forces tempo decks and others to play lands so that we can keep taxing and generate more advantage. The plus for us is that we have some mana rocks that, if on this plan, can be played first keeping us in the drivers seat while keeping or engine on line.
Pithing Needle
Since the control version being discussed does not present a clock pithing needle gives an answer to planeswalkers. Along side o rings we now have a few ways to deal with a card type that is potentially the most detrimental to us.
Mox Diamond/ Mox Opal
Speaking of mana rocks… Mox Diamond seems the more obvious one. It plays very nicely with land tax after all. Mox Opal is the more interesting choice. The reasoning being that late game Mox Diamond is an awful top deck. Mox Opal is a way to try to mitigate some of the late game. It is mana in this deck without the card disadvantage. While the deck plays off of that disadvantage, late game those lands are better suited for use with Scroll Rack.
Rest in Peace/Helm of Obedience
Meat and potatoes time. This is the main win condition of the deck. RiP is strong enough on its own so why not turn a main deckable card into a win con. Helm of Obedience is also quite strong in this deck on its own. The best way I can even highlight that is by saying reanimator plays Iona naming white, and I have beat that play with helm being a potential mill win con or a creature win con.
Goblin Charbelcher
This is a familiar parfait win condition as the deck does tend to pull all of its land out of its deck. In the build presented it has added strength in that when you have that ten card library, it can still threaten leathal damage because of the plateaus. It also gives a colourless answer to cards like Iona that can otherwise present a problem.
Plains/Plateau
Mana so you can play the deck. Plateaus for Charbelcher and Blood Moon and potential sideboard cards. Everyone plays wasteland, well we don’t care. Blanking cards in decks just adds to our power.
Swords to Plowshares
This is the card usually chosen for removal. Here it has to be relegated to a maybe. Life generally doesn’t matter, especially when RIP/Helm is the main win condition. However we live in a field of Dark Confidants, Sylvan Library, Ad Nauseum, etc that use life as a resource. Why help out their game plan? Parfait isn’t putting a clock on so that added life gain can potentially be your downfall. I would say this is better suited to an aggressive build then the control build I have presented.
Elspeth, Knight-Errant
This is probably the better win condition to have main if not on the belcher plan. The main reason, diversity. Since the main plan is targeted and artifact/enchantment based, having a different route to win with is exceptionally strong. This also relates to the deck being very malleable and thus shapeable to a meta. With the red splash I prefer it in the sideboard so that potential board plans may only be geared towards the artifact/enchantment base of the deck.
Undiscovered Paradise
Fits the parfait plan well. It does open us up to non basic hate however. I think it’s strongest when splashing for three or more colours though. That allows for running a minimal amount of non basics and thus avoid non basic hate while still ensuring Land Tax activations. It does however go against Trinisphere type plans as we cannot develop our mana base if we are constantly playing undiscovered paradise.
Terminus
I feel this may actually come down to preference. Personally I don’t like that I have to constantly manipulate my library to get the miracle benefit of it. With a blue splash however comes the ability to actually draw it on an opponents turn and make more use of the miracle cost which is the strength of the card. Also if swarm decks are common place (read merfolk and goblins) in your area then not actually killing the creatures in question can become a liability.
Energy Field
Strictly not as powerful as Solitary Confinement. It does however have great synergy with our win condition, namely Rest in Peace. This is best run with a blue splash otherwise solitary should be the go to.
Daze
Only a maybe because it requires a blue splash. At the same time, it’s the main reason to run blue. Allows for some more control options, helps land tax trigger. Really quite a lot of benefit for the deck with little downside. Should probably be capped at 3 if played.
Tithe
Potentially Land Tax 5-8. This is strongest with splashes that require duals to be played. Otherwise Land Tax on its own with Mox Diamond is usually enough for colour fixing.
Chains of Mephistopheles
This is probably the best reason for black to be run, especially if there are a lot of blue based decks in your meta. Since the only card draw parfait actually has is the draw step this can easily help beat any deck that wants to draw cards. If on this plan just be sure to watch out for Dark Confidant and the like that don’t “draw” cards.
Armageddon
This card fits the parfait plan to a point. That said to play it in parfait requires it to be built around. The best fit for this would be an aggressive build where four mana is the late game and the reliance on the parfait engine is purly to refill ones hand.
Firestorm
Similar to Armageddon in a way. The aggressive build is going to have the most profitable use of this card. This becomes a finisher as you can take the creatures you are using for pressure to multiply the devastation of firestorm. The other option is as a sideboard card for control decks, although there are generally better options available for the sideboard.
Firespout
A strong option for swarm heavy and Delver of Secrets/Nimble Mongoose meta games. Between a splash colour and Mox Diamond it is easy to cast Firepout for full benefit. It can be an option over Wrath of God and the like, but is best utilized as a supplement.
Nahiri, the Harbinger
Has a lot of potential. 4 mana is outside of abrupt decay range and counterbalance for the most part. All options are good for us, especially on one card. The ultimate opens up our combo or maybe something else. Could use more exploration. May also be an auto include depending on build, easily a sideboard option.
Supression Field
This is one of the more interesting cards. It has potential in the main deck and in the side board. While it makes some of our spells more expensive it easily helps beat opposing decks reliant on fetch lands and planeswalkers.
Blind Obedience
A solid effect especially against some decks. But notably also a win condition and helps with the long game that parfait is usually after. The problem comes with how many to run and where they are best put. This does seem suited for control matchups as a way for us to put on some pressure.
Ghost Quarter
If you truly want to play a wasteland effect I put this forward as the better solution. Worst case you have a fetchland for your own deck that also adds mana. To top it off also allows you to shuffle your deck. Otherwise it will do what wasteland does, deal with problem lands with the plus of keeping the main engine active.
Powder Keg
Not much really needs to be said about the keg. It is good at what it does and is tutorable. The only thing that may be a concern is where it fits into a given 75. I think this is best labeled a metagame card as a result. It is generally always good to have but it is also not necessary all the time. I can therefore only offer advice; Consider your meta and the role this card would take in your 75. Weigh that against cards you may already be playing. Decide and don’t look back.
Silence
Chant’s brother. This loses out to the versatility that Orim’s Chant brings. That said it is still a very strong card and one of the easiest ways white can beat combo. If more Chants are required this is the go to card. Relegated to side board in most cases unless in heavy combo metas where it is more beneficial to run it main.
Cataclysm
Potentially one of the strongest cards that can be played alongside the parfait engine. This card needs to be built around however and is going to perform best alongside blue with its cheap counterspells and cards like divert. It is also important to note that maximizing the effect of this card involves creatures to be played. Creatures of note, should this plan intrigue you, include Meddling Mage and Tethered Griffin.
Ethersworn Cannonist
This is easily the main consideration for creatures. Currently I feel it is best in the board as it goes against the strength of parfait, notably blanking as many spells as possible. It does however offer a clock that we normally don’t have and helps against storm. It is conveniently also an artifact so we can tutor for it. This may come down to a meta choice coupled with deck design. Worth consideration in any case.
Monastery Mentor
Most likely a sideboard option, but so potentially powerful it is easily worth exploring. The bulk of our deck is cheap efficient "prowess triggers." This can give us an extremely fast, non combo based win condition.
Noteworthy due to game use
Genju of the Fields
One of my first choices for a utility creature. Stackable life gain if needed. Cheap. And takes advantage of our main resource, basic lands. Good against heavy aggro for its ability to come down early, survive a lot of things, and create a life buffer to get us to mid game.
Batterskull
Essentially a recurring creature that can buff any existing dudes we have while being a threat on its own. Tutorable life gain/threat is a boon to us. Allows unstoppable multiple angles of attack while taking minimal space. It dodges most removal for a small cost. Better against control purely for the pressure it brings. The slot this fills can be fought over quite a bit so it is important to think about your expected meta
Baneslayer Angel
I like the option of a creature with life gain. Genju and batterskull are usually preferred due to their tutorability. With that said Baneslayer is an answer to just about every creature our there on its own while also being a fast clock. This is where meta game choices can make all the difference. If you don't need it, the tutorable options are better, but this should be the choice.
Lotus Vale
While there is some merit towards running this, in the end it is a bad idea. The plus being it keeps your land tax active while adding 3 mana is very much out weighed by the fact that it dies to wasteland. To top it off the land sacrificed cannot be tapped. Zuran orb can at least similarily do what vale does and with a benefit.
Seismic Assault
Simply put, this card is a trap. Triple red is quite a commitment for what ends up being a mediocre card at best.
Sensei’s Divining Top
Not to say this shouldn’t be played, but scroll rack is already in the deck. Both cards do different things, but one mana to look at three cards compared to one mana for a new hand hardly seems on the same level. Build/deck style can also affect this decision.
Abeyance
This should just be a no. It cannot compete with Orim’s Chant and Silence. The cantrip is enticing, but with what the card actually does is not worth it.
Strategy
The deck plays out in a straight forward manner. The usual game plan is to play a Land Tax and follow it up with a scroll rack. It is this card advantage engine that the deck is based on. It is also this engine that allows the deck to find answers or hate cards without having to resort to Enlightened Tutor. Naturally there is nothing wrong with using Enlightened Tutor to find missing pieces of the main engine, but the main focus of them is to help find silver bullets as needed.
The main win condition of the deck presented is the combination of Rest in Peace and Helm of Obedience. These two cards allow you to exile a players library for one mana (7 mana total including pieces and activation). Sometime this can be done fast against decks that are not packing disruption or destruction while against control matchups it is better to lead off with an Orim’s Chant before trying to win.
The second win condition presented is Goblin Charbelcher. This is because late game game after using Land Tax a lot it is possible to remove all the basic lands from the deck. It is also around this time that your library will be small. This is the reason for playing Plateau. First and foremost it is a plains, so if drawn it is still helpful for us. Late game however when we have that ten card library they allow for lethal activations with a minimal library.
Matchups
No Doubt you are curious about how this deck performs against the field. This is the section for you then. Keep in mind that nothing is truly concrete so the matchup analysis may be vague. The purpose is to illustrate strengths of our deck and weakness that we can potentially exploit. The flip side being that weaknesses in our deck can also be shown.
Abrupt Decay and disruption are going to be the main issues here. Land tax helps against Hymn to Tourach and Scroll Rack helps keep key cards hidden. The targeted discard will most likely let them see how many cards you have that they have to deal with. That’s where Abrupt Decay comes in as their answer to a lot of our permanents. Chant followed by Blood Moon on its own can often be enough to seal the game.
Zuran Orb, Ivory Tower, Trinisphere, Solitary Confinement. All of these are hell for a mono red player. After board they may have ways to deal with all the artifact sources of hate we have, but then we get to add in enchantment hate which they can never deal with. Warmth deals with there deck until we can Confinment lock them.
Sometimes this comes down to the nut draw. Orim’s Chant is going to be your friend here for the most part as the reanimation play is generally telegraphed. Otherwise a fast Rest in Peace is usually needed. Helm of Obedience is still good here without RiP as any creature you get off of it is going to be devastating. Charbelcher here also gives a potential way to deal with Iona. And yet again, any deck that wants to combo or otherwise be fast can get crippled by an early Trinisphere.
Nothing beats rock. But what happens when its rock vs rock? Such is the jund matchup. Luckily we are the bigger rock. We beat creature based strategies. It is that simple. We also possess the tools needed to attack all aspects of junds strategy. Chant’s can be the weakest cards here, but also help you land cards like Blood Moon that help to negate a lot of cards the jund player may attempt to play. Trinisphere here also isn’t bad as it does take away some of the advantage cascade generates and makes a lot of junds spells less cost effective.
This can be a race if you want to play it as such. You are quite free to try to combo as fast as possible here. Just be aware of how much mana your opponent can generate if going this route, but for the most part you should be able to combo before they can do much. Otherwise Blood Moon is our best answer especially when couped with Humility. Ghostly Prision and Trinisphere don’t do much in this match up. Chant however can do lots by stopping eldrazi from being cast or more importantly, stop eldrazi from attacking.
Since this deck is based on a cute interaction between cards, and creature based, we immediately have game. Main deck pithing needle on karakas or vial helps until we can drop a humility which shuts down the deck. It is the prevelance of decks like this that help make a case for suppression field.
As just a general sweeping statement to cover all flavours of elves, Humility and Trinisphere are probably the best cards we have, especially in conjuction with each other. Blood Moon is only important with regards to Gaea’s Cradle as it is the best option they have to help get past both cards. That said most other taxing effects are simply awful here as elves can generate mana quite readily. Other then that we already possess a lot of creature hate to keep them down. Abrupt Decay is going to be the most problematic card if they are into black. For the most part if you can limit elves to a card a turn at best you should be fine. This is also a good reason for Orim’s Chant. While Decay can deal with most forms of hate we will put out, Orim’s Chant ensures that even if the hate is dealt with they will still be out a turn.
I feel like this is an auto win barring an extremely fast pull from the affinity player while we also have nothing. Trinisphere on its own is strong here. Also is the fact that affinity is forced to play numerous bad cards to take advantage of affinity. Chant’s, Ghostly Prision, Blood Moon, and similar cards that prey on affinity’s weaknesses are all stars. This match up is further made better by affinity running out of gas very fast. Our top decks should therefore always be better. If you play to get past affinity’s first onslaught, your victory should be assured.
Again I will attempt to lump these together on account of similar card pools. Discard, counterspells, and planeswalkers are the issues. Solitary confinement is a catch all answer here with regards to discard and potentially planeswalker. Pithing Needle and Oblivion Ring also show there mettle here. That leaves counterspells. Thankfully some can be played around, but for those critical plays we have Orim’s Chant. Timely Reinforcements from the board is quite strong here as is Elspeth. It gives us more ways to win while still making a lot of our cards still extremely devastating. And no surprise here, but Blood Moon continues to shine against decks with horrendous mana bases.
This can come down to the die roll and as a result can be one of our worst matchups. We do have main board cards against storm in general in cards like Trinisphere, Orim’s Chant, and Solitary Confinement. These cards allow us to win game one. Chant is useful as it can stop combo immediately if not counterd. It can potentially also top combo if countered. Trinisphere makes chaining mana into spells much more difficult and most of the storm players cards much less efficient. Confinement shines yet again in this instance by preventing us from being targeted by both win conditions and discard. This matchup is one of the few that will be closer to 60/40 and that is on account of these decks being able to potentially win before we can play anything. Given that that it not always the case however this is far from an auto loss. And since decks like belcher have the option of attacking, that plan gets beaten with Ghostly Prison.
This can be one of the more interesting matchups because maverick does have main deck answers to us. That said, a lot of those answers are also creatures and that’s how we like it. Humility can deal with the bulk of maverick on its own. Otherwise as mentioned, we love facing creature decks since we can very easily deal with them. Otherwise nothing but answers against maverick.
Chants are the main player here. Trinisphere and Blood Moon also add to our disruption. Making the free spells no longer free by taxing most things they will play helps negate some if the advantages they can generate. Rest in Peace also helps remove threshold and stop graveyard respiration to generate storm. Beatable pre board for sure but sometimes these decks can turn one before we can do anything.
The shortest blurb for a primer. They have no clock, so combo win. Blood Moon helps to deal with any possible answers they have. They also deal with creatures so Goblin Charbelcher is the best secondary win condition and should win on the turn it is cast.
2 scroll rack
4 enlightened tutor
2 helm of obedience
2 rest in peace
2 oblivion ring
3 porphyry nodes
3 blind obedience
4 orim's chant
3 silence
2 isochron scepter
2 ghostly prison
1 zuran orb
1 bitterblossom
1 humility
4 mox diamond
1 mox opal
2 swamp
16 plains
3 vindicate
2 toxic deluge
1 batterskull
3 spirit of the labyrinth
2 thoughtseize
4 dark confidant
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Thanks WeaponX!
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
@combo what are you facing?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I'm working on a list right now that different from what I have. I might debut it on the tourney
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
EDIT: I just beat omnishow (best guess cause i never saw and omni) just shows and a pogenitus.
next game that took for ever was shard bug and only reason i won because i had really REALLY anti him cards in my opning hand which was able to stall enough to use all 4 orims chants and both silences
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
I was grinding games against shardless Friday. I kept getting mangled by hymn before I hit my big plays. No side boarding was done either however. But it's a prime example of "stuff happens". There really is no other way to put it. Sometimes your opponent always has an answer for you and we are trying to put that on our opponent.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
As for critter decks, this is the reason why I have Terminus over Wrath of God. Terminus is great if it's not on your opening seven because drawing it on the early game can set you up for mid-late game.
Path to Exile/Swords to Plowshares are also great in stalling.
Mid game shouldn't be about Wraths but rather setting up a board lock or the win con.
This will all going to be part of piloting the deck.
And Gaka, when did you become a mod? Congratulations!
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Otherwise I agree with nameless. Path and oblivion ring help with stalling. So do zuran orb an ivory tower. Solitary also notably time walks or stalls for a while with the engine running.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I will admit that I do not agree with quite a bit of what WeaponX is doing with the deck. I see it's power in another direction. My version looks a good bit different at the moment. I don't have time to post it now...sry. But that card has real potential for beefing up your hand in a hurry and it makes for a nice sorta tutor for a starting hand without Tax or Tutor. Even the shuffle at the end is pretty handy. The only problem is that you need a few of them (I have 3) because you don't want to tutor for it. So it takes the deck off in a direction. It's a bit complicated with Tax and Scroll Rack, but if you try it you will get the feel for it.
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
@combo: my main reason for basics is to actually nullify wasteland primarily. But that is my second reasoning; to always be able to find land and be able to play it as needed.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
I think everyone is getting Land Tax wrong. Tax/Rack is a mid-late game helper. Trying to set it up that early in the game won't help you. In fact, it will set you back.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
Round 1 living end. Bad times for him with main deck rest in peace and that I realized what he was playing real fast. Blood moon stopped his hate. Trinisphere stopped his spells.
2-0/2-0
Round 2 infect stompy. This can go either way. Especially when game 3 happened and I was duressed with every possible hate card in hand but no third mana in sight.
1-2/3-2
Round 3 Joel and taxes. Not sure what happened game 1 but I got there. Game 2 a mother got in for lethal allowing me to path safely for the win.
2-0/5-2
Final vs infect, we split so eating can happen.
I feel more confidant every time I face a fast deck and know its winnable. The deck contines to prove itself. I did appreciate having the lone suppression field in the board. While it almost cost me a game, it dealt with many opposing cards at the same time.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Seems legit.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I take it you are running meek stone then? I keep wanting to but it feels like a one match only card.
-----The Legacy Flowchart-----
Tiny Leaders Overlord