The sideboard seems a little bit off... i feel like 4x oblivion ring should have been somewhere in the 75... as well as 4x kitchen finks. I guess i just do not see the value in the caverns or ingot chewers.
I would go main board: -1 ajani -3 bloodmon +4 oblivion ring
lol, Kevin, that you? I like the two jace mindscuptors, too bad I couldn't lend you 3 =(.
yes will it is... i'm thinking I'm going to go down to San Diego this weekend if I can figure things out to play in the PTQs... you want to split gas//lend me jace's again?
to explain the changes
–at oakland I always found myself wanting more planeswalkers... so... I added them
-I often founded myself wanting to use my sackland to search up the color mana that they each "couldn't" so I added a Stomping Ground
-generally I needed my borderposts to tap for Blue so I added in a Mistvein, I may cut the one of Firewild for another Mistvein
-thirst is really bad against the aggro decks in the format, Court Hussar allows me to dig for my answers while also giving me a blocker (which is rather huge against Burn or Zoo what have you). Post board it would allow me to take out Thirsts against aggro and Hussars against control. Don't underestimate the Hussar's ability to beat down... his 1/3 but blocks DC all day long... lol
I'm really conflicted on the SB
I only played against FAE once at Oakland and, frankly, I just need more ways to deal with their counterspells. Ricochet Trap seems good against both Teachings and Fae (unlike the fallout). I probably don't need 3 Kor Firewalkers.
Gemstone Caverns was super good to me
I like the main board... would maybe want a 3rd jace
Drathi, why the Oblivion Rings? Doesn't Bant Charm just do everything O-Ring can do but better? Or, am I missing something.
Also, I was running both Firewalker and CoP so that against red I could get one and the other – essentially locking them out of the game. Unfortunately for *me* I don't go online til turn 3 so lifegain is really needed. I dunno, maybe red is just a scoop match.
Running 3 in the board would let me hit the mana to hardcast him sometimes... which would help...
Blood Moon is a meta call, but I'll tell you, the card is insane against the decks in the field that Restore Balance is gunning for.
Why the Kitchen Finks in the board?
What are you suggesting I board them in against and over what?
Is there really room for me to bring in both finks *and* firespouts against zoo or other aggro decks? I know I can't take out the V-Cliques against zoo because 90% of zoo decks are on the Negate plan game 2.
kevin, i might be able to go. Will need to check my schedule first. Have you estimated the rough cost?
First of all, do you still think the goyf sideboard plan is viable?
Gemstone caverns need to be maindecked. Why not reduce your handsize so that the first restore balance hurt your opponent more. This card also gives you a better match against fae.
Also, the dodge-dredge plan needs to be revised in my opinion. You're not going to get lucky dodging it in both the GP and at the pro-tour.
Elspeth as a 1 of also seems decent. Its tougher to killl, turns on your gargadon quicker, and a better win con than vengeant.
First of all, do you still think the goyf sideboard plan is viable?
last night and today I've been testing a SB package against Fae and Teachings (or whatever non-combo control decks are out there) of
1x Goyf
1x Grunts
1x Vexing Shusher
1x Boom/Bust
you eventually cascade into all of them and each of the dorks has rather strong synergy with the rest of the deck.
I wish there was a 2cc creature that could straight up kill Teferi...
would it make me crazy to slide a Voidmage Prodigy into there...
Gemstone caverns need to be maindecked. Why not reduce your handsize so that the first restore balance hurt your opponent more. This card also gives you a better match against fae.
I'd have to cut some number of borderposts... so I dunno if the gain outweighs the loss.
Elspeth as a 1 of also seems decent. Its tougher to killl, turns on your gargadon quicker, and a better win con than vengeant.
I had tested Elspeth before over Ajani.
Honestly, I *think* Ajani is better for this deck because
1. He gains life
2. He's easier to cast - WW is really tough on this decks manabase.
3. He compliments blood moon
4. At worst I can drop him as a 4cc Lightning Helix that gains a little more life.
last night and today I've been testing a SB package against Fae and Teachings (or whatever non-combo control decks are out there) of
1x Goyf
1x Grunts
1x Vexing Shusher
1x Boom/Bust
you eventually cascade into all of them and each of the dorks has rather strong synergy with the rest of the deck.
I wish there was a 2cc creature that could straight up kill Teferi...
would it make me crazy to slide a Voidmage Prodigy into there...
Against Fae, you have the option of white knight. It dodges bitterblossom tokens/and all their removal, and with ardent plea on the field, kills every potential blocker they might have, saved mistbind clique.
You can also have 1 stoneforge mystic on the side + 1 sword of fire/ice or light and shadow. Sword of light/shadow proved to be nuts against fae during my testing. Not sure if fire/ice is as insane against teachings. Meddling mage might be better against teachings than vexing shusher. Its also better with voidmage prodigy.
The plan against dredge seems more complicated though, since you have to lay down pressure after you cascade into jailer. Their deck can still hard cast stinkweed imp and grave-trolls for the beat down. I dunno if vendillion cliques/gargadon/cloudskate/court hussars can get there.
Drathi, why the Oblivion Rings? Doesn't Bant Charm just do everything O-Ring can do but better? Or, am I missing something.
Also, I was running both Firewalker and CoP so that against red I could get one and the other – essentially locking them out of the game. Unfortunately for *me* I don't go online til turn 3 so lifegain is really needed. I dunno, maybe red is just a scoop match.
Running 3 in the board would let me hit the mana to hardcast him sometimes... which would help...
Blood Moon is a meta call, but I'll tell you, the card is insane against the decks in the field that Restore Balance is gunning for.
Why the Kitchen Finks in the board?
What are you suggesting I board them in against and over what?
Is there really room for me to bring in both finks *and* firespouts against zoo or other aggro decks? I know I can't take out the V-Cliques against zoo because 90% of zoo decks are on the Negate plan game 2.
yeah it does nearly the same thing. that is why i suggested its inclusion. seven-eight spot 'utility' removal spells that don't ruin cascade does not seem like over kill. Oblivion just seems much more diverse then blood moon. Though blood moon is certainly much better against certain deck... teachings, scapeshift etc. I'll take your word that the 4 bant charms are enough, though i will still test oblivion ring.
Like you said zoo post board can be problematic if they have the negate for your first cascade spell. This is why I like finks and firespout. They buy you time to get the clique out of their hand or get 2x cascade spells.
As far as a sideboard plan for zoo i would suggest something like -4 riftwing +4 kitchen finks -2 oblivion ring -1 thirst +3 firespout.
I have yet to really test the deck so all of my comments are strictly theoretical. I would love to a mini tournament report. to get a sense of what matchups need to be improved etc.
Damn! I just made a similar deck thinking I had come up with my own little concoction, though our decks play significantly different after we hit balance.
Seems like you have things you can do vs. dredge. Hussar give you the option of casting w/o W to make it take care of possible bridges in the GY. Another option is instant speed violent outburst after they swing with tokens. This, of course, is only if they don't go the iona route.
My question is your SB. Not what's in it, but your n's/out's vs. top decks? Gemstone Caverns are the most confusion to me. I have your GP 75 sleeved up, and plan on running this deck in Nashville Saturday. Please help me.
Seems like you have things you can do vs. dredge. Hussar give you the option of casting w/o W to make it take care of possible bridges in the GY. Another option is instant speed violent outburst after they swing with tokens. This, of course, is only if they don't go the iona route.
My question is your SB. Not what's in it, but your n's/out's vs. top decks? Gemstone Caverns are the most confusion to me. I have your GP 75 sleeved up, and plan on running this deck in Nashville Saturday. Please help me.
Thanks,
Kevin.
sorry for not getting back to you, did you wind up running it at Nashville?
the deck takes alot of practice to really get down
my mainboard has changed a bit since my last post
now I'm running 4x Jace and 1x Ajani main
generally speaking the Sb is pretty easy to figure out
against anything that Blood Moon is dead against you take it out
against aggro I take out Thirst for Knowledge because I generally don't have time to "find my threats"
after extensive testing my Dredge SB plan changed
now I board out all 3 restore balances and bring in 2 Crypts
i ALSO bring in 3x Firespout and 2x Volcanic Fallout
the post board strategy is to get a crypt, get a blood moon, and sweap the board...
also against dredge always bluff that you have Ravenous Trap in hand, like counter their graveyard or ask them something like "you just milled three card? can I see your graveyard?"
Hey, i've been looking at this for a while both on here and off. Looks like a fun deck, i've been toying around with the packages for a while. And i was wondering what decks gave you the most trouble in the gp. im currently in college but my cards are at my house. so i cant currently test it. Thanks.
- Sweatyman
besides that I lost to bad draws or misplays
at the GP I lost in the swiss to Zoo when I drew no sweapers over two games (after boarding in more sweapers)
I lost to WafoTapo (I sweat man, i was very intimidated)
-
I played it against at ptSD side events and lost twice to dredge (hence revamping my dredge board) and then on day two lost to drawing 8 straight lands and then to zoo drawing tripple negate out of the board...
it's magic, sometimes you loose
-
i would suggest testing the deck, it has some complicated plays
yea ill definitely test it out, one quick question on the board, do you find pulse of the fields more useful than a finks, when you can just sac the finks to the garg. pre balance?
my question is why is tezz not at least a one of I see you like jace just curious why he is not used as an alternate win condition. I like the idea was planning on running hypergenesis for ext but damn haters have pretty much stompped it out.
yea ill definitely test it out, one quick question on the board, do you find pulse of the fields more useful than a finks, when you can just sac the finks to the garg. pre balance?
Finks would be more useful against more matches but in terms of RDW and Brozek Pulse is 100% better.
my question is why is tezz not at least a one of I see you like jace just curious why he is not used as an alternate win condition. I like the idea was planning on running hypergenesis for ext but damn haters have pretty much stompped it out.
I'm not sure what I would cut for tez, the deck doesn't need more win conditions.
Ajani is my second planeswlker because, upon being cast, he immediately advances my board position.
Tez does not do this. He also costs 5 mana.
Tezz can also advance board position by dropping artifacts into play which give you mana production and also give you added sack outlets to gargadon. I am just saying instead of 3 jace maybe 2 and a tezz would be a decent option or you disagree and say not really worth it?
I tested tonight against dreadge 2-1, ext boros 6-2, thopter depths 2-1 winning all games. I am not sure the match up against zoo or bant but I am assuming that you make sure you have a cascade spell and you should be good I did mull quite often but in the end it didn't hurt as much as I had thought it might. sideboard cards I am really considering.
4x leyline of the void-or wheel of sun and moon-it can be cascaded into. Just a reminder both of these cards also work against thopter foundry sword of the meek combo.
4x valcanic fallout or 4x firespout-fallout kills thopter tokens without being able to be countered while firespout kills zoo.
3x demonic dreadge-because really cascade in some matchups really matters like all in red where they have creatures I would pull my blood moons.
1x restore balance- becasue some decks might have a way to swing things back there way and if so you could use this to your advantage.
1x COP red.
one more thing is there were many situations where a red/green shock was amazing. I highly suggest it as a one of. with both fetches able to pull it and it getting you into your cascade it's a must.
well because I believe this deck is pretty amazing I am going to post my results from the PTQ in LA this last weekend. I went 4-1-2 on the day.
match 1. 2-0 soldiers
I went off crushed him and dropped garge not much said here.
match 2. 1-1-1 thopter depths combo
This guy went on to win the entire tourny. it was a tough fought battle once he used thopter combo I was in a really bad spot and I couldn't recover. game 2 he gets his depths token and I proceed to combo leaving sitting there for a beating from garge. game 3 never started because we were at time I was kinda happy this is a bad match up for us much quicker than we can to off.
match 3. 2-1 R burn
he crushes me game one didn't stand a chance without board and I go to my sideboard unfortunitly I left in restore balances. game 2 put in my one cop. I hit the cop while at 3 life and stabalized. After stabalizing I had all day to decide how to win. but I had suspended a restore balance and it whipped what little land he had left garge came in a little later and did the clean up work. game 3 I reallize I don't need my restore balances to win the match up and pull them. I get screwed on hands and go to five. I mulled very strong this game in the end I never hit a basic land to drop the four borderpost I had in hand and he rolled over me like a train. I mulleganed 5 times in this one match.
match 4. 2-1 Fearies
I played another guy I new I don't really remember the game but blood moon pretty much did the trick in this game getting him off his mana.
match 5. 1-1-1 stupid stall foundry
I was very upset about this deck because all it really did was stall the entire game I made a hugh play mistake sacking my lands in the first game to garge and having him enter play while balance was on the stack. costed me the game my opponent came back a few turns later and thopter foundry came online. game to sun and moon. played it on him got ride of his combo. silence on isochron scepter was just annoying and attempted to counter my garge with it so I sacked an extra land to make it work. proceded to blow up his scepter with bant charms and than he attempted to play another while it was on the stack I used vendilion clique to remove the silence from his hand. He also played a third one in this game at some point where he played a dawn charm not to lose life. Just a really annoying deck I was really pissed at myself for my misplay in game one.
match 6. 2-1 dark depths combo
A guy from vegas which I had tested with and known if I played him I was screwed I pulled the nuts and just went to town game 1 3 he dropped the nuts game 2 and rolled me buy turn 3 with a rite of consumption on his lege token.
match 7. 2-1 kikki jikki combo
game one was a blow out I just wrecked him and he was happily amused by the deck. game two he combos with a kikki jikki which I pretty much gave him when I played a blood moon and garge can't get though the chump blocking tokens he continues to produce and slowly knocks me down buy 2 life a turn until I am dead. game three I side in richocet trap and get two in oppening hand. He plays an ancestral visions in suspend which makes me happy. unfortunitly he destroys my hopes of drawing cards by playing the tap your stuff fearie. I get jace on board and start to get everything I need to win jace ends up at 11 when he attempts to cryptic command and bounce it I have drawn into a third richocet trap I redirect the cryptic to bounce my riftwing cloudskate and I play it next turn bouncing his only blocker then I sac it to garge and swing killing him due to the damage he took earlyier in the game.
it was amazing I will play it again but will be changing up my board quite a bit and the mana production as well.
I really feel that the 4 vendilions is a must. you are correct about bloodmoon except that once you have one the rest are dead cards and adding a late dead card could be really bad if that was the case I would up your thirst for knowledge it would add the chance of drawing them more consistent. on the note of spirit guides while they add mana in early game in late they are at best a chump blocker to stall and not a very good one at that. Plus you would be removing cards that are pretty much bombs in the deck. On another not I don't believe you should ever be comboing on turn two. There are games I could understand it like when depths goes off and your screwed but that is slim and leaving stuff on the board for as long as possible is always the best thing with this deck.
I would personally rather put out a chump blocking clique on a dark depths and getting them to put out another land so I can devistate there mana base.
I have been looking at world qualler a lot lately and wonder how it would have done in the build I am highly considering it again for next year due to the fact you don't lose much and there will be cards you can se them against thopter depths.
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it made 64th at GP Oakland
1 Hallowed Fountain
1 Island
4 Misty Rainforest
4 Scalding Tarn
1 Snow-Covered Island
1 Snow-Covered Mountain
13 lands
4 Greater Gargadon
4 Riftwing Cloudskate
4 Vendilion Clique
12 creatures
4 Ardent Plea
3 Bant Charm
3 Blood Moon
4 Fieldmist Borderpost
3 Firewild Borderpost
2 Jace, the Mind Sculptor
3 Restore Balance
4 Thirst for Knowledge
4 Violent Outburst
4 Wildfield Borderpost
35 other spells
2 Boom // Bust
1 Circle of Protection: Red
3 Damping Matrix
2 Firespout
2 Gemstone Caverns
2 Ingot Chewer
1 Kor Firewalker
2 Volcanic Fallout
Trade Thread
The sideboard seems a little bit off... i feel like 4x oblivion ring should have been somewhere in the 75... as well as 4x kitchen finks. I guess i just do not see the value in the caverns or ingot chewers.
I would go main board: -1 ajani -3 bloodmon +4 oblivion ring
Sideboard:
-2 Caverns
-2 Ingot Chewer
+4 Kitchen Finks
-1 Boombust
+1 Firespout
-1 Kor Firewalker (just seems worse than CoP:Red)
+1 Volcanic Fallout
I like the main board... would maybe want a 3rd jace
yes will it is... i'm thinking I'm going to go down to San Diego this weekend if I can figure things out to play in the PTQs... you want to split gas//lend me jace's again?
the update I've been playing around with is
1x Island
1x Hallowed Fountain
1x Forest
4x Misty Rainforest
1x Snow-Covered Mountain
4x Scalding Tarn
1x Stomping Ground
4x Fieldmist Borderpost
1x Firewild Borderpost
1x Mistvein Borderpost
4x Wildfield Borderpost
4x Greater Gargadon
4x Vendilion Clique
3x Riftwing Cloudskate
2x Court Hussar
4x Violent Outburst
3x Restore Balance
3x Blood Moon
2x Ajani Vengeant
3x Jace, the mind Sculptor
2x Thirst for Knowledge
2x Bant Charm
3x Damping Matrix
2x Ricochet Trap
3x Kor Firewalker
3x Firespout
3x Gemstone Caverns
to explain the changes
–at oakland I always found myself wanting more planeswalkers... so... I added them
-I often founded myself wanting to use my sackland to search up the color mana that they each "couldn't" so I added a Stomping Ground
-generally I needed my borderposts to tap for Blue so I added in a Mistvein, I may cut the one of Firewild for another Mistvein
-thirst is really bad against the aggro decks in the format, Court Hussar allows me to dig for my answers while also giving me a blocker (which is rather huge against Burn or Zoo what have you). Post board it would allow me to take out Thirsts against aggro and Hussars against control. Don't underestimate the Hussar's ability to beat down... his 1/3 but blocks DC all day long... lol
I'm really conflicted on the SB
I only played against FAE once at Oakland and, frankly, I just need more ways to deal with their counterspells. Ricochet Trap seems good against both Teachings and Fae (unlike the fallout). I probably don't need 3 Kor Firewalkers.
Gemstone Caverns was super good to me
Drathi, why the Oblivion Rings? Doesn't Bant Charm just do everything O-Ring can do but better? Or, am I missing something.
Also, I was running both Firewalker and CoP so that against red I could get one and the other – essentially locking them out of the game. Unfortunately for *me* I don't go online til turn 3 so lifegain is really needed. I dunno, maybe red is just a scoop match.
Running 3 in the board would let me hit the mana to hardcast him sometimes... which would help...
Blood Moon is a meta call, but I'll tell you, the card is insane against the decks in the field that Restore Balance is gunning for.
Why the Kitchen Finks in the board?
What are you suggesting I board them in against and over what?
Is there really room for me to bring in both finks *and* firespouts against zoo or other aggro decks? I know I can't take out the V-Cliques against zoo because 90% of zoo decks are on the Negate plan game 2.
First of all, do you still think the goyf sideboard plan is viable?
Gemstone caverns need to be maindecked. Why not reduce your handsize so that the first restore balance hurt your opponent more. This card also gives you a better match against fae.
Also, the dodge-dredge plan needs to be revised in my opinion. You're not going to get lucky dodging it in both the GP and at the pro-tour.
Elspeth as a 1 of also seems decent. Its tougher to killl, turns on your gargadon quicker, and a better win con than vengeant.
Trade Thread
last night and today I've been testing a SB package against Fae and Teachings (or whatever non-combo control decks are out there) of
1x Goyf
1x Grunts
1x Vexing Shusher
1x Boom/Bust
you eventually cascade into all of them and each of the dorks has rather strong synergy with the rest of the deck.
I wish there was a 2cc creature that could straight up kill Teferi...
would it make me crazy to slide a Voidmage Prodigy into there...
I'd have to cut some number of borderposts... so I dunno if the gain outweighs the loss.
I agree, i'm going to try out your suggestion for that.
I had tested Elspeth before over Ajani.
Honestly, I *think* Ajani is better for this deck because
1. He gains life
2. He's easier to cast - WW is really tough on this decks manabase.
3. He compliments blood moon
4. At worst I can drop him as a 4cc Lightning Helix that gains a little more life.
Against Fae, you have the option of white knight. It dodges bitterblossom tokens/and all their removal, and with ardent plea on the field, kills every potential blocker they might have, saved mistbind clique.
You can also have 1 stoneforge mystic on the side + 1 sword of fire/ice or light and shadow. Sword of light/shadow proved to be nuts against fae during my testing. Not sure if fire/ice is as insane against teachings. Meddling mage might be better against teachings than vexing shusher. Its also better with voidmage prodigy.
The plan against dredge seems more complicated though, since you have to lay down pressure after you cascade into jailer. Their deck can still hard cast stinkweed imp and grave-trolls for the beat down. I dunno if vendillion cliques/gargadon/cloudskate/court hussars can get there.
Trade Thread
yeah it does nearly the same thing. that is why i suggested its inclusion. seven-eight spot 'utility' removal spells that don't ruin cascade does not seem like over kill. Oblivion just seems much more diverse then blood moon. Though blood moon is certainly much better against certain deck... teachings, scapeshift etc. I'll take your word that the 4 bant charms are enough, though i will still test oblivion ring.
Like you said zoo post board can be problematic if they have the negate for your first cascade spell. This is why I like finks and firespout. They buy you time to get the clique out of their hand or get 2x cascade spells.
As far as a sideboard plan for zoo i would suggest something like -4 riftwing +4 kitchen finks -2 oblivion ring -1 thirst +3 firespout.
I have yet to really test the deck so all of my comments are strictly theoretical. I would love to a mini tournament report. to get a sense of what matchups need to be improved etc.
My question is your SB. Not what's in it, but your n's/out's vs. top decks? Gemstone Caverns are the most confusion to me. I have your GP 75 sleeved up, and plan on running this deck in Nashville Saturday. Please help me.
Thanks,
Kevin.
sorry for not getting back to you, did you wind up running it at Nashville?
the deck takes alot of practice to really get down
my mainboard has changed a bit since my last post
now I'm running 4x Jace and 1x Ajani main
my SB has now changed
2x Volcanic Fallout
2x Tormod's Crypt
1x Circle of Protection Red
3x Pulse of the Fields
3x Damping Matrix
1x Boom//Bust
generally speaking the Sb is pretty easy to figure out
against anything that Blood Moon is dead against you take it out
against aggro I take out Thirst for Knowledge because I generally don't have time to "find my threats"
after extensive testing my Dredge SB plan changed
now I board out all 3 restore balances and bring in 2 Crypts
i ALSO bring in 3x Firespout and 2x Volcanic Fallout
the post board strategy is to get a crypt, get a blood moon, and sweap the board...
also against dredge always bluff that you have Ravenous Trap in hand, like counter their graveyard or ask them something like "you just milled three card? can I see your graveyard?"
- Sweatyman
Sig and Avvy by Heroes of the Plane Studios
Ninjas
Fish
Dredge
EDH
Sharuum
1. Ancient Grudge
2. turn 1 Goblin Guide
besides that I lost to bad draws or misplays
at the GP I lost in the swiss to Zoo when I drew no sweapers over two games (after boarding in more sweapers)
I lost to WafoTapo (I sweat man, i was very intimidated)
-
I played it against at ptSD side events and lost twice to dredge (hence revamping my dredge board) and then on day two lost to drawing 8 straight lands and then to zoo drawing tripple negate out of the board...
it's magic, sometimes you loose
-
i would suggest testing the deck, it has some complicated plays
Sig and Avvy by Heroes of the Plane Studios
Ninjas
Fish
Dredge
EDH
Sharuum
Finks would be more useful against more matches but in terms of RDW and Brozek Pulse is 100% better.
I'm not sure what I would cut for tez, the deck doesn't need more win conditions.
Ajani is my second planeswlker because, upon being cast, he immediately advances my board position.
Tez does not do this. He also costs 5 mana.
4x leyline of the void-or wheel of sun and moon-it can be cascaded into. Just a reminder both of these cards also work against thopter foundry sword of the meek combo.
4x valcanic fallout or 4x firespout-fallout kills thopter tokens without being able to be countered while firespout kills zoo.
3x demonic dreadge-because really cascade in some matchups really matters like all in red where they have creatures I would pull my blood moons.
1x restore balance- becasue some decks might have a way to swing things back there way and if so you could use this to your advantage.
1x COP red.
one more thing is there were many situations where a red/green shock was amazing. I highly suggest it as a one of. with both fetches able to pull it and it getting you into your cascade it's a must.
match 1. 2-0 soldiers
I went off crushed him and dropped garge not much said here.
match 2. 1-1-1 thopter depths combo
This guy went on to win the entire tourny. it was a tough fought battle once he used thopter combo I was in a really bad spot and I couldn't recover. game 2 he gets his depths token and I proceed to combo leaving sitting there for a beating from garge. game 3 never started because we were at time I was kinda happy this is a bad match up for us much quicker than we can to off.
match 3. 2-1 R burn
he crushes me game one didn't stand a chance without board and I go to my sideboard unfortunitly I left in restore balances. game 2 put in my one cop. I hit the cop while at 3 life and stabalized. After stabalizing I had all day to decide how to win. but I had suspended a restore balance and it whipped what little land he had left garge came in a little later and did the clean up work. game 3 I reallize I don't need my restore balances to win the match up and pull them. I get screwed on hands and go to five. I mulled very strong this game in the end I never hit a basic land to drop the four borderpost I had in hand and he rolled over me like a train. I mulleganed 5 times in this one match.
match 4. 2-1 Fearies
I played another guy I new I don't really remember the game but blood moon pretty much did the trick in this game getting him off his mana.
match 5. 1-1-1 stupid stall foundry
I was very upset about this deck because all it really did was stall the entire game I made a hugh play mistake sacking my lands in the first game to garge and having him enter play while balance was on the stack. costed me the game my opponent came back a few turns later and thopter foundry came online. game to sun and moon. played it on him got ride of his combo. silence on isochron scepter was just annoying and attempted to counter my garge with it so I sacked an extra land to make it work. proceded to blow up his scepter with bant charms and than he attempted to play another while it was on the stack I used vendilion clique to remove the silence from his hand. He also played a third one in this game at some point where he played a dawn charm not to lose life. Just a really annoying deck I was really pissed at myself for my misplay in game one.
match 6. 2-1 dark depths combo
A guy from vegas which I had tested with and known if I played him I was screwed I pulled the nuts and just went to town game 1 3 he dropped the nuts game 2 and rolled me buy turn 3 with a rite of consumption on his lege token.
match 7. 2-1 kikki jikki combo
game one was a blow out I just wrecked him and he was happily amused by the deck. game two he combos with a kikki jikki which I pretty much gave him when I played a blood moon and garge can't get though the chump blocking tokens he continues to produce and slowly knocks me down buy 2 life a turn until I am dead. game three I side in richocet trap and get two in oppening hand. He plays an ancestral visions in suspend which makes me happy. unfortunitly he destroys my hopes of drawing cards by playing the tap your stuff fearie. I get jace on board and start to get everything I need to win jace ends up at 11 when he attempts to cryptic command and bounce it I have drawn into a third richocet trap I redirect the cryptic to bounce my riftwing cloudskate and I play it next turn bouncing his only blocker then I sac it to garge and swing killing him due to the damage he took earlyier in the game.
it was amazing I will play it again but will be changing up my board quite a bit and the mana production as well.
1x ajani vengeant
4x greater gargadon
4x vendilion clique
4x riftwing cloudskate
3x bant charm - this card was amazing
3x blood moon
3x thirst for knowledge
4x violent outburst
4x ardent plea
3x restore balance
4x misty rainforest
1x steam vents
1x hallowed fountain
2x island
1x forest
1x mountain
3x ricochet trap -amazing board
1x bant charm
2x crime/punishment
1x circle of protection: red
2x wheel of sun and moon
3x volcanic fallout
3x firespout
board changes I would make