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Old 02-08-2005, 09:00 PM   #1
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Default Solidarity... Discussion or something to that effect

http://forums.mtgsalvation.com/showt...2&page=1&pp=15

is the link to the primer...

My question is about the fetchlands... When I am testing it out I basically go off turn 3 - 4 and maybe get 1 fetchland out... With cards like stifle becoming more popular I wonder if it is really worth it... After all a fetchland is just like an island when you are going off... Do you guys and girls think that the 1 maybe 2 cards that you get to thin out are worth it? Obviously if no one runs stifle then it probably is, but if its very common then I am unsure... has anyone done some testing with this?
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Old 02-08-2005, 09:11 PM   #2
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Yes and no, I have seen some builds that run 8 fetch lands that would be crippled byStifle yet I do not think. That they should not be run.

As for ‘’is the thinning worth it’’. The simple answer is yes, any card that you draw is important to Solidarity. Sometimes every card counts that means that upping you card quality from the fetch lands helps more than the chance that they could hinder the fetch land with Stifle. In addition a lot of people will save the Stifle to try and stop the Brainfreeze.

Off topic, you might want to rename the title to solidarity discussion or something to that effect

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Old 02-09-2005, 03:30 AM   #3
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Qwerty once again made the vital point, that if they stifle a sacland , it's one less stifle to worry about when freezing.
The sac lands are a necessary evil as they thin your deck of land that otherwise may clog your hand, but solidarity cannot afford to miss a land drop on any turn.

As for testing , yes it has been tested , some even argue for more fetch lands
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Old 02-09-2005, 06:20 AM   #4
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Quote:
Originally Posted by Belgareth
Qwerty once again made the vital point, that if they stifle a sacland , it's one less stifle to worry about when freezing.
The sac lands are a necessary evil as they thin your deck of land that otherwise may clog your hand, but solidarity cannot afford to miss a land drop on any turn.
While then there would be 1 less stifle to worry about it does slow you down... also I normally have another Brain Freeze in hand that I do not need to use but can if it gets stifled... Granted if 2 of them get stifled I would be up the creek with out a paddle...

I did some testing lastnight after I posted... I tested it with a blue deck with stifle in it and when I attempted to stifle the Brain Freeze it had a FoW to counter the stifle... Rarely did I have 2 Stifles in hand to do anything with... I also attempted to stifle fetch lands and while slowing the deck down a turn or 2 it was not detramental at all (I was using 6 Fetch lands). So while I do not think that the fetchlands are critical I do not think they are as vulnerable as I thought...

Anyway... What about a color splash, I have read on other forums that a color splash like white is awesome... But what benifit does it really give you that the mono blue does not?
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Old 02-09-2005, 07:14 AM   #5
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Quote:
Originally Posted by Reset
While then there would be 1 less stifle to worry about it does slow you down... also I normally have another Brain Freeze in hand that I do not need to use but can if it gets stifled... Granted if 2 of them get stifled I would be up the creek with out a paddle...

I did some testing lastnight after I posted... I tested it with a blue deck with stifle in it and when I attempted to stifle the Brain Freeze it had a FoW to counter the stifle... Rarely did I have 2 Stifles in hand to do anything with... I also attempted to stifle fetch lands and while slowing the deck down a turn or 2 it was not detramental at all (I was using 6 Fetch lands). So while I do not think that the fetchlands are critical I do not think they are as vulnerable as I thought...

Anyway... What about a colour splash, I have read on other forums that a colour splash like white is awesome... But what benefit does it really give you that the mono blue does not?
Colour splash seems like a very logical thing to do, but truthfully I only think one colour has the ability and needed cards to be splashed too, and that’s white and that’s just because it deals with 3 of solidarities problems on a instant basis (artifacts, creatures and enchantments). The biggest problem i can see is that the decks you want the Swords to plowshares against have a good chance of stripping your mana base because of Wasteland.

I would argue that it is worth it though, more and more i see less decks with wasteland in them. and it could defiantly help Solidarity against decks like ATS, Zoo, ScepterC and goblin sleigh.

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Ps
I didnt mean to change the name to exactly that but I suppose it fits
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Oi, Oi. Can you blatantly say looking straight in her face that you aint telling tales to her?
That you never get stressed when she questions events you'll be best to forget,
Can you actually blag when the lamb glances when you prang and your chatting?
That if you had the chance to go back to her pad for a passionate act you wouldn't have it? Oi, Why's that then?

Last edited by Qwerty : 02-09-2005 at 08:32 AM.
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Old 02-09-2005, 03:04 PM   #6
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Quote:
Originally Posted by Qwerty
Colour splash seems like a very logical thing to do, but truthfully I only think one colour has the ability and needed cards to be splashed too, and that’s white and that’s just because it deals with 3 of solidarities problems on a instant basis (artifacts, creatures and enchantments).
The issue with Artifacts, creatures and enchantment... Yes White has good answers to all of them but what can they get rid of that Chain of Vapor Cannot handle? For the most part I do not care if it gets destroyed or bounced into their hand... Since all of the spells are instants and as long as the card is not in play it wouldnt be much of an issue...
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Old 02-09-2005, 03:11 PM   #7
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Quote:
Originally Posted by Reset
The issue with Artifacts, creatures and enchantment... Yes White has good answers to all of them but what can they get rid of that Chain of Vapor Cannot handle? For the most part I do not care if it gets destroyed or bounced into their hand... Since all of the spells are instants and as long as the card is not in play it wouldnt be much of an issue...
Chain gets most of them, but it doesn’t get them on permanent basis, And how I wish I could Chain of vapour a Piledriver. Still if I had to run Solidarity it would be a mono U version.

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Oi, Oi. Can you blatantly say looking straight in her face that you aint telling tales to her?
That you never get stressed when she questions events you'll be best to forget,
Can you actually blag when the lamb glances when you prang and your chatting?
That if you had the chance to go back to her pad for a passionate act you wouldn't have it? Oi, Why's that then?

Last edited by Qwerty : 02-22-2005 at 07:13 PM.
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Old 02-22-2005, 06:39 PM   #8
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I want to build this deck. Really want to. Frantic Search would be perfect but it is banned. What about Rewind? If you need to counter and have used High Tide you can actually gain mana.
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Old 02-23-2005, 04:37 AM   #9
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I thought about rewind, but often if you get it and don't need to counter something it results in dead cards which this deck can't afford
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Old 02-23-2005, 04:19 PM   #10
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Rewind is TERRIBLE. The only "free" spells in your deck should be, MAYBE, a Snap in the Wishboard.
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Old 02-23-2005, 05:27 PM   #11
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I wouldn't even play that.
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Old 03-10-2005, 11:09 AM   #12
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here is a budget Solidarity deck that has been doing well for me against aggro. I dont have very many control matches, and only a few combo, so i keep counter in the board for now, plus it is budget, i made it for $45, and a little trading

//NAME: Solidarity
// engine
4 Reset
4 High Tide
4 Turnabout
// draw
4 Brainstorm
4 Meditate
4 Accumulated Knowledge
3 Read the Runes
3 Impulse
3 Mystical Tutor
// Kill
1 Flash of Insight
3 Words of Wisdom
4 Brain Freeze
// lands
19 Island
// Sideboard
SB: 4 Chain of Vapor
SB: 3 Extract
SB: 4 Daze
SB: 4 Foil

Off the wall card explanations:
Read the Runes: This is good late game, right before you go off, it lets you dig for what you need, and ditch it for the land in your hand

Extract: This is against ATS, it completely wrecks their deck, bring this and counters in, and when you extract first turn, you know what is in their hand, and how to stop it.

My build goes off reliably turn 5, but sometimes early, and on ****ty draws, later
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Old 03-10-2005, 01:53 PM   #13
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Read the Runes is really bad in this deck. Really bad. First of all, you can't force your opponent to draw with it, so it doesn't double as a win condition. Second of all, Solidarity is a deck that runs no permanents. What do you plan to sacrifice to Read the Runes? Lands are far too valuable to the deck, so it's basically Draw X, Discard X, which isn't very good. I know you want it to be a budget deck, but for a card like that it needs to be Stroke of Genius or nothing. Just shell out the extra 3 bucks for Strokes.

I also don't see how Extract "wrecks ATS". ATS is a very durable deck, and removing one card from it might make it slow down a little bit, but certainly not wreck it. It's also a Sorcery, and I don't think any Solidarity decks should ever run Sorceries in them. Playing spells at the end of your opponents turn is key.
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Old 04-06-2005, 07:59 PM   #14
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Quote:
Originally Posted by CynicalSquirrel
Solidarity decks should ever run Sorceries in them. Playing spells at the end of your opponents turn is key.
Point 1: Yes, Sorceries are cards you draw that are essentially LAND while going off. No, no sorceries, only instants, and LOTS of them

Point 2: The optimal time to go off would be during there draw step, that way you could, in theory, mid storm, turnabout theie lands, then allow the stack to empty, and swtich phases so they can't float mana into a stifle. Your Tides will still be active throughout the turn, and your spells still count. so it's nothign you have to worry about. It is the best time to start going off because of the Turnabout factor.


I would NEVER attempt to go off with Solidarity turn 3, unless there's lethal damage on the stack. Why? Why take the added chance of fizzling, when every card you draw and every land you lay exponentially heightens your resiliancy. Hell, against control especially, I'll wait til 8-10 to go off, because I have as many lands as I'll EVER need, and have a hand with multiple Reset functions, and probably 2 High Tides (casting one in response to the Force that's about to target the first).
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Old 07-06-2005, 02:00 PM   #15
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Default Solidarity possible addition

I've play tested with Solidarity and I've enjoyed the BAM! your gone feel of it. Counterspells can wreck you (ie. Landstill). Not resolving that one important Turnabout or Reset can set you back long enough. As far as the aggro decks you can speed out just as fast or faster.

I see Mikokoro, Center of the Sea being a decent addition to the deck. If you'll have enough mana from the High Tides and such tapping for 2 to make them draw that final card would help and disrupt counterspell problems.

Wadda' ya' think?

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