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PostPosted: Sat Sep 20, 2014 10:19 am 
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I thought your pool was miserable at first, because I kept trying to force 3 colors. Did Howl work out for you? Triple Jeskai Charm to the face?

I probably would have maindecked injury and bellstrike. Oh, 16 lands / 2 Banners, that's an interesting way to do it.
I don't see how howl gets cast at < 6 mana so I don't think I would have played it.

I tried to cut black or blue from your deck, but I think you were correct.

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PostPosted: Sat Sep 20, 2014 10:53 am 
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I would have preferred to use all lands instead of 16 + 2 banners, but I wanted the color fixing. Being able to sacrifice the banners turned out to be useful though.

Don't think I drew Howl once during the tournament /: I don't mind that it's a six drop though, since at the point where you need one you have that much mana.

I think you're right about bell and injury.


I wonder if a control deck could be made with this pool instead? Maybe something using goblinslide as a win condition?


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PostPosted: Sat Sep 20, 2014 11:38 am 
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I feel like Banners are too expensive to replace lands. how often did you stall out on two lands with a Banner in hand?

:duel:

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PostPosted: Sat Sep 20, 2014 11:48 am 
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Never. One game I got lucky and topdecked my third land when I had two banners in hand though.

16 lands in limited is the same as 24 in constructed. It's a pretty standard choice when the average mana cost of a nonland card in your deck is 3.


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PostPosted: Sat Sep 20, 2014 1:56 pm 
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Flopfoot wrote:
Never. One game I got lucky and topdecked my third land when I had two banners in hand though.

16 lands in limited is the same as 24 in constructed. It's a pretty standard choice when the average mana cost of a nonland card in your deck is 3.


The overall power level of your cards is much lower, though, so missing drops is harder to recover from. I wouldn't play 16 and two banners but that's just me.

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PostPosted: Sat Sep 20, 2014 4:04 pm 
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I think it's more of a mulligan issue than anything else. But double banner is generally odd anyway... It's probably better to replace a land with the 2nd banner than a spell. But I still might run 17 land. Actually howl seems really narrow, you need 6 mana ( no less) and a jeskai charm or whatever.
I might run it in a slower deck with hordeling outburst or something.

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PostPosted: Sat Sep 20, 2014 4:13 pm 
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I did the prerelease thing and also went 2-2 with Jeskai.

My deck was bad but I destroyed two Temur decks and lost in the mirror and against a nice 4C deck with amazing mana fixing (I remember him being on 27 because of refuges)


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PostPosted: Sat Sep 20, 2014 4:49 pm 
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PostPosted: Sun Sep 21, 2014 1:19 am 
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My pre-release. Well, cracking Trap Essence as your promo rare is a bit of a downer.
My red was pretty miserable as well, so after switching my clan last weekend from Sultai to Temur, I ended up going Sultai splash Red anyway. I had pretty decent fixing and removal and just went "Fat Fatty has his Morphing Fatties", which worked about as well as I expected... and went 1-1-2.

In fact, my 1 loss I could have easily drawn. I won game 1 easily, game two started to bog down and I was pretty far behind (although would have died a slow death) - but I conceeded trying to win game 2 with 11 minutes left. I ended up losing in extra turns (not a particularly close game). Cracked a fetch so can't complain too much.

The Lich Lord was pretty meh, especially in a deck which basically operates at 6 mana and is fine with 7.
The Abomination's looting ability was also pretty awkward once it's online you are pretty much out of cards. It does sort of work as pseudo-fixing when you are running 4 colors.

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I didn't really need the red splash but with 3 Rx lands it was essentially free. I threw in the single mountain at the last second because of the Embodiment of Spring

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PostPosted: Sun Sep 21, 2014 1:24 am 
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oh, outlast was surprisingly bad. It's just rare that you can tap a blocker, you kind of have to be ahead on board.

The cards that were kind of surprisingly good were Waterwhirl and crippling chill I mean they are obviously pretty good effects but for the cost.

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PostPosted: Sun Sep 21, 2014 1:25 am 
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That seems like a good deck to me. You probably just had some bad matchups.


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PostPosted: Sun Sep 21, 2014 3:41 am 
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Why the six swamps? hitting G and U early seems more important for the deck, I guess it's to make rites live more frequently, but 4 five mana removal spells are a lot.

Why did you only run one of the mandrils?


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PostPosted: Sun Sep 21, 2014 12:39 pm 
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Why the six swamps? hitting G and U early seems more important for the deck, I guess it's to make rites live more frequently, but 4 five mana removal spells are a lot.

Why did you only run one of the mandrils?


I might have a extra swamp in here over a forest or island. This deck doesn't do anything before T3 and all it's T3s are colorless anyway. I actually almost cut a Rites, but glad I didn't. I didn't want to overload my graveyard with 2 mandrills, Treasure Cruise and the Lich Lord. This deck did not often get a gravy-yard going until midgame anyway so the Mandrills were basically 4/4 tramples for 5.

Options are to cut:
o Treasure Cruise
o Pearl Lake Ancient
o Kheru Lich Lord
o removal
o a morph

The morphs are super important for this deck, willing to give up trample there. Not cutting removal. Lich Lord, as I mentioned was kinda meh, but it is a win con. Mandrills could be better than Ancient, but I actually was curious about seriously playing a 7 mana dude. I wanted to play the self-milling mind rot (and I did once, vs. Jeskai combat tricks.dec), but there's not a lot of space for it.

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