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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 9:27 am 
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"Oh boy, I can't wait to try out this Mardu midra(moss)........"

Well, Mardu isn't much good anyway, but lacking land fetch, counters or card draw is asking to get screwed over by Moss.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 10:14 am 
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I still think my build is more resilient to Moss than most because of its heavy card draw. It is tri-color so of course can end up screwed but I don't think it would be an auto loss as soon as moss is played.

Happy to test with people on Steam if needed.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:23 am 
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Has this occurred to anybody? If a player reads a thread like this, and DOESN'T have Acid-Moss in the list for whatever reason, they sure as heck will add it after reading this!!!

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:26 am 
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Is there something that made Acid-Moss good in BfZ? In Origins, it's basically an auto-win for me when I play against someone playing that junk. Is everybody playing 3-4 colour now or something and that's why it's good?


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:32 am 
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Is there something that made Acid-Moss good in BfZ? In Origins, it's basically an auto-win for me when I play against someone playing that junk. Is everybody playing 3-4 colour now or something and that's why it's good?


Jaddi Offshoot, Retreat to Kazandu, good stuff to ramp into that really can swing a game around, and an opponent's reliance on ramp and higher-cost strategies.

Has anyone considered running either (a) more lands, or (b) more Gatecreepers and Pilgrim's Eye?

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:36 am 
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Is there something that made Acid-Moss good in BfZ? In Origins, it's basically an auto-win for me when I play against someone playing that junk. Is everybody playing 3-4 colour now or something and that's why it's good?


Jaddi Offshoot, Retreat to Kazandu, good stuff to ramp into that really can swing a game around, and an opponent's reliance on ramp and higher-cost strategies.

Has anyone considered running either (a) more lands, or (b) more Gatecreepers and Pilgrim's Eye?


So we have to run a) Green in any tri-color deck, or b) run a card that doesn't fit the rest of our decks just to counter the one card? Seems like the definition of meta-warping, but I guess it's not being removed so we'll have to.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:39 am 
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Has this occurred to anybody? If a player reads a thread like this, and DOESN'T have Acid-Moss in the list for whatever reason, they sure as heck will add it after reading this!!!


I couldn't care less Covert. 90% of non red decks I face play this card anyway.


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:46 am 
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Has anyone considered running either (a) more lands, or (b) more Gatecreepers and Pilgrim's Eye?


Little question, sorry if I sound demeaning, but im a bit peeved that I have to point this out:

Say you aren't playing tempo/aggro (I don't mind playing aggro/tempo, it's very enjoyable). Say you are playing a control deck.

What does every control deck since the beginning of Magic want to do (not talking about Loampox/STAX, those are resource denial decks imo)?

1. Answer threats
2. Make landdrops
3. Create a situation where your play 'turns the corner'.

Moss asks any non green control deck the following question turn 4 : DO YOU HAVE A COUNTERSPELL? NO? THEN GOOD LUCK WITH STEP 2 BECAUSE YOU WON'T BE DOING EITHER 1 OR 3 ANYTIME SOON, OH BTW I'M PLAYING A 7DROP NEXT TURN TO ANSWER YOUR PILGRIM's EYE.


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:51 am 
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Umm... So run counter spells then?


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:53 am 
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Unless you play Pure blue control good luck having the mana for anything but shrivel T3. You get 4 of them. They get 4 moss. Difference is if you counter their moss, they don't lose the game on the spot. If you run Calculated Dismissal in a ramp meta, GL to you sir.


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 11:55 am 
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DJ0045 wrote:
Umm... So run counter spells then?


The only one that hits it on curve is Spell Shrivel if you lack a 2nd blue source.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 12:43 pm 
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Is there something that made Acid-Moss good in BfZ? In Origins, it's basically an auto-win for me when I play against someone playing that junk. Is everybody playing 3-4 colour now or something and that's why it's good?


Jaddi Offshoot, Retreat to Kazandu, good stuff to ramp into that really can swing a game around, and an opponent's reliance on ramp and higher-cost strategies.

Has anyone considered running either (a) more lands, or (b) more Gatecreepers and Pilgrim's Eye?


Now you know why I run 26 lands in 5 color, bro. That and I can filter through them pretty quick.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 12:44 pm 
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DJ0045 wrote:
Umm... So run counter spells then?


The only one that hits it on curve is Spell Shrivel if you lack a 2nd blue source.


Calculated Dismissal would like to have a word with you...

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 12:50 pm 
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Kryder wrote:
DJ0045 wrote:
Umm... So run counter spells then?


The only one that hits it on curve is Spell Shrivel if you lack a 2nd blue source.


Calculated Dismissal would like to have a word with you...


A worse version in 90% scenarios version of Spell Shrivel? If words are needed I'll require a whole damn thesaurus!

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 12:52 pm 
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The problem with adding counter spell's in your deck is that it makes you play a certain way when they are in your hand, namely don't play anything on curve and wait to counter something. That play style only works if you have instant draw spells to cast in case the oppo does nothing and that would mean changing even more cards around that I don't want to, until you end up with a standard blue counter deck.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 1:05 pm 
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Just to be clear, countering moss is an option. If it causes you to rearrange your deck, then yeah it changes your deck, but all it does it change your deck into control. Which btw is a natural predator to midrange/ramp, and possibly the best option lacking a proper combo deck at this time.

I'd imagine countering moss would be a major tempo swing for control. So here's the two builds I'd try: 1) counter/card advantage deck, that goes just as big as ramp (not sure I like this, but it could be good). 2) tempo deck that gets in under ramp, and then counters ramp's ramp. (This deck should beat ramp, but will get its butt kicked by rdw - fair warning).


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 1:27 pm 
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We've already tried it <3. Don't forget that 3B and me have actually been playing this game instead of theorycrafting.

If you counter their moss, the control deck has a chance. If you don't, you lose the game 95%.

Gemini put up an ingest control deck in the sultai thread that tries to get an early chipper on the board and then counter turns 3/4/5 of the opponent. VS rdw it tries to use spot removal and situational counters which it then later recoups with stuff like Blight Herder to stabilize. It's a very nifty build (give or take a few cards), and definately playable, but it is way less consistent than just slapping 4 moss into your green deck and calling it a day.

Babs/3B/me have put up real hardcore jeskai control decks that should have a playable matchup in the meta. Still, again, T4 moss, you have no shrivel : GG.

Currently working on a creature based Simic tempo deck that uses some nice early evasive dudes to beat face. But you know what ? The deck performs betterwhen I can moss em T4 so I can play Drowner of Hope/Murasa/Sower/Sire of Stagnation/Bellower T5.

T2 skyrider elf T3 Krasis your offshoot T4 Moss you T5 Drowner of Hope/Murasa/Sower/Sire of Stagnation/Bellower is pretty agressive. Oh and thanks to Moss, I get to play lategame 5/5 Skyriders.


Last edited by Goblin Rabblemaster on Mon Nov 30, 2015 1:37 pm, edited 3 times in total.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 1:31 pm 
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We've already tried it <3. Don't forget that 3B and me have actually been playing this game instead of theorycrafting.
If you counter their moss, the control deck has a chance. If you don't, you lose the game 95%.


Man this is so frustrating, I wish I could help you guys.

The only thing I'd say is try an even more strictly control concept. Really plan on countering, killing everything 1-1. Rely on instant speed card advantage to keep you ahead. Finish with awaken or something else that allows you to stick with your main plan.

And... Mulligan aggressively to ensure you've got that counter in hand.


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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 1:52 pm 
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When I get the DLC.. I'm going to spam Acid Moss like a mold colony on steroids.

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 Post subject: Re: Acid Moss
PostPosted: Mon Nov 30, 2015 1:54 pm 
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if 90% of non-red decks are running Moss, then I don't know why people would play more than 2 colours in their decks right now


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