Black Barney's The Kitchen Drain Record: 5-2 Notes: for something that started as an exploration of just how many different elements I could stuff into a deck, I'm really happy with this. The core of Exemplar/Belcher provides frequent early threats that require a response, and there's a wide variety of midrange options to follow up with and a ton of synergy to make things interesting. Can get into trouble against really large threats, so maybe some more targeted removal would help, and reclamation sages would be really nice to have.
Game Logs
1: GB elves (draw): Opp sticks at 2 land for a bit, still enough to go a little wide with a visionary and a couple dwynens elite, but not wide enough to survive festering/belcher/bone picker/trial/Cartouche/trial/trial. 2: WB disruption (draw): have a hand to race with, with primal/belcher/Exemplar, but decide to slow it down and use t2 to push Opp's Siphoner, and that pays off. T3 they play bygone bishop, I play familiar. T4 I don't get a 4th land to emerge mindbender, play primal and Wanderer instead. T5 they pass with no play, and when I get my mindbender I see it's cause they have a hand full of removal they don't want to use on my wimps. So I take a fleshbag marauder and never, leave them with 2 solemn offering and a Yahenni's Expertise that will do nothing against mindbender or the Kalitas I top next turn, or the belcher I play after that, or the Exemplar I'm still holding when I win. 3: gu ramp (draw): They get ramp's dream hand: Druid, Vegetation, Hydra, Convergence t5. Yuck. I have a belcher and all 3 Exemplars but they look tiny compared to wurms. 4: urg Turbofog (draw): hapatra builds me wide quick on the back of a Primal Druid, belcher finishes it off so I have a strong board but Opp gets Tutelage, Luxa, Tutelage and starts the fogs. I sac hapatra to emerge a mindbender and pull one of the two fogs in their hand, which ends up being the difference as they don't draw another and I manage to swing twice and win the turn before I get decked. Feeling lucky I pulled this one out. 5: urb removal (draw): they start with a cathartic reunion and drop a glorybringer, so I figure I'm looking at removal and start playing around languish. Exemplar and Siphoner meet lightning axe and fiery temper, they use a necromantic summons on glorybringer and exert it on a belcher, then summons that. I bait them into blocking and killing a small exemplar, play Kalitas and push belcher, then hit glorybringer with a Trial of Ambition. Kalitas and the tokens go to work. 6: wug (play): finally get to play first! Their Oath of Nissa shows me a linvala so I know things get tricky after t6. Siphoner draws a blessed alliance, so I get a cheap bone picker and a Mummy. Next turn feed the Mummy to belcher and kill their topplegeist. Then push a Glory-Bound Initiate and get another bone picker. They play flip Nissa but belcher menaces on by for the win. 7: bwu control (play) take a risky hand with 2 land cause it has both mummies and both belchers. This is a TERRIBLE IDEA. Both mummies and a hapatra get blessed alliances. Siphoner and Dread Wanderer eat a tragic arrogance and a useless Primal Druid sits in play while I wait for that third land to show up until TURN FREAKING ELEVEN, just before my death at the hands of Disciple of the Ring and an army of rise from the tide tokens.
Joined: Sep 29, 2015 Posts: 1220 Location: Bend, OR
Haven, that is an awesome name!
So, did each deck last night 3 games each. Here are the records, although TBH, I was less concerned about the record and more how they played.
The Kitchen Drain 1-2
This deck was decent. Fell to Mana Flood game 1. Solid deck, but lacking some consistency. I did win by Maw one game.
Life Comes At You Fast 3-0
This was the all star. Each game felt easy. Not a fan of the Warf Infiltrator or Temmet, but I could see that they come into their own vs some archtypes. Very Consistent
Mono-black lifegain/lifeloss 2-1
This was almost 1-2 strictly because one game I had to mulligan to 4. But, my opponent had mana issues and I top decked like a pro. Very consistent.
Grim Nemesis 2-1
This was a very solid deck. Pretty much was I was expecting when the tournament started.
Monumental Life 1-2
I lost to a fat stack first game, and it went downhill from there. (After I finished, I took it out again and went 5-0. It is at the end of the stream. 2-1 is where I would expect the deck to land normally)
Defiant Jank 1-2
By this time, I was pretty tired of playing and making mistakes, so I may have done a bit better with Mulligans etc. Still, it did better than I expected, with the win being a solid win, and one of the losses I may have been able to turn around if I made better decisions. Bloodlord won it the last game convincingly Although I didn't pull off, I love the Everafter w/ Bloodloard/Stomper.
Overall, all the decks can do well on the ladder. I think the best deck was Life Comes at you Fast, but I think all the decks are solid, and depending on match ups/luck/mana the balance of power could tip to the others.
I have it all on twitch, but over 3 hrs of game time (And you can see me start to fade after the first few hours.)
Joined: Mar 18, 2016 Posts: 5359 Location: Anyway the wind blows
Identity: doesnt really matter
Preferred Pronoun Set: to me
I built the lists last night but didn't end up with much time to play afterwords. I had caught some of Wintervoid's streaming earlier in the evening and thought Life Comes At You Fast looked fun so I played a couple games with it with the time I had left.
Test game vs AI was a win. Ended up getting land screwed and stuck on 2 mana, but had enough cheap spells to play out and buy time until I finally hit some land drops. Temmet with 3 cartouches stacked on him and and a token creature to make unblockable every turn pulled off the win (had other stuff on board too in the end, but those two doods did all the offensive work to win).
Game 1 on the ladder vs RDW: win. Opp on the play, cast T2 Mage Ring Bully, me T2 Lone Rider. T3 Opp fired off a Twin Bolt to kill Rider and deal 1 to my face, Bully hitting for another 3d. I cast Thalia T3. T4 Opp cast Kari Zev and a 3/1 pump spell on Bully, swinging for 6 - me down to 10. Me T4 cast Sram and a Sacred Cat (holding up W Trial and 2 cartouches to start chaining pumps and get some lifegain with the cat). T5 Opp casts another pump spell, this time on Karl, and swings with the team - I block Bully w/ Thalia and get the 1st strike kill, taking 6 and going to 4 life. Me T5 cast Trial pumping team, cast W Cartouche on Sram, draw another W Cartouche, bouncing Trial and swinging with the team, gaining 3 life with cat and taking Opp to 7. Opp untaps and plays haste Hellion (iirc, some creature that entered play tapped anyway), and passes turn. Me T6 recast Trial, blue Cartouche on Thalia, swing FTW. 1-0.
I'm enjoying this build. Will aim to play more tonight, stream and share vid tomorrow.
By this time, I was pretty tired of playing and making mistakes, so I may have done a bit better with Mulligans etc. Still, it did better than I expected, with the win being a solid win, and one of the losses I may have been able to turn around if I made better decisions. Bloodlord won it the last game convincingly Although I didn't pull off, I love the Everafter w/ Bloodloard/Stomper.
Fun watching you stream last night with Cucho - just bummed I had to jet out just before you got to mine, lol.
I'm starting to watch the replay of my list. Just a bit into G1 but I left off at a point I think you made a mistake. Opp had cast T3 Caravan and you follow it by passing on casting GoP and instead holding up mana for Blessed Alliance in case Opp can cast a creature to crew Caravan. Not sure what happens next yet - if you get to pull off the trap or not, but I would have cast GoP instead that turn. You'd only end up at 18 life if opp is able to crew Caravan, but then have more options available the next turn with extra mana available. Since Opp might not even be able to cast a 3 power creature it's a big set back not getting that ramp in. Deck has a bunch of big lifegain plays, so developing board and getting mana to play out options later is most likely better than worrying about a potential Caravan swing when you're at starting total. But it's a tricky deck to play, especially for the first time. It reminds me of Inevitability in the amount of line options available and tough decision points (not saying it's near as good a deck, just option heavy like that). Wait until you get a game (if not already) where you have a bunch of mana and a decent board state with Bloodlord out and have to start doing combat math factoring in lifegain / loss - hope you have a clear head and a mind for math when that happens
While you were streaming I popped in for a second to check status and caught a few plays from G2 (I believe). Looked like you were up against Mardu Vehicles (which is what G1 appears to be too). Pretty rough deck to face so not surprised you got 2 loses
Ok I just finished ONE game versus the AI with Tims deck. Man, it's so hard to play. Those GoPs are hell with the AI autotap. I was overwhelmed with options once I got 6 mana. I had a huge board and could snipe guys with Ayli or play greenwarden, or Sorin, it was nuts. My Kaliyah's was huge too. Ok time for a ladder match...
Omg what a match!! Against mono white who got a vigilant guy out with nimbus wings after getting a dec in stone on both my Advocates in one shot and on a Lone Rider after that. But our hero was unfazed and got out another line rider with GOP to flip. He's hitting me for eight in the air each turn but I'm playing pulses to get my rec sage back and eventually I hit my blood lord. Now he sees what's going on and he starts swinging with everything. I get down to 8 and then I get double bloodlird out with flipped Lone Rider which is more than enough. Scary match. 1-0!
OMG, my list survived round 1 w/ you! My pilot tips paid off! My life is complete now!
Lol, yeah this deck vs AI is nuts. AI is usually light on removal so you can get board states with insane amount of options. In testing I had several occasions where I'd have run out the timer vs a live opponent going through all the lines available.
The GoP autotap thing is super annoying, and IDK why it's like that. That's why I put that as the #1 Tip. I never played with the card before so was not expecting it (didn't even realize it was possible to tap enchanted land for 1 mana) when I started testing. I got screwed over so many times in early testing, caluculating mana available and casting a spell on my turn expecting to have 2 mana left for a Blessed Alliance trap, or 3 for Anguished Unmaking / Pulse on opps turn only to have game **** me by tapping GoP land for a single mana
Joined: Sep 29, 2015 Posts: 1220 Location: Bend, OR
Yeah, I was pretty mentally tired at that point, and the mistake I mention was not ramping. I was too focused on trying to use w/ Bloodlord. On the Caravan, Blessed did remove it the next turn if I remember right, but I think I had an opportunity to ramp after that and I didn't. Honestly, in that game, I am not sure it would have turned it around, but a mistake takes away that chance.
I tried a Bloodlord deck a few expansions ago, but gave up shortly. Your version is much better. Love the stompers in there.
I tried a Bloodlord deck a few expansions ago, but gave up shortly. Your version is much better. Love the stompers in there.
Serious, I love that pairing. I wanted to go max copies because it's so good, but believe having 2 Caracals is important to clutter board and help keep me alive while getting combos ready - so I went 2 and 2 on those.
Adding in Ever After and Ayli were the two main late testing adds that got me comfortable submitting the Bloodlord build. It's a fun card, just tricky to build around being so expensive to cast.
Yeah, I was pretty mentally tired at that point, and the mistake I mention was not ramping. I was too focused on trying to use w/ Bloodlord. On the Caravan, Blessed did remove it the next turn if I remember right, but I think I had an opportunity to ramp after that and I didn't. Honestly, in that game, I am not sure it would have turned it around, but a mistake takes away that chance.
Finished watching the match. IDK if you could have pulled it off if played differently, as Opp had 1 card in hand at the end we didn't see - but def think you had a better chance if played differently. If you had cast GoP T3 you could have played Arborback Stomper T4 or held up mana for Blessed Alliance w/ escalate lifegain option. Later you wanted to hold up Anguished Unmaking to kill skyship, so you passed turn with 5 mana open - then you could have cast GoP targeting an untapped land and still had 3 mana available to cast Unmaking on opps turn. Not sure it would been enough to turn it around, but would have been closer at least. Downside of my list being last in OP order is you were tired and spent by the time you got to it and it's probably the list that requires the most pilot thought. Plus Mardu Vehicles is tough to face with any list.
Oy, watched G2 and I don't think you did anything wrong that game. I wouldn't have played it any different. Might have had a chance if you had drawn Yahenni's to cast T4, or if opp didn't have the UD in hand to kill Caracal and you T5. Honestly though, the fact both losses were to one of the strongest decks you can build in Duels makes me not feel bad about the record on the night.
G1 vs Rank 29 Selesnya (Abzan?) Tokens. Me on the play with 3 Islands, Plains, Lone Rider, Sram, and W Trial. I consider tossing back because of the 3 islands, but decide T3 Trial flipping Rider is a risk worth taking. It pays off, Opp not having any 1 or 2 drops; I cast Trial into open GW and pray Opp doesn't have Reprisal for when Rider flips. Success, no instant speed removal, Opp casts T3 Master Trinketer and passes. I play Temmet and Sram T4, and have just drawn the U Cartouche to get the Trial back with a 5th land in hand to recast for a big swing next turn - swing with Rider who goes through unblocked. Opp untaps, plays a 4th land and casts the W/B aftermath spell that puts 2 tokens out and aftermaths back with a Bone Splinters effect. I worry briefly about my Rider, but Opp doesn't have a black source so I'm good. I untap, cast U Cartouche on Sram to get more damage through (considered Rider but 1st strike Trample means he's fine as is), recast the bounced Trial and swing with team - Opp chumps Temmet with a token and takes the rest. I've drawn Angelic Destiny, so game is over next turn unless Opp has Outburst to sweep. Opp untaps, draws, concedes. GG.
G2 vs Rank 10 Rakdos Dead-Too-Fast. I'm on the play with 2 Island, Plains, Temmet, Smugglers Copter, Infiltrator, W Trial. I wish it was 2 Plains rather than 2 islands, but I can play out my hand anyways and Copter looting can sort out the rest. I play Copter T2 with opp going Rakdos tap land into Rakdos tapland. T3 I cast infiltrator to leave his ability as an option T4 if I want to trigger it off Copter loot, then swing for 3 in the air. Opp casts one of the black draw 2 lose 2 life spells and discards a Mountain to handsize EOT. I untap, cast Thalia, crew with her and swing with the rest for 4d (Opp at 11 thanks to draw spell assistance). Opp casts flip Liliana who enters play tapped thanks to Thalia, and passes. I do some quick math and realize I can cast W Cartouche on a creature, crew with the token, cast the W Trial and have lethal - so that's what I do. GG.
With the unrecorded match vs RDW the night before, this deck finishes round 1 at 3-0.
Mono Black Lifegain/Lifeloss = 3-0
Spoiler
G1 vs Rank 1 Rakdos Discard Shenanigans. I'm on the draw with 2 swamps, Fatal Push, Aetherborn, Siphoner, Zombie Crock, Gearhulk. Opp goes Swamp + Ruthless Sniper, and I'm bummed it can kill the Siphoner I'd like to play T2 so I need to get it gone. I make a minor misplay being anxious about that and Push it on my turn rather than waiting for theirs (maybe get a 2 for 1 since xbone rank 1s like to play auras), but oh well. Opp plays a Mountain, casts another Sniper and casts Skeleton Key - which will combo nicely to get those sniper triggers since I can't block Skulk 1 with baseline creatures in this deck. I get lucky and top Grasp of Darkness, play 2nd swap and pass holding up Grasp to kill Sniper when Opp tries to stick Key on it (remembering to do it correctly this time, still annoyed at myself over Push play). That happens as expected and Opp passes turn tapped out, missing their 3rd land drop. I play 3rd Swamp and cast Zombie Crock to be mana efficient. Opp misses land drop again and passes turn. I top a 4th Swamp, attack with Crock and play out Aetherborn and Siphoner. Opp draws, casts Infectious Bloodlust on my Aetherborn (that Push play tho) and concedes. GG.
G2 vs Rank 1 Dimir Eldrazi (ingest?). I'm on the draw and mulligan a 1 lander into 3 swamps, Ballista, Wanderer, Bridge, and Trial. Opp plays Island and passes turn. I play Dread Wanderer and pass back. Opp plays Sky Scourer and passes. I play Trial and attack with Wanderer. Opp drops 3rd land and casts Benthic Infiltrator and passes. I draw my first non-land card of the game, topping Essence Extraction, and Opp conceded before I can do anything else. I think it's premature as game doesn't feel decisive yet, but take the concession not caring to finish vs AI. GG I guess.
G3 vs Rank 4 Sultai Something w/ Lotus Sleeves. I'm on the draw AGAIN, and Milligan a 2 lander with only 1 castable card into 3 swamps, Wanderer, Siphoner, Titan, and the 7 mana demon. Opp drops Swamp and passes. I top a 4th Swamp, get out Wanderer and pass. Opp drops Dimir dual land and casts Prophet of Distortion. I top Aetherborn, and want to get my Siphoner card advantage going (in case Opp casts 2nd creature) so I offer Wanderer as a trade and Opp takes me up on it - cast Siphoner and pass. Opp plays 3rd land, casts flip Liliana and passes. I swing with Siphoner, cast Aetherborn and pass back. Opp casts Slip Through Space on Lili, draws card and swings for 2 lifelink, missing land drop and passing turn. I use Siphoner to draw an extra card on upkeep and top 2x Scrapheaps. I have a choice to play Titan or both Scrapheaps - Titan survives T4 black sweeper, but Scroungers push extra damage through if no sweep (also gives me option to potentially cast improvise demon next turn depending on what Opp does and if I can top land #5). Plus Opp missed 4th land last turn, so I gamble Scroungers figuring I can just recur both if swept - swing with team, play out 4th land and both Scroungers. Opp finds their 4th land, but it's a Simic tap land so only 3 mana available, and passes turn keeping Lili back to block. I draw 5th land and swing with the team; Opp blocks a Scrounger, trading Lili and dropping to 11. I play out land and cast Big Lili, make a zombie and Opp throws in the towel. GG.
Deck finishes round 1 with 3-0 record.
Monumental Lifegain = 1-0
Spoiler
G1 vs Rank 39 RDW. This was the match of the night so it's getting the biggest write up. Yet again on the draw, I mulligan a hand that looks slow and clunky into a Plains, Hinterland Harbor, Canopy Vista, Rec Sage, Trophy Mage, Spell Queller, and Dusk//Dawn. Still seems a little slow with no 2 drops, but I keep it since I can fetch Monument and have my colors.
T1 Opp goes Mountain, pass - I top a 2 drop (Mechanic), play out Vista and pass back.
T2 Opp plays out another Mountain, casts Mage-Ring Bully and passes. I top a Blighted Steppe (which ends up being hugely important) drop Harbor and play out Mechanic, pass.
T3 Opp casts Cartouche of Zeal on Bully making Mechanic unable to block, Shocks my face and swings with Bully taking me to 13 - but misses land drop. I top another Vista, play out Plains and cast Trophy Mage fetching Monument, and pass turn keeping Mechanic on defense.
T3 Opp casts Galvanic Bombardment on my Mage, casts another Cartouche on Bully making mechanic unable to block for the 2nd turn in a row, and swing taking me down to 7 - but misses land drop again. I top Prairie Stream (no more lands plz), play out Steppe and Dusk away the Bully, keeping Mechanic back in case Opp has hastey creature next turn.
T4 Opp casts Ember Hauler, misses land drop again, and passes turn. I top another Stream (seriously now, I'm good on land thnx), I play out a Stream, cast Monument and pass turn.
T5 Opp finally gets their 3rd land and casts Ahn-Crop Crasher, exerting to make Mechanic unable to block (theme of the game) and hits me for 5, taking me to 2 with Hauler activation lethal when he untaps land. I top an Evolving Wilds (the flood is real), crack it for a Plains and pass turn holding up Steppe gain for Ember Hauler's activation (praying Opp doesn't have another haste creature, face burn, or another Cartouche to make Hauler unblockable).
T6 Opp untaps everything but exerted Crasher (thankfully), and fires off Hauler to kill me, but I sac Steppe in response to stay at 2 life. Opp casts Goblin War Paint on Crasher and passes turn. With Monument and creatures to play and make tokens with, I'm feeling safe from Crasher's Exert but still sweating face burn, tho at least I have Queller to help avoid that. I draw my first non-land card since the Mechanic T1, and it's an absolute gem! Couldn't be better for the moment - I top Reflector Mage and cast it to bounce Crasher, play out a land and swing with Mechanic (he's been **** on defense anyways, lol) - then pass turn holding up Spell Queller and a prayer.
T7 Opp taps out trying to cast flip Chandra, and I Quell it - Opp passes turn. I top Selfless Spirit and am officially 100% dead to face burn - I double check token creatures to make sure they have vigilance since I know Opp has a Crasher in hand and I'd like to kill it if he tries to get it at me - then swing with team and play Selfless Spirit, passing turn. Opps down to 10 and I have lethal on board unless Opp kills a creature or plays a blocker. I considered playing out Rec Sage (my last card) to make sure I have lethal even if that happens, but figure the only thing that will stop me from winning at this point is direct damage so I keep it to bluff Spell Queller and hope to mess with opps head that way. In hindsight this was a notable mistake, because with my board state Opp couldn't afford to play around Queller anyways and it gave them an extra turn to try to draw direct damage, but bluffing was what my thought process was on not playing it out.
T8 Opp casts a Bombardment targeting Spirit, so I sac to make team indestructible; Opp plays out Pathmaker Initiate and passes turn. I top another Reflector Mage and think damn, I wish I had gone Rec Sage before, but oh well - I bounce Initiate and swing with the team taking Opp to 1 and passing with Sage/Queller bluff again.
T9 Opp untaps *please no face burn please no face burn please no face burn* AND CONCEDES! WHAT AN EPIC COMEBACK! BET U WISH THOSE BOMBARDMENTS WERE TWIN BOLTS!!!
I head to bed with this deck 1-0 in round 1.
Early thoughts on decks played:
Life Comes At You Fast. Deck seems solid and can get very quick wins. Fun aggressive build. It dabbles in several synergies rather than focusing on one, which made me think it might be a little off when reading deck list - but it works pretty well in practice. Watching Wintervoid play 3 with it and playing 3 myself, I think this is my early favorite for best (consistent, win effective) build.
Mono Black Lifegain/Lifeloss. This feels like a solid Midrange build. Good balance of removal and creatures. Play style preference makes me like LCAYF a little more so far, but this is still a good build imo.
Monumental Lifegain. I think this decks biggest problem is being so light on removal, and not really quick/aggressive enough to make the most of Reflector tempo disruption. That said it has some really cool combos it can pull off and I'm looking forward to hitting some of those Mechanic shenanigans in future games. Like my Bloodlord build I think this one will be shooting for Fun second votes rather than Best first votes.
My Life Comes At You Fast Record: 6-1 Notes: Man, I really love this deck. The idea is to go fast and wide enough to put the Opp on the back foot, tricksy enough to push through the last few damage against midrange, with enough lifegain to out-race aggro and enough recursion to give control fits. It just works, and the fact that it does so without removal or even combat tricks just makes me a happy deckbuilder. I think I only flipped one Lone Rider across all 7 matches here and still came away with 6 wins; really the key card seems to be Trial of Solidarity as often as not.
Game Logs
1: rw vehicles (play): initiate, reflector bounces their sram, initiate trades with their copter, then I play Gisela, but they respond with a harvester and things slow way down. One trial of solidarity gets some damage through, but then they start building wider than I can and things start looking like trouble when they play a Throne. Then I top another trial and attack all; they'll have to block either Gisela or my Copter and lose their harvester to survive, but they decide not to block at all and die instead. Thanks? 2: GB (play): Thalia wins this for me. T2 copter, T3 Thalia, T4 rider, t5 Cartouche of solidarity plus sandstone Bridge gets my rider flipped, t6 win. They have a Druid then 3 consecutive bone pickers, but they're coming in tapped and not much good against my first strikers anyway. 3: wweenie (draw): one of the best games of magic I've ever played in any format. I have a good curve of cat, Initiate, harvester, Gisela, initiate+sacred spirit, but they play their own initiate, always watching and anointer of champions, then removal for harvester, Gisela, both Initiates with a declaration and the spirit. They get me to 3 and then my deck just turns on the damn magic with every little peripheral trick I threw in there. Cats chump and come back to chump again. Infiltrator infiltrates and makes a chump token from an extra Temmet and churns into reflector and Thalia, then a Cartouche of Solidarity gives me enough first strike to finally keep their initiate away, and the Cartouche token starts pecking away with Temmet's unblockable. Trial nets me 34 damage at once, and WHO'S AT 3 NOW? (they are). Win the next turn. 4: ug value (draw): don't know what this is. I see a couple gnarlwood dryad & Rogue Refiner, a walking ballista, spacial contortion and elvish visionary. Initiate, Rider and a cartouched Temmet draw their removal while an Infiltrator with a white Cartouche gives them fits. They waste a dryad and visionary chumping it, then it starts getting through and throwing cats. Between Eldrazi, Cartouche and cat tokens I have some board presence, so a trial means they have to lose the rest of their board to block, and I finish them next turn. 5: b zombie removal (play): removal seen this round, in order: grasp of Darkness, fleshbag marauder, never, cruel revival, fleshbag marauder again, bone splinters, never, grasp of darkness, cruel reality, cruel revival. I get them down to 7 but even my cats can't keep up with that pace once the cruel reality is down. 6: 5c superfriends (draw): fighting removal with Angelic Destiny, keep pumping out tokens and making them scary. They don't get out their first walker till Ajani, and for whatever reason they decide not to use it for removal on my Destinied token or Gisela, which could have made a difference if I wasn't also holding a trial. 7: wb Zombies (draw): super tight weenie footrace. We both start off with dueling Copters, but mine gets pushed after one attack. Sram grabs me a few extra cards but their copter keeps flying in and the only lifegain I've got is a lowly cat. So I give her a Cartouche of Solidarity. They have a Wayward Servant so they're gaining some too. Then I get a Thalia, and Opp starts throwing out bait attacks so they clearly have a fatal push for her. I don't take the bait, give the cat another Cartouche instead. Now she's flying and first strike, so Opp has to push her. She comes back and gets another Cartouche, and we're both dangerously low; I'm at two when I top a harvester, then for whatever reason they attack into it. I kill their copter and gain three life, then watch them play belcher on the second main phase, which kills their zombie token (1 damage) and activates servant (2). So I should be dead. But I ain't! And they are! Next turn!
Joined: Sep 29, 2015 Posts: 1220 Location: Bend, OR
Last night with Life Come at you Fast. Opening hand is 3 Land, Sram, Lone Rider, Harvester and Blue Cartouche.
I get off to a good start and flip the and have Cartouche on Sram. Drew some land and the White Cartouche.
Than I get Dusked. No problem, I have a Blue and White Cartouche by this time, and think I can recover when I draw a creature.
T1 w/o Creature - Draw 2nd White Cartouche T2 Draw Blue Cartouche T3 Draw Land T4 Draw Trial T5 Draw 3rd White Cartouche T6 Draw 4th White Cartouche T7 There was no T7
Wish I would have streamed it because it was fairly humorous.
Overall, deck is very good. Even got Infiltrator to work w/ Copter. I was even throwing Thalia to it just for the free tokens.
Joined: Nov 10, 2013 Posts: 17748 Location: Montreal, Quebec, Canada
Let's start round two , five decks remain
Havens mono black gets a great win against Golgari counters 2-0
Kitchen drain up next...really tough win against mono red. Whew 2-0
Cucho grim Nemesis next...nice win against mono white 2-0
Defiant Junk up next...Easy win against Dimir with Corpse Hauler 2-0
Life cums at u fast last up!...great win against Radkos. Amazingly fun deck. 2-0
All decks survive round 2! Onto round 3... still five decks left...
Let's start with Defiant Junk...against a rank 40! I flip both line riders on t3 and he concedes! Lol 3-0
Kitchen drain next..up against something really tough, control. Pulled it off 3-0
Life cums fast next! Oh boy! Last match for now...lol against mono red who get a butted opening. T1 neonate, T2 Karl Zev, t3 invigor rampage. 9 damage immediately. Barney gets T2 Glory Bound Initate, t3 sandstone giving it exerted vigilante, getting a ton of life back and then dropping lone rider which flips immediately into a concession, lol. 3-0!
Two decks left to test round three another time. Probably tomorrow night
Thanks for reading
Last edited by Black Barney on Fri Aug 04, 2017 5:41 pm, edited 9 times in total.
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