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If you are running RBW, [card]Hide // Seek[/card] is probably better than Wear/Tear. It is a clean answer to Wurmcoil Engine and can take out combo pieces against other decks. Take Helix over Bloodhand since you already have 4 Skullcrack and getting back a few points of life from your fetches and shocks will be more important with 3 colors. I don't think you need 8 "searing" effects. Searing Blaze should be enough since there are a lot of x/3 creatures that Blood cannot kill. I have been testing 3 Satyr Firedancer in that slot to fight creature decks with little removal like Merfolk, Affinity and GW. You also might want 1-2 Torpor Orb as well since it works well against Twin and Pod.
Soul Sisters is a nearly impossible fight for us. Rain of Gore works very well but that is about the only deck I would bring it in against (maybe Pod) and that makes it not really worth the slots.
The first 2-3 turns, I tend to play fast, going through my spell progression. Once I have him lower, I start playing on his turn as much as I can to bottleneck, especially if I have creatures doing a bit of the lifting. If you don't put any pressure on your opponent, he has no reason to tap out and can just sit back drawing cards and countering what little you do. In Legacy, I don't take my foot off the gas unless I really need to. There is no such thing as time to durdle in Legacy.
At the request of a few people, I will go over some common sideboard options for various decks. I will make edits as suggestions are made or other ideas come to mind.
Pod: Our best weapons here are Rakdos Charm (all three modes have value), Torpor Orb (deals with Finks, Resto, Redcap, and Witness triggers) and Grafdigger's Cage (shuts down pod itself as well as persist creatures). Combust has some use against the angels but I don't think it is worth the slots. Anger of the Gods is a new card people have been adding and it does work against persist and Voice. Anti-lifegain can help but you have to be very surgical with it and take out a combo piece asap or they can just fire up the loop the next turn.
Affinity: Shattering Spree is wonderful here. Other options include Rakdos Charm, Satyr Firedancer (they have trouble removing it and it lets you kill his creatures while burning his
face), Ensnaring Bridge and Smash to Smithereens.
Twin: Torpor Orb shuts down their combo. Combust allows you to kill an Exarch as it gets enchanted. Rakdos Charm lets you kill them after they combo off.
Storm: Rakdos Charm kills them if they are on the Empty the Warrens plan or you can exile their graveyard when they cast Past in Flames. Rule of Law shuts them down. Various enchantment removal options kills off Pyromancer Ascension
Ad Nauseam: Hide/Seek can remove their kill spell. Enchantment removal can kill Phyrexian Unlife but I don't think Skullcrack's damage prevention clause works against [card]Angel's Grace[/card].
Scapeshift: Best plan is simply to be faster. Hide/Seek can remove Valakut if you have it. Molten Rain can work if they drop a Valakut or Mountain early.
Tron: Hide/Seek and Revoke Existence are our best options against
Wurmcoil. Molten Rain can break up Tron for a little bit, buying us the time we need to finish the damage race. They play a lot of artifacts but removal for them is sketchy since most are just going to get sacrificed anyway.
Zoo: A real damage race. Anger of the Gods works fairly well, as does Rakdos Charm. Ensnaring Bridge can stop them from attacking. Satyr Firedancer can be killed but if they don't they will simply die.
Merfolk: Satyr Firedancer is nigh unstoppable here. Ensnaring Bridge can stop them from attacking if they drop a lord or two.
UWr: Combust is at its best here, taking out Colonnade and Resto Angel. Anti-lifegain will help immensely to stop Rev and Helix. I used to be on Shrine of Burning Rage here as well since the game tends to go longer but haven't been too high on it lately. It is possible that Chandra or Ajani is a better option.
Living End: Rakdos Charm their graveyard or use it as a kill shot when
they go off. Ensnaring Bridge should hold off attackers fairly well.
GB/Jund: Burn them out fast and go enjoy a long lunch.
Pod: Our best weapons here are Rakdos Charm (all three modes have value), Torpor Orb (deals with Finks, Resto, Redcap, and Witness triggers) and Grafdigger's Cage (shuts down pod itself as well as persist creatures). Combust has some use against the angels but I don't think it is worth the slots. Anger of the Gods is a new card people have been adding and it does work against persist and Voice. Anti-lifegain can help but you have to be very surgical with it and take out a combo piece asap or they can just fire up the loop the next turn.
Affinity: Shattering Spree is wonderful here. Other options include Rakdos Charm, Satyr Firedancer (they have trouble removing it and it lets you kill his creatures while burning his
face), Ensnaring Bridge and Smash to Smithereens.
Twin: Torpor Orb shuts down their combo. Combust allows you to kill an Exarch as it gets enchanted. Rakdos Charm lets you kill them after they combo off.
Storm: Rakdos Charm kills them if they are on the Empty the Warrens plan or you can exile their graveyard when they cast Past in Flames. Rule of Law shuts them down. Various enchantment removal options kills off Pyromancer Ascension
Ad Nauseam: Hide/Seek can remove their kill spell. Enchantment removal can kill Phyrexian Unlife but I don't think Skullcrack's damage prevention clause works against [card]Angel's Grace[/card].
Scapeshift: Best plan is simply to be faster. Hide/Seek can remove Valakut if you have it. Molten Rain can work if they drop a Valakut or Mountain early.
Tron: Hide/Seek and Revoke Existence are our best options against
Wurmcoil. Molten Rain can break up Tron for a little bit, buying us the time we need to finish the damage race. They play a lot of artifacts but removal for them is sketchy since most are just going to get sacrificed anyway.
Zoo: A real damage race. Anger of the Gods works fairly well, as does Rakdos Charm. Ensnaring Bridge can stop them from attacking. Satyr Firedancer can be killed but if they don't they will simply die.
Merfolk: Satyr Firedancer is nigh unstoppable here. Ensnaring Bridge can stop them from attacking if they drop a lord or two.
UWr: Combust is at its best here, taking out Colonnade and Resto Angel. Anti-lifegain will help immensely to stop Rev and Helix. I used to be on Shrine of Burning Rage here as well since the game tends to go longer but haven't been too high on it lately. It is possible that Chandra or Ajani is a better option.
Living End: Rakdos Charm their graveyard or use it as a kill shot when
they go off. Ensnaring Bridge should hold off attackers fairly well.
GB/Jund: Burn them out fast and go enjoy a long lunch.
I don't think green is where we want to be. It does give us a weapon against a difficult fringe matchup (bogles) and an option for enchantment/artifact removal. I don't think we want to move toward Abrupt Decay since, goyf aside, we can easily deal with any creature that Decay hits with our current packages. If we really want hard creature removal (and the third color to support it), Path to Exile seems to be the better option. It hits things like Archangel, Restoration Angel, Deceiver Exarch, Phyrexian Obliterator as well as the little ones.
Blood? Not really, too many 3 toughness creatures. Searing Blaze, however, is excellent.
As far as a deck list goes, do you want Rb or Rbw? There are differing schools of thought on which is better in various circumstances. I am in the Rbw camp with this:
[deck]Burn[/deck]
The Shrines are falling out of favor with me. I am thinking moving to either Ajani Vengeant or Chandra, Pyromaster for the control matchups. Honestly the only thing keeping me in black
instead of blue is Rakdos Charm. The card is just that good out of the sideboard.
As far as a deck list goes, do you want Rb or Rbw? There are differing schools of thought on which is better in various circumstances. I am in the Rbw camp with this:
[deck]Burn[/deck]
The Shrines are falling out of favor with me. I am thinking moving to either Ajani Vengeant or Chandra, Pyromaster for the control matchups. Honestly the only thing keeping me in black
instead of blue is Rakdos Charm. The card is just that good out of the sideboard.
Of course it will slightly reduce the chances of drawing land as it removes one from your deck. The key word is "slightly", not worth using just for the thinning alone. You are completely correct about how much it helps Searing Blaze and Lavamancer though. Try to bump to 8 fetches if you can. You will notice the difference.
This is true. I tend to lean heavily on my Helixes in such fights. Satyr Firedancer has been a beast in those matchups. Searing Blaze can even drop most goyfs when he is on the field.
Any thoughts to adding white for Helix, Boros Charm, etc?
[deck]
4 Scalding Tarn
4 Arid Mesa
2 Blood Crypt
2 Sacred Foundry
2 Dragonskull Summit
2 Clifftop Retreat
4 Mountain
4 Goblin Guide
4 Vexing Devil
2 Grim Lavamancer
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
4 Boros Charm
4 Searing Blaze
3 Lightning Helix
3 Magma Jet
Sideboard
3 Rakdos Charm
2 Torpor Orb
3 Hide // Seek
3 Satyr Firedancer
1 Grafdigger's Cage
2 Shrine of Burning Rage
1 Anger of the Gods[/deck]
[deck]
4 Scalding Tarn
4 Arid Mesa
2 Blood Crypt
2 Sacred Foundry
2 Dragonskull Summit
2 Clifftop Retreat
4 Mountain
4 Goblin Guide
4 Vexing Devil
2 Grim Lavamancer
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
4 Boros Charm
4 Searing Blaze
3 Lightning Helix
3 Magma Jet
Sideboard
3 Rakdos Charm
2 Torpor Orb
3 Hide // Seek
3 Satyr Firedancer
1 Grafdigger's Cage
2 Shrine of Burning Rage
1 Anger of the Gods[/deck]