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Повідомити про проблему з перекладом
I've used Krasis in the past but there was no room for him here. Also I swapped out the Bishops for Smuggler's Copter instead. Great early game play obv.
I beat Dynavolt burn pretty consistently. Too many threats keep coming. R/B Vamps is one of the worst matchups just because of the speed of that deck. But once they play their first 7 they are topdecking the rest of the game, when I can catch up. Blessed Alliance obv helps against burn and aggro.
Yep almost a carbon copy of my deck. Seems OP is just lucky with the opponents he faces tbh, whenever I play this my matchups all magically change to R/B aggro instantly. There aren't enough cards in there to deal with their early game btw so you either get lucky and have 1 or 2 in your hand early or you just die.
And 23 lands you know, eh...ehhh...for me that would mean 2 mulligans where I start with 2 or less lands in hand and only getting the 3rd+ land at card #12 or so while also being stuck with mainly 3+ cost cards 9 out of 10 games. You know, when your opponent has pretty much won the game already. Not that my luck is that much better with 24 lands, but still. Pretty sad how luck reliant the ranking system in this game is tbh, be glad that you don't have such issues while running 23 lands OP. Saves you a lot of hair pulling.
Edit: unless I'm missing it on the list, you should really be running atleast 1 Reclamation Sage to make further use of Flux. Never been fond of Origin Nissa so I'd drop either that or another 3 cost that you dislike more than her. But yeah post-Cancerdesh Sage is too good to not put in the deck you're running, try it out.
Its the legendary vehicle.
Why run jace? I've been playing with esper control and baby jace has been a massive disappointment due to heavy removal being present in almost every deck. Even if you get flip jace there is almost nothing worth to flashback due to ♥♥♥♥♥♥ copter and friends.
Skyshround Sovereign
Instead of the suggested Drownyard Temple, I'd rather use Crumbling Vestiges, Aether Hubs to keep with the tempo, or perhaps something like this:
1x Wastes
3-4x Evolving Wilds
1x Warped Landscape
With such a toolbox approach to creatures (especially if reclamation sages are added), I recommend giving Eldritch Evolution a go.
I didn't do a lot of serious testing on this, but from what I saw, I seldom had open mana to pop clues from Bygone Bishop, and whenever I drew Sylvan Advocate, I'd rather see something else in that spot. I know he's good, but I didn't feel like he gets along well with the rest of the deck.
In my opinion just two "counterspells" isn't enough to save you against key cards. I would either drop the Spell Quellers completely, or make note which other spells aren't pulling their weight and replace them with a buch of Scatter to the Winds or Insubstantiates.
When it comes to Essence Flux, it's only as good as the comes into play ability you have down on the board. This is why an Eldrazi Displacer was suggested above, as it comes with a beatdown-ready vital stats. It is likewise important to ensure that there are enough useful comes into play abilities in the deck to make the most out of it, and for this reason I am viewing every creature without one as a potential candidate for replacement.
Not a lot of good options in this color combination. Best you can do is a counterspell and maybe disperse (this is a temporary solution, but with aggro control you often only need one more turn).
I kinda like to include a single Rogue Passage, one unblockable creature can often ping a bothersome planeswalker in a few turns.
Jace is a lot of things, he gives you card advantage, removes a blocker, eats up an attack or two, and can seal the game for you with the ultimate ability. You want Jace in your aggro control deck.
Copters are mostly just good for filtering unwanted lands. With two copies you can't really rely on them to save you from every mana screw, but they're nice to have. Also, they tend to stay at the table after most board sweeps, so when you topdeck a creature, it's ready to hit for 3.
And those hits for 3 quickly add up.
Although it's fine to replace them with something you consider more essential for the deck.
As an exercise, whenever you draw a Copter, think of which different card you'd rather have at the moment.
1. It is not faster than pure aggro decks like RB Vampires or RW vehicles or WW.
2. It does not have as much late-game power as control decks, Ramp and some other archetypes.
So what it -CAN- do is to set up a clock that steadily ticks away while stalling the opponent just enough to win in both case #1 and #2.
So what you want in a tempo deck like this is to play turn 1 or 2 creatures to set the opponent on an unpleasant countdown and then protect that board position with counterspells, bounce, various trickery and removal. At least the way I see it.
Here is a decklist doing just that. I'm not saying in any way that it is better than yours, but if you go back and analyze how you won when you did win, maybe it was most commonly by doing precisely the same thing I do?
2 Selfless Spirit
2 Rattlechains
2 Sylvan Advocate
3 Skyrider Elf
2 Thalia, Heretic Kathar
2 Spell Queller
2 Reflector Mage
3 Bounding Krasis
2 Void Grafter
3 Blessed Alliance
2 Declaration in Stone
2 Scatter to the Winds
4 Spell Shrivel
3 Glimmer of Genious
1 Tamiyo, Field Researcher
1 Jace, Unraveler of Secrets
3 Plains
4 Island
3 Forest
2 Lumbering Falls
2 Canopy Vista
2 Praerie Stream
2 Hinterland Harbor
2 Glacial Fortress
4 Evolving Wilds
A problem I noticed is that a whooping 17 cards costs 3 mana, so very often the deck can only play 1 spell per turn until I have 5-6 mana. I consider taking out a 3cc spell or two and add more mana.
I've had rank 39 opponents get a free pass to 40 just because i got mana screwed. And conversely I've been denied rank 40 for the same reason (repeatedly).
There's as much luck involved as deck/skill.