![]() ![]() Even further the last developments of the tres decks has NO SWORDS ritgh? and therefore no much more creatures-removal so you really think tres is a horrible match up. Please my friends I made the post not to read things like that althoutght to improve the deck.Ĭounterbalance can be a trouble If we havent played before a chalice 1CC OR we do not have any counterspell. with the cityoftraitor/ancientomb/moxen engine we can play soon or a thirst(we play 4) OR a fact(3 in base) OR a chalice(4 in base) OR a show and tell(4 in base) followed up by the full package of 12 hard counterspell we have in main. I'd say that this deck has one of the most explosives starts we can see in the meta(Stax apart). If you play a 1 cc chalice you literally wreck tres ritgh?Įven further tres is one of the bests match ups for this deck if we play the version with 4 impulse/ 3 Echoing truth OR the version with 3 merchant/1 truth_/1 trickbind/1 misidrection. What do you do when aggro or combo goes faster then you? What do you do when Thresh lands a Counterbalance and follows with a threat? What do you do when control uses any sort of disruption and you can't get out an Angel? You spend all of your resources just so you can get out a Platinum Angel and play Pact of Negation. If we expect these creatures and no gobbos we should opt to put in main the echointruths, otherwise these slots should be trickbinds, anyway we have to put in side the not chosen card. because of this point I maybe prefer to play the merchant scroll way having 4 chances to get both trickbind and echoin truth. The only critical point will be when we cast show and tell, we play plati and our opponent plays meloku. The current meta demonstrates this point: Only a meloku or fleddling dragon or mystic enforcer will make us loose the game, but having 12 c.spells and beeing its converted mana cost more than 4 I do not really find this as a trouble. One point is that we expect that our opponent will not play a bigger FLYING creature before we can have any kind of counter to it. Therefore we have to put in main more trickbinds which save us from those gempalm, and makes our first turns more powerfull. Well I'll post another way to build this archetype and ovoiding the main toolbox:ģ trickbinds // or truths // EDIT:or even cunnin wish this slot is quite dependant if we play merchant or we play impulseĮxplanations : In this build we have changed the merchant toolbox by the impulse-draw to get more chances to get a plati or a show and tell: Sorry to bash the deck, this is not my intention, I'm just wondering how this deck can be any good without any alternative win conditions etc. Combo might roll you over (except for maybe played charbelchers) You don't have mainboarded stifle effects or turn 1 counters like force spike and daze. The control matchup might be even, but still, you only play 8 hard counters which can be used at any time. Your aggro matchup seems pretty bad, am I right? Runed Halo, Meddling Mage, Gaddock Teeg (you don't always sit with Show And Tell) I might be wrong.Īnd for god's sake, play an alternative win condition. I don't base this on anything, this is simply speculation. decks that plays wasteland locks, back to basics and moon effects seem pretty awful. Why don't you play another color so you can benefit from that color's strengths, when your mana base is just as fragile (almost, you really don't have to change anything) And nonbasic land hate that works against a monocolored deck seems crazy. PoN is very dependant on Platinum Angel, and sucks vs. Why in the world would you play such a deck? Without your 7cc dude, you have 4 relatively dead cards.
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