Eternal Warrior #5: World Police

You are currently browsing comments. If you would like to return to the full story, you can read the full entry here: “Eternal Warrior #5: World Police”.

 
  1. In terms of beaters, the Vend Cliques seem really good but really awkward to cast off of the same mana sources that can make a Tombstalker happen. Is it possible that Deathrite might find a home instead of the Tombstalkers? Maybe that’s silly. He’s not exactly a beater, but he can end the game. I guess RIP still hoses him, too. I’ll have to give it some more thought.

  2. I don’t see how this can compare to the raw power of cascading into ancestral vision. But thanks for the legacy videos ;)

  3. I’m curious as to why you didn’t Clique your opponent on draw step in round one, after he searched up helm.

  4. I would love to see you take your decks into Legacy DE’s as you will see real competition there.
    You stated yourself that you are seeing a lot of fringe / budget decks in 2 mans which isn’t a fair shake at the meta game therefore dilutes the quality of the videos we are watching.
    otherwise good article and I love me some Team America (Although I am Canadian!)

  5. Well that is true PW. I suppose that makes me feel somewhat better, however I don’t think Canadian Thresh would extend the same courtesy to our friendly neighbor’s.

  6. Hey guys, thanks for all the comments!

    I saw the Clique play when I re-watched the match. I think I had become focused upon using the Stifle and Abrupt Decay I had in hand to deal with his combo, to the exclusion of other options — you know how it is when you start thinking of a card in your hand as “earmarked” for a certain purpose, you don’t always stop to reevaluate it as often as you should. In any event, those spells were going to prevent him from winning unless he’d had Abeyance or Orim’s Chant, in which case he could have cast that spell during his upkeep and prevented me from Clique-ing the Helm out of his hand during the draw step anyhow.

    Stifle-nought combo is something I was avoiding because the Dreadnought is useless on its own, and many decks now have solid ways to deal with one in play.

    The Shardless Agent deck is a wholly different version of BUG, and it may be more powerful in some respects, but it also puts design constraints upon you, such as creating poor cascades if you include any countermagic other than FoW. I like that deck despite the constraints, it just wasn’t what I was testing out here.

    As for Legacy DE’s, they aren’t very practical for me, I’m afraid. I agree there would possibly be better competition, but they require that I find one at a reasonably convenient time, block out 4 hours for the event, and then hope it actually fires which is no guarantee. I do want to make sure I have quality opponents, but I think that if I record a higher volume of 2-man’s I can likely find enough good competition and just filter out some of the chaff. I had a couple other matches against more typical Legacy decks, but they weren’t interesting enough to make the cut. For example, I had a game against Dredge where he was shut down by Leylines in both g2 and g3 and it would not have been fun or informative to watch that. I’m not saying I would never do a DE, but it can’t be the norm, and I’ll try to ensure quality videos in other ways.

  7. I love me some legacy content.

    Sadly, I think the list is pretty weak. RUG delver can run a mana denial plan (wastelands, stiffle, daze) because it can opperate on so little mana, can cast 80% of its spells of a single trop, and ideally can kill an opponent while disrupting them. This BUG list can’t do any of that.

    Your build seems to try to first to disrupt the opponent in order to inevitably kill them when they are disrupted. This sounds like a fine recipe to lose to basically everything. Aggressive decks will put you on the defensive and often opperate better under mana constraints. Vials out of vial decks or rug in general are both problematic, burn seems worse. Controlling (stoneforge/miracles, BUG, four color control) decks will have more power and when you get to the inevitable long game, they won’t be drawing dead dazes, stiffles or sink holes. A single resolved swords to plowshares can stop you from killing them for ages since you are so threat light and those you do have aren’t as easy get online, protect and ride home to victory as RUGs are. The denial plan might work against certain types of combo, I guess, though wether it is better then discard in that instance…

    Team America seems like a thing of the past, the meta game seems to have moved on to bigger and better things as a whole. And while tombstalker might have gotten a little better with abrupt decay, the plan as a whole seems to have gotten worse with a little gem from the same set, Deathrite shaman.

    Play: Your play seems to be right on the “random mtgo dude” level. Nothing wrong with that, most people are, but it does mean some niggles and mistakes do creep into videos like these. Not sure if you want comments on that, but some examples should you care: Not immediatly blowing up the weird scrying thingy land your first round opponent played was weird. With top that thing said: draw 2 cards a turn (or at the very least never draw a land again) and you did not even mention it. Your brainstorms (yeah, I know, brainstorms are hard) are also pretty suboptimal. Game 2 of the RUG match you should definatly have gotten rid of 1 of the snuff outs, for example, since you were never casting both.

    That being said. love me some legacy content, even with a deck that I do not think is viable anymore. Keep it up, I’d love to be proven wrong

  8. I don’t see why you shuffled away tombstalker in round 2 game 1. I’ve played with delver Team America for about a year and I’ve learned that against rug stalker is one of the few threats they cannot answer outside of two bolts. Resolving a stalker is your main goal to victory in that matchup. Just wait for them to go low on cards and play it out with 1 mana up and fow backup.