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Hellsau

creature snowhorn tron first draft

Aug 31st, 2019
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  1. Decklist: https://i.imgur.com/Xhdr9Z3.png
  2.  
  3. Matchups Guide:
  4. Just going to go in order of the MTGGoldfish meta share, which is effectively just a random order, with the lesser variations of each archetype behind the main one.
  5. Big players
  6. Jeskai (all flavors)
  7. There are a huge amount of variation in card choices, but they're all basically the same - 4 Astrolabe, 4 Counterspell, some numbers of Mulldrifter/Archaeomancer/Ephemerate/Skred, and then some more creatures and spells. Here's what you need to look for - do they play Spellstutter Sprites? Do they play Seeker of the Way? Do they play Augur of Bolas? Do they play Glint Hawk, and do they have Prophetic Prism to support it or Trinket Mages to find Astrolabe? How many Kor Skyfishers do you see? Do they have Lightning Bolt?
  8. Sideboarding is rough for this matchup - you need some numbers of everything for some versions, and other versions you can vastly shift your deck and get a huge advantage, and you only get a game or two to figure out what they're on. Giving a direct sideboarding guide would be worthless given the realities of the matchup against different builds, so here's the cards that you can put in and take out, and what they're good against:
  9. Out:
  10. Condescend - Extremely awkward to counter 1 mana spells with Condescend and get countered by 1 mana spells. If they have something strange like Palace Sentinels then maybe you'll want it, but it's usually the first card out no matter the opposing build.
  11. Stonehorn Dignitary - Necessary against Glint Hawk, still good against Seeker of the Way even without Glint Hawk, and can be cut against Augur builds. If you cut the Stonehorns you can cut the Plains too.
  12. Moment's Peace - Necessary against Glint Hawk + Seeker builds, otherwise easily cut. Against Kor Skyfisher + Sprite builds, I like 1 Moment's Peace to Teachings for plus 1 or 2 Stonehorns.
  13. Pulse of Murasa - Very good, though vulnerable against Relic. If you see more than 1 Relic in an aggressive build, cut it to avoid a nonfunctional draw.
  14. Dinrova Horror - One makes winning through Kor Skyfisher tremendously easier. Having both allows you to expose one to a Relic, or expose your Compulsive to a Relic, while still having inevitability. If you have both, you can also just jam Horror to bounce an opposing land and have a juicy Flicker target lying around. If you have 1 Horror, the Compulsive, the Pulse of Murasa and the Shattering Pulse, you're generally going to be able to win the game no matter how unfortunate the sequence of cards you draw is, but as you start cutting more of those out of the equation it just takes an unfortunate few turns where you have to just jam your Compulsive on turn 3, it gets eaten by a Relic at some point, and then your Horror is the actual bottom card for you to be unable to kill the opponent through a Kor Skyfisher or two. Often though you can race the opponent by swinging in your creatures and Flickering whichever creature gets blocked by Skyfisher, though again sometimes you just have the Horror as the bottom card and 4 more 2/2s are in the bottom 7 cards and you just can't get enough damage through, and having two Horrors makes that significantly less likely though still possible.
  15. Ghostly Flicker - extremely good in this matchup since it can just Divination at the end of their turn and be a great card, but sometimes you just need to make room and the sixth Flicker effect ain't necessary. More Flickers means graveyard hate does less and less, though.
  16. In:
  17. Pyroblast - you need at least 2 against all the different builds to fight Counterspell/Archaeomancer/Mulldrifter. Against the Augur + Sprite versions, you can jam all 4 safely. Against Glint Hawk + Seeker builds, if you draw too many Pyroblasts you can just get overrun.
  18. Blue blasts - a necessary evil against some opposing sideboard cards, and 2-3 are good additions against Augur builds, since you can stack up all your counters and match your Blue Blasts/Dispel/Prohibit against their Pyros and your Pyros/Gut Shot against their Sprites.
  19. Gut Shot - awesome against Spellstutter Sprite and can lead to massive blowout potential, and frees up your Pyroblasts for other uses.
  20. Stonehorn Dignitary - very good against the 4x Seeker builds, necessary against Glint Hawk + Seeker builds. I generally never bring in all seven anti-combat cards, and Stonehorn is much better than Moment's Peace as it gives you a Flicker target.
  21. Shattering Pulse - can be insane against Glint Hawk versions, as if you blow up the Astrolabe they mulliganed/cantripped for you can strand a huge number of cards in their hand. Adequate against Trinket Mage builds to snipe Relics after tapping them out, or forcing them to pop. Late game, just blowing up all the opposing Astrolabes to choke their red and white mana and strand their birds in hand. Generally, bring it in if you see artifact lands or Glint Hawks, though if they don't have artifact lands and do have Prism then it can be a pretty huge waste of mana that doesn't do much. If they have 2+ Relics then bring this in to make winning easier, though Horror also does a good job at making a mockery of Relic.
  22. Tron (all flavors)
  23. The mirror match is horrendous. Here's the deal - if one player hits Tron and the other player misses, the player with Tron wins. If both players hit Tron, but one player misses on colored mana, the player with colored mana wins. If both players hit Tron and colored mana, but one player floods and the other player draws relevant spells, the player with spells wins. If everyone draws Tron and colored mana and relevant spells, the player on the play wins. It sucks. Even if you build your deck to target the mirror, and play against someone with a pile of useless anti-combat cards in the maindeck, you're still not going to be better than like 60%, because often the poorly positioned version is just gonna out-Tron, or out-Prism, or out-draw you, or just happen to win the die roll. Anyway, game 1 just setup a Horror loop and keep an eye on what they play to see what you wanna board.
  24. Flicker Tron (the Mirror)
  25. Sideboarding -
  26. Out:
  27. 3 Stonehorn Dignitary
  28. 2 Moment's Peace
  29. 1 Plains
  30. 1 Condescend
  31. In:
  32. 4 Pyroblast
  33. 2-3 Blue Blasts
  34. 1 Shattering Pulse
  35. Depending on if you think they're running Rolling Thunder, you can add the third Blue Blast by cutting Pulse of Murasa or Shattering Pulse. Draw better than your opponent, don't tap out and lose the counter fight on your turn and allow them to own you on their turn, etc. Shattering Pulse on Expedition Map while they're tapped down is the dream, but using it to limit their colored mana, or using it late game at the end of their turn with buyback to destroy all their colored mana is good enough, though try not to get owned by Flicker. If they're bringing in Ulamog's Crusher you can keep a Stonehorn or two in, though if your opponent plays Crusher and you play Horror you're insanely ahead so it's not entirely necessary. Crusher really only matters if they just have turn 4 Tron plus land plus Crusher, and also draw a bunch of counters and other good spells to back it up - its effectiveness drops off severely past turn 6 or so as you have a bunch of garbage to sacrifice and can more easily churn through the deck to find a Horror/Stonehorn. Usually Crusher is worse for the opponent than just another counter like Dispel or a 5th Red Blast would be.
  36. Fangren Tron
  37. Sideboarding -
  38. Out:
  39. 2 Moment's Peace
  40. 1 Condescend
  41. 1 Plains
  42. 1 Dispel
  43. 1 Pulse of Murasa if you need another cut, then 1 Ghostly Flicker
  44. In:
  45. 3 Blue Blasts, more if given a reason
  46. 1 Pyroblast
  47. 1 Shattering Pulse
  48. We're keeping in three Stonehorns because the opponent is running a bunch of dorks so locking down combat is pretty good, and we have two Horrors which double as anti-combat cards so we don't need to bring in the fourth Stonehorn unless we see something odd. Shattering Pulse can just pop a Sphere to deny them a card, or hit Prism to deny them colored mana if they blank on Cave of Temptation, or snipe a Map, or just machine gun down Self-Assemblers if that's their pressure. A Pyroblast is a tutorable way to lock the game up by countering their Mulldrifter and/or Wall. 3 Blue Blasts are for opposing Pyroblasts and also Rolling Thunder - if you see a LOT of red cards, like 4 Pyroblasts plus Rolling Thunder plus some sort of red LD, go ahead and add four or five Blue Blasts, though note that Flicker is pretty great against LD and Pulse of Murasa can make Rolling Thunder pointless.
  49. Snow White Tron
  50. Sideboarding -
  51. Out:
  52. 1 Condescend
  53. 1 Pulse of Murasa
  54. 2 Ghostly Flicker
  55. 1 Plains
  56. 1 Moment's Peace
  57. In:
  58. 3-5 Blue Blasts
  59. 1-3 Red Blasts
  60. 1 Stonehorn Dignitary
  61. This is the only matchup where I wish I still ran a Circle of Protection: Red, since that allowed you to just straight lock the game up by negating all their fireballs while you lock down combat. We're cutting the Plains even though we have four Dignitaries because we cannot win without a mana-filtering artifact, and we're not forced to play turn 4 Stonehorn or die like we would against an aggro deck, we're just using Stonehorn to lock combat and make their fliers much weaker. I like keeping a Moment's Peace in as a tutorable way to stop combat for a couple turns in case all four Stonehorns and both Horrors are in the bottom 30 cards, but you can't have too many anti-combat cards or you'll just die to a pile of fireballs. Shattering Pulse can be okay, but more Blasts or anti-combat cards are usually better, though if they're jamming a million Relics then you'll probably want it over the last Moment's Peace. Pyroblast pretty much only hits Mulldrifter maindeck, but it also hits Dispel after board - if you see a bunch of Blue Blasts (because the opponent has to take out a ton of dead cards) then you might be able to get away with zero or one Pyroblast to try to strand the Blue Blasts in their hand.
  62. Affinity
  63. Atog + Fling is how you lose, other than drawing 20 cards and missing on all the anti-combat cards. If you can lock combat down, you need to churn through your deck to find a Dispel or Prohibit to beat Fling, or start Horroring their board away.
  64. Sideboarding -
  65. Out:
  66. 1 Condescend
  67. 1 Dispel
  68. 1 Prohibit
  69. 1 Pulse of Murasa
  70. 1 Mulldrifter
  71. 1 Ghostly Flicker
  72. 2 Dinrova Horror
  73. In:
  74. 5 Blue Blasts
  75. 1 Shattering Pulse
  76. 1 Stonehorn Dignitary
  77. 1 Moment's Peace
  78. Post board you seek to prevent them from having access to Atog, or allowing them to have Atog and just holding up multiple ways to counter Fling, while keeping yourself from dying by playing a bunch of anti-combat cards. Eventually you'll clear any Atogs they have, and then Shattering Pulse their entire board and beat them to death with a Mulldrifter or deck them with Compulsive.
  79.  
  80. Atog Combo
  81. It's Affinity with very few threats and instead tries to use permission to guard what threats they draw. Game 1 you've got to find a Horror and start bouncing their board, otherwise they'll be able to accumulate a hand full of counters and eventually force through lethal in some way, and locking down combat is nice for keeping your life total high but they'll eventually find Atog + Fling + a pile of artifacts and/or Galvanic Blasts. Game 1 frequently comes down to how many Thoughtcasts the opponent can find, or whether they can draw and play the turn 2 or 3 Atog to pressure you.
  82. Sideboarding -
  83. Out:
  84. 3 Stonehorn Dignitary
  85. 2 Moment's Peace
  86. 1 Condescend
  87. 1 Ghostly Flicker
  88. 1 Plains
  89. 2 Dinrova Horror
  90. In:
  91. 9 Blasts
  92. 1 Shattering Pulse
  93. You are now a traditional control Tron deck. Your plan is to kill every creature the opponent runs. Your removal doubles as counters for their protection. Hydroblast their Atogs, Pyroblast their Serpents, and eventually Shattering Pulse their manabase and board. Some versions run Carapace Forger as an additional threat - if you see those, you may need to keep the Horrors in or maybe some Dignitaries, though you can also just block and Flicker to wall it, or just jam two 2/2s in front of it. Draw as many cards as you can, because they'll be trying to do the same, and you need as many Blasts and counters as you can get. Eventually you'll need to use Walls to get back more Blasts and allow you to convert Flickers into more Blasts. They'll probably still have Galvanic Blast in, as well as Pyroblast, so you're going to have to use counters to defend your Walls, which requires quite a lot of finesse so that you are able to defend your plays while also not dying to Atog + Fling + maybe a hidden number of Galvanic Blasts to the face.
  94. Stompy
  95. Great matchup, and one of the reasons to run so many anti-combat cards. Sometimes you'll have two Stonehorns and no Peace and will die before casting them because you lost the die roll and didn't have the god draw, but if you win the die roll and are able to find an anti-combat card, you are extremely ahead. All your interaction can also put them back a turn or even two from killing you depending on their draw, which means even if you stumble you can still lock them out. Your best draws will beat their best draws, even on the draw, and their best draws don't even beat your mediocre draws when you're on the play, so this matchup can depend on the die roll, but mostly it's when you've got an awkward start and they have a great one.
  96. Sideboarding -
  97. Out:
  98. 2 Dinrova Horror
  99. 1 Dispel
  100. 1 Pulse of Murasa
  101. 1 Ghostly Flicker
  102. 1 Condescend on the draw
  103. In:
  104. 1 Moment's Peace
  105. 1 Stonehorn Dignitary
  106. 1 Gut Shot
  107. 1 Shattering Pulse
  108. Lone Missionary, 1 on the play, 2 on the draw
  109. Neither Horror is necessary, the Dispel is awkward and weak, the Condescend is quite bad on the draw, Pulse of Murasa is awkward and bad against Relic of Progenitus, and you don't need all the Flickers. Moment's Peace, Stonehorn Dignitary and Shattering Pulse are auto-includes, the two anti-combat cards help you lock them down and keep your life total high, and Pulse is your out to Viridian Longbow. Gut Shot goes in because it's great against all their turn 1 plays except Nettle Sentinel and also snipes River Boas on turn 2. Lone Missionary is pretty good at buying time, both against their beatdowns and against Longbow, since gaining 4 life once you've locked down combat can buy you some turns to find the Shattering Pulse or Teachings to answer their Longbow. Shattering Pulse also answers their Vault Skirges, allowing you to beat them to death with Mulldrifters and not requiring you to Compulsive them out, though some crazy people have brought in Hidden Spider which will require you to deck them or loop Gut Shot to either burn the Spider if you can somehow cast it and Flicker loop it four extra times, or just burn them out, so Horror is not necessary to win. Lately I've been bringing in both Lone Missionaries on the draw, and swapping one out for Condescend on the play since Condescend on turn 2 is a huge swing.
  110. Note here my philosophy against aggro decks - if you have dead cards in your hand against Aggro, who cares? It isn't like you're going to lose when they out card advantage you, you'll lose because you don't draw the right cards to lock them out, and it isn't like we're leaving more Peaces or Stonehorns in the board in place of the potentially dead Gut Shot or Condescend - having the ability to draw those cards early and slowing the opponent down a tremendous amount will win you far more games than having a mediocre Dispel or Horror will, even at the cost of those cards sometimes rotting in your hand later.
  111.  
  112. Elves
  113. It's Stompy with turn 3 wins, more turn 4 wins, and actual reach! Establishing a combat lock is the goal, but that's not the end against some builds game 1, and no builds post-board. Cards to watch out for game 1 - Viridian Longbow is the big one, and related to that are Island, Sylvan Ranger, and Distant Melody. If the opponent is mono-Green, fueled by just Winding Way and Lead the Stampede, then they may have a Longbow or two in the main, but even if they have a busted Priest draw, they still have to draw the Longbow naturally, or they're cold to a combat lock, and they don't get many turns before you can find a Prohibit/Teachings/Horror and Longbow stops being an out. If they play Distant Melody, though, they can easily draw their entire library and find even a 1-of Longbow to win through a combat lock. Some builds are running Melody alongside some numbers of both Winding Way and Lead the Stampede, and you need to be on the lookout for evidence that they run the Island, because it also effects the lines you should take, since you need to much more aggressively pursue a line that allows you to find Horror or Prohibit before they can chain Melodies and kill you.
  114. Sideboarding
  115. Out:
  116. 1 Dispel
  117. 1 Pulse of Murasa
  118. 1 Ghostly Flicker
  119. 1 Condescend on the draw
  120. 1 Dinrova Horror on the play
  121.  
  122. In:
  123. 1 Stonehorn Dignitary
  124. 1 Moment's Peace
  125. 1 Gut Shot
  126. 1 Shattering Pulse
  127. I tend to Gut Shot their turn 1 mana elf, though I'll leave Birchlore Ranger alive until I see what they want to play next and I'll ignore Quirion Ranger. The dream is to Gut Shot a Priest of Titania, but if they go turn 1 Llanowar and you choose not to Gut Shot it, and they play a turn 2 Timberwatch, you kind of got owned. Even if they just jam a turn 2 Lead the Stampede, it's a huge disadvantage for you, so I tend to just Gut Shot immediately. Shattering Pulse is in to answer Longbow, and that combined with the additional anti-combat cards allows you a lot more leeway. Dinrova Horror is an answer to Longbow and also a way to lock out the opponent once you have a Flicker loop going, but it's pretty dorky and I'd rather have Condescend to try to spike an early successful Condescend on the play. If the opponent is playing Mob Justice, you probably want a Hydroblast; if they're playing Harsh Sustenance, you'll probably want to keep the Dispel; and if they're playing Distant Melody you might want a Pyroblast or two. Cut Horrors or Condescend to fit those in, maybe a Mulldrifter.
  128. Bogles
  129. Bogles is more likely to lose to itself than anything else, though locking down Combat and finding a Dispel to counter Fling is usually enough. Flicker looping Dinrova bouncing their lands and binning their enchantments will also do it. If the opponent blanks on Ethereal Armor or Ancestral Mask then you have plenty of time, and if they hit Armor/Mask but miss on Rancor or Armadillo Cloak then you get to chump for a while.
  130. Sideboarding -
  131. Out:
  132. 1 Pulse of Murasa
  133. 1 Condescend
  134. 1 Ghostly Flicker
  135. 1 Dinrova Horror
  136. In:
  137. 1 Stonehorn Dignitary
  138. 1 Moment's Peace
  139. 2 Blue Blast
  140. Dispel hits Fling plus opposing Dispels. If they opponent has other red cards that you want to counter, then cut the other Horror for a third Blue Blast.
  141. Burn
  142. Burn does not have any good matchups anymore, but that doesn't stop people from playing it. It used to be nearly a throwaway for the old version of Stonehorn Tron, but thanks to Astrolabe and a pile of Flickers you aren't nearly as disadvantaged. If the opponent has a turn 2 Thermo-Alchemist on the play then you pretty much need the nuts to have a shot, but if they miss on Alchemist then you can just find a Teachings or a Pulse and shut them out by looping Pulse with Wall and Flickers.
  143. Sideboarding -
  144. Out:
  145. 2 Dinrova Horror
  146. 3 Stonehorn
  147. 2 Moment's Peace
  148. In:
  149. 5 Blue Blasts
  150. 2 Lone Missionaries
  151. Blue Blasts allow you to answer their repeatable damage sources, and Lone Missionary is a must kill for them else all your Flickers become insane. Beyond those cards, you still have the Pulse and maindeck counters to stave them off, and the Teachings are incredible once they can find Blasts. You have to watch out for Molten Rain and Smash to Smithereens, but they also have to watch out for your Flickers, but you also have Missionaries and Pulse so it's not like they can just sit around and wait for an opportunity to avoid getting owned by Flicker, and having their 3 mana sorcery countered by a 1 mana instant can lead to them getting effectively locked out when you untap and gain a ton of life. Remember how Burn decks work - if your Burn opponent Bolts you 6 times and brings you to 2, and then they lose the game, they discarded 6 cards and did nothing. All you have to do is use your resources to scrap as much life for yourself as you can and then beat the opponent to death with 2/2s or lock them out with Flicker loops to get a hand full of Blasts or gain 40+ life, if you win the game then it didn't matter how much your opponent did to you, as long as you never drop below 1 life.
  152. Small scale
  153. Boros Stuff - Aggro, Monarch, Mardu
  154. If they're playing a pile of artifact lands, Astrolabes, white creatures and trying to burn you out, they're running Boros Stuff. Some decks are super aggro with Court Homunculus, some are traditional Boros Monarch, and some are playing Hawk/Skyfisher/Seeker as their only creatures and trying to murder you with Blightning supplementing the usual burn. Against all of these, your plan is to use anti-combat cards as virtual lifegain, and then find a way to gain a pile of life with Pulse or lock them out with Horror before they draw 12-20 points of burn.
  155. Sideboarding -
  156. Aggro version:
  157. Out:
  158. 1 Dispel
  159. 1 Condescend
  160. 2 Dinrova Horror
  161. 1 Ghostly Flicker
  162. In:
  163. 1 Stonehorn Dignitary
  164. 1 Moment's Peace
  165. 1 Shattering Pulse
  166. 2 Blue Blast
  167. Monarch:
  168. Out:
  169. 1 Dispel
  170. 1 Condescend
  171. 1 Dinrova Horror
  172. 1 Ghostly Flicker
  173. In:
  174. 1 Stonehorn Dignitary
  175. 2 Blue Blast
  176. 1 Shattering Pulse
  177. Mardu:
  178. Out:
  179. 1 Moment's Peace
  180. 1 Dispel
  181. 1 Condescend
  182. 1 Prohibit
  183. 1 Dinrova Horror
  184. 1 Ghostly Flicker
  185. In:
  186. 1 Stonehorn Dignitary
  187. 1 Shattering Pulse
  188. 4 Blue Blasts
  189. WB Pestilence
  190. Sideboarding -
  191. Against creature version:
  192. Out:
  193. 1 Dispel
  194. In:
  195. 1 Stonehorn Dignitary
  196. Against (nearly) creatureless version:
  197. Out:
  198. 2 Moment's Peace
  199. In:
  200. 1 Shattering Pulse
  201. 1 Lone Missionary
  202. Heroic
  203. Sideboarding -
  204. Out:
  205. 1 Pulse of Murasa
  206. 1 Dispel
  207. [1 Condescend on the Draw
  208. 1 Ghostly Flicker on the play
  209. In:
  210. 1 Stonehorn Dignitary
  211. 1 Moment's Peace
  212. 1 Shattering Pulse if you suspect or see targets such as Relic (boarding out the [bracketed] card)
  213.  
  214. White Weenie
  215. Sideboarding -
  216. Out:
  217. 1 Pulse of Murasa
  218. 1 Dispel
  219. In:
  220. 1 Stonehorn Dignitary
  221. 1 Moment's Peace
  222.  
  223. Delver (U or UR)
  224. Sideboarding -
  225. Out:
  226. 2 Moment's Peace
  227. 1 Condescend
  228. 2 Dinrova Horror
  229. 1 Ghostly Flicker on the draw against Mono-Blue
  230. In:
  231. 4 Pyroblast
  232. 1 Gut Shot
  233. 1 Lone Missionary on the draw against Mono-Blue
  234. Slivers
  235. Sideboarding -
  236. Out:
  237. 1 Pulse of Murasa
  238. 1 Dispel (keep in if you see Swamp or Harsh Sustenance in place of a Ghostly Flicker)
  239.  
  240. In:
  241. 1 Stonehorn Dignitary
  242. 1 Moment's Peace
  243. 2 Hydroblast if you see Gemhide Sliver or Mountain or Bladeback Sliver (swapping out the two Dinrova Horrors)
  244.  
  245. RDW
  246. Sideboarding -
  247. Out:
  248. 2 Dinrova Horror
  249. 3 Ghostly Flicker
  250. 1 Ephemerate
  251. 1 Dispel
  252. 1 Mulldrifter
  253. 1 Compulsive Research
  254. In:
  255. 5 Blue Blasts
  256. 2 Lone Missionaries
  257. 1 Stonehorn Dignitary
  258. 1 Moment's Peace
  259.  
  260. Goblins
  261. Sideboarding -
  262. Out:
  263. 2 Dinrova Horror
  264. 3 Ghostly Flicker
  265. 1 Ephemerate
  266. 1 Dispel
  267. 1 Mulldrifter
  268. 1 Compulsive Research
  269. In:
  270. 5 Blue Blasts
  271. 2 Lone Missionaries
  272. 1 Stonehorn Dignitary
  273. 1 Moment's Peace
  274.  
  275. Familiars
  276. Sideboarding -
  277. Out:
  278. 3 Stonehorn Dignitary
  279. 2 Moment's Peace
  280. 1 Plains
  281. In:
  282. 4 Pyroblasts
  283. If they have Red mana (Pyroblast)
  284. 2 Blue Blasts
  285. If not
  286. 1 Shattering Pulse and keep in the Plains
  287. Mono-Black Control
  288. Sideboarding -
  289. Out:
  290. 2 Moment's Peace
  291. 1 Dispel
  292. In:
  293. 1 Stonehorn Dignitary
  294. 1 Shattering Pulse
  295. 1 Lone Missionary
  296. 1 Gut Shot instead of the Missionary if you see Crypt Rats
  297. Other decks
  298. UB Flicker/Teachings
  299. Sideboarding -
  300. Out:
  301. 3 Stonehorn Dignitary
  302. 2 Moment's Peace
  303. 1 Plains
  304. In:
  305. 4 Pyroblast
  306. 1 Shattering Pulse
  307. 1 Lone Missionary
  308. GB Aristocrats
  309. Sideboarding -
  310. Out:
  311. 1 Dispel
  312. 1 Pulse of Murasa
  313. In:
  314. 1 Stonehorn Dignitary
  315. 1 Moment's Peace
  316.  
  317. Suicide Black
  318. Sideboarding -
  319. Out:
  320. 2 Dinrova Horror
  321. 1 Dispel
  322. 1 Ghostly Flicker
  323. In:
  324. 1 Stonehorn Dignitary
  325. 1 Moment's Peace
  326. 2 Lone Missionary
  327.  
  328. Zombies
  329. Sideboarding -
  330. Out:
  331. 1 Dispel
  332. 2 Ghostly Flicker
  333. 2 Dinrova Horror
  334. In:
  335. 1 Stonehorn Dignitary
  336. 1 Moment's Peace
  337. 1 Gut Shot
  338. 2 Lone Missionary
  339. Reanimator
  340. Sideboarding -
  341. Out:
  342. 2 Moment's Peace
  343. 1 Dispel
  344. 2 Ghostly Flicker
  345. In:
  346. 1 Stonehorn Dignitary
  347. 4 Blue Blasts
  348.  
  349. Infect
  350. This matchup is good, even if it doesn't look it. They're slow if they don't spike a Glistener Elf, and they struggle against anti-combat cards even more than Stompy, since if they spend two pump spells and get them eaten by a Moment's Peace, they can have their clock pushed back several turns, more than enough time to find more anti-combat cards. Your counters are also all excellent. Yeah sometimes they just turn 1 Glistener, turn 2 Groundswell + Mutagenic Growth + another pump spell and getcha, but whatever. The UG versions have Dispel to fight Moment's Peace, but their manabase is nonfunctional and leads to even fewer turn 1 Glistener Elves, and their pump spells are much weaker.
  351. Sideboarding -
  352. Out:
  353. 1 Pulse of Murasa
  354. 2 Dinrova Horror
  355. 1 Condescend on the draw
  356. 1 Ghostly Flicker on the play
  357. In:
  358. 1 Moment's Peace
  359. 1 Stonehorn Dignitary
  360. 1 Gut Shot
  361. 1 Shattering Pulse
  362. Gut Shot kills all their creatures, Shattering Pulse kills Ichorclaw Myr, and killing one creature frequently means you've killed all the creatures your opponent has drawn. Other than that, try to stay alive and stop combat while keeping an eye out for something like Viridian Longbow if possible. If playing against UG Infect, bring in all four Pyroblasts (they kill/counter Blighted Agent and also trade for a number of their pump spells while allowing you to fight through Dispels) in exchange for a couple Mulldrifters and a couple more Flickers.
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