Post by John Galli on Feb 21, 2010 13:39:52 GMT -5
I've been working on a G/W build today to try and fight the metagame a little bit but also to make sure I have better chances against the two top tier decks - zoo and thopter-depths. Here is a build I've been goldfishing a bit (numbers / lands need adjustment still)-
Creatures (19)
3 Noble Hierarch
4 Samurai of the Pale Curtain
4 Kitchen Finks
4 Aven Mindcensor
4 Loxodon Hierarch
Spells (18)
4 Chrome Mox
4 Path to Exile
4 Suppression Field
4 Spectral Procession
2 Oblivion Ring
Land (23)
4 Temple Garden
4 Sunpetal Grove
2 Horizon Canopy
2 Stirring Wildwood
7 Plains
4 Forest
Sideboard (15)
4 Trinisphere
3 Relic of Progenitus
3 Umezawa's Jitte
3 Defense Grid
2 Damping Matrix
There are a couple of non-bos (Samurai + Finks, Canopy/Wildwood + Suppression Field) but so far they generally don't encounter each other enough to be a problem. The latter of those two non-bos are usually not used until late game anyway, so by that point if there is a suppression field out it's a non-issue.
The goal with the deck is to land a turn 1 suppression field via chrome mox, which is generally quite good against depths and a score of other decks (zoo included since it messes up their fetch lands), and if that doesn't happen you could land a turn 1 samurai, a turn 2 finks/mindcensor/any other spell in the deck. If you don't get mox, it's still fine as turn 2 field is no slouch nor any of the other cards, and a lot of time you'll have hierarch to still be able to accelerate.
The deck can put on a good deal of lifegain pressure, especially if you hit finks + loxodon. Both of those together are ridiculous and hard for an opponent to pull away from. Field + Mindcensor + Samurai can also make a lot of players lives hard.
The sideboard brings in more action and aids with matchups that the maindeck can't deal easily with. Trinisphere is mostly for elves although it can be used against a fair amount of decks with little drawback to yourself. A turn 2 trinisphere is downright brutal, and even zoo can be irritated by it. The only cards it really effects of yours is path, samurai, and field (if it stays in), and those are sacrifices that aren't terribly important.
Defense Grid against fae, Jitte against zoo (in place of suppression field), relic against dredge, and damping matrix for more added pressure against thopter-depths.
Right now some considerations I'm making are;
- Adjustments to the manabase (the numbers / lands don't seem quite right but they are close)
- Adding more lifegain / early defense to the board or maindeck. There's a fair amount already, but something like Grizzled leatau or perimeter captain can go a long way in certain matchups.
- upping the number of damping matrixes or o-rings. This might cost me space on other matchups, but beating thopter requires a monumental effort.
Creatures (19)
3 Noble Hierarch
4 Samurai of the Pale Curtain
4 Kitchen Finks
4 Aven Mindcensor
4 Loxodon Hierarch
Spells (18)
4 Chrome Mox
4 Path to Exile
4 Suppression Field
4 Spectral Procession
2 Oblivion Ring
Land (23)
4 Temple Garden
4 Sunpetal Grove
2 Horizon Canopy
2 Stirring Wildwood
7 Plains
4 Forest
Sideboard (15)
4 Trinisphere
3 Relic of Progenitus
3 Umezawa's Jitte
3 Defense Grid
2 Damping Matrix
There are a couple of non-bos (Samurai + Finks, Canopy/Wildwood + Suppression Field) but so far they generally don't encounter each other enough to be a problem. The latter of those two non-bos are usually not used until late game anyway, so by that point if there is a suppression field out it's a non-issue.
The goal with the deck is to land a turn 1 suppression field via chrome mox, which is generally quite good against depths and a score of other decks (zoo included since it messes up their fetch lands), and if that doesn't happen you could land a turn 1 samurai, a turn 2 finks/mindcensor/any other spell in the deck. If you don't get mox, it's still fine as turn 2 field is no slouch nor any of the other cards, and a lot of time you'll have hierarch to still be able to accelerate.
The deck can put on a good deal of lifegain pressure, especially if you hit finks + loxodon. Both of those together are ridiculous and hard for an opponent to pull away from. Field + Mindcensor + Samurai can also make a lot of players lives hard.
The sideboard brings in more action and aids with matchups that the maindeck can't deal easily with. Trinisphere is mostly for elves although it can be used against a fair amount of decks with little drawback to yourself. A turn 2 trinisphere is downright brutal, and even zoo can be irritated by it. The only cards it really effects of yours is path, samurai, and field (if it stays in), and those are sacrifices that aren't terribly important.
Defense Grid against fae, Jitte against zoo (in place of suppression field), relic against dredge, and damping matrix for more added pressure against thopter-depths.
Right now some considerations I'm making are;
- Adjustments to the manabase (the numbers / lands don't seem quite right but they are close)
- Adding more lifegain / early defense to the board or maindeck. There's a fair amount already, but something like Grizzled leatau or perimeter captain can go a long way in certain matchups.
- upping the number of damping matrixes or o-rings. This might cost me space on other matchups, but beating thopter requires a monumental effort.