Showing posts with label compensation. Show all posts
Showing posts with label compensation. Show all posts

Saturday, October 15, 2011

Epic Match Solar Flare vs 3 Color Pod

Had time for a few quick games and had quite the epic match vs 3 color birthing pod.  Unfortunately games 2 and 3 were lost due to Camtasia error. (In all reality my fault, but I'm still not sure what I did wrong, so for now its Camtasia's fault too)     I'll make videos of the replays if wanted, but for now only game 1 is live.  I am expecting to hammer out a solid list of Solar Flare after testing all day tomorrow. Ill post my results. Untill then, I leave you with these.


Part 1





Part 2




Lets just say that its titled epic because in game 3 I win by using Jace, Memory Adept to mill him out with me having 4 cards left in library and him having the mill land from Innistrad active. Quite the match.

P.S.  You may notice I am trying a new way of commentating my matches. Alot more talking and describing most possible "good" plays as opposed to just the line of play I chose. I figured it would help the viewer better understand my logic. What do you think? Should I keep doing it like this or go back to my old way?

Let me know in the comments section below

Saturday, October 8, 2011

UR Cloudpost vs Mono Black Control

 So I played a match vs mono black control with UR Cloudpost( Decklist Video is Here )    and I was going to upload it to youtube but my opponent requested I not upload it. I will still talk about the matchup here, however. MBC is a very interesting deck. The matchup plays out as follows. You care about their chittering rats early game, and their corrupts late game. That is really all. Your cards are better then theirs, and you outdraw them by a fairly large margin. You have late game inevetiblity with grim harvest, and capsize. So if you save your counterspells for their early game chittering rats and late game corrupts you should be fine.     

Be on the lookout for more videos coming soon, and some Standard vids once Innistrad is released on the 17th

Friday, October 7, 2011

UR Cloudpost vs Mono Red Burn Match 3

Tonight we had one final match vs burn with our current Cloudpost list.

Want to find out how we did? click HERE



SPOILER ALERT!!!!


I kinda felt like I got a little robbed here in games 2 and 3. We demolished him game 1 with our above average draw. Game 2 our draw never quite came together despite the math being on our side with the keep. Game 3 we ran into one of the few hand combos our opponent could kill us with in response to our teachings, which was going to grab a hydroblast. We were probably an underdog to win that game anyways, but its still tilting to get slowrolled. I still agree with my earlier assessment that the matchup is quite close, but I feel UR Cloudpost is slightly favored vs most versions. The all burn version seems to be tougher tho, because you have soo many useless burn spells vs creatureless decks.

Wednesday, October 5, 2011

UB Cloudpost with Innistrad

2 Expedition Map
4 Preordain
2 Innocent Blood
3 Disfigure
3 Prophetic Prism
1 Grim Harvest
1 Doomblade
1 Echoing Decay
2 Prohibit
1 Mana Leak
4 Forbidden Alchemy
1 Capsize
3 Mystical Teachings
1 Mysteries of the Deep
4 Mulldrifter
1 Ulamog's Crusher
3 Condescend


4 Cloudpost
4 Glimmerpost
7 Island
5 Swamp
2 Terramorphic Expanse
1 Bojuka Bog

No sideboard yet, as the post Innistrad format is not defined yet. I feel that this deck will be a contender. And yes, after a few hours of live testing, I can confirm Forbidden Alchemy is that good.

UR Cloudpost vs Goblins

So I tested a couple of matches vs goblins, and the matchup felt like we were ahead on the play, and slightly behind on the draw. It really comes down to if he has a turn 1 2/2, and how many sledders/raiders they draw.  Staggershock felt too slow, and firebolt was the worst burn spell as it does little if sledder/raider is in play and it cant ever kill a flunkies. You need your red mana by turn 2 vs this deck, or else they will leverage their tempo into a game win. After sideboard the matchup is gets better as you have hydroblasts, and seismic shudder. Teachings is amazing if you can stabilize, and the counterspells are awful. Being able to chain teachings for bolts is enough, and if you happen to draw serrated arrows after killing a goblin or 2, it helps tremendously.  Mulligan very aggresively to hands with both red mana and 1 mana burn spells.

Tuesday, October 4, 2011

UR Cloudpost Sideboard Choices

If you havent seen the list, check out my 10-03-11 deck profile, located HERE.  Lets start with affinity,
You need your sideboard to help you get to the late game vs them, which is why I chose 2 gorilla shaman, 2 ancient grudge. Once you get to the late game you can either teachings for shattering pulse, or more ancient grudges if need be. Builders bane was really nice, but didnt fit that role, it was a late game card and shattering pulse is just better. Once I lost a game with builders bane in my hand and not enough mana to stem the bleeding it was clear to me the gameplan I needed to have vs affinity.  Shattering pulse and ancient grudge are also solid vs WW decks.  I am not terribly concerned about control mirrors, as control is underplayed in the pauper dailys currently. That being said, I do respect them enough to run the Main deck grim harvest, and have 1 deep analysis 1 pyroblast and the 2 earth rifts in the board.  The one deep analysis will likely become something else, as I am not sold on its applications vs control.  The earth rifts are there just to kill opposing cloudposts, and the pyroblast is good vs all forms of blue based control ,and also storm.  Speaking of storm I also have 3 hydroblasts and the hindering touch + seismic shudder lineup ready for them.   For the reasons I state in my video ( Just watch it, you know you want to) They are solid cards and I would not change them. Hydroblasts are also good vs goblins, mono red burn, and to a lesser extent, boros. I also board in earth rifts on the play vs invasion sac land storm.  The arrows is there to have a sort of catch all sideboard card vs aggro. It is very good mid game vs goblins, infect, WW, and other dorky aggro decks, and combos nicely with capsize to lock aggro out of the mid/late game. It should also be noted that arrows is an out to both guardian of the guildpact, and crimson acolyte, as well as other pro red guys. If WW ever gets very popular, a few arrows are fine in the main deck.

Well thats all for now, be sure to check out my channel, and rate, comment, and subscribe if you like what you see.                 NextLevelMTGCoaching Youtube Channel

Monday, October 3, 2011

UR Cloudpost.

I want to talk about my card choices in a little bit more detail here, where I can better gather my thoughts instead of just spur of the moment recording.  (You can find the video deck profile here)   I cut the Serrated Arrows from the main deck because of a few reasons. All of them for the infect matchup. Early game I would rather have the arrows be a lightning bolt. In testing it felt like I always wanted a 1 mana removal spell in my hand vs infect. Arrows is amazing late game vs infect, but you have to make it to the late game, which is something all the 1 mana burn spells allow you to do. I still want to test wall of tanglechord in my SB, but I have nothing I want to cut out of the board. As the format continues to develop I should get a more definitive idea of what cards are deserving of sideboard slots. Grim harvest found its way into the main deck because I really liked that card when it was Standard with teachings, and thought it would give the deck the perfect late game plan vs the slower decks. Vs mono black its unbeatable, and the ability to chain mulldrifters makes you a heavy favorite vs them preboard. I tested out 1 Steamcore Weird in the main, but it felt too gimmicky and unneeded, as I would always rather return mulldrifter. The 1 Deep analysis became a 3rd teachings because Id rather have teachings in control mirrors, and I like to be able to teach for removal vs aggro over having to cast Deep analysis and hope to draw a removal spell. Still hate the staggershock, as it doesnt do enough for 3 mana. This deck really wants an instant speed kill a creature effect, but there are no good ones in red, and I dont think we can support a black removal spell in the main deck. Grim harvest is fine cause you dont need it online till later game, but you would need the removal spell early, and you are not favored to have black mana on turn 3 or 4.

Well I think thats about it for now, Ill get into the sideboard tomorrow.

Be sure to check out my Youtube channel at   NextLevelMTGCoachings channel