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View Full Version : Magical note to self:


mrs_bun
06-13-2009, 02:12 AM
I like this cept squee. I mean, he's cute, but I feel like its overkill, and a possible wasted draw somewhere when you;ll almost never need it.

mrs_bun
06-13-2009, 02:12 AM
Also, if I get yelled at because this was a note to self, oops. :teach:

mrs_bun
06-13-2009, 05:15 AM
I agree, counter top is so crazy broken and super playable in like every blue deck ever. Tea be aitch, tho, im not sure how playable future sight is, even tho i know it gives u like ten boners.

Fonzy
06-13-2009, 10:33 AM
Mostly I just don't get why CounterTop isn't played in Landstill.

Probably due to limited space.

Mixed Berry Hotcakes.
06-13-2009, 12:49 PM
Mostly, it's that landstill doesn't need it. It's already stuffed with card advantage, and there is nothing it needs to protect. What it does need is to have spells do their jobs. Spells that deal with issues at the same moment that they become issues. That Sword you have in hand will always keep you alive but that balance in play might will not.

Also, 25ish lands that mostly aren't from Onslaught and a curve like lumpy porridge. You're playing a game of roulette and you put everything on black.

But eh, I'm thinking Legacy.

Dullahan
06-13-2009, 02:54 PM
i like pithing needle

Fonzy
06-13-2009, 04:59 PM
Looking at most CounterTop decks I've seen that they're aggro, which was interesting. Why is it that CounterTop hasn't been adapted for use in some kind of combo/control archetype?

Because all those decks generally try to do is stall out or disrupt long enough to smash face with Goyf or Dreadnought or something.

I'm fairly ignorant about the current Legacy metagame as a whole but it seems rather devoid of combo/control decks in general, which I find strange. I understand that the format is dominated by aggro/control which is probably the bane of combo/control (though not necessarily by any means, especially if you construct your deck in a reactionary manner) but it just seems so right.

Your point about aggro control is the main reason, plus there's really no reason to play a slower, dedicated control strategy when you can play control cards like FoW and the like and still win the game in a handful of turns with Goyfs or whatever. MUC is probably the exception to this and I'm not sure how good it will be without being able to play Morphling or that dragon that phased out now with the rules changes.

Combo historically in Legacy hasn't been consistent or fast enough. These days it gets bent over by Stifles/Trickbinds and Countertop, which, being essential pieces to several decks, show up maindecked a lot of places.

Has the Helm of Awakening (slash variants)/Future Sight/SDT combo been explored at all? It's kind of a lame combo, but to be able to drop Future Sight and then just win is nice.

I've heard people talk about it, but it's outclassed by true combo and simpler win conditions.

Fonzy
06-13-2009, 05:16 PM
Oh I misunderstood what you were saying I thought you meant combo and control as separate deck types. Combo/control does exist somewhat in the form of Stiflenought and Servant/Grindstone, bot of which are abusers of CounterTop and blue cards. I think most versions of Stiflenought run CounterTop and Standstill even.