deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DrakeXIV

Pages: [1]
1
Deck Comments / Re: Standard Dimir Control - Comments
« on: June 01, 2017, 12:38:36 pm »
The current average converted mana cost of the deck is 3.09. This means the deck should be hovering between 25 and 26 lands to get to four lands consistently. The deck is already running 26, but most sideboard options will take out a Torrential and drop the average. Between that and all the card draw, there is already more than enough lands so you can be a little greedy when sideboarding on your own.

2
Deck Comments / Re: AKH Esper Control - Comments
« on: May 21, 2017, 04:27:08 am »
@Benjamin

That's all that's needed, or so I've found so far. For comparison, some other well performing Standard control lists:
http://mtgtop8.com/event?e=15584&d=295168&f=ST
http://mtgtop8.com/event?e=15591&d=295213&f=ST

Currently, decks don't seem to be running enough appropriate removal to deal with the Gearhulks. Zombies doesn't run the tools to kill it without a big Dark Salvation and Marvel needs to spend a good amount of energy through Harnessed Lightning to clear it.

Normal strategy is to try and land a turn six Gearhulk to force my opponent to interact with it and to keep another body in hand when I feel the way is clear. There is also the manlands and never//return that can be animated to get in there for a bit of damage when the opponent runs out of gas after a few turns of removal.

Honestly, I'm always tempted to board in more bodies, but the problem is that means I'm less consistent with removal. And then that means I need to build more midrange. And then that changes the approach of this deck altogether.

3
Deck Comments / Re: AKH Esper Control - Comments
« on: May 19, 2017, 07:49:45 pm »
@RebornSpoilers

The problem with that manabase is that while it looks nice, it doesn't help support early Fatal Push and Grasp of Darkness well. It's just been updated right now to accommodate a more consistent chance of untapped lands in the first three turns.

Also, the color distribution is a bit to the side for my build since white does not have a huge role in casting early interactive magic. It's built more like Dimir with white splash.

@DisaFear

Yeah, the distribution has been wonky as hell. A lot of it has shifted to be like a white splash which I've ultimately decided to keep in color since I firmly believe a control list should run manlands. And Shambling Vents is probably one of the best in the format to deal with aggressive strategies with low animation cost, its higher base toughness, and lifelink.

It's been shifted to be expecting more untapped, but the land choices lends itself to not caring about tapped. A bulk of the board consists of cheap removal and countermagic, which can be used to stall games to the point where there's more

With seven basics, I can expect my Sunken Hollows and Prairie Streams to come in untapped on turn 4+ and the amount of basic land types says I should almost always be able to have Choked Estuary and Port Town come in untapped if I have four or more cards in hand.

4
Deck Comments / Re: AKH Esper Control - Comments
« on: May 19, 2017, 07:39:08 pm »

Pages: [1]