I made a few edits to the deck since
yesterday, taking the sideboard I'd built into account. I'm playing
via MWS, and for those of you who don't know me personally, I'll
admit to not being the world's best pilot. I usually do notice my
mistakes in hindsight, so there's still hope for me, but I wouldn't
take this as the gospel-truth of how the deck plays at extremely high
end competition. I'm sure Caleb or someone could do much better with
it.
Worthy of noting is that I ended up not
including any counterspells in my 75. I don't like this, and I plan
to change it at some point. Just need to figure out where the cuts
are.
Here's the list I played:
Round 1 vs RB Army of the Dead
Ramp
Game 1:
I probe him off the bat, seeing a ton
of Red and Black – including a Black Sun. I also see a Warstorm
Surge and a Spellskite, so I put him solidly on a rogue deck with a
late game plan. Having kept a pretty good anti-aggro hand involving a
puresteel and two mortarpods, I decide to play it fast and loose and
trot the Paladin out on T2. Love the pressure you can put on if you
get in an early probe and see no spot removal.
I probe him again around turn 3-4 and
see an Army of the Damned. Oh. Hey. That makes sense. Cool combo.
My paladin goes unanswered for 3-4
turns and finally dies to a doom blade after I've drawn the second.
By that point, I have a sword already in play, cast the second
paladin, snap-equip him with everything and turn him into an 8/6. I
swing for the win next turn, with an O-Ring as backup.
Admittedly, he was on 7 lands at the
time, so, was getting a little worried there. 26 power of zombies is
enough to kill you, no matter how you cut it.
SB: -2 Mentor of the Meek (too slow if
7 mana wins him the game.) , -1 Accorder's Shield, -1 Mortarpod, +4
Mirran Crusader (Push extra damage through.)
Alright, in hindsight, this was a
shitty board. I've got 3 dead dispatches in the deck, could've
brought Nevermore to name Army, could've done so many things better.
Gotta get my head in this now before I hit an actual deck. (Also
notable: I forgot to track my SB choices for the later matches, so,
I'm pretty bad at this whole 'recording games' thing.)
Game 2:
I start off curving Flayer Husk >
Puresteel > Mirran Crusader. He kills the paladin on end step,
then casts Torpor Orb. I reach for the trinket mage...huh. Damn. I
guess that Torpor Orb does stop something I'm playing. I play a
lifestaff instead and equip it, beating him down for 7. He Black
Sun's Zeniths to wipe the board. I play a moorland haunt and make a
guy, and play a Sword of Feast and Famine. He plays a Bloodgift Demon
to block. I Oblivion Ring it, then equip the Sword of Feast and
Famine and Lifestaff, beat in to take him to 4. Out of cards in hand,
he concedes.
Moorland Haunt felt like a champ in
this game. Even though I had two creatures in hand, I found that the
flying body it provided was absolutely incredible. This deck probably
wasn't the most competitive opponent to start the night off with, but
it did give me a feel for how this version runs, and I like it.
Victory 2-0
Round 2 vs.Solar Flare
Game 1:
Game was close. Having dispatched a
grave titan and a sun titan in subsequent turns, he was running out
of gas, but had board position when one of our internet's crapped
out. Damn. That's disappointing. I wanted to test vs this deck...I'm
marking it down as a draw because I had top decks that killed him,
and if I didn't he'd have won the first game. Unfortunately, the
client wouldn't let me draw to see if I had it, so, we'll never know.
Connection Issue 0-0-1
Round 3 vs RDW
Game 1
I
keep a fairly defensive hand with a Mortarpod, which is lucky,
because he trots out the turn 1 Arsonist on the play. I'm a little
nervous here, because swinging with the arsonist to enable
bloodthirst for a Stormblood Berserker is a little tough to deal
with. I'm finding that 3/3's with relevant abilities seem to be about
the size that we can't deal with early game. Even before rotation,
Blade Splicers always gave me some trouble. He ends up not having the
Berserker, and the game proceeds on. Eventually, I'm able to get
metalcraft online and Etched Champion takes the day with a few clutch
sword swings. Sword makes him Slagstorm-immune, so I mostly walk over
him from there.
Game 2
He gets an early
tempo advantage when he burns out my hex parasite that was chewing on
his shrine. I tap out to eat the counters off it, and he extends into
the board with a Phoenix. Long story short, he lands a Koth,
alongside the Phoenix, while I'm on the backfoot because the shrine
is ticking upwards to 6 and 7 now. I end up swinging at Koth to kill
him, and I'm burned out the next turn. I think I misplayed the last
turn though, and realized it right afterward. If I had hit him
instead, I could have made him discard his last burn spell,
preventing him from recurring back the phoenix, and then dispatched
the mountain when he animated it, giving me board position, despite
the Koth on 5.
Live and learn,
I suppose. Don't tunnel vision, Andrew! You've got this.
Game 3
This
was a great game. I start slow again (noticing a trend) and kept an
iffy hand involving a bunch of 3 drops and 2 lands. Luckily, no turn
1 play from him gives me the breathing room I need to set up. I
topdeck an invisible stalker, and play it, into a trinket mage
finding the dagger. He wants to race – I can race with the best of
them. It gets bad enough that I force him to slagstorm two of his own
guys to reset the board, catching only the stalker and the trinket
mage in the blast. I drop a puresteel paladin and Sword of Feast and
Famine. No mana to activate my inkmoth though, so I can't equip this
turn.. He plays out a Koth, and throws a mountain at me, taking me to
5. He's got a chandra's phoenix, but I've got a spirit to chump block
it. Next turn I play Etched Champion, and equip/swing at him with the
paladin to take him to 7 from 14. He incinerates me in response to
save the burn spell from discard, taking me to two with a Koth on 5,
and Chandra's Phoenix.
He
swings in, I dispatch the phoenix, and block the mountain with Etched
Champion. He reveals his topdeck – shrine of burning rage. I swing
with paladin to take him down the last 7.
Victory
2-1
Round 4 vs. Josue's UG Hexblade
This is actually a deck I've been worried about, because of the
hexproof issue. He was running Thrun, Dungrove, and Invisible Stalker
and I felt like he blanked most of my removal. My friend runs a very
similar list pre-rotation, so I know how annoying it is. This is one
of the reasons for the 4 Mirran crusaders in the sideboard.
Game 1:
If
this game has taught me one thing it's this: Invisible Stalker is
TERRIBLE without a sword. I go t2 Puresteel into t3 Sword of Feast
and Famine. He goes t2 invisible stalker, then he beast within's the
sword during my attack, plays second stalker on his turn, and passes.
I play a second sword and equip it. He hits me with a second beast
within. I trinket for Dagger, and start swinging away. He plays a
Garruk, makes a blocker, I cast Oblivion Ring at the walker. He
finally finds a sword and hits me with it, untaps, and Green Sun's
Zenith for Thrun. I make a flyer with Moorland Haunt on my end step,
suit him up, and fly to victory.
Game 2:
Bird vs Flayer Husk. Stalker vs Mortarpod. I play a Mirran Crusader
on 3.
Take that sideboard tech.
He copies it with Phantasmal Image. (That cheeky bastard!)
I kill his bird with my mortarpod, then equip Mirran Crusader with it
and swing anyway. (Because pfft!)
Fun fact kids: Mortarpod does have uses outside of sacrificing guys
to kill mana dorks! It also provides a toughness boost that wins
stalemates and improves the value you get from your creatures.
Long game, involving me killing a Thrun with a double-equipped germ,
and basically just getting there by forcing bad blocks because of two
creatures with protection from Green. I kept up the pressure, and
ultimately, killed him with no real chance to come back outside of a
non-green miracle, which he never saw. I do get the kill a turn early
via mortarpod shennanagins, so, that's probably notable, since he had
a naturalize on his topdeck, but I think I could've sealed the game
either way.
Of note: Moorland Haunt was dead this game because I never lost a
real creature, just germs. Doesn't make it less awesome, but is
something to note.
Victory 2-0
Round 5 vs
Grand Architect
Game 1: He resolves a sword of body and mind on his vault skirge. I
never see removal for it, or more than one thing that can block the
air, despite drawing like 9 cards. Blah. I ask for game two, pretty
confident that I can beat him because that's literally all he did all
game, and he was already out of cards, but he drops instead.
Loss 0-1
Personally, I don't really count that. Single game matches aren't
really that relevant, right?
OVERALL:
6 wins - 2 losses – 1 drop – one refused to play games 2 and 3.
Deck felt pretty strong on the overall. I can tell that this version
has a bit more punch than the old one – probably stemming from the
dagger, which seems to get there more than anything else in the deck.
It's absurd how useful that thing is. I don't know if I agree with
people saying to cut lifestaff. It didn't show up against RDW, but
it's still a critical part of the anti-aggro match up.
4 Mirran Crusader in the sideboard felt very strong. I think it
blanked a bunch of his removal options, and forced him to adopt a
defensive posture. Didn't see any GY based decks to test the Nihil
Spellbomb on. Hex parasite was lackluster, but this isn't really the
match up I wanted to use it in. Nevermore felt like I never wanted to
bring it in – but even without it, Gitaxian Probe was such a hero.
Dispense Justice came in against the Hexproof deck, and I really like
that interaction, noting a number of times when drawing it would have
lead to a complete blowout. I might increase the count on those,
especially since you can effectively use to to stop Geist of St.
Traft, who appears to be gaining popularity in decks like this. I'd
love to see them go t3 Geist, t4 angelic destiny, attack, and then
Metalcraft Dispense them both (or use it before the trigger resolves
if he has another creature!). I did find myself bringing the
mortarpod in for some of the match ups. I still like the card a lot.
Mentor of the Meek draw a bunch of cards, but still felt slow
overall. Two invisible stalkers seems like enough to make sure I see
one when I want to, and don't when I don't. It's pretty awesome with
the silver-etched dagger, and swords are obviously great.
If you liked this post, leave a comment, stumble me, retweet it to your magic friends, all that good social media stuff. Upvote on reddit, if you're feeling especially ambitious!
I plan to test more in the coming days, and I'm attending Innistrad's
first Standard on Saturday. I'll obviously be in contact with you all
via more posts here, and of course, the wonderful Puresteel Paladin
thread over at MTGSalvation. (Link).
Wish me luck,
Andrew
Hi Andrew,
ReplyDeleteI'm brewing a Puresteel Paladin Deck Too, A mono white version and a U/W (these two: http://www.mtgvault.com/ViewDeck.aspx?DeckID=239247 and http://www.mtgvault.com/ViewDeck.aspx?DeckID=238185). I haven't tested them yet, because i'm deciding which ones to buy, so let me know what you think.