Even decks which do have answers to Platinum Emperion it requires them spending time to deal with it which gives you time to put together your actual win condition. There are some matchups who cannot beat this pre-board and you can make it as early as turn 3 on a good draw. As with all the singletons in this deck, Bring to Light makes them effective 5-ofs. This combo works because the damage from the Experiment won't change your life total because it puts Platinum Emperion into play first. The deck also contains a backup combo and win condition in Madcap Experiment into Platinum Emperion. This gives you the time to make land drops until you can finish the game with Scapeshift. Bring to Light gives you access to Damnation to clear the board. Sakura-Tribe Elder is a blocker which also ramps. You stabilise the game through Remands into Cryptics and Snapcasting Fatal Pushes. In many matchups the deck plays mostly like a Sultai control deck. At 6 lands you can steve into scapeshift, but you need 3 green sources for that already. There are some times you should consider fetching up to 3 green sources. It also gives you Bring to Light access to your alternative threats. A Swamp allows you to cast them if you draw them naturally. Once you have U and G available then Bring to Light for 3 colours will get you Maelstrom Pulse or Sultai Charm to answer the Blood Moon. The most important thing to secure access to is a basic Forest, since that gives you access to all of your ramp spells. This is enough to cast all of the cards in the deck. You have 3 Islands, 2 Forests, 1 Swamp and 1 Mountain. It is possible in this deck to play completely off basics. Post-board, however, you need to be thinking about Blood Moon. After than you will normally be getting Islands from your Search for Tomorrows and Sakura-Tribe Elders. If you have another green source then Watery Grave is a common fetch or Farseek target. It's usually correct to fetch either the Breeding Pool or the Overgrown Tomb first, depending on whether you have access to a black shock land and whether you need the blue. Typically your draw will include a Misty Rainforest, one or two shocklands and one or two ramp spells, most of which fetch basics. You have cards costing 1UUU, 1UU, 1RR, 2GG, 2BB, UBG and 1UBRG, so hitting your colours correctly is crucial. Mana management is incredibly important in this deck. In order to get you to this point you have a suite of removal and counter spells to slow down your opponent and 10 ramp spells to accelerate you to 7 mana, ideally on turn 4 or 5. If that's not enough damage then with 8 lands you can do 21 damage (1 valakut, 7 mountains) or 36 damage (2 valakut, 6 mountains). The primary win condition is to ramp to 7 lands and cast Scapeshift, or Bring to Light for Scapeshift for 18 damage, assuming some damage from lands to your opponent already. I ran it through 15 rounds of GP Birmingham 2017 and I'm happy with all the card choices, I wouldn't change anything if I were to run it back again. Some enterprising people might try running both to enable Bring to Light to find 5-drops, but the mana base is bad enough as it is (and you can't play rainbow lands because everything needs to have basic land types to support your ramp suite and valakut). Since the printing of Fatal Push I think that correct version to play is black and that's what this article will focus on. Relevant cards from each colour to consider are: White On the other hand, with Black you get to sideboard Slaughter Games which is excellent in combo matchups and Maelstrom Pulse which is an answer for problematic permanents including Blood Moon. White gives you Path to Exile for point removal and an uncounterable sweeper in Supreme Verdict where as Black gives you Fatal Push, Terminate and Damnation. I think the two primary factors in deciding are the sort of main-deck removal you need and whether there's a significant combo presence in the expected metagame. Both colours give you different useful cards both pre and post board. The question about which is the correct fourth colour to play is an interesting one. Blue and Green are required by Bring to Light and Red is implied by the number of mountains required for the Scapeshift kill. You specifically want to be able to get Scapeshift to have a combo kill which you can use as early as turn 4. It is a deck full of interaction that you can tailor for the particular matchup and metagame. This primer has now been replaced with the more up-to-date one on the discord primer collectionīring to Light is a 4-colour combo-control deck centered around the ability to tutor up the best card for the moment with Bring to Light.
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