Mono Green Food: Similar to Gruul Adventures in that they have bigger beaters and better late game. Save burn for face is probably the right idea. There is a possibility that they survive to late game and can keep up a steady stream of chump blockers by drawing cards with Into the Story. They don't have anything to block Phoenix other than Goldspan Dragon, so racing them in the air is a possibility.ĭimir Rogues: This is a good matchup on paper, but I'm concerned about decking. Beast walls us out, Ooze nabs our threats, and Henge keeps them out of burn range and grinds us out. Gruul Adventures: This is a tricky matchup that's probably unfavored. Try to clear the board before deploying your threats to avoid tempo plays and big Embercleave turns. Mono Red Aggro: This should be a good matchup because we have so much burn, and our beaters are bigger than theirs. Extinction Event is a big concern because all of our threats are odd except for Channeler. Exile removal and graveyard hate is obviously very strong versus us, but there is enough redundancy and reach via burn that we can finish games off. The general idea is to discard our payoffs early, and then bring them back to beatdown with recurring threats. Haven + Narfi is 9 damage from an empty board on turn 4, and we dodge sorcery speed removal. ], ], and ]: These provide us enough reach to finish games after opponents stabilize, and give us plenty of removal versus aggro matchups. ] and ]: These are played mostly to maximize our instant/sorcery density while also having enough lands to consistently escape Phoenix on turn 4. ] vs Thrill of Possibility: There are enough cards that I want to discard that digging deeper is worth more than instant speed. Narfi and Channeler both get stonewalled by Lovestruck Beast, but finishing off Beast with burn and then recurring our threat allows us to maintain parity.
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