I feel like this deck needs to be played as a tempo deck first since it's essentially the gates wincon but without the strong control synergies that gates have (if there was a room sweeper the way gates has then maybe but Ill-Timed Explosion is really not Gates Ablaze). To that end you need the rooms that bounce and tap/stun creatures your opponents control. Easy take outs is the Tunnel/Aquarium because that just does nothing beyond the initial Surveil and expensive manifest.
Get Lost is such a great Game 1 card in this standard. There is just such a wide variety of creatures, Enchantments, and Planeswalkers that all need to be dealt with in the format (which is awesome). At the same time it's also the card I find I board out the most in game 2 and 3. Get Lost is a great panic button card when you're in the blind game 1, but in games two and three you can fine tune your removal suite to not have a downside while still being effective.
10/10 room for improvement joke. Also legenvd coming in with the double bat in the first game was a big upset. Loving 10 new brews this set!
This duskmourne intro is killer
“Certainly room for improvement” it was only a matter of time before you said it
Didn't even know there was an alternative wincon in the set, nice to see
I feel like this deck needs to be played as a tempo deck first since it's essentially the gates wincon but without the strong control synergies that gates have (if there was a room sweeper the way gates has then maybe but Ill-Timed Explosion is really not Gates Ablaze). To that end you need the rooms that bounce and tap/stun creatures your opponents control. Easy take outs is the Tunnel/Aquarium because that just does nothing beyond the initial Surveil and expensive manifest.
I think Jim will start liking Get lost after this
Get Lost is such a great Game 1 card in this standard. There is just such a wide variety of creatures, Enchantments, and Planeswalkers that all need to be dealt with in the format (which is awesome). At the same time it's also the card I find I board out the most in game 2 and 3. Get Lost is a great panic button card when you're in the blind game 1, but in games two and three you can fine tune your removal suite to not have a downside while still being effective.
I really wanted this deck to be good. Great work as always, though, JiM!
I think rooms is good but ya need white and the 2/5 unlock a room creature
I think splashing white for the spirit that unlocks room and some boardwipes would do this deck alot of good
Boardwipes maybe, but explosion already works as a wipe and the spirit will just immedeately turn on any removal the enemy has
I just watched LSV draft this deck.
knock knock!
Who's there?
A LIKE AND A COMMENT ON THE VIDEO
big time LOL at the opponent who had no less than 4 disenchantment effects and still managed to lose to the alternate wincon. magic is fun sometimes
Kona + displacer might be a fun alternative green ramp eldrazi cheat
This archetype feels locked up (until you unlock the doors)
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15:46 can't blame the opponent for killing the wrong room, those images are very small and confusing imho
Bro...just read the card WTF