miércoles, 24 de mayo de 2017

U/R Control - Guía



Tres días para el PPTQ y tu decisión es firme, no quieres jugar mirrors de Marvel. Pues traigo la guía del mazo al que no se quieren enfrentar, U/R Control.

Se trata de una guía que ha hecho un yanki en Reedit. 8-2 en el Pro Tour de Amonkhet y X-0, donde X tiende a infinito, en MOL. Tiene pinta de exagerado, pero vista la poca info que he encontrado por la red esto es de lo más completo, con consejos para el banquilleo incluido.

Edito: a este mismo tío le acaban de publicar un artículo en Channelfireball. Mucho más completo que lo que escribió en Reedit.  Os dejo en link.

Link al artículo en Channelfireball

UR Control decklist and guide
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I took the 8-2 list from the pt and ran it through some standard queues and a friendly league and went 9-0 18-0 in games, then made no changes and went 5-0 in a competitive league 10-0 in games. obviously this is due in no small part to running hot, but still the deck felt viable in this current metagame. I then made some changes and heres the list and a sideboarding guide:

maindeck:

4x magma spray

3x censor

2x essence scatter

2x negate

4x harnessed lightning

4x disallow

1x void shatter

3x sweltering suns

4x glimmer of genius

4x hieroglyphic illumination

4x torrential gearhulk

1x pull from tomorrow

As you'll notice, the only difference between the pt list's maindeck and mine is i took out one negate and put in 1 disallow. i did the for two reasons

1)disallow is better against temur. while costing one more is obviously bad, you have to keep in mind against temur theres 3 stages of the game: the early game creatures, the aetherworks marvel phase, and the hardcast ulamog phase. disallow is better against phase 2 and 3 and can help out in phase 1. negate only helps in phase 2, and when you draw multiple negates in this matchup while the opponent is casting 3/2s, drawing cards and beating down its a disaster.

2) against zombies negate is only hitting the 5 mana anthem/make 2/2's enchantment. at that part of the game you mostly will have 3 mana to counter it just as you would have 2 for negate (so a small difference between negate and disallow there), and similar to the marvel matchup, when you draw multiple negates and cant counter their creatures its pretty bad (a bigger difference between negate and disallow).

in the sideboard i made a lot of changes:

2 summary dismissal- for marvel matchup. this card helps in phase 3 of the matchup as mentioned above, and sometimes counters a marvel on the play as well.

2 essence scatter

1 negate

2 dispel

4 thing in the ice

2 brutal expulsion

2 dragonmaster outcast - this card is very good against marvel. being able to assemble a quick clock during the stallout part of the game where youve answered all their threats and now its wait-around time untill they draw and hardcast ulamog, this is the card that can speeds things up a bit and cross the finish line in situations where gearhulk and fumarole have been harnessed lightened already and youre waiting to draw your other hulk while your opponent is waiting on his ulamog.

sb plan:

vs marvel:

-4 spray -1 harnessed lightning -1 sweltering suns 0-1 censor (0 on the draw 1 on the play) 1-2 harnessed lightning (2 on the draw 1 on the play)

+2 summary dismissal +2 essence scatter +1 negate +1 dispel +2 dragonmaster outcast

its important to keep two suns in against marvel as fairly often your opponent will otherwise swarm the board with thopters and you cant beat it. dispel is useful because marvel decks do sometimes bring in dispel against you so its nice to have your own to fight their copies, and it helps in turns where you eot a hulk and they harnessed lightnig it and you can dispel it to apply pressure

vs zombies

-2 negate -2 disallow -3 censor

+4 thing in the ice +2 brutal expulsion +1 essence scatter

taking out censor makes sense because you are bringing in thing in the ice that will replace censoring as a turn 2 play. keeping in essence scatter over censor (and bringing in another) is worth it because some of their creatures, like the recursive 2/2 and the one that generages more 2/2's / grows on its own really need to be coutnered ideally whereas censor is only a conditional counter.

vs control

-4 spray -3 censor -3 seltering suns -1 pull from tomorrow

+2 essence scatter +1 negate +2 dispel +2 dragonmaster +4 thing in the ice

Thing in the ice is a decent threat against control decks so they come in. pull is brought out because a part of the contorl mirror is getting your hulks to resolve and pull encourages gameplay where youre eot-ing a pull and then your opponent resolves a hulk and now you have to tap low on your turn to try and deal with it and its sortve a mess. some number of summary dismissals could be brought it but a 4 mana counterspell gets very expensive during counter wars.

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