Dimir Sight of It...

Started by LadyGrixis, January 21, 2014, 07:01:06 PM

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Mattao19


LadyGrixis

Quote from: Mattao19 on January 21, 2014, 10:54:13 PM
Ya why {Psychic Strike}?

It's a Mill/Counter and it runs fair in this deck. If I could replace it with something a little cleaner/more efficient, then that would be awesome.

I never really get started until Turn 2 or 3; however, I'm okay with being slower and controlly >:]

Mattao19

Quote from: LadyGrixis on January 21, 2014, 10:56:28 PM
Quote from: Mattao19 on January 21, 2014, 10:54:13 PM
Ya why {Psychic Strike}?

It's a Mill/Counter and it runs fair in this deck. If I could replace it with something a little cleaner/more efficient, then that would be awesome.

I never really get started until Turn 2 or 3; however, I'm okay with being slower and controlly >:]

I haven't updated since BotG spoilers but check my Esper list it's all control except 4 Ashiok 2 JMAs 2 {Traumatize} and 2 {Mind Grind}

In order for mill to work (IMO anyway) is that you have to control the board first!

LadyGrixis

Quote from: Mattao19 on January 21, 2014, 11:23:53 PM
Quote from: LadyGrixis on January 21, 2014, 10:56:28 PM
Quote from: Mattao19 on January 21, 2014, 10:54:13 PM
Ya why {Psychic Strike}?

It's a Mill/Counter and it runs fair in this deck. If I could replace it with something a little cleaner/more efficient, then that would be awesome.

I never really get started until Turn 2 or 3; however, I'm okay with being slower and controlly >:]

I haven't updated since BotG spoilers but check my Esper list it's all control except 4 Ashiok 2 JMAs 2 {Traumatize} and 2 {Mind Grind}

In order for mill to work (IMO anyway) is that you have to control the board first!

Agreed, but I will never run Esper ;)

My control of the board = getting fatties out to keep anyone from getting through, all while milling them bit by bit; then turn everything sideways once I get a Mind Grind or Phenax out and just obliterate.

Silent1236

Quote from: Mattao19 on January 21, 2014, 11:23:53 PM
Quote from: LadyGrixis on January 21, 2014, 10:56:28 PM
Quote from: Mattao19 on January 21, 2014, 10:54:13 PM
Ya why {Psychic Strike}?

It's a Mill/Counter and it runs fair in this deck. If I could replace it with something a little cleaner/more efficient, then that would be awesome.

I never really get started until Turn 2 or 3; however, I'm okay with being slower and controlly >:]

I haven't updated since BotG spoilers but check my Esper list it's all control except 4 Ashiok 2 JMAs 2 {Traumatize} and 2 {Mind Grind}

In order for mill to work (IMO anyway) is that you have to control the board first!

Yep yep!  Remember {Nephalia Drownyard}?  Every Esper deck was essentially mill (maybe a bit of an exaggeration.)  Drownyard was op!  But it was useless unless you already owned the board state.

LadyGrixis

Oooooo....but I'm definitely sticking an Elixir in here! Thanks for that :D

Mattao19

Quote from: LadyGrixis on January 21, 2014, 11:31:37 PM
Oooooo....but I'm definitely sticking an Elixir in here! Thanks for that :D

Yep elixir at the very least is just a great life gainer!!

LadyGrixis

I would really like to make this into an Esper.....as much as I HATE to say that, only so I can play {Rest In Peace} and {Detention Sphere}.

Any ideas on how to make room for these two?

Mattao19

Quote from: Taysby on January 22, 2014, 04:57:12 PM
I'd say ditch the {devour flesh} (maby move it to the sideboard for those hexproof decks) for the d-spheres and the 2 {dimir charm}s for the {rest in peace}. I personally don't think the charm does much of anything for you.  It's like one of those boat cars, yes it does do both (land and water) but it sucks at both.  Same thing with the charm. It does counter, mill, and kill, but it sucks at all of it.  The devour flesh, why give them the choice? A nd maby hit multiple things.

{Devour Flesh} is actually a great form of removal I highly suggest you keep it bc as a mill deck you don't care about life

LadyGrixis

#24
Mattao, that's why I'm keeping {Devour Flesh}. I could always drop the {Dimir Charm} for two {Rest In Peace}, which is a great trade off.

But where oh where to put those little {Detention Sphere}s.....

Mattao19

Quote from: LadyGrixis on January 22, 2014, 05:05:08 PM
Mattao, that's why I'm keeping {Devour Flesh}. I could always drop the {Dimir Charm} for two {Rest In Peace}, which is a great trade off.

But where oh where to put those little {Detention Sphere}s.....

Take out the charms for D Spheres bc D Sphere is just great in every match-up!!

Against White Weenie they usually play multiple same name creatures Precinct captain Dryad militant etc. and if you can clear 2+ for one D Sphere it's awesome

Against Monoblack it gets rid of their Pack Rats

Against other decks it takes away their PWs/other threats!

LadyGrixis

What I'm seeing a lot is this: I'm not drawing Phenax....like ever.

This is just what I'm seeing in playtests.

I know I need to take out at LEAST one land. So there's a space.

{Pilfered Plans} has given me great card advantage while Milling my opponent as a bonus.

X_x I'm getting so confused.

Mattao19

Well not to keep bashing your ideas Taysby but Pilfered Plans is just the mill version of opportunity so it's good. But I do agree that Sphinxes Revs are needed! I never knew how awesome Sphinxes Revs were until I played it against mono red ... Went from 2 life to 6 drew another rev and stabalized ... Unreal card!!!

LadyGrixis

Quote from: Mattao19 on January 22, 2014, 05:20:32 PM
Well not to keep bashing your ideas Taysby but Pilfered Plans is just the mill version of opportunity so it's good. But I do agree that Sphinxes Revs are needed! I never knew how awesome Sphinxes Revs were until I played it against mono red ... Went from 2 life to 6 drew another rev and stabalized ... Unreal card!!!

Here's my revised list: http://tappedout.net/mtg-decks/dimir-sight-of-it/

Where should the Revs go? I've got two on hand, and if I need more, I'll trade for them.

LadyGrixis

And I hate to do it....but maybe my {Wall of Frost}s should come out? :(