team landot DDD deck

Unknown* landot

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Euphonatron says... #1

+1 Dimir Cluestone

I'm going to go with the dimir cluestone for both the ramp and the card draw. Thinking Card advantage at all times. I hope we can grab some pilfered plans too.

July 12, 2013 10:48 a.m.

apt142 says... #2

I'd love to have a good debate over Guildgate vs Cluestone. I'm curious as to what you guys think is the better and why.

July 12, 2013 11:09 a.m.

magerob says... #3

I agree, I'm not sure which I feel better about. We have some 2 drops in both red and blue and I think the guildgate would be a good option for us. I think the odds we'll hit another usable cluestone in the next few picks is higher than a gate?

July 12, 2013 11:58 a.m.

My thought was that it's going to be easier to get a usable cluestone, the guildgate is in our colors and we need the mana stabilization.

July 12, 2013 12:10 p.m.

apt142 says... #5

The good thing about a land is that you just drop it in play and you're good to go. It doesn't tie up mana. We're only short one mana for one turn if we drop a guildgate.

The cluestone is basically a summon mana and it'll cost us a turn 3. But assuming we make every land drop we have 5 mana available to us on turn 4 which is fantastic. But it costs us turn 3's mana. Which could be a crucial turn in terms of keeping up board control.

Which is better? And which is better for us?

I'd love to shore up the 2 drop spells and control elements to allow us to have an easy turn 3. We can certainly do that if we keep collecting Warped Physique and Runner's bane as two cheap removal spells for us.

July 12, 2013 12:20 p.m.

magerob says... #6

I think I'm going with the guildgate as my vote. We already have 2 usable stones and will likely pick up another 2-4 in this and the next pack. We will only run 3 or maybe 4 in our final deck max so I think we should take the guildgate while available.

+1 Izzet Guildgate

July 12, 2013 12:29 p.m.

Unforgivn_II says... #7

In my experience with DGM, there's an average of 3 cluestones per pack. (Maybe I'm just unlucky?) Of course, there's only one guildgate per pack. The odds of getting a cluestone we can use is better than getting a gate we can use, so...

+1 Izzet Guildgate

July 12, 2013 12:45 p.m.

apt142 says... #8

+1 Izzet Guildgate. There's a guildgate in every pack. But there does seem to be a ton of cluestones per pack.

3 in this one. I'm voting Guildgate because that's a definite add in our deck and I agree with the sentiment that another cluestone will come around. I do think we need another one though.

July 12, 2013 1:06 p.m.

Wike900 says... #9

Yeah, probably the gate. Note that we don't have many double mana symbols, and we only have so much room in the deck. As of now, we have a decent amount of playables, so there isn't that much room for more. Gate takes up land, so it gets my vote.

July 12, 2013 2:59 p.m.

DukeNicky says... #10

The cluestones are a valuable resource in limited they mana fix/ramp and when you no longer need mana they generate that much needed card advantage. That said the Izzet Guildgate is our primary colour fixing focus. So with that all said I am giving my vote to the guildgate as it stabilizes our mana, doesn't tie down our resources and the odds of getting another Izzet gate down the line are much slimmer than getting a viable Cluestone

July 12, 2013 6:01 p.m.

landot says... #11

just for the record, officially there is an average of 2.5 cluestones per pack. So it really is easier to find a cluestone than a gate.

July 12, 2013 7:04 p.m.

DukeNicky says... #12

In my experience with DGM so far, I've found myself opening at least 3 damn cluestones per pack

July 13, 2013 1:21 a.m.

+1 Izzet Guildgate. I do not have an issue with running Cluestones when mana choices are running low, and I really need ramp or fixing. However, when an on-color gate is staring us in the face, I see no reason why we should choose a Cluestone over it.

July 13, 2013 1:24 p.m.

KrazyCaley says... #14

12:30, do we have a pick?

July 14, 2013 3:23 a.m.

KrazyCaley says... #15

Attn: landot

July 14, 2013 3:26 a.m.

Euphonatron says... #16

Uh oh, is there anything we can do?

July 14, 2013 10:04 a.m.

Wike900 says... #17

Oh, I thought something screwed up on my end. Well if it helps, the pick seems to be the izzet guildgate.

July 14, 2013 12:14 p.m.

Euphonatron says... #18

That was 2 days ago. We're missing Saturday's pick.

July 14, 2013 12:50 p.m.

landot says... #19

Hey, guys. I screwed up yesterday, didn't get to look at the pack until 12:30 this morning when I finally got to a working computer. our last 2 picks were izzet guildgate, warped physique.

July 14, 2013 1:29 p.m.

landot says... #20

as for this pack, how do you feel about wear / tear as a decent sideboard option?

July 14, 2013 1:31 p.m.

Unforgivn_II says... #21

Only two things in color here... Steeple Roc is pretty cool, but expensive. Sinister possession is in color, but I know it won't make the cut into the final 40. So Steeple Roc, because its playable.

+1 Steeple Roc

July 14, 2013 1:32 p.m.

Unforgivn_II says... #22

The only things I can I can think of that are scary enough to side Wear//Tear in against would be Deadbridge Chant or Legion's Initiative. But both are mythic, and Deadbridge Chant needs to be in an ETB heavy deck, so I don't see us ever siding it in.

July 14, 2013 1:36 p.m.

I actually immediately thought of Wear / Tear since the pack doesn't really have much else that we would consider playing, and I would at least look at siding in Wear/Tear against a deck with more than one artifact creature or someone with several enchantment-based removal spells in the vein of Runner's Bane or Agoraphobia.

July 14, 2013 2:12 p.m.

magerob says... #24

+1 Steeple Rock

Rather have it than wear / tear.

July 14, 2013 2:17 p.m.

Euphonatron says... #25

I'm on the fence. We have a lot of fatties, but flying and first strike are an awesome combo. At the same time, we could certainly fall prey to some auras. I'll vote later.

July 14, 2013 4:21 p.m.

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