The Best Deck In Post-Marvel Standard By Gerry Thompson Westvale Abbey gets better for a few reasons. Fatal Push gets better, which means we're playing fewer Grasp of Darknesses. That reduces the chance of having those awkward turns where you need BBBB for Grasp of Darkness and Relentless Dead. Additionally, Westvale Abbey is better against the format in general. There will be more midrange fights, which means it's more likely the games will devolve into Ormendahl games. If that ends up not being the case, I'd be fine with playing 24 Swamps. The sideboard has changed a decent amount. Transgress the Mind is completely absent, as it was mainly there for Aetherworks Marvel and I never wanted it against U/R Control anyway. The tempo loss is huge and most of their cards do the same thing. Forcing them to discard a card drawer, removal spell, or threat will often leave them with that same effect. In order for discard to be effective, you need to be able to strip them of something vital, not simply trade one-for-one. You're better off in the U/R matchup having the maximum amount of Grasp of Darknesses post-sideboard to fight Torrential Gearhulk and Thing in the Ice. Force them to commit time and resources into playing them and win the exchange with a timely removal spell. From there, their position typically crumbles. Grasp of Darkness is the best removal spell against Glorybringer and the various threats in the U/R Control deck, but Fatal Push is probably a necessity against Mardu Vehicles and G/B Energy. There are some matchups where you'll want to go up to 12 removal spells post-sideboard, but most of the time it's about configuring your deck against their post-sideboard configuration and finding which 6-10 removal spells are best. |
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