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List of artists who performed in russia after the full scale invasion
Found this website in the internet, I think someone else might find it interesting.
https://playedinrussia.com/enOpen linkView original on piefed.ca[Brewing on the League] Top8 finals - There go your hopes and dreams (feat. Baleful Strix)
Heya. I am playing my brews on the league - playing competitive weird decks is my jam. Now I got into the finals, scoring 6th place on the league points, allowing me to enter Top8.
The deck was already featured before, but it got upgraded with the Baleful Strixes as they became legal. 3 removal slots and 1 graveyard value spell was cut, so the deck both got more creatures and more neutral value, while strixes count as a removal-on-legs.
Strix is also a key piece to enabling Snackers, as this deck doesn't run a single card "discard one, draw two", and relies on loot engines that "draw one, discard one" - so having another "draw one" on demand makes bringing Snackers back a way simpler matter.
Deck: https://archidekt.com/decks/14469404/there_go_your_hopes_and_dreams
Games
2-1 vs Esper Affinity, going second: Deck packed with all the new good stuff as well as old stuff - Dispatches, Strixes, Utrom Monitors, Refurbs, Thoughtcasts, Hawks. Lost the first one - 3 creatures got on the board early, I've gradually stabilized, but got damaged to 5 live. Got killed by Tithing Blade back side, unable to strike a win in a timely manner as my gate-buffed creatures got either removed or blocked.
Second, third game = turn 3 Last Rites.
Second game they had a starting hand with 2 lands - but strixes, cryogen, and afaik some other draw spell - all the value gone, locked for 3 turns on 2 mana.
Third game, pick 2 utroms and 2 value spells. Keep the removals. Draw some more, force to discard the removals.
2-0 vs Gardens, going second: you are playing tempo against it, as it is a proper control deck with tonns of draw and tonns of removals. Hitting draw still hurts and forces to spend many turns to recover the value, but gives you an opening to spam small creatures on the board to find an opening and smack several times with the gates.
Landed a sweet sweet turn 2 disrupt on "sacrifice a ..., draw 2 cards" spell second game. Still, by the time I won, I had 2 creatures on the board, 4 in the deck, all the snackers in exile. Scary shit.
2-1 vs Boros Tribe (Inside Out / Snackers / Eidolons), going first: Didn't have a discard opener in the first, so had to block Snackers with Snackers/Strixes, Cast Down + Bojuka got rid of one snacker, and Unable to Scream rendered one Snacker inert. He went for Inside Out combo but Cast Down worked. After that, I've hit discard on his 3-card hand with Delirium Skeins. Outvalued, got wider, gate crushed.
Second game. He pyroblasted several of my draw spells. He also got late game Inside Out combo - tribe got unblockable, tried to Cast Down, but he had protection against color spell. Tried to find out anything with Disrupt (target that spell to draw into anything), but didn't get an answer.
(sided off Disrupts prior to game3 for more Arms of Hadar - I already shown it, the scare factor is there, hehe)
Third game, turn 2 Nihil Spellbomb, turn 3 Last Rites. Discard my whole hand. Pick all the "discard 1, draw 2" spells, Pyroblast, keep a Snacker + Thraben Charm. Get my grave with Deep Analysis cleared with Thraben Charm, but locked him without "discard 1 / draw 2" spells for long. Close to hellbent battle both sides, hardcasted some snackers & strixes, tried to revive 2 more snackers, got them hit with Thraben Charm again. We keep drawing many lands, I also draw discard spell after it matters. Single basilisk gate hits the board, start swinging. Tried to discard with Last Rites for 1, hit a Snacker and 3-land hand. Whelp. Have a hand with 2 lands vs a hand vs 3 lands. But they didn't draw into anything to get rid of 2 of my fliers in a 3 turn clock.
Post-Game Analysis
Lmao I can't believe I won the league with a brew.
Last Rites discard is finally a complete deck. Strix was the missing piece to push the deck from good to unfair. Likely not for long, as I don't think Strixes will stay. Had to play it while it's still legal, now that I wasted some decent amount of money to obtain it mid hype.
The deck also doesn't get sideboard hated enough by pretty much anything. Not like a vandalblast vs affinity as I only have Strix as an artifact main deck, Pyroblasts only matter slightly (don't shut down Last Rites), GY hate is annoying but manageable.
[Brewing on the League] Part 6 - Lovely Neighbourhood
Heya. I’m currently playing my brews on the league - playing competitive weird decks is my jam.
I’ll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
Yup, it's just sisters, tokens, sac-draw and gates. That's the whole deck. No removal: tank with health & chumpblockers until the lategame, where you can gates the opponents down.
Makes single target removals look bad. Vulnerable vs any boardwipes. There is no good tech against that. At least I didn't come up with any.
Games
1-2 vs MonoU Terror: won the first one by dropping a whooping armada of fliers with Battle Screeches. He sided into delver + counterspells and consistently got early delver in both 2 and 3 games, last game it was double delver opener. I was brutally outpaced, can't hold my HP while my 4cmc token spells get removed.
1-2 vs Boros Synth: It was a close one. In the game I won, I landed a nice Guardian's Pledge on "swing with all", he blocked and my whole board was intact, while also leaving him with ~4. Afaik I lost one game cause I didn't calc properly and was double galvanic'd, while could've blocked more threats that turn and then heal back with lifelink gates. Whelp.
2-0 vs Spy: Didn't expect to win the first against spy, but here we go. My hp went up to 40+ before the spy landed. One giant was exiled with Bojuka, one was on the board. He could've sacked him with Dread Return, play Dread Return from hand, sac again, replay again with another copy of return from the GY, but he didn't have double black. After sideboards: I was confident my circle of protection vs black just gets me an auto-win, but he played an ench removal. My prismatic strands, though, were an autowin. Locking black damage sources in response to Dread Return = gg.
Post-game thoughts
It's close to being good. Something is missing. Something like
Post reality fracture this deck will rule. -3x Eviscerator's Insight (it is too slow for this deck) -1x lunarch (recast never matters and normal sisters are better healers) and it will gain a huge beater with ward 1. It will force people to keep their single target removals. And if they slot both boardwipes and single targets, means they don't try to push for a fast win, which means I can end them with gates.
[Brewing on the League] Part 5 - Gruul Smash
Heya. I’m currently playing my brews on the league - playing competitive weird decks is my jam.
I’ll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
This is probably the slowest, most control variant of Gruul. The key idea was to have many boardwipes that don't damage your stuff - while you ramp into high mana early to play big stuff & wipes. Some iterations of this deck happened and I tried to squeeze as much value as possible - transforming normal ramp spells into ones that also give you cards when you play them, and x4 both red and green 1 mana cyclers as lands.
Games
2-0 vs dredge: Boardwipes hit hard the deck that wants many small creatures to do the thing. Sure they can get into the lategame where they just play 3 creatures and do the Dread Return, but they've been pressured by Monarch + big creatures which also mostly have trample built in. Wasn't impossible to lose, but this was favourable.
0-2 vs gardens: I've lost first game while having the monarch, and lost the second game while having monarch and initiative set up early. Playing only big creatures means that I play 1 creature/turn which they are comfortably removing, only starting playing 2 at the later turns when they can do rat boardwipes. Worst of all, my burn spells I was desperately craving for to finish the deal were milled by rumble.
0-2 vs monster tron: they do the same thing in the same colors, but take more time to ramp, but play bigger things afterwards. There is a thin margin at which I can still aggro and then I need to just burn. First game he went down to 3 after burn, but I didn't draw another burn spell. Second game he countered my wildfire with crop rotation out of giants boulder mana.
Post-game thoughts
List: https://archidekt.com/decks/14464304/gruul_smash
If my local meta was more aggro, this might be able to shine. But it's predominantly not aggro. I think this deck needs to go for more aggressive route, with 3cmc & boarding parties etc, the boring gruul aggro way, to be efficient against this. Might keep the Cannonade x2 mainboard though and go with land auras 1 drop -> 3 drop 3/3 curve so I don't wipe the elves in my wipes.
Sulphurous Blast though, a card around which I've built the deck (the only straight 3 damage wipe), would have no place here unfortunately. It was hard to cast double red already, and 4cmc is bit too late vs aggro. I think I will try to build a monoR burn around it. Theorycrafted an idea already.
[Brewing on the League] Part 4 - One puuunch~
Heya. I’m currently playing my brews on the league - playing competitive weird decks is my jam.
I’ll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
A variation of Hot Dogs deck, that is usually monoR. Cold Dogs, hehe.
One creature on the board is all you need. Unblockable, doublestrike, any other spell = 20 dmg. Lots of spells that don't cost mana. Lots of filter spells to dig for the required pieces.
Downsides of this deck: it's combo-ish deck, you need the right pieces in the right order. Blue and filters simplify this, but doesn't completely eliminate any issues - since you don't run any removals, you are racing against time. Plus two colours don't make it easy - you are playing 1 mana spells and they don't require "any colour" mana, but strictly that color.
On the upside: the deck has some resilience due to amount of draw on the spells. And one punches are real, and only preventable by removals - blockers don't matter. Speed is there too.
Games
2-0 vs Gruul: First game had 3x Mutagenic Growths right from the start and many creatures, but didn't get any filter/unblockable cards for quite a long time. Accumulated 3 creatures. Peek -- see 2 lands in his hand, finds Ponder, finds Enter the Enigma -> add 3x Mutagenics = 25 unblockable; Second game he was trying to remove some of my creatures, on a one turn clock I was able to do the clean doublestrike combo on the third creature I've played.
1-2 vs Affinity: won the first game via outplay -- galvanic that was gonna remove my creature got neutralized by Mutagenic -> doublestike unblockable combo; then he sideboarded 10 cards in, lots of interaction & direct outvaluing. I was also having unlucky hands, but it was very much in his favor after sideboards.
Tried to side in Terrors, but quickly leaned that it wasn't great when the clock is fairly tight with fliers he was building, and spells in the GY build up fairly slow.
2-1 vs Gruul: faster variant of gruul. Gave up fast in a first game drawing 8 lands - after filtering too. Shown the terror though, so he sided vs graveyard, lul. Won 2-3 with clean doublestrike unblockable combo. Both games 1 turn from losing - it was a fast deck, but mine is faster when I'm lucky.
Post-game changes
Current list: https://archidekt.com/decks/14485292/one_puuunch
Terrors aren't good here. The idea that they help vs grindy matchups, but meh, not really. So going back to trying out a Flame Jab - lands to spells convertor.
[Brewing on the League] Part 3 - HieroFUN
Heya. I’m currently playing my brews on the league - playing competitive weird decks is my jam.
I’ll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
Yeh, yeh I know, tron. Tron is probably one of the most explored archetypes - and it's hard to add a meaningful input on it on top of what people already established previously.
Since you have huge amount of mana from the tron itself and all of it is colorless, you need to somehow deal with this problem - either by playing big creatures that don't require color (monster tron), or playing artifacts (artifact tron), or by converting mana to the color of any source to then have big amount of mana of any color - and to play value cards to outvalue your opponents while regaining tempo from your tron manabase (flicker-control).
This deck is based on a Flicker Tron. The issue with a Flicker Tron is that it's a very slow control deck that beats the opponents either with the Mulldrifters (yeah, that slow), or Dinrova variant locks the opponent, outcontrols and then beats it, or Roiling Thunder variant that burns the opponent down. Or you have a very very late game combo with 3 [[Urza's Tower]] 2 [[Mnemonic Wall]] [[Unwind]] [[Ghostly Flicker]] [[Weather the Storm]] [[Energy Refractor]]... yeah.
So I've invented another faster combo - I tried to search the web and it doesn't look like anyone else knows this card: [[Stone-Seeder Hierophant]] (requires to survive a turn to get rid of summoning sickness) + [[Ghostly Flicker]] that targets [[Mnemonic Wall]] & [[Urza's Tower]]. The tower returns to the board in the untapped state and untaps Hierophant. Tap tower, Hierophant untaps tower, tap tower = 6 mana, it costs 4 (with Refractor) to cast the flicker again. OR flicker an island and untap the tower with Hierophant -- it doesn't require the refractor.
The combo above gives infinite mana, if you have any ETB card draw permanent on the board - infinite draw. The only missing piece is to kill the opponent. So 2x Lush Oasis - land with ETB 1 damage.
Games
2-1 vs Monster Tron: I've lost a game where I failed to assemble a tron. Otherwise the gameplan to turbofog them just works as intended -- the piece they had against it is an Eldrazi with annihilator, but it doesn't annihilate if they have no combat, which is what happened game 3. Hit the timelimit (5 turns limit), but comboed into win.
0-1 vs Golgari Gardens: first game lasted pretty much almost the timelimit. They repeatedly nuked me with multiples of Nihil Spellbomb from the maindeck. Neither Hierophant, nor Mulldrifters survived on the board, and were later exiled. Flickering was complicated as it was answered with instant speed removals in response. Mnemonic Walls ended up getting nothing. Died to X damage on the rats after they've healed up with the x2 campfires, but it's not like it mattered, I didn't have any wincon in my last ~7 cards in the deck and I was about to deck myself faster.
The matchup would go so much different if I had Roiling Thunder. Even the Dinrova would stand a better chances. Shows why my brew is a brew and why people play different stuff competitively :)
1-1 vs Jeskai Ephemerate Skred: I've comboed into win the first game, lost the second (got denied the Refractor & ended up without colors), didn't finish the third to timelimit. The odds were fair for us both, I had the OG flicker tron combo, he had several Mulldrifters on the board - chances are I would be locked out again. Turn 4 of timelimit I tried to spin the combo but didn't have enough mana to finish it.
Overall: I think I had bad luck on the matchups. Turbofog is tuned to play vs aggro/midrange and not full blown controls.
Overall feelings
The deck is still a slugfest. A new combo speeds it up a bit but the core of spending early game to build the tron, find the ways to generate colours, and then gradual stabilization - all the while the CMC/colors math is complex and makes you think more than you should (skill issue, but other tron variants definitely have it easier).
The problem that the deck is vulnerable to so many hate options makes it just sad.
- Artifact removal, countering the artifacts -- no colours, dead.
- Wildfires - no tron, no bitches.
- Graveyard hate - the most popular pauper hate locks you out of infinite value loops, locks you out of comboes.
- Removal - still works against you.
Possible future changes
I think I will pivot the deck into multiples of Roiling Thunder while preserving some of the Hierofuns, cutting other removal / control pieces, maybe teachings & pulses of murasa.
[Brewing on the League] Part 2 - There go your hopes and dreams
Heya. I’m currently playing my brews on the league - playing competitive weird decks is my jam.
I’ll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
I think people sleep on 3 mana symmetric discards. Lots of decks will struggle after discard 3 cards. Even less continue to be functional after picking 4 nonland cards from their hands with Last Rites.
Sure, the pain is mutual, but your deck can prepare for it.
Discard almost everything t3 with a plan to gradualy stabilize and outvalue. Gates to make your wincon bulletproof, and turn your evasive engine pieces into kill machines.
Games
2-0 vs Dredge: x4 Bojuka Bogs hit them hard, x2 Nihil Spellbombs in the sideboard sealed the deal. Afaik Last Rites were cast into Bojuka folloup game 1 on t4.
2-1 vs Red Aggro: I was lucky. Despite them having early game land issues I've ended up with 4hp in the last game - one bolt away from losing (lava darts in the graveyard).
2-0 vs Gruul: You hit them with the discard before they play anything big = geegee.
Post-game changes
Current list: https://archidekt.com/decks/14469404/there_go_your_hopes_and_dreams
I needed to address the burn matchup somehow, so I got x2 Campfires in the sideboard.
Also slotted in Dihada's Ploy (feel like it's better in regaining value than Skeleton, plus it heals a bit).
Devour Flash instead of counterspell mainboard. Counterspell always felt wrong in the deck, t2 you rarely have 2 mana open, then after discard you need removals and draw to stabilize. Counterspell is a very very late game lock piece. Probably ok to keep one just to keep them on their toes but not two. Devour Flash is an experiment to lifegain on gates creature if the matchup is burn, and a removal otherwise. Downside is playing this vs something like Crysalis or in a wide board, but I should have enough target removals to address that.
[Brewing on the League] Part 1 - Sieve
Heya. I'm currently playing my brews on the league - playing competitive weird decks is my jam.
I'll be going with 1 brew each week until the end of the league - and if I get a chance, will take a strongest deck into top8 finals.
The first deck I've played on the league is Sieve - it is UG flash with a HEAVY counterspell department. The the name this deck carries mean "you filter the big cards out", and letting irrelevant pieces to resolve - to then be eaten by lategame card advantage and bigger creatures.
The key tempo card here is Rewind, plus your main draw spells live in 5 mana - getting into high mana early is a must, that's why it is lands heavy.
One of the key idea behind this deck is that flash creatures are sorta like bad removal that can also win you the game if left unanswered. Thus any other control blue deck needs draw, counterspells, removal & wincon, while here your removal is a flex wincon - lets you jam more into other sections. Also green gives access to Ents, which is a lategame finisher. No value is wasted.
Games
1-1 vs dredge (tbf count myself lucky here, it's not an easy matchup, you can't just counter a thing once and for it not to come from a graveyard after...)
2-0 vs scion-Eldrazi deck (I just didn't counter scions and he never had a chance to resolve big things, won mull to 5 this way)
2-1 vs jund wildfire. Gixian Infiltrators got me 1 loss, as they are low cmc and they grow once they get through. He was unlucky on starting hands a number of times, also I've Disrupt-ed wildfire t2 in the last game :D
Post-game changes
Current list: https://archidekt.com/decks/14490277/sieve
I got advised to try the Hard Evidence, and I like the idea of using the card in this deck. Even in the dredge matchup, small 1/1's eat your health pool while you sit t2-t6 countering their bigger things, sneaking one mana 0/3 would be easy without dropping the counterspell readiness. So x2 main board and x2 sideboard vs aggro.
Also dredge matchup shown that I'm not prepared and need more GY hate. Trying x1 mainboard - as many pauper decks actually do resolve around graveyard, and worst case I can cantrip it.
Probably should go for Relics in the sideboard too, but x1 relic is what I have now.
Sorted out my commander decks into archetypes
Made a fun thought experiment and sorted all my EDH decks by archetype so it's easier to chose a small subset to take on FNM without ending up stuck with the same archetype.