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Tuesday, 16 September 2014

Doomsday Log

Been testing out Doomsday and it has not been easy.
Doomsday is hard to play because there are so many possible variations of what is going on and any misstep ends the game right there and then.

In terms of deckbuilding, I'm not sure if my current call of running 3 very different win routes is correct. As much as the cards currently do not outright clash with each other (apart from Emrakul) since they components can be cycled (the reanimation spell and the faerie), there is a time factor that goes into using 2 mana to cycle.
There are more linear decks that focus on the exact kill route but those have the problem of having to be able to bash through the specific hate for them.
The main contention between the various kill conditions is actually LED which forces you to drop any counter protection.
I also have not figured out the right protection to use between discard and counters, not to mention that I have lesser of each now as well since I have more slots dedicated to going off.

I'm also not firm on how I aggressive I want to be with the cantrips because I cannot ascertain how fast I need to go off when I go off. Playing in a "when I can play" way makes each individual cantrip much less powerful since I usually get back 2 of the 3 cards that I see instead of 1 of the 3.

Do I go for upkeep top activation?
Do I keep a petal as the only mana producer?
Do I turn 1 Ponder?
Do I turn 1 Brainstorm?
Do I turn 1 Ponder or Brainstorm?

The sequencing of lands is also very questionable now since these decisions can clog up potential plays later on and make the player trip over.

Do I search for basic Island? Underground Sea? Volcanic Island?

So this whole bulk of "setup for doomsday" sequencing and playing needs to be firmed up which I would need time to build up and familiarize. I currently also need a greater understanding of which kill I should go for out of the 3 and how to integrate the sideboard into the deck post sb.
What to include in the sb is also another problem itself since I do not have a full understanding of the deck and its various matchups yet.

There are some additional points I need to take note as well:
-Being at 1 life pre-Doomsday is the same as being at 0.
-Emrakul on the same turn needs 1 more card in hand to go Isle+Faerie
-Sensei's Top + turn 1 kill setup requires 1 more mana since the first LED gives U already.
-On MTGO there is a need to keep looking at the library count to visualize what's left in the deck and I need to get the best plan before I click on the first card for Doomsday since I do not get to reselect.

As of now, I should be just about 20% tapping into the full potential of the deck.
It does not help that I usually test at night when I'm all worn out from work.
This is a very human factor when it comes to this deck as I would need to build up the mental capacity to go through more than 10 rounds of it in a day and in a fatigued state as well. I could do that for most control decks right now since I'm adept at the mid-late game but I can't say the same for the early game requirements that this deck has, especially when it is this unforgiving. I suppose I will have to take in the stress of playing in a tournament setting and just keep throwing it at myself to build up some resistance towards it,
It was quite difficult yesterday as I had trouble getting to sleep on the previous night and I was honestly very tired throughout the day even before starting round 1 at 10pm.
Hopefully I can make a judgment by the end of the year so that I can prepare more definitively for GP Kyoto in April.

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