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Old 11-16-03, 09:23   #1
Qwerty
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How to Build Astro Glide (R/W) Revised

How To make AstroGlide (r/w electric).

I am writing this Primer/Article simply because there has not been a single time I have come online with out seeing the questions, does anyone know a good AstroGlide build? how do you build AstroGlide?, what cards go in AstroGlide?, how does AstroGlide win?, what beats AstroGlide?. The first thing to remember that every deck anyone builds will be slightly tailored to themselves no matter what. You only have to look at the Zvi tog to understand that someone wanted something different.
(1) Mana sources
(2) Cyclers
(3) Creatures
(4) Creature control
(5) Utility cards
(6) Deck Building and deck lists
(7) Sideboard Cards
(8) Match Analysis


----(1 Land and Mana sources)----
This topic online is probably the one area were I disagree the most but in the interest on all parties I’ll place all the options down. All the decks online and that have appeared in big tournaments have 24-29 land. Your main choice here as a deck builder is, Do you want to be able to drop a land a turn until about turn 7/8. Or have a higher content of Cyclers/creature kill in your deck? The general non-basic land choices are as follows.

Mana sources used
Grand coliseum
Forgotten Cave
Secluded steppe
Temple Of The False God
Eternal dragon

Forgotten cave and Secluded Steppe
Are staple cards to the deck they provide mana and can be cycled there’s no really strong argument that they should not be in the deck.

Grand coliseum
Is a good card and can prevent the mana problems that can sometimes occur. On the other hand it does come into play tapped and that could mean that it could produce the very effect that you are trying to stop by putting it into a deck that runs cycle lands (come in to play tapped).

Temple Of The False God
Can and will let you hard cast a Exalted Angel a turn Earlier and be able to cycle to protect it, It can also produce that little bit extra mana that is need when cycling and using the Lightning Rift

Eternal dragon
I am putting this here simple because it generates mana and is almost always plain-cycled as soon as possible. It has fast become a staple in all AstroGlide decks and the only point that is bad about the card is its 7 mana casting cost.

----(2 Cyclers)----
Another hot topics is what cyclers to use and what cyclers not to use. In generally people use 25-29 cyclers again its personal choice do you want cards to trigger the Lightning Rift or a bit more control on the game from cards like Obliterate and the Decrees.

Forgotten cave
Secluded Steppe
Arkomas Blessing
Spark Spray
Lay Waste
Gilded Light
Eternal Dragon
Renewed Faith
Aura Extraction
Slice and Dice
Starstorm
Decree of Justice
Akromas Vengeance
Decree of annihilation


The Staple Cyclers

Forgotten Cave and Secluded Steppe
There perfect, there land and can be cycled a bit short but you cant get any truer.

Spark Spray
Not really a staple to the deck yet, but is fast becoming so, its cheap to cycle and can deal with first turn creatures.

Renewed Faith
Almost every AstroGlide deck list that I have looked at has 4 Renewed Faith it is one of the best cyclers. It can give you that bit extra life needed to win and its 1w cycle cost is reasonable considering you get a bit of life at the same time.

Starstorm
It does have a high cycle cost but in a reasonably heavy creature environment (not MBC and Affinity) is second only to Wrath of God. Most decks run 2 but some decks in areas were fast beatdown decks like goblin bidding are popular people run 3.

Eternal Dragon
The dragon is probably one of the most controversial cards in AstroGlide everyone agrees that they should be in but no agrees on how many. In decks that run less mana they are slightly less affective and there use apart from a recurring creature is slightly more limited than decks that run lots of plains. Again it’s a matter of personal choice on how many to run if you decks having problems with mana maybe more dragons are needed. The point is that Eternal Dragon is indispensable to the deck.

Popular Cyclers

Arkomas Blessing
Unlike Spark Spray , Arkomas Blessing's ability is not used very often, which makes Spark Spray a more logical choice. But it is still a cheap cycler and some times that w cycle cost can save you a game. When used 2-4 are placed in a deck

Lay Waste
A cycler that is good but only in certain environments. Its ability to help against control decks can be tremendous. Being able to remove a cabal coffers in old t2 was probably its best function. But against Creature decks it is very limited in its abilities to help apart from begin cycled which at 2 colorless is a reasonable cost. People usually run 2-3 when it is played

Gilded Light
A cycler that has bean seeing a bit more use with the increase of goblin decks and the new MBC. Being able to use Gilded light as a soft counter spell against burn has become more important. Also its 2 colorless mana cost is reasonable considering the cards ability. When used 2-4 are in AstroGlide.

Aura Extraction
Being able to save you own enchantments can be very important but seeing as most people play enchantment kill in their sideboard it can somewhat relegated the card to the sideboard. Again 2 colorless is a reasonable cost to cycle. When played 2-4 appear in AstroGlide

Slice and Dice
Once a staple in every AstroGlide deck now it appears in most but not all decks. It has an expensive cycle cost, but probably one of the better cycle side effects that happen. Another point is there are not many creatures that people play that can stand 4 damage making it a good board clearer Again its a matter of choice do you run then in favor of land or do you run 2 or 3.

Decree of Justice
This is another hotly debated topic online lots of people say they should be in the deck and slightly less say they shouldn’t. Decree of justice can be an absolute bomb, but if you don’t run a lot of mana getting the most out of a decree is going to be hard. Also you can find you self-using the decree as an expensive Slice And Dice. If you run a lot of mana the decree is probably a good choice. Most people run 2-4 (or two in a board ).

Akromas Vengeance
In block its the best removal spell about but in standard its never quite made the grade. Not until recently have some people started to play it main deck to cope with Affinty, MBC and stablizer. Its cycle cost of 3 is ok but 6 mana can be a bit hard to reach sometimes, especially when a wrath or a 2 point starstorm could do the same job. On the Other hand against the newer Affinity decks the card can be a life saver the problem being getting past all the counter magic. When played 2-3 are used.

[card]Decree of annihilation[card]
A card used in a similar way to obliterate, but mainly used for its uncounterable (apart from stifle ) armageddon side effect leaving you with a dragon or a angel and the classic I’ve got a big fattie and you’ve got no mana to deal with it approach. When used there usual 2 in a deck or its wished for.

----(3 Creatures)----
This is probably the easiest section to write about the choices are not nearly as many as the cyclers and they are almost all staples in the deck. AstroGlide usually runs 7-10 creatures.

Stoic Champion
Solem simulacrum
Siege-gang commander
Exalted Angel
Eternal Dragon

Stoic Champion
Main deck the card is very weak it can give black something to use smother against and give tred a reason to make you waste cyclers, but it can sometimes when played in slightly more aggressive AstroGlide builds lead to a faster win. It is also boarded sometimes, when played 3-4 are used.

Siege-gang commander
A good choice as a replacement for exalted angel and eternal dragon (if you can get hold of them). Its come into play abilty with astral slide can be very effective and also gives two differant ways to kill. Its major weakness is that a single shock can kill it.

Solem simulacrum
Theres been a reasonable debate about this card online the main one is does its come in to play ability justify its placement in the deck. With the advent of creature decks taking over the land filter ability happens too slowly, also against critter decks you will be most likely casting Wrath Of God on turn 4. If played they usually appear in the old terohs faithful slot 2-3.

Exalted Angel
AstroGlide would not be anywhere near as effective as it is without this card. It can single handedly win a game back for you if is the life or the fact that its a big flying fatty. The general view is that they could not be replaced. Most people run 3-4 usually 4

Eternal Dragon
Another card fast becoming a staple its recurring ability can make it a god send against black decks its plain-cycle ability can make it a really good mana fixer and deck thinner all in all a card that must be used and abused by AstroGlide. The general number run is usually 2-4.


----(4 Creature Control)----
One of the main things that define AstroGlide as a control deck is an abundance of mass removal spells at its disposal. It also has some minor hit and fade cards at its disposal as well (one shot spells). In general AstroGlide runs 7- 11 mass removal spells. The main Engine of AstroGlide is creature control orientated by the enchantments Lightning Rift and Astral Slide

Spark Spray
Pyroclasm
Starstorm
Lightning Rift
Wing Shards
Astral Slide
Wrath of God
Slice and Dice

I have already discussed spark spay, Slice and Dice and Starstorm. So I will focus on the other cards.

Pyroclasm
A very good wheenie killer and cheap, its downfall is that you cant use it doesn’t get rid of big critters. People use it as a replacement for Wrath of God.

Wrath Of God
Is the one card that this deck should have at least 4 of some people run 3 main deck and 1 in the board but this deck should have 4 wraths no matter what trying to run the deck with no wraths can be almost impossible. Most people run 3-4.

Wing Shards
This is one of the best white critter removal spells in a long time but does it have a place in AstroGlide yes and no. Some decks need the shards as it helps to deal with the initial onslaught of wheenie decks but if your playing against a smart player they might not cast before combat making it a one kill card. Also with the vast amount of creature removal in AstroGlide does it need wing shards. When played main deck people usual play 3-4 and when played in the board there are usually 4 placed there.

Lightning rift
Is a very important card to the deck simply because it turns all the decks cyclers into burn. It also provides a different win condition instead of creatures and supplies a steady source of creature control. Most people run 4 but a few run 3.

Astral Slide
Another important card, it lets you turbo the angel into play a few turns earlier, can help hold of a creature horde while the deck draws creature control and it kills creature tokens permanently. Most people run 4 but some seeing Madness leave there area lets them run less.

----(5 Utility cards)----
Cards that do something else I've spoke about Akromas vengeance and Decree Of Justice so the only card left is Obliterate

Obliterate
A card that has a few uses in AstroGlide, it most obvious use is as a reset switch that cant be stopped but it can be used as a win condition when coupled with the exalted angel and Astral slide. When played 2 usually fit the bill.

----(6 Deck Building & Deck Lists)----
Heres the base list

24-29 Land/Mana Sources
25-29 Cyclers
15-18 Creature control
7-10 Creatures

Taking the above stats gives you a deck varying in size from 64 cards to 84 cards. Obviously this is an over estimate seeing as a lot cards can serve dual purposes but lets start with the staples

Land
Apprentice Download OCTGN Download MTGO Download
Deck  
8 Plains
8 Mountains
4 Forgotten Cave
4 Secluded Steppe
Cyclers
4 Renewed Faith
4 Spark Spray
2 Starstorm
Creature Control
4 Wrath of god
4 Lightning Rift
3 Astral Slide
Creatures
4 Exalted Angel
2 Eternal Dragon
Thats 51 cards not a lot of room for variation. In almost all AstroGlide deck lists you will find the cards listed above they may be less of them or more in some cases but they will be in the AstroGlide deck.

This is were variation comes into it do you play more mana or more dragons and slightly more critter control to go with your mana.

Decks
The decks were aquired from the wotc site, brainburst and the TLF in MTGNEWS. I have pulled list of the better decks i have seen and if given any of these decks to play at a t2 tourney i would'nt moan in the slightest thay are all good builds. I have also tested all of the builds against the top tier decks to come to my conclusions.

Arni Sigurdsson-Worlds 2003

I know that this is not t2 legal but the current meta changes are realy easy to make -1 slide, -2 Wish +1 Wrath of god, +2 akromas vengeance, The deck runs a mid range mana curve of 26 land plays a lot of the good 2 mana cyclers and has 9 (12 after changes) mass removal spells it also has the standard creature base of dragons and angels. it has a decent complament of cyclers 25 (27) but its main vunrabiltys like most glide decks is its abilty to deal dammage fast and try to get a upperhand against control.

Apprentice Download OCTGN Download MTGO Download
Deck  
4 Forgotten Cave
9 Mountain
9 Plains
4 Secluded Steppe
2 Eternal Dragon
4 Exalted Angel
4 Astral Slide
2 Burning Wish
2 Gilded Light
4 Lightning Rift
4 Renewed Faith
3 Slice and Dice
3 Starstorm
3 Wipe Clean
3 Wrath of God

Joe Soh-Worlds 2003

Another player at the worlds but this deck is currently legal in t2, its slightly contravestol by its main decked stoic Champions and slightly lower land count than usualy comes with the decree of justice. It plays a lot more white cards so obivously the mana propartion is differant from most glide decks. The disadvantage of the deck running less land is that the decree will have slightly less inpact. On the other hand when the champions are not killed and remains on the board it can cause problems for any player without blockers as it can coupled with a Lightning rift deal a lot of dammage in a short time. With more cretures comes the down fall of less mass remvoal and less cyclers making the deck slightly weaker in a creature dominated enviroment baring uw and affinty.
Apprentice Download OCTGN Download MTGO Download
Deck  
4 Forgotten Cave
6 Mountain
11 Plains
4 Secluded Steppe
3 Eternal Dragon
4 Exalted Angel
4 Stoic Champion
4 Astral Slide
2 Decree of Justice
4 Lightning Rift
4 Renewed Faith
3 Slice and Dice
4 Spark Spray
4 Wrath of God


AJ Fields-Brainburst

This deck dubbed by some as the Anti-Affinty glide is exactly that 14 mass remval spells for the agresive versions and the decrees for the counter versions, while akromas vengeance hits affinty were it hurts by destroying all artifacts. The decks major weakness is its high cycle cost on most of its cycle cards being 3 and its lower land count than most glide decks . On the up side it does have 29 cyclers so drawing into a cycler should not be a problem
Apprentice Download OCTGN Download MTGO Download
Deck  
4 forgotten cave
6 mountain
8 plains
4 secludded steppe
2 Temple of the false god
4 Eternal dragon
4 Exalted Angel
3 Akromas vengeance
3 Astral Slide
1 decree of Annihilation
3 Decree of justice
4 lightning rift
4 renewed faith
3 slice and dice
3 starstorm
4 wrath of god

MagnoliaRyder-MTGNEWS

Fast becoming the standard glide to play, the 4 vengeance are slightlu unsual, but land count is very good for a deck that runs decrees, It also has a moderate array of mass removal. It main decks 28 cyclers but has its fair share of exspensive cyclers this is counter balanced by the spark sprays but can sometimes be the decks downfall. The deck main weakness is its more vunrable to faster gobo builds by the lack of a 4th wrath and high cost on the vengeances.
Apprentice Download OCTGN Download MTGO Download
Deck  
8 Plains
8 Mountain
4 Secludded Steppe
4 Forgotten Cave
3 Temple Of The False God
3 Exalted Angel
4 Eternal Dragon
3 Astral Slide
4 Lightning Rift
3 Renewed Faith
4 Spark Spray
3 Starstorm
2 Decree of justice
3 Wrath of God
4 Akromas Vengeance

Qwerty-MTGNEWS
My personal build like i said on the prevouis article i dont want to post it but feel i have to. I dont want to comment on it simply because it could be taken as being big headed/arrogant. All i will say is that i do play this deck over other builds because it suits me and wins games.
Apprentice Download OCTGN Download MTGO Download
Deck  
4 Renewed Faith
2 Wing Shards
3 Akroma's Vengeance
4 Lightning Rift
3 Astral Slide
4 Spark Spray
4 Wrath of God
3 Starstorm
2 Decree of Justice
4 Eternal Dragon
3 Exalted Angel
2 Temple of the False God
6 Mountain
8 Plains
4 Forgotten Cave
4 Secluded Steppe



Cont on next post
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Last edited by Qwerty; 03-30-04 at 08:08..
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Old 11-16-03, 16:01   #2
Qwerty
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----(7 Sideboards)----
I am going to list a bunch of cards that can be boarded in to AstroGlide, also I'll try to explain reasons for using the cards. Side boards are very metagame relevant so me listing a side board for people is just not going to work look at the cards see what is popular in your area and then build a board.

Silver KnightCircle of Protection: Red
Wipe Clean
Aura Extraction
Raise The Alarm
Rule of Law
Story Circle
words of worship
Wing shards
alters light
Karma
worship
Decree of Justice
Scrabbling Claws
Disrupting Scepter
Oblivion Stone
Damping Matrix
shatter
Gempalm Incinerator
Dwarven Blastminer
Words of war
Boil
Flashfires
Slice and Dice
Decree of Annihilation
Obliterate

Silver Knight
a 2/2 first striker for ww is not bad but does it fit into AstroGlides sideboard this like every most of the choices for AstroGlide is dependent on your local metagame. If there's lots of gobos than the card is a good choice if its predominantly black/blue its not a very wise choice.

Circle of Protection: Red
unlike silver knight cop red can not be killed by smother or terror making it harder form gobos or bridges splashing black to remove it. Its obvious downfall is that it can tie a lot of you mana meaning that it will be a slower game.

Wipe Clean
used In general to keep the cycle count up in a deck after boarding, Its used mainly to deal with wierding, sight and other AstroGlide decks as these are the main decks that use enchantments. It's a ok card but does not really live up alters light seeing as it can only destroy enchantments.

Aura Extraction
With every deck having access to Oblivion Stone being able to save your enchantments could be paramount.
.
Raise The Alarm
A strange card to appear in a sideboard but I can see its uses against goblins and other wheenie decks as slow down and indirect creature kill to give AstroGlide that little extra time to gain control.

Rule of Law
Helps against the current MBC and wheenie decks against MBC it makes it easier to keep your Exalted Angels a bit easier by making you use less mana . And against wheenie decks lets you assert a soft lock with the Lightning rift.

Story Circle
A circle protection for any color, it a very good choice for a board but does not suit all versions of AstroGlide well simply because its ability requires one white to trigger and this can be a pain when casting spells as it limits the mana you can use effectively.

Wing shards
Good quality creature removal that is boarded in against heavy critter content decks. It can win games against inexperienced players.

alters light
Compared todisenchant the card is very bad but it is not in standard anymore thus leaving white wit a sub par enchantment/artifact destroying card. It fills the slot that shatter and wipe clean use. Its major draw back is the ww in its casting cost.

Karma
against sui black and MBC this card wins games.

Worship
Generally only used in creature heavy AstroGlide decks can usually save the game against wheenie decks and may bring a turn or 2 respite and against the modern control decks. Coupled with the silver knight it can be devastating to Gobos.

Decree of Justice
Against control were a game is going to be longer Decree Of Justice can be the card called for. Simply cycling one at the end of your opponets turn could net you up to 10 creatures.

Akromas Vengeance
Against Affinity this a absolute bomb if it resolves. It is also very good in a mirror game.

Scrabbling Claws
With the popularity of Bidding and Remo decks the claws give a safe way of dealing with cards in the graveyard. It also it helps to deal with cards likeHammer Of Boggarden

Disrupting scepter
It lets you maintain a level of card advantage against UW and affinity and cause MBC players to make mistakes.

Oblivion Stone
It can destroy anything thats not a land in standard.

Damping Matrix
Stops cards like oblivion stone from really hurting AstroGlide.

shatter
A poor replacement for the artifact killing abiltys on disenchant mainly boarded to cope with stabalizer
gempalm Incinerator
A very good card against goblins it lets you killthe biggest goblin on the table and get a rift and a slide effect.

Dwarven Blastminer
A early blastminer against Affinity can mean the game is yours.

Hammer Of Boggarden
It gives another way of winning and can be a absolute nightmare for blue to deal with

Boil
Used to deal with Affinity and UW control not as effective as it could simple because of coastal tower and Seat Of The Synod can be very good if couple with Dwarven Blastminer but this could waste up to 7 cards in your sideboard.

Flashfires
Good against any white deck but could cripple yourself the dragons can help recovering but they do not always work.

Slice and Dice
Very efficient creature kill often boarded against wheenie decks

Decree of Annihilation
Can help against control decks by its uncounterable (baring stifle) land kill ability and the possibility of a full reset against control is a good option as well extremely good against MBC.

Obliterate
Full reset thats uncounterable very good against Affinity and UW control.

----(8 Match Analysis)----
Match Ups

Sorry this section is very late I never really got round or thought about doing it until recently, I am going to list the most important cards a glide players needs vs (Insert deck name here), In a rough importance order. I will try to suggest what cards to board out and in. this will be the hardest in reality because boarding can be effected by play skill/style considerably.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Raveger Affinity and Turbo Affinity
I have listed them the same to save repeating myself and the games/decks are very similar. You need to cycle aggressively to get what you need (Try to do it in there end step) to stop ether deck going off. The enchantments play a heavy role in this game but
In general this match is in Glides favor because of its ability to gain lots of life and the mass removal that most glide decks pack can easily clear to board. The most vital card to remove from play asap are Disciple of the vault this is the one card that can cause serious problems for a glide player, always try to remove this card over others Raffinity's fastest kill method is with this 1 mana card.

Most Important cards
1) Spark Spray
2) Damping Matrix
3) Renewed Faith
4) Astral Slide
5) Lightning Rift

Least Needed Cards
1) Decree of justice
2) Eternal Dragon

---Most Important cards---

Spark Spray
Kills Disciple of the vault the one card that can really beat glide in the head. Ravager in a general game doesn't have what it takes to just beat glide to death especially with the amount of removal that Glide plays.

Damping matrix
Stops Arcbound Raveger, Atog and Skullclamp dead the later is not really as much a problem for glide as it is for other control decks but the matrix does help, personally I do not run them but a lot of people do.

Renewed Faith
Absolutely vital it can give you the extra turn thats need to cast wrath of god or counter the shrapnel blast that just hit you for 5 damage.

Astral Slide
This can be important to stop a raveeger/Disciple combo going off, it basically lets you remove the offending creature and deal with the other when it hits play. EXAMPLE: There's a Arcbound Raveger in play your opponet casts a disiple of the vault you respond by cycling and removing the Arcbound Raveger before the Disciple hits play, Leaving you until the end step to deal with the disciple.

Lightning rift
For the same reasons as astral slide and it forces the Afinity player to over extend.


---Least Important Cards---

Decree of justice
This card is for a win vs. control it does very little for the deck apart from being a very expensive cycler vs. affinity.

Eternal Dragon
in the early game when you are cycling you don't want to draw into land in genral you want to draw into Creature kill.

---Good Sideboarding choices---
1) damping Matrix
2) Echoing ruin
3) More creature Removal

Damping Matrix
For the same reasons listed above.

Echoing Ruin
the problem that glide has is that its very hard to kill a ravger when it hits the table with a lightning rift, Ruins also lets you slow them down by blowing up land, stoping them from recovering from glides mass removal by blowing up cards like skull clamp.

more creature Removal
at its heart Raveger is a critter deck making more removal a bonus. Cards likeWing shards, [card]Startstorm[card] and Akromas Vengeance are excellent choices to board into the deck for the second game.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Goblin Bidding (W/Clamp)

This match quickly devolves into a slugging match of how fast the Gobo bidding player can play creatures and how well the glide player can deal with them. Goblin bidding cannot play cautiously vs. glide simply because a glide deck can gain control very quickly vs. goblins, Again the match in general is in glides favor because of the mass creature control and the life gain.

Most Important cards

1) Starstorm
2) [card]Lightning rift[/card}
3) Exalted Angel
4) Damping Matrix
4) Wrath Of God

Least Important cards
1) Eternal Dragon
2) Decree Of justice

---Most Important Cards---

Starstorm
The instant speed removal of Starstorm makes it the most vital and needed mass removal spell vs. goblin Bidding, Coupled with the life gain it will usually win you the game if they don't have multiple biddings.

Lightning rift
the Rift lets you maintain board control and leave cards like Starstorm, wrath of God and akromas vengeance.

Exalted Angel
A card that makes most red players panic the life gain alone can win you the game by putting you out of reach of a big sharp shooter

Damping matrix
It shuts down Siege-gang commander, Sharp shooter, Skull clamp and a lot of the abilities that the 1/1 goblins acrry on them.

wrath of god
resolving a turn 4 wrath will often give the glide player board control, this card can be vital if you didn't Starstorm vs. the goblin bidding player and are facing a horde of weenies.

---Least Important Cards---

Decree of justice
This card is for a win vs. control it does very little for the deck apart from being a very expensive cycler vs. Goblin Bidding.

Eternal Dragon
for the same reasons as Raffinty in the early game when you are cycling you don't want to draw into land in general you want to draw into Creature control.

---Good Sideboarding cards---
1) Damping matrix
2) Scrabbling Claws
3) Pyroclasm

Damping Matrix
for the reasons listed in the Most needed cards section.

Scrabbling Claws
If dropped on turn one it will win you the game vs. goblin bidding, If dropped later in game it will almost always go and remove a sharpshooter first and a goblin warcheif second.

Pyroclasm
good cheap removal that gets all goblins.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
UrzaTron/MWC
This game is hard you have to play very agressivly and force the MWC player to make decisions, In general the match is in the MWC players favor but you have astral slide and Lighting Rift to cause him problems try not to cast both at the same time or you will just walk into a akromas vengeance, If they are running pulse of the fields its a safe bet to start taking mana burn so they will not get the pulse back (Sounds strange but its works) when you deal damage also try to utilize the Astral slide as much as possible to keep your own creatures alive. Its advisable to mulligan aggressively to get a rift in your opener but this is a dangerous choice. The realy problem vs. MWC is the fact that most of the time its can gain more mana than the glide player making its Decree of justice better and its dragons more efficient.

Most important cards
1) lightning Rift
2) Eternal Dragon
3) Decree Of Justice

Least needed Cards
1) Wrath of God

---Most needed Cards---

Lightning Rift
Glides fastest damage source that MWC has the hardest time dealing with it forces the MWC player to vengeance.

Eternal Dragon
You need to make it to 7 mana as fast as possible if that happens you should in theory be able to keep up with the MWC player, the dragons do this and give a renewable creature source as well as a constant Lighting Rift source for 8 mana.

Decree Of Justice
Your most effect kill condition after the rift vs. MWC white control doesn't have the ability to stop you cycling Decree of justice in its end step.

--Least Need Cards---

Wrath Of God
in this game a lot of the time WoG is just a dead card sitting in your hand doing nothing.

---Good sideboarding cards---

1) Scrabbling claws
2) Slice and Dice
3) Dwarven Blastminer

Scrabbling Claws
It lets the glide player deal with another players Eternal Dragons.

Slice And Dice
A cantrip Starstorm used to deal with Decree tokens.

Dwarven Blastminer
If this guy hits the table and isn't dealt with you will gain the mana advantage very quickly. making your Decrees bigger, your dragons more regular and most important of all the MWC abilty to drop bombs quickly will be disabled.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ponza (Mono Red Land Kill)
this game is a ok match not great but ok, unlike most control decks glide's mana base is very good against land kill it can cycle into more land and if glide ever gets a dragon recursion going its sure bet that the glide deck will win. The main problem is that if the Ponza player is focusing on Glides white mana. It makes a good chunk of glides removal useless seeing as almost all of it has WW in the casting cost. In the simplest terms it comes down to whether or not they can stop glide cycling into more land which means they have to have at least 4 ld spells in there opener.

Most Important Cards

1) Eternal Dragon
2) Exalted Angel
3) Spark Spray

Least Needed Cards

1) Decree of Justice
2) Akromas Vengeance

---Most Needed Cards---

Eternal Dragon
The extra mana that this card generates vs. Ponza is very good if glide gets up to the 5 mana mark this card will win the game.

Exalted Angel
In general Ponza doesn't have the beats capabilities of other red decks but it does have the ability to cause a lot of damage through burn and fast hitting critters like Slith Firewalker, The angels help recover this loss of life quickly as well as provide a cheap creature to be cast with little mana. Red decks absolutely hate the card its got a toughness of 5 making it hard to kill and when back up withAstral Slide should win the game easily.

Spark Spray
Its a very cheap cycler making it easier to recover from ld an it can kill Slith Firewalkers.

---Least Needed Cards---

Decree of Justice
its Very mana intensive and against Ponza that's nothing but a Disadvantage.

Akromas Vengeance
It costs six mana when/If glide reaches this mana amount, it wants to be able to cast a Exalted angel. Also cards Like Wrath of God and Wing Shards are much better in this match up.

---Good Sideboarding Cards---

1) Sacred Ground
2) Circle of protection: Red

Sacred Ground
Its Shuts down 30-40% of the Ponza players cards maybe up to 60% after Boarding. Simply it gives you time they might board in Oblivion Stone but by that point you should have the mana available to cycle as much as is needed.

Circle of protection: Red
It stops them from killing glide because they have so little damage source that are permanents the little mana your may have should be enough to keep the damage low.




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Old 11-16-03, 22:01   #3
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Impressive! Minor typos, but it's all good

Why don't you put Siege-Gang Commander - it makes sense. :P

Also, why don't you divide your article into 2 separate posts, will be easier for you with that st00pid limit.
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Old 11-22-03, 14:34   #4
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---DarkAssasin---
the commander doesnt realy appear in the tier one glide deck its just the angels and dragons i will put it there because like the champions and solems its a personal choice.

If i'd thought of it at the time i would of put it into what i am going to do is contact MagnoliaRyder and see if he minds editing his post to include the bottom of the article.


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Old 11-25-03, 07:31   #5
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Leo

i've already told you that i dont think your listing enough of the cyclers like sunfirebalm you dont use them but some people do. Also i you should put platinum angel on the boards bit that won like 4 games the other day after you boarded it in.
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Old 12-31-03, 22:11   #6
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I like to maindeck 1-2 blaze, its such a bomb late game. Also, I think decree of justice is absolutley necessarry handsdown, I play 3. I have a heavier land base, so i play 4 dragons strong, and I like simulacrum, he has godly synergy with slide.
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Old 03-08-04, 23:13   #7
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Ive already told you that people dont run sunfire balm. Its ueless why run that when theres so many other good cards to replace it+people it hasnt been used since glide was first being designed.

On the angel issue you now what i am like i change my boards that often with a new meta till i find a combination i like.

Also md Blaze fireball is weak when Doj is available.

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Old 03-11-04, 05:41   #8
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Quote:
Originally posted by Qwerty
gempalm Incinerator
A very good card against goblins it lets you either kill your opponent of kill the biggest goblin on the table.
You misread it.

Quote:
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When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play.
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Old 03-11-04, 10:54   #9
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I know, Its a edit i have never done

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ps got pointed out to me agres ago but i kept forgetting to edit.
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Old 03-14-04, 13:51   #10
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what about chartooth cougar?
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Old 03-16-04, 06:42   #11
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U r the only player i have ever seen running the card its the same as my answer to carl about Sunfire balm. (no offense meant) Wht not just use Eternal dragon instead. If people start running the card in a percentage thats visable i'll edit the post.

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Old 03-20-04, 06:55   #12
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i agree with qwerty that eternal dragon is good for cycling ans supprising your oppo by raising a 5/5 flyer to beat the hell out of them with
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Old 03-22-04, 08:17   #13
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Exclamation

There's a great Slide article @ mtg.com by Gabe Wallace. 4 maindeck Damping Matrix. 27 lands. No Chartooth Cougar.
I like his list pretty good, + the matchup analysis is solid, although I have to say folks around here have been much less kind about control's place in the metagame, + he didn't even mention Elvish Wedding ^_^
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Old 03-30-04, 11:04   #14
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Match anysis has been added.

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Old 03-30-04, 14:57   #15
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yes im intrigued you dont advocate maindecked matrix as it seems so very useful almost vital.
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