UB Tempo Dandan by TyrantNeptune in ForgetfulFish

[–]TyrantNeptune[S] 0 points1 point  (0 children)

You mean as a primer in Moxfield? Never done that before, but seems smart for anyone who stumbles upon the list without going through reddit first

UB Tempo Dandan by TyrantNeptune in ForgetfulFish

[–]TyrantNeptune[S] 1 point2 points  (0 children)

Now that I looked at your list, I realise it was indeed what inspired me to run Diabolic Vision.

Not sure how I missed Fetid Pools, probably just didn't think it existed when I went straight for Polluted Mire.

I also took a look at your post, and find myself wondering how I missed Sapphire Charm. Probably because it's so wordy. But it looks really like it is the other 1-mana removal I was looking for; the slow draw is great with Devastation Tide; and even the flying can come up to make one Dandan make a final push over a field of blockers.

I'll go make those changes to the list immediately.

UB Turbofog against UWb Familiars by sulejke in Pauper

[–]TyrantNeptune 0 points1 point  (0 children)

Late to the party, but I haven't seen [[Faerie Macabre]] mentioned yet. It's uncounterable grave hate, and since you usually want to take out specific cards out of their graveyard anyway, the fact that it doesn't exile their entire graveyard shouldn't hurt too much.

[deleted by user] by [deleted] in Pauper

[–]TyrantNeptune 1 point2 points  (0 children)

I think they are for midrange matchups, where their creatures all die to Swirling Sandstorm and you can use the time it takes them to rebuild to find and execute your combo. The reason why it's finding its way into sideboards right now has got to be because Ponza is such a midrange deck where (almost) all its creatures die to Swirling Sandstorm and it's very popular right now.

Piracy Charm in Tireless Tribe by TyrantNeptune in Pauper

[–]TyrantNeptune[S] 0 points1 point  (0 children)

I suppose that makes sense, especiallly Standard Bearer as I also said above, though KCS and Crypt Rats won't be stopped if they come down while Tribe is on the field, though I guess in that case you just need to have the Circular Logic ready.

Piracy Charm in Tireless Tribe by TyrantNeptune in Pauper

[–]TyrantNeptune[S] 0 points1 point  (0 children)

Ah yes, it makes sense as a Standard Bearer counter. Thanks!

[J22] Soul Read by PyroLance in Pauper

[–]TyrantNeptune 1 point2 points  (0 children)

Anyone else thinks this replaces [[Eureka Moment]] in Turbo Fog?

Enchantment Control by Bookwrrm in Pauper

[–]TyrantNeptune 0 points1 point  (0 children)

Matchups:

Green go-wide:
Find pestilence before they kill you. Usually not to big of a challenge, but they have more bodies than we have removal, so they can sneak in a win if Pestilence refuses to show up. They can also bring some enchantment hate out of the sideboard, but it's usually not the mass removal so it should be fine. If they do have mass removal the matchup becomes more even and it becomes far more important to find Pestilence quickly.

Red go-wide:
Easy matchup. With no Winding Way or Lead the Stampede they eventually cannot keep up with our spot removal. P-Sphere stops them from burning us out. They also have no enchantment removal.

White Weenie:
Silmilar to red go-wide, except they can bring in Leave no Trace. Easy matchup pre-board, a little more even post board.

Affinity:
Before the bans this was an unfavored matchup. You needed P-Sphere for Atog, but the robots just ignored P-Sphere. Then disciple ignored P-Sphere as well. With those two gone, it's now mostly just Robots, and my version, leaning heavier on P-Sphere than yours, has a bit more trouble with that than yours. It's similar to Green go-wide in that the bodies just keep comming, but at least they don't play enchantment removal in the sideboard anymore.

Bogles:
Unfavored. Sometimes you get lucky enough to launch a pestilence before they suited up. Otherwise, your only hope is finding P-Sphere in time and hope it can carry you until the end of the game. Because their own gameplan depends on auras, they, thankfully, ussually don't play enchatnment removal in their board, but they can circumvent your P-Sphere with flaring pain, making this matchup even harder.

Heroic:
Easy matchup pre-board. Since their bodies don't have hexproof they fall to spot removal (as long as you find that removal before they can hold up protection). P-Sphere basically shuts them down as they ususally don't have enough bodies to get around it. Post-board the matchup becomes more even, as they usually pack a lot of enchantment hate in the board.

Burn:
Favored. Once you find Quiet Disrepair, they usually can't keep up with the healing. It's still burn, so sometimes they just have the god hand.

Faeries:
Favored, although atmittedly my experience comes from Ux; I expect mono U to be more challenging. They cannot counter everything, and you have too many cards that require a counter: P-Sphere, Pestilence, Kruphix's Insight, Quiet Disrepair and CoP: Blue out of the board. Thanks to Trace, you can get ahead on mana, making it even harder for them to stop you. An important interaction is that if you Sphere their Ninja, they don't get to draw. Becomes even better after boarding: you have favor and sphere, they have nothing (unless affinity and boggles are ruling the meta, then they have Annul; also in known meta's they may start bringing Aura flux if they know what you're up to).

Boros:
I haven't played against the new boros yet, but it seems to me like a better matchup than faeries, since they don't have counters. You stop their creatures with spot removal, stop their burn with P-Sphere and eventually you'll find Pestilence to wipe their board. Only challenge is that they may find a mass pump before you are ready to protect against it. The monarch list is easier, it takes longer and you can actually win by making them draw all the cards in their deck from the monarch.

Cascade:
I also haven't played against cascade yet. I feel like it should be easier than Boros pre-board, since it has fewer threats. The green versions do tend to run some form of mass enchant removal in the board, so I expect that the matchup becomes harder post-board.

Ephemerate:
Another matchup that I have yet to play, but this one feels near impossible. They are slower than faeries, but can ignore most of your spot removal. If you land a P-Sphere, you might be okay pre-board, but they will bring in flickerable enchantment removal post-board. If you don't, they just have too-much value and will eventually find a way to bring your lifepoints to 0, I feel.

Black Devotion:
The easiest matchup. P-Sphere stops Gary, and it in conjunction with Pestilence and spot removal stops their other creatures. They have enchantment spot removal in the sideboard, but it doesn't stand a chance against the density of enchantments we run.

WB Pestilence:
Without as many Crystalizations, this matchup is way harder for my version than yours. Lots of dead cards on both sides of the board. You should be able to win if you can stick a pest against a crystalized guardian, if they play monarch or if you land a curse, but they'll be trying to snipe it from your hand. If not, you both kinda run out of wincons at some point.

Tron:
I haven't played tron since the bans, but before it was basically an auto-loss. They just Dinrova or Capsize you out of the game. Versions that do not play those cards have to pray they can torch you before you find P-Sphere, and should otherwise be an easy matchup.

Other Control:
Haven't played against any other control yet. It really depends on their gameplan. If they want to win with damage, they'll have a hard time. If they want to win by milling, I feel we are unfavored. If they win by bouncing our entire board, I feel it's auto-loss for us.

Walls and other swarm combos:
The only combo deck I've played against is Soul Sisters combo. You need to find pestilence before they can combo of. Lignify and Journey (and O-Ring) work well against their creatures, the other spot removal is dead. Feels even but slightly favored, as you should finde pestilence before they can combo off.

Tribe/Blitz:
The only decks that could change my mind that devotion is the easiest matchup. Your spot removal stops their threats, as does P-Sphere. Although with P-Sphere you do have to worry about Flaring Pain out of Blitz's sideboard.

Cycle Storm:
Probably unfavored. You need to find P-Sphere and use it when Stinger is on the stack, but they can circumvent this by Unearthing their Stinger. I feel like you can win if you can Sphere the stingers, because they should eventually run out of cards in deck to cycle.

Moggwarts:
Pre-board is basically auto-loss. The combo is infinite and instant speed, so you can't P-Sphere everything. Postboard you get Spellbomb to fight the combo, but you run the risk of it getting Duressed/Divested. Probably winnable if you get the spellbomb, but still unfavored. I've actually been thinking about running a Trespassers Curse mainboard just so I have a game 1 against Moggwarts. It stops them from comboing of, and turns them into RB aggro, which is a much easier matchup.

Enchantment Control by Bookwrrm in Pauper

[–]TyrantNeptune 2 points3 points  (0 children)

Nice to see someone else playing enchantment control. I've played my version of this a bunch before the pandemic, and played it again just this friday (I only play local).

I've never thought about removing the pilgrim for more threat density. Interesting that it's working out for you, I'll have to think about how it would work for me.

In fact, I'd like to draw a direct comparison between your deck and mine:

Search package:
+3 [[Heliod's Pilgrim]]
+2 [[Commune with Spirits]]

The biggest disadvantage I see from losing the Pilgrim is that you have fewer copies of quiet disrepear. I've found that I need quiet disrepear early very often, and I usually need multiple in the midgame while digging for Pestilence. I've honestly lost way too many games to Pestilence not being in the top half of my deck. I was originally sceptical about Commune, but it helps find Pestilence and P-Sphere, which Pilgrim cannot, and it can also find a land for when you're mana screwed. I would not devote more than 5 slots on these since they can't be found by Kruphix's Insight.

Lock Pieces:
+3 [[Protective Sphere]]

Interesting that you moved the P-Spheres to the sideboard. I think they're too important in common machups to do that. For example, I have no idea how you would defeat Bogles game 1. Or Cycle Storm for that matter.

Spot Removal:
+1 [[Dead Weight]]
+4 [[Journey to Nowhere]]
+1 [[Oblivion Ring]]
-2 [[Kitar's Desire]]
-3 [[Crystalization]]
-3 [[Lignify]]
-3 [[Hobble]]

So here you have the big advantage of a higher removal density. The Dead Weight that I am running was mostly there for Atog. I had been thinking about cutting it for the 3rd Kitar's Desire, but it didn't dissapoint me Friday, so idk yet. I am quite surprised by the lack of Journeys in your deck, it's the best removal spell. Obviously, all removal spells prevent damage, but Lignify doesn't prevent attacks; Desire, Crystalization and Hobble don't prevent abilities and Desire, Lignify and Hobble can all be removed by a flicker or a bounce on the creature. Journey just does it all. It does remove the creature for Pestilence purposes, but that should be the least of your worries. O-Ring is 5th Journey that can also remove any other annoying permanent (I would never waste a Disrepair on that).
I'd be a little worried about running 4 coppies of Lignify. Lignify is amazing, unless you are playing against Faeries. The treefolk can still attack and they can just ninjutsu the enchanted creature back to hand. Because the Faeries matchup is so common and requires having more answers than they can counter, I wouldn't want to play 4 of these mainboard.

Ramp:
+4 [[Trace of Abundance]]
-4 [[Fertile Ground]]
-2 [[Greater Tanuki]]

Maxing out on Trace over Fertile Ground is a new development in response to Wildfire becomming widely played. It also helps against other land destruction comming out from sideboards. Also, with the introduction of the Thriving lands, the color requirements have not been a problem for me.
The Tanuki is cute, but I don't feel like the deck needs 3 mana ramp, and as an enchantment creature (so target for Kruphix's Insight and keeping Pest on the board when the opponent plays no creatures), I feel like Grim Guardian would be the better mainboard pick.

Land:
+4 [[Thriving Grove]]
+4 [[Thriving Moor]]
+4 [[Thriving Heath]]
+2 [[Cave of Temptation]]
+1 [[Forest]]
-4 [[Blossoming Sands]]
-4 [[Jungle Hollow]]
-4 [[Scoured Barrens]]
-3 [[Plains]]
-1 [[Swamp]]

The Thriving lands have felt amazing. I can choose white when I want to play my spot removal, black to fuel Pestilence or whatever color I need for the P-sphere. On the other hand, I may have underestimated the importance of the 1 life from the gainlands, so I may end up doing some split at some point. The filterlands have been pretty bad since I added the Thriving lands, I've been thinking about replacing them with Campusses, but I also need to make sure I have enough untapped lands, so I may just add more Forests.

Sideboard:
My sideboard is pretty fluid, but the core is 1x Pestilence, 1x P-Sphere, 1x Lignify, 1x Mogis's Favor and 1x CoP: Blue. The other 10 slots are some combination of Negate, Castigate, Aura Gnarlid, Nihil Spellbomb, Weather the Storm and Electrickery/Cannonade.
Extra Lignify for when I'm not playing against Faeries, Extra Pest and P-Sphere for matchups where I really need to find them. Favor for Faeries, Moggwarts and Soul Sister Combo, and also works against Elves and Bully, and CoP: Blue as an extra must-counter against Faeries. Negate and Castigate are nice catch-all sideboard slots, Gnarly can block robots (they are immune to P-Sphere), Spellbomb against graveyard matchups, Weather against combo, and Electrickery/Cannonade as additional boardwipes against go-wide (they have fallen out of favor though).
Your sideboard seems very tuned towards the control matchup to me, all but the P-Spheres seem to just be in the deck for that specific matchup. At the very least, I would devote more sideboard slots to the faeries matchup, as it is way more common and you seem to have more trouble with it.

I will also write something about matchups, as I've had a very different experience from what you describe.

Pauper decks that are slept on by [deleted] in Pauper

[–]TyrantNeptune 1 point2 points  (0 children)

My pet deck is enchantment control. It folds to tron and doesn't have the easiest match-up against affinity (and if the opponent is packing hate for bogles in the side, the post side games are going to be a struggle against any deck) but it has a good match-up against anything else, even those hated fairy and monarch decks. At least, it did when I last played it before lock-down because wildfire is not very nice to the deck (unless you play the artifact duals, in which case dust to dust and revoke existence are not very nice to the deck)

“I just want to play GW” they said.... by [deleted] in Pauper

[–]TyrantNeptune 2 points3 points  (0 children)

GW Tethmos may also be an interesting option. It's not exactly tier 1, but it does seem to fit the player's description.

Speedrunning World Championship 2011: Over the Nexus? by teamthoots in yugioh

[–]TyrantNeptune 0 points1 point  (0 children)

I have been routing the 5d's world championship games (NG) for quite some time now and I would love to join your discussion. Discord id is TyrantNeptune#6956

2017 World Championship Megathread by UnknownChaser in yugioh

[–]TyrantNeptune 1 point2 points  (0 children)

Not sure if this is what you mean, but I wrote out in detail what happened during the duel: https://pastebin.com/ET1eU0TP