Cabal Therapy Guide
2014年12月25日IV. Cabal Therapy Guide:
Proper Cabal Therapy names are one of the most important aspects of playing the deck. While the following guide is far from perfect, it can be used as a general purpose training tool for when you’re just learning the deck and just starting with Therapy. If you have no idea what to do, this is for you. As you get more experienced and more advanced with the deck, some of these calls will change based on a wide variety of factors...but this is a good starting guide.
Miracles
Play: Sensei’s Divining Top
Draw: Counterbalance
Top is the most important card in their deck, and on the lpay it’s the obvious name. On the draw, try to snag their Counterbalance to shut down their virtual card advantage and keep your early developmental plays clear.
Shardless:
Play: Brainstorm
Draw: Shardless Agent or hold until t2-3 for Jace, or hold until you want to resolve something and name Force
Postboard Play: Brainstorm
Postboard Draw: Hymn to Tourach
On the draw, Therapy isn’t that great in this matchup. Frankly, Therapy isn’t that good in general, but especially on the draw. Hymn to Tourach is their best card vs you, but they usually only have 1 or at most 2 copies maindeck, so it’s generally not worth naming. On turn 2 (if they have DRS) or turn 3 it can be correct to name Jace, but even still they only usually have 1-2 copies of him now as well. It can be wisest to just hold it until you need to resolve something and then slam it on Force of Will. Postboard, adjust to Hymn to Tourach, because they’ll be bringing in extra copies of it and actively looking for it in their opening hand.
Stoneblade/Deathblade
Play: Brainstorm
Draw: Hold.
If you’re on the play, try to disrupt a shaky keep by taking Brainstorm, which also makes your future Therapies better. If you’re on the draw, you want to hold your Therapy so that you can either use it after they Stoneforge for an equipment, or on turn 3 naming Jace TMS.
RUG Delver
Play: Stifle
Draw: Stifle
It’s our number one enemy in this matchup. If they don’t have it, congrats, you have information and the go-ahead for Explorer to ramp past their tempo. Also keep in mind that they give you information on their hand from Delver. Write it down.
BUG Delver
Play: Stifle
Draw: Stifle
Same as RUG here, really. You can make a strong argument for calling Hymn to Tourach, but Stifle is usually more devastating if they happen to run it.
UWR Delver
Play: Stifle
Draw: Hold for Stoneforge
It’s hit or miss whether or not UWR Delver plays Stifle, but it’s worth taking the shot on the play. On the draw, they’ll usually tap out for Stoneforge on turn 2, which both lowers their shields for Stifle and also gives you information for Therapy. Seize it.
TES and ANT
Play: Dark Ritual
Draw: Dark Ritual
Ideally you want to name mana on the call, and then business on the flashback. Doesn’t always work that way though...be prepared to be flexible here. Dark Ritual gets the nod as the initial name because most of their ’broken hands’ involve sequences containing Dark Ritual, and it’s probably the ritual that they are most likely to keep in their opening hand, vs something like LED that needs a lot of pieces to go with it and is fairly fragile.
Elves
Play: Natural Order
Draw: Natural Order
Natural Order is their pathway to their fastest kill, and it’s the first priority to name as a result.
Reanimator
Play: Reanimate
Draw: Exhume
Reanimate is the ’faster’ reanimation spell, but it does hurt them badly. Exhume is arguably more dangerous because it doesn’t cost them life, meaning they get 7 more cards to defend their Griselbrand with. Worst case, don’t forget that you can play around Exhume by Therapying yourself to discard Venser, Frost Titan, Rector, or any other creature that you want to get in play.
Sneak/Show
Play: Show and Tell
Draw: Griselbrand
Show and Tell is their fastest kill. Likewise, Griselbrand is probably the more dangerous thing for them to Sneak Attack because they can draw a million cards to hit Petal + Emrakul and just kill you in one shot.
Death and Taxes
Play: Vial
Draw: Phyrexian Revoker
Deed is our best card here. We know and they know it, and Revoker is their answer to it. Shut it down. Vial is still better to name on the play, though, because sometimes you can catch them keeping the 1-lander+Vial hand, and punishing that when possible is good. Vial also lets them break timing with Flickerwisp and Avenger, so that’s good to attack too.
Burn
Play: Lightning Bolt
Draw: Fireblast (or Price of Progress, depending on your draw)
If you have a lot of nonbasics in your draw, name Price -- otherwise, name Fireblast. On the play, call for Lightning Bolt because it’s their best burn spell and usually the one they’re happiest to have in-hand. That being said, it’s a royal crap shoot to hit anything vs burn. All of their cards are basically the same, just with different names.
Proper Cabal Therapy names are one of the most important aspects of playing the deck. While the following guide is far from perfect, it can be used as a general purpose training tool for when you’re just learning the deck and just starting with Therapy. If you have no idea what to do, this is for you. As you get more experienced and more advanced with the deck, some of these calls will change based on a wide variety of factors...but this is a good starting guide.
Miracles
Play: Sensei’s Divining Top
Draw: Counterbalance
Top is the most important card in their deck, and on the lpay it’s the obvious name. On the draw, try to snag their Counterbalance to shut down their virtual card advantage and keep your early developmental plays clear.
Shardless:
Play: Brainstorm
Draw: Shardless Agent or hold until t2-3 for Jace, or hold until you want to resolve something and name Force
Postboard Play: Brainstorm
Postboard Draw: Hymn to Tourach
On the draw, Therapy isn’t that great in this matchup. Frankly, Therapy isn’t that good in general, but especially on the draw. Hymn to Tourach is their best card vs you, but they usually only have 1 or at most 2 copies maindeck, so it’s generally not worth naming. On turn 2 (if they have DRS) or turn 3 it can be correct to name Jace, but even still they only usually have 1-2 copies of him now as well. It can be wisest to just hold it until you need to resolve something and then slam it on Force of Will. Postboard, adjust to Hymn to Tourach, because they’ll be bringing in extra copies of it and actively looking for it in their opening hand.
Stoneblade/Deathblade
Play: Brainstorm
Draw: Hold.
If you’re on the play, try to disrupt a shaky keep by taking Brainstorm, which also makes your future Therapies better. If you’re on the draw, you want to hold your Therapy so that you can either use it after they Stoneforge for an equipment, or on turn 3 naming Jace TMS.
RUG Delver
Play: Stifle
Draw: Stifle
It’s our number one enemy in this matchup. If they don’t have it, congrats, you have information and the go-ahead for Explorer to ramp past their tempo. Also keep in mind that they give you information on their hand from Delver. Write it down.
BUG Delver
Play: Stifle
Draw: Stifle
Same as RUG here, really. You can make a strong argument for calling Hymn to Tourach, but Stifle is usually more devastating if they happen to run it.
UWR Delver
Play: Stifle
Draw: Hold for Stoneforge
It’s hit or miss whether or not UWR Delver plays Stifle, but it’s worth taking the shot on the play. On the draw, they’ll usually tap out for Stoneforge on turn 2, which both lowers their shields for Stifle and also gives you information for Therapy. Seize it.
TES and ANT
Play: Dark Ritual
Draw: Dark Ritual
Ideally you want to name mana on the call, and then business on the flashback. Doesn’t always work that way though...be prepared to be flexible here. Dark Ritual gets the nod as the initial name because most of their ’broken hands’ involve sequences containing Dark Ritual, and it’s probably the ritual that they are most likely to keep in their opening hand, vs something like LED that needs a lot of pieces to go with it and is fairly fragile.
Elves
Play: Natural Order
Draw: Natural Order
Natural Order is their pathway to their fastest kill, and it’s the first priority to name as a result.
Reanimator
Play: Reanimate
Draw: Exhume
Reanimate is the ’faster’ reanimation spell, but it does hurt them badly. Exhume is arguably more dangerous because it doesn’t cost them life, meaning they get 7 more cards to defend their Griselbrand with. Worst case, don’t forget that you can play around Exhume by Therapying yourself to discard Venser, Frost Titan, Rector, or any other creature that you want to get in play.
Sneak/Show
Play: Show and Tell
Draw: Griselbrand
Show and Tell is their fastest kill. Likewise, Griselbrand is probably the more dangerous thing for them to Sneak Attack because they can draw a million cards to hit Petal + Emrakul and just kill you in one shot.
Death and Taxes
Play: Vial
Draw: Phyrexian Revoker
Deed is our best card here. We know and they know it, and Revoker is their answer to it. Shut it down. Vial is still better to name on the play, though, because sometimes you can catch them keeping the 1-lander+Vial hand, and punishing that when possible is good. Vial also lets them break timing with Flickerwisp and Avenger, so that’s good to attack too.
Burn
Play: Lightning Bolt
Draw: Fireblast (or Price of Progress, depending on your draw)
If you have a lot of nonbasics in your draw, name Price -- otherwise, name Fireblast. On the play, call for Lightning Bolt because it’s their best burn spell and usually the one they’re happiest to have in-hand. That being said, it’s a royal crap shoot to hit anything vs burn. All of their cards are basically the same, just with different names.
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