This is a place for people with the brewing bug but want to get competitive feedback on their brews.
If you have written a decklist on your notebook/tablet and think it is good enough for that next PTQ, but don't want to write a primer for it or you're too embarrassed by the fact that it is untested, you have come to the right place!
What to post here:
Rogue brews that you wish to bring to a competitive event (PTQs, WMCQs, GPs etc.)
Your own take on current tier 1 decks which you have not really tested but you think is a good idea.
Feedback for decks people have posted.
What not to post here:
Decks you would not bring to a competitive event (such as fnm decks). These decks should be posted here.
Bugging people to feedback on your list. If people do not give feedback for your deck, maybe it is not that interesting/competitive to begin with.
If you have a tweaked and tested deck, you should probably post it here with a primer. Or, if it is a tweaked and tested variant on a tier 1 deck, you should post it here.
All global and standard forum rules apply here as well. Please use proper deck tags.
Here's a brew i've been working on only recently. I made a thread in deck creation, but no real feedback. Initial testing went pretty well, so i'm going to at least take it to FNM, but if it keeps consistent i plan on taking it to the TCG Gold at the end of the month.
Here's a brew i've been working on only recently. I made a thread in deck creation, but no real feedback. Initial testing went pretty well, so i'm going to at least take it to FNM, but if it keeps consistent i plan on taking it to the TCG Gold at the end of the month.
Just a couple things I see about your deck quickly. First, your mana base looks OK, but I'm not sure you really want Transguild Promenade. It's super slow, and even though it taps for all 4 of your colors, it costs you a lot to play it. It's absolutely the worst land to hit T4 when you want to be Verdicting. Consider something as similar as Shimmering Grotto if you absolutely need that any-color fixing, but I don't think you do. I'd just put in another land that won't cost you tempo, especially given your two Lanterns.
Next, do you really want Tamiyo? She's, again, slow. I've almost always found that in a deck like this, I'd rather have another draw engine, which is where Jace AoT comes in (a turn faster, too). And if what you're really looking for is a game winner, then why not just go all-in and maindeck your Bolas? Tamiyo just doesn't feel strong enough in today's meta, and she's realllllllly slow without other support.
The sideboard is rough, but I'm going to blame that on building it while putting on my shoes.
The deck had a few nice things going on (other than the obvious Champion curve-outs or free wins from Geist):
Sublime Archangel + either Lavinia or Cartel Aristocrat can force a ton of damage through a board stall.
Lavinia is obviously awesome against aggro, but more subtly awesome against decks with mana dorks. Holding off an Angel of Serenity by detaining Pilgrims and Elves is a thing that happens.
The card power level is high enough to fight through multiple Verdicts/Terminus against UWx. This is particularly true post-sideboard, when you can sideboard out things like Champion for more impactful cards.
Going forward, Thalia definitely needs to be in the main deck. She's good against everyone.
With a few tweaks (and a reworked sideboard) this deck could be a reasonable option. Have fun if you try it.
Just a couple things I see about your deck quickly. First, your mana base looks OK, but I'm not sure you really want Transguild Promenade. It's super slow, and even though it taps for all 4 of your colors, it costs you a lot to play it. It's absolutely the worst land to hit T4 when you want to be Verdicting. Consider something as similar as Shimmering Grotto if you absolutely need that any-color fixing, but I don't think you do. I'd just put in another land that won't cost you tempo, especially given your two Lanterns.
I agree about Promenade, it has been clunky even as a 1-of, and can be very frustrating trying to play around it. Here's my updated Mana Base
Next, do you really want Tamiyo? She's, again, slow. I've almost always found that in a deck like this, I'd rather have another draw engine, which is where Jace AoT comes in (a turn faster, too). And if what you're really looking for is a game winner, then why not just go all-in and maindeck your Bolas? Tamiyo just doesn't feel strong enough in today's meta, and she's realllllllly slow without other support.
Simply, no. I wanted to test her over Jace just because she's more often times than not mana denial, and can get pretty brutal if you do happen to ulitmate, but Jace AOT is going to be better more times than not anyway like you say. I don't want Bolas in the main just because he's bad in so many other matchups and slow like you've said other choices are.
OK, my turn to post a little list. I know it's not tested against some of the best decks, but I'll work on that. It's also currently 61 cards, and while I'd love to say that's because the deck has tons of thinning (and is susceptible to mill), it's also because I just don't know what to cut.
Gameplan is essentially to survive to 4 mana, then go nuts. Lili is surprisingly one of the best cards in this deck. She's drawing you an extra card each turn, and she guarantees you hit your land drops. She also thins the lands from your deck (which the Evolving Wilds do, too) so that when you drop a Chant, you're getting mostly money in the yard. Of course, Evolving Wilds would be there, too, but it still works. Lili is also removal if needed, and a HUGE pump when you've got an empty board to swing into. She's really, really good.
I used to run the Deathrites in the main, but they ate removal so frequently that it was worth it (to me) to just play more removal main and the DRS in the side for when I want graveyard hate.
In my opinion, the weakest cards are either Vraska the Unseen or Gaze of Granite. Probably Vraska. But when she's good, she is realllly good. I've won quite a few games off her ultimate. Gaze just costs so much, except against token decks, where it dominates.
OK, my turn to post a little list. I know it's not tested against some of the best decks, but I'll work on that. It's also currently 61 cards, and while I'd love to say that's because the deck has tons of thinning (and is susceptible to mill), it's also because I just don't know what to cut.
Gameplan is essentially to survive to 4 mana, then go nuts. Lili is surprisingly one of the best cards in this deck. She's drawing you an extra card each turn, and she guarantees you hit your land drops. She also thins the lands from your deck (which the Evolving Wilds do, too) so that when you drop a Chant, you're getting mostly money in the yard. Of course, Evolving Wilds would be there, too, but it still works. Lili is also removal if needed, and a HUGE pump when you've got an empty board to swing into. She's really, really good.
I used to run the Deathrites in the main, but they ate removal so frequently that it was worth it (to me) to just play more removal main and the DRS in the side for when I want graveyard hate.
In my opinion, the weakest cards are either Vraska the Unseen or Gaze of Granite. Probably Vraska. But when she's good, she is realllly good. I've won quite a few games off her ultimate. Gaze just costs so much, except against token decks, where it dominates.
Help me cut the card, or help me tweak it more?
If gaze only shines against tokens I'd say move it to the board. Also I think you'd want Deathrite Shaman in the main if you really want to keep the Evolving Wilds in there, it'll make getting to 4 mana much quicker. Also I don't think you're the Chant deck, you only have 10 creatures after all but I could be wrong on that. The creatures you do have though definitely have a lot of value.
After tweaking some things, taking you guys' suggestions in tow, the deck has improved quite a bit. Thanks!
moved 4 DRShaman to main deck
moved 2 Gaze to SB
moved 1 Chant to SB (really only want that much CA against Control)
moved 1 Vraska to SB
removed final Vraska from main deck to get down to 60 cards
As to Chant itself, it is so amazing when it works. There have been games where I was faced with the "Do I Thragtusk or do I Chant?" question. The answer is almost always Chant, unless facing an opponent who I know can remove it (ORing, DSphere, or Slimes) or I'm really hurting for life (blitz aggro).
I enjoy this deck, and it can get grindy with the best of them!
Hello all, its been awhile since my last post although I've been playing magic avidly in the real world i'd like some constructive criticism on this list I've been working on
Hello all, its been awhile since my last post although I've been playing magic avidly in the real world i'd like some constructive criticism on this list I've been working on
How aggro do you want to be? Because I don't think you actually want the white as it doesn't offer that much, Thalia looks like a sideboard card and both Sorin and Selesnya Charm are already there. The white does help with the mana I believe because if you go straight GB you'll need to run guildgates.
Cartel Aristocrat and Blood Artists are weak because you're in the GB zombie shell, RB zombies are the ones that actually care about dying so it can take advantage of cards like Brimstone Volley where as the green version just wants to hit as hard as possible as fast as possible. And Voice of Resurgence, like both the aristocrat and the blood artist, is in the wrong home. They're all great cards but they're just in the wrong deck.
I wrote about a straight GB Zombies list in my article series and it looked close to yours. Don't try Blood Scrivener though, he's not that good and Deathrite Shaman is much better than him.
How aggro do you want to be? Because I don't think you actually want the white as it doesn't offer that much, Thalia looks like a sideboard card and both Sorin and Selesnya Charm are already there. The white does help with the mana I believe because if you go straight GB you'll need to run guildgates.
Cartel Aristocrat and Blood Artists are weak because you're in the GB zombie shell, RB zombies are the ones that actually care about dying so it can take advantage of cards like Brimstone Volley where as the green version just wants to hit as hard as possible as fast as possible. And Voice of Resurgence, like both the aristocrat and the blood artist, is in the wrong home. They're all great cards but they're just in the wrong deck.
I wrote about a straight GB Zombies list in my article series and it looked close to yours. Don't try Blood Scrivener though, he's not that good and Deathrite Shaman is much better than him.
I hope I helped.
Thanks for the help!
Yeah tried Blood Scrivener after I got a playset for $1ea. but they just aren't great.
Hello everyone!! I didn't see a Boros Blitz thread, so I decided to start the discussion here. I've been playing standard for a while now and have been messing around with the Red Deck Wins archetype. I love playing red and the explosive quality it has. I personally love Boros and wanted to build a deck that paid homage to that. However, most of the Boros decks That I found are either red burn with the splash for Boros Charm or variants that are built around battalion. I wanted a mix of these two and found it here with Patrick Sullivan's block constructed build at the Pro Tour Dragon's Maze. His deck is really a white weenie deck in disguise as a RDW which for me is perfect. Since I'm beginning with this build, any help would be greatly appreciated!!
The purpose of the deck is simple; burn your opponent out without playing a single creature. Tibalt is actually quite good in this deck; against aggro he saves you life if they attack him and against midrange and control his second ability deals 3 damage at least with potential for upwards of 5 or 6. He's also good at occasionally pitching thunderous wraths that get stuck in your opening hand. As far as the sideboard goes, Boros Reckoner is in there for game 2 when aggro sides out all its removal. He's still good even if your opponent is just going to searing spear him; you're still getting great value out of him. Traitorous Blood and Thundermaw are in there to provide additional reach against midrange decks, and Thundermaw is good against control in general. Rakdos CHarm and Wear//Tear are plain utility against anything you might need to get rid of. Havoc Festival is ridiculously powerful against any deck that doesn't kill you before turn 8 or so (i.e. control). Unless they have an oblivion ring effect or a counterspell, it's going to make it impossible for them to stabilize against you.
As far as the mana base goes, it's going to be largely comprised of shocklands and checklands, with perhaps one or two Stensia Bloodhalls or Hellion Crucibles. Other than that, it will be a heavily red-based sideboard.
As always, any and all suggestions are appreciated.
The point of the list is that it's creatureless. If a control deck knows that it's your only creature, they'll spend a removal spell on it instead of taking 4. I'll try it out, though.
I really doubt that minor mindgame outweighs the higher power level of Vexing Devil over cards like Curse of the Pierced Heart.
In all likelihood they'll just take the four damage. If they don't you should usually get in for four anyway, as they generally would have to play untapped shocks to remove early creatures.
The point of the list is that it's creatureless. If a control deck knows that it's your only creature, they'll spend a removal spell on it instead of taking 4. I'll try it out, though.
I have tried really hard to make burn competitive and it takes a lot of work so good luck.
And if you ever turn around and try out some creatures here's a list to consider.
Vexing Devil: Obvious 1 mana burn for 4, conditional and not reliable but it's a heavy hitter. Deathrite Shaman: No need to splash green, we're only using his black ability to turn all your used up gas into Shocks. Ash Zealot: Burn punisher card against flashback heavy control decks also provides good beatdown when you run out of burn. Spark Trooper: It's Ball Lightning with lifelink!
Hello everyone!! I didn't see a Boros Blitz thread, so I decided to start the discussion here. I've been playing standard for a while now and have been messing around with the Red Deck Wins archetype. I love playing red and the explosive quality it has. I personally love Boros and wanted to build a deck that paid homage to that. However, most of the Boros decks That I found are either red burn with the splash for Boros Charm or variants that are built around battalion. I wanted a mix of these two and found it here with Patrick Sullivan's block constructed build at the Pro Tour Dragon's Maze. His deck is really a white weenie deck in disguise as a RDW which for me is perfect. Since I'm beginning with this build, any help would be greatly appreciated!!
You're building off of a block deck and so there's the entire Innistrad block and M14 to consider when transferring it to standard. And the first thing to note is that Firefist Striker is just not that good in standard, instead you'll want Lightning Mauler. Thundermaw Hellkite is a great card but you're not going to reliably cast him with only 20 lands, so consider a cheaper finisher like Hellrider if you don't want to add more lands. I like the rest of the deck.
Another version of Boros Blitz you might be interested in will win on turn 4 if unopposed, it's Boros Humans.
Turn 1: Champion of the Parish
Turn 2: Burning-Tree Emissary into Lightning Mauler swing for 7.
Turn 3: Silverblade Paladin bond onto Champion and swing for 12.
Turn 4: They're at 1, you can do whatever you want from there.
It has been my goal for a few months now to crack open the Standard metagame. I've been doing a lot of metagame analysis and testing of various brews (everything from Grixis Control variants to... well, some really weird stuff), and I have an initial draft for a new deck archetype. I've played about 10 matches so far with it, tweaking it here and there as I went along, and I feel it's about time I posted the list to get feedback.
Without further ado, I present The Patriots, or, alternatively, R/W/U Humans.
This deck plays much like the Aristocrats decks do; it has a very aggressive early game, trying to steal wins there... if it can't, then it goes on the defensive for the mid-game, and then explodes for a sudden late game win. Boros Charm and Nearheath Pilgrim all it to play the attrition game that Aristocrats is so infamous for.
Unlike the Aristocrats, however, my deck is much more consistent. It doesn't rely on drawing sac outlets or Blood Artists for most of its power, and it can also start hitting very hard on turn 2. Additionally, it doesn't rely on the graveyard at all, which allows for sideboarded Rest in Peace.
In fact, between the RiPs and the four(!) maindeck Izzet Staticasters, this deck tears the Aristocrats decks to pieces.
Not only that, but it has strong matchups versus almost everything else. It can race against R/G aggro decks, kick Jund before it gets started, outlast U/W/R Control, and run over the top of tokens. Junk Rites is the closest matchup that I've tested, and that seems to come down to whether or not they can get out their Angel of Serenity. I have a feeling that Grixis would give my deck some problems, but I haven't played against it yet.
Overall, the deck is designed to be both be very synergestic, like Aristocrats, but with also having the top-deck capability of Jund Midrange.
I have to say... of the hundreds of decks I've been brewing, this is by far the most fun. It has the "win out of nowhere" feeling that I like, while also having a lot of really interesting interactions and choices to be made. It always feels like you have an out, and that's pretty awesome.
Oh, one more thing... I briefly considered putting Boros Reckoner and Blasphemous Act in it and then calling it "Patriot Act", but decided against it.
Deck
Real American Heroes (25)
4x Champion of the Parish
4x Nearheath Pilgrim
4x Kruin Striker
3x Silverblade Paladin
4x Izzet Staticaster
2x Goldnight Commander
2x Instigator Gang
1x Hellrider
1x Niv-Mizzet, Dracogenius
Tools of War (11)
1x Azorius Charm
3x Boros Charm
2x Mass Appeal
4x Thatcher Revolt
1x Increasing Devotion
Land(s) of the Free (24)
2x Cavern of Souls
4x Hallowed Fountain
4x Sacred Foundry
4x Steam Vents
4x Clifftop Retreat
3x Glacial Fortress
1x Sulfur Falls
2x Plains
Sideboard
1x Pithing Needle
2x Renounce the Guilds
2x Rest in Peace
2x Mizzium Mortars
1x Boros Charm
1x Oblivion Ring
1x Nevermore
2x Thraben Doomsayer
1x Sphinx's Revelation
1x Curse of Echoes
1x Lavinia of the Tenth
in my opinion, Gather the townsfolk is much more powerful in this deck. thatcher revolt allows 3 creatures for 1 hit for 3 mana, gather is 2 permanent creatures for 2. In addition I think either Dynacharge or Rally the Peasents (especially the latter) would be strong in an all humans deck
and also i would say that Firefist striker deserves consideration here.
In addition I don't think Niv-Mizzet, Dracogenius belongs in the deck. He's not only slow but is played as basically a Sphinx's Revelation. But you're running UWR and I can see a revelation in your board, just run it main instead of the dragon. If you want the other part of dracogenius, a big flying beater, there are better options like Angel's of Glory's Rise which synergizes much better with your deck. Yes it is 1 more mana to cast than Niv but her color requirement is much easier to fufill especially in your deck which is base white.
This is a place for people with the brewing bug but want to get competitive feedback on their brews.
If you have written a decklist on your notebook/tablet and think it is good enough for that next PTQ, but don't want to write a primer for it or you're too embarrassed by the fact that it is untested, you have come to the right place!
What to post here:
What not to post here:
All global and standard forum rules apply here as well. Please use proper deck tags.
Happy posting!
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
4 Delver of Secrets
4 Snapcaster Mage
4 Voice of Resurgence
Spells:25
4 Thought Scour
4 Azorius Charm
4 Call of the Conclave
4 Selesnya Charm
4 Simic Charm
2 Rootborn Defenses
3 Advent of the Wurm
4 Breeding Pool
4 Glacial Fortress
4 Hallowed Fountain
4 Hinterland Harbor
2 Island
1 Sunpetal Grove
4 Temple Garden
2 Dispel
2 Purify the Grave
3 Druid's Deliverance
2 Ray of Revelation
2 Dissipate
4 Geist of Saint Traft
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
i dig it! i wanted to build something similar, this seems very solid.
why druid's deliverance? would rather have ,ore rootborn defenses imo. also, would want one more 4 drop. either 4th wurm or pike
I've seen similar versions ot this. Runechanter's pike is a must-have!!
:symw::symb::symr:Dega Midrange:symr::symb::symw:
:symu::symr::symb::symw:4 Color Control:symw::symb::symr::symu:
Pike is definitely good. The question is whether I want to reduce the spell count any more.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
2 Dragonskull Summit
4 Drowned Catacomb
4 Hallowed Fountain
3 Island
2 Isolated Chapel
3 Nephalia Drownyard
1 Plains
2 Sacred Foundry
4 Steam Vents
1 Transguild Promenade
//Spells
4 Azorius Charm
2 Chromatic Lantern
3 Dissipate
1 Dreadbore
2 Far // Away
1 Rakdos's Return
4 Sphinx's Revelation
4 Supreme Verdict
1 Tamiyo, the Moon Sage
2 Think Twice
3 Turn // Burn
3 Augur of Bolas
1 Obzedat, Ghost Council
2 Snapcaster Mage
1 Ætherling
2 Slaughter Games
3 Pillar of Flame
2 Negate
2 Rest in Peace
1 Crypt Incursion
1 Rakdos's Return
1 Dispel
1 Nicol Bolas, Planeswalker
1 Jace, Memory Adept
1 Terminus
Just a couple things I see about your deck quickly. First, your mana base looks OK, but I'm not sure you really want Transguild Promenade. It's super slow, and even though it taps for all 4 of your colors, it costs you a lot to play it. It's absolutely the worst land to hit T4 when you want to be Verdicting. Consider something as similar as Shimmering Grotto if you absolutely need that any-color fixing, but I don't think you do. I'd just put in another land that won't cost you tempo, especially given your two Lanterns.
Next, do you really want Tamiyo? She's, again, slow. I've almost always found that in a deck like this, I'd rather have another draw engine, which is where Jace AoT comes in (a turn faster, too). And if what you're really looking for is a game winner, then why not just go all-in and maindeck your Bolas? Tamiyo just doesn't feel strong enough in today's meta, and she's realllllllly slow without other support.
Currently Working On: Jund Ramp (RTR Block)
GR My Blog RG (Std)
4 Doomed Traveler
4 Cartel Aristocrat
3 Knight of Infamy
4 Geist of Saint Traft
3 Silverblade Paladin
1 Sin Collector
2 Restoration Angel
2 Sublime Archangel
2 Lavinia of the Tenth
1 Obzedat, Ghost Council
2 Tragic Slip
4 Godless Shrine
4 Hallowed Fountain
2 Watery Grave
1 Plains
2 Cavern of Souls
4 Isolated Chapel
4 Glacial Fortress
2 Drowned Catacomb
1 Vault of the Archangels
2 Obzedat, Ghost Council
2 Thalia, Guardian of Thraben
1 Sin Collector
2 Sorin, Lord of Innistrad
2 Tragic Slip
1 Nevermore
1 Rest in Peace
2 Faith's Shield
2 Nearheath Pilgrim
The sideboard is rough, but I'm going to blame that on building it while putting on my shoes.
The deck had a few nice things going on (other than the obvious Champion curve-outs or free wins from Geist):
Going forward, Thalia definitely needs to be in the main deck. She's good against everyone.
With a few tweaks (and a reworked sideboard) this deck could be a reasonable option. Have fun if you try it.
I agree about Promenade, it has been clunky even as a 1-of, and can be very frustrating trying to play around it. Here's my updated Mana Base
4 Drowned Catacomb
3 Glacial Fortress
4 Hallowed Fountain
1 Island
2 Isolated Chapel
3 Nephalia Drownyard
2 Sacred Foundry
3 Steam Vents
2 Watery Grave
Simply, no. I wanted to test her over Jace just because she's more often times than not mana denial, and can get pretty brutal if you do happen to ulitmate, but Jace AOT is going to be better more times than not anyway like you say. I don't want Bolas in the main just because he's bad in so many other matchups and slow like you've said other choices are.
Thanks for the Feedback.
1x Cavern of Souls
4x Overgrown Tomb
4x Woodland Cemetery
4x Evolving Wilds
8x Swamp
2x Forest
Creatures (10)
4x Acidic Slime
4x Thragtusk
2x Sylvan Primordial
Walkers (9)
3x Liliana of the Dark Realms
2x Vraska the Unseen
1x Garruk, Primal Hunter
3x Deadbridge Chant
2x Tragic Slip
2x Dead Weight
4x Farseek
1x Abrupt Decay
2x Devour Flesh
1x Victim of Night
1x Tribute to Hunger
4x Mutilate
2x Gaze of Granite
3x Abrupt Decay
4x Deathrite Shaman
2x Duress
2x Sever the Bloodline
1x Sylvan Primordial
1x Tribute to Hunger
1x Underworld Connections
1x Vraska the Unseen
Gameplan is essentially to survive to 4 mana, then go nuts. Lili is surprisingly one of the best cards in this deck. She's drawing you an extra card each turn, and she guarantees you hit your land drops. She also thins the lands from your deck (which the Evolving Wilds do, too) so that when you drop a Chant, you're getting mostly money in the yard. Of course, Evolving Wilds would be there, too, but it still works. Lili is also removal if needed, and a HUGE pump when you've got an empty board to swing into. She's really, really good.
I used to run the Deathrites in the main, but they ate removal so frequently that it was worth it (to me) to just play more removal main and the DRS in the side for when I want graveyard hate.
In my opinion, the weakest cards are either Vraska the Unseen or Gaze of Granite. Probably Vraska. But when she's good, she is realllly good. I've won quite a few games off her ultimate. Gaze just costs so much, except against token decks, where it dominates.
Help me cut the card, or help me tweak it more?
Currently Working On: Jund Ramp (RTR Block)
GR My Blog RG (Std)
If gaze only shines against tokens I'd say move it to the board. Also I think you'd want Deathrite Shaman in the main if you really want to keep the Evolving Wilds in there, it'll make getting to 4 mana much quicker. Also I don't think you're the Chant deck, you only have 10 creatures after all but I could be wrong on that. The creatures you do have though definitely have a lot of value.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
moved 4 DRShaman to main deck
moved 2 Gaze to SB
moved 1 Chant to SB (really only want that much CA against Control)
moved 1 Vraska to SB
removed final Vraska from main deck to get down to 60 cards
As to Chant itself, it is so amazing when it works. There have been games where I was faced with the "Do I Thragtusk or do I Chant?" question. The answer is almost always Chant, unless facing an opponent who I know can remove it (ORing, DSphere, or Slimes) or I'm really hurting for life (blitz aggro).
I enjoy this deck, and it can get grindy with the best of them!
Currently Working On: Jund Ramp (RTR Block)
GR My Blog RG (Std)
2 Lotleth Troll
4 Gravecrawler
4 Geralf's Messenger
4 Diregraf Ghoul
4 Deathrite Shaman
3 Thalia, Guardian of Thraben
2 Voice of Resurgence
4 Blood Artist
4 Cartel Aristocrat
4 Bump in the Night
3 Tragic Slip
1 Rancor
Lands:21
3 Godless Shrine
4 Overgrown Tomb
4 Woodland Cemetery
3 Cavern of Souls
4 Isolated Chapel
3 Temple Garden
2 Appetite for Brains
2 Duress
3 Sorin, Lord of Innistrad
4 Knight of Infamy
2 Selesnya Charm
1 Rancor
1 Tragic Slip
this is my second take on the deck I think Blood Artist and Cartel Aristocrat might be weak and I might want Knight of Infamy MD and up the number of Lotleth troll's or even add Dreg Mangler but I've pulled consistent turn 4 wins with this list but I feel it is not yet optimal.
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
How aggro do you want to be? Because I don't think you actually want the white as it doesn't offer that much, Thalia looks like a sideboard card and both Sorin and Selesnya Charm are already there. The white does help with the mana I believe because if you go straight GB you'll need to run guildgates.
Cartel Aristocrat and Blood Artists are weak because you're in the GB zombie shell, RB zombies are the ones that actually care about dying so it can take advantage of cards like Brimstone Volley where as the green version just wants to hit as hard as possible as fast as possible. And Voice of Resurgence, like both the aristocrat and the blood artist, is in the wrong home. They're all great cards but they're just in the wrong deck.
I wrote about a straight GB Zombies list in my article series and it looked close to yours. Don't try Blood Scrivener though, he's not that good and Deathrite Shaman is much better than him.
I hope I helped.
Thanks for the help!
Yeah tried Blood Scrivener after I got a playset for $1ea. but they just aren't great.
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
6 Mountain
3 Plains
4 Sacred Foundry
4 Stomping Ground
4 Temple Garden
Creatures (28)
4 Burning-Tree Emissary
4 Dryad Militant
4 Firefist Striker
4 Foundry Street Denizen
4 Frontline Medic
4 Legion Loyalist
4 Rakdos Cackler
4 Boros Charm
4 Dynacharge
3 Mizzium Mortars
2 Act of Treason
4 Boros Reckoner
2 Electrickery
1 Mizzium Mortars
2 Spark Trooper
4 Viashino Firstblade
7 Mountain
3 Plains
4 Sacred Foundry
4 Clifftop Retreat
1 Temple Garden
1 Stomping Ground
Creatures (28)
4 Burning-Tree Emissary
4 Ash Zealot
2 Firefist Striker
4 Foundry Street Denizen
4 Frontline Medic
4 Legion Loyalist
4 Rakdos Cackler
2 Thundermaw Hellkite
4 Boros Charm
4 Dynacharge
4 Searing Spear
2 Legion's Initiative
4 Boros Reckoner
2 Electrickery
2 Rest in Peace
3 Skullcrack
2 Wear / Tear
Epic Signature by the one and only Ace in Ace of Spades Studio
Proud member of the Spirit of EDH
BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
4 Bump in the Night
4 Boros Charm
4 Searing Spear
4 Pillar of Flame
4 Skullcrack
4 Thunderbolt
4 Thunderous Wrath
2 Warleader's Helix
4 Curse of Pierced Heart
2 Toil//Trouble
1 Tibalt, the Fiend-Blooded
23 lands (Rbw)
4 Boros Reckoner
3 Traitorous Blood
3 Rakdos Charm
2 Thundermaw Hellkite
2 Wear//Tear
1 Havoc Festival
The purpose of the deck is simple; burn your opponent out without playing a single creature. Tibalt is actually quite good in this deck; against aggro he saves you life if they attack him and against midrange and control his second ability deals 3 damage at least with potential for upwards of 5 or 6. He's also good at occasionally pitching thunderous wraths that get stuck in your opening hand. As far as the sideboard goes, Boros Reckoner is in there for game 2 when aggro sides out all its removal. He's still good even if your opponent is just going to searing spear him; you're still getting great value out of him. Traitorous Blood and Thundermaw are in there to provide additional reach against midrange decks, and Thundermaw is good against control in general. Rakdos CHarm and Wear//Tear are plain utility against anything you might need to get rid of. Havoc Festival is ridiculously powerful against any deck that doesn't kill you before turn 8 or so (i.e. control). Unless they have an oblivion ring effect or a counterspell, it's going to make it impossible for them to stabilize against you.
As far as the mana base goes, it's going to be largely comprised of shocklands and checklands, with perhaps one or two Stensia Bloodhalls or Hellion Crucibles. Other than that, it will be a heavily red-based sideboard.
As always, any and all suggestions are appreciated.
The point of the list is that it's creatureless. If a control deck knows that it's your only creature, they'll spend a removal spell on it instead of taking 4. I'll try it out, though.
In all likelihood they'll just take the four damage. If they don't you should usually get in for four anyway, as they generally would have to play untapped shocks to remove early creatures.
I have tried really hard to make burn competitive and it takes a lot of work so good luck.
And if you ever turn around and try out some creatures here's a list to consider.
Vexing Devil: Obvious 1 mana burn for 4, conditional and not reliable but it's a heavy hitter.
Deathrite Shaman: No need to splash green, we're only using his black ability to turn all your used up gas into Shocks.
Ash Zealot: Burn punisher card against flashback heavy control decks also provides good beatdown when you run out of burn.
Spark Trooper: It's Ball Lightning with lifelink!
You're building off of a block deck and so there's the entire Innistrad block and M14 to consider when transferring it to standard. And the first thing to note is that Firefist Striker is just not that good in standard, instead you'll want Lightning Mauler. Thundermaw Hellkite is a great card but you're not going to reliably cast him with only 20 lands, so consider a cheaper finisher like Hellrider if you don't want to add more lands. I like the rest of the deck.
Another version of Boros Blitz you might be interested in will win on turn 4 if unopposed, it's Boros Humans.
Turn 1: Champion of the Parish
Turn 2: Burning-Tree Emissary into Lightning Mauler swing for 7.
Turn 3: Silverblade Paladin bond onto Champion and swing for 12.
Turn 4: They're at 1, you can do whatever you want from there.
Without further ado, I present The Patriots, or, alternatively, R/W/U Humans.
4x Champion of the Parish
4x Nearheath Pilgrim
4x Kruin Striker
3x Silverblade Paladin
4x Izzet Staticaster
2x Goldnight Commander
2x Instigator Gang
1x Hellrider
1x Niv-Mizzet, Dracogenius
Tools of War (11)
1x Azorius Charm
3x Boros Charm
2x Mass Appeal
4x Thatcher Revolt
1x Increasing Devotion
2x Cavern of Souls
4x Hallowed Fountain
4x Sacred Foundry
4x Steam Vents
4x Clifftop Retreat
3x Glacial Fortress
1x Sulfur Falls
2x Plains
1x Pithing Needle
2x Renounce the Guilds
2x Rest in Peace
2x Mizzium Mortars
1x Boros Charm
1x Oblivion Ring
1x Nevermore
2x Thraben Doomsayer
1x Sphinx's Revelation
1x Curse of Echoes
1x Lavinia of the Tenth
This deck plays much like the Aristocrats decks do; it has a very aggressive early game, trying to steal wins there... if it can't, then it goes on the defensive for the mid-game, and then explodes for a sudden late game win. Boros Charm and Nearheath Pilgrim all it to play the attrition game that Aristocrats is so infamous for.
Unlike the Aristocrats, however, my deck is much more consistent. It doesn't rely on drawing sac outlets or Blood Artists for most of its power, and it can also start hitting very hard on turn 2. Additionally, it doesn't rely on the graveyard at all, which allows for sideboarded Rest in Peace.
In fact, between the RiPs and the four(!) maindeck Izzet Staticasters, this deck tears the Aristocrats decks to pieces.
Not only that, but it has strong matchups versus almost everything else. It can race against R/G aggro decks, kick Jund before it gets started, outlast U/W/R Control, and run over the top of tokens. Junk Rites is the closest matchup that I've tested, and that seems to come down to whether or not they can get out their Angel of Serenity. I have a feeling that Grixis would give my deck some problems, but I haven't played against it yet.
Overall, the deck is designed to be both be very synergestic, like Aristocrats, but with also having the top-deck capability of Jund Midrange.
I have to say... of the hundreds of decks I've been brewing, this is by far the most fun. It has the "win out of nowhere" feeling that I like, while also having a lot of really interesting interactions and choices to be made. It always feels like you have an out, and that's pretty awesome.
Oh, one more thing... I briefly considered putting Boros Reckoner and Blasphemous Act in it and then calling it "Patriot Act", but decided against it.
WotC, please hire me already.
in my opinion, Gather the townsfolk is much more powerful in this deck. thatcher revolt allows 3 creatures for 1 hit for 3 mana, gather is 2 permanent creatures for 2. In addition I think either Dynacharge or Rally the Peasents (especially the latter) would be strong in an all humans deck
and also i would say that Firefist striker deserves consideration here.