Interestingly enough, Fetchlands would work around City of Brass too as the other ten lands. That is, if they decided to bring the Onslaught fetches into Modern.
Generally too slow. I'd much rather cast Dodge or Blustersquall mid-combat. Also, doesn't flip Delver.
I tried it for a while in a B/R Vampires build I ran last Standard season (with proliferate spells) and it often just ended up being a win-more.
So if I were to splash Rancor (which I'm not really considering), what would a RUG mana-base look like with this list? I like the Bant list from Brandon Bee, but I just don't have that kind of budget.
Sorry if I'm hijacking--just thought the unblockable/trample idea might be interesting with my R/U list.
Do you mean Ethereal Armor? I see what you mean but I feel like the utility of the charm is much more important to this deck then that enchantment. Being as the creature will more then likely already have double strike the +x is the only real attractive feature of the card. Maybe sideboardable though. Thanks
EDIT* Just realized that Nevermore and Oring also buff this... Interesting and there's a possibility for a 5/3 first strike trampler by turn 2.
I took this idea and ran with it a bit and here's what I came up with:
The enchantments can make the guys super powerful, but I worry that there are too few targets in this iteration for all the enchantments. The flipside of that coin, though, is "why bother with Ethereal Armor if you're not running at least a dozen enchants?" Tricky balance to strike.
So, double strikers Fencing Ace and Silverblade like all the buff enchants. Bonds of Faith doubles as removal. With nothing more than 3 CMC, Township is a good mid-late game mana sink.
Would love to get your feedback.
I also really like the direction you took your deck. The charm is powerful, for sure. Thalia makes it anti-combo/control, and the first/double strikers do a good job fighting off the beasts. Good luck tonight, and let us know how you did.
Great comments and thoughts, all. Yeah, Cloudshift is the whole reason to run Malcontents, if you ask me. And, yes, cloudshifting stuff is awesome since there are so many targets. Not mentioned: shift the soulbond from Silverblade or Mauler to another creature entering play; flicker post-combat to gain back a blocker; flicker a blocker that would've died to a pump spell; etc. I'm also a fan of combos with Fiend Hunter and Conscripts. Love that spell--so versatile.
I had completely forgotten about Nearheath Pilgrim. I hadn't even considered Unruly Mob, but that seems good too.
Not sure I agree on Mondronen Shaman, though. If you've got a red 4 drop (and your mana can support it) why not Hellrider? Promote synergies (like a boss).
It will be a deck once GTC is released. Currently, Silverblade into Hellrider just ins't feasible with our mana base. Once we get Sacred Foundry, although still a bit ambitious, it'll be doable.
Since family/work/life keeps me from playing very much, I check in to MTGS from time to time to get caught up on the various archetypes--Boros Humans being one. I started playing the deck during AVR with my on-again-off-again playgroup, and it was a beast against GW Humans, RB Vamps, and even RDW. This is the current version I run, which has been fun in testing:
I tried a few cards from RTR but I wasn't thrilled with any. I asked for some suggestions on how to streamline a while back in another thread, but didn't get much response. Anyway, here's my take! Feedback welcome and encouraged.
My dream scenario with Cryptborn is definitely a win-more situation. It would have to be cast on turn 5 with Corpsejack already out (possibly earlier with help from Arbor Elf). Bump in the Night (plus combat damage) followed by a 6/6 (at least) Cryptborn. But that late in the game it's pretty much pointless.
Yeah, Champ of Lambholt is pretty cool. I had 4 of in my GW humans build during AVR.
Bloodflow- YES! That's what I was hoping you'd pick up on. With her, the undying build is the way to go.
Hydra is the shizz. Wish I could take credit for that one, but it's due to the OP of the official thread. The way you have it planned above with Bone Splinters and Howlpack is even better than I was thinking.
Yes, Outcast can really only sac himself, but he can do so in response to damage, right? He's one of the main synergies in my Lumberknot build.
Cackler would've been sick with proliferate.
Rancor is the other shizz.
Lumberknot is really all about the hexproof. With ramp (i.e. Arbor Elf) and Outcast, Lumberknot can be pretty dangerous. That really is a different deck, though. I think you should focus on the undying guys and Bloodflow.
I also get your argument against Blood Artist, I just thought that you've got enough sacrifice going on that you could use some extra value. But he only truly shines when you're casting removal on your opponent's guys.
Great suggestions from you both. Yes, this is definitely a casual build, but that's how rogue decks start, no? ;-)
Seriously though, no claim here that this is even remotely competitive. Obviously, why run RU tribal vamps when BR has so many better options? Still, I thought it was a fun idea.
So, for creatures, I'll probably have to break tribal to get more in, esp. if Warlord is out. Delver? Goblin Electromancer? Chainwalker? Nivmagus? Stalker?
The real heart of this deck is Blademaster. I could see keeping her and Noble and ditching the less-than-electrifying Exterminator and Jankish Heir in favor of some blue or gold small drops. The only problem with that, though, is that Blademaster is more of a turn 4 play with her double red.
Upside: adding more little guys (Delver, Goblin, Chainwalker (played almost always unleashed)) makes the avg. CMC drop a LOT, and average beginning creature power goes up.
Getting Delver to flip without Ponder in the format is not something I've thought a lot about, however. I'll have to look into that a bit later. In the meantime, R/U Vamps becomes...
It would double the double, so in ensence, it would quadruple the +1/+1 counters.
Example. you cast hydra for 1. next turn it would get 2 counters with one jack out, and if you had two out, it would get 4.
I should also mention that if you cast hydra for 1, with 1 jack out, it would come into play with 2 counters, and 4 with two jacks out.
@higher_zero
I was thinking about this again. Consider that CJM only doubles the counters being added to Hydra, not the total counters that would have resulted from Hydra's upkeep.
In your answer you say quadruple, but the math indicates triple. Don't get me wrong, that's how I'm doing the math too and I think we're both correct. Cast Hydra for one, with one jack out on the next upkeep Hydra goes from one counter to three, or triple. Next turn, Hydra goes from 3 counters to 9, since CJM would only the "double the double." So, our math is right, but the counters aren't quadrupling.
Great points, also, on casting Hydra with an already-resolved CJM, and the exponential counters with multiple CJMs! Good times!
Also, how could I forget Blessings of Nature? Need to fit that in...but where?
Sully, I was more in agreement before you edited your post. Lotleth was the subject of my first response. The goal here is to abuse Lumberknot. If I wanted a predictable deck in GB I'd definitely go the zombies route.
@card wizard: I like the haste on Dreg Mangler but I'm thinking that scavenge in general is just too slow, except on Slitherhead, but there's more value elsewhere. Outcast blocks, sacs himself in response to damage, and moves 3 counters to Lumberknot (6 with CJM out).
Thanks, Sully. Great suggestion. I thought about him but decided against it since the creature discard doesn't earn Lumberknot any counters. Maybe I should reconsider?
I also had a moment of thought about Primordial Hydra. Maybe this is more of a ruling question, but would Corpsejack Menace triple Hydra's counters at upkeep?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://tappedout.net/mtg-decks/damias-zombies-1/
Generally too slow. I'd much rather cast Dodge or Blustersquall mid-combat. Also, doesn't flip Delver.
I tried it for a while in a B/R Vampires build I ran last Standard season (with proliferate spells) and it often just ended up being a win-more.
So if I were to splash Rancor (which I'm not really considering), what would a RUG mana-base look like with this list? I like the Bant list from Brandon Bee, but I just don't have that kind of budget.
Sorry if I'm hijacking--just thought the unblockable/trample idea might be interesting with my R/U list.
4 Stromkirk Noble
3 Gore-House Chainwalker
3 Invisible Stalker
4 Markov Blademaster
2 Pyreheart Wolf
4 Blustersquall
4 Nightbird's Clutches
4 Teleportal
3 Runechanter's Pike
4 Island
7 Mountain
2 Rogue's Passage
4 Steam Vents
4 Sulfur Falls
3 Syncopate
3 Izzet Charm
3 Negate
Very quick, but the pike rarely gets equipped since I'm usually spending mana on combat tricks. Hope this helps.
I took this idea and ran with it a bit and here's what I came up with:
4 Boros Elite
4 Champion of the Parish
4 Fencing Ace
4 Mayor of Avabruck
4 Silverblade Paladin
4 Rancor
4 Bonds of Faith
2 Oblivion Ring
4 Cavern of Souls
3 Forest
2 Gavony Township
6 Plains
4 Sunpetal Grove
4 Temple Garden
The enchantments can make the guys super powerful, but I worry that there are too few targets in this iteration for all the enchantments. The flipside of that coin, though, is "why bother with Ethereal Armor if you're not running at least a dozen enchants?" Tricky balance to strike.
So, double strikers Fencing Ace and Silverblade like all the buff enchants. Bonds of Faith doubles as removal. With nothing more than 3 CMC, Township is a good mid-late game mana sink.
Would love to get your feedback.
I also really like the direction you took your deck. The charm is powerful, for sure. Thalia makes it anti-combo/control, and the first/double strikers do a good job fighting off the beasts. Good luck tonight, and let us know how you did.
I had completely forgotten about Nearheath Pilgrim. I hadn't even considered Unruly Mob, but that seems good too.
Not sure I agree on Mondronen Shaman, though. If you've got a red 4 drop (and your mana can support it) why not Hellrider? Promote synergies (like a boss).
Same goes for Champ into Ash Zealot, unless you've got 2 Caverns in play on turn 2. Guildgates will also help. C.f. Geralf's Messenger into Hellrider in BR Zombies. Rakdos Guildgate is pretty key for that deck.
Since family/work/life keeps me from playing very much, I check in to MTGS from time to time to get caught up on the various archetypes--Boros Humans being one. I started playing the deck during AVR with my on-again-off-again playgroup, and it was a beast against GW Humans, RB Vamps, and even RDW. This is the current version I run, which has been fun in testing:
4 Champion of the Parish
3 Elite Inquisitor
3 Knight of Glory
3 Lightning Mauler
3 Kessig Malcontents
4 Silverblade Paladin
3 Goldnight Commander
3 Zealous Conscripts
3 Cloudshift
3 Pillar of Flame
3 Gather the Townsfolk
3 Thatcher Revolt
Land (22):
4 Cavern of Souls
4 Clifftop Retreat
4 Mountain
8 Plains
2 Slayers' Stronghold
3 Bonds of Faith
2 Thalia, Guardian of Thraben
4 Oblivion Ring
3 Riders of Gavony
3 other (Witchbane Orb, Devil's Play, Faith's Shield, etc.)
I tried a few cards from RTR but I wasn't thrilled with any. I asked for some suggestions on how to streamline a while back in another thread, but didn't get much response. Anyway, here's my take! Feedback welcome and encouraged.
My dream scenario with Cryptborn is definitely a win-more situation. It would have to be cast on turn 5 with Corpsejack already out (possibly earlier with help from Arbor Elf). Bump in the Night (plus combat damage) followed by a 6/6 (at least) Cryptborn. But that late in the game it's pretty much pointless.
Yeah, Champ of Lambholt is pretty cool. I had 4 of in my GW humans build during AVR.
Bloodflow- YES! That's what I was hoping you'd pick up on. With her, the undying build is the way to go.
Hydra is the shizz. Wish I could take credit for that one, but it's due to the OP of the official thread. The way you have it planned above with Bone Splinters and Howlpack is even better than I was thinking.
Yes, Outcast can really only sac himself, but he can do so in response to damage, right? He's one of the main synergies in my Lumberknot build.
Cackler would've been sick with proliferate.
Rancor is the other shizz.
Lumberknot is really all about the hexproof. With ramp (i.e. Arbor Elf) and Outcast, Lumberknot can be pretty dangerous. That really is a different deck, though. I think you should focus on the undying guys and Bloodflow.
I also get your argument against Blood Artist, I just thought that you've got enough sacrifice going on that you could use some extra value. But he only truly shines when you're casting removal on your opponent's guys.
Great points, too, on Blessings.
Thanks for the considerations!
Seriously though, no claim here that this is even remotely competitive. Obviously, why run RU tribal vamps when BR has so many better options? Still, I thought it was a fun idea.
So, for creatures, I'll probably have to break tribal to get more in, esp. if Warlord is out. Delver? Goblin Electromancer? Chainwalker? Nivmagus? Stalker?
The real heart of this deck is Blademaster. I could see keeping her and Noble and ditching the less-than-electrifying Exterminator and Jankish Heir in favor of some blue or gold small drops. The only problem with that, though, is that Blademaster is more of a turn 4 play with her double red.
Upside: adding more little guys (Delver, Goblin, Chainwalker (played almost always unleashed)) makes the avg. CMC drop a LOT, and average beginning creature power goes up.
Getting Delver to flip without Ponder in the format is not something I've thought a lot about, however. I'll have to look into that a bit later. In the meantime, R/U Vamps becomes...
R/U Unblockable? I IZZZ!!!:
4 Delver of Secrets
4 Stromkirk Noble
2 Goblin Electromancer
4 Gore-House Chainwalker
4 Markov Blademaster
4 Artful Dodge
4 Blustersquall
4 Nightbird's Clutches
4 Teleportal
Pike (4):
4 Runechanter's Pike
3 Rogue's Passage
4 Steam Vents
4 Sulfur Falls
7 Mountain
4 Island
4 Stromkirk Noble
4 Falkenrath Exterminator
4 Markov Blademaster
2 Rakish Heir
2 Markov Warlord
Spells:
4 Artful Dodge
2 Faithless Looting
4 Ghostform
4 Teleportal
3 Vampiric Fury
2 Tricks of the Trade
3 Runechanter's Pike
Land:
3 Cavern of Souls
3 Rogue's Passage
4 Steam Vents
4 Sulfur Falls
5 Mountain
3 Island
Other cards to consider:
Check out my list:
http://forums.mtgsalvation.com/showthread.php?t=464178
There's also an official thread here:
http://forums.mtgsalvation.com/showthread.php?t=456049
@higher_zero
I was thinking about this again. Consider that CJM only doubles the counters being added to Hydra, not the total counters that would have resulted from Hydra's upkeep.
In your answer you say quadruple, but the math indicates triple. Don't get me wrong, that's how I'm doing the math too and I think we're both correct. Cast Hydra for one, with one jack out on the next upkeep Hydra goes from one counter to three, or triple. Next turn, Hydra goes from 3 counters to 9, since CJM would only the "double the double." So, our math is right, but the counters aren't quadrupling.
Great points, also, on casting Hydra with an already-resolved CJM, and the exponential counters with multiple CJMs! Good times!
Also, how could I forget Blessings of Nature? Need to fit that in...but where?
@Card Vangeif: Nathed! (Am I using that right?)
Sully, I was more in agreement before you edited your post. Lotleth was the subject of my first response. The goal here is to abuse Lumberknot. If I wanted a predictable deck in GB I'd definitely go the zombies route.
@card wizard: I like the haste on Dreg Mangler but I'm thinking that scavenge in general is just too slow, except on Slitherhead, but there's more value elsewhere. Outcast blocks, sacs himself in response to damage, and moves 3 counters to Lumberknot (6 with CJM out).
I also had a moment of thought about Primordial Hydra. Maybe this is more of a ruling question, but would Corpsejack Menace triple Hydra's counters at upkeep?