Well I haven't played the match a whole lot but I'd imagine against there midrange plan it still gets rid of the annoying persist abilities that makes are removal a lot better because everything only has one life rather than having Finks plus Township shenanigans.
Our main answer's to burn are Sun Droplet and Dragon's Claw, Spellskite also heaps here so maybe add an extra one if it becomes incredibly common in the online Meta.
Most of our deck's play 2 Cruel Ultimatum, most of us came to the conclusion that it's stronger than any finisher we have available, so there's a play test option. I do like the Vendillion Clique though as in testing I've found it as a great way to use to distract control decks the turn before you cast cruel ultimatum. I found it stronger in the sideboard, how often has it been useful compared to you'd rather have it be something like maybe a Terminate or similair removal spell since I noticed you deck was short on such spells.
As for card draw some of us play Thoughtflare as our card draw choice as opposed to your choice in Think Twice. If you really want card draw/consistency you can also play serum visions which is a great turn one card draw.
Depends on the matchup. Fallout is better against Twin, Pyroclasm is better against Elves and Affinity.
Pyroclasm is good against a lot of decks other than Elves and Affinity, it's also good against Tokens, R/G Grull and some other decks I can't think of right now, also Fallout I don;t think I would be bringing in against Twin, but I think it's best used as a tool against UWR geist.
Inquisition of Kozilek can be better than Thoughtseize if you're expecting more aggro in your meta than control/combo decks where the wider selection is better. That's why I play IoK over Thoughtseize at least. I do agree with you on the Slagstorm part though, Pyroclasm is almost always better. The single red mana is allows it be cast easier, and also faster its faster.
So in Game 2 and 3 against them you'd be bringing in discard and slaughter games I'm guessing from what you just said xD, is there anything else you would bring in against them?
So with the massive rising of Birthing Pod decks do you think it'd be justified enough to play over relic? I'm guessing it would for sure in trinket builds because its only 1 slot but what in regular Grixis decks?
What are peoples thoughts on KaiserMagus's 3 Grafdigger Cage in the sideboard? is it worth weakening Snappy, which in my opinion is one of the key parts of the deck?
Nice update Magicman657, If you need any help with anything to do with the primer, while I'm probably not the best man for the job I'm more than happy to try help out c:
For the mountain, its more for something I can fetch from ghost quarter or path to exile and then if I dont have anything else to search for from my fetches I can search for it, but you do bring a good point, However If I dont counter blood moon, then I should have Esper charm at least. But you do bring a good point with the mountain I might experimet with the idea thanks c:
And for black mana fixing I prefer shnken ruins, since it also helps blue for cryptic. Thats just my preference though.
Also your english if fine, its probably better than mine and English is my obly language
@cyceron Thanks for the advice c: But just I have a couple questions
Why is the mountain useless if I'm playing white? I play more red than white in the deck so I'll probably want to have access to a source of red that won't cost me life.
On having 9 fetch land, I feel that I just need them, I need to be able to access white and each and everyone of them can fetch for Hallowed Fountain. I want to keep it around 9 because that feels like a good percent of the time I'll be able to see my white sources. However, I could see adding in some more filter lands.
On Celestial Colonnade, since I'm only running a single Hallowed Fountain and a plains, I don't think its the best card to add in. I use to playing them over Celestial Colonnade in a much older version of the deck, but I got told I'd be better off running Creeping Tar Pit, Who knows, maybe I might try it out again.
I played a list similar to Badd Business's a while ago, (Which I have now named Shinning Cruelty, to represent the white splash into Cruel control). Here's my most recent recreation of it:
Some of the main difference's here form mine and Badd Business's is that I take advantage of my white splash not only in the sideboard, but also the main board, the main reason behind this is Esper charm, my draw spell of choice opposed to Badd Business's Thoughtflare, I just didn't feel comfortable with card draw costing that much. I don't, however, get filter with Esper charm, which is the reason I added a second Izzet charm, just in case I feel I need to filter through some things that gives me the option to do it more often. But the utility from Esper charm is great, being able to destroy troublesome enchantments main board, drawing (and still netting the same total number of cards as Thoughtflare) and if they are low in hand, the option to make them discard, which combined with a Cruel Ultimatum will more than likely empty the hands of most opponents.
Another notable difference is that I don't have a swamp, but instead have a plains, I didn't have anyway to search for a swamp with my fetches, so having two Arid Mesa would mean that I would be able to have more options to take less damage through shocks, also having access to a second white mana source if my first is destroyed is a very big advantage.
Other than that my list is fairly normal, this is a list I have built through idea more than testing so I will return with a possibly updated list and results on how this one did. One thing I'm defiantly thinking is whether or not I should take the Grafdiggers cage out of the sideboard or not, It just seems like its so much more of an advantage against Pod, which from seeing the last GP seems very popular, that It's worth the nullification of Snappy. Well I guess I'll see in testing any and all comments as always are greatly appreciated.
I still think that people should be using Devour Flesh, The main reason to run sac effects is to deal with threats like Geist and Thrun, and being able to cast it quicker than Tribute, an easier than Verdict, is defiantly a decent reason to run it. The life gain (most of the time) wont matter against decks you want life gain against, and the 1 life loss isn't worth the harder to cast mana cost of Verdict. Giving people life isn't that big of a deal, our deck is about controlling the late game anyway, so it's not like we're trying to race any decks, so we can deal with the extra life later.
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Most of our deck's play 2 Cruel Ultimatum, most of us came to the conclusion that it's stronger than any finisher we have available, so there's a play test option. I do like the Vendillion Clique though as in testing I've found it as a great way to use to distract control decks the turn before you cast cruel ultimatum. I found it stronger in the sideboard, how often has it been useful compared to you'd rather have it be something like maybe a Terminate or similair removal spell since I noticed you deck was short on such spells.
As for card draw some of us play Thoughtflare as our card draw choice as opposed to your choice in Think Twice. If you really want card draw/consistency you can also play serum visions which is a great turn one card draw.
Hopefully this has helped out a bit c:
Pyroclasm is good against a lot of decks other than Elves and Affinity, it's also good against Tokens, R/G Grull and some other decks I can't think of right now, also Fallout I don;t think I would be bringing in against Twin, but I think it's best used as a tool against UWR geist.
Inquisition of Kozilek can be better than Thoughtseize if you're expecting more aggro in your meta than control/combo decks where the wider selection is better. That's why I play IoK over Thoughtseize at least. I do agree with you on the Slagstorm part though, Pyroclasm is almost always better. The single red mana is allows it be cast easier, and also faster its faster.
1 Blood Crypt
4 Creeping Tar Pit
2 Island
1 Lavaclaw Reaches
3 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
2 Sunken Ruins
2 Watery Grave
4 Snapcaster Mage
1 Vendilion Clique
1 Venser, Shaper Savant
4 Cryptic Command
2 Damnation
1 Dismember
2 Duress
3 Electrolyze
1 Far/Away
4 Inquisition of Kozilek
4 Lightning Bolt
4 Mana Leak
1 Shadow of Doubt
2 Terminate
1 Batterskull
2 Counterflux
3 Grafdigger's Cage
2 Shadow of Doubt
1 Slagstorm
2 Slaughter Games
2 Sowing Salt
1 Teferi, Mage of Zhalfir
1 Tribute to Hunger
And for black mana fixing I prefer shnken ruins, since it also helps blue for cryptic. Thats just my preference though.
Also your english if fine, its probably better than mine and English is my obly language
Why is the mountain useless if I'm playing white? I play more red than white in the deck so I'll probably want to have access to a source of red that won't cost me life.
On having 9 fetch land, I feel that I just need them, I need to be able to access white and each and everyone of them can fetch for Hallowed Fountain. I want to keep it around 9 because that feels like a good percent of the time I'll be able to see my white sources. However, I could see adding in some more filter lands.
On Celestial Colonnade, since I'm only running a single Hallowed Fountain and a plains, I don't think its the best card to add in. I use to playing them over Celestial Colonnade in a much older version of the deck, but I got told I'd be better off running Creeping Tar Pit, Who knows, maybe I might try it out again.
3 Creeping Tar Pit
1 Hallowed Fountain
2 Arid Mesa
2 Watery Grave
2 Steam Vents
1 Blood Crypt
4 Scalding Tarn
3 Misty Rainforest
1 Island
1 Mountain
2 Darkslick Shores
2 Cascade Bluffs
1 Plains
3 Cryptic Command
3 Mana Leak
2 Izzet Charm
2 Spell Snare
3 Lightning Helix
3 Lightning Bolt
2 Devour Flesh
2 Damnation
2 Electrolyze
4 Esper Charm
3 Serum Visions
2 Cruel Ultimatum
Some of the main difference's here form mine and Badd Business's is that I take advantage of my white splash not only in the sideboard, but also the main board, the main reason behind this is Esper charm, my draw spell of choice opposed to Badd Business's Thoughtflare, I just didn't feel comfortable with card draw costing that much. I don't, however, get filter with Esper charm, which is the reason I added a second Izzet charm, just in case I feel I need to filter through some things that gives me the option to do it more often. But the utility from Esper charm is great, being able to destroy troublesome enchantments main board, drawing (and still netting the same total number of cards as Thoughtflare) and if they are low in hand, the option to make them discard, which combined with a Cruel Ultimatum will more than likely empty the hands of most opponents.
Another notable difference is that I don't have a swamp, but instead have a plains, I didn't have anyway to search for a swamp with my fetches, so having two Arid Mesa would mean that I would be able to have more options to take less damage through shocks, also having access to a second white mana source if my first is destroyed is a very big advantage.
Other than that my list is fairly normal, this is a list I have built through idea more than testing so I will return with a possibly updated list and results on how this one did. One thing I'm defiantly thinking is whether or not I should take the Grafdiggers cage out of the sideboard or not, It just seems like its so much more of an advantage against Pod, which from seeing the last GP seems very popular, that It's worth the nullification of Snappy. Well I guess I'll see in testing any and all comments as always are greatly appreciated.