I saw that too. It hates on us, Twin, Grishoalbrand, Elves all in one card. Has game against Delver, Merfolk, Naya Zoo, Living End, Tokens, Gifts, Dredgevine as well. It shouldn't be too hard to play around for us as we can just wait and out value them for a bit but in longer grindy match-ups that card 2-1ing us can be rough.
Saw a list in the dailies running Dauntless Escort in the main. Combo protection that can beat down a ton better than skite g1 were almost always trying to just combo with a beat-down backup plan. Might take the spot of a Voice? Might be worth a singleton slot as PTE is less prevalent now so exile is off the table. Easy sideboard out for skite or better match answers when we move to the board.
This deck could totally be a thing with collected company. Change from Mono blue to UG company hits every part of the combo for infinite mana with pilla pala and is just straight value otherwise. The only cards it wouldn't hit are Master of Waves and w/e wincon we want, probably Memnarch or Wurmcoil but it does hit Treasure Mage which hits those.
If this thread is going to be updated or moved or recreated we should vote for the name moving forward. I made a quick straw poll including what I've been calling the deck "The Company Men" (or women) It throws back to the old deck naming conventions that were just a little wonky while still naming an identifiable card. Either way I put every title I could find over the last few pages on there, you can vote for more than one as well.
Can we start calling this Project X. It's what Pod was called during its time in standard and I love throwback names. As this deck doesn't have any real name card I think it would be pretty cool to try and start up some of the old naming practices.
That being said I basically left magic when pod was banned but a buddy of mine pointed this out to me last week and I'm right back on the wagon.
I have a few questions though. All in combo vs. Value or some balance? Archangel of Thune enables 2 combos but can be a hefty cost. Whats the consensus on the trade-off. Manabase, needing WW for Anafenza seems harder to manage than the old Pod base.
Lastly a couple thoughts from the old days of Pod, Tarmagoyf vs Voice? When do we start looking at cards for the mirror, Anafenza the Foremost seems like a great fit here. And RGtron, without devoting serious SB to Fulminator this still seems like a nightmare match-up.
One of my good friends just picked up the UWR ascendancy. It is easily my worst match-up. All the good players wont deploy ascendancy till they have the ability to go off. And they can very easily go off with AD on the stack, by the time they let it resolve they have 2-4 15+ power dudes and by then the ascendancy doesn't matter. We also CAN'T win if we just leave up AD mana the whole game. The best way I've found to try and slow it down is Scooze to eat the fatestitcher then landing a linvala to run off hardcast stitchers and conclaves. I've also tried the heavy disruption plan but they use they GY as a resource so much it feels like I'm helping them. If the deck gets super popular I might consider a copy of krosan grip. The match-up also makes me wish I owned Goyfs because I think a super fast clock like him would be our best bet against them.
I've looked over all of these lists. Why hasn't anyone considered Abhorrent Overlord as a Re-animator target. Gives 4 Harpy's off a whip plus more for Rhinos or Weavers. Plus it smashes for 6 the turn it reanimates as opposed to the 2 of Hornet Queen. Also can be hard-cast late game easier than Hornet only requiring BB instead of GGG. And is sac outlet for Rhino/Angel/Queen/Rider for stalled board states to let you animate them again.
I think a 2/2/1/1 split on Queen/Rider/Abhorrrent/Angel maybe moving angel SB and uping to 2/2/2
Blightsteel is a cool idea but makes the 'combo' take 3 turns.
Turn 1 play pila-pala (summoning sickness).
Turn 2 make a ton of mana pod pila-pala to treasure mage then find and play Blightsteel (summoning sickness).
Turn 3 attack with Blightsteel.
As it is right now the Pila-Pala combo is 2 turn.
Turn 1 Play pila-pala (summoning sickness).
Turn 2 make a ton of mana pod to treasure mage then find and play Memnarch and take everything.
The non-haste of the Memnarch is already slow, giving them a another turn to react just doesn't seem at all what the deck wants. Plus the 'combo' is the backup plan, the core of the deck is an aggro deck with pod to help us get there. As far as hard casting, Wurmcoil is 1/2 the mana, does a good job of being a fatty and is castable off a Chief Engineer when we don't have Grand Architect online.
A very interesting take on Robits (Zoidberg Accent Mandatory) with Tempered Steel. Thoughts?
My concern is hitting WW. Though between Mox and Drum I think it works. Also makes targeted removal a lot worse for our Platings. And the Infect route more viable as well.
This is what I've been running recently. The Guildgate is just until I can get my hands on another Tomb. The Scooze's in the SB are because there is another GB Dredge player, a Jund Dredge player, and a Junk Re-animator player in my meta. I just got back into magic with born so I'm waiting to get my hands on some DRS.
So far with this list I have:
Won Game Day 4-1 in rounds losing to W/B Tempo/aggro/bestow thing? and 3-0 in the cut to top 8 (3 Jarad and no Nylea as well as Charms over AD in the MB)
Went 3-0-1 at FNM drawing with MBD in the second round.
Went 2-0-2 Drawing with the same MBD player and a Bant Control Walkers on Sat.
Overall I love the list. Everyone tells me DRS is super important but I seem to be doing just fine without him and I don't know if it would be worth having DRS to have to drop MB Abrupts and Become a little less threat dense.
I have dropped one Jarad for a Nylea. Commune hits it, and trample is glorious for Elspeth control match-ups and stalled board states. It's been an all-star in every game it resolves and with Nemesis of Mortals and our dorks she's on-line quite often.
I've also started running 2 MD Abrupt Decay. Its nuts against a T2 Packrat, Kills Brimaz, D-Sphere, Underworld Connections, Nightviel, Courser, Domris. Helps shore up my hardest G1 match-ups pre-board is is basically never a dead draw.
I've played this deck for 3 weeks now. Won a FNM, Games Day, and a Saturday Constructed tournament. I also am too broke for DRS for now so in his place I run 2 Abrupt Decay, 1 Golgari Charm and 1 Whip. I think I'm gonna drop the AD and GolgCharm for Lotleth Trolls and run that other stuff in the SB.
SB is really hard because we have so few flex spots. I norm drop 1 Nemesis and 1 commune for non creature SB and then against control or MBD I bring in Mistcutters for Nemesis or Heralds. But it just feels awkward SB cause I always feel like I'm messing with a winning formula.
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Although I have to say Collect Call seems the best, Can be abbreviated CC or CoCa.
http://strawpoll.me/4328901
That being said I basically left magic when pod was banned but a buddy of mine pointed this out to me last week and I'm right back on the wagon.
I have a few questions though. All in combo vs. Value or some balance? Archangel of Thune enables 2 combos but can be a hefty cost. Whats the consensus on the trade-off. Manabase, needing WW for Anafenza seems harder to manage than the old Pod base.
Lastly a couple thoughts from the old days of Pod, Tarmagoyf vs Voice? When do we start looking at cards for the mirror, Anafenza the Foremost seems like a great fit here. And RGtron, without devoting serious SB to Fulminator this still seems like a nightmare match-up.
I think a 2/2/1/1 split on Queen/Rider/Abhorrrent/Angel maybe moving angel SB and uping to 2/2/2
Turn 1 play pila-pala (summoning sickness).
Turn 2 make a ton of mana pod pila-pala to treasure mage then find and play Blightsteel (summoning sickness).
Turn 3 attack with Blightsteel.
As it is right now the Pila-Pala combo is 2 turn.
Turn 1 Play pila-pala (summoning sickness).
Turn 2 make a ton of mana pod to treasure mage then find and play Memnarch and take everything.
The non-haste of the Memnarch is already slow, giving them a another turn to react just doesn't seem at all what the deck wants. Plus the 'combo' is the backup plan, the core of the deck is an aggro deck with pod to help us get there. As far as hard casting, Wurmcoil is 1/2 the mana, does a good job of being a fatty and is castable off a Chief Engineer when we don't have Grand Architect online.
A very interesting take on Robits (Zoidberg Accent Mandatory) with Tempered Steel. Thoughts?
My concern is hitting WW. Though between Mox and Drum I think it works. Also makes targeted removal a lot worse for our Platings. And the Infect route more viable as well.
7 Swamp
8 Forest
3 Overgrown Tomb
1 Golgari Guildgate
Threats
1 Nylea, God of the Hunt
4 Nemesis of Mortals
4 Nighthowler
4 Herald of Torment
2 Jarad, Golgari Lich Lord
3 Shadowborn Demon
4 Elvish Mystic
4 Sylvan Caryatid
Enablers
4 Satyr Wayfinder
4 Grisly Salvage
4 Commune With The Gods
Utility
1 Whip of Erebos
2 Abrupt Decay
4 Golgari Charm
3 Mistcutter Hydra
1 Whip of Erebos
1 Gaze of Granite
3 Scavenging Ooze
This is what I've been running recently. The Guildgate is just until I can get my hands on another Tomb. The Scooze's in the SB are because there is another GB Dredge player, a Jund Dredge player, and a Junk Re-animator player in my meta. I just got back into magic with born so I'm waiting to get my hands on some DRS.
So far with this list I have:
Won Game Day 4-1 in rounds losing to W/B Tempo/aggro/bestow thing? and 3-0 in the cut to top 8 (3 Jarad and no Nylea as well as Charms over AD in the MB)
Went 3-0-1 at FNM drawing with MBD in the second round.
Went 2-0-2 Drawing with the same MBD player and a Bant Control Walkers on Sat.
Overall I love the list. Everyone tells me DRS is super important but I seem to be doing just fine without him and I don't know if it would be worth having DRS to have to drop MB Abrupts and Become a little less threat dense.
I've also started running 2 MD Abrupt Decay. Its nuts against a T2 Packrat, Kills Brimaz, D-Sphere, Underworld Connections, Nightviel, Courser, Domris. Helps shore up my hardest G1 match-ups pre-board is is basically never a dead draw.
SB is really hard because we have so few flex spots. I norm drop 1 Nemesis and 1 commune for non creature SB and then against control or MBD I bring in Mistcutters for Nemesis or Heralds. But it just feels awkward SB cause I always feel like I'm messing with a winning formula.