It's almost more of a Mardu deck wins, but it has a nice curve and some great synergy in line with the aristocrats of yesteryear. Butcher + Ascendancy/Rabblemaster/Champion is easy activations to make up for the painful mana base. All of the creatures save the demon are warriors and get a nice bonus to power with the chief, allowing each of them to punch through carytids. I feel the creature base is very robust with a nice curve. I'm more worried about the spell base. It could be that thoughtsieze is a sideboard card, depending on how common sweepers are. The removal package of Ride down/Mardu charm present some interesting decisions, and it could be that Hero's Downfall is superior.
The mana base is pretty close to ideal. We have 17 sources of untapped black on turn 1 for our one drops, which is approximately 92% of the time based on the hypergeo. 13 Red and 13 white both offer upwards of 85% on turn 2/3, which is when we'd need these mana requirements.
All said, this is my first dart at the wall. The meta will have to shape up a bit to really see if this deck can pan out.
Yep, I was pretty excited to read that block was going to be continued to be supported. So long as there's no naya monsters that dominates every block like single theros block, it'll be great.
I drafted a ridiculous mono-red goblins deck after first picking a mana vault.
T1 - Mountain, Vault, Goblin Matron (getting Warchief)
T2 - Mountain, Warchief
T3 - Go nuts.
My deck had 4 chain lightning (got one seventh... yeah), 2 matron, 2 ringleader, 3 generals... it was kinda nuts. Lost the first round of the swiss by mulling to 5 and 4 to have lands in hand. Smashed everyone else.
That's the craziest thing I've had. Played pretty normal decks otherwise, although I had a 3-0 UW Control deck that could've been storm with about a million frantic searches and rituals (was kicking myself all draft when I didn't go all in in pack 1).
Looks pretty good, VonPapen. That said, the new black aggro looks particularly nasty, although Courser and Caryatid are the thorn in that deck's side.
Here's a brew I came up with today, in the enchantress vein... partially inspired by Conley Woods most recent article. Mana base probably needs work, I just populated it with lands. Not sure if it needs more scry or confluence, but the mana req's don't seem too bad.
Now the board would likely have Doomwake/Courser, which could move to the main deck over Nemesis of Mortals should they be better against the field. That may actually just be the correct move, but as it stands there are 18 enchantments to trigger constellation, plus anything you turn into a snake with Pharika. It's dredge and enchantress, in one. Brain Maggot and Nylea could both fit in this deck as well, as giving your giant dudes trample is pretty good.
So far, it's been pretty good. Only played a few games verse Esper Control, but needless to say it's fast and puts a lot of damage in the red zone often before the opponent can do much. Looks weak on paper to red burn, but I'll cross that bridge when I get there, I suppose.
Just on the Nykthos part, I don't see the ton of mama on turn 4. At most I see 5-6; you will have 4 lands(1 being Nykthos), and 4-5 devotion + 1 land untapped. Doesn't seem like the kind of thing I would want to go nuts over.
As for spear, I traded for one this past Friday and used it in my Boros build, it isn't half bad. A solid +1/1 effect, i feel it might be slightly better for us who have more creatures with natural haste than hammer. Was a last second addition but was never sad to see it pop onto the field. I still need more testing with it but wouldn't dismiss it yet.
Elspeth is a solid 1-2 of,she can either flood the board with soldiers or clear it for your own stuff to get through. Interactions with a couple of our own cards could suck for her middle ability, but regardless I am not cutting her.
Thanks for the feedback! Nykthos can power out a turn 4 stormbreath, with either 3 drop. And make it monstrous on turn 5. Maybe not the most crazy powerful, but could end the game in a hurry.
Good to see it had some potential, I guess I'm just hesitant for the double white. The buff is good, I guess I'm just more a fan of hasty golems as a method to provide more CA and turn lands into golems.
I think I agree on Elspeth. I hate how long it takes for new sets to hit MTGO, cant test to really know for another week or two.
Here's the list I've been kicking around based on everything I've read here and in the standard deck creation (Lannister's Legion) Forums... How good it is, I won't know till Theros hits MTGO. It's more aggro-midrange, but I definitely want to incorporate the top-end of Elspeth after hearing how good she is at the first few FNM's.
I'm not sure on the numbers on anything, and I feel like I'm running a bit light on removal. The late game seems really good, and maybe Elspeth is just a non-bo with Ember Swallower and Stormbreath and should just relegate her to the board, but I feel like she is really, really good and deserves the spot. I don't think the spear of heliod belongs anywhere near this deck. Nykthos should provide some crazy explosive draws with a turn 2 weird and turn 3 reckoner/phoenix for a ton of mana on turn 4.
Lots of good info in this thread for the upcoming block season, which is one of my favorites on MTGO. Polukranos seems like the new thragtusk, gotta have a way to beat it. Which is unfortunate, because I hate playing green.
My initial thoughts was an adaption of the big red/boros deck from standard, which seems like it has some good tools. Although, the biggest one (the best sweeper in the set) doesn't matter if there isn't an aggro type deck that emerges. However, with the prevalence of aggro on mtgo, I'm sure one will show up.
The thing I'm least sure about is Anax and Cymede. I figured it may be a decent replacement for Boros Reckoner against aggro, but it may not be needed, and perhaps those just become Elspeth to give another out to Polukranos. Or maybe Divine Verdict makes an appearance, as an okay but not great way to deal with the monster hydra.
Hammer gives great late game inevitability, and the majority of the creatures all survive Anger and can become monstrous in the late game to clock the opponent quickly.
Board has some decent options as well, but the power level of this set outside of a few specific cards seems pretty weak.
This deck certainly looks like it has massive potential in the upcoming standard. I've been thinking about the archetype somewhere between Sedai's list and Redkid's list, in that I like aspects of both.
I am a huge fan of Chandra as a 4 of. Her utility in providing virtual CA is what will help make this deck chug.
Assemble + Purphuros is what drew me in as a huge awesome combo, and Purph also works well with Elspeth.
I'm seeing lots of Anger the Gods in the sideboard, is anyone considering this maindeck? Maybe in a aggro-heavy environment like MTGO? Or is the wall of first strikers enough to hold aggro until the haymakers come down?
That all said, as I can't really test until Theros hits MTGO, I think I'm on this list to open with:
I think this deck has enough of an early presence to survive the aggro and burning tree decks, with a stellar lategame that should take over. Since the deck feels so heavy-red, I found it hard to include Fiendslayer Paladin.
Used your list, Disil, to a 3-1 in a daily this morning. I beat Jund aggro, Jund Midrange, and GB Aggro thing. Lost to URW when I flooded to 9 lands with him on 5. Having so much removal MD works wonders against the aggressive field. Hounds out of the board were a house, and single handedly wrecked both jund players. Wolves are still very very good, I put two maindeck, removing the volleys and add to traitorous blood to the board. Very very solid build, runs just fine on 20 land.
I feel your pain with the flooding. In a recent block daily with my 19 mountain RDW, I ended up with 10 lands to my control opponents 5 on turn 10. Great way to win with red...flood out.
What a mediocre pack. Geez. Griffin, Skyjek and Hands are the only cards I'd really want to first pick, and I go for blue, trying to avoid the popularity of white.
Pack 1 pick 2:
Way of the Thief
Spire Tracer
Syndic of Tithes
Bomber Corps
Court Street Denizen
Wildwood Rebirth
Dimir Guildgate
Prophetic Prism
Beckon Apparition
--> Drakewing Krasis
Bane Alley Broker
Ordruun Veteran
Tower Defense
Mountain
Pack 2 pick 1:
Warmind Infantry
Scatter Arc
Smite
Basilica Guards
Ember Beast
Skygames
Slate Street Ruffian
Orzhov Guildgate
Kingpin's Pet
Hydroform
Sunhome Guildmage
Call of the Nightwing
Knight of Obligation
--> Aurelia's Fury
Swamp
I agonized here. There's nothing good for me, except maybe ember beast if I end up RUG. Kingpin is good, but not my colors. I just hated the biggest bomb and said oh well.
Pack 2 pick 2:
Tin Street Market
Dutiful Thrull
--> Cloudfin Raptor
Predator's Rapport
Contaminated Ground
Armored Transport
Totally Lost
Boros Guildgate
Grisly Spectacle
Executioner's Swing
Gruul Keyrune
Dimir Charm
Ætherize
Forest
Pack 2 pick 9:
Smite
Basilica Guards
--> Ember Beast
Skygames
Slate Street Ruffian
Orzhov Guildgate
Swamp
The dork I nearly first picked came back. Huh. Take him this time!
Pack 2 pick 10:
Tin Street Market
Dutiful Thrull
Predator's Rapport
Contaminated Ground
--> Gruul Keyrune
Forest
Red splash is alive.
Pack 2 pick 11:
--> Adaptive Snapjaw
Syndicate Enforcer
Frenzied Tilling
Hold the Gates
Mountain
Round 1 was against Orzhov. I was a bit hesitant, because Orzhov can be so good. Syndic, Kingpin, Screecher, all game one. And a knight watch.
However, I get out some ground forces, and the deathcult rogue. Who gets a hands of binding to slow down the kingpin. Experiment One gets to eat the Syndic with a burst of strength, and a flashed shambleshark eats one of the knights. Then I get to suit up my rogue with last thoughts, and have a HUGE CA engine. I overwhelm him and take him out. Game 2 sees my frilled oculus get one thousand lashed, and hydroform eats his balustrade spy. Adaptive snapjaw comes down, gets evolved with the Incursion Specialist, and eats him. Game.
Round 2 was against a BUG deck. In game one, I only saw UB lands. Flyers come down and start eating away, as well as a sometimes unblockable specialist. Burst of strength on a Disciple of the old ways eats a 2/3 and the damage rolls in. At 5 lands and 3 life, he says he just needed a land to stabilize. I have a krasis, and against 5 open lands I'm thinking it could be eviction. I only swing with the krasis, and he has a trick to kill it. He gets his land, drops a smog elemental. I dump two spells on the board to get through for the last 3 with my specialist.
Game 2, he gets a ton of green land. Verdent Haven, and stuff. I'm laying the beats with a raptor and oculus. Instead of playing my disciple of the old ways on turn 5, I hold up spell rupture, thinking I'm ahead on the board and him having so much mana, something has to be coming. I was right, as a Green Primordial gets countered. Score! I continue the pressure, and he can't stabilize and packs it in.
Round 3 - Boros
Game 1 - I was waiting for this. I knew it had to be coming. The inevitable Boros Deck. I lay some early pressure, versus a syndic of tithes. He follows up with a ordruun veteran, and eventually steals my raptor to get with battalion. A Burst of strength eats his syndic, however. I keep applying the pressure, from 6 life with his board of a veteran. I chip him down to 9, and kill him with two attackers and a bloodrush slaugherhorn after he taps out for something irrelevant.
Game 2 - He floods the board, syndic, scorchwalker, armored transport. I ran a curve of raptor - experiment - specialist - slaugherhorn, making my evolvers pretty big. He attacks, and I try to trade my specialist for scorch and my slaugher for syndic, and he boros charms for the 2 for 1. Ouch. Meanwhile, my one mana evolvers are still bashing in. The following turn, I leave mana open for burst after getting in for 6 damage. I'm at 12, he's at 8. I have a nimbus swimmer in hand, but I can't evolve anything with it till the next turn. He steals my experiment and swings in with the team, for 12. I burst of strength, and eat his syndic, going to two. He wisely eats my counters on experiment. On my turn, my raptor knocks him to 4, and I make a 4/4 swimmer, with the 2/2 experiment to block his two guys. He tanks, and concedes! Winner!
So I 2-0'd all my opponents, with what I thought was a mediocre Simic deck. Lots of flying though, lots of incremental advantage. Simic needs those little tricks to act as removal, and burst of strength was the nuts, probably winning 4 of the 6 games.
Was pretty excited to win to the top 8, my first top 8 ever. I sat and typed this up while waiting for top 8 to start.
Top 8 Draft - Holy smokes was I in the right seat. Hardest deck to build, ever.
Pack 1 pick 1:
Greenside Watcher
Way of the Thief
Tin Street Market
Sage's Row Denizen
Skyblinder Staff
Nav Squad Commandos
Verdant Haven
Horror of the Dim
Grisly Spectacle
Purge the Profane
Truefire Paladin
Simic Keyrune
Boros Elite
--> Simic Manipulator
Mountain
A few good cards here, unlike my first pack. A bunch of good orzhov and boros stuff. I'll start Simic, again. Good first card.
Pack 1 pick 2:
Basilica Screecher
Way of the Thief
Spire Tracer
Riot Gear
Ivy Lane Denizen
Clinging Anemones
Horror of the Dim
Shielded Passage
Primal Visitation
Deathcult Rogue
Nimbus Swimmer
Viashino Shanktail
--> Skarrg Goliath
Swamp
Oh hello, I win card. And it plays into Simic.
Pack 1 pick 3:
Spire Tracer
Syndic of Tithes
Knight Watch
Spell Rupture
Slate Street Ruffian
--> Ember Beast
Gruul Guildgate
Wildwood Rebirth
Purge the Profane
Psychic Strike
Boros Keyrune
Viashino Shanktail
Mountain
Yuck. Could red be where I'm supposed to be at? or White? I chose beast in case I need to go gruul.
Pack 1 pick 4:
Crocanura
--> Hands of Binding
Nav Squad Commandos
Madcap Skills
Balustrade Spy
Ivy Lane Denizen
Death's Approach
Psychic Strike
Bioshift
Miming Slime
Biovisionary
Island
Croc! and miming. But Hands is sick.
Pack 1 pick 5:
Towering Thunderfist
--> Hands of Binding
Greenside Watcher
Tin Street Market
Ivy Lane Denizen
Death's Approach
Sage's Row Denizen
Primal Visitation
Dimir Charm
Signal the Clans
Mountain
Oh hello, Hands 2.
Pack 1 pick 6:
Scab-Clan Charger
Bomber Corps
Court Street Denizen
Wildwood Rebirth
Dimir Guildgate
Hydroform
Ruination Wurm
--> Experiment One
Cinder Elemental
Island
Hey, Sweet! Paydirt!
Pack 1 pick 7:
Dutiful Thrull
Act of Treason
Forced Adaptation
Sage's Row Denizen
Razortip Whip
Purge the Profane
--> Experiment One
Simic Fluxmage
Mountain
Paydirt.
Pack 1 pick 8:
--> Greenside Watcher
Tin Street Market
Midnight Recovery
Zarichi Tiger
Skygames
Mortus Strider
Signal the Clans
Mountain
Pack 1 pick 9:
--> Greenside Watcher
Tin Street Market
Skyblinder Staff
Verdant Haven
Horror of the Dim
Purge the Profane
Mountain
Pack 1 pick 10:
Way of the Thief
Spire Tracer
Riot Gear
--> Ivy Lane Denizen
Primal Visitation
Swamp
Woulda liked a few Oculus, but thems the beats. Seems really strong, with 4 one mana evolvers.
Deck looked insane. The matches:
Match 1 - Orzhov, who I was passing to.
Game 1:
I drop a sprite on turn 2, to his basilica screecher.
I hands of binding, and get in for 2. He drops a skyjek and extorts.
I swing through, tap down the skyjek, and play crocanura. He plays slate street ruffian and extorts.
I drop a greenside watcher, swing and tap down the ruffian. He plays a vizkopa and extorts.
I swing with the greenside and sprite, holding up slaughterhorn and burst, both of which I have, but on one forest. I've missed a land drop or two already. He trades the skyjek for the greenside, and I tap down his ruffian. I play a krasis post combat, evolving my croc to 3/5. He plays the Angelic Skirmisher. So much for not facing it!
I attack with crocanura, again holding up the tricks. He had given his squad first strike. He doesn't block. On his turn, he swings with the angel, with first strike. I burst my croc, and eat the angel, which he gives lifelink. I'm telling you, great card! He plays a thrull after combat, and extorts.
I attack with my fliers, and he attempts to trade his screecher for my krasis. I bloodrush and eat it. He casts a wight, and extorts.
I cast my ceratok, and swing with the crew. At some point I had played a cloudfin and the specialist, which I didn't write down. He takes down to 2, with my specialist and ceratok back. He concedes the next turn.
Game 2:
I keep a bad hand with 5 lands, and get run over with thrull into syndic into screecher into BO, by time I'm able to cast anything I'm pretty well dead. I figure my luck was going to run out some time, and I drew a ton of land.
Game 3:
I keep a great 7, island forest cloudfin burst krasis miming slime manipulator. I play cloudfin on one. He plays a thrull. I play my forest and pass, and eat the thrull with burst while he drops a syndic.
Guess what?
I kept a two lander.
So I miss my land drop, and continue drawing crap I can't cast.
He drops a skyjek, extorts.
I draw... spell rupture, which I sided in to combat the skirmisher.
He gets stuck on three, casts BO and extorts, which I counter after the extort. I then trade with the skyjek.
I draw... not a land. He continues dropping stuff, gutter skulk and extort, balustrade spy to snipe the forest off the top of my deck, as I draw no lands and die to bears beating me up. Sad and pathetic way to end the run. 5 and 2 Land hands are cursed to always screw or always flood. I think I learn my lesson, then nope! I let myself get pushed around by it again.
Still, Top 8 and getting an invite is sweet. Plus, 9 packs and a fury to sell. Not a bad event!
For the most part, I liked adding the land. Made it a bit more consistent. Legion Loyalists were very good, letting me swing past a handful of dorks in a few matches. I'm considering testing Mugging over Pillar the next time I have some time to test. I flooded quite a bit yesterday, getting 8 and 6 lands after drawn 15 cards in one match.
One land hands are very risky. I've kept one land with 4 one drops, only to end up with like 5 two drops in my hand after 7 turns without getting the second land. I didn't run out of things to play, but needless to say, my stuff was getting outclassed. Two lands with a green source is my ideal hand.
I play-tested Saito's original list last night in the Tournament Practice room. It's very explosive, and has frequent turn four wins through opposition. The one main deck change I made was a third madcap skills over the fourth VS.
I'd be a liar if I said I didn't want to see One drop into Madcap every game. It's very backbreaking, even on the play. You treat the card more as a lava spike than an aura, and if they don't have a removal its got buyback for free. Yes, you can get two for oned, but with so much gas in the deck, and such little land, you never really fold to a wrath. It nicely goes under most mid-range lists, I remember playing jund and saying I don't have a shot against this... well, until I won. Game one was not particularly close, but in games two and three I had more threats than he had removal. I've made a few more tweaks to the list and may test it some more tonight.
Even without a BTE, it still can do just fine. It pushes damage through, and rancor is a house. Lets every guy trade with most big creatures that are played currently, and you typically have juice to keep going while they are stuck casting their one big guy and waiting. And when you do draw a ridiculous BTE chain? Pack it in. I did this last night against a poor control deck...
T1 Noble
T2 BTE -> Madcap, swing for 4.
T3 Boar, haste, swing for 10.
On the play, he was at 6 life on turn 3 and had nothing he could do to survive.
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4 Bloodsoaked Champion
4 Chief of the Edge
4 War-name Aspirant
4 Goblin Rabblemaster
4 Butcher of the Horde
3 Mardu Ascendancy
3 Mardu Charm
3 Ride Down
4 Bloodstained Mire
4 Caves of Koilos
4 Battlefield Forge
4 Mana Confluence
1 Plains
1 Mountain
5 Swamp
It's almost more of a Mardu deck wins, but it has a nice curve and some great synergy in line with the aristocrats of yesteryear. Butcher + Ascendancy/Rabblemaster/Champion is easy activations to make up for the painful mana base. All of the creatures save the demon are warriors and get a nice bonus to power with the chief, allowing each of them to punch through carytids. I feel the creature base is very robust with a nice curve. I'm more worried about the spell base. It could be that thoughtsieze is a sideboard card, depending on how common sweepers are. The removal package of Ride down/Mardu charm present some interesting decisions, and it could be that Hero's Downfall is superior.
The mana base is pretty close to ideal. We have 17 sources of untapped black on turn 1 for our one drops, which is approximately 92% of the time based on the hypergeo. 13 Red and 13 white both offer upwards of 85% on turn 2/3, which is when we'd need these mana requirements.
All said, this is my first dart at the wall. The meta will have to shape up a bit to really see if this deck can pan out.
T1 - Mountain, Vault, Goblin Matron (getting Warchief)
T2 - Mountain, Warchief
T3 - Go nuts.
My deck had 4 chain lightning (got one seventh... yeah), 2 matron, 2 ringleader, 3 generals... it was kinda nuts. Lost the first round of the swiss by mulling to 5 and 4 to have lands in hand. Smashed everyone else.
That's the craziest thing I've had. Played pretty normal decks otherwise, although I had a 3-0 UW Control deck that could've been storm with about a million frantic searches and rituals (was kicking myself all draft when I didn't go all in in pack 1).
Here's a brew I came up with today, in the enchantress vein... partially inspired by Conley Woods most recent article. Mana base probably needs work, I just populated it with lands. Not sure if it needs more scry or confluence, but the mana req's don't seem too bad.
9 Swamp
9 Forest
4 Sylvan Caryatid
4 Satyr Wayfinder
4 Nyx Weaver
4 Nighthowler
4 Nemesis of Mortals
4 Eidolon of Blossoms
2 Pharika, God of Affliction
2 Herald of Torment
2 Hero's Downfall
1 Silence the Believers
2 Strength from the Fallen
1 Whip of Erebos
Now the board would likely have Doomwake/Courser, which could move to the main deck over Nemesis of Mortals should they be better against the field. That may actually just be the correct move, but as it stands there are 18 enchantments to trigger constellation, plus anything you turn into a snake with Pharika. It's dredge and enchantress, in one. Brain Maggot and Nylea could both fit in this deck as well, as giving your giant dudes trample is pretty good.
Just two cents worth of thoughts I had.
4 Akroan Crusader
4 Firedrinker Satyr
4 Arena Athlete
4 Two-headed Cerberus
3 Fanatic of Mogis
4 Titan's Strength
4 Ordeal of Purphuros
4 Dragon Mantle
4 Lightning Strike
4 Portent of Betrayal
4 Spark Jolt
4 Magma Jet
3 Peak Eruption
So far, it's been pretty good. Only played a few games verse Esper Control, but needless to say it's fast and puts a lot of damage in the red zone often before the opponent can do much. Looks weak on paper to red burn, but I'll cross that bridge when I get there, I suppose.
Thanks for the feedback! Nykthos can power out a turn 4 stormbreath, with either 3 drop. And make it monstrous on turn 5. Maybe not the most crazy powerful, but could end the game in a hurry.
Good to see it had some potential, I guess I'm just hesitant for the double white. The buff is good, I guess I'm just more a fan of hasty golems as a method to provide more CA and turn lands into golems.
I think I agree on Elspeth. I hate how long it takes for new sets to hit MTGO, cant test to really know for another week or two.
4 Sacred Foundry
1 Boros Guildgate
2 Nykthos, Shrine to Nix
3 Plains
11 Mountain
4 Frostburn Weird
4 Boros Reckoner
3 Chandra's Phoenix
4 Ember Swallower
3 Stormbreath Dragon
2 Elspeth, Sun's Champion
3 Chained to the Rocks
4 Magma Jet
3 Mizzium Mortars
2 Hammer of Purphoros
2 Wear
2 Assemble the Legion
3 Anger the Gods
2 Glare of Heresy
1 Mizzium Mortars
2 Warleader's Helix
1 Chained to the Rocks
2 ?
I'm not sure on the numbers on anything, and I feel like I'm running a bit light on removal. The late game seems really good, and maybe Elspeth is just a non-bo with Ember Swallower and Stormbreath and should just relegate her to the board, but I feel like she is really, really good and deserves the spot. I don't think the spear of heliod belongs anywhere near this deck. Nykthos should provide some crazy explosive draws with a turn 2 weird and turn 3 reckoner/phoenix for a ton of mana on turn 4.
Any thoughts?
My initial thoughts was an adaption of the big red/boros deck from standard, which seems like it has some good tools. Although, the biggest one (the best sweeper in the set) doesn't matter if there isn't an aggro type deck that emerges. However, with the prevalence of aggro on mtgo, I'm sure one will show up.
Here was my first draft at a list...
9 Plains
12 Mountain
3 Anax and Cymede
4 Ember Swallower
4 Hundred-handed One
3 Celestial Archon
3 Stormbreath Dragon
4 Magma Jet
4 Anger the Gods
4 Chained to the Rocks
2 Hammer of Purphuros
The thing I'm least sure about is Anax and Cymede. I figured it may be a decent replacement for Boros Reckoner against aggro, but it may not be needed, and perhaps those just become Elspeth to give another out to Polukranos. Or maybe Divine Verdict makes an appearance, as an okay but not great way to deal with the monster hydra.
Hammer gives great late game inevitability, and the majority of the creatures all survive Anger and can become monstrous in the late game to clock the opponent quickly.
Board has some decent options as well, but the power level of this set outside of a few specific cards seems pretty weak.
Just my two cents.
I am a huge fan of Chandra as a 4 of. Her utility in providing virtual CA is what will help make this deck chug.
Assemble + Purphuros is what drew me in as a huge awesome combo, and Purph also works well with Elspeth.
I'm seeing lots of Anger the Gods in the sideboard, is anyone considering this maindeck? Maybe in a aggro-heavy environment like MTGO? Or is the wall of first strikers enough to hold aggro until the haymakers come down?
That all said, as I can't really test until Theros hits MTGO, I think I'm on this list to open with:
2 Boros Guildgate
4 Temple of Triumph
2 Mutavault
1 Nykthos, Shrine of to Nyx
9 Mountain
3 Plains
4 Boros Reckoner
3 Purphuros, God of the Forge
2 Stormbreath Dragon
4 Chandra, Pyromaster
3 Elspeth, Sun's Champion
3 Assemble the Legion
3 Mizzium Mortars
3 Chained to the Rock
2 Warleader's Helix
I think this deck has enough of an early presence to survive the aggro and burning tree decks, with a stellar lategame that should take over. Since the deck feels so heavy-red, I found it hard to include Fiendslayer Paladin.
I don't know, just my 2 cents.
I feel your pain with the flooding. In a recent block daily with my 19 mountain RDW, I ended up with 10 lands to my control opponents 5 on turn 10. Great way to win with red...flood out.
Event #: 5020000
Time: 2/17/2013 3:01:01 PM
Players:
glavian
sunsetwest
caldwo
Bro9
Kirmark
Toastmachine
medvedev
Dakkon271
Brivenix
mattb
Tigerland
SwingLow
dav5037
ronnybgood10
--> TptBahamut
mechalink
ChickenArise
Jimbobaway
hbk2099
frakntoaster
khis
Tormented
Vagar
evilchop
OneStepBehind
Huima
zybertony
Danny7
Paella
FaithfulLooting
Matteso
_Batutinha_
Manning
luna_1984
adlar
thew_retched
SSJFIRZEN
MajinKoba
1Fatal1
Dreco
DHeisman
Negator74
Asmodeius
tnequipa
Gurych1
__CH1
Raistlin1
Toffel
MnMian
oilmanmojo
MattesCZ
Samurai
Farmor
epolante
jubby
biosxenikos
goobafish
deitystrife
shishango
CUBErt
Elof3
Erkan Maria Moosleitner
ChiakX
Avian Steelwing
------ GTC ------
Pack 1 pick 1:
Daring Skyjek
Towering Thunderfist
--> Hands of Binding
Burst of Strength
Prophetic Prism
Orzhov Guildgate
Totally Lost
Assault Griffin
Executioner's Swing
Paranoid Delusions
Nimbus Swimmer
Boros Keyrune
Smog Elemental
Glaring Spotlight
Mountain
What a mediocre pack. Geez. Griffin, Skyjek and Hands are the only cards I'd really want to first pick, and I go for blue, trying to avoid the popularity of white.
Pack 1 pick 2:
Way of the Thief
Spire Tracer
Syndic of Tithes
Bomber Corps
Court Street Denizen
Wildwood Rebirth
Dimir Guildgate
Prophetic Prism
Beckon Apparition
--> Drakewing Krasis
Bane Alley Broker
Ordruun Veteran
Tower Defense
Mountain
A nice flyer to follow up my hands with.
Pack 1 pick 3:
Scab-Clan Charger
Daring Skyjek
Towering Thunderfist
Death's Approach
Millennial Gargoyle
Verdant Haven
Sage's Row Denizen
Act of Treason
Primal Visitation
Urbis Protector
Smog Elemental
--> Experiment One
Swamp
Hey, one of the premium Simic one drops. I'm on board!
Pack 1 pick 4:
Dutiful Thrull
Mark for Death (FOIL)
Contaminated Ground
Dimir Guildgate
Naturalize
Spell Rupture
Slate Street Ruffian
Paranoid Delusions
Zhur-Taa Swine
Orzhov Keyrune
--> Sapphire Drake
Plains
A good finisher, over mostly nothing.
Pack 1 pick 5:
Leyline Phantom
Shadow Alley Denizen
Skinbrand Goblin
Last Thoughts
Contaminated Ground (FOIL)
Court Street Denizen
Naturalize
Psychic Strike
Incursion Specialist
--> Ooze Flux
Forest
I've heard this is crazy. Drew it once or twice, never cast it.
Pack 1 pick 6:
Aerial Maneuver
Spire Tracer
Skygames
Slate Street Ruffian
Bomber Corps
Martial Glory
--> Nimbus Swimmer
Simic Keyrune
Skullcrack
Plains
Swimmer or keyrune. Swimmer will trigger evolve, and is another good flyer.
Pack 1 pick 7:
Midnight Recovery
Last Thoughts
Naturalize
--> Spell Rupture
Mortus Strider
Cartel Aristocrat
Serene Remembrance
Undercity Plague
Swamp
I've played against this in constructed, and it's gotten me good.
Pack 1 pick 8:
Massive Raid
Millennial Gargoyle
Sage's Row Denizen
--> Act of Treason
Mortus Strider
Ruination Wurm
Mark for Death
Mountain
Maybe RUG is alive. Nothing spectacular in red coming around over the simic choices, though.
Pack 1 pick 9:
Towering Thunderfist
--> Prophetic Prism
Orzhov Guildgate
Assault Griffin
Paranoid Delusions
Glaring Spotlight
Mountain
Fixing should red still work.
Pack 1 pick 10:
--> Way of the Thief
Bomber Corps
Wildwood Rebirth
Prophetic Prism
Tower Defense
Mountain
Get some gates, get some unblockable.
Pack 1 pick 11:
Towering Thunderfist
--> Verdant Haven
Primal Visitation
Smog Elemental
Swamp
Pack 1 pick 12:
Dutiful Thrull
Contaminated Ground
--> Paranoid Delusions
Plains
Pack 1 pick 13:
Shadow Alley Denizen
--> Naturalize
Forest
Pack 1 pick 14:
--> Skygames
Plains
Pack 1 pick 15:
--> Swamp
------ GTC ------
Pack 2 pick 1:
Warmind Infantry
Scatter Arc
Smite
Basilica Guards
Ember Beast
Skygames
Slate Street Ruffian
Orzhov Guildgate
Kingpin's Pet
Hydroform
Sunhome Guildmage
Call of the Nightwing
Knight of Obligation
--> Aurelia's Fury
Swamp
I agonized here. There's nothing good for me, except maybe ember beast if I end up RUG. Kingpin is good, but not my colors. I just hated the biggest bomb and said oh well.
Pack 2 pick 2:
Tin Street Market
Dutiful Thrull
--> Cloudfin Raptor
Predator's Rapport
Contaminated Ground
Armored Transport
Totally Lost
Boros Guildgate
Grisly Spectacle
Executioner's Swing
Gruul Keyrune
Dimir Charm
Ætherize
Forest
Yes please.
Pack 2 pick 3:
--> Frilled Oculus
Scab-Clan Charger
Daring Skyjek
Assault Griffin
Adaptive Snapjaw
Skinbrand Goblin
Syndicate Enforcer
Simic Guildgate
Purge the Profane
Frenzied Tilling
Dinrova Horror
Hold the Gates
Mountain
Yes Please!
Pack 2 pick 4:
Basilica Screecher
--> Disciple of the Old Ways
Burst of Strength
Basilica Guards
Spell Rupture
Simic Guildgate
Zarichi Tiger
Ordruun Veteran
Simic Keyrune
Firefist Striker
Thespian's Stage
Swamp
Decent guy.
Pack 2 pick 5:
Spire Tracer
Knight Watch
Zarichi Tiger
Skygames
Corpse Blockade
Psychic Strike
Signal the Clans (FOIL)
Merfolk of the Depths
Alpha Authority
--> Incursion Specialist
Mountain
Hadn't seen this guy played. He was very good for me!
Pack 2 pick 6:
Scorchwalker
Daring Skyjek
--> Frilled Oculus
Shadow Slice
Ember Beast
Gruul Guildgate
Wildwood Rebirth
Kingpin's Pet
Miming Slime
Island
Now we're rocking.
Pack 2 pick 7:
Gutter Skulk
--> Keymaster Rogue
Nav Squad Commandos
Madcap Skills
Balustrade Spy
Voidwalk
Ripscale Predator
Luminate Primordial
Swamp
Unblockable is good, I hear.
Pack 2 pick 8:
Aerial Maneuver
Syndicate Enforcer
Burst of Strength
Basilica Guards
Bioshift
Frenzied Tilling
--> Hindervines
Swamp
Maybe?
Pack 2 pick 9:
Smite
Basilica Guards
--> Ember Beast
Skygames
Slate Street Ruffian
Orzhov Guildgate
Swamp
The dork I nearly first picked came back. Huh. Take him this time!
Pack 2 pick 10:
Tin Street Market
Dutiful Thrull
Predator's Rapport
Contaminated Ground
--> Gruul Keyrune
Forest
Red splash is alive.
Pack 2 pick 11:
--> Adaptive Snapjaw
Syndicate Enforcer
Frenzied Tilling
Hold the Gates
Mountain
Good semi fatty, late.
Pack 2 pick 12:
Burst of Strength
--> Spell Rupture
Thespian's Stage
Swamp
Between this and the burst, took the second rupture.
Pack 2 pick 13:
Skygames
--> Merfolk of the Depths
Mountain
Pack 2 pick 14:
--> Gruul Guildgate
Island
Pack 2 pick 15:
--> Swamp
------ GTC ------
Pack 3 pick 1:
Devour Flesh
Tin Street Market
--> Cloudfin Raptor
Keymaster Rogue
Death's Approach
Millennial Gargoyle
Verdant Haven
Sage's Row Denizen
Ruination Wurm
Paranoid Delusions
Urbis Protector
Debtor's Pulpit
Serene Remembrance
Spark Trooper
Island
Two sweet boros rares I opened. Go go Raptor!
Pack 3 pick 2:
--> Slaughterhorn
Dutiful Thrull
Towering Thunderfist
Way of the Thief
Syndicate Enforcer
Burst of Strength
Basilica Guards
Ruination Wurm
Paranoid Delusions
Ground Assault
Dimir Keyrune
Mental Vapors
Rubblehulk
Mountain
Here was my choice between red splash and straight simic. I don't think I even saw the assault, but stuck to simic and chose the horn.
Pack 3 pick 3:
Structural Collapse
Angelic Edict
Shadow Alley Denizen
Act of Treason
Forced Adaptation
Nav Squad Commandos
Sage's Row Denizen
Razortip Whip
Primal Visitation
--> Deathcult Rogue
Orzhov Keyrune
Knight of Obligation
Island
Workhorse. Guy was awesome.
Pack 3 pick 4:
Syndic of Tithes
Shadow Alley Denizen
Crocanura
Verdant Haven
Sage's Row Denizen
Act of Treason
Shielded Passage
--> Shambleshark
Shattering Blow
Boros Elite
Biovisionary
Plains
The other simic common I wanted. Good deal, to get at least one.
Pack 3 pick 5:
Shadow Slice
Dutiful Thrull
Gruul Guildgate
Wildwood Rebirth
Foundry Street Denizen
Corpse Blockade
Armored Transport
--> Hydroform
Ruination Wurm
Righteous Charge
Swamp
Was scrapping a few playables short, and seemed like a decent trick or way to end the game.
Pack 3 pick 6:
Tin Street Market
Skinbrand Goblin
--> Last Thoughts
Gruul Guildgate
Naturalize
Hydroform
Ruination Wurm
Ordruun Veteran
Alpha Authority
Plains
This card was bonkers, way better than I imagined.
Pack 3 pick 7:
--> Warmind Infantry
Balustrade Spy
Guildscorn Ward
Furious Resistance
Riot Gear
Zhur-Taa Swine
Fortress Cyclops
Hold the Gates
Swamp
Take the decent red guy, try to bring down the boros a bit. Nothing for me.
Pack 3 pick 8:
--> Scab-Clan Charger
Daring Skyjek
Prophetic Prism
Orzhov Guildgate
Skyblinder Staff
Gateway Shade
Whispering Madness
Mountain
Good pick-up.
Pack 3 pick 9:
Tin Street Market
Millennial Gargoyle
Verdant Haven
Ruination Wurm
--> Paranoid Delusions
Serene Remembrance
Island
Pack 3 pick 10:
Towering Thunderfist
Way of the Thief
--> Burst of Strength
Paranoid Delusions
Mental Vapors
Mountain
Another work-horse. Gladly main one of these every time.
Pack 3 pick 11:
Structural Collapse
--> Nav Squad Commandos
Razortip Whip
Primal Visitation
Island
Pack 3 pick 12:
Verdant Haven
--> Act of Treason
Shattering Blow
Plains
Pack 3 pick 13:
Wildwood Rebirth
--> Foundry Street Denizen
Swamp
Pack 3 pick 14:
--> Tin Street Market
Plains
Pack 3 pick 15:
--> Swamp
The deck:
8 Forest
2 Cloudfin Raptor
1 Experiment One
2 Frilled Oculus
1 Shambleshark
1 Disciple of the Old Ways
1 Incursion Specialist
1 Drakewing Krasis
1 Keymaster Rogue
1 Scab-Clan Charger
1 Slaughterhorn
1 Deathcult Rogue
1 Adaptive Snapjaw
1 Nimbus Swimmer
1 Sapphire Drake
1 Last Thoughts
1 Hands of Binding
1 Hydroform
1 Burst of Strength
1 Prophetic Prism
1 Ooze Flux
The Matches!
Round 1 was against Orzhov. I was a bit hesitant, because Orzhov can be so good. Syndic, Kingpin, Screecher, all game one. And a knight watch.
However, I get out some ground forces, and the deathcult rogue. Who gets a hands of binding to slow down the kingpin. Experiment One gets to eat the Syndic with a burst of strength, and a flashed shambleshark eats one of the knights. Then I get to suit up my rogue with last thoughts, and have a HUGE CA engine. I overwhelm him and take him out. Game 2 sees my frilled oculus get one thousand lashed, and hydroform eats his balustrade spy. Adaptive snapjaw comes down, gets evolved with the Incursion Specialist, and eats him. Game.
Round 2 was against a BUG deck. In game one, I only saw UB lands. Flyers come down and start eating away, as well as a sometimes unblockable specialist. Burst of strength on a Disciple of the old ways eats a 2/3 and the damage rolls in. At 5 lands and 3 life, he says he just needed a land to stabilize. I have a krasis, and against 5 open lands I'm thinking it could be eviction. I only swing with the krasis, and he has a trick to kill it. He gets his land, drops a smog elemental. I dump two spells on the board to get through for the last 3 with my specialist.
Game 2, he gets a ton of green land. Verdent Haven, and stuff. I'm laying the beats with a raptor and oculus. Instead of playing my disciple of the old ways on turn 5, I hold up spell rupture, thinking I'm ahead on the board and him having so much mana, something has to be coming. I was right, as a Green Primordial gets countered. Score! I continue the pressure, and he can't stabilize and packs it in.
Round 3 - Boros
Game 1 - I was waiting for this. I knew it had to be coming. The inevitable Boros Deck. I lay some early pressure, versus a syndic of tithes. He follows up with a ordruun veteran, and eventually steals my raptor to get with battalion. A Burst of strength eats his syndic, however. I keep applying the pressure, from 6 life with his board of a veteran. I chip him down to 9, and kill him with two attackers and a bloodrush slaugherhorn after he taps out for something irrelevant.
Game 2 - He floods the board, syndic, scorchwalker, armored transport. I ran a curve of raptor - experiment - specialist - slaugherhorn, making my evolvers pretty big. He attacks, and I try to trade my specialist for scorch and my slaugher for syndic, and he boros charms for the 2 for 1. Ouch. Meanwhile, my one mana evolvers are still bashing in. The following turn, I leave mana open for burst after getting in for 6 damage. I'm at 12, he's at 8. I have a nimbus swimmer in hand, but I can't evolve anything with it till the next turn. He steals my experiment and swings in with the team, for 12. I burst of strength, and eat his syndic, going to two. He wisely eats my counters on experiment. On my turn, my raptor knocks him to 4, and I make a 4/4 swimmer, with the 2/2 experiment to block his two guys. He tanks, and concedes! Winner!
So I 2-0'd all my opponents, with what I thought was a mediocre Simic deck. Lots of flying though, lots of incremental advantage. Simic needs those little tricks to act as removal, and burst of strength was the nuts, probably winning 4 of the 6 games.
Was pretty excited to win to the top 8, my first top 8 ever. I sat and typed this up while waiting for top 8 to start.
Top 8 Draft - Holy smokes was I in the right seat. Hardest deck to build, ever.
Event #: 5020000
Time: 2/17/2013 6:09:33 PM
Players:
glavian
sunsetwest
caldwo
Bro9
Kirmark
Toastmachine
medvedev
Dakkon271
Brivenix
mattb
Tigerland
SwingLow
dav5037
ronnybgood10
--> TptBahamut
mechalink
ChickenArise
Jimbobaway
hbk2099
frakntoaster
khis
Tormented
Vagar
evilchop
OneStepBehind
Huima
zybertony
Danny7
Paella
FaithfulLooting
Matteso
_Batutinha_
Manning
luna_1984
adlar
thew_retched
SSJFIRZEN
MajinKoba
1Fatal1
Dreco
DHeisman
Negator74
Asmodeius
tnequipa
Gurych1
__CH1
Raistlin1
Toffel
MnMian
oilmanmojo
MattesCZ
Samurai
Farmor
epolante
jubby
biosxenikos
goobafish
deitystrife
shishango
CUBErt
Elof3
Erkan Maria Moosleitner
ChiakX
Avian Steelwing
------ GTC ------
Pack 1 pick 1:
Greenside Watcher
Way of the Thief
Tin Street Market
Sage's Row Denizen
Skyblinder Staff
Nav Squad Commandos
Verdant Haven
Horror of the Dim
Grisly Spectacle
Purge the Profane
Truefire Paladin
Simic Keyrune
Boros Elite
--> Simic Manipulator
Mountain
A few good cards here, unlike my first pack. A bunch of good orzhov and boros stuff. I'll start Simic, again. Good first card.
Pack 1 pick 2:
Basilica Screecher
Way of the Thief
Spire Tracer
Riot Gear
Ivy Lane Denizen
Clinging Anemones
Horror of the Dim
Shielded Passage
Primal Visitation
Deathcult Rogue
Nimbus Swimmer
Viashino Shanktail
--> Skarrg Goliath
Swamp
Oh hello, I win card. And it plays into Simic.
Pack 1 pick 3:
Spire Tracer
Syndic of Tithes
Knight Watch
Spell Rupture
Slate Street Ruffian
--> Ember Beast
Gruul Guildgate
Wildwood Rebirth
Purge the Profane
Psychic Strike
Boros Keyrune
Viashino Shanktail
Mountain
Yuck. Could red be where I'm supposed to be at? or White? I chose beast in case I need to go gruul.
Pack 1 pick 4:
Crocanura
--> Hands of Binding
Nav Squad Commandos
Madcap Skills
Balustrade Spy
Ivy Lane Denizen
Death's Approach
Psychic Strike
Bioshift
Miming Slime
Biovisionary
Island
Croc! and miming. But Hands is sick.
Pack 1 pick 5:
Towering Thunderfist
--> Hands of Binding
Greenside Watcher
Tin Street Market
Ivy Lane Denizen
Death's Approach
Sage's Row Denizen
Primal Visitation
Dimir Charm
Signal the Clans
Mountain
Oh hello, Hands 2.
Pack 1 pick 6:
Scab-Clan Charger
Bomber Corps
Court Street Denizen
Wildwood Rebirth
Dimir Guildgate
Hydroform
Ruination Wurm
--> Experiment One
Cinder Elemental
Island
Hey, Sweet! Paydirt!
Pack 1 pick 7:
Dutiful Thrull
Act of Treason
Forced Adaptation
Sage's Row Denizen
Razortip Whip
Purge the Profane
--> Experiment One
Simic Fluxmage
Mountain
Paydirt.
Pack 1 pick 8:
--> Greenside Watcher
Tin Street Market
Midnight Recovery
Zarichi Tiger
Skygames
Mortus Strider
Signal the Clans
Mountain
Pack 1 pick 9:
--> Greenside Watcher
Tin Street Market
Skyblinder Staff
Verdant Haven
Horror of the Dim
Purge the Profane
Mountain
Pack 1 pick 10:
Way of the Thief
Spire Tracer
Riot Gear
--> Ivy Lane Denizen
Primal Visitation
Swamp
Pack 1 pick 11:
Spire Tracer
--> Spell Rupture
Slate Street Ruffian
Wildwood Rebirth
Mountain
Pack 1 pick 12:
Bioshift
--> Miming Slime
Biovisionary
Island
Looks like this is the simic seat. Wow. Good deal!
Pack 1 pick 13:
Tin Street Market
--> Primal Visitation
Mountain
Pack 1 pick 14:
--> Wildwood Rebirth
Island
Pack 1 pick 15:
--> Mountain
------ GTC ------
Pack 2 pick 1:
--> Cloudfin Raptor
Aerial Maneuver
Spire Tracer
Shadow Slice
Skyblinder Staff
Nav Squad Commandos
Verdant Haven
Horror of the Dim
Hydroform
Skyknight Legionnaire
Duskmantle Guildmage
Alpha Authority
Holy Mantle
Blind Obedience
Forest
Good stuff here. And by good stuff, I mean Raptor. Awesome.
Pack 2 pick 2:
Massive Raid
--> Metropolis Sprite
Angelic Edict
Devour Flesh
Predator's Rapport
Corpse Blockade
Armored Transport
Syndicate Enforcer
Mugging
Executioner's Swing
Merfolk of the Depths
Incursion Specialist
Glaring Spotlight
Swamp
Good two drop to evolve.
Pack 2 pick 3:
Scatter Arc
Structural Collapse
Razortip Whip
Furious Resistance
--> Keymaster Rogue
Death's Approach
Millennial Gargoyle
Beckon Apparition
Zhur-Taa Swine
Fortress Cyclops
Simic Keyrune
Legion Loyalist
Forest
Pack 2 pick 4:
Shadow Slice
Forest (FOIL)
Death's Approach
Balustrade Spy
Guildscorn Ward
Furious Resistance
Wojek Halberdiers
Hydroform
Cartel Aristocrat
--> Hindervines
Undercity Informer
Plains
Pack 2 pick 5:
Knight Watch
Contaminated Ground
Greenside Watcher
Last Thoughts
Court Street Denizen
Naturalize
Armored Transport
Psychic Strike
--> Miming Slime
Hold the Gates
Swamp
Pack 2 pick 6:
Daring Skyjek
Verdant Haven
--> Keymaster Rogue
Nav Squad Commandos
Balustrade Spy
Martial Glory
Psychic Strike
Agoraphobia
Voidwalk
Swamp
Pack 2 pick 7:
Knight Watch
Slate Street Ruffian
Orzhov Guildgate
--> Adaptive Snapjaw
Horror of the Dim (FOIL)
Midnight Recovery
Martial Glory
Boros Keyrune
Mountain
Pack 2 pick 8:
--> Forced Adaptation
Millennial Gargoyle
Shielded Passage
Act of Treason
Riot Gear
Mortus Strider
Ruination Wurm
Plains
Pack 2 pick 9:
Spire Tracer
Shadow Slice
Skyblinder Staff
Horror of the Dim
--> Hydroform
Alpha Authority
Forest
Pack 2 pick 10:
Predator's Rapport
Corpse Blockade
Armored Transport
Merfolk of the Depths
--> Incursion Specialist
Swamp
Great wheel, was hoping to wheel this one.
Pack 2 pick 11:
--> Scatter Arc
Structural Collapse
Razortip Whip
Furious Resistance
Forest
Pack 2 pick 12:
--> Forest (FOIL)
Guildscorn Ward
Furious Resistance
Plains
Pack 2 pick 13:
--> Naturalize
Hold the Gates
Swamp
Pack 2 pick 14:
Voidwalk
--> Swamp
Minimized and missed this pick. Voidwalk wouldn't have done a terrible amount.
Pack 2 pick 15:
--> Mountain
------ GTC ------
Pack 3 pick 1:
Massive Raid
Knight Watch
Contaminated Ground
Assault Griffin
Skyblinder Staff
Skinbrand Goblin
Last Thoughts
Gruul Guildgate
Zhur-Taa Swine
Martial Glory
Dimir Charm
--> Ætherize
Smog Elemental
Angelic Skirmisher
Swamp
Sweet rare... hope we don't play against it.
Pack 3 pick 2:
--> Cloudfin Raptor
Aerial Maneuver
Spire Tracer
Shielded Passage
Act of Treason
Riot Gear
Verdant Haven
Primal Visitation
Wojek Halberdiers
Simic Charm
Skullcrack
Simic Fluxmage
Molten Primordial
Forest
This pick was agonizing. Simic charm is great. So is fluxmage. But I choose... the raptor. I want to curve out and just destroy stuff.
Pack 3 pick 3:
Metropolis Sprite
--> Slaughterhorn
Riot Gear
Forced Adaptation
Keymaster Rogue
Horror of the Dim
Guildscorn Ward
Beckon Apparition
Burning-Tree Emissary
Murder Investigation
Hindervines
Blind Obedience
Plains
Another BO. Sheesh. Slaugher is sweet.
Pack 3 pick 4:
Scorchwalker
Leyline Phantom
Verdant Haven
Sage's Row Denizen
Act of Treason
Shielded Passage
Paranoid Delusions
--> Drakewing Krasis
Ætherize
Thrull Parasite
Wrecking Ogre
Mountain
Ah, yes.
Pack 3 pick 5:
Disciple of the Old Ways
Scatter Arc
Shielded Passage
Riot Gear
Forced Adaptation
Keymaster Rogue
Bioshift
Mountain (FOIL)
--> Crowned Ceratok
Incursion Specialist
Forest
Good!
Pack 3 pick 6:
Shadow Alley Denizen
--> Crocanura
Burst of Strength
Spell Rupture
Simic Guildgate
Zarichi Tiger
Skarrg Guildmage
Ripscale Predator
High Priest of Penance
Forest
Very good!
Pack 3 pick 7:
Towering Thunderfist
--> Hands of Binding
Razortip Whip
Furious Resistance
Forced Adaptation
Shattering Blow
Hold the Gates
Gateway Shade
Swamp
Well, I'll be.
Pack 3 pick 8:
Predator's Rapport
Contaminated Ground
Boros Guildgate
--> Adaptive Snapjaw
Skinbrand Goblin
Ruination Wurm
Dying Wish
Forest
Pack 3 pick 9:
Knight Watch
Contaminated Ground
Skyblinder Staff
Last Thoughts
--> Gruul Guildgate
Martial Glory
Swamp
Pack 3 pick 10:
Spire Tracer
Shielded Passage
Act of Treason
--> Verdant Haven
Primal Visitation
Forest
Pack 3 pick 11:
Riot Gear
Forced Adaptation
Guildscorn Ward
--> Hindervines
Plains
Pack 3 pick 12:
--> Leyline Phantom
Verdant Haven
Sage's Row Denizen
Mountain
Pack 3 pick 13:
Riot Gear
--> Bioshift
Forest
Pack 3 pick 14:
--> Burst of Strength
Forest
Pack 3 pick 15:
--> Swamp
8 Forest
2 Cloudfin Raptor
2 Experiment One
1 Burst of Strength
3 Hands of Binding
1 Greenside Watcher
1 Metropolis Sprite
1 Incursion Specialist
1 Slaugherhorn
1 Simic Manipulator
1 Drakewing Krasis
1 Crocanura
2 Miming Slime
1 Aetherize
1 Crowned Ceratok
1 Keymaster Rogue
1 Adaptive Snapjaw
1 Leyline Phantom
1 Skarrg Goliath
Woulda liked a few Oculus, but thems the beats. Seems really strong, with 4 one mana evolvers.
Deck looked insane. The matches:
Match 1 - Orzhov, who I was passing to.
Game 1:
I drop a sprite on turn 2, to his basilica screecher.
I hands of binding, and get in for 2. He drops a skyjek and extorts.
I swing through, tap down the skyjek, and play crocanura. He plays slate street ruffian and extorts.
I drop a greenside watcher, swing and tap down the ruffian. He plays a vizkopa and extorts.
I swing with the greenside and sprite, holding up slaughterhorn and burst, both of which I have, but on one forest. I've missed a land drop or two already. He trades the skyjek for the greenside, and I tap down his ruffian. I play a krasis post combat, evolving my croc to 3/5. He plays the Angelic Skirmisher. So much for not facing it!
I attack with crocanura, again holding up the tricks. He had given his squad first strike. He doesn't block. On his turn, he swings with the angel, with first strike. I burst my croc, and eat the angel, which he gives lifelink. I'm telling you, great card! He plays a thrull after combat, and extorts.
I attack with my fliers, and he attempts to trade his screecher for my krasis. I bloodrush and eat it. He casts a wight, and extorts.
I cast my ceratok, and swing with the crew. At some point I had played a cloudfin and the specialist, which I didn't write down. He takes down to 2, with my specialist and ceratok back. He concedes the next turn.
Game 2:
I keep a bad hand with 5 lands, and get run over with thrull into syndic into screecher into BO, by time I'm able to cast anything I'm pretty well dead. I figure my luck was going to run out some time, and I drew a ton of land.
Game 3:
I keep a great 7, island forest cloudfin burst krasis miming slime manipulator. I play cloudfin on one. He plays a thrull. I play my forest and pass, and eat the thrull with burst while he drops a syndic.
Guess what?
I kept a two lander.
So I miss my land drop, and continue drawing crap I can't cast.
He drops a skyjek, extorts.
I draw... spell rupture, which I sided in to combat the skirmisher.
He gets stuck on three, casts BO and extorts, which I counter after the extort. I then trade with the skyjek.
I draw... not a land. He continues dropping stuff, gutter skulk and extort, balustrade spy to snipe the forest off the top of my deck, as I draw no lands and die to bears beating me up. Sad and pathetic way to end the run. 5 and 2 Land hands are cursed to always screw or always flood. I think I learn my lesson, then nope! I let myself get pushed around by it again.
Still, Top 8 and getting an invite is sweet. Plus, 9 packs and a fury to sell. Not a bad event!
4 Stomping Ground
4 Rootbound Crag
2 Legion Loyalist
4 Rakdos Cackler
4 Stromkirk Noble
4 Lightning Mauler
4 Burning-Tree Emissary
4 Ash Zealot
4 Flinthoof Boar
4 Boros Reckoner
4 Madcap Skills
4 Rancor
For the most part, I liked adding the land. Made it a bit more consistent. Legion Loyalists were very good, letting me swing past a handful of dorks in a few matches. I'm considering testing Mugging over Pillar the next time I have some time to test. I flooded quite a bit yesterday, getting 8 and 6 lands after drawn 15 cards in one match.
One land hands are very risky. I've kept one land with 4 one drops, only to end up with like 5 two drops in my hand after 7 turns without getting the second land. I didn't run out of things to play, but needless to say, my stuff was getting outclassed. Two lands with a green source is my ideal hand.
I'd be a liar if I said I didn't want to see One drop into Madcap every game. It's very backbreaking, even on the play. You treat the card more as a lava spike than an aura, and if they don't have a removal its got buyback for free. Yes, you can get two for oned, but with so much gas in the deck, and such little land, you never really fold to a wrath. It nicely goes under most mid-range lists, I remember playing jund and saying I don't have a shot against this... well, until I won. Game one was not particularly close, but in games two and three I had more threats than he had removal. I've made a few more tweaks to the list and may test it some more tonight.
Even without a BTE, it still can do just fine. It pushes damage through, and rancor is a house. Lets every guy trade with most big creatures that are played currently, and you typically have juice to keep going while they are stuck casting their one big guy and waiting. And when you do draw a ridiculous BTE chain? Pack it in. I did this last night against a poor control deck...
T1 Noble
T2 BTE -> Madcap, swing for 4.
T3 Boar, haste, swing for 10.
On the play, he was at 6 life on turn 3 and had nothing he could do to survive.