Is this the right thread to discuss BR Reanimator? If not please link me to the right thread. Anyway...
What do you think is better in BR Reanimator Bayou or Scrubland?
Scrubland offers less sideboard slots, an advantage, to play Wear//Tear
Bayou uses more sideboard slots for Reverent Silence and Abrupt Decay.
The advantage with Bayou is that Abrupt Decay is uncounterable and can also hit Deathrite Shaman. Nevertheless, both versions play Collective Brutality in side and will side it in anyway. I read after googling around for a while that Bayou used to be favoured before Top was banned but now Scrubland is better.
What do you think?
For now I've invested in the Scrubland mainly for budget reasons
I'm new to Modern and I will be probably building this list. Feel free to give me feedback.
I'm working from this deck tech video
I'm unsure about playing the Mind Stone with Chalice in the same deck.
I no longer see this deck getting good results at major tournaments. It seems to have fallen off the face of the earth. I see Eldrazi doing well, I have this complete deck, but I dislike playing it.
If you wanted budget you'd need at least Ancient Tomb and 12-Post, with Crystal Vein .
Su-Chi and Lodestone Golem are both great budget cards , you can go for a more stompy build and just spam 4 drops like those and Masticore or Juggernaut . Works surprisingly well.
and for some reason i never thought to fish out blightsteel in response to batterskull
Came into this thread hoping to discuss a new MUD build featuring Gargantuan Gorilla, was disappointed.
7/7 First Strike Power Matrix/Arena, hence.. Gargantuan Gorilla reference.
I guess 2 Great Furnace is enough to cast Welder with the Cavern in the deck. You could probably get away with another Wasteland. But imho that card is not even very good in this deck. I have 4 Wastelands and all that though
I really don't like Lightning Greaves. Sorry. Everyone thinks I am crazy for not playing it. And I don't care for Forgemaster all that much eiher.
Anyway, if Strix is in play, you'd want to attack with first strike, then if you can activate arena or whatever you can also do it after combat, which can be better. sometimes its better to do it before. i dunno. trust me Arena is insane in this deck.
It's the only removal the deck really reliably will ever have , with all this mana. it's kind of like either play Arena or keep losing to tempo decks.
Someone on reddit , Brawler_1337, alerted me to this card - Power Matrix and I realized the Arena combo that no one playing this deck seems to care to play even though.. I feel it solves a lot of the decks issues on it own, that you have much better game against tempo decks since you can actually repeatedly wipe their win cons away . What will tend to happen, is even with big stuff, against tempo the Ancient Tomb will put you too far behind. Maybe there is some delicate balancing act to playing the lands in another order than I have attempted before, but Ancient Tomb kills you hard in this deck. I wanted more of an answer to flipped Delver of Secrets and Batterskull, and for a long time have felt that Lodestone Golem in a deck against cards like 5/6 Tarmogoyfs, not to mention 3/2 Flying Delvers, or Nimble Moongoose etc.. simply doesn't cut it anymore. that the creatures were too irrelevant. I was racking my brain, that this was a puzzle, and there had to be a card other than Akroma's Memorial (casting cost is really high on this for MUD) that made the creatures in this deck better than they are. Akroma doesn't give the +1/+1 pump either which is actually really useful. If you were building Cloudpost style, I would put the Akroma in though.
Is Lightning Greaves worth a main-deck slot simply for the fact that it gives Haste?
Unless your opponent is playing Swords to Plowshares, your robots will not be Decay targets, nor will Power Matrix.
With Arena on the battlefield, Power Matrix your Wurmcoil Engine, attack with it, activate Arena, the tap of your Wurm is an effect not the cost, you won't get the First Strike bonus for the Arena ability, but you will get Lifelink, now when your Wurmcoil exchanges in combat with a card like Delver or Baleful Strix, you will have First Strike and Trample, additional Lifelink damage, this will protect your Wurmcoil from double doses of combat damage because of the First Strike, you'll even go far over the top with Trample . It's like Karn's effect but casting as a land, uncounterable, without paying 7 mana for it.
If you wanted to sideboard the Boots, fine, but there aren't a lot of decks playing Swords to Plowshares anymore.
I had tried Arena before, it's really great, but the double round of combat damage when you attack is what makes it weaker than it otherwise would be.
So the fact that hellkite can kill batterskull/germ token is not part of your going over the top? And I find it hard to believe that wurmcoil is somehow not enough.
I just don't follow how playing poor cards is going to be an answer for good cards.
They can bounce the Batterskull in response and easily recast it .
I suggested on Reddit that I find an alternative to Wurmcoil Engine besides Steel Hellkite and suggested Flowstone Sculpture. I'm basically sick of Batterskull running away on me without much of an ability to play catchup. I basically wanted better board position for my creatures besides just dorky fat guys without any evasion.
This card was suggested to me. I really like this. It gives First Strike, Flying, Trample, and a +1/+1 counter. Makes Lodestone Golems a lot more impressive, against cards like Delver, and gives you more of a response against Batterskull stalling.
I don't think Steel Hellkite can really go over the top hard enough against Batterskull . Maybe I'm wrong. What I might do is play Power Matrix and Steel Hellkites instead of Wurmcoil, maybe 2 Wurmcoil only. I dont know.
ok I'm trying the Goblin Welder and Forgemaster combo again, but I am doing it very conservative , I'll be playing Tonight and I expect this to do really well .
My sideboard is a little wonky, and my deck list is a bit crowded, but I thought of playing Desert and it gives me more confidence to try the Forgemaster combo again . Without Desert, I really wanted Tangle Wire and Smokestack , something to affect the board state . I'm not drawing many cards , but I will be able to recycle cards with the Welder . Triskelion gives me an edge against Delver decks especially with the Weldering and the Desert gives me some nice defence, possibly worthwhile over Mishra's Factory . I've included Karn in my list because Desert can protect him better than what people were doing with him before . I realize Desert doesn't actually protect Karn very well, but it you will be surprised it does an astounding job at discouraging attackers .
ok.. what I will do actually is reverse my count for Cavern and Great Furnace.. playing 4 cavern and 3 furnace instead .
wonky deck . I wish I was super smart and could build it super good with the Cloudposts but my format has a lot of wasteland and I don't really trust it . meh . Crucible helps me against Depths I want to reuse my wastelands if at all possible . it can be tutored with the forgemaster and can be a win con in some situations lol . er I dunno my . I don't have many artifact lands for forgemaster but i don't trust it anyway and my deck is full of artifacts. if i tap it i should still be able to go full suicidal sac all my things and only do so if it means winning the game .
Troll, are you really playing Desert or are you trolling the thread? I can't bring myself to discuss this card. I think I'd rather have a Lotus Petal there.
I too have had nothing but pleasant experiences with the 1-of Crucible in the MD. Wasteland recursion beats a lot of decks, and as we're a bit soft to Wastelands ourselves, that's good stuff.
One thing you might give a try is switching out a Wurmcoil or 2 (or the Triskelion) for a Sensei's Divining Top and/or a Myr Battlesphere. Even if you draw the Top while a Chalice is on the field, you can cast it and weld it back into play. There are a lot of tricks you can do with a Welder and a Top, and also with Forgemaster and a Top. It's a decent mana sink all by itself as well, and helps a lot with the "get 3 artifacts in hand" operations associated with Staff + Metalworker.
I can understand the "I need only tap Forgemaster once to win" mentality, and often enough only one tap is required, but I figure if we're playing Welder it's possible to use an "I can tap this as much as I want and produce an endless stream of savage threats" mode of operation as well.
Desert is some of the only recurring creature kill that this deck could use in the early game against cards like Delver. I've lost games simply by getting steamrolled by Delver, and the only other option to playing it is Rishadan Port, which doens't really help me. Ask yourself what would you rather have in this deck? A control land against slower decks or a tempo stopper? Desert stops all those annoying Tempo decks in their tracks. All you need to do is drop 2 Desert into play and if they have no Wastelands at their disposal you've pretty much won that game.
What other Land would you play? It's not that bad.
//
When I had tried playing with Desert , the Cloudpost version of the deck which I am still not sure how I feel about was getting tried out at tournies and now it seems the preferred way to play the deck. I still find it a bit too slow and prefer playing Wasteland with Cavern , Welder and Great Furnace. Gives a round about 3/3 split against countermagic and some food for Forgemaster that is useful in the deck beyond Darksteel Citadel which is a do nothing card.
and I'm thinking of including this at least as a 1 or 2 of
I was the guy moping about having no removal in the deck besides Aeolipile to deal with cards like Delver and it curves out the deck as well. A mana rock in this deck is good if it can ping a guy away to go over the top with Blightsteel
You can't run Sol lands with Pillage, I have the 12 Sol lands , City of Traitors, Ancient Tomb, and Crystal Vein.. I'd love to play them with Pillage but it's not feasible. I can't play sphere effects because RDW plays one drops and is sort of a tempo deck itself.
Coldsteel Heart is a good way to mana boost with snow-mountains in the deck because it's a snow permanent .
think of cards like Bloodrock Cyclops and Rock Jockey or even Su-Chi, not so much cards on the higher curve or that die to Lightning Bolts unless they cost less than 4.
it's not a Sol land deck, it's different, it's more resilient to Wasteland
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Some people prefer it because the Wurm isn't Legendary so it can't be bounced by Karakas
What do you think is better in BR Reanimator Bayou or Scrubland?
Scrubland offers less sideboard slots, an advantage, to play Wear//Tear
Bayou uses more sideboard slots for Reverent Silence and Abrupt Decay.
The advantage with Bayou is that Abrupt Decay is uncounterable and can also hit Deathrite Shaman. Nevertheless, both versions play Collective Brutality in side and will side it in anyway. I read after googling around for a while that Bayou used to be favoured before Top was banned but now Scrubland is better.
What do you think?
For now I've invested in the Scrubland mainly for budget reasons
I'm working from this deck tech video
I'm unsure about playing the Mind Stone with Chalice in the same deck.
Su-Chi and Lodestone Golem are both great budget cards , you can go for a more stompy build and just spam 4 drops like those and Masticore or Juggernaut . Works surprisingly well.
and for some reason i never thought to fish out blightsteel in response to batterskull
yeah actually it is
7/7 First Strike Power Matrix/Arena, hence.. Gargantuan Gorilla reference.
I guess 2 Great Furnace is enough to cast Welder with the Cavern in the deck. You could probably get away with another Wasteland. But imho that card is not even very good in this deck. I have 4 Wastelands and all that though
I really don't like Lightning Greaves. Sorry. Everyone thinks I am crazy for not playing it. And I don't care for Forgemaster all that much eiher.
Anyway, if Strix is in play, you'd want to attack with first strike, then if you can activate arena or whatever you can also do it after combat, which can be better. sometimes its better to do it before. i dunno. trust me Arena is insane in this deck.
It's the only removal the deck really reliably will ever have , with all this mana. it's kind of like either play Arena or keep losing to tempo decks.
//
Staff Of Domination , Metalworker combo - win condition option,
6 Artifacts in hand, Staff Of Domination, and Metalworker without summoning sickness..
can do.. this..
Declare X amount of life, X amount of mana.. draw your deck, finding:
Goblin Welder, Triskelion, and a Hall of the Bandit Lord if you need it.
Remove 3 counters from Triskelion, Weld it out, untap welder with Staff, Weld Triskelion back in
rinse repeat. You can deal 3dmg to your opponent repeatedly this way . It's win condition enough.
The question you really want to be asking is:
Is Lightning Greaves worth a main-deck slot simply for the fact that it gives Haste?
Unless your opponent is playing Swords to Plowshares, your robots will not be Decay targets, nor will Power Matrix.
With Arena on the battlefield, Power Matrix your Wurmcoil Engine, attack with it, activate Arena, the tap of your Wurm is an effect not the cost, you won't get the First Strike bonus for the Arena ability, but you will get Lifelink, now when your Wurmcoil exchanges in combat with a card like Delver or Baleful Strix, you will have First Strike and Trample, additional Lifelink damage, this will protect your Wurmcoil from double doses of combat damage because of the First Strike, you'll even go far over the top with Trample . It's like Karn's effect but casting as a land, uncounterable, without paying 7 mana for it.
If you wanted to sideboard the Boots, fine, but there aren't a lot of decks playing Swords to Plowshares anymore.
I had tried Arena before, it's really great, but the double round of combat damage when you attack is what makes it weaker than it otherwise would be.
They can bounce the Batterskull in response and easily recast it .
Power Matrix if anyone wanted to play it should replace the Lightning Greaves . Put the Lightning Greaves in side against decks playing Swords to Plowshares (not common anymore) .
The preferred removal now seems to be Lightning Bolt and Abrupt Decay
the lack of haste makes up for giving Wurmcoils +1/+1 trample and flying, and first strike is nice against Lifelink
I suggested on Reddit that I find an alternative to Wurmcoil Engine besides Steel Hellkite and suggested Flowstone Sculpture. I'm basically sick of Batterskull running away on me without much of an ability to play catchup. I basically wanted better board position for my creatures besides just dorky fat guys without any evasion.
Power Matrix
This card was suggested to me. I really like this. It gives First Strike, Flying, Trample, and a +1/+1 counter. Makes Lodestone Golems a lot more impressive, against cards like Delver, and gives you more of a response against Batterskull stalling.
I don't think Steel Hellkite can really go over the top hard enough against Batterskull . Maybe I'm wrong. What I might do is play Power Matrix and Steel Hellkites instead of Wurmcoil, maybe 2 Wurmcoil only. I dont know.
Grim Lavamancer
Desert is some of the only recurring creature kill that this deck could use in the early game against cards like Delver. I've lost games simply by getting steamrolled by Delver, and the only other option to playing it is Rishadan Port, which doens't really help me. Ask yourself what would you rather have in this deck? A control land against slower decks or a tempo stopper? Desert stops all those annoying Tempo decks in their tracks. All you need to do is drop 2 Desert into play and if they have no Wastelands at their disposal you've pretty much won that game.
What other Land would you play? It's not that bad.
//
When I had tried playing with Desert , the Cloudpost version of the deck which I am still not sure how I feel about was getting tried out at tournies and now it seems the preferred way to play the deck. I still find it a bit too slow and prefer playing Wasteland with Cavern , Welder and Great Furnace. Gives a round about 3/3 split against countermagic and some food for Forgemaster that is useful in the deck beyond Darksteel Citadel which is a do nothing card.
then they made Meteorite
and I'm thinking of including this at least as a 1 or 2 of
I was the guy moping about having no removal in the deck besides Aeolipile to deal with cards like Delver and it curves out the deck as well. A mana rock in this deck is good if it can ping a guy away to go over the top with Blightsteel
Coldsteel Heart is a good way to mana boost with snow-mountains in the deck because it's a snow permanent .
think of cards like Bloodrock Cyclops and Rock Jockey or even Su-Chi, not so much cards on the higher curve or that die to Lightning Bolts unless they cost less than 4.
it's not a Sol land deck, it's different, it's more resilient to Wasteland