Well, I build my first ever 3 color deck. It is red, white, and green. Tips on how to make it better are definitely welcomed. (I do not have shock lands, I'm waiting to get them until Dragon's Maze comes out) it seems like I made the deck pretty versatile, but I don't know if I put enough of a focus into it. Furthermore, I have a couple other Frontline Medics, but I'm running them in my human detain deck, so I'm not sure whether I should put them in this deck instead.
I think that the biggest problem with your current list is that it lacks meaningful card advantage engines. Lurking Predators comes to mind as a cheap and powerful option. Still, you could always run something like Harmonize or even Soul of the Harvest instead. I would really like to see some more "grindy" elements in the deck though. Drawing and casting 1 card per turn is rough when your overall gameplan is to simply turn creatures sideways.
With respect to the mana base, I would personally play with a small number of Kessig Wolf Runs and Gavony Townships. You have a lot of cheap, aggressive creatures in there and those kinds of cards are terrible topdecks later on. Lands such as these can help mitigate that weakness. Don't run 4 of each but say 2 Gavony and 2 KWR or 2:1 or something seems like it could help you out.
Okay thanks. I really like the Fauna Shaman, Taurean Mauler, Lurking Predators, the 2 colorless lands, and especially Soul of the Harvest. It has trample, and gives you the ability to draw cards pretty easily. Plus it has a pretty high power too. I really like the cards you posted that let you do something whenever an opponent casts a spell (like Forgotten Ancient and Lurking Predators) because it almost makes the opponent regret casting a spell since I could turn it into an advantage for me.
One thing that I kind of like to do in RW is play Godo, Bandit Warlord alongside Stoneforge Mystic to find Batterskulls. Godo always gives 2 combat phases but he only untaps Samurai. That's not a problem if your dudes have vigilance though. So yeah, Godo puts B.Skull directly into play and allows it to attack twice. Pretty sweet!
Oh, PS, consider adding singletons such as Shattering Spree and Allay as answers to artifacts and enchantments. They're a bit slow but I mean if games drag on then they become pretty invaluable. And like, you can always just fire them off if needed.
Originally posted by mondu_the_fat: One minute you're arguing about meatlof and the next thing you know someone's sex life is being dredged up.
My playgroup: four people total.
We use the Legacy B&R list.
My meta consists of combo, control and some aggro / midrange decks.
My group uses proxies, so budget is not an issue. Because of this, things can get out of hand.
I don't think that I ever have nor do I believe that I ever will but I mean I think that it would be fine in many cases. It really depends on how big your meta is and how fast your games are. If people like to sit back and do nothing and if there's like 3-4 of them then PA seems pretty good.
What I don't like doing is spending too much time playing cards that have no immediate impact on the board. I don't want to ramp out a PA and LP and die to people who play dudes and turn them sideways. Since LP is just such a back-breaking card it's usually my 6 drop of choice and so I'd rather have my 5 drop be a "Thragtusk-esque" creature (such as Vorapede) that gives me a lot of immediate board presence. Like, I want something that people can't just Wrath/spot removal away.
Like, if people love their spot removal then I'm all-in on Strangleroot Geist, Predator Ooze, Dungrove Elder, Deadbridge Golaith, Thrun, the last Troll, Vorapede, Genesis, Lurking Predators, Multani, Maro-Sorcerer, Spearbreaker Behemoth, etc. Good luck people. You can play all the Terminates that you want against me. I'm going to make you feel stupid for it. This is especially true if I draw my one-of Dense Foliage and start putting equipment or using Kessig Wolf Run on my dudes. I basically love, love, LOVE making people playing duel decks miserable. Anyone rocking cheap creatures and spot removal should feel bad and I want them to feel bad lol. That's why I always have a RG deck ready to go to lend to someone if needed. It's so satisfying to see people slump in their chairs as their board full of weenies and their hand full of Lightning Bolts and Lightning Helixes or whatever can't do anything. And like, I mean actual nothing. They literally have 36 dead spells and 24 dead lands that they're pointlessly trying to win with.
This is why I hate spot removal and weenies in multiplyer. It's so, so, so easy to build decks that leave them drawing actually dead. That's why all of my lists focus on ramp, incremental card advantage, card draw, scaling threats and resilient threats.
1 Avacyn's Pilgrim
2 Legion Loyalist
2 Boros Elite
3 Wojek Halberdiers
2 Firefist Striker
1 Fencing Ace
2 Druid of the Anima
1 Rakdos Shred-Freak
1 Garruk's Companion
1 Woolly Thoctar
1 Centaur Healer
1 Skyknight Legionnaire
1 Slaughterhorn
1 Frontline Medic
1 Marisis's Twinclaws
1 Spellbreaker Behemoth
1 Cliffrunner Behemoth
1 Firemane Avenger
1 Spark Trooper
1 Meglonoth
1 Rith, the Awakener
1 Rubblehulk
1 Ground Assault
1 Oblivion Ring
1 Lush Growth
1 Mayael's Aria
1 Naya Charm
1 Rith's Charm
1 Fog
6 Forest
6 Mountain
6 Plains
2 Evolving Wilds
2 Jungle Shrine
1 Boros Guildgate
1 Gruul Guildgate
1 Selesnya Guildguate
I think that the biggest problem with your current list is that it lacks meaningful card advantage engines. Lurking Predators comes to mind as a cheap and powerful option. Still, you could always run something like Harmonize or even Soul of the Harvest instead. I would really like to see some more "grindy" elements in the deck though. Drawing and casting 1 card per turn is rough when your overall gameplan is to simply turn creatures sideways.
With respect to the mana base, I would personally play with a small number of Kessig Wolf Runs and Gavony Townships. You have a lot of cheap, aggressive creatures in there and those kinds of cards are terrible topdecks later on. Lands such as these can help mitigate that weakness. Don't run 4 of each but say 2 Gavony and 2 KWR or 2:1 or something seems like it could help you out.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
RG is basically so good that I rarely find myself splashing White unless it's for Aura Shards and say Hunting Grounds or something. Also occasionally for things like Sigarda, Host of Herons if you want more answers to spot removal and sac effects. The best reason to play White is likely Stoneforge Mystic since grabbing Batterskull or Umezawa's Jitte is so powerful. Even Loxodon Warhammer and Behemoth Sledge are fine though. Putting good equipment on good creatures is, well, a good thing!
One thing that I kind of like to do in RW is play Godo, Bandit Warlord alongside Stoneforge Mystic to find Batterskulls. Godo always gives 2 combat phases but he only untaps Samurai. That's not a problem if your dudes have vigilance though. So yeah, Godo puts B.Skull directly into play and allows it to attack twice. Pretty sweet!
Oh, PS, consider adding singletons such as Shattering Spree and Allay as answers to artifacts and enchantments. They're a bit slow but I mean if games drag on then they become pretty invaluable. And like, you can always just fire them off if needed.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
@CZ: Would you put Lurking Predators and Predatory Advantage in the same deck?
My playgroup: four people total.
We use the Legacy B&R list.
My meta consists of combo, control and some aggro / midrange decks.
My group uses proxies, so budget is not an issue. Because of this, things can get out of hand.
That's what I meant to type :P.
I don't think that I ever have nor do I believe that I ever will but I mean I think that it would be fine in many cases. It really depends on how big your meta is and how fast your games are. If people like to sit back and do nothing and if there's like 3-4 of them then PA seems pretty good.
What I don't like doing is spending too much time playing cards that have no immediate impact on the board. I don't want to ramp out a PA and LP and die to people who play dudes and turn them sideways. Since LP is just such a back-breaking card it's usually my 6 drop of choice and so I'd rather have my 5 drop be a "Thragtusk-esque" creature (such as Vorapede) that gives me a lot of immediate board presence. Like, I want something that people can't just Wrath/spot removal away.
To give you an idea, my favorite curve is something along the lines of: Ulvenwald Tracker, Strangleroot Geist/Sakura Tribe-Elder, Predator Ooze/Dungrove Elder/Taurean Mauler, Explosive Vegetation/Solemn Simulacrum/Thrun, the Last Troll/Forgotten Ancient, Thragtusk/Vorapede/Batterskull/Malignus, Lurking Predators. Basically I want to have a bit of ramp (ideally), a lot of resilience and a decent amount of scaling power. The exact cards that I run vary based on how fast that I think that I need to be.
Like, if people love their spot removal then I'm all-in on Strangleroot Geist, Predator Ooze, Dungrove Elder, Deadbridge Golaith, Thrun, the last Troll, Vorapede, Genesis, Lurking Predators, Multani, Maro-Sorcerer, Spearbreaker Behemoth, etc. Good luck people. You can play all the Terminates that you want against me. I'm going to make you feel stupid for it. This is especially true if I draw my one-of Dense Foliage and start putting equipment or using Kessig Wolf Run on my dudes. I basically love, love, LOVE making people playing duel decks miserable. Anyone rocking cheap creatures and spot removal should feel bad and I want them to feel bad lol. That's why I always have a RG deck ready to go to lend to someone if needed. It's so satisfying to see people slump in their chairs as their board full of weenies and their hand full of Lightning Bolts and Lightning Helixes or whatever can't do anything. And like, I mean actual nothing. They literally have 36 dead spells and 24 dead lands that they're pointlessly trying to win with.
This is why I hate spot removal and weenies in multiplyer. It's so, so, so easy to build decks that leave them drawing actually dead. That's why all of my lists focus on ramp, incremental card advantage, card draw, scaling threats and resilient threats.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Cards that increase in power as the number of players increases.