I think that Greenbelt Rampager is not that suited for this deck.
It is basically a 3/4 for GGG and is useful only if you have Vengevine already on your graveyard.
===> in my opinion, it is not that useful here.
It is only good in bringing back vengevines. And we usually have no problem in doing that anyway.
Wins were against lantern and mardu and lost in 3 to jund. Still playing around with the sideboard a bit. Currently liking the surgicals a lot and the shaper's sanctuary against grindy matchups like jeskai control and mardu pyromancer which struggle a lot when all of your creatures essentially replace themselves. Still not sure about ghor-clan and atarkas command. They're not bad but I'm not sure if they're the best use of sideboard slots at the moment.
I also am not sure how much I miss blood moon in the side. I don't feel like its too great in the current meta as it really only hits humans and I feel like its a fine matchup anyways as long as they dont vomit out a bunch of champions and lieutenants before turn 3. Against tron I'd much rather just increase the clock with cards like ghor-clan and atarka's command. It's ok against abzan and jund but I play them often enough to justify putting them in the sideboard.
Nonetheless, I still have a lot of fun playing this and wouldn't mind taking it to a PPTQ for *****s and giggles. You can still pull out some crazy wins in terrible matchups by drawing well and ultimately this deck's biggest problem is still consistency. I don't really see myself ever retiring this deck since its become my go to when I show up to an event and feel like having a good time.
We generally don't play planeswalkers, tribals, enchantments, or artifacts (most people phased out Myr Superion long ago). That's already putting a pretty firm cap on the predictable size of a Tarmogoyf.
Sad to say it, but even the best-case of a 4/5 for 1G that doesn't otherwise do anything... isn't enough for this deck. And trying to keep your Tarmo up works against mining your grave for Hooting Mandrills - a 4/4 trample that can often cost only G.
Stomping Ground *will* get reprinted in Allegiance. Long since confirmed.
Experimental Frenzy is *way* too slow for this deck. This deck is primarily aggro with no long game. We aren’t hard casting any 4 drops and if we haven’t already won by the time we can cast a 4 drop enchantment we’ve effectively already lost.
I'm still on the original primer list. or at least something close to it. Unfortunately its not really well positioned in the meta. It dies to dredge, UR phoenix, humans and spirits
Fatal Push really cut the legs out of Superion builds. Hollow One decks wound up pulling much the same trick (a super early artifact fatty on board) while being immune to that suddenly-omnipresent removal threat.
I enjoy the deck and pretty much have the cards so I figured why not. Planning on trying some RNA cards so the list might change by a few cards depending on how I feel. Might cut gather the pack eventually but will need to test. Won't cut superion completely cause then I might as well play a real deck and I still get a kick out of watching people struggle to understand what the card does in FNMs.
has anyone tried rhythm of the wild, card looks good specially that we already running commune with the gods to fetch this enchantment giving haste to our big creature or +1/+1 counter with a vengevine trigger looks good.
Too slow to be in the mainboard and doesn't really offer anything valuable post-board for the same reasons you don't really see any zoo lists post-RNA running it either. This bushwhacker zoo variant is already better at grinding out longer games because of vengevine and gather the pack.
Endless One:
+flexible.
+gets bigger as the game goes on.
+not a bad topdeck.
+T2 BTE > Commune / Gather (hit vengevine and endless) > Cast Endless for 0 > trigger vengevine feels so good.
Myr Superion
-bad topdeck.
-reliant to BTE and Herbalist revolt which adds to the inconsistency of the deck.
-being an artifact creature is bad against tarmogoyf.
-bad against flexible red cards like abrade / kolaghan's.
Evoke still counts as a creature being cast so it works with Vengevine. Also Faerie Macabre out of the SB works with H1 discard requirement. The Artifact creatures make it super easy to hit delirium to Traverse is usually turned on no problem.
So far I've beaten UW Control and Mardu Pyro, still testing and tweaking. There are a lot of tricky lines of play and I've by no means mastered the deck yet.
i'm interested for this walker for it's anthem to buff our bears and specially to its "minus" ability as a repeatable removal. with vengevine / mandrills / superion, will surely able remove most creature on the board. though i'm not sure if i would put it in MB or SB, if SB? what matchups do we put this? i'm thinking about vial decks as i'm normally having problems against them.
is seasoned pyromancer playable in this deck?
my thoughts about the card are:
- vengevine discard engine
- a creature which can be pick from gather or commune also count as 1-creature cast requirement for vengevine
- 2-card draw
We play ~18 land in this deck because we seldom hardcast anything that costs more than 2 mana. The deck is designed to run on a 2 land draw. A 3 drop like pyromancer or your earlier mentioned Domri is a dead-card risk we wouldn’t want to take.
We play ~18 land in this deck because we seldom hardcast anything that costs more than 2 mana. The deck is designed to run on a 2 land draw. A 3 drop like pyromancer or your earlier mentioned Domri is a dead-card risk we wouldn’t want to take.
we don't plan to play the 3 drop on curve so i think the land issue is not a good factor to assess the card.
(btw, i'm playing endless one so i can do a endless for 0-cmc + a 3-drop to trigger vengevine)
i've already done my testing with domri and i'm not impressed with the card, i'd rather increase my removal or slot an atarka instead of the PW.
hey guys! do you find some cards from MH1 interested to test in this deck?
sadly for me, i only see collector ouphe as a sideboard inclusion and nothing else from MH1.
hey guys! do you find some cards from MH1 interested to test in this deck?
sadly for me, i only see collector ouphe as a sideboard inclusion and nothing else from MH1.
I'd say that Winding Way is Gather the Pack that sees 1 card less but always nabs 2+ creatures if it sees them, so yes, I'm interested in testing Winding Way in this deck.
My 50cents on they pyromancer
I personally think it's a solid 2 of.
In the mid games and if we get flooded its a solid looting and way to discard. With all the looting in the deck I rarely have an issue getting to three lands
It works really well with the bushwhacker by getting upto three body's for 3 mana.
Now the main reason to run its is if the game gets drawn out into mid-late game.
The big problem with the deck is trying to play 2 creture in a turn after turn 4 against stuff like control. Pyromancer allows you to get one creture trigger and draw two cards refilling your hand to hopefully get a vengevine or 2 back from an empty hand
Lastly it can be ditched early for late game value as after a boardwipe this provides a solid way in gaining back some board presents
So it's not perfect at anytime but all facets of all it's abilities are relevent hear giving it extreme versatility and giving us a large advantage against control deck and tempo decks.
I'd say that Winding Way is Gather the Pack that sees 1 card less but always nabs 2+ creatures if it sees them, so yes, I'm interested in testing Winding Way in this deck.
Winding Way is an interesting card, the problem i find about it is the chance for Vengevine to get into our hand instead of our graveyard thus requiring more change from the OP list. i could see winding way to be good in a R/G HollowVine shell, they got noose constrictor an additional discard engine to feed vengevine incase it end up in hand from a resolve winding way.
Merchant of the Vale: this will fill in the slot left by faithless looting, yes it's not faithless looting but the 1-cmc capability to discard vengevine is already enough to give it a shot. it can also be used to trigger vengevine later on by casting the creature side. i'll start with 3 and very much open for 4.
Stonecoil Serpent: a threat with reach/trample plus flexible casting cost. my experience before with myr superion says artifact would be a downside but this one has protection from multi-color so kolaghan's command a premiere 2-for-1 spell and assassin's trophy a catch all removal wont be able to destroy it, i doubt opponent would use specific artifact removal just for this one. the only spell i could think of now would be abrade.
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I agree. It can only grab low value cards like a looting.. I tested it a bit and was dissapointed
It is only good in bringing back vengevines. And we usually have no problem in doing that anyway.
Went 2-1 in an FNM-level event at a fairly competitive LGS using this list:
https://tappedout.net/mtg-decks/07-08-17-Djy-rg-vengevine/?cb=1532611718
Wins were against lantern and mardu and lost in 3 to jund. Still playing around with the sideboard a bit. Currently liking the surgicals a lot and the shaper's sanctuary against grindy matchups like jeskai control and mardu pyromancer which struggle a lot when all of your creatures essentially replace themselves. Still not sure about ghor-clan and atarkas command. They're not bad but I'm not sure if they're the best use of sideboard slots at the moment.
I also am not sure how much I miss blood moon in the side. I don't feel like its too great in the current meta as it really only hits humans and I feel like its a fine matchup anyways as long as they dont vomit out a bunch of champions and lieutenants before turn 3. Against tron I'd much rather just increase the clock with cards like ghor-clan and atarka's command. It's ok against abzan and jund but I play them often enough to justify putting them in the sideboard.
Nonetheless, I still have a lot of fun playing this and wouldn't mind taking it to a PPTQ for *****s and giggles. You can still pull out some crazy wins in terrible matchups by drawing well and ultimately this deck's biggest problem is still consistency. I don't really see myself ever retiring this deck since its become my go to when I show up to an event and feel like having a good time.
Sad to say it, but even the best-case of a 4/5 for 1G that doesn't otherwise do anything... isn't enough for this deck. And trying to keep your Tarmo up works against mining your grave for Hooting Mandrills - a 4/4 trample that can often cost only G.
has someone tried playing with this combination?
vengevine
flamewake phoenix
hooting mandrills
bloodrage brawler
what do they think about experimental frenzy if used here?
Experimental Frenzy is *way* too slow for this deck. This deck is primarily aggro with no long game. We aren’t hard casting any 4 drops and if we haven’t already won by the time we can cast a 4 drop enchantment we’ve effectively already lost.
and remembered this RG vengevine deck.
I'm still on the original primer list. or at least something close to it. Unfortunately its not really well positioned in the meta. It dies to dredge, UR phoenix, humans and spirits
Moving forward will probably test this list:
https://www.mtggoldfish.com/deck/1567259#paper
I enjoy the deck and pretty much have the cards so I figured why not. Planning on trying some RNA cards so the list might change by a few cards depending on how I feel. Might cut gather the pack eventually but will need to test. Won't cut superion completely cause then I might as well play a real deck and I still get a kick out of watching people struggle to understand what the card does in FNMs.
*note*
-add the factor that it's a rogue deck.
-sideboard still in the work.
Endless One replaced Myr Superion in the original list.
Endless One:
+flexible.
+gets bigger as the game goes on.
+not a bad topdeck.
+T2 BTE > Commune / Gather (hit vengevine and endless) > Cast Endless for 0 > trigger vengevine feels so good.
Myr Superion
-bad topdeck.
-reliant to BTE and Herbalist revolt which adds to the inconsistency of the deck.
-being an artifact creature is bad against tarmogoyf.
-bad against flexible red cards like abrade / kolaghan's.
4 Flameblade Adept
4 Insolent Neonate
4 Street Wraith
4 Walking Ballista
4 Vengevine
4 Hollow One
1 Ghor-Clan Rampager
1 Inner Flame Acolyte
Spells (16)
4 Lightning bolt
4 Incubation // Incongruity
4 Traverse the Ulvenwald
4 Faithless looting
3 Copperline Gorge
4 Wooded foothills
4 Bloodstained mire
2 Arid Mesa
2 Stomping Ground
2 Mountain
1 Forest
4 Hooting Mandrills
3 Fulminator Mage
1 Grim Lavamancer
4 Faerie Macabre
2 Flame Slash
1 Ingot Chewer
Evoke still counts as a creature being cast so it works with Vengevine. Also Faerie Macabre out of the SB works with H1 discard requirement. The Artifact creatures make it super easy to hit delirium to Traverse is usually turned on no problem.
So far I've beaten UW Control and Mardu Pyro, still testing and tweaking. There are a lot of tricky lines of play and I've by no means mastered the deck yet.
Draft My Cube!
i'm interested for this walker for it's anthem to buff our bears and specially to its "minus" ability as a repeatable removal. with vengevine / mandrills / superion, will surely able remove most creature on the board. though i'm not sure if i would put it in MB or SB, if SB? what matchups do we put this? i'm thinking about vial decks as i'm normally having problems against them.
what's your thought about this card?
my thoughts about the card are:
- vengevine discard engine
- a creature which can be pick from gather or commune also count as 1-creature cast requirement for vengevine
- 2-card draw
what do you think? i'm looking at it as a 1-of
we don't plan to play the 3 drop on curve so i think the land issue is not a good factor to assess the card.
(btw, i'm playing endless one so i can do a endless for 0-cmc + a 3-drop to trigger vengevine)
i've already done my testing with domri and i'm not impressed with the card, i'd rather increase my removal or slot an atarka instead of the PW.
sadly for me, i only see collector ouphe as a sideboard inclusion and nothing else from MH1.
I'd say that Winding Way is Gather the Pack that sees 1 card less but always nabs 2+ creatures if it sees them, so yes, I'm interested in testing Winding Way in this deck.
I personally think it's a solid 2 of.
In the mid games and if we get flooded its a solid looting and way to discard. With all the looting in the deck I rarely have an issue getting to three lands
It works really well with the bushwhacker by getting upto three body's for 3 mana.
Now the main reason to run its is if the game gets drawn out into mid-late game.
The big problem with the deck is trying to play 2 creture in a turn after turn 4 against stuff like control. Pyromancer allows you to get one creture trigger and draw two cards refilling your hand to hopefully get a vengevine or 2 back from an empty hand
Lastly it can be ditched early for late game value as after a boardwipe this provides a solid way in gaining back some board presents
So it's not perfect at anytime but all facets of all it's abilities are relevent hear giving it extreme versatility and giving us a large advantage against control deck and tempo decks.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
Winding Way is an interesting card, the problem i find about it is the chance for Vengevine to get into our hand instead of our graveyard thus requiring more change from the OP list. i could see winding way to be good in a R/G HollowVine shell, they got noose constrictor an additional discard engine to feed vengevine incase it end up in hand from a resolve winding way.
4 Bloodstained Mire
4 Wooded Foothills
4 Copperline Gorge
3 Stomping Ground
3 Mountain
1 Forest
4 Vengevine
4 Burning-Tree Emissary
4 Reckless Bushwhacker
4 Insolent Neonate
3 Merchant of the Vale
3 Stonecoil Serpent
3 Hooting Mandrills
2 Hidden Herbalists
1 Ghor-Clan Rampager
1 Legion Loyalist
3 Commune with the Gods
4 Gather the Pack
2 Lightning Axe
3 Lightning Bolt
Merchant of the Vale: this will fill in the slot left by faithless looting, yes it's not faithless looting but the 1-cmc capability to discard vengevine is already enough to give it a shot. it can also be used to trigger vengevine later on by casting the creature side. i'll start with 3 and very much open for 4.
Stonecoil Serpent: a threat with reach/trample plus flexible casting cost. my experience before with myr superion says artifact would be a downside but this one has protection from multi-color so kolaghan's command a premiere 2-for-1 spell and assassin's trophy a catch all removal wont be able to destroy it, i doubt opponent would use specific artifact removal just for this one. the only spell i could think of now would be abrade.