For me in testing the copter i would always pilot it with the creature i played last and couldn't attack with and can always cast it off are free mana i felt like it made the deck a little more consistent.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
I don't know what to think of Nissa. She seems "win more" to me. She's good when you already have a board presence, but does very little when you don't.
Domri is better in that case, and I'd play him over Nissa anytime.
Her +1 is very weak to a deck that wants to put pressure early
Round 1 2x0 vs Merfolk: was on the play with very explosive hand. He kept a bunch Spreading Seas + Snag with no creature. But I dropped my E1s and Narnans before he could screw my manabase. G2 we both mulled down to 4, I droped a Goblin Guide and he never revealed a land.
Round 2 1x2 vs Zoo (Bushwacker): All very close but (overall) horrible matchups, with both getting mana screwed. G3 I've stopped at my first land through the entire game while he got flooded. Narnam Renegade was a powerfull mirror breaker, though. Whoever had it on board got really far ahead.
Round 3 2x0 vs Jeskai Nahiri: G1 manage to drop a lot of dudes before he could keep up with his spot removal. G2 he droped a T1 Engineered Exlosives, I've droped a Thalia, hardcast Ghor Clan and kept hiting and saving one-drops in hand until he cracked it. Blossoming Defense was a good protection/combat trick to have from SB.
Round 4 2x1 vs Jund: All very close. Scavenging Ooze was a real pain. Won G3 by topdecking the last. Narnam and Kari Zev were really good here. Hiting for 1 with the pirate to kill Liliana and casting Ghor clan on Ragavan to kill Goyf was a good value.
Pretty happy with this list overall. With 24 one-drops, feels safer to side out Experient One against grindier matchups without losing consistency, since he's a horrible topdeck. SB is still a bit messy and needs more testing. Also working on manabase. Not sure if I leave two Temple Garden or change one for a second Sacred Foundry or a fourth Arid Mesa. The 2 drop creature slot is still open, but i'm really liking the pirate so far. Boar is good, but i'm not missing haste that much.
I've been running tribal zoo to some moderate success lately. I've been working on a more grim flayer oriented version as I like the feeling of a fast jund deck. The link to my list is below and I am working on a primer of sorts in the description on tappedout. I started with a list from a few pages back on this forum in conjunction with Caleb Durward's list from a Channel Fireball video series a while back and tuned it with a friend who'd been playing the noble/geist version for a while. I really think the deck can go places with a bit of refinement and a bit more experience with the deck by the pilot. Any thoughts are appreciated especially if you're playing some tribal zoo variant as well.
I'm going to cut the 4th Experiment One as some of you here are already doing. What is better on it's slot? The 3rd Mutagenic Growth? 1 Ghor-Clan?
Ghor-Clan for sure IMO. I've been very pleased with 2 Ghor-Clan MD lately just so we have some means to punch through big blockers game 1. I cut the 2nd Mutagenic for the 2nd Ghor-Clan, though that may be crazy with all 4 Bushwhackers.
I don't know what to think of Nissa. She seems "win more" to me. She's good when you already have a board presence, but does very little when you don't.
Domri is better in that case, and I'd play him over Nissa anytime.
Her +1 is very weak to a deck that wants to put pressure early
Agreed. Don't think neither of them are particular good, though.
I also think Ghor-Clan would be better than the 3rd Mutagenic.
I've had some 3 Whacker builds and it might be right. Or maybe we shave another creature somewhere to play 2 Muta and 2 Ghor-Clan. I haven't had too much trouble with only 1 Muta and 4 Whacker, but small sample size, and my intuition based on playing the pre Aether Revolt version of the deck a bunch says it needs 2 Muta, so I'm a little uneasy. But I will probably continue to play 4 Whacker and 1 Muta for the near future, including SCG Regionals.
Edit: I also agree that Domri > Nissa. The 0/1s just don't do anything, though putting a pile of counters on your dudes to keep them out of Anger range does sound appealing. So I'm not sure of this. Seems worth trying Nissa to be honest.
Got third place at a GPT today on Bush Zoo, the meta was mostly jund/junk and control decks. I made the call to cut two Guides before the tournament because so much brutality and seems like a good call right now. Not running any edgy versions like Manamorphose build but considering it.
I have since cut the remaining paths for Manamorphose and the final Herbalists still testing that version out but seems pretty good imo. Also the Rampagers over Command 3&4 was a meta call because I knew it would be Jund and Junk heavy and it was. I'm probably going to up the amount of fetches to be 12/13 as soon as I can.
It's virtually a 3 power for 2 just like Boar, with the upside of having good evasion and working great with Atarka's Command, Ghor-Clan and other combat tricks. The monkey also triggers revolt for Narnam post combat and can be used to put a counter on Experiment One. The "downside" is being legendary and a bad blocker (wich is not what you'd want to do in Zoo anyway).
Goyf will always be the best two-drop overall, though. But as far as two-drop zoo creatures go, she seems like a nice addition so far.
I've had some 3 Whacker builds and it might be right. Or maybe we shave another creature somewhere to play 2 Muta and 2 Ghor-Clan. I haven't had too much trouble with only 1 Muta and 4 Whacker, but small sample size, and my intuition based on playing the pre Aether Revolt version of the deck a bunch says it needs 2 Muta, so I'm a little uneasy. But I will probably continue to play 4 Whacker and 1 Muta for the near future, including SCG Regionals.
Edit: I also agree that Domri > Nissa. The 0/1s just don't do anything, though putting a pile of counters on your dudes to keep them out of Anger range does sound appealing. So I'm not sure of this. Seems worth trying Nissa to be honest.
I'm close to 100 games with Manamorphose. The results won't be statistically different from Mutagenic Growth, though. I definitely prefer MG since it can either be a blow out or save a creature from a Bolt for free. I'm also feeling a little unsure about 13 fetches now. There are times where I want to have RR, GG, or RG on T2 and you need 2 Stomping Grounds for it.
I'm also feeling a little unsure about 13 fetches now. There are times where I want to have RR, GG, or RG on T2 and you need 2 Stomping Grounds for it.
Yeah, that's going to come up sometimes, but it seems very rare to me. I've been playing 13 fetches in paper and 12 online because I don't want to buy a Misty or Verdant on MTGO. I don't think I've ever been in a spot where I wanted to fetch 2 stomping grounds with my first two lands in any of the games I've played, but I've definitely had hands with e.g. Sacred Foundry + Stomping Ground + HH + stuff. To be honest, the main downside of cutting the Stomping Ground I've encountered is not having another land to fetch vs. decks that play land destruction - mostly hatebears variants.
What do you think the core is for Bushwhacker Zoo? IMO, I think the minimum numbers of cards in the deck are the following. I also think that there need to be at least 19 one-drops and 17-21 lands.
What do you think the core is for Bushwhacker Zoo? IMO, I think the minimum numbers of cards in the deck are the following. I also think that there need to be at least 19 one-drops and 17-21 lands.
Small zoo 13th place http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=111291
Nice!
Lot of artifact hate in Small Zoo's SB. Wonder what he thought of Nissa...
And 1-2 copies of Renegade Rallier in in company's 75 feels right.
Domri is better in that case, and I'd play him over Nissa anytime.
Her +1 is very weak to a deck that wants to put pressure early
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
4x Experiment One
4x Ghor-Clan Rampager
4x Goblin Guide
2x Kari Zev, Skyship Raider
4x Kird Ape
4x Loam Lion
4x Narnam Renegade
4x Wild Nacatl
1x Flinthoof Boar
Instant (11)
4x Atarka's Command
4x Lightning Bolt
3x Path to Exile
3x Arid Mesa
1x Forest
1x Mountain
1x Sacred Foundry
2x Stomping Ground
2x Temple Garden
4x Windswept Heath
4x Wooded Foothills
1x Deflecting Palm
2x Grafdigger's Cage
3x Lightning Helix
1x Natural State
1x Destructive Revelry
1x Path to Exile
2x Blossoming Defense
1x Stony Silence
3x Thalia, Guardian of Thraben
Round 1 2x0 vs Merfolk: was on the play with very explosive hand. He kept a bunch Spreading Seas + Snag with no creature. But I dropped my E1s and Narnans before he could screw my manabase. G2 we both mulled down to 4, I droped a Goblin Guide and he never revealed a land.
Round 2 1x2 vs Zoo (Bushwacker): All very close but (overall) horrible matchups, with both getting mana screwed. G3 I've stopped at my first land through the entire game while he got flooded. Narnam Renegade was a powerfull mirror breaker, though. Whoever had it on board got really far ahead.
Round 3 2x0 vs Jeskai Nahiri: G1 manage to drop a lot of dudes before he could keep up with his spot removal. G2 he droped a T1 Engineered Exlosives, I've droped a Thalia, hardcast Ghor Clan and kept hiting and saving one-drops in hand until he cracked it. Blossoming Defense was a good protection/combat trick to have from SB.
Round 4 2x1 vs Jund: All very close. Scavenging Ooze was a real pain. Won G3 by topdecking the last. Narnam and Kari Zev were really good here. Hiting for 1 with the pirate to kill Liliana and casting Ghor clan on Ragavan to kill Goyf was a good value.
Pretty happy with this list overall. With 24 one-drops, feels safer to side out Experient One against grindier matchups without losing consistency, since he's a horrible topdeck. SB is still a bit messy and needs more testing. Also working on manabase. Not sure if I leave two Temple Garden or change one for a second Sacred Foundry or a fourth Arid Mesa. The 2 drop creature slot is still open, but i'm really liking the pirate so far. Boar is good, but i'm not missing haste that much.
Link to list with card choice explanation and primer
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
Ghor-Clan for sure IMO. I've been very pleased with 2 Ghor-Clan MD lately just so we have some means to punch through big blockers game 1. I cut the 2nd Mutagenic for the 2nd Ghor-Clan, though that may be crazy with all 4 Bushwhackers.
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
Agreed. Don't think neither of them are particular good, though.
I also think Ghor-Clan would be better than the 3rd Mutagenic.
Edit: I also agree that Domri > Nissa. The 0/1s just don't do anything, though putting a pile of counters on your dudes to keep them out of Anger range does sound appealing. So I'm not sure of this. Seems worth trying Nissa to be honest.
4 Windswept Heath
3 Bloodstained Mire
2 Stomping Ground
2 Temple Garden
1 Sacred Foundry
1 Forest
1 Dryad Arbor
4 Wild Nacatl
4 Kird Ape
4 Narnam Renegade
2 Goblin Guide
3 Hidden Herbalists
4 Burning-Tree Emissary
2 Flinthoof Boar
4 Reckless Bushwhacker
2 Ghor-Clan Rampager
3 Path to Exile
2 Atarka's Command
I have since cut the remaining paths for Manamorphose and the final Herbalists still testing that version out but seems pretty good imo. Also the Rampagers over Command 3&4 was a meta call because I knew it would be Jund and Junk heavy and it was. I'm probably going to up the amount of fetches to be 12/13 as soon as I can.
It's virtually a 3 power for 2 just like Boar, with the upside of having good evasion and working great with Atarka's Command, Ghor-Clan and other combat tricks. The monkey also triggers revolt for Narnam post combat and can be used to put a counter on Experiment One. The "downside" is being legendary and a bad blocker (wich is not what you'd want to do in Zoo anyway).
Goyf will always be the best two-drop overall, though. But as far as two-drop zoo creatures go, she seems like a nice addition so far.
I'm close to 100 games with Manamorphose. The results won't be statistically different from Mutagenic Growth, though. I definitely prefer MG since it can either be a blow out or save a creature from a Bolt for free. I'm also feeling a little unsure about 13 fetches now. There are times where I want to have RR, GG, or RG on T2 and you need 2 Stomping Grounds for it.
Yeah, that's going to come up sometimes, but it seems very rare to me. I've been playing 13 fetches in paper and 12 online because I don't want to buy a Misty or Verdant on MTGO. I don't think I've ever been in a spot where I wanted to fetch 2 stomping grounds with my first two lands in any of the games I've played, but I've definitely had hands with e.g. Sacred Foundry + Stomping Ground + HH + stuff. To be honest, the main downside of cutting the Stomping Ground I've encountered is not having another land to fetch vs. decks that play land destruction - mostly hatebears variants.
4 Wild Nacatl
3 Narnam Renegade
3 Kird Ape
3 Experiment One
3 Reckless Bushwhacker
2 Atarka's Command
4 Lightning Bolt
1 Temple Garden
1 Sacred Foundry
10 fetches
Well we don't really know at this point, but I'd tentatively say:
4 Goblin Guide
4 Wild Nacatl
4 Narnam Renegade
4 Kird Ape
3 Experiment One
4 Hidden Herbalist
3 Reckless Bushwhacker
4 Atarka's Command
4 Lightning Bolt