So, hello all, first post here
I was wondering if skred wants The flame of Keld from Dominaria... It could be an insurance against flooding, and I always found that the deck does
not draw enough..
The last chapter could end games too, so there's that
It also dies to Dismember, but yeah... Stormbreath Dragon is pretty great. It is one of my favorite cards in the deck. It actually complements Koth really well in closing games fast, and being vulnerable to different things.
The Flame of Keld starts out at discarding your hand, and getting two cards back. I think Jaya Ballard or Chandra, Flamecaller would be better in flooded situations for turning extra lands into something useful. Besides, Koth's ultimate puts those lands to good.
We also don't really need the 3rd ability to close out games, since we're not a burn deck: it only really helps Bolt and Koth's ultimate, and a Koth ultimate usually does the job fine. This would be better in burn decks: chuck it out when your hand is empty, pick up two cards which will do more damage the following turn.
If we want a 2-drop to smooth draws, besides Mind Stone, I think Magma Jet does a fine job.
Dire Fleet Daredevil seems really situational, and honestly a bit too situational. It feels like a meta call at best and an okay blocker at worst. I'd keep trying it though, perhaps it's better than I'm giving it credit for.
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Could I get a few recent deck submissions that you all are having success with? I am very new to the forums and I am falling in love with this deck. I want to see everyone's choice of flex cards and what is working for them. Thanks for your time and efforts and take care!
Could I get a few recent deck submissions that you all are having success with? I am very new to the forums and I am falling in love with this deck. I want to see everyone's choice of flex cards and what is working for them. Thanks for your time and efforts and take care!
I've been doing well with this list. The interesting choices are the Magma Jets and the Gemstone and Spirit Guide package. The feeling of end-of-turn jetting and scrying away 2 lands before drawing for turn has been really good. I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time and I also bring them in along with Rabblemasters against decks with better long games so I can close out in time.
Could I get a few recent deck submissions that you all are having success with? I am very new to the forums and I am falling in love with this deck. I want to see everyone's choice of flex cards and what is working for them. Thanks for your time and efforts and take care!
I've been doing well with this list. The interesting choices are the Magma Jets and the Gemstone and Spirit Guide package. The feeling of end-of-turn jetting and scrying away 2 lands before drawing for turn has been really good. I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time and I also bring them in along with Rabblemasters against decks with better long games so I can close out in time.
So, 22 lands is enough for your game plan? I noticed you had a bit higher of a curve than others. I like the list because you accentuate the need for closing the game fast with landing a Stormbreath Dragon almost every game with (4) that amount. The apes seems to "fix" the 22 lands MB situation in games 2/3 so, I can understand that narrative. I have noticed that many have moved away from 4 MB Blood Moon and have settled on 3. I am assuming that is for opening up flex spots, plus it just seems like a horrible top deck. I was thinking about Sweltering Suns and have always loved cards this flexible; I am a bit surprised more people are not on this wagon.
Thanks for the deck submission, I will give it a whirl!
I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time -aedrew
What do you side out for this tech? I would assume Mindstone, Relic, or maybe a high CMC card to lower the curve. I lean towards the Mindstone because it sounds to me like the tech is catching up to the opponent for one turn because at Parity (resource-wise) Skred has good games. Please forgive me if these assumptions are incorrect, I am here to be educated.
Depends on the matchup. Relics go out when they dont do much, and when you have better cards to replace them with. You can usually drop a copy of Koth or any 5cmc if the other deck is hyper aggressive. Sweepers if they're dead.
The main appeal of simian is to power out a turn2 blood moon or rabblemaster and pretty much cheese them out of the game
Because of the lower curve, it does better in a meta where you want to be more aggressive with your threats. It's light on sweepers in the main, so if you are seeing a lot of creature decks, it might not be right for the meta that you're playing in.
Good luck on your search for a build that you like!
Because of the lower curve, it does better in a meta where you want to be more aggressive with your threats. It's light on sweepers in the main, so if you are seeing a lot of creature decks, it might not be right for the meta that you're playing in.
Good luck on your search for a build that you like!
It really depends on the matchup.
If I can win the long game and just want to make sure I get there (like versus Humans or Affinity), I bring in SSGs and more interaction and cut some bad hate cards, Planeswalkers, Sheets, and one or two Mind Stones.
If I need to race because my interaction is not that great, like against Ad Nauseum or Lantern, I go the SSG and Rabblemaster plan and cut the dead cards and again some top end, Sheets, and a Mind Stone or two.
It really depends on the matchup.
If I can win the long game and just want to make sure I get there (like versus Humans or Affinity), I bring in SSGs and more interaction and cut some bad hate cards, Planeswalkers, Sheets, and one or two Mind Stones.
If I need to race because my interaction is not that great, like against Ad Nauseum or Lantern, I go the SSG and Rabblemaster plan and cut the dead cards and again some top end, Sheets, and a Mind Stone or two.
Could I get a few recent deck submissions that you all are having success with? I am very new to the forums and I am falling in love with this deck. I want to see everyone's choice of flex cards and what is working for them. Thanks for your time and efforts and take care!
I've been doing well with this list. The interesting choices are the Magma Jets and the Gemstone and Spirit Guide package. The feeling of end-of-turn jetting and scrying away 2 lands before drawing for turn has been really good. I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time and I also bring them in along with Rabblemasters against decks with better long games so I can close out in time.
I am really digging this list; I love how in g2 the opponent does not suspect the t2 blood moon. Wow!
The only thing I'd suggest is that SSG isn't even exclusively an SB strategy to recover from being on the draw. Blood Moon is really effective on turn 2 of the play, where it forecloses the opponent fetching more than one basic land immediately. Caverns does fulfill that recovery role, though. And yes, Magma Jets are great, especially if you aren't running Mind Stones.
The only thing I'd suggest is that SSG isn't even exclusively an SB strategy to recover from being on the draw. Blood Moon is really effective on turn 2 of the play, where it forecloses the opponent fetching more than one basic land immediately. Caverns does fulfill that recovery role, though. And yes, Magma Jets are great, especially if you aren't running Mind Stones.
Do you have match up where your SSG game plan does not come out of the side? If you have the time could you do a quick SB guide for the archetypes rather than deck names. I.E Aggro, Midrange, Tempo, Control, Combo?
I'm not really big on SSG. I find that as a control deck, the thing I want least is card disadvantage.
I imagine it would come out against decks where the slight acceleration is not going to make a difference; mid-range or control decks with lots of basics. These are the kind of decks that really aren't well-disrupted by Blood Moon, or where hitting your sweeper on turn-2 won't matter to your life expectancy. Also, against decks that can trivially remove Blood Moon on turn 2.
Still, if you put SSG in, you were making a statement that your speed mattered, and the deck was likely built with that in mind. I imagine that unless you're swimming in Martyr-Proc decks, you're likely to keep in SSG & BM.
I find myself going back to the stock list that oKosheep posted on page 1. I love the low variance of that list. It doesn’t have the variance of high octane draws but, you consistently do what the deck is designed to do. Hate greedy mana bases, Graveyard strategies, and go wide decks. I think it is just the best list I have played. How does this deck do on MTGO?
I tried out Hazoret and went down 1 Blood Moon giving me 3 in my MB. I didn’t get it enough within 10 games to be impressed with a 1 of Haz. I felt like I just want 4 Stormbreath Dragon. That card is so good!
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I was wondering if skred wants The flame of Keld from Dominaria... It could be an insurance against flooding, and I always found that the deck does
not draw enough..
The last chapter could end games too, so there's that
It also dies to Dismember, but yeah... Stormbreath Dragon is pretty great. It is one of my favorite cards in the deck. It actually complements Koth really well in closing games fast, and being vulnerable to different things.
The Flame of Keld starts out at discarding your hand, and getting two cards back. I think Jaya Ballard or Chandra, Flamecaller would be better in flooded situations for turning extra lands into something useful. Besides, Koth's ultimate puts those lands to good.
We also don't really need the 3rd ability to close out games, since we're not a burn deck: it only really helps Bolt and Koth's ultimate, and a Koth ultimate usually does the job fine. This would be better in burn decks: chuck it out when your hand is empty, pick up two cards which will do more damage the following turn.
If we want a 2-drop to smooth draws, besides Mind Stone, I think Magma Jet does a fine job.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Dire Fleet Daredevil seems really situational, and honestly a bit too situational. It feels like a meta call at best and an okay blocker at worst. I'd keep trying it though, perhaps it's better than I'm giving it credit for.
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I've been doing well with this list. The interesting choices are the Magma Jets and the Gemstone and Spirit Guide package. The feeling of end-of-turn jetting and scrying away 2 lands before drawing for turn has been really good. I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time and I also bring them in along with Rabblemasters against decks with better long games so I can close out in time.
So, 22 lands is enough for your game plan? I noticed you had a bit higher of a curve than others. I like the list because you accentuate the need for closing the game fast with landing a Stormbreath Dragon almost every game with (4) that amount. The apes seems to "fix" the 22 lands MB situation in games 2/3 so, I can understand that narrative. I have noticed that many have moved away from 4 MB Blood Moon and have settled on 3. I am assuming that is for opening up flex spots, plus it just seems like a horrible top deck. I was thinking about Sweltering Suns and have always loved cards this flexible; I am a bit surprised more people are not on this wagon.
Thanks for the deck submission, I will give it a whirl!
What do you side out for this tech? I would assume Mindstone, Relic, or maybe a high CMC card to lower the curve. I lean towards the Mindstone because it sounds to me like the tech is catching up to the opponent for one turn because at Parity (resource-wise) Skred has good games. Please forgive me if these assumptions are incorrect, I am here to be educated.
The main appeal of simian is to power out a turn2 blood moon or rabblemaster and pretty much cheese them out of the game
I posted this with some card choice explanations on page 120:
2 Eternal Scourge
3 Boros Reckoner
3 Pia and Kiran Nalaar
3 Stormbreath Dragon
Planeswalkers
4 Koth of the Hammer
2 Chandra, Torch of Defiance
Spells
4 Lightning Bolt
4 Skred
1 Sweltering Suns
1 Dismember
4 Relic of Progenitus
4 Mind Stone
Blood Moons
3 Blood Moon
Lands
20 Snow-Covered Mountain
2 Scrying Sheets
2 Goblin Rabblemaster
1 Dismember
2 Molten Rain
3 Dragon's Claw
2 Shattering Spree
2 Anger of the Gods
1 Pyrite Spellbomb
1 Obliterate
1 Blood Moon
Because of the lower curve, it does better in a meta where you want to be more aggressive with your threats. It's light on sweepers in the main, so if you are seeing a lot of creature decks, it might not be right for the meta that you're playing in.
Good luck on your search for a build that you like!
What is the consensus on land count, 22 or 23?
You might consider 23-24 if you cap out at 5-6.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
It really depends on the matchup.
If I can win the long game and just want to make sure I get there (like versus Humans or Affinity), I bring in SSGs and more interaction and cut some bad hate cards, Planeswalkers, Sheets, and one or two Mind Stones.
If I need to race because my interaction is not that great, like against Ad Nauseum or Lantern, I go the SSG and Rabblemaster plan and cut the dead cards and again some top end, Sheets, and a Mind Stone or two.
Thanks for the explanation!
I am really digging this list; I love how in g2 the opponent does not suspect the t2 blood moon. Wow!
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Do you have match up where your SSG game plan does not come out of the side? If you have the time could you do a quick SB guide for the archetypes rather than deck names. I.E Aggro, Midrange, Tempo, Control, Combo?
Many Thanks for your time and effort
I imagine it would come out against decks where the slight acceleration is not going to make a difference; mid-range or control decks with lots of basics. These are the kind of decks that really aren't well-disrupted by Blood Moon, or where hitting your sweeper on turn-2 won't matter to your life expectancy. Also, against decks that can trivially remove Blood Moon on turn 2.
Still, if you put SSG in, you were making a statement that your speed mattered, and the deck was likely built with that in mind. I imagine that unless you're swimming in Martyr-Proc decks, you're likely to keep in SSG & BM.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB