Why the need to go "all-in" on Looting if you're looking to include it? Why not just jam 3 copies into a stock list and make sure you're also playing 3-4 K-Command? Helps a tad with card velocity, helps filter the "wrong half" of the deck, and is an easy 3-of to side out in games 2 and 3 of almost every match. I'd treat it as a game 1 only boost.
Trying to play expensive spells and Faithless Looting in the same deck is usually painful. More often than not, you end up making a choice to keep lands for your expensive spell at the cost of all else. That usually makes me question why I'm including both.
Olivia unforuntaley dies to the most played removal spell in the format: Bolt. At 4 Mana, I need a little bit of resistance against Bolt I think. Otherwise the tempo loss is too extreme. And wating until turn 6 in order to play around it is crazy of course.
Why the need to go "all-in" on Looting if you're looking to include it? Why not just jam 3 copies into a stock list and make sure you're also playing 3-4 K-Command? Helps a tad with card velocity, helps filter the "wrong half" of the deck, and is an easy 3-of to side out in games 2 and 3 of almost every match. I'd treat it as a game 1 only boost.
I mean I tried that, but often times you really have the case where you are actually unhappy to loot, as there are many matchups where cards in your hand could become relevant in a later point of the game but aren't right now. At that point you have to decide to either ditch those cards into the bin or start binning lands, which is also not the thing you want to do ideally. If there would be some safe card to discard, like Souls provides in Mardu, then it works better. This is of course meaning the front side of Looting here. I think the backside is especially strong and usually doesn't require deckbuilding as in the lategame you can just ditch topdecked lands for sure.
I can respect that. I was living a hypothetical dream for a moment. It just seems that Modern is more interactive than Legacy, and for some reason, they want to make creatures matter in Legacy all of a sudden. Maybe this isn't forum for ban list talk. I think I was warned about that once.
I think Legacy is more interactive than modern. At least right now.
Hello all, I've been through this thread for a long time, but without any comments. I'm on Jund boat since I got my Goyfs few years ago (old POD player, but we know, where the pod is...) I've read all the debates about 24 or 25 land manabase and ideal count of spells and so on. I may have some heretical thoughts, which I would like to share, hoping I'll not end burning at the stake
I know, we are heavily mana dependant and for consistency we need bunch of lands, but for what? To be able to attack on T5 with ravine? Honestly, many of my last games, I was almost upset, when I had to play ravine. What do we want? T1 discard or mana open to push or bolt, T2 play Bob or Goyf, T3 LotV or some removal + discard, T4 BBE. Where the hell is the option to T5 attack with ravine?
From my experience, every turn I didn't play something, I lost, or was very close to losing. There are situations, where you can stick tapped ravine on T1 and be happy with that, but they are rare.
For the filtering, there is not much options for us to filter our card draw, excpet for Grim Flayer and even with filtering we do what? Cast looting and maybe something, spend one turn doing nothiing, just filtering our cards, it simply doesn't seem right.
So my heretical ideas are - completely cut all ravines, therefore we shouldn't need 25 lands to support them.
Go down to 22 or 21 land build.
Fill new slots with handy creatures or disruption.
We are too slow to be aggro, but not slow and strong enough to be control. We want to play the long game, but unfortunately, we run out of gas as aggro deck used to do. So maybe we should try how to speed up our game plan a bit? Except the way that Jund DS goes.
I've always been the rebelling one so don't judge me too harsh
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MODERN:BGRJund, RBGUDredge, LEGACY:BUReanimator, BRWGU Dredge
"Aut vincere aut mori"
Why the need to go "all-in" on Looting if you're looking to include it? Why not just jam 3 copies into a stock list and make sure you're also playing 3-4 K-Command? Helps a tad with card velocity, helps filter the "wrong half" of the deck, and is an easy 3-of to side out in games 2 and 3 of almost every match. I'd treat it as a game 1 only boost.
Trying to play expensive spells and Faithless Looting in the same deck is usually painful. More often than not, you end up making a choice to keep lands for your expensive spell at the cost of all else. That usually makes me question why I'm including both.
I can understand this. Hadn't thought of it before. I'll think a bit more about this. That said, one or two of the "stock" list cards I'd shave for a Looting are one or two BBE, so just the process of making those changes helps with this a bit already.
Why the need to go "all-in" on Looting if you're looking to include it? Why not just jam 3 copies into a stock list and make sure you're also playing 3-4 K-Command? Helps a tad with card velocity, helps filter the "wrong half" of the deck, and is an easy 3-of to side out in games 2 and 3 of almost every match. I'd treat it as a game 1 only boost.
I mean I tried that, but often times you really have the case where you are actually unhappy to loot, as there are many matchups where cards in your hand could become relevant in a later point of the game but aren't right now. At that point you have to decide to either ditch those cards into the bin or start binning lands, which is also not the thing you want to do ideally. If there would be some safe card to discard, like Souls provides in Mardu, then it works better. This is of course meaning the front side of Looting here. I think the backside is especially strong and usually doesn't require deckbuilding as in the lategame you can just ditch topdecked lands for sure.
I try not to think of Looting like this. Or any looting effect really. It's a bit of a trap. If you're happy with the cards in your hand, you don't have to cast it. Maybe that means what you cut for it is better in that moment, but maybe not. Additionally, treat the top 2 cards of your deck as if they're random, even after you draw them. If they're not clearly better in your current situation than what you already have, they're the ones that get binned. Don't think about what they are. Treat it like "R: Mill 2". Although I may have just talked myself out of this, since "R: Mill 2" sounds absolutely terrible.
Meh, I don’t see how talking about banlist cards within the context of how they would affect Jund if we had access to them or how they would affect Jund’s MU’s if they had access to them is any kind of faux pas in a Jund thread.
On a different note, what about Firespout as the third Anger of the Gods in the side? It’s extremely easy to target just fliers, and it’s just as easy to hit the whole board. It’s important reiteration of AotG that dodges Meddling Mage. And I like that I can knock off a bunch of spirits without hitting BBE or Bob or Scooze or whatever else I don’t want to do 3 damage to. Obviously it’s quite a bit worse than AotG against Dredge and a couple of others, but it’s better against Spirits.
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Hello all, I've been through this thread for a long time, but without any comments. I'm on Jund boat since I got my Goyfs few years ago (old POD player, but we know, where the pod is...) I've read all the debates about 24 or 25 land manabase and ideal count of spells and so on. I may have some heretical thoughts, which I would like to share, hoping I'll not end burning at the stake
I know, we are heavily mana dependant and for consistency we need bunch of lands, but for what? To be able to attack on T5 with ravine? Honestly, many of my last games, I was almost upset, when I had to play ravine. What do we want? T1 discard or mana open to push or bolt, T2 play Bob or Goyf, T3 LotV or some removal + discard, T4 BBE. Where the hell is the option to T5 attack with ravine?
From my experience, every turn I didn't play something, I lost, or was very close to losing. There are situations, where you can stick tapped ravine on T1 and be happy with that, but they are rare.
For the filtering, there is not much options for us to filter our card draw, excpet for Grim Flayer and even with filtering we do what? Cast looting and maybe something, spend one turn doing nothiing, just filtering our cards, it simply doesn't seem right.
So my heretical ideas are - completely cut all ravines, therefore we shouldn't need 25 lands to support them.
Go down to 22 or 21 land build.
Fill new slots with handy creatures or disruption.
We are too slow to be aggro, but not slow and strong enough to be control. We want to play the long game, but unfortunately, we run out of gas as aggro deck used to do. So maybe we should try how to speed up our game plan a bit? Except the way that Jund DS goes.
I've always been the rebelling one so don't judge me too harsh
The problem with that is that you don't need the 24-25 lands due to ravine mainly. Its just the coloured sources which needs the high land count and the ability to hit landdrop 3 and 4 on time. If you decrease the landcount to 21 from 24, you are loosing an incredible 10 % of chance to consistantly hit landdrop number 4. So you could play no 4 drops then. However, the next issue is then that you also want to not play too many 2 drops. Why? Because we want to consistantly be able to do 2 things on a given turn (double spelling) and if you have many 2 drops, then you want to cast 2 of them on a given turn for sure. So you would need to focus on mainly one drops, some 2 drops and then some 3 drops in order to do that. The thing is, if you play 21-22 lands only, then it statistically means you are subscribing to the fact that you will have 2 lands on turn 2 often, but don't heavily rely on land 3 that much. If that is fine with your curve and the plan you have, then sure, I am not against it. In fact I am curous on how you would build the deck in that case then. So if you have got specific ideas don't hesitate to throw them at us
I try not to think of Looting like this. Or any looting effect really. It's a bit of a trap. If you're happy with the cards in your hand, you don't have to cast it. Maybe that means what you cut for it is better in that moment, but maybe not. Additionally, treat the top 2 cards of your deck as if they're random, even after you draw them. If they're not clearly better in your current situation than what you already have, they're the ones that get binned. Don't think about what they are. Treat it like "R: Mill 2". Although I may have just talked myself out of this, since "R: Mill 2" sounds absolutely terrible.
I didnt mean to cast looting on occasion either. If you are happy with the cards you have then surely you should never cast looting. however, lets say you happen to face a problem where you need to dig for specific asnwers, you do it, and discard other cards which still might be relevant in the matchup, but just aren't now. If you deal with the problem then and the situation comes up where you would have needed the discarded card then, its pretty counterproductive in a way. And thats the problem. You cant predict the future and can only make guesses of which cards you might need. Of coruse there are situations where you can just judge based on what would be most devastating and play around that. The problem here is that the linear decks not only demand specific answer to dig for, but also many many answers. We might solve the issue of the quality of what to find with looting, but certainly not the quantity.
Well, i'll look into it, but now i'm afraid, I'll just build bad burn or zoo deck with bad card choices and splashes I get the point with coloured sources, totally forgot about that. Time will tell
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I try not to think of Looting like this. Or any looting effect really. It's a bit of a trap. If you're happy with the cards in your hand, you don't have to cast it. Maybe that means what you cut for it is better in that moment, but maybe not. Additionally, treat the top 2 cards of your deck as if they're random, even after you draw them. If they're not clearly better in your current situation than what you already have, they're the ones that get binned. Don't think about what they are. Treat it like "R: Mill 2". Although I may have just talked myself out of this, since "R: Mill 2" sounds absolutely terrible.
I didnt mean to cast looting on occasion either. If you are happy with the cards you have then surely you should never cast looting. however, lets say you happen to face a problem where you need to dig for specific asnwers, you do it, and discard other cards which still might be relevant in the matchup, but just aren't now. If you deal with the problem then and the situation comes up where you would have needed the discarded card then, its pretty counterproductive in a way. And thats the problem. You cant predict the future and can only make guesses of which cards you might need. Of coruse there are situations where you can just judge based on what would be most devastating and play around that. The problem here is that the linear decks not only demand specific answer to dig for, but also many many answers. We might solve the issue of the quality of what to find with looting, but certainly not the quantity.
Ah, I see what you're saying. I think that's still a flawed way to look at the cards in your hand, though. If you think you have a high likelihood of needing it, then that's a card you keep. If you straight up don't know, that's a card you pitch if the other options are things you know would be useful currently or in the next couple of turns.
The card that you don't know if you need later or not - what happens if you can't dig yourself out of whatever current situation you're in, and you die? Any card unused and in your hand when you die is a bad card.
Man, his decks always look so much more different than I expect. No Anger in the side either? Sure would’ve helped that Humans MU. The plays are always so tight though. He makes the deck look good.
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Hey FlyingDelver I was wondering if you were gonna add a matchup guide for hardened scales affinity in the primer? I've been struggling with it, I don't run any leyline of the void in my sideboard to shut off the modular triggers. I trim LOTV and thoughtseize.
Hey FlyingDelver I was wondering if you were gonna add a matchup guide for hardened scales affinity in the primer? I've been struggling with it, I don't run any leyline of the void in my sideboard to shut off the modular triggers. I trim LOTV and thoughtseize.
Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
The problem with that card is you preemptively commit to use at least 2 mana if you cycle it. It doesn't work well with reactive cards. In that case its sometimes very awkward. In general though, I am not against experimenting with it. How would you incoorporate it inot the deck?
I tested this deck against my friend with Dredge and Jeskai control w Terminus, and well, without sideboarding it felt quite well against the control, and as usual against dredge I was a bit afraid to go down to 21 or 22 lands as I intended initially, one basic of each type is for FoR and PtE reasons, I love Treetop Village, so there is no way, I'll play green deck without it, but those filter lands seem a bit clunky, they're fine in the mid game, but opening hand with all three of them is a disaster, statistically it should avoid me now for some time, but...
I cut all Ravines and BBE. I tried Grim Flayer instead of Bob and they were unexpectedly good, when the dig, they dig deep and when they don't, it's because they're dead and Bob would also eat that bolt. But I could imagine 3/3 split for better CA and some draw setup.
I was looking for some handy 1cmc creature and Lavamancer was what immediately came to my mind. They are versatile, and often times they pilot the copter. The copter felt really well against control, it dodges some of their shenanigans and sometimes makes surprise attack with topdecked creature after a sweeper. I'm curious how reliable it would be against spirits, as it can block and offers some card filtering. So some conclusion
Lavamancer is great, copter is great, but sometimes misses a pilot - some more handy 1cmc creatures would be fine, but now I don't remember any. Kalitas and Cahndra were the main finishers. 3 cmc is quite full, but i don't really want to cut any of those cards, even though K command without BBE is not as good. 2CMC is also a bit crowdy, but Goyf, Flayer and Ooze are a bit necessary and i don't see 1cmc creature, which i would like more.
I'll do some more testing, but it will take me some time, without MTGO and with playing time only on weekends, but i like it, for now
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MODERN:BGRJund, RBGUDredge, LEGACY:BUReanimator, BRWGU Dredge
"Aut vincere aut mori"
Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
The problem with that card is you preemptively commit to use at least 2 mana if you cycle it. It doesn't work well with reactive cards. In that case its sometimes very awkward. In general though, I am not against experimenting with it. How would you incoorporate it inot the deck?
I look at manamorphose like a free card to cycle. If it get's countered then I feel like the spell you would've played in it's place would probably have been countered as well. I could see the issue of deciding what mana to create with it be an issue though. I would start by cutting 1 LotV, 1 Scavenging Ooze, 1 Assassin's Trophy, and 1 Inquisition of Kozilek. Picking those cards just because they are more limited in what they can do. Not entirely sure what to pick other than saying our four worst or most narrow cards though. Again just throwing out ideas for any way to improve the deck. Perhaps the best answer is to just be as good as Reid Duke, though that seems like quite a long shot for me.
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Trying to play expensive spells and Faithless Looting in the same deck is usually painful. More often than not, you end up making a choice to keep lands for your expensive spell at the cost of all else. That usually makes me question why I'm including both.
Olivia unforuntaley dies to the most played removal spell in the format: Bolt. At 4 Mana, I need a little bit of resistance against Bolt I think. Otherwise the tempo loss is too extreme. And wating until turn 6 in order to play around it is crazy of course.
I mean I tried that, but often times you really have the case where you are actually unhappy to loot, as there are many matchups where cards in your hand could become relevant in a later point of the game but aren't right now. At that point you have to decide to either ditch those cards into the bin or start binning lands, which is also not the thing you want to do ideally. If there would be some safe card to discard, like Souls provides in Mardu, then it works better. This is of course meaning the front side of Looting here. I think the backside is especially strong and usually doesn't require deckbuilding as in the lategame you can just ditch topdecked lands for sure.
I think Legacy is more interactive than modern. At least right now.
I know, we are heavily mana dependant and for consistency we need bunch of lands, but for what? To be able to attack on T5 with ravine? Honestly, many of my last games, I was almost upset, when I had to play ravine. What do we want? T1 discard or mana open to push or bolt, T2 play Bob or Goyf, T3 LotV or some removal + discard, T4 BBE. Where the hell is the option to T5 attack with ravine?
From my experience, every turn I didn't play something, I lost, or was very close to losing. There are situations, where you can stick tapped ravine on T1 and be happy with that, but they are rare.
For the filtering, there is not much options for us to filter our card draw, excpet for Grim Flayer and even with filtering we do what? Cast looting and maybe something, spend one turn doing nothiing, just filtering our cards, it simply doesn't seem right.
So my heretical ideas are - completely cut all ravines, therefore we shouldn't need 25 lands to support them.
Go down to 22 or 21 land build.
Fill new slots with handy creatures or disruption.
We are too slow to be aggro, but not slow and strong enough to be control. We want to play the long game, but unfortunately, we run out of gas as aggro deck used to do. So maybe we should try how to speed up our game plan a bit? Except the way that Jund DS goes.
I've always been the rebelling one so don't judge me too harsh
"Aut vincere aut mori"
I try not to think of Looting like this. Or any looting effect really. It's a bit of a trap. If you're happy with the cards in your hand, you don't have to cast it. Maybe that means what you cut for it is better in that moment, but maybe not. Additionally, treat the top 2 cards of your deck as if they're random, even after you draw them. If they're not clearly better in your current situation than what you already have, they're the ones that get binned. Don't think about what they are. Treat it like "R: Mill 2". Although I may have just talked myself out of this, since "R: Mill 2" sounds absolutely terrible.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
On a different note, what about Firespout as the third Anger of the Gods in the side? It’s extremely easy to target just fliers, and it’s just as easy to hit the whole board. It’s important reiteration of AotG that dodges Meddling Mage. And I like that I can knock off a bunch of spirits without hitting BBE or Bob or Scooze or whatever else I don’t want to do 3 damage to. Obviously it’s quite a bit worse than AotG against Dredge and a couple of others, but it’s better against Spirits.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
"Aut vincere aut mori"
Well s***. Scratch that idea. I did not think about that.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
The problem with that is that you don't need the 24-25 lands due to ravine mainly. Its just the coloured sources which needs the high land count and the ability to hit landdrop 3 and 4 on time. If you decrease the landcount to 21 from 24, you are loosing an incredible 10 % of chance to consistantly hit landdrop number 4. So you could play no 4 drops then. However, the next issue is then that you also want to not play too many 2 drops. Why? Because we want to consistantly be able to do 2 things on a given turn (double spelling) and if you have many 2 drops, then you want to cast 2 of them on a given turn for sure. So you would need to focus on mainly one drops, some 2 drops and then some 3 drops in order to do that. The thing is, if you play 21-22 lands only, then it statistically means you are subscribing to the fact that you will have 2 lands on turn 2 often, but don't heavily rely on land 3 that much. If that is fine with your curve and the plan you have, then sure, I am not against it. In fact I am curous on how you would build the deck in that case then. So if you have got specific ideas don't hesitate to throw them at us
I didnt mean to cast looting on occasion either. If you are happy with the cards you have then surely you should never cast looting. however, lets say you happen to face a problem where you need to dig for specific asnwers, you do it, and discard other cards which still might be relevant in the matchup, but just aren't now. If you deal with the problem then and the situation comes up where you would have needed the discarded card then, its pretty counterproductive in a way. And thats the problem. You cant predict the future and can only make guesses of which cards you might need. Of coruse there are situations where you can just judge based on what would be most devastating and play around that. The problem here is that the linear decks not only demand specific answer to dig for, but also many many answers. We might solve the issue of the quality of what to find with looting, but certainly not the quantity.
"Aut vincere aut mori"
The card that you don't know if you need later or not - what happens if you can't dig yourself out of whatever current situation you're in, and you die? Any card unused and in your hand when you die is a bad card.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Yeah, Jaberwocki didn't play any Trophies either in his recent 5-0 list. Guess the card ain't great if there's not much Tron around.
Abzan Traverse / Traverse Shadow / UR Kiki
Dat Choke off the top tho.
Man, his decks always look so much more different than I expect. No Anger in the side either? Sure would’ve helped that Humans MU. The plays are always so tight though. He makes the deck look good.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
Yeah I will add the matchup!
The problem with that card is you preemptively commit to use at least 2 mana if you cycle it. It doesn't work well with reactive cards. In that case its sometimes very awkward. In general though, I am not against experimenting with it. How would you incoorporate it inot the deck?
2x Grim Lavamancer
4x Grim Flayer
4x Tarmogoyf
2x Scavenging Ooze
1x Kalitas, Traitor of Ghet
Artifacts
2x Smuggler's Copter
PW
1x Chandra, Torch of Defiance
3x Liliana of the Veil
1x Liliana, the Last hope
4x Lightning bolt
2x Fatal Push
3x Assassin's Trophy
2x Kolaghan's Command
Sorc
4x Inquisition of Kozilek
2x Thoughtseize
Lands
4x Blackcleave Cliffs
4x Verdant Catacombs
2x Bloodstained Mire
2x Wooded Foothills
2x Overgrown Tomb
1x Blood Crypt
1x Stomping Ground
1x Treetop Village
1x Fire-lit Thicket
1x Graven Cairns
1x Twilight mire
1x Swamp
1x Mountain
1x Forest
I tested this deck against my friend with Dredge and Jeskai control w Terminus, and well, without sideboarding it felt quite well against the control, and as usual against dredge I was a bit afraid to go down to 21 or 22 lands as I intended initially, one basic of each type is for FoR and PtE reasons, I love Treetop Village, so there is no way, I'll play green deck without it, but those filter lands seem a bit clunky, they're fine in the mid game, but opening hand with all three of them is a disaster, statistically it should avoid me now for some time, but...
I cut all Ravines and BBE. I tried Grim Flayer instead of Bob and they were unexpectedly good, when the dig, they dig deep and when they don't, it's because they're dead and Bob would also eat that bolt. But I could imagine 3/3 split for better CA and some draw setup.
I was looking for some handy 1cmc creature and Lavamancer was what immediately came to my mind. They are versatile, and often times they pilot the copter. The copter felt really well against control, it dodges some of their shenanigans and sometimes makes surprise attack with topdecked creature after a sweeper. I'm curious how reliable it would be against spirits, as it can block and offers some card filtering. So some conclusion
Lavamancer is great, copter is great, but sometimes misses a pilot - some more handy 1cmc creatures would be fine, but now I don't remember any. Kalitas and Cahndra were the main finishers. 3 cmc is quite full, but i don't really want to cut any of those cards, even though K command without BBE is not as good. 2CMC is also a bit crowdy, but Goyf, Flayer and Ooze are a bit necessary and i don't see 1cmc creature, which i would like more.
I'll do some more testing, but it will take me some time, without MTGO and with playing time only on weekends, but i like it, for now
"Aut vincere aut mori"
Elves of Deep Shadow!!!!
It's not an original idea, but it still seems novel. Birds and Noble no-workee.
You decide if I'm kidding. . .
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
I look at manamorphose like a free card to cycle. If it get's countered then I feel like the spell you would've played in it's place would probably have been countered as well. I could see the issue of deciding what mana to create with it be an issue though. I would start by cutting 1 LotV, 1 Scavenging Ooze, 1 Assassin's Trophy, and 1 Inquisition of Kozilek. Picking those cards just because they are more limited in what they can do. Not entirely sure what to pick other than saying our four worst or most narrow cards though. Again just throwing out ideas for any way to improve the deck. Perhaps the best answer is to just be as good as Reid Duke, though that seems like quite a long shot for me.