I did notice that Ben Jones chooses to draw against GBx decks, yeah. It might be good, but I am unsure. I think in legacy the games are more centered around certain key cards (like LtlH, Jace) and their protection to stick.
I guess the thing to say is if you choose play you are never wrong (as you get a clear advantage alone from the fact), but choosing to draw can be costly sometimes.
I absolutely love the Rock deck, but my performance with it lately has been average at best... and some days very frustrating. I have also tried Jund and Abzan with very similar results. Going away from the Rock style, I have been toying with Grixis Shadow and Jund Shadow finding that the results have been better since there is that opportunity for a very fast kill that the Rock just does not have. Is anyone else experiencing the same? Or perhaps this is just pilot error in the face of these fast graveyard based strategies.
I am preparing for SCG Cleveland in April and I am looking for either reassurance (Just Jund 'Em Out) or advice to look to another deck temporarily.
Thanks for any assistance that can be given.
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He raged at the world, at his family, at his life. But mostly he just raged.
Modern: BG Rock, Grixis Control, UW Control
Commander: Prossh, Skyraider of Kher
"Win or lose, naught to choose - all men are equal when their memory fades. No one knows, friends or foes, if Valhalla lies beyond the grave." - Motörhead “Deaf Forever”
@shocker_nation : In modern when you have this kind of choice just play the deck you play better than others. If your skill close with all your choices or if your choice is really a bad deck then just pick one of the best deck (Grixis Death Shadow and Rock among your choices).
If i can rassure you on one thing, i play jund 2 weeks ago and start to test Rock, my results are far better with it, i don't know why but i work very well for me, i just did 30 serious games with rock maybe it will fail soon.
Thanks for responding. Although I know everyone has a bad streak and I allowed mine to doubt the deck. I will press on and I am sure things will improve.
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He raged at the world, at his family, at his life. But mostly he just raged.
Modern: BG Rock, Grixis Control, UW Control
Commander: Prossh, Skyraider of Kher
"Win or lose, naught to choose - all men are equal when their memory fades. No one knows, friends or foes, if Valhalla lies beyond the grave." - Motörhead “Deaf Forever”
I'm no Shadow expert, but are they much better positioned against the graveyard decks of the format than Golgari?
My understanding is that Shadow's super-high density of discard + Stubborn Denial + rapid clock puts them in pole position against linear combo decks, but their unique life mechanics and low threat density means they struggle against go-wide decks compared to us.
Honestly, Grixis Shadow is probably a tad better positioned than Golgari overall at the moment, but I truly do not believe the difference is more than marginal. My vote is for the Rock, but honestly I really enjoy the concept of Shadow as well, and wouldn't fault you for taking an audible to that deck if your results have been strong.
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Well, if i have a high skill with death shadow i probably test seriously it but the deck is hard to play and i don't have time.
I think death shadow is better against unfair deck and control and BGX is better against other.
In US, there are a lot of KCI, hardened scales deck where death shadow is far better than rock, in Europe there is a lot of phoenix and spirits where Rock is better, i am not sure but it's my feedback. On MTGO the high number of phoenix make me happy to play Rock.
Well, if i have a high skill with death shadow i probably test seriously it but the deck is hard to play and i don't have time.
I think death shadow is better against unfair deck and control and BGX is better against other.
In US, there are a lot of KCI, hardened scales deck where death shadow is far better than rock, in Europe there is a lot of phoenix and spirits where Rock is better, i am not sure but it's my feedback. On MTGO the high number of phoenix make me happy to play Rock.
I agree with everything here, and I too would probably try my hand at Shadow if I had more time to play...but with free time at a premium in my life, I’m very much content to be playing all Golgari, all the time.
@FlyingDelver (and others), I’d be curious as to your thoughts on how to sideboard against Amulet Titan. In one of my matches yesterday (see below), I faced down Titan and made the following changes:
- How good is Brutality? Medium, in my estimation, so I left the maindeck one in but didn’t bring in the second from the side.
- How good is Engineered Explosives? I’d say better on the play than the draw, because it’s mostly good for cleaning up Amulets and Sakura-Tribe Scouts...but even on the play I’m not sure we want it.
- Fatal Push? I trimmed one. It’s our best early answer to Scout, Azusa, and Ballista, but we don’t want to be staring at multiple Pushes in hand when they drop a Titan or other big haymaker.
- I trimmed away Kalitas and a Scooze as far as dropping a couple threats went, rating Tireless Tracker more highly (Goyf and Bob obviously stay in). I think this is correct, but I’m willing to entertain other perspectives on this.
Any thoughts? Another matchup to consider so far as sideboarding protocols are concerned is the monored Phoenix deck; I’d welcome any feedback there as well.
Finally, for those who haven’t yet seen these games, I played my first ever live-recorded competitive league (in the past, I had only uploaded comp league games as replays), and it was a ton of fun! I’m having trouble formatting the links correctly from my phone, but they’re the five most recent vids on the channel linked in my signature (first match vs Storm, last match vs Titan). Good times!
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@Grim_Flayer First of all congrats to your live league, it is really enjoyable to watch you play, keep it up!
Concerning the Amulet matchup, the thing to keep in mind is that they will and should board out Amulets against you after game 1. The reason is, that as we are not a very fast deck, they don't need to be fast either (as Amulet essentially only generates tempo and acceleration). So, I would personally not bother about Amulets after Game 1. However, this is not a complete clear thing to do also from the AMulet players perspective. Some people still might bring them in. In such as case I like to keep Decays if you run them. Decays are more reliable than Push to kill an Azusa, and Decay can also kill Scout and the Amulet if they really leave them in. I think from our deck the weakest cards are Push and Scooze. Push does kill Scout and Azusa, but I think most of the time those are not the realy problematic cards. The cards you loose to is the Titan itself or Hornet Queen. We want all our TS, Trophies, LoTV and ideally Damnation for potential killing of the endgame threats. The goal of Amulet is just to go bigger than we do in chaining titans. We want to disrupt them and drop a fast goyf before they can cast Hornet queen.
I would probably keep CB, as you can kill Azusa, Scout and also take Pacts/Stirrings potentially.
EE is only really appealing to clear up Hornet Queen Tokens imo. Other than that I think EE is not worth it.
Push is rather weak, but not sure how many to cut. I think somewhere around 1-2 copies to cut is correct. I guess having access to a couple copies is nice.
@Grim_Flayer First of all congrats to your live league, it is really enjoyable to watch you play, keep it up!
Concerning the Amulet matchup, the thing to keep in mind is that they will and should board out Amulets against you after game 1. The reason is, that as we are not a very fast deck, they don't need to be fast either (as Amulet essentially only generates tempo and acceleration). So, I would personally not bother about Amulets after Game 1. However, this is not a complete clear thing to do also from the AMulet players perspective. Some people still might bring them in. In such as case I like to keep Decays if you run them. Decays are more reliable than Push to kill an Azusa, and Decay can also kill Scout and the Amulet if they really leave them in. I think from our deck the weakest cards are Push and Scooze. Push does kill Scout and Azusa, but I think most of the time those are not the realy problematic cards. The cards you loose to is the Titan itself or Hornet Queen. We want all our TS, Trophies, LoTV and ideally Damnation for potential killing of the endgame threats. The goal of Amulet is just to go bigger than we do in chaining titans. We want to disrupt them and drop a fast goyf before they can cast Hornet queen.
I would probably keep CB, as you can kill Azusa, Scout and also take Pacts/Stirrings potentially.
EE is only really appealing to clear up Hornet Queen Tokens imo. Other than that I think EE is not worth it.
Push is rather weak, but not sure how many to cut. I think somewhere around 1-2 copies to cut is correct. I guess having access to a couple copies is nice.
Yeah I would cut Kalitas and 1 Ooze also.
The matchup is unfavourable for us though.
Good luck!
Thanks for the kind words my dude, and thanks even more for all the great work you’ve done and continue to do here! I’d probably still be struggling with the learning curve of this deck if it wasn’t for your primer and posts.
Sounds like we’re on the same page with regard to how to approach the Amulet matchup. I’m definitely leaving in my Decay; I agree that it’s a high value card. Interesting insight about high level Amulet players siding out the namesake card; that affirms my decision to omit EE.
Yeah, Push is a tricky one to evaluate. I can agree that cutting 1-2 seems correct, depending on what else you have to bring in (and also depending on how well you know the opponent’s exact build, for instance if you resolve a Surgical G2 and then play G3).
Damnation makes sense. I don’t have one in my current 75, but I think I would have brought one in if I’d had access to it. I can also agree that the matchup is unfavorable, but I don’t think it’s all that bad post-Trophy. G1 we have our usual combination of clock and disruption that serves us well against most combo decks (although their big mana-style inevitability is a countervailing factor) and post-side we improve immensely with access to Fulminator and some other great tools.
After Trophy, it feels like no matchup is consistently all that bad for us (except maybe Living End lol).
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I just bought the full playset of tarmo and lili but i dont have any Bob and i'm a little bit low on cash right now, what would be the best alternative?
I just bought the full playset of tarmo and lili but i dont have any Bob and i'm a little bit low on cash right now, what would be the best alternative?
GB is a deck that requires a hefty dose of card advantage in order to successfully execute our plan of interacting heavily and then pulling ahead on resources in the mid/late game. As you’ve identified, Confidant is the best way to incorporate this mechanic, but until you’re able to acquire some copies of him, you probably want to be running the full 4 Tireless Tracker. While she isn’t a like-for-like replacement, she’s clearly the second most effective card advantage engine on a stick in our colors.
Building around Tracker means you probably want to play 25 lands. This higher land count, alongside the absence of Bob, incentivizes a second Tasigur (who can also serve as a card advantage engine).
4 Goyf
4 Tracker
3-4 Scooze
2 Tasigur
0-1 Kalitas
That’s what your maindeck creature configuration should probably look like. Gifted Aetherborn is a card that I love (it was central to my attempts to make both mono-Black Devotion and Vampire Tribal work in Modern when I was newer to the format), but it’s not the sort of card Rock is really in the market for. We want threats that can double as advantage engines and/or pieces of interaction. Tarmogoyf is the only exception to this rule, and that’s simply because his gigantic stats are too good to pass up in this shell that tends to grow him quickly, and also because we need to be proactive enough to end games in a hurry. Aetherborn is a well-rounded value creature, but does not generate card advantage or interact with the opponent’s strategy, nor does it put on a particularly fast clock.
Good luck and let us know how it goes!
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I just bought the full playset of tarmo and lili but i dont have any Bob and i'm a little bit low on cash right now, what would be the best alternative?
I recently got back in modern after a 6 month break and immediately wanted to try out the Rock with Assassin's Trophy. I immediately noticed a percentage point gain vs. big mana with FoR + Trophy. My question is, how necessary is Fulminator now? My old build had 2 Fulminator + 2 Damping Sphere in the SB but I feel like FoR + Trophy is now enough vs. Tron and Amulet. Granted to match-ups still don't feel particularly favorable but they do feel much better. Plus not being able to loop Fulminator with Kholagan's Commands (like Jund) always bugged me. I kind of want to trim some number of SB slots dedicated to land hate for more answers to aggro, combo and burn.
I recently got back in modern after a 6 month break and immediately wanted to try out the Rock with Assassin's Trophy. I immediately noticed a percentage point gain vs. big mana with FoR + Trophy. My question is, how necessary is Fulminator now? My old build had 2 Fulminator + 2 Damping Sphere in the SB but I feel like FoR + Trophy is now enough vs. Tron and Amulet. Granted to match-ups still don't feel particularly favorable but they do feel much better. Plus not being able to loop Fulminator with Kholagan's Commands (like Jund) always bugged me. I kind of want to trim some number of SB slots dedicated to land hate for more answers to aggro, combo and burn.
Fulminator is still needed. Most lists still play 3 copies of it in the SB. And actually are cutting down on trophies as the drawback is too problematic sometimes. The thing is, everytime you destroy something with trophy where a decay would have also done the job, you are giivin your opponent free stuff for nothing.
I recently got back in modern after a 6 month break and immediately wanted to try out the Rock with Assassin's Trophy. I immediately noticed a percentage point gain vs. big mana with FoR + Trophy. My question is, how necessary is Fulminator now? My old build had 2 Fulminator + 2 Damping Sphere in the SB but I feel like FoR + Trophy is now enough vs. Tron and Amulet. Granted to match-ups still don't feel particularly favorable but they do feel much better. Plus not being able to loop Fulminator with Kholagan's Commands (like Jund) always bugged me. I kind of want to trim some number of SB slots dedicated to land hate for more answers to aggro, combo and burn.
Fulminator is still needed. Most lists still play 3 copies of it in the SB. And actually are cutting down on trophies as the drawback is too problematic sometimes. The thing is, everytime you destroy something with trophy where a decay would have also done the job, you are giivin your opponent free stuff for nothing.
Yeah, Trophy is a just a bad Path when you're targeting creatures but being able to deal with stuff like Teferi, Urza lands and bounce lands at instant speed for relatively cheap has felt amazing as those match-ups are notoriously tough for Rock type decks. My g1s vs. Tron have actually felt winnable for the first time in forever. And you can exhaust all the aforementioned decks (Jeskai, Tron, Amulet) of basics eventually with both Trophy and FoR. But I'm sure this isn't news to anyone who has been piloting the deck recently.
I'm not going to remove Fulminator entirely but it hasn't felt exactly necessary to me.
not being able to loop Fulminator with Kholagan's Commands (like Jund) always bugged me.
Liliana, the Last Hope can get Fulminator Mage back. I find Fulmi sometimes quite effective against Burn decks. Keeping them off W for a few turns can be decisive. I realize it isn't necessarily reliable, but it's worked for me before. Fulminator can also wreck three-color decks. I well remember beating Jund by Fulminating an R source once.
I play jund a lot of time and rock seems a little easier to play than jund because your mana is less complex, i played death shadow only during some short test session and it seems really hard to play and optimize all your choices so i think BGX if far easier to play than death shadow (death shadow is 9/10 and BGX 6/10 for me). For big mana or combo deck, it just depend of what do you like aha ! I am a fan of vizier postmortem combo and it's very easy to play.
I have been playing the rock (switched from abzan) for a while now. I recently decided to play 4 leyline of the void in sideboard. The reason is having a good SB plan vs phoenix,kci and dredge (and maybe mardu, storm and hollow one). I've had a few games where I drew it late or hit leyline onto my dark confidant trigger which mostly results in a game loss(I know it happens but it feels so bad). My question is is it still viable now that KCI has been banned to play four leyline of the void ( it still hits atleast 5 decks hard) or should I try and go for a more interactive way and maybe use those slots for other SB options ?
My sideboard now is:
4x leyline of the void
2x surgical extraction
1x nissa vital force
1x engeneered explosives
1x damnation
1x languish
3x fulminator mage
1x collective brutality
1x kalithas
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I guess the thing to say is if you choose play you are never wrong (as you get a clear advantage alone from the fact), but choosing to draw can be costly sometimes.
I am preparing for SCG Cleveland in April and I am looking for either reassurance (Just Jund 'Em Out) or advice to look to another deck temporarily.
Thanks for any assistance that can be given.
Modern: BG Rock, Grixis Control, UW Control
Commander: Prossh, Skyraider of Kher
"Win or lose, naught to choose - all men are equal when their memory fades. No one knows, friends or foes, if Valhalla lies beyond the grave." - Motörhead “Deaf Forever”
If i can rassure you on one thing, i play jund 2 weeks ago and start to test Rock, my results are far better with it, i don't know why but i work very well for me, i just did 30 serious games with rock maybe it will fail soon.
"Penguin is Evil ?"
Modern: BG Rock, Grixis Control, UW Control
Commander: Prossh, Skyraider of Kher
"Win or lose, naught to choose - all men are equal when their memory fades. No one knows, friends or foes, if Valhalla lies beyond the grave." - Motörhead “Deaf Forever”
My understanding is that Shadow's super-high density of discard + Stubborn Denial + rapid clock puts them in pole position against linear combo decks, but their unique life mechanics and low threat density means they struggle against go-wide decks compared to us.
Honestly, Grixis Shadow is probably a tad better positioned than Golgari overall at the moment, but I truly do not believe the difference is more than marginal. My vote is for the Rock, but honestly I really enjoy the concept of Shadow as well, and wouldn't fault you for taking an audible to that deck if your results have been strong.
YouTube Channel, with deck techs, gameplay, analysis, spoiler reviews, and more!
I think death shadow is better against unfair deck and control and BGX is better against other.
In US, there are a lot of KCI, hardened scales deck where death shadow is far better than rock, in Europe there is a lot of phoenix and spirits where Rock is better, i am not sure but it's my feedback. On MTGO the high number of phoenix make me happy to play Rock.
"Penguin is Evil ?"
I agree with everything here, and I too would probably try my hand at Shadow if I had more time to play...but with free time at a premium in my life, I’m very much content to be playing all Golgari, all the time.
@FlyingDelver (and others), I’d be curious as to your thoughts on how to sideboard against Amulet Titan. In one of my matches yesterday (see below), I faced down Titan and made the following changes:
+3 Fulminator
+1 Deathmark
+1 Pulse
+1 Surgical
-2 Last Hope
-1 Spellbomb
-1 Kalitas
-1 Scooze
-1 Fatal Push
Some murky areas include:
- How good is Brutality? Medium, in my estimation, so I left the maindeck one in but didn’t bring in the second from the side.
- How good is Engineered Explosives? I’d say better on the play than the draw, because it’s mostly good for cleaning up Amulets and Sakura-Tribe Scouts...but even on the play I’m not sure we want it.
- Fatal Push? I trimmed one. It’s our best early answer to Scout, Azusa, and Ballista, but we don’t want to be staring at multiple Pushes in hand when they drop a Titan or other big haymaker.
- I trimmed away Kalitas and a Scooze as far as dropping a couple threats went, rating Tireless Tracker more highly (Goyf and Bob obviously stay in). I think this is correct, but I’m willing to entertain other perspectives on this.
Any thoughts? Another matchup to consider so far as sideboarding protocols are concerned is the monored Phoenix deck; I’d welcome any feedback there as well.
Finally, for those who haven’t yet seen these games, I played my first ever live-recorded competitive league (in the past, I had only uploaded comp league games as replays), and it was a ton of fun! I’m having trouble formatting the links correctly from my phone, but they’re the five most recent vids on the channel linked in my signature (first match vs Storm, last match vs Titan). Good times!
YouTube Channel, with deck techs, gameplay, analysis, spoiler reviews, and more!
Concerning the Amulet matchup, the thing to keep in mind is that they will and should board out Amulets against you after game 1. The reason is, that as we are not a very fast deck, they don't need to be fast either (as Amulet essentially only generates tempo and acceleration). So, I would personally not bother about Amulets after Game 1. However, this is not a complete clear thing to do also from the AMulet players perspective. Some people still might bring them in. In such as case I like to keep Decays if you run them. Decays are more reliable than Push to kill an Azusa, and Decay can also kill Scout and the Amulet if they really leave them in. I think from our deck the weakest cards are Push and Scooze. Push does kill Scout and Azusa, but I think most of the time those are not the realy problematic cards. The cards you loose to is the Titan itself or Hornet Queen. We want all our TS, Trophies, LoTV and ideally Damnation for potential killing of the endgame threats. The goal of Amulet is just to go bigger than we do in chaining titans. We want to disrupt them and drop a fast goyf before they can cast Hornet queen.
I would probably keep CB, as you can kill Azusa, Scout and also take Pacts/Stirrings potentially.
EE is only really appealing to clear up Hornet Queen Tokens imo. Other than that I think EE is not worth it.
Push is rather weak, but not sure how many to cut. I think somewhere around 1-2 copies to cut is correct. I guess having access to a couple copies is nice.
Yeah I would cut Kalitas and 1 Ooze also.
The matchup is unfavourable for us though.
Good luck!
Thanks for the kind words my dude, and thanks even more for all the great work you’ve done and continue to do here! I’d probably still be struggling with the learning curve of this deck if it wasn’t for your primer and posts.
Sounds like we’re on the same page with regard to how to approach the Amulet matchup. I’m definitely leaving in my Decay; I agree that it’s a high value card. Interesting insight about high level Amulet players siding out the namesake card; that affirms my decision to omit EE.
Yeah, Push is a tricky one to evaluate. I can agree that cutting 1-2 seems correct, depending on what else you have to bring in (and also depending on how well you know the opponent’s exact build, for instance if you resolve a Surgical G2 and then play G3).
Damnation makes sense. I don’t have one in my current 75, but I think I would have brought one in if I’d had access to it. I can also agree that the matchup is unfavorable, but I don’t think it’s all that bad post-Trophy. G1 we have our usual combination of clock and disruption that serves us well against most combo decks (although their big mana-style inevitability is a countervailing factor) and post-side we improve immensely with access to Fulminator and some other great tools.
After Trophy, it feels like no matchup is consistently all that bad for us (except maybe Living End lol).
YouTube Channel, with deck techs, gameplay, analysis, spoiler reviews, and more!
New GB player here.
I just bought the full playset of tarmo and lili but i dont have any Bob and i'm a little bit low on cash right now, what would be the best alternative?
Creatures in my deck for the moment are:
4 scavenging ooze
4 tarmo
2 tireless tracker
1 kalithas
1 tasigur
4 gifted aetherborn
Thank you in advance
Welcome!
GB is a deck that requires a hefty dose of card advantage in order to successfully execute our plan of interacting heavily and then pulling ahead on resources in the mid/late game. As you’ve identified, Confidant is the best way to incorporate this mechanic, but until you’re able to acquire some copies of him, you probably want to be running the full 4 Tireless Tracker. While she isn’t a like-for-like replacement, she’s clearly the second most effective card advantage engine on a stick in our colors.
Building around Tracker means you probably want to play 25 lands. This higher land count, alongside the absence of Bob, incentivizes a second Tasigur (who can also serve as a card advantage engine).
4 Goyf
4 Tracker
3-4 Scooze
2 Tasigur
0-1 Kalitas
That’s what your maindeck creature configuration should probably look like. Gifted Aetherborn is a card that I love (it was central to my attempts to make both mono-Black Devotion and Vampire Tribal work in Modern when I was newer to the format), but it’s not the sort of card Rock is really in the market for. We want threats that can double as advantage engines and/or pieces of interaction. Tarmogoyf is the only exception to this rule, and that’s simply because his gigantic stats are too good to pass up in this shell that tends to grow him quickly, and also because we need to be proactive enough to end games in a hurry. Aetherborn is a well-rounded value creature, but does not generate card advantage or interact with the opponent’s strategy, nor does it put on a particularly fast clock.
Good luck and let us know how it goes!
YouTube Channel, with deck techs, gameplay, analysis, spoiler reviews, and more!
I'll try to find 2 more tracker ( they are really hard to find in my area)
I would go for a Grim Flayer build. Tireless Tracker is just not a card I would ever want to see multiples of in a draw.
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
Fulminator is still needed. Most lists still play 3 copies of it in the SB. And actually are cutting down on trophies as the drawback is too problematic sometimes. The thing is, everytime you destroy something with trophy where a decay would have also done the job, you are giivin your opponent free stuff for nothing.
Yeah, Trophy is a just a bad Path when you're targeting creatures but being able to deal with stuff like Teferi, Urza lands and bounce lands at instant speed for relatively cheap has felt amazing as those match-ups are notoriously tough for Rock type decks. My g1s vs. Tron have actually felt winnable for the first time in forever. And you can exhaust all the aforementioned decks (Jeskai, Tron, Amulet) of basics eventually with both Trophy and FoR. But I'm sure this isn't news to anyone who has been piloting the deck recently.
I'm not going to remove Fulminator entirely but it hasn't felt exactly necessary to me.
Liliana, the Last Hope can get Fulminator Mage back. I find Fulmi sometimes quite effective against Burn decks. Keeping them off W for a few turns can be decisive. I realize it isn't necessarily reliable, but it's worked for me before. Fulminator can also wreck three-color decks. I well remember beating Jund by Fulminating an R source once.
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 don't have a lot of free time to put in some reps and I'm having a rough time with GDS.
Or would I rather play a big mana or combo deck? Are any of those fun?
"Penguin is Evil ?"
I have been playing the rock (switched from abzan) for a while now. I recently decided to play 4 leyline of the void in sideboard. The reason is having a good SB plan vs phoenix,kci and dredge (and maybe mardu, storm and hollow one). I've had a few games where I drew it late or hit leyline onto my dark confidant trigger which mostly results in a game loss(I know it happens but it feels so bad). My question is is it still viable now that KCI has been banned to play four leyline of the void ( it still hits atleast 5 decks hard) or should I try and go for a more interactive way and maybe use those slots for other SB options ?
My sideboard now is:
4x leyline of the void
2x surgical extraction
1x nissa vital force
1x engeneered explosives
1x damnation
1x languish
3x fulminator mage
1x collective brutality
1x kalithas