Could you explain some of your choices? Why Dungrove elder with only 12 forests? Does it work well?
12 Forests and 8 fetches *is* 20 forests for a deck that will doesn't play a long enough game that it'll ever run out of fetchable forests. Anytime he plays a fetch, by the time it's relevant it has replaced itself with a forest. So for each card he draws there is a 20/60 (1 in 3)chance it results in a Forest that contributes to making Dungrove larger.
Sure, the deck thinning results in drawing a land being marginally less likely after one or more has been fetched out. But it's nowhere near like running 12 forests. And with how few forests this deck needs and how fast it optimally wins, the difference is nearly negligible.
It actually feels more significant than I would like it to be. The Narnam feel like it's worth it but I felt more secure on mana when I ran 0 fetches. It's a good and bad thing.
Nissa was for traditional Jund since not everyone has switched to Deathshadow Jund when I last played (2-3 weeks ago). We literally don't have much to side in for them and Nissa feels pretty good against Fatal Push meta.
Fog is for Affinity, Infect, Deathshadow, Merfolk. Sometimes we simply can't race or block well. Fog helps out a lot.
Sure. I currently don't like the list so far but it's w/e. Nothing special. Narnam Renegade has been pretty good so far but I liked the list more without fetches. Still need to do more testing.
I really like Root Maze in the sideboard but I'm curious, how has it been doing? I could imagine that an opponent will see the drop turn one and have the most bizarre reaction ever.
Ahhh Root Maze is for Tron since Unravel isn't good enough. It has been okay. Top decking it isn't effective obviously but can matter if they play Wurmcoil or if it can slow them down. It isn't that great against Eldrazi Tron which I see more and more of. Also this fetches version really sucks with it so I actually feel like switching it out now. I side it in if I'm the play against Affinity and it has done work but side it out if I am on the draw since it will probably do very little.
Could you explain some of your choices? Why Dungrove elder with only 12 forests? Does it work well?
12 Forests and 8 fetches *is* 20 forests for a deck that will doesn't play a long enough game that it'll ever run out of fetchable forests. Anytime he plays a fetch, by the time it's relevant it has replaced itself with a forest. So for each card he draws there is a 20/60 (1 in 3)chance it results in a Forest that contributes to making Dungrove larger.
Sure, the deck thinning results in drawing a land being marginally less likely after one or more has been fetched out. But it's nowhere near like running 12 forests. And with how few forests this deck needs and how fast it optimally wins, the difference is nearly negligible.
Yeah, totally an oversight from my side. Reading the list first time I thought he was running 4 fetches and 4 Stomping Ground, but anyway, they count as forests as well, so Dungrove elder benefits from them too. Seems I was blind or whatever
By the way, Stompy got 1st place at a Modern event in Chile with 60+ people! Here's the list:
Interesting, just 20 lands and 4 of them ETB tapped. Also, has 2 Oath of Nissa and several out-of-radar cards in SB.
And you can watch the final here (vs Burn, opponent played with only one land...):
Seems way too slow. The deck is already lean as hell, what would you even cut for it? And with so few lands I've never really had a problem with running out of gas.
Crocodile of the Crossing / 3G
Creature - Crocodile, Uncommon
haste
When Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control.
5/4
Has synergy with E1 to negate the evolve and resets or makes geist stronger. Thoughts?
It's still a 4-drop. This deck really doesn't want to count on ever playing 4-drops (notice BbearZ' list has no 4-drops; the Chilean winner deck had no 4 drops). And a 4 drop contributing only one devotion, even worse.
I don't really see how it's any better than Surrak, the Hunt Caller for our purposes. That was a 5/4 Haste for 4 (in this deck, if you didn't already have at least 3 power on board by the time you had 4 mana, you had already lost). And that wasn't viable either.
Honestly if you want a 4 drop and you are running a pretty standard list, Collect Company is still the best bet imo. I hoping the new green god will be good unlike Nylea.
So, today two creatures were spoiled that are on the power level this deck wants, but they have two downsides: little green devotion, require a sacrifice.
The cards I'm talking about are this:
The thing is, this cards work really well with undying, and I see potential as long as we have cannon fodder for sacrifice, this might even mean Young Wolf could have a place if it justifies the added power gained from this cards. What do you guys think?
Unfortunately, undying doesn't reset when a creature dies from -1/-1 counters.
Dark Ascension FAQ:
If a creature with undying that has a +1/+1 counter on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, undying won't trigger and the card won't return to the battlefield. That's because undying checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
So, today two creatures were spoiled that are on the power level this deck wants, but they have two downsides: little green devotion, require a sacrifice.
The cards I'm talking about are this:
The thing is, this cards work really well with undying, and I see potential as long as we have cannon fodder for sacrifice, this might even mean Young Wolf could have a place if it justifies the added power gained from this cards. What do you guys think?
You might want to look into Blisterpod or Tukatongue Thallid or Brindle Shoat. I think the exemplar of strength might have a go with them if you also use mutagenic growth so that after an attack for 3 on turn 2 you can lay it down and have 5 power turn 3, but you are doing the work for the opponent by killing your own creature so I guess they are not what the deck wants. You might also go with Fate Transfer if you really enjoy jankiness like I used to do but then there is always Sheltering ANcient for those times : P
Also, also see: Torpor Orb.dec with Eater of Days and Levelers and the such if you want to play a high risk high reward deck.
Cult of the Succubi Eating Kitten and Brotherhood of Hamsters - Zombie One/Hulking One - Brotherhood of Hamsters disapproves of Damage on the Stack amputation, the corruption of Mythics, and the "Major changes to Extended" in July 2010. You aborted our cards., but we approve of the Modern format. Even if it doesn't ha ve Carrion Feeder or Caller of the Claw in it.
Dex: http://deckbox.org/users/Egementium_instructoid
I am looking at a Standard Stompy because of these. Don't think the pieces are there for Modern though.
In post-Amonkhet Standard:
T1 Forest, Blisterpod
T2 Forest, Exemplar of Strength, pile counters on Blisterpod; it dies, create Scion.
T3 Forest, sac Scion, Crocodile of the Crossing, put a -1/-1 counter on Exemplar of Strength, swing, gain 1 life and remove that counter, hit for 9.
Unfortunately, undying doesn't reset when a creature dies from -1/-1 counters.
Dark Ascension FAQ:
If a creature with undying that has a +1/+1 counter on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, undying won't trigger and the card won't return to the battlefield. That's because undying checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
But yeah, the synergy is still pretty strong.
I think that FAQ was written before the changed the rules on how +1/+1 and -1/-1 cancelled each other out.
So, today two creatures were spoiled that are on the power level this deck wants, but they have two downsides: little green devotion, require a sacrifice.
The cards I'm talking about are this:
The thing is, this cards work really well with undying, and I see potential as long as we have cannon fodder for sacrifice, this might even mean Young Wolf could have a place if it justifies the added power gained from this cards. What do you guys think?
Both are good cards. Unfortunately, we would probably have to change a lot in our deck to make these new cards work. Giving three -1/-1 on most of our creatures is death for that creature. Also casting these as a 0/1 and a 1/1 respectively, then hope that they grow is not a good plan for Stompy..
Unfortunatelly they dont trigger undying if a creture has already +1/+1 counter on it because it dies at the same time as a stated based action.
It would be perfect if it would put only one -1/-1 counter. Like a 1CMC, 3/2 that puts a -1/-1 counter on a creature.
leatherback baloth is this deck's budget tarmogoyf. If you were running a build that exploits green devotion then you would want a creature that sticks around for a burst of hasty aspect of hydra damage. Right now I am running a list that tops out at 3 CMC in dungrove elder because fatal push is everywhere. The negative tempo from losing a 3CMC card to a 1CMC card is real and opens you up to being put on the back foot for the rest of the game - which isn't where this deck wants to be.
A decent replacement that meets halfway between the two cards you mentioned is boggart ram-gang which adds the same 3 devotion, sticks around, and has a nice upside of putting undying creatures like kitchen finks down for the count. It also has haste, which is just gross in an aggro deck.
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12 Forests and 8 fetches *is* 20 forests for a deck that will doesn't play a long enough game that it'll ever run out of fetchable forests. Anytime he plays a fetch, by the time it's relevant it has replaced itself with a forest. So for each card he draws there is a 20/60 (1 in 3)chance it results in a Forest that contributes to making Dungrove larger.
Sure, the deck thinning results in drawing a land being marginally less likely after one or more has been fetched out. But it's nowhere near like running 12 forests. And with how few forests this deck needs and how fast it optimally wins, the difference is nearly negligible.
Nissa was for traditional Jund since not everyone has switched to Deathshadow Jund when I last played (2-3 weeks ago). We literally don't have much to side in for them and Nissa feels pretty good against Fatal Push meta.
Fog is for Affinity, Infect, Deathshadow, Merfolk. Sometimes we simply can't race or block well. Fog helps out a lot.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
I really like Root Maze in the sideboard but I'm curious, how has it been doing? I could imagine that an opponent will see the drop turn one and have the most bizarre reaction ever.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Yeah, totally an oversight from my side. Reading the list first time I thought he was running 4 fetches and 4 Stomping Ground, but anyway, they count as forests as well, so Dungrove elder benefits from them too. Seems I was blind or whatever
By the way, Stompy got 1st place at a Modern event in Chile with 60+ people! Here's the list:
Interesting, just 20 lands and 4 of them ETB tapped. Also, has 2 Oath of Nissa and several out-of-radar cards in SB.
And you can watch the final here (vs Burn, opponent played with only one land...):
https://www.facebook.com/magicsur.chile/videos/1480895145256443/
Budget Modern: GStompyG | R8-WhackR
Crocodile of the Crossing / 3G
Creature - Crocodile, Uncommon
haste
When Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control.
5/4
Has synergy with E1 to negate the evolve and resets or makes geist stronger. Thoughts?
I don't really see how it's any better than Surrak, the Hunt Caller for our purposes. That was a 5/4 Haste for 4 (in this deck, if you didn't already have at least 3 power on board by the time you had 4 mana, you had already lost). And that wasn't viable either.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Channeler Initiate?
This could be real interesting with Young Wolf... but I feel like it's mostly a gimmicky Kalonian Tusker
EDH: URW Goatmum Goes Epic!
The cards I'm talking about are this:
The thing is, this cards work really well with undying, and I see potential as long as we have cannon fodder for sacrifice, this might even mean Young Wolf could have a place if it justifies the added power gained from this cards. What do you guys think?
Dark Ascension FAQ:
If a creature with undying that has a +1/+1 counter on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, undying won't trigger and the card won't return to the battlefield. That's because undying checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
But yeah, the synergy is still pretty strong.
You might want to look into Blisterpod or Tukatongue Thallid or Brindle Shoat. I think the exemplar of strength might have a go with them if you also use mutagenic growth so that after an attack for 3 on turn 2 you can lay it down and have 5 power turn 3, but you are doing the work for the opponent by killing your own creature so I guess they are not what the deck wants. You might also go with Fate Transfer if you really enjoy jankiness like I used to do but then there is always Sheltering ANcient for those times : P
Also, also see: Torpor Orb.dec with Eater of Days and Levelers and the such if you want to play a high risk high reward deck.
Cult of the Succubi Eating Kitten and Brotherhood of Hamsters - Zombie One/Hulking One - Brotherhood of Hamsters disapproves of Damage on the Stack amputation, the corruption of Mythics,
and the "Major changes to Extended" in July 2010. You aborted our cards., but we approve of the Modern format. Even if it doesn't ha ve Carrion Feeder or Caller of the Claw in it.Dex: http://deckbox.org/users/Egementium_instructoid
In post-Amonkhet Standard:
T1 Forest, Blisterpod
T2 Forest, Exemplar of Strength, pile counters on Blisterpod; it dies, create Scion.
T3 Forest, sac Scion, Crocodile of the Crossing, put a -1/-1 counter on Exemplar of Strength, swing, gain 1 life and remove that counter, hit for 9.
I think that FAQ was written before the changed the rules on how +1/+1 and -1/-1 cancelled each other out.
Both are good cards. Unfortunately, we would probably have to change a lot in our deck to make these new cards work. Giving three -1/-1 on most of our creatures is death for that creature. Also casting these as a 0/1 and a 1/1 respectively, then hope that they grow is not a good plan for Stompy..
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It would be perfect if it would put only one -1/-1 counter. Like a 1CMC, 3/2 that puts a -1/-1 counter on a creature.
Long time follower of the thread.
Why would some prefer Leatherback Baloth over Groundbreaker and visa versa? Or would a 2 - 2 split be more optimal?
A decent replacement that meets halfway between the two cards you mentioned is boggart ram-gang which adds the same 3 devotion, sticks around, and has a nice upside of putting undying creatures like kitchen finks down for the count. It also has haste, which is just gross in an aggro deck.