I've had the same experience with Rancor. It's a super easy target, and opponents will cast removal on the creature I enchant with it to fizzle the enchantment and kill the creature at the same time. At the same time, it contributes to some of the deck's fastest starts as well.
I find being conservative with Rancor is where it really shines. I use it as a late-game boost to get over chump blockers and let my guys trade up for their bigger threats. Wait until they've already cast a removal spell or two on your E1 or Avatar, then stick it to your later threat. It does give explosive starts, but that's where it gets you blown out by a 2-for-1 well-timed removal spell.
I also run maindeck Dungroves and am planning on picking up 1-2 Rhonas, so having those 3-drops that are difficult to remove makes it much more attractive.
I've been doing some testing with 2x Nykthos and 2x Garruk Wildspeaker. The idea is to keep the core concept of a super-aggressive strategy with a bit more of a mid game push. The idea is borrowed from the so-called "Mono Green Devotion" deck build, which goes all in on a ramp/midrange strategy. So far I think I like it, but it's too early to say.
I've had the same experience with Rancor. It's a super easy target, and opponents will cast removal on the creature I enchant with it to fizzle the enchantment and kill the creature at the same time. At the same time, it contributes to some of the deck's fastest starts as well.
Right, but it's an easy target for siding out game 2 if facing a lot of removal. Swapping it out for Heroic Intervention flips the script.
What do you guys think of Eternal Witness as a 1 of, to provide a little more mid game value to bring back an instant or creature? Also a body and 2 devotion.
I was also looking into Oath of Nissa for the deck, as a 1 of? Dig for what you need, get 1 more green devotion on the field thats tough to remove.. not sure. It's kind of a stretch but seemed like it might work?
I've been doing some testing with 2x Nykthos and 2x Garruk Wildspeaker. The idea is to keep the core concept of a super-aggressive strategy with a bit more of a mid game push. The idea is borrowed from the so-called "Mono Green Devotion" deck build, which goes all in on a ramp/midrange strategy. So far I think I like it, but it's too early to say.
Pretty sure I already stated my opinion on this and if not, others have already. Garruk Wildspeaker does nothing. No card advantage. Needs to minus to get a 3/3. Untap doesn't do much since this deck most likely has played all cards by then. The Overrun takes 2 turns to set up. It doesn't affect the board at all when it gets played. Coco or Nissa, Voice of Zendikar are just better.
Oath of Nissa doesn't get us anything specific and can't be utilize well enough and E wit has the same problem.
Has anyone played around with this combo main board? I find Tron to be one of the toughest match ups, and they don't tend to run many basics. Grixis Death's Shadow only runs around 2 basics as well so it's not long before this becomes strip mine every turn
It's a fine combo but Stompy is not the deck for it. We don't want to be running any lands that produce colourless because so many of our cards cost GG. We want to have already established a dominant board before T4, and that combo would only begin to do what it does on T4 (and even at that, only if you're willing to play Excavator without an instant protection ready). Meanwhile we'll have played a below-curve creature on our T3 rather than the overwhelming attacker it could have been.
If anyone is interested in LD or tax, try running Root Maze instead. T1 one drop, T2 one drop + maze means cumulative extra pseudo-turn(s) against certain decks.
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I used to run 2xRoot Maze in the side when tron had a larger meta share. Even making Wurmcoil Engine enter tapped gives you the much needed turn against them. But then I removed them once I started enjoying Narnam Renegade with fetches.
I've played just under 30 matches with this list on Xmage and have %44 win rate. Is that any good? Doesn't really seem like it...
Also if anyone has any advice on how to beat Grixis Shadow with this deck I would greatly appreciated some insight! I seems that I have the most problems dealing with that deck. Thanks!!!!
*Edited. Kalonian Twingroves are actually Kalonian Tusker
No maindeck removal at all is a bit of a departure; Dismembers or some substitute is often considered a staple by some. Unfortunately Dismember's not a great tool against Death's Shadow.
But for the most part, it looks pretty typical. The deck has never had a great winrate against tier 1 and 2 decks, sometimes it just has bad matchups.
Lol yes sorry. I've edited the list so that it is correct.
I find that the deck can often win a race against other decks so that's why I haven't maindecked any removal. I have experimented with more land before and found that I can reliably draw enough land to put together wins (I only get mana screwed every once in a while and it happens most often if I keep a one land hand), but I will experiment with both and see if any get any improvements. Thanks!
With your low curve 20 lands may be fine. This list should race very well, but it's going to run out of steam in the mid game. It's basically an all or nothing list. My list has a lot in common with this list, but I have more 3-drops and another land.
Couple things... I'd put the Scavenging Oozes main for 2 Tuskers and open up a couple more sideboard slots. You also may want to consider 2x Greenbelt Rampager in place of the other two Tuskers since it can trigger Renegade's Revolt or grow Experiment One.
Also, as far as removal goes, I'm now favoring Nature's Way in the sideboard.
The deck feels clunky with fetchlands (i tried with 8 fetches) just to trigger revolt for narnam renegade and i don't even want to trade creatures just for him to have a counter. But really good against early DS,tasigurs and goyfs. I'm still undecided between aspect of hydra and blossoming defense. Might revert to the original build, more stable and faster with Aspect of Hydra
I've had a decent amount of success with this build's creature synergy + breaking open the deck's sequencing. I'd like a few thoughts on getting the opponent to 0 faster in the spell-based combo matchups like storm and ad-nauseum. I can seem to get them to 1-3 quickly but the corner is usually turned at the final moment. This build seeks to abuse greenbelt rampager without overcommitting to the +1/+1 counter theme and allows for some nasty synergies with experiment one, narnam renegade, talara's battalion, and giantbaiting (lol). There are 9 cards that nerf graveyards in the 75 and 12+ cards that interact with affinity in the 75 - though I can tell you manglehorn is a monster against a mediocre affinity draw. I've tried to hedge againt chalice with spreading the CMC of my artifact hate. Groundbreaker steals a lot of games against death's shadow builds and has broke the locks of LOTV/Karn several times for me - I am sold on it in my local meta. I've reached the point to where I have cut all rancors, blossoming defense, and dungrove elders though I never thought I'd arrive at a list like this. I feel those cards fit best in a more mindrange meta.
Two cards of interest that I am not completely sold on - Giantbaiting wins out of nowhere sometimes (with 2x experiment one triggers to boot), and wheel of sun and moon. What do you guys think can hit harder/faster in this list than those two in particular? People seem to get tilted when losing a game to giantbaiting though.
I took a couple of the suggestions posted today and I have to say the deck feels more synergistic and consistent which is great! I will say though that as much as Smuggler's Copter is a bit of a pet card for me, I wish I had run Dismember instead. Kudos to the person that suggested Dismember, and sorry I didn't listen to you
I played Grixis Shadow twice and Elves once and I have to say that Elves is a truly awful match up - like just the worst. I previously thought Shadow was the worst but Elves just goes so wide so fast that there isn't much you can do about it. With Shadow it at least feels like you have a chance if you can place a combat trick at the right moment. Elves makes me want to splash either white or black for some kind of board wipe or something...
Currently I'm thinking that Fog isn't impactful enough to stay in the sideboard. Starting to think that splashing a second colour just for sideboard options could be a good idea. Suggestions are welcome of course! I really love playing this deck and would like to boil it down to something that can be consistently successful. I've read a whole bunch of this primer but 200+ pages is a lot to go over so my apologies if I'm touching on subjects that have already been debated over...
Sorry to see your 0-3. Last two times I took this deck to Modern night, I went 2-1 both times and got some packs. I think the deck is a meta call. It may just be the wrong call for that shop. I wouldn't read too much into one night though.
I tested Creeping Corrosion, and I think it's too expensive. It's not too popular, but I prefer Naturalize, basically a green Disenchant. It hits artifacts and enchantments, only costs 2, and can remove a Chalice of the Void set to 1, which really hurts us bad.
I find being conservative with Rancor is where it really shines. I use it as a late-game boost to get over chump blockers and let my guys trade up for their bigger threats. Wait until they've already cast a removal spell or two on your E1 or Avatar, then stick it to your later threat. It does give explosive starts, but that's where it gets you blown out by a 2-for-1 well-timed removal spell.
I also run maindeck Dungroves and am planning on picking up 1-2 Rhonas, so having those 3-drops that are difficult to remove makes it much more attractive.
Right, but it's an easy target for siding out game 2 if facing a lot of removal. Swapping it out for Heroic Intervention flips the script.
I was also looking into Oath of Nissa for the deck, as a 1 of? Dig for what you need, get 1 more green devotion on the field thats tough to remove.. not sure. It's kind of a stretch but seemed like it might work?
Pretty sure I already stated my opinion on this and if not, others have already. Garruk Wildspeaker does nothing. No card advantage. Needs to minus to get a 3/3. Untap doesn't do much since this deck most likely has played all cards by then. The Overrun takes 2 turns to set up. It doesn't affect the board at all when it gets played. Coco or Nissa, Voice of Zendikar are just better.
Oath of Nissa doesn't get us anything specific and can't be utilize well enough and E wit has the same problem.
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Has anyone played around with this combo main board? I find Tron to be one of the toughest match ups, and they don't tend to run many basics. Grixis Death's Shadow only runs around 2 basics as well so it's not long before this becomes strip mine every turn
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
Looking for some feedback on this list I've been running and will be taking to my LGS for the first time tomorrow evening.
4 dryad militant
4 narnam renegade
4 avatar of the resolute
4 kalonian tusker
4 strangleroot geist
2 rhonas the indomitable
2 leatherback baloth
4 rancor
4 aspect of hydra
4 vines of vastwood
4 windswept heath
1 treetop village
15 forest
2 gleeful sabotage
1 back to nature
2 scavenging ooze
1 creeping corrosion
1 bow of nylea
2 life goes on
2 heroic intervention
2 setessan tactics
I've played just under 30 matches with this list on Xmage and have %44 win rate. Is that any good? Doesn't really seem like it...
Also if anyone has any advice on how to beat Grixis Shadow with this deck I would greatly appreciated some insight! I seems that I have the most problems dealing with that deck. Thanks!!!!
*Edited. Kalonian Twingroves are actually Kalonian Tusker
20 land is, debatably, a little light.
No maindeck removal at all is a bit of a departure; Dismembers or some substitute is often considered a staple by some. Unfortunately Dismember's not a great tool against Death's Shadow.
But for the most part, it looks pretty typical. The deck has never had a great winrate against tier 1 and 2 decks, sometimes it just has bad matchups.
I find that the deck can often win a race against other decks so that's why I haven't maindecked any removal. I have experimented with more land before and found that I can reliably draw enough land to put together wins (I only get mana screwed every once in a while and it happens most often if I keep a one land hand), but I will experiment with both and see if any get any improvements. Thanks!
Couple things... I'd put the Scavenging Oozes main for 2 Tuskers and open up a couple more sideboard slots. You also may want to consider 2x Greenbelt Rampager in place of the other two Tuskers since it can trigger Renegade's Revolt or grow Experiment One.
Also, as far as removal goes, I'm now favoring Nature's Way in the sideboard.
Here's my current list:
20 LANDS
4 Windswept Heath
4 Wooded Foothills
12 Forest
27 CREATURES
4 Experiment One
4 Dryad Militant
4 Narnam Renegade
4 Strangleroot Geist
4 Avatar of the Resolute
2 Kalonian Tusker
1 Scavenging Ooze
1 Scryb Ranger
1 Rhonas, the Indomitable
1 Leatherback Ballot
13 SPELLS
4 Rancor
4 Vines of the Vastwood
3 Blossoming Defense
2 Dismember
Two cards of interest that I am not completely sold on - Giantbaiting wins out of nowhere sometimes (with 2x experiment one triggers to boot), and wheel of sun and moon. What do you guys think can hit harder/faster in this list than those two in particular? People seem to get tilted when losing a game to giantbaiting though.
Maindeck:
4 Experiment One
4 Greenbelt Rampager
3 Narnam Renegade
2 Dryad Militant
4 Strangleroot Geist
4 Avatar of the Resolute
2 Talara's Battalion
3 Scavenging Ooze
4 Groundbreaker
4 Vines of Vastwood
2 Giantbaiting
3 Dismember
21 Forest
Sideboard:
3 Pithing Needle
1 Creeping Corrosion
2 Unravel the Aether
1 Manglehorn
2 Life Goes On
2 Grafdigger's Cage
1 Tormod's Crypt
1 Wheel of Sun and Moon
2 Setessan Tactics
2 Dryad Militant
4 Narnam Renegade
2 Greenbelt Rampager
4 Avatar of the Resolute
4 Stangleroot Geist
2 Scavenging Ooze
2 Rhonas the Indomitable
2 Leatherback Baloth
4 Rancor
4 Aspect of Hydra
4 Vines of Vastwood
2 Smuggler's Copter
1 Treetop Village
4 Windswept Heath
15 Forest
2 Fog
2 Gleeful Sabotage
1 Creeping Corrosion
2 Relic of Progenitus
2 Life Goes On
2 Heroic Intervention
2 Nature's Way
I took a couple of the suggestions posted today and I have to say the deck feels more synergistic and consistent which is great! I will say though that as much as Smuggler's Copter is a bit of a pet card for me, I wish I had run Dismember instead. Kudos to the person that suggested Dismember, and sorry I didn't listen to you
I played Grixis Shadow twice and Elves once and I have to say that Elves is a truly awful match up - like just the worst. I previously thought Shadow was the worst but Elves just goes so wide so fast that there isn't much you can do about it. With Shadow it at least feels like you have a chance if you can place a combat trick at the right moment. Elves makes me want to splash either white or black for some kind of board wipe or something...
Currently I'm thinking that Fog isn't impactful enough to stay in the sideboard. Starting to think that splashing a second colour just for sideboard options could be a good idea. Suggestions are welcome of course! I really love playing this deck and would like to boil it down to something that can be consistently successful. I've read a whole bunch of this primer but 200+ pages is a lot to go over so my apologies if I'm touching on subjects that have already been debated over...
I tested Creeping Corrosion, and I think it's too expensive. It's not too popular, but I prefer Naturalize, basically a green Disenchant. It hits artifacts and enchantments, only costs 2, and can remove a Chalice of the Void set to 1, which really hurts us bad.