looking at your old RG list without pyros i can see issues. First i wouldn't run 4/4 loam/assault. Loam especially the second copy isn't necessary usually. Second at least in this version with all the card draw, i can easily get away with 24 land. I also think you play too many tap lands. Just the ravines means that i can always get off to a fast/disruptive start. And I certainly wouldn't bother with 3 flame jab... although i may try one myself in place of a forked bolt.
My sideboard i just threw together, but certainly burn heavy meta means you may want finks as well.
Already tested 1 match versus UWR midrange ('walkers) yesterday (of course, further testing is needed) and it performed nicely.
Changed the Forked Bolts for Flame Jabs because I think it's REALLY good with/against Young Pyromancer.
Within a couple days I should be able to test the list properly - then I'll return with some feedback.
i do really wish i had an effect like abrupt decay. pithing needle wrecked me last night. decay is just so versatile. repeal is nicr to protect your assault or gain tempo potentially. also pretty good for 2 mana against ur delver. im starting to think i could use deprive over the cheaper counters potentially
So I'v still been jamming the RUG Gifts Assault version i posted a while back. I recently made the big change of making space for a set of Goyfs though and things really started to come together. Here's where i'm at now..
It's crazy that something as simple as just adding a set of Goyfs can make the deck so much smoother. Having such an efficient threat gives the deck a lot more options, and lets you constantly pressure the opponent. At first i wanted to push the idea of being pure control but honestly the deck has been running a lot more consistently now.
I also took your guys advice and made room for a second Loam.
Cruise v. Dig. Are you looking for sheer card advantage or are you digging for card quality? It advantage pick ancestral recall. If card quality pick dig.
Alright after countless games, i'm at the point where i think i'm just gonna cut Faithless Looting all together. Would that be crazy? I know they are awesome in the more all-in Assault-Loam that run 3-4 Loam and Flame Jabs and what not, but i never feel like i have anything i can actually discard to Looting. I'll often have Lootings just chilling in my hand for turns because i don't wanna deal with the card disadvantage. The only thing they actually seem to be good for is setting up multiple Loams in one turn..
What would be some good options to replace them with? I was thinking either just a straight swap for Serum Visions, another option being ridding them for more control cards, or even just dropping 1 looting for another Treasure Cruise? I don't know, it's definitly something i need to figure out. My list is feeling pretty awesome, but that's one thing that doesn't seem to be optimal.
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Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
Then change it based on what you think is correct for your list. Add a different 1 mana spell though. Since you definitely want some turn 1 plays. With less looting you're probably not filling up your yard as much if you aren't running the full 4 loam so you probably don't want to replace a turn 1 card with a cruise.
im trying 4 thought scour out now. the card is just so strong with cruise and it lets you instadraw loam and mill 4 cards by itself. just crazy power. i do want to try e witness or snapcaster in the deck for consistency
Thought scour is certainly very nice with delve. Plus if you dredge loam with it that is actually 6 cards off scour into the yard. 2 from the mill, 3 from the draw replacement and 1 from thought scour being in there.
I have been having so much fun playing this deck lately. It's been running super consistent, and I just love Gifts here, it gives you so many options. There is a part of me that really wants to squeeze in Engineered Explosives and Academy Ruins to give the deck a way to deal with non creature permanents, but i just can decide if dropping Tec Edge for Ruins would be worth it in the end.
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Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
id cut electrolyze first among non lands. tec edhe cant be cut. its super strong vs tron uwr and others like bloom titan or even jund. im always glad to have two so i can find it quick. i like your list as far as a more controlling version goes. i just love having multiple strong threats. and cruise is another card that protects your other threats from counters and discard
Did you just suggest that tec edge is good vs bloom titan? Have you ever tested that deck? With no interaction early in the game it tends to turn 2 or 3 kill you with only at most 3 lands in play. If you disrupt it and force them to play out more land, then sure tec edge can be ok but overall I would say ghost quarter is better vs most of these match ups since it can hit key lands before the fourth. Tec edge may be better against UWR, but I would still rather quarter them into oblivion personally.
ii used to play bloom titan. it hits its 4th land before it wins a good portion of the time. and it requires specific colors which can be an issue. ghost quarter doesnt cost the opponent a land drop often since many decks have several basics. like minimum 3 from many. uwr cant win on 3 land so continuing to do so wouldnt change much. regardless they both best ruins i think. i rather have desolate lighthouse in rug to find gas
This is a jund loam list ive been working on, my boy Bob pulls his weight so dont say hes bad in this meta, left uncheck ill usually win the game. Thinking about adding a 1 of worm harvest as well...
Yet in the same respect most bloom titan lists don't really run basics aside from a singleton forest, so ghost quarter still acts mostly as a strip mine to them and can hit them earlier.
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looking at your old RG list without pyros i can see issues. First i wouldn't run 4/4 loam/assault. Loam especially the second copy isn't necessary usually. Second at least in this version with all the card draw, i can easily get away with 24 land. I also think you play too many tap lands. Just the ravines means that i can always get off to a fast/disruptive start. And I certainly wouldn't bother with 3 flame jab... although i may try one myself in place of a forked bolt.
My sideboard i just threw together, but certainly burn heavy meta means you may want finks as well.
Already tested 1 match versus UWR midrange ('walkers) yesterday (of course, further testing is needed) and it performed nicely.
Changed the Forked Bolts for Flame Jabs because I think it's REALLY good with/against Young Pyromancer.
Within a couple days I should be able to test the list properly - then I'll return with some feedback.
2 Snapcaster Mage
4 Gifts Ungiven
3 Faithless Looting
1 Treasure Cruise
3 Remand
2 Mana Leak
2 Spell Snare
3 Lightning Bolt
2 Electrolyze
1 Anger of the Gods
1 Slagstorm
1 Pyroclasm
1 Flame Jab
2 Life from the Loam
1 Noxious Revival
4 Misty Rainforest
4 Scalding Tarn
4 Sulfur Falls
2 Steam Vents
2 Stomping Ground
1 Breeding Pool
2 Island
1 Forest
1 Mountain
1 Raging Ravine
1 Ghost Quarter
1 Tectonic Edge
3 Dragon's Claw
3 Ancient Grudge
2 Pithing Needle
2 Negate
1 Combust
1 Sudden Shock
1 Damping Matrix
1 Torpor Orb
1 Keranos, God of Storms
It's crazy that something as simple as just adding a set of Goyfs can make the deck so much smoother. Having such an efficient threat gives the deck a lot more options, and lets you constantly pressure the opponent. At first i wanted to push the idea of being pure control but honestly the deck has been running a lot more consistently now.
I also took your guys advice and made room for a second Loam.
Now the big decision I'm stuck on is Treasure Cruise, or Dig Through Time?
What would be some good options to replace them with? I was thinking either just a straight swap for Serum Visions, another option being ridding them for more control cards, or even just dropping 1 looting for another Treasure Cruise? I don't know, it's definitly something i need to figure out. My list is feeling pretty awesome, but that's one thing that doesn't seem to be optimal.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=77899
2 Snapcaster Mage
4 Gifts Ungiven
1 Treasure Cruise
3 Remand
3 Spell Snare
2 Mana Leak
2 Izzet Charm
3 Lightning Bolt
2 Electrolyze
1 Flame Jab
1 Anger of the Gods
1 Slagstorm
1 Pyroclasm
2 Life From The Loam
1 Noxious Revival
4 Misty Rainforest
4 Scalding Tarn
4 Sulfur Falls
2 Steam Vents
2 Breeding Pool
1 Stomping Grounds
2 Island
1 Mountain
1 Forest
1 Raging Ravine
1 Ghost Quarter
1 Tectonic Edge
3 Dragon's Claw
2 Pithing Needle
1 Torpor Orb
1 Damping Matrix
1 Negate
1 Dispel
1 Combust
1 Sudden Shock
1 Ancient Grudge
1 Deglamer
1 Unravel the Æther
1 Keranos, God of Storms
I have been having so much fun playing this deck lately. It's been running super consistent, and I just love Gifts here, it gives you so many options. There is a part of me that really wants to squeeze in Engineered Explosives and Academy Ruins to give the deck a way to deal with non creature permanents, but i just can decide if dropping Tec Edge for Ruins would be worth it in the end.
4 Bloodghast
4 Dark Confidant
4 Young Pyromancer
3 Seismic Assault
3 Abrupt Decay
4 Faithless Looting
1 Flame Jab
4 Life from the Loam
3 Raven's Crime
4 Smallpox
2 Blackcleave Cliffs
2 Blood Crypt
1 Forest
2 Ghost Quarter
2 Graven Cairns
1 Marsh Flats
3 Overgrown Tomb
3 Raging Ravine
2 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
1 Wooded Foothills