This is something I whipped up and took to second place (of 14) at a local tournament. It's still a little rough but it's pretty solid. Figured I'd share and hopefully get some feedback. Sideboard is a work in progress. The 4 other cards in it at the moment are 3 Path to Exile and a Naya Charm. Basically you play a potential 3 power dude turn 1, then protect it and beat face for a few turns, then burn out the opponent. The deck starts at a healthy 12-14 life. Don't worry, Lightning Helix is a huge help in that department. Anyways, it's pretty straight forward. The hardest part is making sure you hit the right colors but the only time I had trouble with it was when I naturally drew my two basics by turn 2.
Reminds me of some CounterCat decks I've seen on MTGO. They run Traft, Lavamancer, maindeck PtE, Spell Snare instead of Pierce, and a similar land count. The core of Delver, Nacatl, Tiago, Leak, Bolt, Serum Visions, and Helix is still there, though.
Yeah, I didn't think I was doing anything particularly ground breaking here. With such a tenuous mana base, hitting 3 mana on curve for Geist seemed too inconsistent. As long as you hit a 1-drop creature on turn 1, everything else kind of falls into place. I've never been a huge fan of Snare, which is why I opted for Pierce. Path was MB originally but after playing with it, I determined that I didn't kill fast enough to offset the extra land I was giving them. Having it against Deceiver Exarch was nice but otherwise it was more often a dead card. I've had talks about running Lavamancer or Goblin Guides over Hierarch but attacking with 4 power seems better than attacking with two bodies. Though I haven't tested them yet since this is just an initial list. I've been toying with the idea of Steelshaper's Gift over the Arc Trails as a way to tutor for the Pike that also adds to its bonus. I'll probably give that a try next week.
Yeah, as soon as nacatl was unbanned I had an urge to squeeze nacatyl + cryptic command into the same deck.
The mana base is a nightmare, Knight + Hierarch are what allows the deck to actually function but even then it's pretty sketchy. When the deck does function it's awesome but sadly it's really inconsistent. Knight with cryptic backup is pretty much game against any fair deck and you do get a few wins by just curving out like a regular zoo deck and remand/leaking their t4 play.
After a few very casual testing sessions here's where I arrived before abandoning the deck:
Admittedly the spell numbers all over the place and the sideboard is a mess.
There's a dude at my LGS who plays a similar deck, he's been 'refining' it since the protour but he does pretty well, I'll see if he's willing to post his list here.
I've never been a huge fan of Steppe Lynx as it's a terrible top deck and there are more non-fetchlands than fetch lands. So it would be a 2/3 more often than a 4/5. I like Hierarch for the color fixing and it's surprising how often attacking with a 4 power guy is more relevant than attacking with two smaller guys.
I thought about Tribal Flames but Bolt, Helix and Snapcaster are usually enough reach on their own. I don't really gain much by adding Black. Maybe a couple Inquisition of Kozilek but in general, the handful of counter spells are enough disruption to get there. Adding Black would actually be detrimental to the consistency of hitting the color requirements of the other cards in the deck, that can already cause some logistic issues. I talked with a couple friends about adding it as 4 damage for 1R but we came to the conclusion that Boros Charm would be the same but have other utility over Flames.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
RUG Forever A Loam
Counter CatUWRG
RGTitan Fall
QuestSteelUW
To post a comment, please login or register a new account.
4 Wild Nacatl
4 Delver of Secrets
4 Noble Hierarch
3 Snapcaster Mage
Spells: 23
4 Serum Visions
2 Spell Pierce
4 Lightning Bolt
4 Mana Leak
3 Remand
2 Arc Trail
4 Lightning Helix
Others: 2
1 Runechanter's Pike
1 Ajani Vengeant
1 Forest
1 Island
4 Misty Rainforest
3 Scalding Tarn
2 Arid Mesa
2 Sacred Foundry
2 Breeding Pool
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Hallowed Fountain
1 Moorland Haunt
3 Timely Reinforcements
2 Spellskite
2 Tormod's Crypt
2 Ancient Grudge
2 Qasali Pridemage
This is something I whipped up and took to second place (of 14) at a local tournament. It's still a little rough but it's pretty solid. Figured I'd share and hopefully get some feedback. Sideboard is a work in progress. The 4 other cards in it at the moment are 3 Path to Exile and a Naya Charm. Basically you play a potential 3 power dude turn 1, then protect it and beat face for a few turns, then burn out the opponent. The deck starts at a healthy 12-14 life. Don't worry, Lightning Helix is a huge help in that department. Anyways, it's pretty straight forward. The hardest part is making sure you hit the right colors but the only time I had trouble with it was when I naturally drew my two basics by turn 2.
CatFish!
The mana base is a nightmare, Knight + Hierarch are what allows the deck to actually function but even then it's pretty sketchy. When the deck does function it's awesome but sadly it's really inconsistent. Knight with cryptic backup is pretty much game against any fair deck and you do get a few wins by just curving out like a regular zoo deck and remand/leaking their t4 play.
After a few very casual testing sessions here's where I arrived before abandoning the deck:
3 Flooded Grove
2 Forest
1 Hallowed Fountain
1 Island
4 Misty Rainforest
1 Mountain
1 Sacred Foundry
4 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Temple Garden
Spells:
2 Gitaxian Probe
4 Lightning Bolt
1 Path to Exile
2 Serum Visions
2 Spell Snare
3 Mana Leak
2 Remand
2 Cryptic Command
4 Noble Hierarch
4 Wild Nacatl
2 Scavenging Ooze
3 Snapcaster Mage
4 Tarmogoyf
4 Knight of the Reliquary
2 Path to Exile
2 Spell Pierce
1 Combust
2 Kataki, War's Wage
2 Negate
2 Pyroclasm
2 Qasali Pridemage
2 Huntmaster of the Fells
Admittedly the spell numbers all over the place and the sideboard is a mess.
There's a dude at my LGS who plays a similar deck, he's been 'refining' it since the protour but he does pretty well, I'll see if he's willing to post his list here.
Is there really any reason not to just go 5 colors for Tribal Flames and maybe even 1-2 Worldly Counsel for mid/late game digging power.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
I thought about Tribal Flames but Bolt, Helix and Snapcaster are usually enough reach on their own. I don't really gain much by adding Black. Maybe a couple Inquisition of Kozilek but in general, the handful of counter spells are enough disruption to get there. Adding Black would actually be detrimental to the consistency of hitting the color requirements of the other cards in the deck, that can already cause some logistic issues. I talked with a couple friends about adding it as 4 damage for 1R but we came to the conclusion that Boros Charm would be the same but have other utility over Flames.