My current playlist in testing.. I guess it's more of a GU with BR splash... I'm trying to get it to have the best answer in the first game, instead of hoping to do well and putting it all in second and third... What do you guys think?
My current playlist in testing.. I guess it's more of a GU with BR splash... I'm trying to get it to have the best answer in the first game, instead of hoping to do well and putting it all in second and third... What do you guys think?
I think if I was going to run a bunch of 1-ofs in the deck, I would want Snapcaster Mages. I actually like to sideboard into Snapcasters and a variety of relevant sideboard cards when I run dredge. Since you are running some of the usual SB stuff like Blasphemous Act in the maindeck, I might try a couple of Snapcasters in case you mill your one-ofs.
In summation.....Star Trek wins a prolonged naval battle against superior, yet less technologically advanced, numbers, with Picard leading the assault, while Kirk takes your soul by laying out Solo and probably his manservant Chewy as well, before impregnating and ditching your Princess.
The more I play with this deck the more I hate it. It's very inconsistent and it seems almost pointless to sideboard since it's all just going to end up in your graveyard anyway (and double black on Sever flashback is hard as hell to hit with only 2 real black sources in the deck).
Not to mention the complete lack of removal means that a game 1 big creature from your opponent is an auto scoop if you can't cast a turn 5 Cakebreakers with 5+ creatures in the bin.
The more I play with this deck the more I hate it. It's very inconsistent and it seems almost pointless to sideboard since it's all just going to end up in your graveyard anyway (and double black on Sever flashback is hard as hell to hit with only 2 real black sources in the deck).
Not to mention the complete lack of removal means that a game 1 big creature from your opponent is an auto scoop if you can't cast a turn 5 Cakebreakers with 5+ creatures in the bin.
There's actually quite a bit of removal. I run three Harvest Pyres in my build, plus three Ambush Vipers. I side in Blasphemous Act when needed against swarm decks. I also have two Snapcaster Mages to flash back some burn if need be. I faced down TWO Balefire Dragons, at the same time, with Spider Spawning, and won. This deck has a lot of answers, you just need to know where to look.
And with this new DKA Lich and Ghoultree, hoo boy, this is going to get interesting.
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Standard
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
Speaking of ghoultree, anyone feel like its a semi reverse bondyard worm?
It dies to typhoid rats because it has 0 evasion.
Id like a little more from a 8 cmc card.
Its fine if my 2 mana worm suckd tho. Hes not expensive.
Speaking of ghoultree, anyone feel like its a semi reverse bondyard worm?
It dies to typhoid rats because it has 0 evasion.
Id like a little more from a 8 cmc card.
Its fine if my 2 mana worm suckd tho. Hes not expensive.
To be fair, in dredge, he's not going to be a 8cmc card. I like him because once he's cast, he's no longer reliant on the graveyard. The wurm's P/T jumps up and down depending on what happens in your GY and with the new lich, I'd rather have a perm 10/10 in case I want to start exiling my creatures.
I'm also seriously considering MDing some Wolf Runs. Just to see what happens.
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Standard
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
I'm also seriously considering MDing some Wolf Runs. Just to see what happens.
I faced a deck in the 2-mans on Magic Online doing this, and I found that it adds another layer of attack for the deck and turns usually innocuous dorks into legit threats.
Definitely worth giving it a shot if you can balance colored mana requirements of both it and the remainder of the deck
Artful dodge solves the lack of evasion problem on ghoultree.
I cant believe I missed that card, until looking at the visual spoiler on wizards sight! It seems amazing. 1 mana to get in 10 damage, and 1 mana to flash it back on another tree, or a boneyard wurm.
Artful dodge solves the lack of evasion problem on ghoultree.
I cant believe I missed that card, until looking at the visual spoiler on wizards sight! It seems amazing. 1 mana to get in 10 damage, and 1 mana to flash it back on another tree, or a boneyard wurm.
With that, ghoultree and fling, this deck may just have another powerful win con. Fling's pretty nice just by itself. May very well take the place of harvest pyre in my build.
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Standard
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
This deck is an aggro version self mill archetype deck. The average mana cost is 2.76(hardcasting Ghoultree at 8 cmc, 2.45 at 4 cmc). There is 20 cards equal or less than 3 CMC, 7 of which are creatures, to fill the graveyard with vital bodies and flashback spells. This enables playing spells with relevant drawbacks early and fast. Red was added for its removal and reach, which UG alone has problems with. It also has a solid 4 drop and the new Faithless Looting. You could even arguea that this is a Zombie deck. Here are some card explanations.
2/1 2 drops : 2/1 creatures are common in this block, which make them relevant enough to be played. They are easy to chump with tokens and remove in Red and Black; I made sure they had a CIP effect, and they put the opp on a 10 turn clock to be dealt with.
Armored Skaab : An obvious choice. Pretty much a wall and not very aggressive with 1 power, but necessary to the deck type. Its resistant to most removal in black and red before morbid. It can also survive against human/zombie tokens and most 2/1s in this block. Slayer of the Wicked target.
Stitched Drake : The bread and butter of this deck if you can drop this on turn 3 it puts the opp on a 7 turn to be dealt with or lose. It can block a flipped Delver all day. It also makes them hold off turn 4 Planeswalkers. Its drawback is irrelevant in this deck. Flying makes this card worth it.
Skaab Ruinator: Stitched Drake number 5. 3 creatures by turn 3-4 is easily attainable, but alot and somewhat detrimental to what we are trying to achieve. It compliments a Stitched Drake well though and the fact in can be played from the yard, if it was milled makes it strong enough to earn a spot. It puts the opp on a 4 turn clock and can block Geist of St. Traft angel tokens all day.
Huntmaster of the Fell: 4 CMC, but its a solid creature and the token it creates put the opp on a 5 turn clock. Never will be upset topdecking this to have 4 power and 2 life. Flipping just him puts the opp on a 3 turn clock, with the token.
Ghoultree : At the top of the mana curve, but ideally is to have it castable as early as, turn 4. This means only 4 creatures need to be in the graveyard, by turn 4. The fact it doesn't have trample or flying stinks, but its presence alone puts the opp on a 2 turn clock to be dealt with.
Mulch and Tracker's Instinct : Being a 3 color deck, Mulch was a definite 4-of. I believe 13 basic lands is the best number because it gives you 25% chance of getting a land with Mulch. The two Tracker's Instinct works two ways to reach for a potential beater 33% of the time and puts flashback and excess creatures in the graveyard. The flashback essentially makes it like it is 4 copies.
Thought Scour and Faithless Looting : Just was made for this deck. A great Snapcaster Mage target. Thought Scour is a def playset and Faithless Looting is much better than having Dream Twist in the 1 CMC slot for milling as it also let's you grab two better cards before dumping two cards. It also has flashback, but it stinks with an empty hand, so only 3 were neccasary IMO.
Brimstone Volley and Devil's Play : Volley is the best all around removal in red. Geistflame doesn't do enough damage this deck needs. Removes flipped Delver, Undead Alchemist and most werewolves. It also gives you the ability to remove Planeswalkers. Devil's Play gives the ability to punch in the finishing damage needed in a stalemate late game. Chose this over Kessig, Wolf Run because of its fragile mana base.
Manabase : Evolving Wild is necessary because of the 3 colors and no RG dual. 22 lands should be okay in this fairly low curve deck to get 3 lands by turn 4.
Sideboard choices : You have to be careful to not reduce the amount of creatures in the maindeck. Ambush Viper deal well against pumped up humans. Daybreak Ranger helps deal with flipped Delvers and token flyers like spirits or bats. Cage against Burning Vengeance and other graveyard decks. Ancient Grudge against Cage and equipment like Runechanter's Pike. Crushing Vine against Delver, Angel tokens, and any artifact at the time. Kessig Recluse stops and survives Geist of St Traft and can reach Delver.
There were some cards that you may argue should be in here or obvious like Boneyard Wurm, Splinterfright, Gnaw to the Bone, Kessig Cagebreaker and Spider Spawning.
Boneyard Wurm : in theory is a decent two drop, but cannot be a consistent 2 drop with more than two power. More times is takes 3-4 turns before it becomes a relevant threat and the lack of evasion or trample doesn't make the deck for me. I would rather use my 3rd or 4th turn on a consistent 3 power flyer.
Splinterfright : Again the uncertainty is what hurts him. Better late game topdeck than an early beater. Trample wouldn't become relevant until it has at least 4+ power, but you already have a 5/6 flyer. There is already enough in the 3 CMC slot that adding this would hurt the mana curve.
Gnaw to Bone : This card is decent, but you want everything to come out an beat the face of the opp. Gaining a couple life isn't worth the spot.
Kessig Cage Breaker and Spider Spawning : The casting cost is consistantly too high for this deck. The board position they create is great, but they still lose to a flashbacked Rolling Temblor the turn after played.
Any thoughts or added input is appreciated and welcome.
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
I agree with you on Mulch. You're a bit over the "red splash" the original deck ran. I'm not sure I agree with you on Gnaw to the Bone, just because I used to hate on that card and it proved me wrong. In theory you should be right because you're trying to apply a faster beatdown.
Huntmaster is a good card, but I'm not sure I like him in this deck.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Well I was looking for a solid on color beater in the four slot. Ideally, you are going to have 1-2 beaters. Huntmaster helps gets bodies on the ground in a race and get two creatures for one card.
The only other creature in the 4 drop slot that is even remotely decent is Dungeon Geist, which seems like some worth trying and swapping in and out. Controlling, flyer, 3 power and can't be killed by Rolling Temblor and makes the mana base more consistent.
I think Gnaw to Bone is more suited in the Splinterfright and Boneyard Wurm builds because to you have to get to a certain point in the game for them to drop a bomb and make them relevant threats. Gnaw to Bone helps get you to that point in the game, but this deck needs to be more explosive I think and that is why I felt it was unecessary.
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
I like the RUG deck with DA, but thought scour just isn't the enabler the deck wants. I still want 4 dream twists and 4 faithless lootings.
I've been working on a standard RUG list that i'll eventually port over to block once its online. I like RUG a lot better because it gives you access to
Geistflame
Looting
Blashemous Act.
Whereas black is only giving you
Sever
Spider splash.
Well my deck can easily convert to BUG aggro mill
throw in some gravecrawler...nearly every creature it plays is already a zombie.
Btw I like the Dungeon Geist over Huntmaster. I wanna fit another Skaab Ruinator too.
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I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
I like that the deck can function either as beatdown against the control decks, or buy time with Gnaw against aggro until Cagebreaker wins the game. I started with x3 Spiders but they were often too expensive to do anything, I've been liking x1. Undead Alchemist is insane for the mirror, which seems important since the deck is pretty popular.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
I'm surprised to see 4 Mulch and 4 Tracker's Instinct, but given you aren't running any of the other blue self mill I guess it works.
I like them since they give me so much value in addition to straight milling. Tracker is basically Divination + mill, and Mulch can be even better, whereas stuff like Dream Twist can only mill me without drawing cards. I've seen lots of people playing Dream Twist though, to each their own...
Killing Avacyn's Pilgrim/Assistant/Undead Alchemist is very good in the mirror, as well as just killing stuff like Champion of the Parish against other decks. It's just a flexible answer card to buy time with, since the dredge player tends to want to prolong the game in just about every matchup.
Very well, I can't imagine playing less than four. It sets up Splinterfright as well as being a body to chump with (which is a very common play, this deck loves chumping to buy time and get creatures into the grave) or to attack planeswalkers. Definitely give him a try if you're playing anything similar to this deck
If you're playing ghoultree and splashing red I think that wolf run would be a very good addition. I'd probably play it as a 2 of. As for gnaw to the bone I like it a lot in this deck. It's just so good at swinging games that you have no business winning. This format is super fast and being able to buy yourself a couple of extra turns when you're behind can make all the difference.
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Spike cares more about the quantity of wins than the quality. For example, Spike plays ten games and wins nine of them. If Spike feels he should have won the tenth, he walks away unhappy.
The problem with Kessig Wolf Run is it doesn't work without a creature in play. 2 would be the right number, but the mana base is so fragile already and the colorless mana doesn't help. Instead I put in 2 Devil's Play for burning out the last couple of points, like Kessig would do.
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I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
The problem with Kessig Wolf Run is it doesn't work without a creature in play. 2 would be the right number, but the mana base is so fragile already and the colorless mana doesn't help. Instead I put in 2 Devil's Play for burning out the last couple of points, like Kessig would do.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Fling would be good, but there's a good chance it will get milled, which I think the it major advantage to devil's play, it can still be flashed-back, but rrr might be too much, idk. Also, fling still requires a creature.
Your deck has no reasonable win condition and will not win. the only reasonable threat I'm worried about playing against UGx is splinterfright and cagebreakers. You'll also face SB hate on the graveyard and you won't be able to deal with it.
The thing is reset buttons aren't so useful against these decks when RW kills you before you do anything and WBg has planeswalkers that instantly return everything you just killed.
I played this deck a lot before DKA came out and the deck was fun but there was two inherent problems. First problem was mana. The deck was essentially a 5 color deck, and other than Mulch had really no way to filter through the deck. 2 problem was if I could not get any of my big creatures to stick, or get gnaw to the bones or spider spawning, the deck just folded hard.
So to fix the first problem, I tightened up the cost count of the deck and mana. The deck is basically a RUG deck, and the only colors I solely depend on is U/G and red. Evolving Wilds helps big time making sure I can get the mana I need a lot more consistently. The only black I play in the deck is flashback spider spawning. Nobore Sever the bloodline, or Unburial rites. Sever was cool but I was not always a big fan of it and Unburial rites just getting back a splinterfright or cagebreaker did not seem all that appealing. The deck with Faithless Looting and tracker's insight now has 11 ways to filter through the deck, 7 of those spells having flashback.
Now the other win condition I have added is the transformational sideboard of turning the deck into a pinging deck. The deck always gained a buttload of life with Gnaw to the bone, and artifact hate is not something that has been all to huge. Going to 4 Gnaws and 4 Chalice of life after sideboard gives the deck another win condition. I have had games where on turn 5 I had two chalice on the field and 30 life and all it takes is two more turns to ping my opponent to death.
Tell me what everyone thinks.
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"Some call it a Habit, Cardboard Crack Addict
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Yea, those are MTG Bars. What can I say, I am a dork
That is very interesting. I would never have thought of combining chalice with gnaw to the bone. It certainly seems good enough to work. Perhaps even main deck! Does the deck still function as well without the 8 mana accelerators? I always thought they were necessary, but after reconsidering, this deck pulls a lot of its strength from its endgame anyway -- it might not need them after all.
Besides Ranger's guile, Undying evil might be worth a look. A late Cagebreaker with one of those two cards backing it up will normally steal the game.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
That is very interesting. I would never have thought of combining chalice with gnaw to the bone. It certainly seems good enough to work. Perhaps even main deck! Does the deck still function as well without the 8 mana accelerators? I always thought they were necessary, but after reconsidering, this deck pulls a lot of its strength from its endgame anyway -- it might not need them after all.
Besides Ranger's guile, Undying evil might be worth a look. A late Cagebreaker with one of those two cards backing it up will normally steal the game.
The mana accelerators are not that important. Sticking a turn 2 Splinterfright or a turn 4 Kessig Cagebreakers does nothing when the format right now is moving away from Tokens and control decks are popping up all over the place, all having a ton of removal. So if you accell get a whole bunch of creatures in the graveyard stick a cagebreaker or a splinterfright, you are only opening yourself up to getting your creature skilled. I rather be able to fix my draws, and have ways to make sure I can constantly win.
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"Some call it a Habit, Cardboard Crack Addict
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Yea, those are MTG Bars. What can I say, I am a dork
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4 Splinterfright
3 Kessig Cagebreakers
3 Boneyard Wurm
4 Avacyn's Pilgrim
4 Armored Skaab
4 Deranged Assistant
Spells
1 Blasphemous Act
1 Brimstone Volley
3 Dream Twist
1 Forbidden Alchemy
3 Gnaw to the Bone
1 Harvest Pyre
3 Spider Spawning
4 Mulch
2 Unburial Rites
4 Hinterland Harbor
3 Island
4 Forest
4 Shimmering Grotto
2 Woodland Cemetery
1 Sulfur Falls
1 Blasphemous Act
1 Brimstone Volley
1 Boneyard Wurm
1 Bramblecrush
1 Gnaw to the Bone
1 Harvest Pyre
1 Kessig Cagebreakers
2 Naturalize
2 Ranger's Guile
1 Spider Spawning
3 Undead Alchemist
I think if I was going to run a bunch of 1-ofs in the deck, I would want Snapcaster Mages. I actually like to sideboard into Snapcasters and a variety of relevant sideboard cards when I run dredge. Since you are running some of the usual SB stuff like Blasphemous Act in the maindeck, I might try a couple of Snapcasters in case you mill your one-ofs.
Not to mention the complete lack of removal means that a game 1 big creature from your opponent is an auto scoop if you can't cast a turn 5 Cakebreakers with 5+ creatures in the bin.
There's actually quite a bit of removal. I run three Harvest Pyres in my build, plus three Ambush Vipers. I side in Blasphemous Act when needed against swarm decks. I also have two Snapcaster Mages to flash back some burn if need be. I faced down TWO Balefire Dragons, at the same time, with Spider Spawning, and won. This deck has a lot of answers, you just need to know where to look.
And with this new DKA Lich and Ghoultree, hoo boy, this is going to get interesting.
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
It dies to typhoid rats because it has 0 evasion.
Id like a little more from a 8 cmc card.
Its fine if my 2 mana worm suckd tho. Hes not expensive.
To be fair, in dredge, he's not going to be a 8cmc card. I like him because once he's cast, he's no longer reliant on the graveyard. The wurm's P/T jumps up and down depending on what happens in your GY and with the new lich, I'd rather have a perm 10/10 in case I want to start exiling my creatures.
I'm also seriously considering MDing some Wolf Runs. Just to see what happens.
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
I faced a deck in the 2-mans on Magic Online doing this, and I found that it adds another layer of attack for the deck and turns usually innocuous dorks into legit threats.
Definitely worth giving it a shot if you can balance colored mana requirements of both it and the remainder of the deck
I cant believe I missed that card, until looking at the visual spoiler on wizards sight! It seems amazing. 1 mana to get in 10 damage, and 1 mana to flash it back on another tree, or a boneyard wurm.
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With that, ghoultree and fling, this deck may just have another powerful win con. Fling's pretty nice just by itself. May very well take the place of harvest pyre in my build.
Mid-range 'Merica UWR
LOL Zombies GB
Wurmz Ramp GW
3 Armored Skaab
4 Screeching Skaab
3 Huntmaster of the Fells
1 Skaab Ruinator
4 Stiched Drake
2 Snapcaster Mage
3 Ghoultree
Spells:
2 Tracker's Instinct
4 Mulch
4 Thought Scour
3 Faithless Looting
3 Brimstone Volley
2 Devil's Play
3 Evolving Wild
3 Hinterland Harbor
3 Sulfur Falls
7 Island
3 Mountain
3 Forest
Sidboard:
3 Kessig Recluse
2 Daybreak Ranger
3 Ancient Grudge
2 Naturalize
2 Crushing Vine
3 Grafdigger's Cage
This deck is an aggro version self mill archetype deck. The average mana cost is 2.76(hardcasting Ghoultree at 8 cmc, 2.45 at 4 cmc). There is 20 cards equal or less than 3 CMC, 7 of which are creatures, to fill the graveyard with vital bodies and flashback spells. This enables playing spells with relevant drawbacks early and fast. Red was added for its removal and reach, which UG alone has problems with. It also has a solid 4 drop and the new Faithless Looting. You could even arguea that this is a Zombie deck. Here are some card explanations.
2/1 2 drops : 2/1 creatures are common in this block, which make them relevant enough to be played. They are easy to chump with tokens and remove in Red and Black; I made sure they had a CIP effect, and they put the opp on a 10 turn clock to be dealt with.
Armored Skaab : An obvious choice. Pretty much a wall and not very aggressive with 1 power, but necessary to the deck type. Its resistant to most removal in black and red before morbid. It can also survive against human/zombie tokens and most 2/1s in this block. Slayer of the Wicked target.
Stitched Drake : The bread and butter of this deck if you can drop this on turn 3 it puts the opp on a 7 turn to be dealt with or lose. It can block a flipped Delver all day. It also makes them hold off turn 4 Planeswalkers. Its drawback is irrelevant in this deck. Flying makes this card worth it.
Skaab Ruinator: Stitched Drake number 5. 3 creatures by turn 3-4 is easily attainable, but alot and somewhat detrimental to what we are trying to achieve. It compliments a Stitched Drake well though and the fact in can be played from the yard, if it was milled makes it strong enough to earn a spot. It puts the opp on a 4 turn clock and can block Geist of St. Traft angel tokens all day.
Huntmaster of the Fell: 4 CMC, but its a solid creature and the token it creates put the opp on a 5 turn clock. Never will be upset topdecking this to have 4 power and 2 life. Flipping just him puts the opp on a 3 turn clock, with the token.
Ghoultree : At the top of the mana curve, but ideally is to have it castable as early as, turn 4. This means only 4 creatures need to be in the graveyard, by turn 4. The fact it doesn't have trample or flying stinks, but its presence alone puts the opp on a 2 turn clock to be dealt with.
Mulch and Tracker's Instinct : Being a 3 color deck, Mulch was a definite 4-of. I believe 13 basic lands is the best number because it gives you 25% chance of getting a land with Mulch. The two Tracker's Instinct works two ways to reach for a potential beater 33% of the time and puts flashback and excess creatures in the graveyard. The flashback essentially makes it like it is 4 copies.
Thought Scour and Faithless Looting : Just was made for this deck. A great Snapcaster Mage target. Thought Scour is a def playset and Faithless Looting is much better than having Dream Twist in the 1 CMC slot for milling as it also let's you grab two better cards before dumping two cards. It also has flashback, but it stinks with an empty hand, so only 3 were neccasary IMO.
Brimstone Volley and Devil's Play : Volley is the best all around removal in red. Geistflame doesn't do enough damage this deck needs. Removes flipped Delver, Undead Alchemist and most werewolves. It also gives you the ability to remove Planeswalkers. Devil's Play gives the ability to punch in the finishing damage needed in a stalemate late game. Chose this over Kessig, Wolf Run because of its fragile mana base.
Manabase : Evolving Wild is necessary because of the 3 colors and no RG dual. 22 lands should be okay in this fairly low curve deck to get 3 lands by turn 4.
Sideboard choices : You have to be careful to not reduce the amount of creatures in the maindeck. Ambush Viper deal well against pumped up humans. Daybreak Ranger helps deal with flipped Delvers and token flyers like spirits or bats. Cage against Burning Vengeance and other graveyard decks. Ancient Grudge against Cage and equipment like Runechanter's Pike. Crushing Vine against Delver, Angel tokens, and any artifact at the time. Kessig Recluse stops and survives Geist of St Traft and can reach Delver.
There were some cards that you may argue should be in here or obvious like Boneyard Wurm, Splinterfright, Gnaw to the Bone, Kessig Cagebreaker and Spider Spawning.
Boneyard Wurm : in theory is a decent two drop, but cannot be a consistent 2 drop with more than two power. More times is takes 3-4 turns before it becomes a relevant threat and the lack of evasion or trample doesn't make the deck for me. I would rather use my 3rd or 4th turn on a consistent 3 power flyer.
Splinterfright : Again the uncertainty is what hurts him. Better late game topdeck than an early beater. Trample wouldn't become relevant until it has at least 4+ power, but you already have a 5/6 flyer. There is already enough in the 3 CMC slot that adding this would hurt the mana curve.
Gnaw to Bone : This card is decent, but you want everything to come out an beat the face of the opp. Gaining a couple life isn't worth the spot.
Kessig Cage Breaker and Spider Spawning : The casting cost is consistantly too high for this deck. The board position they create is great, but they still lose to a flashbacked Rolling Temblor the turn after played.
Any thoughts or added input is appreciated and welcome.
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
Sig by DD Awie by CC
Huntmaster is a good card, but I'm not sure I like him in this deck.
The only other creature in the 4 drop slot that is even remotely decent is Dungeon Geist, which seems like some worth trying and swapping in and out. Controlling, flyer, 3 power and can't be killed by Rolling Temblor and makes the mana base more consistent.
I think Gnaw to Bone is more suited in the Splinterfright and Boneyard Wurm builds because to you have to get to a certain point in the game for them to drop a bomb and make them relevant threats. Gnaw to Bone helps get you to that point in the game, but this deck needs to be more explosive I think and that is why I felt it was unecessary.
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
Sig by DD Awie by CC
I've been working on a standard RUG list that i'll eventually port over to block once its online. I like RUG a lot better because it gives you access to
Geistflame
Looting
Blashemous Act.
Whereas black is only giving you
Sever
Spider splash.
I'll post a test list soon.
My wife was on MTV with this video.https://www.youtube.com/watch?v=BUutIZg2EpU
throw in some gravecrawler...nearly every creature it plays is already a zombie.
Btw I like the Dungeon Geist over Huntmaster. I wanna fit another Skaab Ruinator too.
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
Sig by DD Awie by CC
4 Woodland Cemetery
4 Hinterland Harbor
2 Island
1 Swamp
1 Mountain
4 Forest
2 Evolving Wilds
4 Avacyn's Pilgrim
2 Boneyard Wurm
2 Deranged Assistant
4 Screeching Skaab
3 Armored Skaab
4 Splinterfright
4 Kessig Cagebreakers
4 Tracker's Instincts
1 Ray of Revelation
3 Gnaw to the Bone
1 Sever the Bloodline
1 Spider Spawning
1 Unburial Rites
2 Dead Weight
3 Ancient Grudge
1 Memory's Journey
1 Ray of Revelation
2 Sever the Bloodline
4 Undead Alchemist
2 Blasphemous Act
I like that the deck can function either as beatdown against the control decks, or buy time with Gnaw against aggro until Cagebreaker wins the game. I started with x3 Spiders but they were often too expensive to do anything, I've been liking x1. Undead Alchemist is insane for the mirror, which seems important since the deck is pretty popular.
What are the two Dead Weight for?
How is that Screeching Skaab working for you?
I like them since they give me so much value in addition to straight milling. Tracker is basically Divination + mill, and Mulch can be even better, whereas stuff like Dream Twist can only mill me without drawing cards. I've seen lots of people playing Dream Twist though, to each their own...
Killing Avacyn's Pilgrim/Assistant/Undead Alchemist is very good in the mirror, as well as just killing stuff like Champion of the Parish against other decks. It's just a flexible answer card to buy time with, since the dredge player tends to want to prolong the game in just about every matchup.
Very well, I can't imagine playing less than four. It sets up Splinterfright as well as being a body to chump with (which is a very common play, this deck loves chumping to buy time and get creatures into the grave) or to attack planeswalkers. Definitely give him a try if you're playing anything similar to this deck
If you're playing ghoultree and splashing red I think that wolf run would be a very good addition. I'd probably play it as a 2 of. As for gnaw to the bone I like it a lot in this deck. It's just so good at swinging games that you have no business winning. This format is super fast and being able to buy yourself a couple of extra turns when you're behind can make all the difference.
That pretty much sums it up...
I like current block formats the most.
Its so limited to its power scale against other formats.
Block constructed should be a more competitive format like it was back in Champions or Ravnica.
Sig by DD Awie by CC
What about Fling? Maybe not against blue, but against everything else.. A big Boneyard Wurm or Ghoultree?
What about Grim Flowering In the SI for control decks?
The thing is reset buttons aren't so useful against these decks when RW kills you before you do anything and WBg has planeswalkers that instantly return everything you just killed.
4 Screeching Skaab
4 Boneyard Wurm
4 Splinterfright
4 Armored Skaab
4 Kessig Cagebreaker
2 Dawntreader Elk
2 Avacyn's Pilgrim
Spells (15)
4 Faithless Loothing
4 Mulch
3 Tracker's Insight
2 Gnaw to the Bone
2 Spider Spawning
4 Hinterland Harbor
3 Woodland Cemetery
2 Sulfur Falls
2 Evolving Wilds
4 Island
4 Forest
2 Mountain
4 Chalice of Life
2 Gnaw to the Bone
2 Blasphemous Act
2 Naturalize
2 Ranger's Guile
2 Silent Departure
1 Spider Spawning
I played this deck a lot before DKA came out and the deck was fun but there was two inherent problems. First problem was mana. The deck was essentially a 5 color deck, and other than Mulch had really no way to filter through the deck. 2 problem was if I could not get any of my big creatures to stick, or get gnaw to the bones or spider spawning, the deck just folded hard.
So to fix the first problem, I tightened up the cost count of the deck and mana. The deck is basically a RUG deck, and the only colors I solely depend on is U/G and red. Evolving Wilds helps big time making sure I can get the mana I need a lot more consistently. The only black I play in the deck is flashback spider spawning. Nobore Sever the bloodline, or Unburial rites. Sever was cool but I was not always a big fan of it and Unburial rites just getting back a splinterfright or cagebreaker did not seem all that appealing. The deck with Faithless Looting and tracker's insight now has 11 ways to filter through the deck, 7 of those spells having flashback.
Now the other win condition I have added is the transformational sideboard of turning the deck into a pinging deck. The deck always gained a buttload of life with Gnaw to the bone, and artifact hate is not something that has been all to huge. Going to 4 Gnaws and 4 Chalice of life after sideboard gives the deck another win condition. I have had games where on turn 5 I had two chalice on the field and 30 life and all it takes is two more turns to ping my opponent to death.
Tell me what everyone thinks.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Besides Ranger's guile, Undying evil might be worth a look. A late Cagebreaker with one of those two cards backing it up will normally steal the game.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
The mana accelerators are not that important. Sticking a turn 2 Splinterfright or a turn 4 Kessig Cagebreakers does nothing when the format right now is moving away from Tokens and control decks are popping up all over the place, all having a ton of removal. So if you accell get a whole bunch of creatures in the graveyard stick a cagebreaker or a splinterfright, you are only opening yourself up to getting your creature skilled. I rather be able to fix my draws, and have ways to make sure I can constantly win.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"