Hammerhand is a better 4-of, Coordinated Assault is very good but I can't imagine wanting to use the effect more than once or twice in a game.
Spite of Mogis is awful, mostly because it's a Sorcery but also because it's reasonably possible it's the only instant or sorcery you draw and then it does literally nothing.
Eidolon of the Great Revel comes in for any match-up where they'll have to at least spend targeted spell to kill it. If they stumble getting creatures out you attack with it, and it will always get removed first so they don't immediately kill your Akroan Crusader with a Hammerhand on it.
Phyrexian Revoker is a zero for this deck, there is no activated ability they're doing before turn 4 that this deck cares about. Compare this with Frenzied Goblin, where even if they're only playing garbage creatures you can at least prevent a chump block.
Harness by Force is good but put 3-drops in the deck sparingly, you won't always draw the lands you need to cast it.
I'm also strongly opposed to anything less than 16 Mountains coming into play untapped, the advantage you get from a Scry is not going to help you when you need that extra land to cast a Stoke the Flames this turn or activate Frenzied Goblin.
Thanks, you pretty much reaffirmed what I had been feeling on some of those cards. I'm going to add Hammerhand back in and see how things roll with just 17 straight lands. I'll put Eidolon back into the sideboard -- would you run 4 of them and 3 of something else? Magma Spray maybe?
I have not gotten to play against UB control yet. Standard has been kind of dead around me lately. I would think that since we would likely be stuck against significant hand disruption knowing what kind of hand we can get away with keeping is even more important than usual.
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I will always firmly stand by the belief that Magic is a game first and a collectable second.
That leaves us with 10 flex spots to fill. How you fill these spots is really up to you (see my previous posts discussing the various spells that fit in this deck), however of those ten the most common set up would include at least 4 more creatures, a little more burn and one more combat trick. I personally go with 4 creatures, 2 Lightning Strike, 2 tricks and 2 Hordeling Outburst (which more or less count as creatures, but give us all kinds of nice triggers).
Could someone with experience in it post the core for Rabble Red?
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“Your body is not a temple, it's an amusement park. Enjoy the ride.”
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
I went up to 18 lands on my build. I was finding I was having to mulligan way too much for my liking. I wouldn't think that one card would make much a difference any maybe it's just the odds, but I think I'm going to run 18... With that said, this is my updated list... Really thinking of pulling Rabblemaster for another 1 or 2 drop in it's place. Is this crazy?
Seems pretty crazy. Its not sligh, so rabbles should be 4 of. War-names are pretty weak, and i dont see frenzied goblins in your list - try to swap them a little.
And 18 mountains are just 1 land short to cast 3cmc on time in my opinion. 17 lands are getting to my 2 lands pretty stable, but usually i get 3rd land at turn 5, maybe 4 - just an observation, maybe helpful for a deck with 11 2cmcs and 8 3+cmcs.
Maybe I'm relying upon MTGO a little too much as I've played the deck more there than on paper so far. I always feel like the shuffle logic on MTGO is a little broken. There have been more times where I'll get either all land or no land at all, mulligan 3-4 times, only to end up with 1 land. I need to do a few solitaire rounds to really hash it out. I'm thinking it may be more the "broken" MTGO shuffling than actual real life.
Why do you consider War-Name Aspirant weak? I always play them with Raid so they're always a 3/2 on my end. As long as you stick to that plan, I think they're a much better option than say Borderland Marauder. Now I do wish I had Frenzied Goblin in there but I'm torn on what to take out, to be honest. I definitely see the benefit of another 1cmc but the lure of a 'cheap' 3/2 is nice, too.
I do not view War-Name as weak, however I also would not include as a 4 of. Casting for the Raid effect is nice, but can slow you down a bit. The card is very situationally useful; it is not the 3/2 stats that matter, what you care about is the cannot be blocked by 1 or less so it can by pass a lot of annoying stuff like the Ram and Caryatids.
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“Your body is not a temple, it's an amusement park. Enjoy the ride.”
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
I keep seeing people try and take out hammerhands. Do you realize that when you cast it on an Akroan Cruscader/Satyr Hoplite you have the option of making 2 tokens? So for R you get two 1/1 haste creatures, +1/+1 and haste OR +3/+3, haste. That is pretty bonkers.
Also Obelisk of Urd is what allows our guys to survive all the -2/-2 spells in the format if we can get it to stick.
Finally if you haven't tried Hordeling outburst with convoke you are missing out on some very big plays.
I've been trying it out and IMO [card]Satyr Hoplite[card]>[card]Firedrinker Satyr[card] because of the Hammerhand interaction.
I keep seeing people try and take out hammerhands. Do you realize that when you cast it on an Akroan Cruscader/Satyr Hoplite you have the option of making 2 tokens? So for R you get two 1/1 haste creatures, +1/+1 and haste OR +3/+3, haste. That is pretty bonkers.
Hammerhand is great, I agree, but I didn't get what you talked about making two tokens. Heroic triggers only one time as it only triggers for a targeting spell, not for an ability.
I keep seeing people try and take out hammerhands. Do you realize that when you cast it on an Akroan Cruscader/Satyr Hoplite you have the option of making 2 tokens? So for R you get two 1/1 haste creatures, +1/+1 and haste OR +3/+3, haste. That is pretty bonkers.
Hammerhand is great, I agree, but I didn't get what you talked about making two tokens. Heroic triggers only one time as it only triggers for a targeting spell, not for an ability.
When you target the Crusader with Hammerhand you get a token, then you can target him again with the "target creature cannot block" part of Hammerhand to get another.
The problem is it does not work that way.
Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
When you target the Crusader with Hammerhand you get a token, then you can target him again with the "target creature cannot block" part of Hammerhand to get another.
The problem is it does not work that way.
Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
Yes, it does not work.
Actually "Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times." is not the problem here. It would be if Hammerhand targeted two (not necessarily different) creatures on the stack.
But the ability that prevent the block is only a triggered ability, it's not from a spell, it's from a permanent that's already on the battlefield, it does not activate heroic.
Too cute. I guess Firedrinker satyr is better than satyr hoplite in the deck then.
Using horde long outburst as a convoke enabler is still bonkers though.
Using Urd to pump our team out of anger the god, drown in sorrows, bile blight range is really useful.
Hall of Triumph is better than the Urd. It only costs 3 mana while Urd costs 6 mana, and you need to choose a creature type. Among those played are Goblin, Human, Solider, Warrior, and Berserker, so you're not even pumping all of your creatures.
For removal, you people like Searing Blood or Magma Spray?
I run a Boss Sligh build and in my sideboard I was running the Searing Blood, but I'm starting to think that Magma Spray is better.
Even with the damage Searing Blood deals to the face after killing a creature, Magma Spray on turn 2 against something like a Seeker of Way seems better for me, as I can keep on swarming the field with one more 1-drop, but I'm still not sure.
I am generally more concerned with immediate removal over the extra burn and would opt for Magma Spray simply because it is faster. The exile aspect is just bonus.
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I will always firmly stand by the belief that Magic is a game first and a collectable second.
But hall doesn't get our 1/1s out of the 3 mana sweeper range and doesn't have convoke. Playing a horde long outburst turn 3 with 3 one drops in play and convoking Urd naming goblin is insanely stong. I like being able to get out of sweeper range since the point isn't to just buff our dudes it's to blank some of our opponents cards which hall of truiph doesn't do.
Swarm trumps spot removal
+2/+2 trumps the 3 CMC sweepers in the format.
Speed trumps counter spells
Redundancy trumps discard
The deck currently does 3 of the 4 things listed with Urd it does all 4.
Hall of triumph slows us down a turn without turning off anything out opponent is holding therefore it's weak.
Why not use both Searing blood and Magma spray vs X/2 creatures? Searing blood is then a direct upgrade from Lightning strike in those situations netting you a 1 virtual CA in the life point swing.
Thanks, you pretty much reaffirmed what I had been feeling on some of those cards. I'm going to add Hammerhand back in and see how things roll with just 17 straight lands. I'll put Eidolon back into the sideboard -- would you run 4 of them and 3 of something else? Magma Spray maybe?
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
If you are looking to build Sligh, the base does not change much from deck to deck, but you do have some flex spots based on preference.
4 Dragon Mantle
4 Hammerhand
4 Titan's Strength
4 Stoke the Flames
4 Monastery Swiftspear
4 Foundry Street Denizen
4 Akroan Crusader
3 Frenzied Goblin
That leaves us with 10 flex spots to fill. How you fill these spots is really up to you (see my previous posts discussing the various spells that fit in this deck), however of those ten the most common set up would include at least 4 more creatures, a little more burn and one more combat trick. I personally go with 4 creatures, 2 Lightning Strike, 2 tricks and 2 Hordeling Outburst (which more or less count as creatures, but give us all kinds of nice triggers).
Could someone with experience in it post the core for Rabble Red?
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
4 Foundry Street Denizen
4 Monastery Swiftspear
4 War-Name Aspirant
4 Goblin Rabblemaster
4 Titan's Strength
4 Dragon Mantle
3 Hammerhand
3 Searing Blood
4 Lightning Strike
18 Mountain
4 Eidolon of the Great Revel
4 Harness by Force
4 Magma Spray
3 Magma Jet
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
And 18 mountains are just 1 land short to cast 3cmc on time in my opinion. 17 lands are getting to my 2 lands pretty stable, but usually i get 3rd land at turn 5, maybe 4 - just an observation, maybe helpful for a deck with 11 2cmcs and 8 3+cmcs.
Why do you consider War-Name Aspirant weak? I always play them with Raid so they're always a 3/2 on my end. As long as you stick to that plan, I think they're a much better option than say Borderland Marauder. Now I do wish I had Frenzied Goblin in there but I'm torn on what to take out, to be honest. I definitely see the benefit of another 1cmc but the lure of a 'cheap' 3/2 is nice, too.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
4 Foundry Street Denizen
4 Monastery Swiftspear
4 Frenzied Goblin
3 War-Name Aspirant
4 Goblin Rabblemaster
4 Dragon Mantle
2 Hammerhand
4 Stoke the Flames
2 Searing Blood
3 Lightning Strike
4 Eidolon of the Great Revel
4 Harness by Force
4 Magma Spray
3 Magma Jet
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Also Obelisk of Urd is what allows our guys to survive all the -2/-2 spells in the format if we can get it to stick.
Finally if you haven't tried Hordeling outburst with convoke you are missing out on some very big plays.
I've been trying it out and IMO [card]Satyr Hoplite[card]>[card]Firedrinker Satyr[card] because of the Hammerhand interaction.
Here is what I've been turning for like 8 hours.
4 Foundry Street Denizen
4 Akroan crusader
3 Monastery swiftspear
3 Satyr hoplite
2 Frenzied Goblin
4 Titan’s strength
4 Dragon mantle
4 HammerHand
1 Coordinated assault
1 Blinding Flare
3 Stoke the Flames
2 Lighting Strike
Finishers 6
3 Hordeling Outburst
2 Goblin Rabblemaster
1 Obelisk of Urd
Hammerhand is great, I agree, but I didn't get what you talked about making two tokens. Heroic triggers only one time as it only triggers for a targeting spell, not for an ability.
When you target the Crusader with Hammerhand you get a token, then you can target him again with the "target creature cannot block" part of Hammerhand to get another.
The problem is it does not work that way.
Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
Yes, it does not work.
Actually "Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times." is not the problem here. It would be if Hammerhand targeted two (not necessarily different) creatures on the stack.
But the ability that prevent the block is only a triggered ability, it's not from a spell, it's from a permanent that's already on the battlefield, it does not activate heroic.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Unfortunately, it does not work, as the "Do Not Block" is an ability, not a part of the spell.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Using horde long outburst as a convoke enabler is still bonkers though.
Using Urd to pump our team out of anger the god, drown in sorrows, bile blight range is really useful.
I run a Boss Sligh build and in my sideboard I was running the Searing Blood, but I'm starting to think that Magma Spray is better.
Even with the damage Searing Blood deals to the face after killing a creature, Magma Spray on turn 2 against something like a Seeker of Way seems better for me, as I can keep on swarming the field with one more 1-drop, but I'm still not sure.
What do you think?
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
Swarm trumps spot removal
+2/+2 trumps the 3 CMC sweepers in the format.
Speed trumps counter spells
Redundancy trumps discard
The deck currently does 3 of the 4 things listed with Urd it does all 4.
Hall of triumph slows us down a turn without turning off anything out opponent is holding therefore it's weak.
Why not use both Searing blood and Magma spray vs X/2 creatures? Searing blood is then a direct upgrade from Lightning strike in those situations netting you a 1 virtual CA in the life point swing.
>>+2/+2 trumps the 3 CMC sweepers in the format.
More like, the one exact sweeper that is drown in sorrow, which i am doing right now
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
http://deckstats.net/deck-5175867-c6098b8f7394e4b499c45fa3e8772b12.html