because remember I created the original mono red Ramunap deck last year so I can hardly be copying my own deck.
Dude lol I can’t, you sound like DesolatorMTG with the crap you’re spewing. Everybody and their uncle could see that mono red was going to be strong, before the set even dropped. On reddit we were talking about the deck being basically Pre-built by wizards because it was obvious what to include.
Just prove us all wrong, go win a premier event with your supremely fine-tuned list, show us your superior cardboard slingin skills, and continue to act indignant about no one wanting to talk about your list Per the General Forum rules found here, I find this to be Flaming/Trolling. -hoser2
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Path of Mettle is for hyper aggro decks that need reach to close out a game. If you are using big mana creatures like Glorybringer, you dont need the ping damage from Metzali, Tower of Triumph. I have never played with Path. But I can read the card understand that is what it is for.
I totally agree that fast red needs to push the last points of damage through, but so does any red deck. We don't have unlimited burn spells so even with big creatures I still need to do the last damage points somehow. That's why all red decks played ramunap ruins before they got banned.
My point was about how often you can flip path with small creatures as opposed to big ones.
I did play FNM yesterday to a 2-1 record and every game that I cast path out I was able to flip it, sometimes with khenra and relentless raptor but half the time I flipped it with hazoret and glorybringer on turns 8-9. Exactly like I expected it would happen.
I played 3 rounds, and 8 games and I think that I cast and flipped path in about 4-5 of the games.
Good post and thanks for being civil and talking about card choices instead of attacking my person in some way.
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...
I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
...
Do you have source information for this? Because the development information for this card found here says:
This card was, in my opinion, the weirdest card in the set. It made sense from a flavor standpoint. The playtest name of this card was "Hallway of Traps," and you had to be quick and vigilant to get through the hallway. When you got to the top of the tower, you could shoot things down with the activated abilities. Despite the story the card was telling, the card looked super weird to me. I built a lot of decks with this card and actually found it to be versatile. I had to choose carefully what creatures I would put in my decks, and sometimes the triggered ability on the front half wouldn't do anything, but after it flipped (which was surprisingly easy), I had a mode that was strong against aggro decks and a mode that was strong against control decks. The real world has had success in building decks with this card, which is always a good feeling for the person who did the most playtesting and iteration on it.
Further, the information for Relentless Raptor says:
Not all Dinosaurs are big and expensive. This card was aimed at an aggressive deck with a low curve, but with its 3/3 body it still had a Dinosaur feel to it. It plays particularly well with Path of Mettle.
My reading of this doesn't seem to support your contention that it is not meant to be used in aggro decks. Without source documentation, stating your interpretation so definitively also doesn't seem helpful.
...
I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
...
Do you have source information for this? Because the development information for this card found here says:
This card was, in my opinion, the weirdest card in the set. It made sense from a flavor standpoint. The playtest name of this card was "Hallway of Traps," and you had to be quick and vigilant to get through the hallway. When you got to the top of the tower, you could shoot things down with the activated abilities. Despite the story the card was telling, the card looked super weird to me. I built a lot of decks with this card and actually found it to be versatile. I had to choose carefully what creatures I would put in my decks, and sometimes the triggered ability on the front half wouldn't do anything, but after it flipped (which was surprisingly easy), I had a mode that was strong against aggro decks and a mode that was strong against control decks. The real world has had success in building decks with this card, which is always a good feeling for the person who did the most playtesting and iteration on it.
Further, the information for Relentless Raptor says:
Not all Dinosaurs are big and expensive. This card was aimed at an aggressive deck with a low curve, but with its 3/3 body it still had a Dinosaur feel to it. It plays particularly well with Path of Mettle.
My reading of this doesn't seem to support your contention that it is not meant to be used in aggro decks. Without source documentation, stating your interpretation so definitively also doesn't seem helpful.
Sorry, I'm going to stick to just posting deck lists and not arguing with people.
I've made my point on path of mettle, if you don't agree with my opinion that's fine, I don't have anything else to say about the card, or anything to prove.
I wanted people to try a new deck that's W/R and can make a good use of the card, instead of just putting it in any R/W build with no rhyme or reason.
It was not my purpose or intention to start a war with just a deck list and explanation of the cards in it.
As per the forum rules I won't argue with any mod about even card choices, I don't want any more infractions.
So I'm done with this commentary and this discussion.
I personally think One Drop Red sounds like a great deck to mash raptor and path into. Throw Hazoret at the top of the curve and you’ve got yourself a ball game.
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@Worldsaverinc Could you write a bit more about your sideboard plans for specific matchups (not only the ones you mentioned at the top of this page)? I am trying different dinosaur builds atm, but with little success. I guess it's in part because I don't know how to sideboard with this deck yet. I didn't play standard before RIX, so I am not familiar with a lot of decks.
@Worldsaverinc Could you write a bit more about your sideboard plans for specific matchups (not only the ones you mentioned at the top of this page)? I am trying different dinosaur builds atm, but with little success. I guess it's in part because I don't know how to sideboard with this deck yet. I didn't play standard before RIX, so I am not familiar with a lot of decks.
I don't know if I am that great about sideboarding in Dinosaurs or the Metagame. I think I sideboard based on the cards that I have seen.
Deathgorge Scavenger - They come in when I want to be faster and where the lifegain matters. I may bring them in as well during Scarab God and God Pharoah's Gift decks.
Thrashing Brontodon - They come in when I want to be faster and where their are a lot of artifacts like Mardu Vehicles and God Pharoah's Gift deck. However, any aggro deck Thrashing Brontodon comes in.
Abrade - They come in against Artifact and faster decks.
Magma Spray - They come in against faster decks and I will consider Scarab God
Hour of Devestation - I have been contemplating just putting them in the main, but any go wide faster or scarab god deck this goes in including lower to the ground Dinosaur decks. Since Carnage Tyrant, Burning Sun's Avatar, Etali Primal Storm, and Ghalta doesn't get hit by this, I am more willing to use this as just removal. I will get advantages from this more than the opponent will, so I don't mind losing Ripjaws or Ranging Raptors. I guess i don't put this in with control decks all that much. Hour of Devestation is brought in whenever I see a god being played.
Nissa Vital Force - I put this in against midrange and control decks like approach. 5/5 haste is pretty crucial I think.
Crook of Condemnation - I put this in strictly against GPG decks and Scarab God decks and if they are other graveyard decks. I have been contemplating them to Struggle//Survive as it becomes removal. We lost in the long game anyway, so the tempo of this works quite a bit for us.
What I take out -
The most common cards I remove are Ripjaw Raptor, Regisaur Alpha, and Sweltering Suns. Ranging Raptors I tend to keep for the ramp effect except when the removal or blocking lines up with the deck. So against Scarab God decks, I tend to focus on Ranging Ratpor and Ripjaw Raptor. I tend to favor ranging raptors in the main even after sideboarding as it is a decent blocker on curve, ramp is still important since I am playing 21 land and it is an excellent Reckless Rage target.
Regisaur Alpha is just very expensive for what it does. I take it out for better tempo cards in the matchup. I will trim these and ripjaw raptors, but against aggro I take them out.
Sweltering Suns is out against Dinosaurs, midrange, and control.
Samut is left in when the player is playing a lot of x/1 where her minus does work. I also keep her in when the double strike on a carnage tyrant is really the only viable path to victory like a lot of midrange and scarab god decks.
Chandra is removed against aggro as a 4 mana kill spell may not be enough to compete and the card advantage isn't as needed. She is better against control and midrange.
Carnage Tyrant might be trimmed during aggro, but it is so good that I might not. Ghalta is far more likely to be removed as it is a combo win card and requires certain pieces. I am thinking of removing ghalta for Etali, Primal Storm or Burning Sun's Avatar.
I don't remove Drovers, Thunderherd, or Communes because of 21 land, I am tend to keep low land hands and need the ramp to get set up for later. There isn't much of a choice for me on the whole. Reckless is removed when 4 damage might not matter.
Ripjaw against Vraska Contempt decks is just a tap 4 mana and they gain 2 life and lose a card. Regisaur can be a liability against Vraska and Glorybringer decks.
I've taken this deck to various events in my area and it has a total record of 12-4 so far. And at least one loss was due to not having the card I needed early on when I was playing it. I end up facing a lot of heavy aggro (Vehicles, Monored) or serious control. Very little in the middle.
Rekindled Phoenix is *REALLY* good. It might be worth finding room for four of them. The sideboard is a bit questionable on a couple of choices, but truthfully, you should be building sideboards the way you like taking into account the local meta.
Most sideboard choices relied around taking out Ghalta/Carnage Tyrant against slower decks and bringing planeswalkers and more threats in against slower decks.
Has anyone considered running fling in their dino lists?
also, what's the right call for two drops? I'm torn between drover/otepec and branch walker.
is thunderherd an option for r/g lists or is it better suited for naya shells?
I took this list that Voltzwagon won the MOCS with to GP Seattle. I went 4-4 with no byes. The list was competitive. With two byes and slightly better luck or piloting, the deck could have had a good shot at day two. I lost to Grixis, Merfolk, Jund and Mono-W Approach while beating GR Aggro, Abzan Tokens, Jund and some kind of Growing Rites-Animation Module Combo. I tweaked the deck by cutting a Blossoming Defense and a Magma Spray and maining two more Thrashing Brontodons.
With maindeck Abrade and Brontodon, I was dreaming of playing GPG, but alas.
I think Thunderherd Migration is obviously strong aginst "Bolt the bird" strategies. I am seriously tempted to work it into the above list. Drover is much better with Ghalta, though.
Fling maybe, but it seems like it might be win more.
As much as I liked Voltz' list. I found it to be lacking in the creature department and decided to up the creature count to 27 (if you include the vehicle).
With 9 3-drops I wanted to make sure I can crew my vehicle turn 3 consistently.
I don't have any rekindling Pheonix so I'm running ripjaw raptor instead. I want to get more value out of enrage trigger so I ran reckless rage over magma spray but I'm not too content with that decision.
My local meta is mostly Mardu (last weeks results ran 4 mardu lists), a few scrab god variants, tribal decks, and other rando fun stuff. I haven't faced any GPG decks...yet
I'm still debating on switching out merfolk for drover has my deck has more dinos in the list than the one at GP Seattle.
I just wanted to say, that this deck is great on Magic Arena. Raging Regisaur and Etali, Primal Storm are such fun creatures in that vampire filled meta.
to go 24 and 3 Drover. what would you recommend I take out?
How important is it to run Heart of Kiran? I've seen a lot of lists recently running a pair. I've run it briefly in the deck before but never felt completely sold on the idea. I'm not able to crew it as much as I'd like and against most matches, it's tough for me to keep a board state. Which is why I opted to drop the Kiran and run more threats.
I think a key aspect of the stronger versions of the deck are the threats that survive board wipes like Heart, Phoenix and Rhonas. Without Heart, Fumigate hurts you more.
Heart can really be awkward, but it can get in some early damage. We don't have much card advantage really, so these borderline Monsters lists are technically a midrange deck, but play like slow aggro. We want to win in a certain window. Give it a try, but if you find yourself petering out a little fast, I would try it with the Hearts. They are cheap now, I think.
I think a key aspect of the stronger versions of the deck are the threats that survive board wipes like Heart, Phoenix and Rhonas. Without Heart, Fumigate hurts you more.
Heart can really be awkward, but it can get in some early damage. We don't have much card advantage really, so these borderline Monsters lists are technically a midrange deck, but play like slow aggro. We want to win in a certain window. Give it a try, but if you find yourself petering out a little fast, I would try it with the Hearts. They are cheap now, I think.
We have no real answer for Hazoret. Hour of Devastation is worse for us than for them. They often don't have that many creatures, so I am not a big fan of Sweltering Suns. Basically, we have to race and can rarely block. Struggle can deal with Glorybringer and Rekindling Phoenix. Chandra's Defeat seems good. I dunno about whether Carnage Tyrant is fast enough against Hazoret.
I don't really like Heroic Intervention against GPG and I want all available Abrade and Thrashing Brontodons.
Otherwise, your plans seem good to me. I do want to hear how it goes and what you learn.
We have no real answer for Hazoret. Hour of Devastation is worse for us than for them. They often don't have that many creatures, so I am not a big fan of Sweltering Suns. Basically, we have to race and can rarely block. Struggle can deal with Glorybringer and Rekindling Phoenix. Chandra's Defeat seems good. I dunno about whether Carnage Tyrant is fast enough against Hazoret.
I don't really like Heroic Intervention against GPG and I want all available Abrade and Thrashing Brontodons.
Otherwise, your plans seem good to me. I do want to hear how it goes and what you learn.
Idk I felt Ghalta is great but it is often sided out g2. Even if I do fulfill the dream in turn 4, my opponent can answer it. That leaves me salty. lol
Ty so much for the help
Tonight is the tournament. I'll make sure to report it here.
We have no real answer for Hazoret. Hour of Devastation is worse for us than for them.
Pacification Array
Deadlock Trap
lame but spurring thought
Having played both midrange dinos and monsters, I think the problem is the same. If I really needed to answer Hazoret, I would prefer to splash W for exiling removal or B for Hour of Glory.
Having good two color mana and racing is reasonable. Ghalta, Phoenix and Carnage Tyrant can sometimes block profitably. They can always throw cards at our head. I've also been punished by Kari Zev's Expertise and Invigorated Rampage (once both for exactsies).
I've dabbled with brews in my entirety of standard. The mana won't support anything more than a GBr deck or a GRb deck -- and the splash has to be pretty light. We're not talking 2013 Jund Monsters here where we threw around Dreadbores like they were nothing.
I've dabbled with brews in my entirety of standard. The mana won't support anything more than a GBr deck or a GRb deck -- and the splash has to be pretty light. We're not talking 2013 Jund Monsters here where we threw around Dreadbores like they were nothing.
Dude lol I can’t, you sound like DesolatorMTG with the crap you’re spewing. Everybody and their uncle could see that mono red was going to be strong, before the set even dropped. On reddit we were talking about the deck being basically Pre-built by wizards because it was obvious what to include.
Just prove us all wrong, go win a premier event with your supremely fine-tuned list, show us your superior cardboard slingin skills, and continue to act indignant about no one wanting to talk about your list
Per the General Forum rules found here, I find this to be Flaming/Trolling. -hoser2
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I totally agree that fast red needs to push the last points of damage through, but so does any red deck. We don't have unlimited burn spells so even with big creatures I still need to do the last damage points somehow. That's why all red decks played ramunap ruins before they got banned.
My point was about how often you can flip path with small creatures as opposed to big ones.
I did play FNM yesterday to a 2-1 record and every game that I cast path out I was able to flip it, sometimes with khenra and relentless raptor but half the time I flipped it with hazoret and glorybringer on turns 8-9. Exactly like I expected it would happen.
I played 3 rounds, and 8 games and I think that I cast and flipped path in about 4-5 of the games.
Good post and thanks for being civil and talking about card choices instead of attacking my person in some way.
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Further, the information for Relentless Raptor says:
My reading of this doesn't seem to support your contention that it is not meant to be used in aggro decks. Without source documentation, stating your interpretation so definitively also doesn't seem helpful.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Sorry, I'm going to stick to just posting deck lists and not arguing with people.
I've made my point on path of mettle, if you don't agree with my opinion that's fine, I don't have anything else to say about the card, or anything to prove.
I wanted people to try a new deck that's W/R and can make a good use of the card, instead of just putting it in any R/W build with no rhyme or reason.
It was not my purpose or intention to start a war with just a deck list and explanation of the cards in it.
As per the forum rules I won't argue with any mod about even card choices, I don't want any more infractions.
So I'm done with this commentary and this discussion.
Check out my Youtube channel where I upload MTG content videos twice a week!
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I don't know if I am that great about sideboarding in Dinosaurs or the Metagame. I think I sideboard based on the cards that I have seen.
Deathgorge Scavenger - They come in when I want to be faster and where the lifegain matters. I may bring them in as well during Scarab God and God Pharoah's Gift decks.
Thrashing Brontodon - They come in when I want to be faster and where their are a lot of artifacts like Mardu Vehicles and God Pharoah's Gift deck. However, any aggro deck Thrashing Brontodon comes in.
Abrade - They come in against Artifact and faster decks.
Magma Spray - They come in against faster decks and I will consider Scarab God
Hour of Devestation - I have been contemplating just putting them in the main, but any go wide faster or scarab god deck this goes in including lower to the ground Dinosaur decks. Since Carnage Tyrant, Burning Sun's Avatar, Etali Primal Storm, and Ghalta doesn't get hit by this, I am more willing to use this as just removal. I will get advantages from this more than the opponent will, so I don't mind losing Ripjaws or Ranging Raptors. I guess i don't put this in with control decks all that much. Hour of Devestation is brought in whenever I see a god being played.
Nissa Vital Force - I put this in against midrange and control decks like approach. 5/5 haste is pretty crucial I think.
Crook of Condemnation - I put this in strictly against GPG decks and Scarab God decks and if they are other graveyard decks. I have been contemplating them to Struggle//Survive as it becomes removal. We lost in the long game anyway, so the tempo of this works quite a bit for us.
What I take out -
The most common cards I remove are Ripjaw Raptor, Regisaur Alpha, and Sweltering Suns. Ranging Raptors I tend to keep for the ramp effect except when the removal or blocking lines up with the deck. So against Scarab God decks, I tend to focus on Ranging Ratpor and Ripjaw Raptor. I tend to favor ranging raptors in the main even after sideboarding as it is a decent blocker on curve, ramp is still important since I am playing 21 land and it is an excellent Reckless Rage target.
Regisaur Alpha is just very expensive for what it does. I take it out for better tempo cards in the matchup. I will trim these and ripjaw raptors, but against aggro I take them out.
Sweltering Suns is out against Dinosaurs, midrange, and control.
Samut is left in when the player is playing a lot of x/1 where her minus does work. I also keep her in when the double strike on a carnage tyrant is really the only viable path to victory like a lot of midrange and scarab god decks.
Chandra is removed against aggro as a 4 mana kill spell may not be enough to compete and the card advantage isn't as needed. She is better against control and midrange.
Carnage Tyrant might be trimmed during aggro, but it is so good that I might not. Ghalta is far more likely to be removed as it is a combo win card and requires certain pieces. I am thinking of removing ghalta for Etali, Primal Storm or Burning Sun's Avatar.
I don't remove Drovers, Thunderherd, or Communes because of 21 land, I am tend to keep low land hands and need the ramp to get set up for later. There isn't much of a choice for me on the whole. Reckless is removed when 4 damage might not matter.
Ripjaw against Vraska Contempt decks is just a tap 4 mana and they gain 2 life and lose a card. Regisaur can be a liability against Vraska and Glorybringer decks.
Anyway, here's my list:
4 Drover of the Mighty
3 Thrashing Brontodon
2 Otepec Huntmaster
2 Deathgorge Scavenger
1 Gishath, Sun's Avatar
4 Regisaur Alpha
2 Rekindlded Phoenix
4 Ripjaw Raptor
3 Carnage Tyrant
2 Ghalta, Primal Hunter
3 Savage Stomp
3 Blossoming Defense
2 Abrade
2 Thunderherd Migration
Lands
4 Sheltered Thicket
4 Rootbound Crag
9 Forest
5 Mountain
1 Plains
1 Nissa, Vital Force
1 Crook of Condemnation
1 Etali, Primal Storm
2 Heroic Intervention
2 Chandra, Torch of Defiance
1 Blossoming Defense
1 Deathgorge Scavaenger
1 Thrashing Brontodon
2 Glorybringer
3 Sweltering Suns
1 Lightning Strike
Rekindled Phoenix is *REALLY* good. It might be worth finding room for four of them. The sideboard is a bit questionable on a couple of choices, but truthfully, you should be building sideboards the way you like taking into account the local meta.
Most sideboard choices relied around taking out Ghalta/Carnage Tyrant against slower decks and bringing planeswalkers and more threats in against slower decks.
Has anyone considered running fling in their dino lists?
also, what's the right call for two drops? I'm torn between drover/otepec and branch walker.
is thunderherd an option for r/g lists or is it better suited for naya shells?
ty
Burn
With maindeck Abrade and Brontodon, I was dreaming of playing GPG, but alas.
I think Thunderherd Migration is obviously strong aginst "Bolt the bird" strategies. I am seriously tempted to work it into the above list. Drover is much better with Ghalta, though.
Fling maybe, but it seems like it might be win more.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
was this the list you ran or similar?
As much as I liked Voltz' list. I found it to be lacking in the creature department and decided to up the creature count to 27 (if you include the vehicle).
something like -2 struggle, -1 abrade : +2 Carnage, +1 Thrashing
With 9 3-drops I wanted to make sure I can crew my vehicle turn 3 consistently.
I don't have any rekindling Pheonix so I'm running ripjaw raptor instead. I want to get more value out of enrage trigger so I ran reckless rage over magma spray but I'm not too content with that decision.
My local meta is mostly Mardu (last weeks results ran 4 mardu lists), a few scrab god variants, tribal decks, and other rando fun stuff. I haven't faced any GPG decks...yet
I'm still debating on switching out merfolk for drover has my deck has more dinos in the list than the one at GP Seattle.
Burn
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
The link will you to my current list along with a few questions.
I'd appreciate the feedback, thank you.
Burn
I would definitely go up a land and at least one more Drover.
Consider Heroic Intervention for the sideboard.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
thought of yo
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I'll consider it ty.
to go 24 and 3 Drover. what would you recommend I take out?
How important is it to run Heart of Kiran? I've seen a lot of lists recently running a pair. I've run it briefly in the deck before but never felt completely sold on the idea. I'm not able to crew it as much as I'd like and against most matches, it's tough for me to keep a board state. Which is why I opted to drop the Kiran and run more threats.
Burn
Heart can really be awkward, but it can get in some early damage. We don't have much card advantage really, so these borderline Monsters lists are technically a midrange deck, but play like slow aggro. We want to win in a certain window. Give it a try, but if you find yourself petering out a little fast, I would try it with the Hearts. They are cheap now, I think.
From your list, I would either move the Carnage Tyrants to the sideboard or cut a Magma Spray and a Blossoming Defense to make a land and a Drover slot.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
ty
I've since updated the list.
What are some good side boarding options for when one is on the play or on the draw?
Mardu/Mono-Red:
-2 struggle, +2 Sweltering suns
-2 B-Def, +2 C-Defeat
-2 Kiran, +2 Magma spray
is it a good idea to run Chandra against these matchups?
U/B Mid/Control:
-1 Magma, +1 Struggle
-4 Alhpa, +2 Glory, +2 Chandra
GPG, Approach decks:
-1 magma, +1 Struggle
-2 B-Def, +2 Heroic Intervention
-4 Alpha, +2 Glory, +2 Chandra
What are some your thoughts?
Thank you
Burn
I don't really like Heroic Intervention against GPG and I want all available Abrade and Thrashing Brontodons.
Otherwise, your plans seem good to me. I do want to hear how it goes and what you learn.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Idk I felt Ghalta is great but it is often sided out g2. Even if I do fulfill the dream in turn 4, my opponent can answer it. That leaves me salty. lol
Ty so much for the help
Tonight is the tournament. I'll make sure to report it here.
Burn
Pacification Array
Deadlock Trap
lame but spurring thought
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Standard
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Pacification Array seems pretty interesting (but I start thinking about improvising Herald of Anguish).
Having good two color mana and racing is reasonable. Ghalta, Phoenix and Carnage Tyrant can sometimes block profitably. They can always throw cards at our head. I've also been punished by Kari Zev's Expertise and Invigorated Rampage (once both for exactsies).
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Pretty much this.
I've dabbled with brews in my entirety of standard. The mana won't support anything more than a GBr deck or a GRb deck -- and the splash has to be pretty light. We're not talking 2013 Jund Monsters here where we threw around Dreadbores like they were nothing.
When you consider that both Hour of Glory and Struggle // Survive address the same problem, you have much less incentive to play a card like Thopter Arrest or Hour of Glory.
Table of dealing with
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
However, I see less and less of the red god as the format evolves.