In that case why not just mainboard Hellion? If your default strategy is beatdown, then Hellion is perfect. The cat snake is only good against Control.
yes, you do have a good point. definitely worth testing.
my concern was that BG decks would have Ishkanah which of course will make 3 more bodies to chump block. Serpopard can't push past Ishkanah herself either, though.
or maybe i could get Rhonas this week to put on the 3 drop slot.
if you want to remove the blue splash, try fling. it gives pummeler a second option to deal damage. i'm using r/g pummeler (also a r/g monsters deck) as my side deck in case i get burned out from using jund energy aggro too much. the blue splash is still good against vehicles since mardu ballista turns into a midrange-like deck post board, and negates will put them off the spot. the splash is also great against marvel decks to keep off their walkers and marvel. also good against post board tower decks since they're going to board in sweepers, confiscation coups or more removal spells by reducing tower and some useless spells. just pray tower decks don't side in creatures post board since fringe tower players side in more creatures, notably bristling hydra, sylvan advocate and world breaker against aggro. so if you're splashing blue, 3 negates and 1 essence scatter or 2 negates and 2 essence scatters with 1 island should be enough.
I'm mostly worried about marvel and tower decks, so I have also thought about splashing negates in the sideboard with 4 botanical sanctums, but I'm going to try the straight forward 2-color list first.
Any thoughts are welcome!
Manglehorn buys you a turn if you deploy it early (it makes artifacts opponents control come into play tapped) so you have that plus Release the Gremlins against Marvel. Against U/x Tower Decks, i think you should have Prowling Serpopard so that if ever they have a counterspell-heavy hand, they can't do anything when you cast it and other creature spells. Bristling Hydra of course is a great follow-up to Serpopard. i don't think it would be wise to bring Goldnight Castigator against Tower if that's your plan. you'll possibly take 6 damage for every activation of the Tower, and that's not quite good. i would suggest Lathnu Hellion instead. it comes a turn earlier and still has haste, and can't be killed by a single Tower activation.
Marvel has never been one of our better matchups especially if it doesn't splash a third color. If you are just RG you are better off just hoping they whiff with their own fail rate and then destroy it with the plethora that exists in those colors. If they hit a Turn 4 Ulamogg then that's pretty much over, and it will be for most decks if only just in the tempo swing.
In Jund I've been pushing my sideboard around to make room for Dispossess and Transgress the Mind which really help the matchup.
How is the newer Rhonas, Glorybringer build feeling for everyone? With cat gone I feel like I can enjoy standard again so been casually dusting off my standard deck.
I'm still on the old Pumeller build whilst I collect the final few pieces for this newer variant of energy.
I have however added Fling and Heart-Piercer Manticore to my build and by doing so has lost only 2 (both against control) in 15+ rounds played with it at my lgs.
People with a full board and deathtouch etc never expect me to buff my pumeller to "only 20" when they have at least that much toughness on board
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Decks
Standard: GBGB EnergyGB GRGR EnergyGR
Modern: RBUWAd NauseamRBUW GRGR TitanshiftGR UBLUE STEEEEEELU UR Storm U Turbo Turns
44.4% (4-5) vs Marvel
80% (8-2) vs Mardu
42.9% (6-8) vs Zombies
(every Temur Energy Deep Fiend deck's performance)
the deck's quite flexible, i think. what must be done is how to improve its wins vs Marvel and Zombies should the two become more prevalent in the local meta (and they probably will). the deck seems to be built to win against Vehicles, judging from the whopping 80% win percentage.
i am thinking make room in the SB for Lathnu Hellions to provide a really fast clock against Marvel (and control) as well as an additional Manglehorn to destroy a Marvel and buy time.
against Zombies, maybe even more board sweepers like Sweltering Suns.
44.4% (4-5) vs Marvel 80% (8-2) vs Mardu 42.9% (6-8) vs Zombies
the deck's quite flexible, i think. what must be done is how to improve its wins vs Marvel and Zombies should the two become more prevalent in the local meta (and they probably will). the deck seems to be built to win against Vehicles, judging from the whopping 80% win percentage.
Patrick Dickmann's Jund God deck went 7-2-1 in the standard portion
I want to explore what cards we use for sideboarding against Zombies, Marvel, Mardu, Control, and Constrictor. Each splash offers unique ways at dealing with them, but I also am trying to figure out where we stand against some of them as the beatdown or the control deck. My intuition tells me I want to bring in anti-creature answers for Zombies, Mardu, and Constrictor and then try to go bigger or over them. Marvel I want to prevent the Turn 4 Ulamog, and if I can't do that then you'd have to certainly splash in order to deal with it resolved that early. Against Control I just go to my tried and true value plan of slamming Planeswalkers and Tireless Tracker. I'm sticking to black for now for Fatal Push, Unlicensed Disintegration, Dispossess, Transgress the Mind, and maybe Scarab Feast.
I want to explore what cards we use for sideboarding against Zombies, Marvel, Mardu, Control, and Constrictor. Each splash offers unique ways at dealing with them, but I also am trying to figure out where we stand against some of them as the beatdown or the control deck. My intuition tells me I want to bring in anti-creature answers for Zombies, Mardu, and Constrictor and then try to go bigger or over them. Marvel I want to prevent the Turn 4 Ulamog, and if I can't do that then you'd have to certainly splash in order to deal with it resolved that early. Against Control I just go to my tried and true value plan of slamming Planeswalkers and Tireless Tracker. I'm sticking to black for now for Fatal Push, Unlicensed Disintegration, Dispossess, Transgress the Mind, and maybe Scarab Feast.
Marvel is by far my worst matchup. Curious if I should try to slam another Dispossess in there over Lifecrafter's Bestiary.
Id really want a 22nd land. Disintegration is best removal in format atm. Id cut the Lightning for 2 more. I like Cut // Ribbons but not sure it has a home here with double black & so few black sources to make the 2nd part pay off. SB: 3x Transgress, 3x Magma Spray, 1x Blossoming Defense, 2x Appetite, 2x Dispossess, and for the last 4, some combination of Sweltering Suns/Prowling Serpopard/Release the Gremlins/Prowling Serpopard
I'll have to consider the land. I recently went up from 20 after dropping Rishkar. Going to need to do some playing around with the hypergeometric calculator. The Disintegration switch looks good too. Been far too used to just always wanting the Harnessed Lightning in the board in an energy deck. I thought Ribbons being double black would be a problem too, but given it's not going to be too useful until around Turn 8 or just go to over a stalled game. I like the sideboard choices there. I'm definitely keeping the two Tireless Trackers in there though as they've done far too many good things for me in grindy games. Sweltering Suns or Radiant Flames I've considered, but it's definitely something I have to test. I've always been worried about wiping my own board. Lots to think about.
I'll be testing a Gods package tonight against WB Zombies, Temur Flamecaller Marvel, and Mardu Aggro. Trying to figure out where to fit that extra Dispossess in the side depending on how badly Marvel smashes me, but I'm not sure I'll stay on the Gods without good results given I'm not as used to it as the other version.
How do you find Unlicensed Disinformation in a deck with only 6 artifacts plus the clues off the Tireless Tracker?
You only need an artifact in play for the "bonus" dmg. It will still destroy the creature, though I would agree that I would want a 4th Heart & 4th scrounger in the MD
I've run anywhere between 3-4 Heart of Kiran, 3-4 Scrounger (which sometimes are sided out), and 0-2 Tireless Tracker in the main for a long time. It's turned on a decent amount. It can sometimes just be an easier to cast Murder, but combined with answering anything not indestructible and that usual 3 damage it's been better than Harnessed Lightning where I'd consider replacing them entirely. All the artifacts are resilient to removal in their own ways as well which helps a lot. It's around an 75% - 85% chance to see them by around Turn 3 - 5 on the hypergeometric calculator with only 8 sources.
I've run anywhere between 3-4 Heart of Kiran, 3-4 Scrounger (which sometimes are sided out), and 0-2 Tireless Tracker in the main for a long time. It's turned on a decent amount. It can sometimes just be an easier to cast Murder, but combined with answering anything not indestructible and that usual 3 damage it's been better than Harnessed Lightning where I'd consider replacing them entirely. All the artifacts are resilient to removal in their own ways as well which helps a lot. It's around an 75% - 85% chance to see them by around Turn 3 - 5 on the hypergeometric calculator with only 8 sources.
Why Flames over Sweltering Suns? Are you that afraid of the RR in the cost? Seems like Suns would be better. 3 dmg regardless of mana base, and can be cycled. Just curious...
Yeah only ~16 red sources means it's easier to cast Radiant Flames on Turn 3 than Sweltering Suns. If I'm basic land heavy with Attune to Aether I'm likely getting green, red, and black instead of green, red, and red as well. I've had plenty of games where that's the case. I'd only be bringing it in on matchups that I really want it anyway so the cycling feels less relevant. The possible ability to go to 1 or 2 damage could be relevant as well given the variable size of our own creatures as well.
Hello guys, i'm attending to game day this weekend, and i will play a pretty standard RG Pummeler list, i would like your oppinion about good sideboard techs against a field with zombies, BG energy and UR control. Here we have only one marvel so... i'm not concerned about that. If u have some main deck sugestion i would like to hear that too (:
I too am looking at bringing RG Pummeler to my first game day. I've tried a Temur version as well featured on mtggoldfish here, but I found it wanting versus the aggro I was facing. Maybe it's my preferred playstyle as well, but I prefer to be the beatdown if I can so I switched back to RG and this is the list I'm planning on bringing with sideboard.
RG Standard Aggro Pummeler (I know the lands are not optimal, but it's the best I could find at the moment at LGS around the area)
Most notably, I put back in Lathnu Hellion, I've found it to be such a nuisance for opponents, especially on turn 3 to deal with that it was worth putting back in. Rhonas has been performing extremely well and I'm not quite sold yet on Arlinn Kord yet, but the upsides she brings is enough for inclusion.
Mulligans:
Against Zombie
IN: 3 Sweltering Suns, 3 Magma Spray, and ~ possible 2 Harnessed Lightning
OUT: 2 Pummeler, 2 Invigorated Rampage, 1 Hyrda, 1 Servant, and possible 1 Hyrda, 1 Cub
That's what I've come up with so far. I'd appreciate anyone looking at this and giving any feedback. I've only been playing a couple months and would like any help with my main deck and side board. In general, while getting a pummeler pumped and flung to the face is the most optimal play we can have, I've won more often with Hyrdas, Rhonas, and Lathnus than the combo. I've been leaning towards pulling parts of the combo out when sideboarding, as you can see above, but it comes to the point where I'm not sure if I'm taking out too much and in the end breaking up the combo too much. For some matches it's likely to not happen, against aggro and zombie, that taking them out entirely is sometimes valid from what I've seen.
I'm not completely sure playing the 'protect your creatures' game might be the best versus marvel. I agree with what you are bringing it, but by cutting invigorated rampages you are kinda just giving them an extra turn or two
On the play I think you keep your combo in, but on the draw perhaps bring in the heroic interventions.
I might keep more of the combo pieces in and cut the Arlinn more often, not sure what kind decks your local shop will have though.
sorry for the lack of updates, guys. past 2 FNMS were quite disappointing. went 2-2 with G/R Monsters (with Rhonas) and then went 3-2 last week with Temur Energy Emerge. last FNM i didn't get to playtest the deck because i was shopping for cards at the last minute. hopefully, this week's FNM will be better,
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yes, you do have a good point. definitely worth testing.
my concern was that BG decks would have Ishkanah which of course will make 3 more bodies to chump block. Serpopard can't push past Ishkanah herself either, though.
or maybe i could get Rhonas this week to put on the 3 drop slot.
I would like suggestions, i'm playing Rg Energy in this beginning of t2, with pummeler.
I use blue splash for negate and rejection.
My main issues:
- Keep Pummeler?
- Remove blue splash (I do not know if rejection is so useful)
- Turn into monsters with Glorybringer and Tracker?
The list:
http://deck.tk/1AvV8GEv
if you want to remove the blue splash, try fling. it gives pummeler a second option to deal damage. i'm using r/g pummeler (also a r/g monsters deck) as my side deck in case i get burned out from using jund energy aggro too much. the blue splash is still good against vehicles since mardu ballista turns into a midrange-like deck post board, and negates will put them off the spot. the splash is also great against marvel decks to keep off their walkers and marvel. also good against post board tower decks since they're going to board in sweepers, confiscation coups or more removal spells by reducing tower and some useless spells. just pray tower decks don't side in creatures post board since fringe tower players side in more creatures, notably bristling hydra, sylvan advocate and world breaker against aggro. so if you're splashing blue, 3 negates and 1 essence scatter or 2 negates and 2 essence scatters with 1 island should be enough.
Manglehorn buys you a turn if you deploy it early (it makes artifacts opponents control come into play tapped) so you have that plus Release the Gremlins against Marvel. Against U/x Tower Decks, i think you should have Prowling Serpopard so that if ever they have a counterspell-heavy hand, they can't do anything when you cast it and other creature spells. Bristling Hydra of course is a great follow-up to Serpopard. i don't think it would be wise to bring Goldnight Castigator against Tower if that's your plan. you'll possibly take 6 damage for every activation of the Tower, and that's not quite good. i would suggest Lathnu Hellion instead. it comes a turn earlier and still has haste, and can't be killed by a single Tower activation.
In Jund I've been pushing my sideboard around to make room for Dispossess and Transgress the Mind which really help the matchup.
I'm still on the old Pumeller build whilst I collect the final few pieces for this newer variant of energy.
I have however added Fling and Heart-Piercer Manticore to my build and by doing so has lost only 2 (both against control) in 15+ rounds played with it at my lgs.
People with a full board and deathtouch etc never expect me to buff my pumeller to "only 20" when they have at least that much toughness on board
Decks
Standard:
GBGB EnergyGB
GRGR EnergyGR
Modern:
RBUWAd NauseamRBUW
GRGR TitanshiftGR
UBLUE STEEEEEELU
UR StormU Turbo TurnsWBC Eldrazi & Taxes CBW
UR Keep on Cantripin' (UR Phoenix) RU
WU Surprise! It's not UW Control! (UW Midrange) UW
BG The Rock, Straight BG
U Mono-Blue Fish U
RBW Mardu Pyromancer BWR
RG Rabble! Rabble! (GR Blood Moon Aggro) GR
Legacy
W Death & Taxes W
4 Bristling Hydra
4 Channeler Initiate
4 Elder Deep-Fiend
4 Glorybringer
4 Rogue Refiner
4 Servant of the Conduit
4 Whirler Virtuoso
Sorcery 4
4 Attune with Aether
Instant 7
4 Harnessed Lightning
3 Magma Spray
4 Aether Hub
4 Botanical Sanctum
5 Forest
2 Game Trail
1 Island
2 Lumbering Falls
2 Mountain
1 Spirebluff Canal
1 Magma Spray
2 Chandra, Torch of Defiance
1 Release the Gremlins
3 Kozilek's Return
4 Negate
1 Manglehorn
2 Lifecrafter's Bestiary
1 Skysovereign, Consul Flagship
44.4% (4-5) vs Marvel
80% (8-2) vs Mardu
42.9% (6-8) vs Zombies
(every Temur Energy Deep Fiend deck's performance)
the deck's quite flexible, i think. what must be done is how to improve its wins vs Marvel and Zombies should the two become more prevalent in the local meta (and they probably will). the deck seems to be built to win against Vehicles, judging from the whopping 80% win percentage.
i am thinking make room in the SB for Lathnu Hellions to provide a really fast clock against Marvel (and control) as well as an additional Manglehorn to destroy a Marvel and buy time.
against Zombies, maybe even more board sweepers like Sweltering Suns.
4 Greenbelt Rampager
4 Voltaic Brawler
4 Scrapheap Scrounger
2 Longtusk Cub
2 Rhonas the Indomitable
3 Hazoret the Fervent
2 Bristling Hydra
2 Glorybringer
Sorcery 4
4 Attune with Aether
Instant 8
2 Fatal Push
2 Blossoming Defense
4 Unlicensed Disintegration
4 Heart of Kiran
Land 21
4 Blooming Marsh
4 Aether Hub
4 Game Trail
1 Sheltered Thicket
4 Forest
3 Mountain
1 Swamp
1 Fatal Push
3 Radiant Flames
2 Prowling Serpopard
2 Skysovereign, Consul Flagship
2 Release the Gremlins
2 Transgress the Mind
1 Ob Nixilis Reignited
1 Dispossess
1 Nissa, Vital Force
40% (2-3)vs Marvel
50% (3-3)vs Mardu
40% (2-3)vs Zombies
(every Jund Gods deck's performace)
the Temur Energy deck performed better than the Jund Gods deck, though.
4 Aether Hub
4 Blooming Marsh
4 Forest
4 Game Trail
2 Mountain
2 Sheltered Thicket
1 Swamp
Artifacts (4)
3 Heart of Kiran
1 Skysovereign, Consul Flagship
Instants (8)
1 Blossoming Defense
3 Fatal Push
2 Harnessed Lightning
2 Unlicensed Disintegration
4 Attune with Aether
1 Cut // Ribbons
Planeswalkers (2)
2 Chandra, Torch of Defiance
Creatures (20)
2 Glorybringer
4 Greenbelt Rampager
4 Longtusk Cub
1 Rhonas the Indomitable
3 Scrapheap Scrounger
2 Tireless Tracker
4 Voltaic Brawler
1 Fatal Push
2 Unlicensed Disintegration
2 Transgress the Mind
1 Lifecrafter's Bestiary
1 Chandra, Torch of Defiance
2 Appetite for the Unnatural
1 Dispossess
2 Tireless Tracker
2 Magma Spray
1 Glorybringer
4 Aether Hub
4 Blooming Marsh
4 Forest
4 Game Trail
2 Mountain
2 Sheltered Thicket
1 Swamp
Spells (15)
4 Attune with Aether
2 Blossoming Defense
2 Fatal Push
3 Heart of Kiran
4 Unlicensed Disintegration
2 Bristling Hydra
2 Glorybringer
4 Greenbelt Rampager
2 Hazoret the Fervent
3 Longtusk Cub
2 Rhonas the Indomitable
3 Scrapheap Scrounger
2 Tireless Tracker
4 Voltaic Brawler
1 Fatal Push
1 Radiant Flames
3 Magma Spray
1 Prowling Serpopard
1 Skysovereign, Consul Flagship
2 Appetite for the Unnatural
3 Transgress the Mind
2 Chandra, Torch of Defiance
1 Dispossess
Standard Decks:
Dinosaurs
Aggro Retired
Aggro Retired
Tokens Retired
Temur White Retired
Dragons Retired
Monsters Retired
Aggro Retired
Midrange Retired
Zombies Retired
Thanks guys!
RG Standard Aggro Pummeler (I know the lands are not optimal, but it's the best I could find at the moment at LGS around the area)
Most notably, I put back in Lathnu Hellion, I've found it to be such a nuisance for opponents, especially on turn 3 to deal with that it was worth putting back in. Rhonas has been performing extremely well and I'm not quite sold yet on Arlinn Kord yet, but the upsides she brings is enough for inclusion.
Mulligans:
Against Zombie
IN: 3 Sweltering Suns, 3 Magma Spray, and ~ possible 2 Harnessed Lightning
OUT: 2 Pummeler, 2 Invigorated Rampage, 1 Hyrda, 1 Servant, and possible 1 Hyrda, 1 Cub
Aggressive Aggro
IN: 3 Sweltering Suns, 3 Magma Spray, 2 Harnessed Lightning
OUT: 4 Pummeler, 2 Invigorated Rampage, 1 Hydra, 1 Servant
Against Marvel
IN: 2-3 Heroic Intervention, 2 Manglehorn
OUT: 1-2 Invigorated Rampage, 1 Pummeler, 2 Longtusk Cub
U/B Control
IN: 3 Heroic Intervention, 2 Manglehorn, 2 Lifecrafters Bestiary
OUT: 1 Pummeler, 2 Invigorated Rampage, 2 Longtusk Cub, 2 Harnessed Lightning
Mardu (Have yet to test against)
IN: 3 Magama Spray, 2 Manglehorn, 2 Harnessed Lightning
OUT: 2 Invigorated Rampage, 1 Pummeler, 2 Longtusk Cub, 1 Hyrda, 1 Servant
That's what I've come up with so far. I'd appreciate anyone looking at this and giving any feedback. I've only been playing a couple months and would like any help with my main deck and side board. In general, while getting a pummeler pumped and flung to the face is the most optimal play we can have, I've won more often with Hyrdas, Rhonas, and Lathnus than the combo. I've been leaning towards pulling parts of the combo out when sideboarding, as you can see above, but it comes to the point where I'm not sure if I'm taking out too much and in the end breaking up the combo too much. For some matches it's likely to not happen, against aggro and zombie, that taking them out entirely is sometimes valid from what I've seen.
On the play I think you keep your combo in, but on the draw perhaps bring in the heroic interventions.
I might keep more of the combo pieces in and cut the Arlinn more often, not sure what kind decks your local shop will have though.