Play it for 0 and sac it.
Play it for more if you have no sac and nothing to do.
This and it's a good post board wipe card.
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Notable Outcomes
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
@Knyght: I imagine dropping Wardriver for free is also pretty good. As for the 0-drops, most of the Kuldotha builds I've seen have only 6 or 7, like yours.
@Chubbin: All versions of this deck are susceptible to being blown out by Pyroclasm and Ratchet Bomb, both of which play faster than we can win the game. Against a prepared opponent, you're gonna see post-boardwipe game states long before they get enough mana to play a Titan.
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Standard
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
Thank you for your suggestions so far! The build has been updated again. Took out the following:
3 Warren Instigator - (no room for him, sadly, as I believe the Ember Haulers are more versatile and therefore worth the spot)
3 Kargan Dragonlord - (love him, but needed to replace for faster kills...any time I have put him out he's usually shut down in a turn or two anyway since EVERYONE knows how big of a threat he can be)
2 Koth of the Hammer - (testing the red Hero)
3 Plated Geopede - (making room for more goblins)
Switched the following into mainboard:
4 Signal Pest - (battlecry, anti-GFTT, another 1 drop)
2 Goblin Wardriver - (more battlecry, consistency)
2 Hero of Oxid Ridge - (more battlecry...testing vs Koth)
1 Ember Hauler - (consistancy, more goblins)
2 Goblin Chieftain - (added due to more goblins...buffing ftw)
I'm considering taking out 2 Searing Blaze to add in another 2 Goblin Chieftains. As I shift further towards creatures, Jinxed Idol is looking good again for sideboard vs control decks.
This build is currently doing well against my fiance, who is trying to adjust his UB Control deck to the new MB changes. Sadly since our last Standard tourney got canceled due to snow, there aren't any non-booster draft FNMs going on near me for about another month for a good shot at trying this out. However, I am still planning on testing this against other decks we have at home (Eldrazi, Boros, BR Vamp) and probably proxied versions of others. I also want to proxy in some Contested War Zone once this version has stabilized.
i think chimeric mass is just bad...otherwise i like the above decklist and yea mark of mutiny is awesome in the SB. i have forked bolt in the sb right now but as a 4 of it is such an awesome card against the aggro matchups. contested warzone im still not 100% on board with yet but if everyone starts to say yes than ill jump on it
-chias
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I am petitioning for the removal of people who whine about mythic rarity. Sig this if you agree; they should just get over it. The mythic rarity serves to protect the price of rares that due to record printings are extremely lower than what they were during say, Ravnica block. Get a job.
I agree, I have heard it's good but I don't see how 2 damage can really be worth taking up slots in the sideboard. If anyone has any explanation why it should be used I would also like to hear it.
2 damage that they can't do anything about every turn since they run so few creatures
hm...Yeah I can see the concept. I guess it could help with fairly dead hands like if you had only a few 1/1s and 0/1s and no gas, you could just use that to take off some life while you wait for more, or even at the end when you need to chip off a few more life to win, chumping all the way. I'd have to see it in action to be sold on it though.
How are all of you feeling about splashes right now?
I've been considering a small black or small green splash (lack of enemy duals makes me sad)
I feel like the only thing from monored that'd you definitely lose is the contested warzones and I don't feel that it'll slow you down that much.
Anyway here are my thoughts on the two choices for splashes:
Green: Lead The Stampede: This card is just begging for some nice aggro deck to take it home and make sweet love to it. I figure with our high creature density, it'd be an almost perfect fit. Same turn as Tutelage, and just a oneshot, but has slightly more potential. Has a much faster payoff, which I think is better for this deck.
Green Sun's Zenith: This card is the nuts. Like seriously you can get basically any card you need. Worst case scenario, you use it to fetch a Memnite for G so you can use rebirth. Unfortunately, (and it's a rather large unfortunately) you can't use it to play a kicked bushwhacker.
Thrun, the Last Troll : Less likely to be included main deck than the other two since four is top of our curve, but he makes control cry. And goblins and trolls are like the same thing right?
Raging Ravine: Almost always better than its RB counterpart.
Black: Go For The Throat: For the enemy critter that just won't burn. Not much else to say except that this is a sweet piece of removal
Dark Tutelege: Main reason to splash black. The drawback is eh, the game'll be over before it matters, one way or the other. Makes recovery much easier and puts a lot of pressure on control. Hard for most of them to remove to boot.
How are all of you feeling about splashes right now?
I've been considering a small black or small green splash (lack of enemy duals makes me sad)
I feel like the only thing from monored that'd you definitely lose is the contested warzones and I don't feel that it'll slow you down that much.
Anyway here are my thoughts on the two choices for splashes:
Green: Lead The Stampede: This card is just begging for some nice aggro deck to take it home and make sweet love to it. I figure with our high creature density, it'd be an almost perfect fit. Same turn as Tutelage, and just a oneshot, but has slightly more potential. Has a much faster payoff, which I think is better for this deck.
Green Sun's Zenith: This card is the nuts. Like seriously you can get basically any card you need. Worst case scenario, you use it to fetch a Memnite for G so you can use rebirth. Unfortunately, (and it's a rather large unfortunately) you can't use it to play a kicked bushwhacker.
Thrun, the Last Troll : Less likely to be included main deck than the other two since four is top of our curve, but he makes control cry. And goblins and trolls are like the same thing right?
Raging Ravine: Almost always better than its RB counterpart.
Black: Go For The Throat: For the enemy critter that just won't burn. Not much else to say except that this is a sweet piece of removal
Dark Tutelege: Main reason to splash black. The drawback is eh, the game'll be over before it matters, one way or the other. Makes recovery much easier and puts a lot of pressure on control. Hard for most of them to remove to boot.
So what do you guys think? I'm leaning toward the green version personally, but I'll have to get a hold of some Zeniths =/
Green Sun Zenith doesn't do anything for this deck...it can only search for green creatures.
Dark Tutelage doesn't generate card advantage until turn 5, and significantly slows down your tempo...I really don't like playing it either.
Honestly, I really don't think this deck benefits at all from a splash...Yes, the sweepers can be problematic, but if you include enough cards to get around them in the SB (Tuktuk the Explorer, Koth, Devastating Summons, Chimeric Mass, Jinxed Idol against control), and play intelligently (none of their sweepers work at instant speed...it's very possible to get major damage in, at least once), you should be fine.
Looks decent, not too much to comment on, though it seems a lot of builds are running 20 land. I may have to go from my current 15 to around 17-18, I'd like to not have to mulligan as often, and accommodate for Tuk Tuks and/or other potential 3 costs in the side. The 4 Wardrivers are noteworthy as well.
hm...Yeah I can see the concept. I guess it could help with fairly dead hands like if you had only a few 1/1s and 0/1s and no gas, you could just use that to take off some life while you wait for more, or even at the end when you need to chip off a few more life to win, chumping all the way. I'd have to see it in action to be sold on it though.
Well its more of like a running a clock for them. Since control don't play much creatures, they either have to sacrifice their expensive creature or consistently take 2 damage a turn.
In addition, you can sacrifice your creature in response to removal (If it ever gets back to you). So they just wasted a removal for nothing. 2 damage is a lot per turn for a deck that wants to deal the most damage in the first few turn.
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Currently Playing
T2 R Kuldotha Red 46-16 RW Boros
I agree, I have heard it's good but I don't see how 2 damage can really be worth taking up slots in the sideboard. If anyone has any explanation why it should be used I would also like to hear it.
I use it mainly for cheating a 5/5 Goblin Artifact Golem into play. The damage is a bonus you can use to kill a control player...
I really don't like Goblin Wardriver. It just seems slow to me. Battle cry, for this deck, should be reserved for 1 drops and Signal Pest is perfect for that slot (barring Hero of Oxid Ridge as he is primarily there for a late turn 4-5 finish).
I'm waiting until the MTGO MBS release to test this out as I only really play limited IRL.
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WKemba, Kha Regent [EDH]
"When you look into the eyes of a man grown old,
wonder about the secrets gone untold.
When you look into the eyes of a young child,
marvel at the innocence running wild."
I don't seem to be able to follow this thread. It seems as though you guys are only talking about getting the nuts draw and your opponent doing absolutely nothing at all while you're consistently getting these god hands.
I'd like to respond to this post. I ignored it initially as trolling, but it's been bugging me, wondering if the poster was serious. It was obvious to me the poster had not played the deck, as we don't really need 'God Hands' to win.
So I did some goldfish testing with my new build (posted at the end of the original post, I'll copy it here also with a recent SB change) against some decks I had on hand. The results were really surprising. I played 20 games against each deck and lost 4 total. The decks were a WG Quest build, a MBC Infect deck and a mono Blue Grand Architect build. These decks were not meant to simulate any kind of meta. This was purely a test to see if this deck needed 'god hands' to win.
Each of those decks ended up having only 1 or 2 ways to win. The Quest deck had a single Basilisk Collar main and ran 4 Stoneforge Mystics. It had to fetch that immediately and get it in play. If it could trigger an early Quest it could also win, but not always as it only won that way once. This is the type of deck that would SB the LightMine Fields and Choking Fumes.
The MBC Infect deck had to get a Virulent Wound out on a Signal Pest early. It MD'ed GFTT instead of Doom Blade, which meant those only usually got a GG. This deck would bring in Doom Blades (and should be running Necropedes instead of Ichorclaw Myrs MD). The Grand Architect deck really didn't have a chance and it is not even close to tier 2 yet. But the load of small bodies it could throw out made it difficult.
Obviously, these decks are not top tier decks, but they are the type of decks you'll see at an FNM. I didn't use any SBs and I didn't mulligan unless I had no red source of mana. I had 7 mulligans out of 60 hands. I had to mulligan again only once.
We already know that the top tier decks will have answers and will metagame against this deck.
What I really wanted to find out was if the deck had legs. Could it still compete with a wide variety of draws? Could it overcome a bad draw? What did bad draws look like? The same kind of things you look for in any deck when trying to make it consistent.
Here's what I found out:
The deck can average over 20 points of damage on turns 3/4. If our opponent does nothing or is busy ramping, this deck wins.
This deck can win about 5% of the time on turn 2, before your opponent can do anything. If not an outright win, they are in bolt range.
Game 1 is usually ours. Unless their deck is heavily metagamed for extreme aggro, your opponent must rely on their SB to win.
We have a number of good opening plays on turn 1. I only had one game where I had no good turn 1 play. (Had to wait to turn 2 to play second Pest off CWZ to activate Mox for my R mana.)
Our opponent must run token sweepers. Individual kill spells don't cut it.
More often than not, our opponent was better off with a kill spell than a blocker (we can take out blockers too easy).
Poor hands did not occur too often and, when they did, they were either ones with mostly kill spells and no creatures or ones with 4+ lands.
If you consider a god hand to be one where you can either flood the field turn 1 or do 10+ damage by turn 2, this deck has a lot of them.
You can actually slow play this deck and still win.
Turn one Rebirth was usually GG.
As you can see by the results, a 'God Hand' is not needed. I'm going to define a god hand as one that can win turn 2. Any other criteria would be silly as this deck is built to give you a turn 3 win.
I also played about 10 games against a friend that had a BR deck that was built for an aggro meta. It ran Doom Blades, Pyroclasms, Gatekeepers and Bolts main. I still managed to win about half the games.
I feel confident in saying that this deck does NOT need god hands to win.
I feel confident in saying that this deck does NOT need god hands to win.
To be honest, having creatures and burn spells seems like a 'god hand' to me already. There is so many combinations of cards in this deck that most of them can end the turn without a T1 Rebirth.
This deck emphasise on T3/T4 win and does it with all its cheap to cast card to pile up damage early on.
If we got our perfect draw, you'll be dead when its T2 for us.
By the way I wonder anyone really play Choking Fumes and sideboard it against us.
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Currently Playing
T2 R Kuldotha Red 46-16 RW Boros
Transformational Sideboard!
I call it All in - All out
G1 play an all in strategy and then side my whole board out
opponent sides in ratchet bombs, black suns zenith, Choking Fumes, Lightmine Field, DOJ... expecting the same thing
4 Mark of Mutiny - ridiculous card against every deck except infect
1 Kargan Dragonlord
4 molten tail masticore
4 Bonehoard - Let them sweep
2 mountains - adjusted mana curve
My biggest problem with Hero of Oxid Ridge is that he does not play well with Devastating Summons. Also, Devastating Summons does not play well in a heavily Blue meta, as getting countered and losing 3 lands+ in the process sucks.
With the return to Mirrodin, I've been thinking about getting back into paper magic after a couple of years of following it/ playing every now and then on Magic Work Station. My biggest problem was justifying the cost of the cardboard necessary for T2 play, especially with rotation. So Turbo Goblins seems to be a pretty cheap deck, especially with the addition of Signal Pest and Goblin Wardriver at uncommon, but I need a few questions answered before plunking down cash for the deck. Does anyone have a decent pauper or black and silver decklist that is functional? Is the cost of goblin guide worth the benefit to the opening play? Are there any viable alternatives to Chimeric Mass? This is the decklist I've been working on, any critique is greatly appreciated:
Chimeric Mass seems invaluable to the deck, either providing long term beats against control, with survivability to mass removal, or being a 0 cost first turn into Kuldotha Rebirth. As for the side board, as I do not currently play in a group, it would obviously be tuned to the meta of my FNM, however most of the options seem to be at rare, so are there some gems at common or uncommon to look out for/ what is really crucial at rare?
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Thanks to Zaph and spiderboy4 at High~Light Studios for the kick ass sig and amazing avvy.
Is the cost of goblin guide worth the benefit to the opening play?
Goblin Guide is part of the core of this deck. You won't ever see a successful decklist that does not run bushwakers, rebirths, and guides. The deck is not that expensive - spend the $25 on a playset. You will lose most games without either a rebirth or guide hitting the board.
I really don't like Goblin Wardriver. It just seems slow to me. Battle cry, for this deck, should be reserved for 1 drops and Signal Pest is perfect for that slot (barring Hero of Oxid Ridge as he is primarily there for a late turn 4-5 finish).
I'm waiting until the MTGO MBS release to test this out as I only really play limited IRL.
Okay, both your build and Christoffer Andersen's, I would say, are versions of the deck that can afford to play Mox Opal. Just for the simple fact that you guys have 18 artifacts, and 4 of them are Ornithopters. You both look like you're trying to go for an all-in "T1 play a crapload of dudes-T2 Bushwhacker/CWZ swing for huge" strategy. I personally prefer not to go all-in if I don't have to (like I said in a previous post, Pyroclasm and Ratchet Bomb make me noivous :embarrass:), but this still looks pretty awesome.
You might not like Goblin Wardriver that much, but he's actually very fast with Opals in the deck. Consider the following goldfish:
Turn 1: Mountain, Ornithopter, Memnite, Mox Opal, tap Mountain and Mox Opal to play Wardriver.
Turn 2: Mountain, tap Mox Opal to Rebirth it, tap Mountains to play kicked Bushwhacker, swing for 20. Thanks for playing.
Of course, that example is just a nuts god draw, but even without the T2 plays, you're swinging for 5. And odds are you're going to have a Guide or a Bushwhacker in hand, so the swing will often be for more than 5. (Guide makes it 8, kicked Bushwhacker makes it 11, both make it 15.) Even without a god draw, you can easily win on T3 because of Opal enabling a T1 Wardriver.
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Standard
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
Transformational Sideboard!
I call it All in - All out
G1 play an all in strategy and then side my whole board out
opponent sides in ratchet bombs, black suns zenith, Choking Fumes, Lightmine Field, DOJ... expecting the same thing
4 Mark of Mutiny - ridiculous card against every deck except infect
1 Kargan Dragonlord
4 molten tail masticore
4 Bonehoard - Let them sweep
2 mountains - adjusted mana curve
suggestions welcome
It's interesting. I think we need an offensive SB instead of a defensive one, so why not? By that, I mean we should want to introduce more things than they can answer instead of trying to answer anything they do. Let us know how it works for you.
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This and it's a good post board wipe card.
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
A 3/3 or 4/4 won't do too much after they wipe and slam down a titan.
@Chubbin: All versions of this deck are susceptible to being blown out by Pyroclasm and Ratchet Bomb, both of which play faster than we can win the game. Against a prepared opponent, you're gonna see post-boardwipe game states long before they get enough mana to play a Titan.
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
3 Warren Instigator - (no room for him, sadly, as I believe the Ember Haulers are more versatile and therefore worth the spot)
3 Kargan Dragonlord - (love him, but needed to replace for faster kills...any time I have put him out he's usually shut down in a turn or two anyway since EVERYONE knows how big of a threat he can be)
2 Koth of the Hammer - (testing the red Hero)
3 Plated Geopede - (making room for more goblins)
Switched the following into mainboard:
4 Signal Pest - (battlecry, anti-GFTT, another 1 drop)
2 Goblin Wardriver - (more battlecry, consistency)
2 Hero of Oxid Ridge - (more battlecry...testing vs Koth)
1 Ember Hauler - (consistancy, more goblins)
2 Goblin Chieftain - (added due to more goblins...buffing ftw)
I'm considering taking out 2 Searing Blaze to add in another 2 Goblin Chieftains. As I shift further towards creatures, Jinxed Idol is looking good again for sideboard vs control decks.
This build is currently doing well against my fiance, who is trying to adjust his UB Control deck to the new MB changes. Sadly since our last Standard tourney got canceled due to snow, there aren't any non-booster draft FNMs going on near me for about another month for a good shot at trying this out. However, I am still planning on testing this against other decks we have at home (Eldrazi, Boros, BR Vamp) and probably proxied versions of others. I also want to proxy in some Contested War Zone once this version has stabilized.
RGoblin LabyrinthR
Working on:
WElspeth SoldiersW
UWUWW QuestWU
WGRUril, the MiststalkerRGW
"Finally, I understand. Home isn't where you rest. It's what you fight for." -Elspeth Tirel
-chias
hm...Yeah I can see the concept. I guess it could help with fairly dead hands like if you had only a few 1/1s and 0/1s and no gas, you could just use that to take off some life while you wait for more, or even at the end when you need to chip off a few more life to win, chumping all the way. I'd have to see it in action to be sold on it though.
I've been considering a small black or small green splash (lack of enemy duals makes me sad)
I feel like the only thing from monored that'd you definitely lose is the contested warzones and I don't feel that it'll slow you down that much.
Anyway here are my thoughts on the two choices for splashes:
Green:
Lead The Stampede: This card is just begging for some nice aggro deck to take it home and make sweet love to it. I figure with our high creature density, it'd be an almost perfect fit. Same turn as Tutelage, and just a oneshot, but has slightly more potential. Has a much faster payoff, which I think is better for this deck.
Green Sun's Zenith: This card is the nuts. Like seriously you can get basically any card you need. Worst case scenario, you use it to fetch a Memnite for G so you can use rebirth. Unfortunately, (and it's a rather large unfortunately) you can't use it to play a kicked bushwhacker.
Thrun, the Last Troll : Less likely to be included main deck than the other two since four is top of our curve, but he makes control cry. And goblins and trolls are like the same thing right?
Raging Ravine: Almost always better than its RB counterpart.
Horizon Spellbomb: Maybe. Doubtful.
Black:
Go For The Throat: For the enemy critter that just won't burn. Not much else to say except that this is a sweet piece of removal
Dark Tutelege: Main reason to splash black. The drawback is eh, the game'll be over before it matters, one way or the other. Makes recovery much easier and puts a lot of pressure on control. Hard for most of them to remove to boot.
Lavaclaw Reaches: sigh. RB manland is sad
Blightning: JK! lol, I wish....
So what do you guys think? I'm leaning toward the green version personally, but I'll have to get a hold of some Zeniths =/
Green Sun Zenith doesn't do anything for this deck...it can only search for green creatures.
Dark Tutelage doesn't generate card advantage until turn 5, and significantly slows down your tempo...I really don't like playing it either.
Honestly, I really don't think this deck benefits at all from a splash...Yes, the sweepers can be problematic, but if you include enough cards to get around them in the SB (Tuktuk the Explorer, Koth, Devastating Summons, Chimeric Mass, Jinxed Idol against control), and play intelligently (none of their sweepers work at instant speed...it's very possible to get major damage in, at least once), you should be fine.
Oh wow...reading is tech. Yikes!
Except a Kuldotha deck with roughly the same build took 4th at the SCG Open Tournament a couple days ago, so it is apparently "highly competitive".
You have to play smart, and know when to mulligan. But the deck seems to be doing well so far, so we'll see how it does in the future.
Speaking of which, here is said deck:
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=36600
Looks decent, not too much to comment on, though it seems a lot of builds are running 20 land. I may have to go from my current 15 to around 17-18, I'd like to not have to mulligan as often, and accommodate for Tuk Tuks and/or other potential 3 costs in the side. The 4 Wardrivers are noteworthy as well.
Well its more of like a running a clock for them. Since control don't play much creatures, they either have to sacrifice their expensive creature or consistently take 2 damage a turn.
In addition, you can sacrifice your creature in response to removal (If it ever gets back to you). So they just wasted a removal for nothing. 2 damage is a lot per turn for a deck that wants to deal the most damage in the first few turn.
T2
R Kuldotha Red 46-16
R W Boros
I use it mainly for cheating a 5/5 Goblin Artifact Golem into play. The damage is a bonus you can use to kill a control player...
4 Goblin Guide
2 Hero of Oxid Ridge
4 Memnite
4 Ornithopter
4 Signal Pest
2 Galvanic Blast
4 Kuldotha Rebirth
4 Lightning Bolt
3 Mox Opal
3 Panic Spellbomb
16 Mountain
2 Mark of Mutiny
2 Perilous Myr
3 Phyrexian Revoker
2 Raid Bombardment
3 Tunnel Ignus
I really don't like Goblin Wardriver. It just seems slow to me. Battle cry, for this deck, should be reserved for 1 drops and Signal Pest is perfect for that slot (barring Hero of Oxid Ridge as he is primarily there for a late turn 4-5 finish).
I'm waiting until the MTGO MBS release to test this out as I only really play limited IRL.
"When you look into the eyes of a man grown old,
wonder about the secrets gone untold.
When you look into the eyes of a young child,
marvel at the innocence running wild."
I'd like to respond to this post. I ignored it initially as trolling, but it's been bugging me, wondering if the poster was serious. It was obvious to me the poster had not played the deck, as we don't really need 'God Hands' to win.
So I did some goldfish testing with my new build (posted at the end of the original post, I'll copy it here also with a recent SB change) against some decks I had on hand. The results were really surprising. I played 20 games against each deck and lost 4 total. The decks were a WG Quest build, a MBC Infect deck and a mono Blue Grand Architect build. These decks were not meant to simulate any kind of meta. This was purely a test to see if this deck needed 'god hands' to win.
Each of those decks ended up having only 1 or 2 ways to win. The Quest deck had a single Basilisk Collar main and ran 4 Stoneforge Mystics. It had to fetch that immediately and get it in play. If it could trigger an early Quest it could also win, but not always as it only won that way once. This is the type of deck that would SB the LightMine Fields and Choking Fumes.
The MBC Infect deck had to get a Virulent Wound out on a Signal Pest early. It MD'ed GFTT instead of Doom Blade, which meant those only usually got a GG. This deck would bring in Doom Blades (and should be running Necropedes instead of Ichorclaw Myrs MD). The Grand Architect deck really didn't have a chance and it is not even close to tier 2 yet. But the load of small bodies it could throw out made it difficult.
Obviously, these decks are not top tier decks, but they are the type of decks you'll see at an FNM. I didn't use any SBs and I didn't mulligan unless I had no red source of mana. I had 7 mulligans out of 60 hands. I had to mulligan again only once.
We already know that the top tier decks will have answers and will metagame against this deck.
What I really wanted to find out was if the deck had legs. Could it still compete with a wide variety of draws? Could it overcome a bad draw? What did bad draws look like? The same kind of things you look for in any deck when trying to make it consistent.
Here's what I found out:
AIR 3 by kaevyn
12 Mountain
4 Contested War Zone
Creatures
4 Goblin Guide
4 Goblin Bushwhacker
4 Signal Pest
4 Memnite
4 Ornithopter
4 Devastation Summons
4 Lightning Bolt
4 Galvanic Blast
4 Kuldotha Rebirth
4 Mox Opal
4 Chimeric Mass
4 Raid Bombardment
4 Perilous Myr
4 Phyrexian Revoker
3 Crush
I also played about 10 games against a friend that had a BR deck that was built for an aggro meta. It ran Doom Blades, Pyroclasms, Gatekeepers and Bolts main. I still managed to win about half the games.
I feel confident in saying that this deck does NOT need god hands to win.
To be honest, having creatures and burn spells seems like a 'god hand' to me already. There is so many combinations of cards in this deck that most of them can end the turn without a T1 Rebirth.
This deck emphasise on T3/T4 win and does it with all its cheap to cast card to pile up damage early on.
If we got our perfect draw, you'll be dead when its T2 for us.
By the way I wonder anyone really play Choking Fumes and sideboard it against us.
T2
R Kuldotha Red 46-16
R W Boros
I call it All in - All out
G1 play an all in strategy and then side my whole board out
opponent sides in ratchet bombs, black suns zenith, Choking Fumes, Lightmine Field, DOJ... expecting the same thing
4 Mark of Mutiny - ridiculous card against every deck except infect
1 Kargan Dragonlord
4 molten tail masticore
4 Bonehoard - Let them sweep
2 mountains - adjusted mana curve
suggestions welcome
4 Teetering Peaks
16 Mountain
4 Ornithopter
4 Memnite
4 Signal Pest
4 Goblin Bushwhacker
4 Goblin Wardriver
4 Panic Spellbomb
4 Lightning Bolt
4 Kuldotha Rebirth
4 Galvanic Blast
3 Arc Trail
2 Mark of Mutiny
10 ???
Chimeric Mass seems invaluable to the deck, either providing long term beats against control, with survivability to mass removal, or being a 0 cost first turn into Kuldotha Rebirth. As for the side board, as I do not currently play in a group, it would obviously be tuned to the meta of my FNM, however most of the options seem to be at rare, so are there some gems at common or uncommon to look out for/ what is really crucial at rare?
Goblin Guide is part of the core of this deck. You won't ever see a successful decklist that does not run bushwakers, rebirths, and guides. The deck is not that expensive - spend the $25 on a playset. You will lose most games without either a rebirth or guide hitting the board.
Okay, both your build and Christoffer Andersen's, I would say, are versions of the deck that can afford to play Mox Opal. Just for the simple fact that you guys have 18 artifacts, and 4 of them are Ornithopters. You both look like you're trying to go for an all-in "T1 play a crapload of dudes-T2 Bushwhacker/CWZ swing for huge" strategy. I personally prefer not to go all-in if I don't have to (like I said in a previous post, Pyroclasm and Ratchet Bomb make me noivous :embarrass:), but this still looks pretty awesome.
You might not like Goblin Wardriver that much, but he's actually very fast with Opals in the deck. Consider the following goldfish:
Turn 1: Mountain, Ornithopter, Memnite, Mox Opal, tap Mountain and Mox Opal to play Wardriver.
Turn 2: Mountain, tap Mox Opal to Rebirth it, tap Mountains to play kicked Bushwhacker, swing for 20. Thanks for playing.
Of course, that example is just a nuts god draw, but even without the T2 plays, you're swinging for 5. And odds are you're going to have a Guide or a Bushwhacker in hand, so the swing will often be for more than 5. (Guide makes it 8, kicked Bushwhacker makes it 11, both make it 15.) Even without a god draw, you can easily win on T3 because of Opal enabling a T1 Wardriver.
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
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:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
It's interesting. I think we need an offensive SB instead of a defensive one, so why not? By that, I mean we should want to introduce more things than they can answer instead of trying to answer anything they do. Let us know how it works for you.