Mana base seemed a little rough. I think in theory it is pretty solid but I had 2 mulls to 5 off of bad mana and the requirements can be pretty harsh with several BB and WG for Knight, but all in all I was very happy with the deck.
Round 1 Jund 2-1
G1
My first game I got stuck on 2 swamps and a plains with a grip with Knights and 4 drops...I don't see my 4th land until the turn before I die. >.< ouch, not the way I wanted my first game with the deck to go at all and really highlights some of the difficulties in splashing W.
G2
Is a more drawn out affair wherein I eventually get in with Abyssal Persecutor to drop him to exactly 0 before using Momentous Fall to off the demon
G3
This one I was particularly proud of after mulling to 5 off of 2 no-landers I see Swamp-Catacombs-Flats, a Birds and a Knight. T2 Knight survives to protect Drana and Ob Nix and wrap up the game in under 4 minutes.
Round 2 UWr Planeswalker Control 1-2
G1
I get him to 5 but Walls and Paths and O-ring become too much to handle after Ajani locks down my Gideon and goes ultimate, he follows it up with Wall of Omens and Jace. I untap and Sejiri Steppe my Gideon to get in for the last points and he doesn’t have the Path *fist pump* I win with just a Gideon and Steppe on the field.
G2
I’m never in this game, I stall out and he answers every threat I play, I get Ajani’d without the awesome comeback and I’m locked out so I scoop ‘em up.
G3
This game goes to time but despite dropping him to 7 the walkers shut me out and I can’t quite recover. Despite having 2x Hexmage, 2x O-Ring and 4x Pulse, it’s still a rough match. I felt pretty good about it though, a lot of the threats I drop require an answer themselves so they are forced to go 1-1 and their walkers are particularly susceptible to the heavy hate out of the board (When you see them). This one just didn’t quite go my way.
Round 3 Polymorph 2-0
G1
A fast Persecutor start with vapors and pulse keeping him off of Awakening Zone and plants puts this game away fast. 2x Inquisition taking away his see beyond and negate probably helped.
G2
T1 Inquisition taking Negate
T2 Duress taking Polymorph
T3 Sad Sac --> scoop
This one did not go well for the Polymorph player, Inquisition and Duress together can completely rip apart a blue mage’s hand.
Round 4 Esper Solar Flare 2-0
G1
He keeps a loose hand and I take the Knight of the White Orchid with the turn 1 Inquisition. He never sees more mana.
G2
This game sees Knight fetching out Bojuka Bog to nail the Iona before he can Rise from the Grave next turn. Double Knight with Discard, Vapors and Pulse go the distance.
So it went fairly well overall and I was very happy to be swinging in with GB Rock again.
Mana base seemed a little rough. I think in theory it is pretty solid but I had 2 mulls to 5 off of bad mana and the requirements can be pretty harsh with several BB and WG for Knight, but all in all I was very happy with the deck.
Round 1 Jund 2-1
G1
My first game I got stuck on 2 swamps and a plains with a grip with Knights and 4 drops...I don't see my 4th land until the turn before I die. >.< ouch, not the way I wanted my first game with the deck to go at all and really highlights some of the difficulties in splashing W.
G2
Is a more drawn out affair wherein I eventually get in with Abyssal Persecutor to drop him to exactly 0 before using Momentous Fall to off the demon
G3
This one I was particularly proud of after mulling to 5 off of 2 no-landers I see Swamp-Catacombs-Flats, a Birds and a Knight. T2 Knight survives to protect Drana and Ob Nix and wrap up the game in under 4 minutes.
Round 2 UWr Planeswalker Control 1-2
G1
I get him to 5 but Walls and Paths and O-ring become too much to handle after Ajani locks down my Gideon and goes ultimate, he follows it up with Wall of Omens and Jace. I untap and Sejiri Steppe my Gideon to get in for the last points and he doesn’t have the Path *fist pump* I win with just a Gideon and Steppe on the field.
G2
I’m never in this game, I stall out and he answers every threat I play, I get Ajani’d without the awesome comeback and I’m locked out so I scoop ‘em up.
G3
This game goes to time but despite dropping him to 7 the walkers shut me out and I can’t quite recover. Despite having 2x Hexmage, 2x O-Ring and 4x Pulse, it’s still a rough match. I felt pretty good about it though, a lot of the threats I drop require an answer themselves so they are forced to go 1-1 and their walkers are particularly susceptible to the heavy hate out of the board (When you see them). This one just didn’t quite go my way.
Round 3 Polymorph 2-0
G1
A fast Persecutor start with vapors and pulse keeping him off of Awakening Zone and plants puts this game away fast. 2x Inquisition taking away his see beyond and negate probably helped.
G2
T1 Inquisition taking Negate
T2 Duress taking Polymorph
T3 Sad Sac --> scoop
This one did not go well for the Polymorph player, Inquisition and Duress together can completely rip apart a blue mage’s hand.
Round 4 Esper Solar Flare 2-0
G1
He keeps a loose hand and I take the Knight of the White Orchid with the turn 1 Inquisition. He never sees more mana.
G2
This game sees Knight fetching out Bojuka Bog to nail the Iona before he can Rise from the Grave next turn. Double Knight with Discard, Vapors and Pulse go the distance.
So it went fairly well overall and I was very happy to be swinging in with GB Rock again.
Looks solid, but if you want a stabler manabase, maybe drop the white splash and use hypnotic spectre as your 3 drop. It still nets card advantage in the sense that if left unanswered, it makes your opponent lose cards.
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Cunning Spark Mage? $0.10
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
To the poster above, I'm no closer to having a dedicated SB than you are but here are some card suggestions:
Dragon's claw: Pretty much only good versus RDW. I think that they are likely on of our weakest match-ups (at least versus my list). 1 of these can give you a few more turns to stabalize and more than 1 and you should have the game locked up.
Doomblade: Another good card versus RDW, as well as any non black aggro deck.
Malakir Bloodwhich: All control decks (aside from grixis) play white for its removal. Malakir forces them to play Day of Judgement on us or lose. Also a house versus naya/mythic.
Consume the Meek: Allies, Naya, WW, Vampires all get wrecked by this card.
Duress/Inquisiton: Duress is a must have versus control imo, and inquisition can perhaps play as a 5th, 6th duress or maybe replace duress versus aggro decks which effectively serves as removal/lifegain.
Mind Shatter: TBH, i really like this card. Versus any type of control I want to pack 4 of these post board. If you can bait out counters you can end the game w/ a mind shatter.
Mold Shambler: This guy is slow, and I'm not sure he's worth it. But he's very versatile which I like a lot. He can take out planeswalkers, and pretty much anything else while also placing a threat on the table.
Earlier I had -2 Thornlings and +1 Mind Shatter, +1 Maelstrom Pulse but I fell that the deck needs a little more beef. I think that I like Thornling over something like Abyssal Persecutor because he's better versus jund and doesn't suffer from a draw back. While revising my list I wanted a deck that was versatile and whose cards could fill different rolls vs different opponents.
Putrid Leech: The best 2 drop that we have. Goes through WoO, good blocker if needed.
Great Sable Stag: In the 3cc slot I like GSS, hypnotic specter and maybe vampire nighthawk. I like GSS the most atm because he's a beast vs jund, and pretty good versus control decks.
Master of the Wild Hunt: A must answer for all decks. Versus aggro he provides potential blockers and can help stabalize. Versus control he becomes a bigger and bigger threat every turn that he lives.
Drana: Continuing with the concept that I want my creatures to provide utility as well as beats I like Drana because she can kill pretty much anything, while providing potentially game ending beats. Earlier today my opponent tapped out while at 8 and on my turn I swung, gave my BoP -4 and killed him.
Other choices:
Smother: I think I like smother the most for early removal. It's great versus all aggro decks as it helps stem the tide until we can gain control and it's not completely dead versus control because it can get rid of WoO.
Duress: With the emergence of the new PW control deck I prefer duress over inquistion since it can get just about any card in their deck.
Mind shatter: I put this in to give us more game versus control. I also don't think that it's all that dead versus aggro. If you've managed to semi-stabalize versus them you can play this on turn 4-5 for 3-4 and completely demolish their hand, leaving them in topdeck mode for the rest of the game. Versus control a well timed shatter can completely blow them out.
Ive been keeping any eye on this thread, and see that Garruk is not included in a lot of lists? I know hes a great card for the Rock type deck, but it seems that Master of the Wild Hunt has taken his place. Thoughts?
I have been trying to make a Rock LD deck that tutors Tectonic Edge with Realms Uncharted, then brings it back with Grim Discovery and curves out with Acidic Slime at the top of the curve. What does everyone think about that?
Ive been keeping any eye on this thread, and see that Garruk is not included in a lot of lists? I know hes a great card for the Rock type deck, but it seems that Master of the Wild Hunt has taken his place. Thoughts?
I have been trying to make a Rock LD deck that tutors Tectonic Edge with Realms Uncharted, then brings it back with Grim Discovery and curves out with Acidic Slime at the top of the curve. What does everyone think about that?
It's good. I believe early on in the thread a poster had a deck like this listed. You have lots of CA with all those card. I'd run momentous fall and consuming vapors as well. At that point you are approaching the CA of jund. If you want pure land hate you can also run the 1B: enchantment: aura enchant land: target land is a swamp and deals 2 damage to its control whenever it is tapped :D. There is also the 2BB enchatment aura enchant creature or land: when it's tapped destroy it.
I'll proxy it up and bring it to the peasant event I play at weekly and I'll play it between matches and let you know how it works.
@ inthemoment: try basilisk collar. it owns with master, and it basically owns on all of your critters.
Dragon's claw: Pretty much only good versus RDW. I think that they are likely on of our weakest match-ups (at least versus my list). 1 of these can give you a few more turns to stabalize and more than 1 and you should have the game locked up.
Doomblade: Another good card versus RDW, as well as any non black aggro deck.
Malakir Bloodwhich: All control decks (aside from grixis) play white for its removal. Malakir forces them to play Day of Judgement on us or lose. Also a house versus naya/mythic.
Consume the Meek: Allies, Naya, WW, Vampires all get wrecked by this card.
Duress/Inquisiton: Duress is a must have versus control imo, and inquisition can perhaps play as a 5th, 6th duress or maybe replace duress versus aggro decks which effectively serves as removal/lifegain.
Mind Shatter: TBH, i really like this card. Versus any type of control I want to pack 4 of these post board. If you can bait out counters you can end the game w/ a mind shatter.
Mold Shambler: This guy is slow, and I'm not sure he's worth it. But he's very versatile which I like a lot. He can take out planeswalkers, and pretty much anything else while also placing a threat on the table.
Acidic slime is also good against control. Mind shatter is good against midrange and control. Moldshambler is good against walker control and control in general. Duress is manditory against control. The thing about the rock is that it has answers for a lot of things built in maindeck. Consuming vapors is good against any deck that runs creatures that isnt token heavy.
I had a fair amount of success with the white splash and I feel that it is a fairly strong addition to the deck, but the mana can definitely be a stretch. I personally like the heavier black version with persecutor as it comes down faster and beats for more, but you can steer it more towards a Junk build if you like. I personally have been going back and forth on the white splash as Knight is probably the strongest 3-drop you can have, but how much better vs. the cost to the manabase is something I haven't figured out yet.
Was inspired by some of the lists here, so I sleeved up my own brew and took it to a 10-man standard event tonight. The deck fared well. Went 3-1... good enough for second overall. I didn't have much time to scheme my sideboard, so it was hastily thrown together. Don't get touchy if it looks... odd. I'll post my lists match-ups below:
Like I said before, the board was compiled in a hasty fashion, but for the most part it worked. And no, I don't know why I put Pestilence Demon in, so don't ask.
Match 1:Kargan Dragonlord Burnination
This matchup was particularly satisfying, as I was facing a close friend of mine who had taken first place in the D.C. GP trial the day before with the same deck. He was particularly full of himself, and he got smashed. I won game 1 while on the draw, gaining enough life with Vampire Nighthawk to offset the 6 or 8 damage he did in the first few turns. I had the board on lock around turn 4, he managed to level his Dragonlord to 8, but a collared wolf from Master of the Wild Hunt took care of that. For game 2 I boarded out Black Night for Vines of Vastwood and it went something like this:
Turn 1 birds, turn 2 collar, turn 3 Persecutor, turn 4 swing with a collared persecutor, turn 5 swing with a collared persecutor, he asks if I'm holding Momentous Fall, I show him I am, he concedes. It was brutal. It could have gone a bit differently if I didn't draw the insane hand, but I don't see red giving this list too much trouble.
Match 2 :symw::symg::symu: Mythic Conscription
This matchup gave me some fits while I was doing early testing on MWS, and it's the main reason I run Black Kight maindeck. Game 1 we both sputter some, and the early game is quite dull. He spent two turns on two land and a Lotus Cobra. I eventually drop a Master and two Knights and slowly but surely beat him to death. He plays a Baneslayer late while at 6 life, but a kicked Vines on my Knight finishes him off. Game 2 I board out the Collars and board in Duress. I also take out 2 Persecutors and a Fall and add the 3 remaining Vines. I play a first turn Duress, and he's holding his only Conscription. Now, I've never piloted Mythic Conscription, but I'm pretty sure you don't want the card in hand to start the game. He chucks it, and the game drags on for awhile. Eventually a kicked Vines finds a Persecutor, dropping him to -3. I play Fall the following turn for the dub.
Match 3 :symw::symg::symr: Allies
This was tough. I got rolled pretty badly game 1. I boarded in my last pulse for game 2 and eeked out a win. I got smashed again game 3. This is a troublesome match-up for this list. They go off too fast while they're on the play. You can disrupt their momentum if you're on the play, but I really had no outs when I was on the draw. Disappointing to get rolled so hard by what some people consider a '☺☺☺☺ty' deck, but the Ally deck did what it's supposed to do, and I need to figure something to do against it.
Match 4 :symu::symw: Control
This was the matchup I wanted to see the most, because for whatever reason I didn't run into it much on MWS. I won game 1 with an opening hand holding 2 Mind Shatters, which is bad news if you're a control player. Black Knight also owns this match-up, and after the success he had here there's no doubt in my mind he belongs in the MD. Game 2 I boarded out Persecutor and Fall, and brought in Hexmage and Duress. Even post-board, this game was alot tougher. Flashfreeze came out in force and shot down two Masters, and once he resolved Jace, I thought I was toast. I had a Hexmage in hand but didn't want to throw it into a Cancel, so I held onto it. He kept goodies off of the top of my library for what felt like 20 turns, but he eventually played a giant Coup, leaving open enough mana for a Negate or Flashfreeze. I played a Hexmage, which he countered, but resolved a pluse on his tokens. The following turn he played a Baneslayer and Brainstormed with Jace. I topdecked a Black Knight which I collared up, and the following turn topdecked a Hexmage. The mage killed Jace and the Knight walked right through his wall of denial and took him out 3 turns later. He had a hand full of O-Ring and Path.
There were no 'SuperFriends' lists at the tourney, but I plan on testing against it in the next few days with a friend that runs one. I'm curious to see how that's going to go.
Overall the deck runs pretty well. I think I'm fond enough of it to bring it to DC after some further tweaking.
What do you guys think? Got any suggestions or criticisms? Is Pestilence Demon my good luck charm?
the deck looks janky and kooky, but out of 12 games i played with it i had 5 turn 3 Sorin/baloth, and a possible 5th but duress took my glory away from me. >.< JERK
and 3 T4 Sorin/baloth... its very very fast and very very agressive.
should be running grim disco and realms if you are running ghast and vengevine. but this thread is notBG aggro, it's BG rock. you should also run momentous fall instead of sign in blood
i wouldnt really consider it aggro, i mean the mail wincon is rampaging baloths... and if you ask me rock was about getting a huge mean creature out early and beating your opponent to death with it. i.e. Spiritmonger
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In response to gideon jura's 0 ability
Quote from badjuju »
And yet, still able to be terminated...
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Agreed I have been runnig a playset for a couple of weeks now and they are amazing, no doubt.
Trades
UBRTezzUBR
UMono-Blue-ControlU
RUGRiku of Two ReflectionsRUG
Now the question is: What is more amazing? Percy or MotWH
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
I would have lost pretty hard against UG polymorph without master with him it was a really easy match.
No reason one can't run them both though.
Emrakul has protection from colors though
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
But isn't MotWH a spell? So it's tapping ability would target Emrakul. Not sure.
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
Ohh ty!
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
Ohh ty!
-EDIT- oops it double posted
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
Here is my current decklist.
4 Marsh Flats
4 Verdant Catacombs
2 Stirring wildwood
5 Swamp
5 Forest
2 Plains
4 Abyssal Persecutor
4 Putrid leech
4 Lotus Cobra
3 Acidic Slime
2 Ob Nixilis, the Fallen
2 Rampaging Baloth
4 Path to exile
4 Inquisition of Kozilek
4 Maelstrom Pulse
3 Harrow
2 Consuming Vapors
2 Momentous Fall
My problem: I need a sideboard!
Thoughts:
Smother - side in for either Maelstrom pulse against RDW, or something for polymoph. path generally still better v. jund.
Duress - They run control, goodbye Inquisition of Kozilek.
Vampire Hexmage - Could be good against RDW or Jund. extra tech against planeswalker control.
Consume the Meek - Get thee Behind me, Weenies.
Great Stable Stag - against jund. Not sure what to side out.
Any more suggestions? I am also currently debating which deserves a 2-of in my deck, Rampaging Baloths or Master of the Wild Hunt. Also, Putrid leech is great, but should he be replaced with something sturdier, like an Overgrown battlement, or even Wall of Omens?
Liliana Vess for control or mirror and Lightmine Field for RDW and WW..also Celestial Purge is good for Vamps.
Trades
UBRTezzUBR
UMono-Blue-ControlU
RUGRiku of Two ReflectionsRUG
1 Bojuka Bog
1 Evolving Wilds
2 Forest
4 Marsh Flats
2 Plains
1 Sejiri Steppe
2 Stirring Wildwood
5 Swamp
2 Tectonic Edge
4 Verdant Catacombs
Creatures
4 Abyssal Persecutor
4 Birds of Paradise
1 Drana, Kalastria Bloodchief
2 Guul Draz Assassin
4 Knight of the Reliquary
1 Lotus Cobra
1 Ob Nixilis, the Fallen
4 Consuming Vapors
2 Gideon Jura
2 Grim Discovery
4 Inquisition of Kozilek
4 Maelstrom Pulse
1 Momentous Fall
2 Realms Uncharted
3 Consume the Meek
1 Deathmark
1 Path to Exile
4 Duress
2 Vampire Hexmage
2 Sadistic Sacrament
2 Oblivion Ring
Mana base seemed a little rough. I think in theory it is pretty solid but I had 2 mulls to 5 off of bad mana and the requirements can be pretty harsh with several BB and WG for Knight, but all in all I was very happy with the deck.
Round 1 Jund 2-1
G1
My first game I got stuck on 2 swamps and a plains with a grip with Knights and 4 drops...I don't see my 4th land until the turn before I die. >.< ouch, not the way I wanted my first game with the deck to go at all and really highlights some of the difficulties in splashing W.
G2
Is a more drawn out affair wherein I eventually get in with Abyssal Persecutor to drop him to exactly 0 before using Momentous Fall to off the demon
G3
This one I was particularly proud of after mulling to 5 off of 2 no-landers I see Swamp-Catacombs-Flats, a Birds and a Knight. T2 Knight survives to protect Drana and Ob Nix and wrap up the game in under 4 minutes.
Round 2 UWr Planeswalker Control 1-2
G1
I get him to 5 but Walls and Paths and O-ring become too much to handle after Ajani locks down my Gideon and goes ultimate, he follows it up with Wall of Omens and Jace. I untap and Sejiri Steppe my Gideon to get in for the last points and he doesn’t have the Path *fist pump* I win with just a Gideon and Steppe on the field.
G2
I’m never in this game, I stall out and he answers every threat I play, I get Ajani’d without the awesome comeback and I’m locked out so I scoop ‘em up.
G3
This game goes to time but despite dropping him to 7 the walkers shut me out and I can’t quite recover. Despite having 2x Hexmage, 2x O-Ring and 4x Pulse, it’s still a rough match. I felt pretty good about it though, a lot of the threats I drop require an answer themselves so they are forced to go 1-1 and their walkers are particularly susceptible to the heavy hate out of the board (When you see them). This one just didn’t quite go my way.
Round 3 Polymorph 2-0
G1
A fast Persecutor start with vapors and pulse keeping him off of Awakening Zone and plants puts this game away fast. 2x Inquisition taking away his see beyond and negate probably helped.
G2
T1 Inquisition taking Negate
T2 Duress taking Polymorph
T3 Sad Sac --> scoop
This one did not go well for the Polymorph player, Inquisition and Duress together can completely rip apart a blue mage’s hand.
Round 4 Esper Solar Flare 2-0
G1
He keeps a loose hand and I take the Knight of the White Orchid with the turn 1 Inquisition. He never sees more mana.
G2
This game sees Knight fetching out Bojuka Bog to nail the Iona before he can Rise from the Grave next turn. Double Knight with Discard, Vapors and Pulse go the distance.
So it went fairly well overall and I was very happy to be swinging in with GB Rock again.
Rules Advisor and Advanced Organizer.
Looks solid, but if you want a stabler manabase, maybe drop the white splash and use hypnotic spectre as your 3 drop. It still nets card advantage in the sense that if left unanswered, it makes your opponent lose cards.
Basilisk Collar? $5.00
Shooting down a baneslayer angel? Priceless
Trades
UBRTezzUBR
UMono-Blue-ControlU
RUGRiku of Two ReflectionsRUG
Dragon's claw: Pretty much only good versus RDW. I think that they are likely on of our weakest match-ups (at least versus my list). 1 of these can give you a few more turns to stabalize and more than 1 and you should have the game locked up.
Doomblade: Another good card versus RDW, as well as any non black aggro deck.
Malakir Bloodwhich: All control decks (aside from grixis) play white for its removal. Malakir forces them to play Day of Judgement on us or lose. Also a house versus naya/mythic.
Consume the Meek: Allies, Naya, WW, Vampires all get wrecked by this card.
Duress/Inquisiton: Duress is a must have versus control imo, and inquisition can perhaps play as a 5th, 6th duress or maybe replace duress versus aggro decks which effectively serves as removal/lifegain.
Mind Shatter: TBH, i really like this card. Versus any type of control I want to pack 4 of these post board. If you can bait out counters you can end the game w/ a mind shatter.
Mold Shambler: This guy is slow, and I'm not sure he's worth it. But he's very versatile which I like a lot. He can take out planeswalkers, and pretty much anything else while also placing a threat on the table.
Anyway here's the newest version of my list:
3 Master of the Wild Hunt
4 Birds of Paradise
4 Putrid Leech
4 Great Sable Stag
2 Thornling
2 Mind Shatter
3 Maelstrom Pulse
4 Duress
4 Smother
4 Verdant Catacombs
2 Tectonic Edge
10 Forest
2 Evolving Wilds
Earlier I had -2 Thornlings and +1 Mind Shatter, +1 Maelstrom Pulse but I fell that the deck needs a little more beef. I think that I like Thornling over something like Abyssal Persecutor because he's better versus jund and doesn't suffer from a draw back. While revising my list I wanted a deck that was versatile and whose cards could fill different rolls vs different opponents.
Putrid Leech: The best 2 drop that we have. Goes through WoO, good blocker if needed.
Great Sable Stag: In the 3cc slot I like GSS, hypnotic specter and maybe vampire nighthawk. I like GSS the most atm because he's a beast vs jund, and pretty good versus control decks.
Master of the Wild Hunt: A must answer for all decks. Versus aggro he provides potential blockers and can help stabalize. Versus control he becomes a bigger and bigger threat every turn that he lives.
Drana: Continuing with the concept that I want my creatures to provide utility as well as beats I like Drana because she can kill pretty much anything, while providing potentially game ending beats. Earlier today my opponent tapped out while at 8 and on my turn I swung, gave my BoP -4 and killed him.
Other choices:
Smother: I think I like smother the most for early removal. It's great versus all aggro decks as it helps stem the tide until we can gain control and it's not completely dead versus control because it can get rid of WoO.
Duress: With the emergence of the new PW control deck I prefer duress over inquistion since it can get just about any card in their deck.
Mind shatter: I put this in to give us more game versus control. I also don't think that it's all that dead versus aggro. If you've managed to semi-stabalize versus them you can play this on turn 4-5 for 3-4 and completely demolish their hand, leaving them in topdeck mode for the rest of the game. Versus control a well timed shatter can completely blow them out.
I have been trying to make a Rock LD deck that tutors Tectonic Edge with Realms Uncharted, then brings it back with Grim Discovery and curves out with Acidic Slime at the top of the curve. What does everyone think about that?
Has anyone but me posted results in this thread?
I think it would be useful to get more results in here.
It's good. I believe early on in the thread a poster had a deck like this listed. You have lots of CA with all those card. I'd run momentous fall and consuming vapors as well. At that point you are approaching the CA of jund. If you want pure land hate you can also run the 1B: enchantment: aura enchant land: target land is a swamp and deals 2 damage to its control whenever it is tapped :D. There is also the 2BB enchatment aura enchant creature or land: when it's tapped destroy it.
maybe try something like:
4 tectonic edge
4 verdant catacombs
8 swamp
8 forest
Creatures [15]
4 birds of paradise
4 acidic slime
4 putrid leech
3 abyssal persecutor
2 momentous fall
3 brink of disaster
3 contaminated ground
3 consuming vapors
3 grim discovery
4 maelstrom pulse
3 realms uncharted
I'll proxy it up and bring it to the peasant event I play at weekly and I'll play it between matches and let you know how it works.
@ inthemoment: try basilisk collar. it owns with master, and it basically owns on all of your critters.
Acidic slime is also good against control. Mind shatter is good against midrange and control. Moldshambler is good against walker control and control in general. Duress is manditory against control. The thing about the rock is that it has answers for a lot of things built in maindeck. Consuming vapors is good against any deck that runs creatures that isnt token heavy.
Changes to my deck: -1 Consuming vapors, -2 Thornling, +2 Baskilisk Collar, +1 Drana (I like the evasion).
something like
4 knight of the reliquary
4 lotus cobra
4 baneslayer angel
4 tidehollow sculler
3 day of judgement
4 maelstrom pulse
1 mind shatter
2 elspeth
4 inquisition of kozilek
4 consuming vapors
oops... i forgot path.
Rules Advisor and Advanced Organizer.
4 Birds of Paradise
4 Vampire Nighthawk
4 Master of the Wild Hunt
4 Abyssal Persecutor
4 Black Knight
Spells - 16
3 Basilisk Collar
1 Vines of Vastwood
3 Vendetta
3 Momentous Fall
3 Mind Shatter
3 Maelstrom Pulse
2 Marsh Flats
2 Misty Rainforest
2 Terramorphic Expanse
3 Tectonic Edge
4 Verdant Catacombs
6 Forest
5 Swamp
1 Pestilence Demon
1 Maelstrom Pulse
3 Vines of Vastwood
3 Consuming Vapors
3 Duress
4 Vampire Hexmage
Like I said before, the board was compiled in a hasty fashion, but for the most part it worked. And no, I don't know why I put Pestilence Demon in, so don't ask.
Match 1: Kargan Dragonlord Burnination
This matchup was particularly satisfying, as I was facing a close friend of mine who had taken first place in the D.C. GP trial the day before with the same deck. He was particularly full of himself, and he got smashed. I won game 1 while on the draw, gaining enough life with Vampire Nighthawk to offset the 6 or 8 damage he did in the first few turns. I had the board on lock around turn 4, he managed to level his Dragonlord to 8, but a collared wolf from Master of the Wild Hunt took care of that. For game 2 I boarded out Black Night for Vines of Vastwood and it went something like this:
Turn 1 birds, turn 2 collar, turn 3 Persecutor, turn 4 swing with a collared persecutor, turn 5 swing with a collared persecutor, he asks if I'm holding Momentous Fall, I show him I am, he concedes. It was brutal. It could have gone a bit differently if I didn't draw the insane hand, but I don't see red giving this list too much trouble.
Match 2 :symw::symg::symu: Mythic Conscription
This matchup gave me some fits while I was doing early testing on MWS, and it's the main reason I run Black Kight maindeck. Game 1 we both sputter some, and the early game is quite dull. He spent two turns on two land and a Lotus Cobra. I eventually drop a Master and two Knights and slowly but surely beat him to death. He plays a Baneslayer late while at 6 life, but a kicked Vines on my Knight finishes him off. Game 2 I board out the Collars and board in Duress. I also take out 2 Persecutors and a Fall and add the 3 remaining Vines. I play a first turn Duress, and he's holding his only Conscription. Now, I've never piloted Mythic Conscription, but I'm pretty sure you don't want the card in hand to start the game. He chucks it, and the game drags on for awhile. Eventually a kicked Vines finds a Persecutor, dropping him to -3. I play Fall the following turn for the dub.
Match 3 :symw::symg::symr: Allies
This was tough. I got rolled pretty badly game 1. I boarded in my last pulse for game 2 and eeked out a win. I got smashed again game 3. This is a troublesome match-up for this list. They go off too fast while they're on the play. You can disrupt their momentum if you're on the play, but I really had no outs when I was on the draw. Disappointing to get rolled so hard by what some people consider a '☺☺☺☺ty' deck, but the Ally deck did what it's supposed to do, and I need to figure something to do against it.
Match 4 :symu::symw: Control
This was the matchup I wanted to see the most, because for whatever reason I didn't run into it much on MWS. I won game 1 with an opening hand holding 2 Mind Shatters, which is bad news if you're a control player. Black Knight also owns this match-up, and after the success he had here there's no doubt in my mind he belongs in the MD. Game 2 I boarded out Persecutor and Fall, and brought in Hexmage and Duress. Even post-board, this game was alot tougher. Flashfreeze came out in force and shot down two Masters, and once he resolved Jace, I thought I was toast. I had a Hexmage in hand but didn't want to throw it into a Cancel, so I held onto it. He kept goodies off of the top of my library for what felt like 20 turns, but he eventually played a giant Coup, leaving open enough mana for a Negate or Flashfreeze. I played a Hexmage, which he countered, but resolved a pluse on his tokens. The following turn he played a Baneslayer and Brainstormed with Jace. I topdecked a Black Knight which I collared up, and the following turn topdecked a Hexmage. The mage killed Jace and the Knight walked right through his wall of denial and took him out 3 turns later. He had a hand full of O-Ring and Path.
There were no 'SuperFriends' lists at the tourney, but I plan on testing against it in the next few days with a friend that runs one. I'm curious to see how that's going to go.
Overall the deck runs pretty well. I think I'm fond enough of it to bring it to DC after some further tweaking.
What do you guys think? Got any suggestions or criticisms? Is Pestilence Demon my good luck charm?
4 Lotus Cobra
4 Mul Daya Channelers
4 Vengevine
4 Bloodghast
2 Garruk Wildspeaker
2 Liliana Vess
3 Rampaging Baloths
4 Consuming Vapors
4 Sign in Blood
4 Verdant Catacombs
5 Swamp
9 Forest
the deck looks janky and kooky, but out of 12 games i played with it i had 5 turn 3 Sorin/baloth, and a possible 5th but duress took my glory away from me. >.< JERK
and 3 T4 Sorin/baloth... its very very fast and very very agressive.