Yeah. Play 4 Farseeks, especially if you have issues with getting the mana right. Desecration Demon is SB inclusion at best (against Sigarda, maybe aggro too?). 3 Rakdos's Return is stupid overkill and very suspicious choice, I personally moved away from playing even just one MD because it can easily lose you G1s. I'd play 1 MD in the most if I really wanted to, maybe 2 if the meta is really heavy on control. Personally I play 0 MD 2 SB. 4 Abrupt Decays seems too much. Rolling Temblor is also questionable IMO, I'd play it MD only if my meta was REALLY filled with Geists. I think you can create lots of slots if you cut at least some of those cards.
EDIT: I'd definitely put in
+4 Farseek
+1 Rakdos Keyrune
(+2 Garruk, Primal Hunter?)
EDIT: I like that you have 3 Dreadbore, 3 Sever the Bloodline, 3 Bonfire of the Damned. It's a great outline. Maybe cut down to 2 Abrupt Decays, 11 removal spells should be easily enough. If you face lots of GW and Frites, I'd prolly play Ultimate Prices instead at the expense of other removal.
I think I shall keep the farseeks. And as you said, temblors are for the glut of geists that see play. Everyone here plays U/W control or U/W/G humans. Both of which likes to apply the use of d spheres as well. I think that you're also right about the rakdos's return, it usually seems to be a splat play against most decks. And there's someone here employing a pentacolor deck and I learned that rakdos's return is not the best card to use either. 4 sphinx revelation and 4 snapcasters rounded out his deck as a real PitA to keep up with because he kept using them to stay way ahead of me in card advantage. However, I have run into the need for the abrupt decays more than anything else simply because it kills so many different things that cost 3 or less. Most artifacts, enchantments, and aggro creatures cost 3 or less, and dreadbores are useful against anything else I want to remove from play.
So here's my other question, temblors, or what else is there? And desecration demon, I'm not totally sold on it, but I need to figure out a different type of creature to use instead. I've tried thundermaws, but even it has troubles.
As for the bonfires, I didn't have any until I 4-0'd Monday night, opened 12 packs, got a foil and nonfoil bonfire and traded the foil for 2 more bonfires.
i'll be going to a 1k this weekend and I feel the MD is pretty solid but the SB needs work, any suggestions? I've been thinking about going for 2 Falkenrath Aristocrat MD to up my Hasty dudes (planeswalker killers)
Olivia is great vs midrange but sucks vs control. also been trying to fit Knight of Infamy in SB but after I replaced them with Bonfire of the Damned I'm not sure what to drop.
Vampire Nighthawk seems like a subpar choice for the metagame. Back when it was dominated by Zombies it was great. You could afford to go up to 4 Huntmaster, 3 Keyrune and then 2 Rakdos Return if you took them out.
Vampire Nighthawk seems like a subpar choice for the metagame. Back when it was dominated by Zombies it was great. You could afford to go up to 4 Huntmaster, 3 Keyrune and then 2 Rakdos Return if you took them out.
I've Thought about it but in the past they have been so good, one of the reasons I got 3rd at States (WI)
I've Thought about it but in the past they have been so good, one of the reasons I got 3rd at States (WI)
Back when it was more dominated by aggro though right?
I mean, Nighthawk in your deck will give you a greater matchup against Zombies and R/x aggro and G/x aggro. But your matchup against Bant Control suffers. So it's not necessarily the wrong choice but you deck is going to be good against an archetype that might not be as represented as it was a month ago.
Back when it was more dominated by aggro though right?
I mean, Nighthawk in your deck will give you a greater matchup against Zombies and R/x aggro and G/x aggro. But your matchup against Bant Control suffers. So it's not necessarily the wrong choice but you deck is going to be good against an archetype that might not be as represented as it was a month ago.
Actually the meta was dominated by midrange and control I played 1 RDW and beat them 2/0.
not that I am arguing with you I just think it can be a really strong card, I am thinking bout dropping it to 2-3 what do you think of my SB?
So.... I decided to use 2 Vampire Nighthawks instead of Desecration Demon. Needs more flying creatures and Thundermaw just doesn't do it for me.
RR is in sideboard for now.
Primal Hunters are thrown in the MB.
Removed Tremblors.
UC seems to work fine MB. Any amount of CA is golden.
Threw in 2 Evolving Wilds to see how it works out in thinning the deck out and to shuffle it up further.
That's all for the moment.
EDIT: I'm braindead, if people noticed, I had 3 RR MB and 3 SB. Obviously I had done that but somehow I had a blonde moment and nobody else noticed either.
Anyways, also, taking out 2 nighthawks for 2 thundermaws actually makes a lot of sense as well. kills spirit token generation.
This is where I'm at, though keep in mind, it's still in testing, but the thought is to side into more creatures that work with the MD Caverns (b/c let's be fair, we want Huntmaster and Thragtusk *almost* every match), and situations where creatures aren't as good (idk where, but somewhere) you can board into more spells, or more appropriate spells and creatures.
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Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
So.... I decided to use 2 Vampire Nighthawks instead of Desecration Demon. Needs more flying creatures and Thundermaw just doesn't do it for me.
RR is in sideboard for now.
Primal Hunters are thrown in the MB.
Removed Tremblors.
UC seems to work fine MB. Any amount of CA is golden.
Threw in 2 Evolving Wilds to see how it works out in thinning the deck out and to shuffle it up further.
That's all for the moment.
I'm liking all the choices you made. I'd also advice you to put 4 Farseeks in, you can always side them out against slow control if you want to. I would try:
-3 RR, -1 Olivia//
-2 RR, -2 Olivia (or VNH)
+4 Farseek
Depending on your meta, I might cut one removal spell and add the 4th Keyrune.
I'm liking all the choices you made. I'd also advice you to put 4 Farseeks in, you can always side them out against slow control if you want to. I would try:
-3 RR, -1 Olivia//
-2 RR, -2 Olivia (or VNH)
+4 Farseek
Depending on your meta, I might cut one removal spell and add the 4th Keyrune.
I did. Look up. Look at your quote, compare it with something else. For some reason I had 6 RR in the deck. SB and MB. I forgot to fix everything. Plus 13 creatures, not 11... It was odd. I had a brainfart.
And I decided last minute to take out the nighthawks, put in thundermaws. And I went 3-1 tonight with the above list with thundermaws. I lost one round because I kept drawing lands instead of threats, which was odd... First round loss to a b/g zombie deck and I never once drew a sever, abrupt decay, or anything for the lotleth trolls or predator ooze. Odd choices, but they worked. I mulled to 5, kept an all land hand and you can imagine, drewq 4 lands in a row. Sucked bad...
@Kailya Take out the third Sever for the 4th Bonfire, if you really want it. Also, try Ghost Quarter instead of Evolving Wilds. I also think you want 4 Rootbounds, 3 Cemetaries, 2 Forest, 1 Swamp as adjustments to your mana.
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Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
Actually, playing primal hunter I would max out on green mana. He's not always super easy to cast, I've been stuck on kessig+cavern+2 green a few times.
I am very firmly of the mindset that one of the best things you can do in this meta is Disciple of Bolas a Desecration Demon your opponent has foolishly been feeding, but even at 6, that's a beating.
I am also very firmly of the mindset that if you are running Black and Red and you AREN'T running Rakdos's Return you are doing it very, very wrong. This card is just NUTS.
My sideboard is definitely the part i waffle on the most, but it works, as there aren't any match ups that i need to side in a ton of cards against, altho at the moment my hatred of Thragtusk has me not only playing my own play set but also lead to my inclusion of 4 Slaughter Games to punish them, alongside Angel of Serenity decks, just to make them cry. I rarely side in many against frites because they expect hate game 2. Planeswalkers and underworld connections are for control.
All in all this is what has been working FANTASTICALLY for me lately.
@Kailya Take out the third Sever for the 4th Bonfire, if you really want it. Also, try Ghost Quarter instead of Evolving Wilds. I also think you want 4 Rootbounds, 3 Cemetaries, 2 Forest, 1 Swamp as adjustments to your mana.
Do you think taking out the 2 garruks for 1 more of each rak's keyrune and bonfire would be better? I use the wilds as a way to thin out my deck a little more and ghost quarter feels so hinky as there's only a couple of lands I'd want to kill: moorland haunt and gavony township. Maybe KWR against the mirror... But normally I don't worry about lands like I used to. I miss tec edge...
Do you think taking out the 2 garruks for 1 more of each rak's keyrune and bonfire would be better? I use the wilds as a way to thin out my deck a little more and ghost quarter feels so hinky as there's only a couple of lands I'd want to kill: moorland haunt and gavony township. Maybe KWR against the mirror... But normally I don't worry about lands like I used to. I miss tec edge...
I think that having an out to all the utility lands, and having the option to have a land for your Deathrite Shamans (two with Ghost Quarter!) is a pretty powerful context for Ghost Quarter to be played. I'm playing 6 (!) colorless lands, and haven't been upset by it yet.
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Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
If your trying to maximize Deathrite I would like to test faithless looting, discard land draw cards flashback all pretty good for a first turn play. Although it would more likely be a turn two or three play
I've tested it and been impressed, though I still had Farseeks in then, so maybe in their spots I'll try them.
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Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
So a few key differences: I think my deck runs a few less Bonfire and Rakdos Keyrune than most. I ended up taking out a Dreadbore and a Keyrune to fit Thundermaw Hellkite in... it probably gives me a slightly worse matchup against aggro but Hellkite seems to be good against U/x decks and Reanimator. I'm still not completely sure if I'm making the right move but I've seen a lot more lists try and fit Hellkites in, and I already like the card so I'm going with it.
In the side everything is pretty standard. I used to not have Vampire Nighthawk in there, but now I do. It's kind of a random catch-all card against Giest and Sigarda and aggro in general. I wonder how easy it will be to get black mana with my heavy green mana base, but I have 12 lands that produce black... and I would imagine in the aggro matchup I'm going to laying my caverns down naming whatever creature type I need mana for at the time so it's really 14 lands.
Choices I've made:
No Farseek - don't need the ramp to win games, why play it? it's so dead late, it's almost worse than drawing another land.
No Dreadbore - felt like searing spear did the same effect, and there's enough straight up removal (read as non-damage based) to handle most things. I wanted the instant speed to have the surprise, and to maximize Huntmaster.
Increasing Ambition - It's been a godsend. Seriously, try at least one MD.
Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
I think the drawback of Farseek (as in... drawing it late), is not as bad as you think. You draw 7 cards in your opening hand, and playing it turn 3 is the latest you can play it and still get value out of it ramping (turn 4 Thrag or Garruk). So lets say thats your first 9 cards (we'll assume you are on the play). If an average Jund game lasts 10 turns, thats 7 more cards. So 9 cards you see before turn 3, 7 cards after in your average game... which means over 50% of the time if you see Farseek, it's going to be at a point in the game where you can do something with it.
I do disagree with Plat a little because it is the ramp that is the reason you play the card. Getting out a turn 3 Huntmaster against aggro is big, and can go a long way toward making that matchup a lot more in your favor. I think if you were to replace Farseek, you'd have to play a 2 drop or a really solid 3 drop (Nighthawk with BB in it's mana cost can't consistently be played turn 3) to up your odds against aggro.
But he is also right in a way, it just makes your deck more consistent. You are playing Primal Hunter, and for that reason you have to have a heavy green mana base. 3 green usually isn't hard to get, but it's not unheard of that you won't see a red source for your first 4 turns for example. And then that locks you out of a lot of cards. Farseek is just a 4 of, so it's not like it outright prevents you from not seeing a red source in your first 11 cards... but it just ups the percentages.
I mean, try it out for yourself and if it works for you then that's nice. But if you notice you are locked out of a color can't hit BB or GGG on those critical turns, that's what Farseek gives you.
Farseek has been invaluable to me, if I didn't have farseek, I would be black heavy for sign in blood, or more red for faithless looting. Every 3 color deck needs fixing, why not make it on our least important turn, while fixing and ramping us?? Sure it's bad late game, but it makes up for it, by doing so much when we see it early. Plently of times I've opted to not drop a 4 drop to play a farseek and hold an instant and just pass, just so I can make sure we get our Tusk or Garruk down on turn 5. With needing colorless lands like Cavern and Wolfrun for big aspects of our game, farseek just gets better. Stomping grounds will allow farseek to fix any two colors we need.
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3 Forest
1 Mountain
2 Swamp
2 Kessig Wolf Run
4 Rootbound Crag
4 Overgrown Tomb
4 Woodland Cemetery
4 Blood Crypt
Artifact
3 Rakdos Keyrune
Creatures
1 Thundermaw Hellkite
2 Vampire Nighthawk
3 Olivia Voldaren
4 Huntermaster Of The Fells
4 Thragtusk
1 Underworld Connections
Instants
1 Abrupt Decay
Planeswalkers
2 Garruk, Primal Hunter
Sorceries
2 Bonfire Of The Damned
2 Rakdos's Return
3 Dreadbore
4 Farseek
4 Pillar Of Flame
1 Vampire Nighthawk
1 Thundermaw Hellkite
1 Underworld Connections
1 Rakdos's Return
2 Ultimate Price
2 Sever The Bloodline
2 Ground Seal
2 Rakdos Charm
3 Golgari Charm
I think I shall keep the farseeks. And as you said, temblors are for the glut of geists that see play. Everyone here plays U/W control or U/W/G humans. Both of which likes to apply the use of d spheres as well. I think that you're also right about the rakdos's return, it usually seems to be a splat play against most decks. And there's someone here employing a pentacolor deck and I learned that rakdos's return is not the best card to use either. 4 sphinx revelation and 4 snapcasters rounded out his deck as a real PitA to keep up with because he kept using them to stay way ahead of me in card advantage. However, I have run into the need for the abrupt decays more than anything else simply because it kills so many different things that cost 3 or less. Most artifacts, enchantments, and aggro creatures cost 3 or less, and dreadbores are useful against anything else I want to remove from play.
So here's my other question, temblors, or what else is there? And desecration demon, I'm not totally sold on it, but I need to figure out a different type of creature to use instead. I've tried thundermaws, but even it has troubles.
As for the bonfires, I didn't have any until I 4-0'd Monday night, opened 12 packs, got a foil and nonfoil bonfire and traded the foil for 2 more bonfires.
4 Vampire Nighthawk
3 Huntmaster of the Fells
1 Falkenrath Aristocrat
2 Olivia Voldaren
4 Thragtusk
3 Thundermaw Hellkite
Non-Creatures:
3 Pillar of Flame
4 Farseek
2 Abrupt Decay
2 Dreadbore
2 Mizzium Mortars
2 Rakdos Keyrune
2 Sever the Bloodline
2 Garruk, Primal Hunter
1 Stenisa Bloodhall
2 Kessig Wolf Run
3 Forest
2 Mountain
4 Woodland Cemetery
4 Rootbound Crag
4 Overgrown Tomb
4 Blood Crypt
2 Appetite for Brains
1 Rakdos Return
2 Slaughter Games
2 Bonfire of the Damned
2 Falkenrath Aristocrat
3 Cremate
1 Zealous Conscripts
1 Vraska the Unseen
1 Golgari Charm
i'll be going to a 1k this weekend and I feel the MD is pretty solid but the SB needs work, any suggestions? I've been thinking about going for 2 Falkenrath Aristocrat MD to up my Hasty dudes (planeswalker killers)
Olivia is great vs midrange but sucks vs control. also been trying to fit Knight of Infamy in SB but after I replaced them with Bonfire of the Damned I'm not sure what to drop.
any critique would be great!
Thanks.
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
I've Thought about it but in the past they have been so good, one of the reasons I got 3rd at States (WI)
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
Back when it was more dominated by aggro though right?
I mean, Nighthawk in your deck will give you a greater matchup against Zombies and R/x aggro and G/x aggro. But your matchup against Bant Control suffers. So it's not necessarily the wrong choice but you deck is going to be good against an archetype that might not be as represented as it was a month ago.
Actually the meta was dominated by midrange and control I played 1 RDW and beat them 2/0.
not that I am arguing with you I just think it can be a really strong card, I am thinking bout dropping it to 2-3 what do you think of my SB?
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
Underworld Connections, maybe an extra Rakdos Return.
3 Olivia Voldaren
4 Huntmaster of the Fells
4 Thragtusk
2 Thundermaw Hellkite
Planeswalker - 2
2 Garruk, Primal Hunter
Spells - 18
3 Bonfire of the Damned
3 Dreadbore
3 Abrupt Decay
2 Underworld Connections
3 Sever the Bloodline
4 Farseek
3 Rakdos Keyrune
Lands - 24
4 Overgrown Cemetary
2 Woodland Cemetary
4 Blood Crypt
2 Dragonskull Summit
2 Rootbound Crag
2 Kessig Wolf Run
1 Mountain
1 Swamp
2 Forest
2 Cavern of Souls
2 Evolving Wilds
1 Dreadbore
1 Abrupt Decay
2 Slaughter Games
3 Deathrite Shaman
2 Duress
2 Appetite for Brains
1 Vraska the Unseen
3 Rakdos's Return
So.... I decided to use 2 Vampire Nighthawks instead of Desecration Demon. Needs more flying creatures and Thundermaw just doesn't do it for me.
RR is in sideboard for now.
Primal Hunters are thrown in the MB.
Removed Tremblors.
UC seems to work fine MB. Any amount of CA is golden.
Threw in 2 Evolving Wilds to see how it works out in thinning the deck out and to shuffle it up further.
That's all for the moment.
EDIT: I'm braindead, if people noticed, I had 3 RR MB and 3 SB. Obviously I had done that but somehow I had a blonde moment and nobody else noticed either.
Anyways, also, taking out 2 nighthawks for 2 thundermaws actually makes a lot of sense as well. kills spirit token generation.
looks decent maybe add Farseeks in stead of Evolving Wilds
3rd at Wisconsin States 2012
Standard:
~~~~~~~~~~~~~~~~~
Next Lvl ZombiesB//
~~~~~~~~~~~~~~~~~
JUND Whedon
~~~~~~~~~~~~~~~~~
Thanks to DNC @ Heroes of the Plane Studios for the Sig.
4 Overgrown Tomb
3 Woodland Cemetery
4 Rootbound Crag
2 Cavern of Souls
2 Kessig Wolf Run
2 Evolving Wilds
2 Forest
1 Swamp
3 Deathrite Shaman
4 Huntmaster of the Fells
4 Thragtusk
3 Rakdos Keyrune
3 Bonfire of the Damned
3 Dreadbore
2 Sever the Bloodline
2 Abrupt Decay
3 Searing Spear
2 Garruk, Primal Hunter
2 Underworld Connections
1 Increasing Ambition
This is where I'm at, though keep in mind, it's still in testing, but the thought is to side into more creatures that work with the MD Caverns (b/c let's be fair, we want Huntmaster and Thragtusk *almost* every match), and situations where creatures aren't as good (idk where, but somewhere) you can board into more spells, or more appropriate spells and creatures.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
I'm liking all the choices you made. I'd also advice you to put 4 Farseeks in, you can always side them out against slow control if you want to. I would try:
-3 RR, -1 Olivia//
-2 RR, -2 Olivia (or VNH)
+4 Farseek
Depending on your meta, I might cut one removal spell and add the 4th Keyrune.
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I did. Look up. Look at your quote, compare it with something else. For some reason I had 6 RR in the deck. SB and MB. I forgot to fix everything. Plus 13 creatures, not 11... It was odd. I had a brainfart.
And I decided last minute to take out the nighthawks, put in thundermaws. And I went 3-1 tonight with the above list with thundermaws. I lost one round because I kept drawing lands instead of threats, which was odd... First round loss to a b/g zombie deck and I never once drew a sever, abrupt decay, or anything for the lotleth trolls or predator ooze. Odd choices, but they worked. I mulled to 5, kept an all land hand and you can imagine, drewq 4 lands in a row. Sucked bad...
3 Olivia Voldaren
4 Huntmaster of the Fells
4 Thragtusk
2 Thundermaw Hellkite
Planeswalker - 2
2 Garruk, Primal Hunter
Spells - 18
3 Bonfire of the Damned
3 Dreadbore
3 Abrupt Decay
2 Underworld Connections
3 Sever the Bloodline
4 Farseek
3 Rakdos Keyrune
Lands - 24
4 Overgrown Cemetary
2 Woodland Cemetary
4 Blood Crypt
2 Dragonskull Summit
2 Rootbound Crag
2 Kessig Wolf Run
1 Mountain
1 Swamp
2 Forest
2 Cavern of Souls
2 Evolving Wilds
1 Dreadbore
1 Abrupt Decay
2 Slaughter Games
3 Deathrite Shaman
2 Duress
2 Appetite for Brains
1 Vraska the Unseen
3 Rakdos's Return
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
Actually, playing primal hunter I would max out on green mana. He's not always super easy to cast, I've been stuck on kessig+cavern+2 green a few times.
4 Woodland Cemetery
4 Rootbound Crag
4 Forest
Should be your green mana. That leaves
2 Cavern of Souls
4 Blood Crypt
4 Overgrown Tomb
4 Blood Crypt
4 Woodland Cemetery
4 Dragonskull Summit
2 Cavern of Souls
2 Rootbound Crag
1 Swamp
1 Kessig Wolf Run
4 Deathrite Shaman
2 Olivia Voldaren
3 Disciple of Bolas
4 Desecration Demon
2 Thundermaw Hellkite
4 Thragtusk
4 Farseek
3 Abrupt Decay
4 Dreadbore
3 Sever the Bloodline
4 Rakdos's Return
2 Golgari Charm
1 Underworld Connections
2 Liliana of the Veil
4 Slaughter Games
1 Garruk, Primal Hunter
2 Vraska the Unseen
I am very firmly of the mindset that one of the best things you can do in this meta is Disciple of Bolas a Desecration Demon your opponent has foolishly been feeding, but even at 6, that's a beating.
I am also very firmly of the mindset that if you are running Black and Red and you AREN'T running Rakdos's Return you are doing it very, very wrong. This card is just NUTS.
My sideboard is definitely the part i waffle on the most, but it works, as there aren't any match ups that i need to side in a ton of cards against, altho at the moment my hatred of Thragtusk has me not only playing my own play set but also lead to my inclusion of 4 Slaughter Games to punish them, alongside Angel of Serenity decks, just to make them cry. I rarely side in many against frites because they expect hate game 2. Planeswalkers and underworld connections are for control.
All in all this is what has been working FANTASTICALLY for me lately.
Do you think taking out the 2 garruks for 1 more of each rak's keyrune and bonfire would be better? I use the wilds as a way to thin out my deck a little more and ghost quarter feels so hinky as there's only a couple of lands I'd want to kill: moorland haunt and gavony township. Maybe KWR against the mirror... But normally I don't worry about lands like I used to. I miss tec edge...
I think that having an out to all the utility lands, and having the option to have a land for your Deathrite Shamans (two with Ghost Quarter!) is a pretty powerful context for Ghost Quarter to be played. I'm playing 6 (!) colorless lands, and haven't been upset by it yet.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
2 Thundermaw Hellkite
4 Thragtusk
4 Huntmaster of the Fells
3 Olivia
2 Rakdos Keyrune
3 Dreadbore
2 Abrupt Decay
2 Ultimate Price
2 Sever the Bloodline
2 Bonfire of the Damned
2 Garruk Primal Hunter
4 Farseek
2 Rakdos Return
1 Deathrite Shaman
1 Sever the Bloodline
3 Duress
3 Slaughter Games
2 Rolling Tremblor
3 Vampiric Nighthawk
2 Underworld Connections
So a few key differences: I think my deck runs a few less Bonfire and Rakdos Keyrune than most. I ended up taking out a Dreadbore and a Keyrune to fit Thundermaw Hellkite in... it probably gives me a slightly worse matchup against aggro but Hellkite seems to be good against U/x decks and Reanimator. I'm still not completely sure if I'm making the right move but I've seen a lot more lists try and fit Hellkites in, and I already like the card so I'm going with it.
In the side everything is pretty standard. I used to not have Vampire Nighthawk in there, but now I do. It's kind of a random catch-all card against Giest and Sigarda and aggro in general. I wonder how easy it will be to get black mana with my heavy green mana base, but I have 12 lands that produce black... and I would imagine in the aggro matchup I'm going to laying my caverns down naming whatever creature type I need mana for at the time so it's really 14 lands.
4 Overgrown Tomb
4 Woodland Cemetery
4 Rootbound Crag
2 Kessig Wolf Run
2 Cavern of Souls
1 Ghost Quarter
1 Evolving Wilds
1 Forest
1 Swamp
1 Mountain
3 Deathrite Shaman
3 Vampire Nighthawk
2 Olivia Voldaren
4 Huntmaster of the Fells
4 Thragtusk
2 Ultimate Price
3 Searing Spear
2 Sever the Bloodline
3 Bonfire of the Damned
2 Underworld Connections
1 Increasing Ambition
2 Garruk, Primal Hunter
2 Rakdos Keyrune
Choices I've made:
No Farseek - don't need the ramp to win games, why play it? it's so dead late, it's almost worse than drawing another land.
No Dreadbore - felt like searing spear did the same effect, and there's enough straight up removal (read as non-damage based) to handle most things. I wanted the instant speed to have the surprise, and to maximize Huntmaster.
Increasing Ambition - It's been a godsend. Seriously, try at least one MD.
Any other questions can be asked.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
I do disagree with Plat a little because it is the ramp that is the reason you play the card. Getting out a turn 3 Huntmaster against aggro is big, and can go a long way toward making that matchup a lot more in your favor. I think if you were to replace Farseek, you'd have to play a 2 drop or a really solid 3 drop (Nighthawk with BB in it's mana cost can't consistently be played turn 3) to up your odds against aggro.
But he is also right in a way, it just makes your deck more consistent. You are playing Primal Hunter, and for that reason you have to have a heavy green mana base. 3 green usually isn't hard to get, but it's not unheard of that you won't see a red source for your first 4 turns for example. And then that locks you out of a lot of cards. Farseek is just a 4 of, so it's not like it outright prevents you from not seeing a red source in your first 11 cards... but it just ups the percentages.
I mean, try it out for yourself and if it works for you then that's nice. But if you notice you are locked out of a color can't hit BB or GGG on those critical turns, that's what Farseek gives you.