Hi, I am Michael Prince, I have been playing about a year now. (I came in on the tail end of Avacyn starting of M13). I play at a shop in Fayetteville Arkansas called "Bears by the Maul" I was there for about 2 years now (used to play Yugioh, started magic never looked back) I am a Timmy at heart a Johnny mixed in. I played a BUG Mill-aggro and it did decent but at the end of the day it was like a 30% win verse my Meta (WHICH IS MEGA AGGRO HEAVY!) so I had to change it to keep up. so BUG Mill became BUG Aggro.
Deck Explanation:
BUG uses creatures like Strangleroot Giest and Young Wolf that can take a hit or chump block, lay down, Stand back up a little more pissed then they were. Duskmantle Seer gives this deck some extra card draw it needs as well as a 4/4 flying body as well as it might drop some fun damage since it requires you to flip on your upkeep (as well as your opp. does it) so Damage will be dealt if it is not a land. It is fun when it flips and your opp. takes 5 for flipping Thundermaw Hellkite. Other creatures include Dreg Mangler,Snapcaster,Experiment One .
Deck List:
This is the original deck list then I will post my personal list I run.
Experiment One: a 1 drop with evolve so it gets bigger with others. he is amazing when you drop Strangleroot Giest and follow it up with Dreg Mangler swing for quite a bit on turn 3. its nice. and if it gets blocked you can remove 2 counters and regenerate him.
Young Wolf: a 1 drop with undying. Chump a creature without evasion to block the damage and have it come back just as strong. Like a burrito that did not agree with you it comes back after the first time.
2 Drops:
Strangleroot Giest:GG for a 2/1 he evolves Experiment one. Has haste when he drops so swings for 4 turn 2. and has undying! So he becomes 3/2 with haste. I love this card. (tho I don't own any of them in English. No one seems to carry them in English in my LGS so I have them in Spanish. "Giest raiz estranguladora" ya it is fun to say while playing like the spanish Vexing Devil "Diablo irratanta" but I digress.
Snapcaster Mage Self explanatory. BUT for people who don't know what he does. he is a smooth gentlemen with ladies. he brings them gifts from their past (ha get it flashback lol) a 2/1 he will evolve Experiment One. Also if you need a quick 3/3 blocker bring Rapid Hybridization back on a undying target to drop a 3/3 PLUS get your creature back better and stronger.
Zameck Guildmage:Now, this towering stack of elf meat is Zameck Guildmage. We are whore for his ability's and he is our pimp. his first ability lets creatures you cast come in with a extra +1/+1 it is not so fantastic with our undying creature (since they will come in with the +1/+1 on them already nullfying the undying) BUT if they die and then come back why not at a Extr +1/+1 counter to it? making SRG come back as 4/3 and young wolf as a 3/3. But his second ability as well gives us our card draw. remove +1/+1 counter from a creature and give a card for it.
Most useful: Wait for your opp. to try and destroy your already undied Young wolf. or maybe he blocks your young wolf to kill it. Pay UG and remove the counter before damage is dealt so when it resolves Young wolf comes back just as it was and you got a card.
3 Drops:
Dreg Mangler:This guy. is a beast 3/3 with haste awesome on turn 3. and if he does get killed pay 3GBand there you got +3/+3 on a creature of your choice.
4 Drops:
Duskmantle Seer: Ya. That guy. Is awesome. Extra card draw and damage toward your opp. (you as well but with a looow CMC's in the deck most your extra cards will be low damage) but just imagine you flip your card Rancor. Fantastic 1 point. your Opp? not so lucky Thundermaw Hellkite 5 points to him.
Instants (Because there aren't any sorcercys in the list) & Enchantment
1 Mana:
Rapid Hybridization :I love this card (might need to order them in foil) You have removal for your Opp. They might get a 3/3 but ehhh it might be better then dealing with Boros Reckoner or Thundermaw Hellkite or Olivia Voldaren
SO for 1 mana drop a fatty and give them a Lizard Frog mutant. Not bad. Another fun trick. Hit Young Wolf with it. You get your creature back as a 2/2 and now you get a 3/3 also very good with SRG since he will double evolve Experiment One on the field.
Rancor:This card is awesome as well. One of the few in the game that recurs back to your hand when it goes to the grave yard from the battle field. (mortus strider is another I can think off) This one card gives something +2/+0 and gives trample turns that little 2/2 Young wolf to 4/2 trample Wolf of awesomeness.
Giant Growth: This card I am conflicted on because we can use Simic charm. What this card does is gives +3/+3 to target creature which is create to act like you are going to chump block and then pump them to kill the creature blocking. A guy I knows runs a Naya humans deck and this is his battle trick. for G I like it so I am conflicted to use this or Simic Charm.
2 Mana:
Dimir Charm: This card is fun with Duskmantle Seer. End of Turn for your Opp. use it look at the top of their deck and look for the Biggest one out of the 3. if 2 of them are lands dump the lands in the grave. get some damage in it helps alooot. Best one I did was flipped on a Gruul Homebrew had a WorldSpine Wurm on the top. Lets just say at my Upkeep he took 11 damage.
Simic Charm Now this card, I like it but I just don't know. 3 Modes all relevant. +3/+3 to a creature. Hexproof to my permanents and Bounce a creature. So you get a giant Growth, Sheltering word with out the lifegain as well as a Unsummon. It is all very relevant but if I have to keep 2 mana open people will always be ready for a Counter-spell or Simic charm which is fine but they will expect it. That's my quandary with Giant growth.
Spell Rupture: Like mana leak was still legal. Fun to do when people think you are just BUG Stompy but you got a little Counter up your sleeve and it is nice.
Abrupt Decay: Relevant erryday! Nothing like break your opp's Burning-tree lead in. (by lead-in I mean like Burning-Tree > Mayor Avaburk) it Aburpt is a fav. Removal of mine hits sooo many good targets right now.
That's my post I hope you enjoyed it and I hope you get a good kick out of this deck it is alot of fun too play and easy to learn. I hope your Frog Lizard's are Big and your Young Wolf's strong. Good luck!
-3 Duskmantle Seer (on the play)
-1 Spell Rupture (on the play)
Spell Rupture is considerably weaker on the draw since you want to be casting this card after your smashing face, not to prevent incoming damage. Duskmantle Seer is also akward in this matchup because it could very well end up killing you. By turn four you find yourself at six or less life against Boros or mono red and the last thing you want to do is commit four mana for a suicidal blocker. I’d rather keep that four mana for Snapcaster Mage + removal. On the play we put the Spell Rupture‘s back in, taking out the Duskmantle Seer. We are now the aggressor and Spell Rupture will really throw the tempo swing back in your direction.
We upgrade our Spell Ruptures by turning them into Dispels. Most of the creatures the deck plays aren’t a huge threat so we can just Dispel every counter, tempo card, or Sphinx’s Revelation they cast for one mana less. Deathrite Shaman is a big deal for them because it hurts the graveyard which Snapcaster Mage and Moorland Haunt often rely on. Lastly, we bring in another Abrupt Decay to deal with Runechanter’s Pike.
The big threats to us are Thragtusk, Huntmaster of the Fells, and Olivia Voldaren. Huntmaster is the easiest to manage because we can go toe to toe, but Olivia stealing our creatures is an issue. An even larger issue is Thragtusk resolving and clogging up the board for a few turns. Appetite for Brains takes all of these cards out of their hand while we rush in for as much damage as possible or until we resolve a Duskmantle Seer. If we can avoid Olivia, Duskmantle will take the game over and end things for them very fast.
In my play testing, which hasn’t been enough, I’ve encountered Cavern of Souls in some of these lists. If they are playing of Cavern, we take out a few counters. If they aren’t we take out Simic Charms instead. All of threats are easy to deal with, even a lone Thragtusk is very beatable. The problem lies with the end game Angel of Serenity that clears our board. We are fine with creatures going to the graveyard, but not being exiled. Another card that I’m thinking about testing in this matchup Mizzium Skin which could do a lot of work against Angel of Serenity and Aurelia’s Fury. This is probably the toughest match up for the deck. The key to winning is a solid hand and keeping them off of multiple Thragtusk and an Angel of Serenity.
Supreme Verdict is an easy card to deal with since we have undying and scavenge to back us up. Terminus is an issue which Dimir Charm and Spell Rupture take care of. Appetite for Brains and Duress just tear their hand apart leaving them with a loose game plan and keep off their crucial turn four through five plays. I haven’t had much of an issue against control deck yet, and this is probably the easiest match up in the current meta.
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Match 1: RUG Homebrew 2-0
Mix of good cards but he got messed up because of his mana base and lack of shocks and checks. I steam rolled him. I had to apologize tho he ended up going 0-5 that night it was horrible to watch.
Match 2: Boros Budget 2-0
Man was master of battalion when I let him have it ;P I would keep him off 3 creatures with Abrupt Decay & Spell Rupture .
Match 3: Naya Humans 2-1
Tough tough tough match almost took us to time. First game blasted out the gate with
Turn 1 Expriement One
Turn 2 SRG Swing 4
Turn 3 Young wolf, Rancor on the Experiment One. Swing 6 EoT for my Opp. Rapid my SRG gain +1/+1 and a 3/3 Frog Lizard
Turn 4 Rancor on SRG Abrupt decay he Mayor of Avaburk and swing for 14 on turn 4?
Game 2: ran over with mayor's and Champ of the Perish.
Game 3: Removal for removal RH my SGR and dropped Dreg Mangler and beat down with that.
Match 4: Boros College kid 2-1 ( I say College kid because it is when a group of College kids join cash and grow a collection together) they have good cards but not enough of them. So things like 2 Spark trooper, 1 Boros Reckoner 1 Scared founder 4 guild gates off numbered things. Topped decked a Spark Trooper every time on turn 5. saved him often.
Match 5: Boros Humans (One of the owners of the shop)
This deck is as quick as mine and chap of perish is irratating.
Lose game 1 with him swing a skynight Legion that I couldn't touch. 7 Life then he burns me with searing spear and Boros charm. Next turn I would have swung for 24.
Game 2: Didn't mull a 1 land hand (I can play a 1 land hand if it is Breeding pool but it isn't it was a forest) so...
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
This deck won the WMCQ in Brazil over the weekend so it must be doing something right. I tried a similar list at FNM and went 2-2 just due to poor draws but when it works, it's pretty devastating. Simic Charm was an all star for me
I understand the snaps ( I only have 2 and not suuuper fond of them in this build) I love zameck but Idk i think if I was going to use him to abuse him 3 would work. maybe another Experiment one?
and my agurement Giant growth vs. Simic Charm. I just don't know.
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
giant growth is a nice pump for sure. Being able to give all your permanents, not just creatures, hexproof is a great thing to have as well as being able to unsummon a troublesome creature if need be
I think this deck might work well with Wolfir Avenger as a split or as a replacement for the Mangler. Thoughts?
And maybe drop one copy of the Seer for a copy of Yeva, Nature's Herald. It just seems with the 4 counterspells main that the deck might work better with more flash creatures.
Started tinkering with this tonight. I got about eight or nine games in vs. a Grixis control build, winning a little under half. I attribute this less to this specific deck than the fact that the opponent was uniquely positioned to neutralize my advantages. He ran Duskmantles too, so he had a low curve, and his deck was full of Searing Spears, Pillar of Flames, and Snapcasters that would clear my board and prevent my undying triggers from going off.
I got rid of my Snaps ahead of rotation, so I'm having to substitute. Don't laugh, but I actually tried Shamble Shark and have been relatively satisfied with it. Gyre Sage was too non-aggressive, and the ramp does nothing for this deck, so being able to keep mana open for Simic Charm and then just flash in another blocker instead was helpful. It also plays nicely with undying and evolve, pushing up to 4/3 relatively fast. The only downside vs. Gyre Sage has been the parity with Strangleroot, which keeps it from evolving off that drop.
There's just not an ideal 2 drop for us, which is probably why Snapcaster is the go-to despite few relevant targets for flashback. Zameck could work, given the number of tokens we can generate. It's a source of card draw, and a lightning rod that can potentially clear away removal that would otherwise go towards our aggressive creatures. I'm just not sure that it's an ideal solution in such an aggressive deck though.
I actually like that Brazil deck alot actually might try it for my FNM
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
I've played maybe 20 games or so with this so far, with a win % around half. Honestly, it just feels like a bad Jund Aggro. If we're following the usual axiom of "don't be a bad something else", then this doesn't quite make the bar.
Which is too bad, because Rapid Hybridize on Lone Wolf to evolve Experiment 1 on turn 2 is a lot of fun. It's just not any better than X1 > Burning Tree > Flinthoof, while our turn 3 is identical, and our turn 4 is substantially worse.
I just wanted to say, If you play Duskmantle Seer with no more mana available for an EOT Dimir Charm, you start your turn, untap, during the upkeep phase Duskmantle's Trigger will go on the stack, you are now free to respond to it with untapped lands and play Dimir Charm on your opponent and try and leave a whopper on the top.
The way I feel about this deck is it's main function is to stick an early threat with rancor, get damage in, disrupt, then roll the guildmage out with mana open to use him. In other words at 4 mana, and a creature with a counter on it. So basically if they use removal you can still maintain card advantage.
However the deck can get those amazing aggro hands of, T1 - experiment, T2 - SRG, T3 - Dredge Mangler.
I love playing this deck, it has a knack for misrepresenting the board, and allowing your opponent to stumble into horrible plays.
Hmm would lotv or relentless be good or terrible in the deck? And is lotleth troll not good in the deck? He can do things with zameck+can easily make spell rupture a hard counter if it gets to that point.
Hmm would lotv or relentless be good or terrible in the deck? And is lotleth troll not good in the deck? He can do things with zameck+can easily make spell rupture a hard counter if it gets to that point.
You don't generally want to be discarding your creatures to Lotleth Troll with this deck. Not to mention he doesn't play nice with Rapid Hybridization like most of the rest of your creatures. Also having to leave up mana for his Regenerate is counter-intuitive to what this deck wants to do. It'd rather have its guys take care of themselves and leave up mana for a counter or combat tricks.
I don't think there's really any room for the two walkers in this deck, either. Garruk is costs too much for what you want to be doing with him and the deck doesn't have any real flashback cards to make Liliana's +1 not a straight one-for-one every time you use it.
This is a deck I've been working at for a while, and one that I played in the last round of the SCG open yesterday. This deck is legitimate. I played the guy that eventually got 13th and his list is under G/R aggro for some reason: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=54987
The addition of evil twin seems to be huge, especially against Junk Rites. What are other people thinking about twin for the current meta?
I played this for the first time last FNM and I really liked the guildmage (although I had some games hit late game where the card draw was amazing). I can see cutting him though. And I also see cutting the Snapcasters, although Snapcaster allows you to play more 1-of spells.
As for the Simic Charm, it was really great, and the Golgari Charm out of the board was incredible.
I played 2 of both Wolfir Avenger and Mangler, and I'm not sure which I liked better, but holding up 3 mana to flash in an avenger, but really holding nothing caused my opponents some caution of just attacking into me. I did add in a Yeva, Nature's Herald into my main and she was just boss in every game I cast her. The only issue was playing two of her, so I think I might go to 3 Seers, 1 Evil Twin, and 1 Yeva, but not quite sure yet.
Yeva allows the deck to being able to flash most of the creatures in the deck, which makes combat a headache for your opponent since they don't know if you have a combat trick, a creature, or a counter spell. It's good stuff.
I ran my deck list this fnm loved every second of it
Game 1 Boros batillon 1-2
Eh not much to say game was junk just seen no removal chapion of the perish got out of hand
Game 2 boros bugdet 2-0
Guy was missing his shocks and check lands rolled over
Game 3 2-1 R/G blood rush
Did well but it is hard when a waste land viper swings for 10
Game 4 grixis control 2-1
1st: rolled over me kept me off creatures couldnt do anything
2nd rolled over with experiment one srg dreg and then dreg and then dreg just quick
3rd long game alomst to time he kept me ff creatures but i kept him off burn (simc charm)
Game bant control bugdet 2-0
Missing shocks and checks farseeked for breeding pool and not hallowed fount messed him not havng a white sorce
Out of it 3-2. 11th place pulled boros recknor and arulia out of the packs (3)
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
The deck i tested today with a friend. Went like 30 straight games against his Naya Blitz, felt that Evil Twin was kind of bad in that match up so i decided to take it out. However keep in mind that i've only tested against 1 deck.
I'm loving this deck, should i put Evil Twin back in the main again?
Keep it for sideboard it helps with giest and it is good with recknor and other fatties
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
So isnt the best interaction in this deck using hybridization on young wolf or geist and pumping your E1?
Why not try a list maxing out on
rapid
E1
cloudfin raptor
young wolf
strangleroot geist
obv can cut numbers and add things as you go on. But i think for this deck to be truly tier 1 it needs to make sure it has its best possible nut draw as often as possible and i havent seen anyone attempt to figure out the "golden" number/mix of those cards above to get it
First things first:
Sorry for my English. English is not my native language.
Because of this, my grammar and word usage might be wrong at times in my report.
Yesterday we had a tournament at our local shop.
15 players, 5 rounds followed up with a top 4. I only lost 1 Swiss Round and won every match in the top 4.
Would I change something in the list? Yes…
The Fogs and 1 Golgari Charm can go. I probably would add 1 Evil Twin, 1 Abrupt Decay and another card. Not sure about the 4th card.
Why no Deathrite Shaman?
Because Cremate takes people by surprise.
The report is a a lot longer then I had expected. So if you are interested in it, it's in the spoiler:
Report: Round 1:
Jund Midrange
The guy plays the deck for last 3 months now. So I knew what I was had to expect.
I win the die roll and we are off.
Game 1 (On the play):
I play some creatures and he has removal. Only my creatures are Young Wolfs and Strangleroot Geists. I counter his turn 4 Huntmaster and we are off to game 2 with that.
SB:
+1 Dissipate
-1 Abrupt decay
I like the Dissipate more here. Rest of sideboard doesn't really improve the matchup.
Game 2 (On the draw):
I play turn 1 experiment one, turn 2 Geist into turn 3 Mangler.
He has removal for Experiment One, but I then have Spell Rupture for his Thragtusk into Snapcaster Rupture for his second Thragtusk. He doesn't have more time to recover.
1-0 (2-0)
This matchup feels really easy. His removal is 1 for 1 and most of my creatures just grow because of it. He taps out for almost every big spell, making the Spell Ruptures really good.
Round 2:
Aristocrats Act 2
I knew what he was playing, because of what he had to borrow pre-tournament.
I lost the die roll.
Game 1 (On the draw):
I keep an hand with 2 young Wolf, Rapid Hybridization, Strangleroot Geist and lands. He has turn 3 Reckoner (Which I Hybridization) and then he goes turn 4 Skirsdag High Priest. This dude goes all the way (Making a lot of Demons) and I only draw land and irrelevant spells.
I had no idea what to sideboard, so I just did something. In retrospect, I misboarded horribly here. But I have a change later in the report to do it correctly
Game 2 (On the play)
I had an hand of 3 Abrupt Decay, 1 Young Wolf, Zameck Guildmage, Rapid Hybridization and Watery Grave. I was greedy and kept (Mistake 2) and lost because I never same a green source or any 2nd land actually.
1-1 (2-2)
This match doesn’t do justice for the deck or for this matchup. I misboarded and should have mulliganned the 2nd game. But hey, mistakes are there to be made.
Round 3:
Gruul Aggro
This is a buddy of mine. A great sportsman to play against, but not the best player in the world. It’s always fun to play against him, because of the random chat that we always have while playing.
I lost the die roll.
Game 1:
I keep an hand of Experiment One, Geist, Mangler, Spell Rupture and 3 land.
He went turn 1 Stromkirk Noble into turn 2 Ash Zealot. I didn’t offer the trade for Experiment one, because I expected tot trade Strangleroot Geist next turn. I even attacked with the Experiment One on turn 2.
He Pillar of Flame’d my Geist next turn and I never recovered from that.
I can’t leave mana open to counter stuff in this matchup. Dimir Charm is removal for Ash Zealot, Stromkirk Noble, Rackdos Cackler, Lightning Mauler and Burning-Tree Emissary.
Game 2 (On the play):
I play turn 1 Experiment One, Turn 2 Geist, Turn 3 I attack with Experiment One and Strangleroot Geist. He blocks the Experiment One with his freshly played Ash Zealot. I flash in Wolfir Avenger (To give the Experiment One a counter). And kill his Zealot this way. This game goes back in forth between removal and creatures.
Last 2 turns are really interesting:
His: Ash Zealot + Stromkirk Noble (New one, now with 2 counters)
My: Strangleroot Geist (With Counter) + Duskmantle Seer with Rancor (2 seers in hand. That’s all).
I’m on 7 and he is on 15.
He has Burning Tree Emissary + Rancor in hand (2 cards total. I knew both. Emissary was revealed in upkeep)
I have 2 Duskmantle Seer + land in hand (land was revealed in upkeep)
The play goes like this:
Attack with seer (he goes to 9) and I play another seer. I have to be really unlucky with reveals imho (Seer in hand makes unlikely that I die). And I though: Worst part, I lose 2 because of a new Ash Zealot played (If he topdecks that).
Obviously he topdecks Lightning Mauler… He then plays Emissary + Mauler (Soulbond them) and Rancor on Ash Zealot and attacks with his team. I block his Ash Zealot with my Seer and his Noble with my Strangleroot Geist. I take 4 and go to 3. In my upkeep I reveal Snapcaster (Go to 1) and he has land. My regular draw is Dreg Mangler. Lucky me… :).
I play Dreg Mangler and attack for 9 (Mangler + Rancored Seer).
Game 3 (On the draw):
He has to mulligan to 5 (Told me afterwards that his opener had 6 lands and his 2nd hand had 0 lands).
He played turn 1 Stromkirk Noble, but he never drew a 2nd land in the game. I Abrupt Decay’d his Noble on turn 3 and I cruised to victory.
2-1 (4-3)
This matchup depends on who has the better draw. He has more explosive draws, thanks to Emissary, but I believe that my deck has better normal draws and his favorited in this matchup. Although it’s only 60-40 or something like that (need more testing to be sure).
Round 4:
Wolf Run Bant. Not a regular guy, but I have seen him in the past. Also not the best player, but he has fun playing the game.
I win the die roll and go first.
Game 1 (On the play):
Turn 1 Experiment One. Turn 2 Young Wolf + Rapid Hybridization it (attack for 3). (He shock + Farseek)
Turn 3 Dreg Mangler (attack for 11). (He has Supreme Verdict. Needs another shock for it and goes to 2.) I untap and play Rancor on Experiment One and win.
Game 2 (On the draw):
Turn 1 Experiment One. Turn 2 Strangleroot Geist (Attack for 4). Turn 3 Geist + Rancor on the Experiment One (Attack for 8). He has Detention Sphere for my Geists. I have Abrupt Decay for his Detention Sphere. He then scoops (But I also had lethal on board ;).
3-1 (6-3)
Matchup feels easy, something I didn’t expect prematch. Just keep the pressure on here.
We had:
1 on 12 (Aristocrats player I lost to)
3 on 9
2 on 7
4 on 6 points.
Only the number 1 could draw, but his opponent couldn’t. So everybody had to play it out.
Round 5:
Aristocrats Act 2
Rematch for my 2nd round loss. Only vs. another player.
I win the die roll.
Game 1 (On the play):
I mulligan a 2 lander that does nothing. My 6-lander feels good (Experiment One into Geist into Mangler always feels good…)
But…
He never drew his 3rd land and dies to my army of creatures. This game wasn’t interesting at all.
Rapid Hybridization is actually really bad in this matchup. I want more (good) removal for his creatures. I noticed that Cremate does nothing as well. So I had a much better boarding plan then last game.
Game 2 (On the draw):
I kill his annoying creatures (Boros Reckoner and Skirsdag High Priest) + counter his annoying spells (Aka Blashemous Act) and never get in trouble. In the end, my creatures get there (Not sure which, because I didn’t take correct notes for it).
4-1 (8-3) (Top 4!)
This matchup feels a lot better when you play correctly and have a better feeling about what to actually board.
Top 4:
Vs. a guy who always plays home brews.
This time he played RBW Reanimator. With Reckoners, Aurelia’s, Serenity Angels, Rakdos Keyrunes and a whole lot of removal (Pillar of Flame, Searing Spear and Dreadbore…).
I was #2 seed in top 4 and because of this, choose to play first.
Game 1:
I have turn 1 Experiment One, turn 2 Strangleroot Geist, turn 3 Dreg Mangler. He kills the Experiment One, with a Searing Spear, in response to my Mangler. But I still have to much pressure. When he plays Boros Reckoner to almost stabilize, I have Abrupt Decay to make an end to his dreams.
Rapid’s are good against resolved Angels and/or Aurelia’s. But I’m planning on cremating these angels ;).
Game 2 (On the draw):
I have a lot of pressure on him. The last turn before he would die, he goes Faithing Looting. He draws Angel of Serenity + Unburial Rites. Discards them right away and flashbacks the rites. He destroys my board and I then proceed to draw 4 lands in a row… ouch.
Game 3 (On the play):
I have turn 1 Young Wolf, Turn 2 Strangleroot Geist and turn 3 I play Rancor on Young Wolf. (he is now on 8). He plays Keyrune on turn 3 and then tries to Pillar my Geist on his turn, I Abrupt Decay my own Geist and his exact response: “Nice trick. Didn’t expect that without blue open.”. I then set him on 2 and proceed to win the match.
Up to the finals!
5-1 (10-4)
Aristocrats Act 2
Against my only loss this tournament. The guy was telling people that it would be a really good matchup, because he already kicked my butt in an earlier match.
In the Netherlands we say: “Hoogmoed komt voor de val”. Google Translate makes it “Pride comes before a fall”. Not really sure if that’s the correct translation. But it sounds cool, haha.
He stood higher in standings (#1 seed) and chooses to play first.
Game 1 (On the draw).
I have early aggresion with Strangleroot Geist and Dreg Mangler. He manages to stall the board. At a certain point I’m at 6 and he is on 4.
I’m dead next turn with his board.
My hand: Rancor.
My draw: Abrupt Decay
His hand: No cards
He has untapped:
Cartel Artistocrat, 3 Spirit Tokens and Boros Reckoner.
I have:
Young Wolf (No counter), Young Wolf (With counter), Strangleroot Geist (No counter), Dreg Mangler and Experiment One (No counter).
I play Rancor on the Strangleroot Geist and attack with team. He blocks every creature.
Most important part: He blocked the Geist with Reckoner and gives it first strike. I destroy his reckoner with Decay and deal 4 trample damage. Nice!
Game 2 (On the play).
He mulligans to 5 and this game never really becomes a game. I slaughter/murder/cremate him ;).
6-1 (12-4)
Winner!
I payed 7,50 euro and received a pre-release voucher. I can now play 1 of the 3 pre-release without paying entry and had a great day. Score
Fantastic Report Really I love to hear peoples accounts that seem like alooot of fun lol. ya Aristocrats seem to give alot of people hell.
I hope everyone is enjoying the Deck Idea. I am loving it. I am going to try out the Brazil one Friday so I hope that goes well. Gotta beat that damn Naya Blitz/Boros Aggro's. Threat Assessment is key for those games lol ALWAYS THE MAYOR AND CHAMPS!
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
To the folks asking about sideboarding and what numbers to run, I think most tempo decks are fluid in what they run dependent of the meta they are facing.
The one thing to possibly try and hammer down is what card choices are the best, and then discuss what numbers to run depending on your local meta.
For example, my local meta sees a lot of rites, esper, and RWU decks, so I had maindeck Deathrites in my main (and it did pretty well).
So the important thing is to figure out what cards work best against certain decks to allow folks to +\- cards to maximize your first game and then build your sideboard to fight against that meta.
Anyway, from the folks that have run the deck so far, what decks seem to give you the most trouble? My most difficult games were against Junk Reanimator and Naya Ramp. What matches gave you trouble?
My worst match up comes from decks that build faster then me. Like Naya Blitz. But! I have learned that turn 1 Champ. Kill it. Turn 2 BTE Spell Rupture will throw there game off SO much. it is hard for them to bounce. They can but it is hard.
Grixis Control your best bet is Hexproof. If they can't target they cant do anything. it is just it. Naya beatdown Recknoer is a problem but Rapid hybrid takes it as well as abrupt. or a unsummon it before the attack.
Threat assessment is the game here. should I get rid of the thing that grows and will be a problem or attempt the trade. I will give up a undying creature to get a creature off the board. Champion of the Parish, Silver blade Paladin Hell rider boros Recknoer they are main things here. you know?
For Rites. Deathrite is probally the best sideboard or even MB for it. To exile there rites or Burn out there key cards it the best thing you can do.
For my meta it is Boros/Gruul/Naya Aggro and everything in between Aggro. 1 Esper Control deck. Homebrew as far as the eye can see.
Private Mod Note
():
Rollback Post to RevisionRollBack
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
So yes, Devouring Light is a pretty good choice.
To post a comment, please login or register a new account.
About my self:
Deck Explanation:
BUG uses creatures like Strangleroot Giest and Young Wolf that can take a hit or chump block, lay down, Stand back up a little more pissed then they were. Duskmantle Seer gives this deck some extra card draw it needs as well as a 4/4 flying body as well as it might drop some fun damage since it requires you to flip on your upkeep (as well as your opp. does it) so Damage will be dealt if it is not a land. It is fun when it flips and your opp. takes 5 for flipping Thundermaw Hellkite. Other creatures include Dreg Mangler,Snapcaster,Experiment One .
Deck List:
This is the original deck list then I will post my personal list I run.
3 Drowned Catacomb
3 Forest
4 Hinterland Harbor
4 Overgrown Tomb
2 Watery Grave
4 Woodland Cemetery
24 lands
4 Duskmantle Seer
3 Experiment One
2 Snapcaster Mage
4 Strangleroot Geist
4 Young Wolf
2 Zameck Guildmage
2 Abrupt Decay
2 Dimir Charm
3 Rancor
2 Rapid Hybridization
4 Spell Rupture
13 other spells
Creatures
1 Drops:
Experiment One: a 1 drop with evolve so it gets bigger with others. he is amazing when you drop Strangleroot Giest and follow it up with Dreg Mangler swing for quite a bit on turn 3. its nice. and if it gets blocked you can remove 2 counters and regenerate him.
Young Wolf: a 1 drop with undying. Chump a creature without evasion to block the damage and have it come back just as strong. Like a burrito that did not agree with you it comes back after the first time.
2 Drops:
Strangleroot Giest:GG for a 2/1 he evolves Experiment one. Has haste when he drops so swings for 4 turn 2. and has undying! So he becomes 3/2 with haste. I love this card. (tho I don't own any of them in English. No one seems to carry them in English in my LGS so I have them in Spanish. "Giest raiz estranguladora" ya it is fun to say while playing like the spanish Vexing Devil "Diablo irratanta" but I digress.
Snapcaster Mage Self explanatory. BUT for people who don't know what he does. he is a smooth gentlemen with ladies. he brings them gifts from their past (ha get it flashback lol) a 2/1 he will evolve Experiment One. Also if you need a quick 3/3 blocker bring Rapid Hybridization back on a undying target to drop a 3/3 PLUS get your creature back better and stronger.
Zameck Guildmage:Now, this towering stack of elf meat is Zameck Guildmage. We are whore for his ability's and he is our pimp. his first ability lets creatures you cast come in with a extra +1/+1 it is not so fantastic with our undying creature (since they will come in with the +1/+1 on them already nullfying the undying) BUT if they die and then come back why not at a Extr +1/+1 counter to it? making SRG come back as 4/3 and young wolf as a 3/3. But his second ability as well gives us our card draw. remove +1/+1 counter from a creature and give a card for it.
Most useful: Wait for your opp. to try and destroy your already undied Young wolf. or maybe he blocks your young wolf to kill it. Pay UG and remove the counter before damage is dealt so when it resolves Young wolf comes back just as it was and you got a card.
3 Drops:
4 Drops:
Duskmantle Seer: Ya. That guy. Is awesome. Extra card draw and damage toward your opp. (you as well but with a looow CMC's in the deck most your extra cards will be low damage) but just imagine you flip your card Rancor. Fantastic 1 point. your Opp? not so lucky Thundermaw Hellkite 5 points to him.
Instants (Because there aren't any sorcercys in the list) & Enchantment
1 Mana:
Rapid Hybridization :I love this card (might need to order them in foil) You have removal for your Opp. They might get a 3/3 but ehhh it might be better then dealing with Boros Reckoner or Thundermaw Hellkite or Olivia Voldaren
SO for 1 mana drop a fatty and give them a Lizard Frog mutant. Not bad. Another fun trick. Hit Young Wolf with it. You get your creature back as a 2/2 and now you get a 3/3 also very good with SRG since he will double evolve Experiment One on the field.
Rancor:This card is awesome as well. One of the few in the game that recurs back to your hand when it goes to the grave yard from the battle field. (mortus strider is another I can think off) This one card gives something +2/+0 and gives trample turns that little 2/2 Young wolf to 4/2 trample Wolf of awesomeness.
Giant Growth: This card I am conflicted on because we can use Simic charm. What this card does is gives +3/+3 to target creature which is create to act like you are going to chump block and then pump them to kill the creature blocking. A guy I knows runs a Naya humans deck and this is his battle trick. for G I like it so I am conflicted to use this or Simic Charm.
2 Mana:
Dimir Charm: This card is fun with Duskmantle Seer. End of Turn for your Opp. use it look at the top of their deck and look for the Biggest one out of the 3. if 2 of them are lands dump the lands in the grave. get some damage in it helps alooot. Best one I did was flipped on a Gruul Homebrew had a WorldSpine Wurm on the top. Lets just say at my Upkeep he took 11 damage.
Simic Charm Now this card, I like it but I just don't know. 3 Modes all relevant. +3/+3 to a creature. Hexproof to my permanents and Bounce a creature. So you get a giant Growth, Sheltering word with out the lifegain as well as a Unsummon. It is all very relevant but if I have to keep 2 mana open people will always be ready for a Counter-spell or Simic charm which is fine but they will expect it. That's my quandary with Giant growth.
Spell Rupture: Like mana leak was still legal. Fun to do when people think you are just BUG Stompy but you got a little Counter up your sleeve and it is nice.
Abrupt Decay: Relevant erryday! Nothing like break your opp's Burning-tree lead in. (by lead-in I mean like Burning-Tree > Mayor Avaburk) it Aburpt is a fav. Removal of mine hits sooo many good targets right now.
That's my post I hope you enjoyed it and I hope you get a good kick out of this deck it is alot of fun too play and easy to learn. I hope your Frog Lizard's are Big and your Young Wolf's strong. Good luck!
Deck Variations:
"BUG Aggro, by David Winsauer"
4 Overgrown Tomb
4 Woodland Cemetery
4 Hinterland Harbor
4 Breeding Pool
2 Watery Grave
2 Drowned Catacomb
2 Forest
4 Young Wolf
3 Experiment One
4 Strangleroot Geist
4 Zameck Guildmage
2 Snapcaster Mage
4 Dreg Mangler
3 Duskmantle Seer
4 Spell Rupture
2 Simic Charm
1 Unsummon
1 Abrupt Decay
1 Dimir Charm
1 Ultimate Price
2 Essence Scatter
3 Abrupt Decay
1 Duress
2 Deathrite Shaman
2 Dispel
1 Dimir Charm
Sideboard Options (Thanks to Drowning)
Gruul, Naya, Jund, Rakdos, Mono Red Aggro decks
+3 Abrupt Decay
+1 Dimir Charm
-4 Spell Rupture (on the draw)
-3 Duskmantle Seer (on the play)
-1 Spell Rupture (on the play)
Spell Rupture is considerably weaker on the draw since you want to be casting this card after your smashing face, not to prevent incoming damage. Duskmantle Seer is also akward in this matchup because it could very well end up killing you. By turn four you find yourself at six or less life against Boros or mono red and the last thing you want to do is commit four mana for a suicidal blocker. I’d rather keep that four mana for Snapcaster Mage + removal. On the play we put the Spell Rupture‘s back in, taking out the Duskmantle Seer. We are now the aggressor and Spell Rupture will really throw the tempo swing back in your direction.
American Midrange / Flash decks
+2 Dispel
+2 Deathrite Shaman
+1 Abrupt Decay
-1 Ultimate Price
-1 Unsummon
-1 Dimir Charm
-2 Spell Rupture
We upgrade our Spell Ruptures by turning them into Dispels. Most of the creatures the deck plays aren’t a huge threat so we can just Dispel every counter, tempo card, or Sphinx’s Revelation they cast for one mana less. Deathrite Shaman is a big deal for them because it hurts the graveyard which Snapcaster Mage and Moorland Haunt often rely on. Lastly, we bring in another Abrupt Decay to deal with Runechanter’s Pike.
Jund Midrange decks
-1 Dimir Charm
-1 Unsummon
-1 Abrupt Decay
-1 Ultimate Price
-2 Simic Charm
+4 Appetite for Brains
+2 Essence Scatter
The big threats to us are Thragtusk, Huntmaster of the Fells, and Olivia Voldaren. Huntmaster is the easiest to manage because we can go toe to toe, but Olivia stealing our creatures is an issue. An even larger issue is Thragtusk resolving and clogging up the board for a few turns. Appetite for Brains takes all of these cards out of their hand while we rush in for as much damage as possible or until we resolve a Duskmantle Seer. If we can avoid Olivia, Duskmantle will take the game over and end things for them very fast.
Naya Midrange
-1 Dimir Charm
-1 Ultimate Price
-2 Spell Rupture
+4 Appetite for Brains
In my play testing, which hasn’t been enough, I’ve encountered Cavern of Souls in some of these lists. If they are playing of Cavern, we take out a few counters. If they aren’t we take out Simic Charms instead. All of threats are easy to deal with, even a lone Thragtusk is very beatable. The problem lies with the end game Angel of Serenity that clears our board. We are fine with creatures going to the graveyard, but not being exiled. Another card that I’m thinking about testing in this matchup Mizzium Skin which could do a lot of work against Angel of Serenity and Aurelia’s Fury. This is probably the toughest match up for the deck. The key to winning is a solid hand and keeping them off of multiple Thragtusk and an Angel of Serenity.
Control decks
-1 Ultimate Price
-1 Unsummon
-1 Abrupt Decay
-1 Experiment One
+1 Dimir Charm
+1 Duress
+2 Appetite for Brains
Supreme Verdict is an easy card to deal with since we have undying and scavenge to back us up. Terminus is an issue which Dimir Charm and Spell Rupture take care of. Appetite for Brains and Duress just tear their hand apart leaving them with a loose game plan and keep off their crucial turn four through five plays. I haven’t had much of an issue against control deck yet, and this is probably the easiest match up in the current meta.
4x Breeding Pool
3x Drowned Catacomb
3x Forest
4x Hinterland Harbor
4x Overgrown Tomb
2x Watery Grave
4x Woodland Cemetery
4x Rancor
4x Dreg Mangler
4x Duskmantle Seer
3x Experiment One
2x Snapcaster Mage
4x Strangleroot Geist
4x Young Wolf
3x Rapid Hybridization
3x Simic Charm
3x Spell Rupture
3x Golgari Charm
3x Naturalize
3x Sheltering Word
3x Tragic Slip
FNM record to date 4-1
Match 1: RUG Homebrew 2-0
Mix of good cards but he got messed up because of his mana base and lack of shocks and checks. I steam rolled him. I had to apologize tho he ended up going 0-5 that night it was horrible to watch.
Match 2: Boros Budget 2-0
Man was master of battalion when I let him have it ;P I would keep him off 3 creatures with Abrupt Decay & Spell Rupture .
Match 3: Naya Humans 2-1
Tough tough tough match almost took us to time. First game blasted out the gate with
Turn 1 Expriement One
Turn 2 SRG Swing 4
Turn 3 Young wolf, Rancor on the Experiment One. Swing 6 EoT for my Opp. Rapid my SRG gain +1/+1 and a 3/3 Frog Lizard
Turn 4 Rancor on SRG Abrupt decay he Mayor of Avaburk and swing for 14 on turn 4?
Game 2: ran over with mayor's and Champ of the Perish.
Game 3: Removal for removal RH my SGR and dropped Dreg Mangler and beat down with that.
Match 4: Boros College kid 2-1 ( I say College kid because it is when a group of College kids join cash and grow a collection together) they have good cards but not enough of them. So things like 2 Spark trooper, 1 Boros Reckoner 1 Scared founder 4 guild gates off numbered things. Topped decked a Spark Trooper every time on turn 5. saved him often.
Match 5: Boros Humans (One of the owners of the shop)
This deck is as quick as mine and chap of perish is irratating.
Lose game 1 with him swing a skynight Legion that I couldn't touch. 7 Life then he burns me with searing spear and Boros charm. Next turn I would have swung for 24.
Game 2: Didn't mull a 1 land hand (I can play a 1 land hand if it is Breeding pool but it isn't it was a forest) so...
Please do not bump your thread. Warning issued.
and my agurement Giant growth vs. Simic Charm. I just don't know.
And maybe drop one copy of the Seer for a copy of Yeva, Nature's Herald. It just seems with the 4 counterspells main that the deck might work better with more flash creatures.
I got rid of my Snaps ahead of rotation, so I'm having to substitute. Don't laugh, but I actually tried Shamble Shark and have been relatively satisfied with it. Gyre Sage was too non-aggressive, and the ramp does nothing for this deck, so being able to keep mana open for Simic Charm and then just flash in another blocker instead was helpful. It also plays nicely with undying and evolve, pushing up to 4/3 relatively fast. The only downside vs. Gyre Sage has been the parity with Strangleroot, which keeps it from evolving off that drop.
There's just not an ideal 2 drop for us, which is probably why Snapcaster is the go-to despite few relevant targets for flashback. Zameck could work, given the number of tokens we can generate. It's a source of card draw, and a lightning rod that can potentially clear away removal that would otherwise go towards our aggressive creatures. I'm just not sure that it's an ideal solution in such an aggressive deck though.
Which is too bad, because Rapid Hybridize on Lone Wolf to evolve Experiment 1 on turn 2 is a lot of fun. It's just not any better than X1 > Burning Tree > Flinthoof, while our turn 3 is identical, and our turn 4 is substantially worse.
The way I feel about this deck is it's main function is to stick an early threat with rancor, get damage in, disrupt, then roll the guildmage out with mana open to use him. In other words at 4 mana, and a creature with a counter on it. So basically if they use removal you can still maintain card advantage.
However the deck can get those amazing aggro hands of, T1 - experiment, T2 - SRG, T3 - Dredge Mangler.
I love playing this deck, it has a knack for misrepresenting the board, and allowing your opponent to stumble into horrible plays.
You don't generally want to be discarding your creatures to Lotleth Troll with this deck. Not to mention he doesn't play nice with Rapid Hybridization like most of the rest of your creatures. Also having to leave up mana for his Regenerate is counter-intuitive to what this deck wants to do. It'd rather have its guys take care of themselves and leave up mana for a counter or combat tricks.
I don't think there's really any room for the two walkers in this deck, either. Garruk is costs too much for what you want to be doing with him and the deck doesn't have any real flashback cards to make Liliana's +1 not a straight one-for-one every time you use it.
The addition of evil twin seems to be huge, especially against Junk Rites. What are other people thinking about twin for the current meta?
As for the Simic Charm, it was really great, and the Golgari Charm out of the board was incredible.
I played 2 of both Wolfir Avenger and Mangler, and I'm not sure which I liked better, but holding up 3 mana to flash in an avenger, but really holding nothing caused my opponents some caution of just attacking into me. I did add in a Yeva, Nature's Herald into my main and she was just boss in every game I cast her. The only issue was playing two of her, so I think I might go to 3 Seers, 1 Evil Twin, and 1 Yeva, but not quite sure yet.
Yeva allows the deck to being able to flash most of the creatures in the deck, which makes combat a headache for your opponent since they don't know if you have a combat trick, a creature, or a counter spell. It's good stuff.
Game 1 Boros batillon 1-2
Eh not much to say game was junk just seen no removal chapion of the perish got out of hand
Game 2 boros bugdet 2-0
Guy was missing his shocks and check lands rolled over
Game 3 2-1 R/G blood rush
Did well but it is hard when a waste land viper swings for 10
Game 4 grixis control 2-1
1st: rolled over me kept me off creatures couldnt do anything
2nd rolled over with experiment one srg dreg and then dreg and then dreg just quick
3rd long game alomst to time he kept me ff creatures but i kept him off burn (simc charm)
Game bant control bugdet 2-0
Missing shocks and checks farseeked for breeding pool and not hallowed fount messed him not havng a white sorce
Out of it 3-2. 11th place pulled boros recknor and arulia out of the packs (3)
4 Dreg Mangler
4 Duskmantle Seer
4 Experiment One
2 Snapcaster Mage
4 Strangleroot Geist
1 Wolfir Avenger
3 Young Wolf
2 Zameck Guildmage
Lands (23)
2 Forest
4 Breeding Pool
2 Drowned Catacomb
4 Hinterland Harbor
4 Overgrown Tomb
3 Watery Grave
4 Woodland Cemetery
3 Rancor
2 Abrupt Decay
3 Rapid Hybridization
3 Spell Rupture
1 Simic Charm
1 Tragic Slip
3 Deathrite Shaman
3 Evil Twin
1 Memory's Journey
1 Abrupt Decay
3 Golgari Charm
2 Negate
2 Tragic Slip
The deck i tested today with a friend. Went like 30 straight games against his Naya Blitz, felt that Evil Twin was kind of bad in that match up so i decided to take it out. However keep in mind that i've only tested against 1 deck.
I'm loving this deck, should i put Evil Twin back in the main again?
The change i did was : -1 Evil Twin +1 Guildmage.
Why not try a list maxing out on
rapid
E1
cloudfin raptor
young wolf
strangleroot geist
obv can cut numbers and add things as you go on. But i think for this deck to be truly tier 1 it needs to make sure it has its best possible nut draw as often as possible and i havent seen anyone attempt to figure out the "golden" number/mix of those cards above to get it
Fantastic Report Really I love to hear peoples accounts that seem like alooot of fun lol. ya Aristocrats seem to give alot of people hell.
I hope everyone is enjoying the Deck Idea. I am loving it. I am going to try out the Brazil one Friday so I hope that goes well. Gotta beat that damn Naya Blitz/Boros Aggro's. Threat Assessment is key for those games lol ALWAYS THE MAYOR AND CHAMPS!
The one thing to possibly try and hammer down is what card choices are the best, and then discuss what numbers to run depending on your local meta.
For example, my local meta sees a lot of rites, esper, and RWU decks, so I had maindeck Deathrites in my main (and it did pretty well).
So the important thing is to figure out what cards work best against certain decks to allow folks to +\- cards to maximize your first game and then build your sideboard to fight against that meta.
Anyway, from the folks that have run the deck so far, what decks seem to give you the most trouble? My most difficult games were against Junk Reanimator and Naya Ramp. What matches gave you trouble?
Grixis Control your best bet is Hexproof. If they can't target they cant do anything. it is just it. Naya beatdown Recknoer is a problem but Rapid hybrid takes it as well as abrupt. or a unsummon it before the attack.
Threat assessment is the game here. should I get rid of the thing that grows and will be a problem or attempt the trade. I will give up a undying creature to get a creature off the board. Champion of the Parish, Silver blade Paladin Hell rider boros Recknoer they are main things here. you know?
For Rites. Deathrite is probally the best sideboard or even MB for it. To exile there rites or Burn out there key cards it the best thing you can do.
For my meta it is Boros/Gruul/Naya Aggro and everything in between Aggro. 1 Esper Control deck. Homebrew as far as the eye can see.