These all come out to about $40 on Channelfireball, but I wanted your opinion first. So, if I set my budget at $45, are there any changes you would make to this list? Any cards you wouldn't get for this deck and cards you would put in? Please explain choices!
I'm fairly sure this deck's weakest matchup is against Jund, because it has basically a lot of the same threats we have, except more, and better removal on top of it.
Any deck that can trade 1 for 1 with this deck is going to beat it. Mono Black being the #1 deck right now basically makes this an invalid option. It plays at about the same pace and has less than resilient threats. I'd also say this dies to Mono Red and any sort of esper or U/W/R control. You're really inbetween being an aggro deck and a ramp deck. Also you're playing red but not playing any of the good red removal cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Would Dark Confidant still be good if he punched you in the face for 5 damage a turn?
Sorry, I know that's kind of rude. I just get frustrated when people don't really offer advice, so to speak. You say I'm really in between an aggro deck and a ramp deck, and that I don't have any of the good red removal cards. Fine. What would you suggest to put in? To take out? Do you see where I'm going with this?
I think it would be helpful if you posted your current list as it exists (i.e., with all the cards you currently have), along with the cards you know for sure you are interested in. This can give everyone a better idea of what is already available to you so that they can make useful suggestions.
That being said, I agree that removal is an issue. Right now, 9 of your 11 removal spells make use of the "fight" ability, which is great against creature-oriented decks (especially since most of your dudes are pretty beefy), but they simply aren't as versatile. If you anticipate a super aggro-heavy metagame, then this might be fine, however, I think that even if that were the case 9 slots for fighting would be overkill.
I would recommend opening up some room for Magma Jet, for two reasons: 1) it's direct damage, and can help you deal with things like Planeswalkers or just killing your opponent, and 2) it scryes, which, in my opinion, is SUPER important for decks that rely heavily on tempo advantage (like this one).
Also, Unravel the Æther is cool for it's cost, but I'd highly recommend Destructive Revelry. It does all the same things, but also makes your opponent pay in life. It does cost RG, which makes it less playable without the right lands, but it's overall a better card in my view.
So, creatures. I agree with the assessment that this is somewhere between beats and ramp. Your lowest soldier costs 3, and most of them are between 4 and 5. The problem with this is that you don't have the control to manage the crucial first two (or three, if you can't drop an Elvish Mystic on turn 1) turns, after which, you just keep tapping out to cast creature. I think you either need more low-cost beaters (maybe Rakdos Cackler, Firedrinker Satyr, Experiment One, etc.) or a faster ramp (with cards like Golden Hind if you're on a tight budget, or Sylvan Caryatid if you've got money to blow).
I'd also consider making some room for Burning-Tree Emissary no matter what direction you decide to go.
Hope this helps!
Private Mod Note
():
Rollback Post to RevisionRollBack
Playing with proxied cards at sanctioned events is good, actually.
I MAY be able to get Caryatid. I'm honestly not sure I'd run more than 2 BTE just due to availability and it's coming rotation.
I'm not entirely sure I agree with you on magma jet, but I have it, so perhaps I will test it. I think the three damage on lightning strike is more relevant.
I basically did that in my first post, because I put the cards I needed separately.
I feel that, I think it's just easier to see what you have in order to make suggestions. Could just be my own personal preference
I MAY be able to get Caryatid. I'm honestly not sure I'd run more than 2 BTE just due to availability and it's coming rotation.
This makes sense. If that's the case, then you may want to just say "screw it" and forget them all together. If you have them lying around though I would throw them in. They help make your turn 2 much more aggressive, which, if you decide to go aggro, can't hurt.
I'm not entirely sure I agree with you on magma jet, but I have it, so perhaps I will test it. I think the three damage on lightning strike is more relevant.
I think this is a totally reasonable critique. It doesn't do as much damage, and as such, it kills a lot less than Lightning Strike. However, it does offer the insane advantage of giving you control over your next few cards, which in some cases is absolutely crucial. Plus, this guy kills basically everything in mono black aggro, White Weenie, or other fast aggro decks anyway, so the one damage might not be so meaningful when you consider the scry benefit. Anyway, I'd highly recommend giving it a try.
Also, as it stands, I would absolutely up your Elvish Mystic count to 4. Right now, he is your only turn 1 or 2 creature, which is bad news if you are trying to stomp your opponent. If you look at the Gruul list that you posted, you'll notice that they run both 4x Courser of Kruphix and 4x Xenagos, the Reveler. Both of these cards allow them to make up for the tempo loss during the first two turns (Courser, because his land-playing ability allows you to get through your deck faster and play fatter stuff, and Xenagos because he gives you creatures/mana for free). If you want to play Gruul without either of these cards, or some similar way to make up for the stagnation from turns 1 and 2, then it seems to me like developing a ramp or early aggression has to be the way to go. This would also make Ruric Thar, the Unbowed actually playable, and indeed playable at a time when he is far more threatening, i.e., earlier. What are your thoughts on this?
I also think Fade into Antiquity could go if you find some Destructive Revelry. Exile is nice, but for one mana more and mere sorcery speed, I'm not sure it's the best choice.
I'm guessing you've taken this deck to a tournament? Or at least in your playgroup? How did it fare?
The thing about Unravel the Aether and Fade into Antiquity is they both deal with gods. Destructive Revelry does not. Monsters runs Xenagos, MBD sometimes uses Erebos, Thassa in blue, plus I wouldn't be surprised if people at the fnm level were packing Mogis and Iroas, and probably others. It seems to me like having a way to deal with gods is essential.
I have to agree with you on Magma Jet after thinking on it for awhile. If we keep Setessan Tactics, Fall of the Hammer and/or Pit Fight, and Polukranos, we should have enough ways to kill larger creatures, being able to save our fight-removal for bigger bruisers is good as well as the scry.
I do think Ramp is the way to go. If I can't get Sylvan Caryatid, I'll try another mana dork. Golden Hind or Voyaging Satyr. I disagree with you that Ruric Thar is endgame though. Ruric Thar is a sideboard card, I think it still could hurt us main, and I'd rather only bring it in against something like control, where we're pretty much guaranteed to take less damage from it than they are.
The things in the deck that I'd like to keep for sure are the Polis Crusher, Stormbreath Dragon, and Polukranos/Deadbridge. The theme of the deck is one that I've used plenty of times in Red/Green. Make every one of your non-support creatures a major threat. Having a diversified range of threats as well helps us win out against removal. Stormbreath is death to white and not bad to most else, Polis Crusher can't be touched by enchantment-based removal, such as Detention Sphere (which it can also blow up.), Deadbridge Goliath's Scavenge could actually be pretty useful in this deck if we go towards ramp. Polukranos, like I said, is Polukranos. I still maintain it's probably the best green creature (well, beater. Courser or Caryatid MIGHT be better or comparable.) right now.
EDIT:
Actually, here, let's try this
Oh, and I have two copies of BTE, so I figured I'd toss them in.:
Try and go for the R/G Temples. They're cheap enough right now, and they help with fix. If you get them, go with Voyaging Satyr. Strictly better with all the dual lands. I prefer Lightning Strike over Magma Jet. Yes it scrys, but that extra point of damage.. If you want cheap, get an Ember Swallower or two. I'd drop the pit fights, too much creature dependant damage, against control it's useless.
Also, in the side, why not try out Healing Touch or two? The one that gives your creature regen for a G at instant. Or a Ranger's Guile?
I MAY be able to get Caryatid. I'm honestly not sure I'd run more than 2 BTE just due to availability and it's coming rotation.
I'm not entirely sure I agree with you on magma jet, but I have it, so perhaps I will test it. I think the three damage on lightning strike is more relevant.
Quoting for the "Currently I have" list. That list got added to, and now, in addition to that stuff, I ALSO have:
Here it is:
3x Boon Satyr
4x Deadbridge Goliath
4x Elvish Mystic
3x Fanatic of Xenagos
3x Mistcutter Hydra
2x Polis Crusher
3x Polukranos, World Eater
3x Stormbreath Dragon
4x Fall of the Hammer
3x Pit Fight
2x Setessan Tactics
2x Unravel the Aether
11x Forest
9x Mountain
4x Temple of Abandon
2x Fade into Antiquity
2x Lightning Strike
1x Mistcutter Hydra
2x Nylea's Disciple
3x Plummet
1x Polis Crusher
2x Ruric Thar, the Unbowed
1x Setessan Tactics
1x Unravel the Aether
I think Polis Crusher is actually a decent threat in the format. He can bust enchantments and gets around Detention Sphere and New O-Ring himself.
Basically, here's the thing. From this deck. I'm missing these cards:
1x Fade into Antiquity
2x Fall of the Hammer
3x Fanatic of Xenagos
4x Mistcutter Hydra
2x Polis Crusher
3x Setessan Tactics
1x Stormbreath Dragon
4x Temple of Abandon
2x Unravel the Aether
These all come out to about $40 on Channelfireball, but I wanted your opinion first. So, if I set my budget at $45, are there any changes you would make to this list? Any cards you wouldn't get for this deck and cards you would put in? Please explain choices!
I'm fairly sure this deck's weakest matchup is against Jund, because it has basically a lot of the same threats we have, except more, and better removal on top of it.
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
Sorry, I know that's kind of rude. I just get frustrated when people don't really offer advice, so to speak. You say I'm really in between an aggro deck and a ramp deck, and that I don't have any of the good red removal cards. Fine. What would you suggest to put in? To take out? Do you see where I'm going with this?
I found this list:
http://www.mtgtop8.com/event?e=7418&d=242455&f=BL
Could I take this and engineer it standard? What would you all suggest?
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
I think it would be helpful if you posted your current list as it exists (i.e., with all the cards you currently have), along with the cards you know for sure you are interested in. This can give everyone a better idea of what is already available to you so that they can make useful suggestions.
That being said, I agree that removal is an issue. Right now, 9 of your 11 removal spells make use of the "fight" ability, which is great against creature-oriented decks (especially since most of your dudes are pretty beefy), but they simply aren't as versatile. If you anticipate a super aggro-heavy metagame, then this might be fine, however, I think that even if that were the case 9 slots for fighting would be overkill.
I would recommend opening up some room for Magma Jet, for two reasons: 1) it's direct damage, and can help you deal with things like Planeswalkers or just killing your opponent, and 2) it scryes, which, in my opinion, is SUPER important for decks that rely heavily on tempo advantage (like this one).
Even if you can't get your hands on Magma Jet, Lightning Strike would be a reasonable alternative.
Also, Unravel the Æther is cool for it's cost, but I'd highly recommend Destructive Revelry. It does all the same things, but also makes your opponent pay in life. It does cost RG, which makes it less playable without the right lands, but it's overall a better card in my view.
So, creatures. I agree with the assessment that this is somewhere between beats and ramp. Your lowest soldier costs 3, and most of them are between 4 and 5. The problem with this is that you don't have the control to manage the crucial first two (or three, if you can't drop an Elvish Mystic on turn 1) turns, after which, you just keep tapping out to cast creature. I think you either need more low-cost beaters (maybe Rakdos Cackler, Firedrinker Satyr, Experiment One, etc.) or a faster ramp (with cards like Golden Hind if you're on a tight budget, or Sylvan Caryatid if you've got money to blow).
I'd also consider making some room for Burning-Tree Emissary no matter what direction you decide to go.
Hope this helps!
Blue lives don't matter in the slightest.
Currently though, I have:
4x Deadbridge Goliath
2x Elvish Mystic
1x Polis Crusher
3x Polukranos, World Eater
2x Stormbreath Dragon
2x Fall of the Hammer
3x Pit Fight
1x Unravel the Aether
1x Fade into Antiquity
2x Lightning Strike
2x Nylea's Disciple
3x Plummet
2x Ruric Thar, the Unbowed
I MAY be able to get Caryatid. I'm honestly not sure I'd run more than 2 BTE just due to availability and it's coming rotation.
I'm not entirely sure I agree with you on magma jet, but I have it, so perhaps I will test it. I think the three damage on lightning strike is more relevant.
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
I feel that, I think it's just easier to see what you have in order to make suggestions. Could just be my own personal preference
This makes sense. If that's the case, then you may want to just say "screw it" and forget them all together. If you have them lying around though I would throw them in. They help make your turn 2 much more aggressive, which, if you decide to go aggro, can't hurt.
I think this is a totally reasonable critique. It doesn't do as much damage, and as such, it kills a lot less than Lightning Strike. However, it does offer the insane advantage of giving you control over your next few cards, which in some cases is absolutely crucial. Plus, this guy kills basically everything in mono black aggro, White Weenie, or other fast aggro decks anyway, so the one damage might not be so meaningful when you consider the scry benefit. Anyway, I'd highly recommend giving it a try.
Also, as it stands, I would absolutely up your Elvish Mystic count to 4. Right now, he is your only turn 1 or 2 creature, which is bad news if you are trying to stomp your opponent. If you look at the Gruul list that you posted, you'll notice that they run both 4x Courser of Kruphix and 4x Xenagos, the Reveler. Both of these cards allow them to make up for the tempo loss during the first two turns (Courser, because his land-playing ability allows you to get through your deck faster and play fatter stuff, and Xenagos because he gives you creatures/mana for free). If you want to play Gruul without either of these cards, or some similar way to make up for the stagnation from turns 1 and 2, then it seems to me like developing a ramp or early aggression has to be the way to go. This would also make Ruric Thar, the Unbowed actually playable, and indeed playable at a time when he is far more threatening, i.e., earlier. What are your thoughts on this?
I also think Fade into Antiquity could go if you find some Destructive Revelry. Exile is nice, but for one mana more and mere sorcery speed, I'm not sure it's the best choice.
I'm guessing you've taken this deck to a tournament? Or at least in your playgroup? How did it fare?
Blue lives don't matter in the slightest.
The thing about Unravel the Aether and Fade into Antiquity is they both deal with gods. Destructive Revelry does not. Monsters runs Xenagos, MBD sometimes uses Erebos, Thassa in blue, plus I wouldn't be surprised if people at the fnm level were packing Mogis and Iroas, and probably others. It seems to me like having a way to deal with gods is essential.
I have to agree with you on Magma Jet after thinking on it for awhile. If we keep Setessan Tactics, Fall of the Hammer and/or Pit Fight, and Polukranos, we should have enough ways to kill larger creatures, being able to save our fight-removal for bigger bruisers is good as well as the scry.
I do think Ramp is the way to go. If I can't get Sylvan Caryatid, I'll try another mana dork. Golden Hind or Voyaging Satyr. I disagree with you that Ruric Thar is endgame though. Ruric Thar is a sideboard card, I think it still could hurt us main, and I'd rather only bring it in against something like control, where we're pretty much guaranteed to take less damage from it than they are.
The things in the deck that I'd like to keep for sure are the Polis Crusher, Stormbreath Dragon, and Polukranos/Deadbridge. The theme of the deck is one that I've used plenty of times in Red/Green. Make every one of your non-support creatures a major threat. Having a diversified range of threats as well helps us win out against removal. Stormbreath is death to white and not bad to most else, Polis Crusher can't be touched by enchantment-based removal, such as Detention Sphere (which it can also blow up.), Deadbridge Goliath's Scavenge could actually be pretty useful in this deck if we go towards ramp. Polukranos, like I said, is Polukranos. I still maintain it's probably the best green creature (well, beater. Courser or Caryatid MIGHT be better or comparable.) right now.
EDIT:
Actually, here, let's try this
Oh, and I have two copies of BTE, so I figured I'd toss them in.:
4x Elvish Mystic
2x Burning-Tree Emissary
4x Sylvan Caryatid
2x Boon Satyr
2x Polis Crusher
3x Deadbridge Goliath
3x Polukranos, World Eater
3x Stormbreath Dragon
2x Mistcutter Hydra
4x Fall of the Hammer
3x Pit Fight
4x Magma Jet
2x Setessan Tactics
Lands:
4x Temple of Abandon
11x Forest
9x Mountain
2x Miscutter Hydra
1x Setessan Tactics
3x Fade into Antiquity
2x Plummet
1x Polis Crusher
2x Ruric Thar, the Unbowed
3x Destructive Revelry
Sylvan Caryatid could be Voyaging Satyr, Golden Hind, or a split between those three. Depends on if I can get them or not.
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
Try and go for the R/G Temples. They're cheap enough right now, and they help with fix. If you get them, go with Voyaging Satyr. Strictly better with all the dual lands. I prefer Lightning Strike over Magma Jet. Yes it scrys, but that extra point of damage.. If you want cheap, get an Ember Swallower or two. I'd drop the pit fights, too much creature dependant damage, against control it's useless.
Also, in the side, why not try out Healing Touch or two? The one that gives your creature regen for a G at instant. Or a Ranger's Guile?
Ember Swallower is really meh. Why would I want him when I'm already packing Polukranos and Deadbridge, which are better?
I think our side has enough to bring in against control that pit fight is fine.
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
Quoting for the "Currently I have" list. That list got added to, and now, in addition to that stuff, I ALSO have:
4x Sylvan Caryatid
2x Xenagos, the Reveler
3x Polis Crusher (I had one, now I have two more)
2x Nykthos, Shrine to Nyx
2x Mistcutter Hydra
3x Magma Spray
3x Stormbreath Dragon (One more in addition to the two I already had)
2x Burning-Tree Emissary (I had them before but I finally dug them out of the box they were in.)
2x Ghor-Clan Rampager (Same)
2x Setessan Tactics
2x Destructive Revelry
4x Elvish Mystic (In addition to the two I had)
4x Polukranos, World Eater (I got an extra, just in case)
1x Courser of Kruphix (I plan to at least attempt to maybe try and get another one.)
So. With all this crap, can I finally make some sort of decent-ish deck?
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop