Also Desolation Giant, while cute, dosnt seem to fit this deck.
-3 Desolation Giant
+2 Thundercloud Shaman
+1 Sunrise Sovereign
Your Spells seem a bit funny so I think you need more Incinerates and Oblivion Rings. And you definitly don't need Prismatic Lens, your mana base seems solid enough.
-4 Prismatic Lens
+2 Incinerate
+2 Oblivion Ring
Coalition Relic and Foryisian Totem are both mana fixers like I said their is no need.
Now to your land base. The Ampathetre and Forge are great. But the Terramorphic Expanses arnt needed they set you back a turn when it would be better to have a basic land. Also the Molton Slagheap, Spinerock Knoll and Ghitu Encampment have to go, but I do like the Idea of Kher Keep just to hold of while you get you Giants Pumping.
i started with a similar build when i made my giants deck...
and ran into many problems.
alot of cards were REALLY good when i had a daredevil out. like the harbinger for example. but if you dont have one..they become quite subpar. the daredevil, while providing super fast giant excel..always seemed to get killed right away.
also getting swarmed by fast creatures...made me want to play wrath. thundercloud shaman solves to an extent, but then you will lose daredevil. for the same reason i stopped running the kithkin as well. so instead, i tried a more controllish giant build. instead of the stinkdrinker daredevils, i used just mind stones, and totems. (4 and 3) they provide near permanent mana accel, and the totem, also a win condition. i think you should keep your lenses and up the totems. i dont know why the poster above called the totem a mana fixer...id call it mana accel, and win condition, and i think its a must. and feudkillers verdict is awesome.
so anyways, my changes would be:
-3 kithkins
-4 stinkdrinker daredevil
-3 desolation giant
-2 giant harbinger
-1 bloodfire colossus
-1 coalition relic
+2 thundercloud shaman
+2 forysian totem
+2 incinerate
+2 oblivion ring
+3 wrath of god
+2 feudkillers verdict
+1 pyroclasm
4 Jotun Grunts seems like a lot with a deck that puts so few cards in the graveyard. While this deck certainly needs two drops, this isn't really one that you can drop on turn 2.
Well I really dont think Giants are an "agro deck" I think you should go for a more control oriented build.
Jotun Owlkeepers are nice for an agro build though, blind spot giants as well.
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Don't you see that the whole aim of Moderators is to narrow the range of thought? In the end we shall make infractions literally impossible, because there will be no words in which to express it. Every concept that can ever be needed, will be expressed by exactly one word, with its meaning rigidly defined and all its subsidiary meanings rubbed out and forgotten.
Um...this question is going to sound a bit stupid, but it's bothering me, so I'll just get it over with. Why do these creatures have two different species'? Did an elf figure out how to have sex with a tree?
Well I really dont think Giants are an "agro deck" I think you should go for a more control oriented build.
Jotun Owlkeepers are nice for an agro build though, blind spot giants as well.
Run the right creatures and giants will run you over. Aggro is what they are meant for.
I just have this incredibly large problem with people throwing a stinkdrinker in there and thinking things will be fine. They won't be. The drinkers help, but as soon as your opponent sees it, not only will they know you have giants and prepare a defense, but they will kill off the drinker asap. Have backups. Run a few Radha, Heir to Keld's, splash green for Elvish Handservant, and mana accel with Fertile Ground or Overgrowth. Woodland Changelings come in extremely handy as two drop Giants. Birds ofg Paradise opens the door for a turn two Stinkdrinker, turn three Harbinger, or whatever else you might want. Green is the way to go. White is way too slow. Trust me.
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Games played:3, 1 ongoing Times Town: 1, with 1 win Times Scum: 1, with 1 loss
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4 Battlefield Forge
2 Ghitu Encampment
3 Mountain
2 Plains
1 Kher Keep
2 Molten Slagheap
1 Spinerock Knoll
4 Terramorphic Expanse
2 Jotun Grunt
4 Stinkdrinker Daredevil
4 Brion Stoutarm
3 Desolation Giant
2 Giant Harbinger
2 Thundercloud Shaman
2 Sunrise Sovereign
1 Bloodfire Colossus
1 Pyroclasm
3 Crush Underfoot
2 Oblivion Ring
1 Coalition Relic
1 Foriysian Totem
4 Prismatic Lens
-2 Giant Harbinger
-1 Boodfire Colosuss
+2 Jotun Grunt
+1 Kithkin Greatheart
Also Desolation Giant, while cute, dosnt seem to fit this deck.
-3 Desolation Giant
+2 Thundercloud Shaman
+1 Sunrise Sovereign
Your Spells seem a bit funny so I think you need more Incinerates and Oblivion Rings. And you definitly don't need Prismatic Lens, your mana base seems solid enough.
-4 Prismatic Lens
+2 Incinerate
+2 Oblivion Ring
Coalition Relic and Foryisian Totem are both mana fixers like I said their is no need.
-1 Coalition Relic
-1 Foryisian Totem
+2 Pyroclasm
Now to your land base. The Ampathetre and Forge are great. But the Terramorphic Expanses arnt needed they set you back a turn when it would be better to have a basic land. Also the Molton Slagheap, Spinerock Knoll and Ghitu Encampment have to go, but I do like the Idea of Kher Keep just to hold of while you get you Giants Pumping.
-2 Molton Slagheap
-2 Ghuitu Encampment
-1 Spinerock Knoll
-4 Terramorphic Expanse
+1 Kher Keep
+3 Plains
+6 Mountains
Your Deck should end up something like this
4 Ancient Amphitheater
4 Battlefield Forge
9 Mountain
5 Plains
2 Kher Keep
4 Kithkin Greatheart
4 Jotun Grunt
4 Stinkdrinker Daredevil
4 Brion Stoutarm
4 Thundercloud Shaman
3 Sunrise Sovereign
4 Incinerate
4 Oblivion Ring
3 Pyroclasm
3 Crush Underfoot
and ran into many problems.
alot of cards were REALLY good when i had a daredevil out. like the harbinger for example. but if you dont have one..they become quite subpar. the daredevil, while providing super fast giant excel..always seemed to get killed right away.
also getting swarmed by fast creatures...made me want to play wrath. thundercloud shaman solves to an extent, but then you will lose daredevil. for the same reason i stopped running the kithkin as well. so instead, i tried a more controllish giant build. instead of the stinkdrinker daredevils, i used just mind stones, and totems. (4 and 3) they provide near permanent mana accel, and the totem, also a win condition. i think you should keep your lenses and up the totems. i dont know why the poster above called the totem a mana fixer...id call it mana accel, and win condition, and i think its a must. and feudkillers verdict is awesome.
so anyways, my changes would be:
-3 kithkins
-4 stinkdrinker daredevil
-3 desolation giant
-2 giant harbinger
-1 bloodfire colossus
-1 coalition relic
+2 thundercloud shaman
+2 forysian totem
+2 incinerate
+2 oblivion ring
+3 wrath of god
+2 feudkillers verdict
+1 pyroclasm
Banner by Alex.
MEGAMATT
I agree with Mega D about the jotun grunts, you can't really run more than 2 in this deck..
I'm going to drop the kithkins for more O rings and incinerates, most of the time i end up killing them myself anyway.
I don't really want to remove any of the artifact mana because its not there for mana fixing, its there for mana accel and they really are needed.
I kind of like the harbingers, I know they are pricey for a 3/4 but they tutor as well.
I love the bloodfire colossus, hes won a couple of games for me, but he is more of a novelty than anything he really does have to go.
Will update my deck/decklist later =)
Jotun Owlkeepers are nice for an agro build though, blind spot giants as well.
Thanks to SB4 at High~Light Studios for the awsome sig
Run the right creatures and giants will run you over. Aggro is what they are meant for.
I just have this incredibly large problem with people throwing a stinkdrinker in there and thinking things will be fine. They won't be. The drinkers help, but as soon as your opponent sees it, not only will they know you have giants and prepare a defense, but they will kill off the drinker asap. Have backups. Run a few Radha, Heir to Keld's, splash green for Elvish Handservant, and mana accel with Fertile Ground or Overgrowth. Woodland Changelings come in extremely handy as two drop Giants. Birds ofg Paradise opens the door for a turn two Stinkdrinker, turn three Harbinger, or whatever else you might want. Green is the way to go. White is way too slow. Trust me.