Yeah for sure, I was originally playing with the idea of the Overlord in a mono black build that had 3 Nykthos in it, but I might revisit him later and will report how the Shadowborns do, I have high hopes for em.
Also even with a more midrange build Primeval Bounty just hasn't been testing well for me, Control relies so heavily on Det Sphere and the aggro decks just kill you before it's relevant, I've found it rotting in my hand for too long or just gets countered or Sphered against control to do nearly enough. I've personally been more inclined to a compact list CMC-wise and Bounty got the boot, I really want to like it but it just feels too slow for the current metagame.
Played a GB deck tonight at FNM that had more of a focus on devotion in the shell, it worked out very well though I want to tweak some of the numbers a bit :
R1 played against GW, won 2-1. Very Important was Nightveil apparently punishing his 2 land keep in game 2 by exiling lands he would have drawn. (obviously not something to rely on, but was an upside) Wound up casting a Scavenging ooze, 2 forests, a Kalonian Tusker, Temple garden and an Advent throughout the match due to Specter. Also a Merchant drain for 8 swung the race and let me close out game 3.
R2 played against a RG Burning-Tree Domri deck with Disciple of Mogris. Won 2-1 again, game 1 simply lost because I punted blocking an obvious ghor-clan swing with Nightveil when I could have slammed nykthos, lifebane and a Gray merchant on the next turn for the win. Otherwise Reaper did some real work in games 2 and 3, brick walling his team and blocking reckoners while helping me dig for answers whenever he used domri to fight stuff.
R3 played UW control. Won 2-0. An active whip against a Jace Memory Adept is a real game.
R4 played Esper control, Won 2-1. Game 1 I misread his first 2 turns and wasted a Hero's Downfall on a Precinct captain, which he then slams an island and ashiok into det sphere, verdict and then Elspeth. Game 2 I "combo'd" out with Nykthos and Nightveil Specters double draining him out on turn 6 with two Merchants. Ground him out game 3.
R5 played against GW and double mulliganed out of both games, losing 2-0 but even starting at 5 cards both games I felt like I still had some real game against him, both were very close.
Testing otherwise, the deck has been a blast to play though I want to round out the numbers a bit, thinking more along the lines of this :
Why do you have crypt ghast and 3 Nykthos. Seems like the slowest ramp ever. Whats your ideal play, like in Christmas land?
I guess ramp was the incorrect word, more thinking having an explosive turn 5+ and both are in there for hopeful consistancy in being able to explode on turn 5 and play multiple big devotion spells to end the game by turn 6 in "christmas land".
Ideal play I suppose would be turn 1 thoughtseize, turn 2 removal, turn 3 nightveil, turn 4 crypt ghast, turn 5 double gray merchant, or any combination of whip, merchant and one of 3 drops, then on turn 6 just end the game with more draining from gray merchants or slam overlords.
Lots of sweet ideas in here, I'm playing around with a mono black build atm as well for FNM and perhaps if I can tune it enough it'll wind up being my deck once standard season comes back around.
I'm planning to build / play mine more as a ramp deck with some valuable disruption and removal. Cure is there purefly for mono red. Dark Betrayal for Desecration Demon, Obzedat, etc. Hythonia for the green based midrange decks and the rest are for control. Overall I like the idea a lot without trying to be overly cute with resonator or anything, the other ideas I like is having the lantern somewhere in there and possibly some number of shadowborn demons and rescue from the underworld to have some sweet interactions with shadowborn, overlord and lifebane / gray merchant, but I'm not quite sure where to shove them in and if they'll even be feasible.
I think the biggest thing to decide is whether or not you want to be the kind of deck that will leverage Anger of the Gods against aggro MD or not. The previous iteration of Jund wanted farseek to mana fix and to hit Huntmaster on 3 as otherwise there really was no other accelerated creature you wanted to slam at that point. With the CA engine of a 4 drop gone I think we're going to want to slow down our game plan a bit and properly leverage Anger in the matchups where it's going to be important. Been playing with numbers and testing and I've come to this version that I like a lot, it has some obvious CA pieces to push itself past the midrange game, some powerful finishers and creatures able to leverage themselves against Anger and ways to brickwall Blood Baron without relying on Mortars.
Looking at the numbers feels solid to me personally, we have mana dumps, efficient compact threats that can also brick wall aggro and avoids mortars for the most part (Ooze and Dragon can die to it, but at that point it isn't quite as important to 100% ensure all of our threats live against it.) Primeval Bounty, Whip and Rakdos's Return take over the mid-late game and our removal package gets us to our threats. The Sideboard currently has 3 major decks in mind; GW, Esper and BWR as I think 4 Anger main board more then hedges our bets against the 4th player in my mind, mono red. Thinking the green exile enchantment / artifact might be worth more then some of the other cards in the sideboard for the red god, but otherwise the numbers seem fine.
As I test more and feel more comfortable with the deck changes I'll likely smooth things out and change some minor numbers as the metagame forms, but I like these numbers a lot and really haven't liked Caryatid in my testing when we can take advantage of Anger against the decks Caryatid's blocking would be relevant.
What deck is playing creatures and ashiok game one? Are they tapping out on turn three to play this ashiok? Is it game 1 or 2? Do I have Mutavault, Pithing needle, or ratchet bomb?
Putrefy doesn't kill Domri, Chained to the Rocks, Detention Sphere, UW connections, etc. There's a lot that I think is going to be relevant / difficult to deal with that decay can just deal with and be done with it.
Thoughtseize and Lifebane Zombie would 100% be in a post rotation Jund deck, as well as Scavenging ooze, Rakdos's return and the removal suit you'd normally see (Mizzium mortars or hopefully a black sweeper from Theros) will likely largely take the place of Bonfire- and farseek will be replaced by Sylvan Caryatid (A farseek that blocks BTE, Rakdos Cackler, Voice and other valuable 1-2 drops?). I'm still waiting to see the new dual lands for possible mana base, and play around with the remaining creature numbers though I could very well see Jund going more the way of using Desecration demon as a big finisher/threat much in the way GB is currently. 151 cards left to spoil, so we'll see... I could see Jund going more midrange aggro or just straight up aggro even leveraging value out of Lifebane and RR to help push it over the top.
After watching him play with it I'm going to be tweaking my numbers to match it as I've been loving the performance of the numbers in the board and the main, and Gaze has been doing some serious work- a lot more then I've seen Ratchet bomb do in the past 2+ weeks.
For example against Jund I'd drop the Decays, Doom blade and the Mutilates since I want to attrition them out and grind them with Liliana and the Bounty. Given it lowers my non creature plays considerably, the ones that I am playing are so powerful that I'm not too worried about that.
Currently my sideboard plan takes out the Mutilates, decays, oozes and doom blade anyways for the Vraskas and Underworld connections + Duress against Jund. I think Bounty winds up just being a more powerful effect then duress against Jund as the best way to beat the deck is to compound threats they have to answer- the last one killing them. Thinking about it I think the 4 farseek is incorrect, though it's still the numbers I'm playing around with for the two big matchups being Jund and UWR. After I playtest some more I'll make sure I report as to whether or not I change the numbers or dump the farseeks altogether- I do however really want to play with Bounty and feel it's incorrect to play it without any kind of acceleration into it as the sooner you play it the more advantage you can reap from it.
Ooze doesn't really seem to do much since they're generally pushing in Reckoners, Boars and Smiters with the new RG build obviously pushing into Hellkites and Hellriders. Vraska also hedges bets against Assemble which Naya brings in a lot to help close out the game. She also beats up on Domri.
Farseek and Sign fill very similar roles so doesn't feel too bad dropping a Sign for the 4th Farseek. Card advantage and sticking Demons / Tusks to close out the games is the general plan.
At least these are the basic ideas for sideboard plans for the match ups based on how they've been playing out for me. The deck feels incredibly strong against the aggressive decks in the format currently (those primarily being Naya and big RG) and does a good job of grinding it out against the others.
The list has been working very strongly as of late and I have absolutely no complaints about the curve or the maindeck Lifebane Zombies. They instantly made the heavier aggro decks a breeze as you steal Goreclans or Reckoners out of their hands and just grind them out with Liliana and Thragtusks. Also Sphinx's reveletion for 7 cards and 7 life for 4 mana has never felt sweeter (ie really loving Disciple of Bolas). It almost makes me want to up the Disciple count to 3.
The other idea after play testing a lot my group had for the sideboard specifically for the slower decks in the format is 4 Farseek and 2 Primeval Bounty to increase the mana count and push our lategame through the roof as that card is absolutely busted once it resolves against a control deck or Jund. So we'd dump the Duress, Garruk, Sever and the Nighthawk for aforementioned cards. Farseek isn't something to build your deck around, but having the possibility for acceleration in the slower games to hit a turn 4 or 5 Bounty can just bury the opponent in card advantage, especially when you cast Disciple to eat your Demons and get a beast out of the deal.
I'll be trying that out and will report how it goes. But loving the updates to the deck, really makes it feel like it went from T2 to T1.
My area is mostly combo with the biggest offenders being Twin and Pod, though there's a few Tron and UWR players as well. I'm trying to build a deck to test against this area since it seems comprised of the primary metagame presented at GP KC and I've felt sorely lackluster with Ajundi due to missing the explosiveness of BBE. The only real way to win is to get the perfect hand with full on disruption and I'm tired of losing to "oops, I combo!" when I don't have enough disruption to stop it. Enter Blood Moon and Aristocrat to help these shortcomings :
I like the look of the maindeck, though I am having a hard time with the sideboard. I don't just want to be blind to aggro and burn, so some kitchen finks would be nice- but not quite sure what to shove to get them in there. I also realize I've dropped manlands, but when my primary two plays I want is a turn 2 Blood Moon or Liliana I didn't see much room for the possible tempo loss of using them. Thoughts?
Boros Reckoner is too good for me not to play anymore, he's just been so amazing and the mana base has been able to support him I've found so I'm gonna stick with it- continuing to mold the deck to have more catch all answers though, my toughest matchup being esper control atm.
Yeah for sure, I have tested him against Zombies- which he wasn't stellar against but he definitely kept them from suiciding Gravecrawlers into me and he kept the hellriders back for sure. Hopefully I'll get a shot at a mono red list at FNM to have some more thoughts on the MU though I already think he's pretty awesome thus far.
Wound up putting the list through the gauntlet and man did I enjoy playing Jund again after taking a break to go play Staticaster. Tonight I played against two human aggro decks, esper control, Jund midrange (with nighthawks), and three color tokens. I also gave Domri a try in the board as a 2 of to board in against Naya Midrange and Control to force bad 3 for 1s with the reckoner and as an informational threat against control. Knowing the next card on my deck is something I find very valuable against control and allowed me to force them into a play so I can capitalize on it. The perfect example is where I used Domri to see a Rakdos's return on the top of my deck with a Ravager and a wolf token in play. I slam a huntmaster I had in hand and forced him to wipe my board so I could empty his hand the next turn. Olivia + Reckoner was also a cute interaction giving her a means to directly ping the control player in question indirectly.
Changing it slightly but I'm incredibly happy with the results thus far from the gauntlet and tonight's games, though Bonfire has been too slow for me in recent games so I'm opting to drop it for Mizzium mortars entirely.
Here's the updated list after testing I'm taking to FNM tomorrow.
Yeah for sure, I was originally playing with the idea of the Overlord in a mono black build that had 3 Nykthos in it, but I might revisit him later and will report how the Shadowborns do, I have high hopes for em.
Also even with a more midrange build Primeval Bounty just hasn't been testing well for me, Control relies so heavily on Det Sphere and the aggro decks just kill you before it's relevant, I've found it rotting in my hand for too long or just gets countered or Sphered against control to do nearly enough. I've personally been more inclined to a compact list CMC-wise and Bounty got the boot, I really want to like it but it just feels too slow for the current metagame.
2 Forest
4 Golgari Guildgate
4 Overgrown Tomb
2 Nykthos, Shrine to Nyx
13 Swamp
Creatures
3 Scavenging Ooze
4 Lifebane Zombie
4 Nightveil Specter
2 Reaper of the Wilds
3 Desecration Demon
4 Gray Merchant of Asphodel
4 Abrupt Decay
3 Hero's Downfall
1 Rescue from the Underworld
Sorceries
2 Thoughtseize
2 Read the Bones
Enchantments
2 Whip of Erebos
Planeswalkers
1 Vraska the Unseen
2 Miscutter Hydra
2 Underworld Connections
4 Pharika's Cure
2 Thoughtseize
2 Golgari Charm
2 Fade into Antiquity
1 Gaze of Granite
R1 played against GW, won 2-1. Very Important was Nightveil apparently punishing his 2 land keep in game 2 by exiling lands he would have drawn. (obviously not something to rely on, but was an upside) Wound up casting a Scavenging ooze, 2 forests, a Kalonian Tusker, Temple garden and an Advent throughout the match due to Specter. Also a Merchant drain for 8 swung the race and let me close out game 3.
R2 played against a RG Burning-Tree Domri deck with Disciple of Mogris. Won 2-1 again, game 1 simply lost because I punted blocking an obvious ghor-clan swing with Nightveil when I could have slammed nykthos, lifebane and a Gray merchant on the next turn for the win. Otherwise Reaper did some real work in games 2 and 3, brick walling his team and blocking reckoners while helping me dig for answers whenever he used domri to fight stuff.
R3 played UW control. Won 2-0. An active whip against a Jace Memory Adept is a real game.
R4 played Esper control, Won 2-1. Game 1 I misread his first 2 turns and wasted a Hero's Downfall on a Precinct captain, which he then slams an island and ashiok into det sphere, verdict and then Elspeth. Game 2 I "combo'd" out with Nykthos and Nightveil Specters double draining him out on turn 6 with two Merchants. Ground him out game 3.
R5 played against GW and double mulliganed out of both games, losing 2-0 but even starting at 5 cards both games I felt like I still had some real game against him, both were very close.
Testing otherwise, the deck has been a blast to play though I want to round out the numbers a bit, thinking more along the lines of this :
2 Forest
2 Nykthos, Shrine to Nyx
4 Overgrown Tomb
4 Golgari Guildgate
13 Swamp
Creatures
3 Scavenging Ooze
4 Lifebane Zombie
4 Nightveil Specter
4 Reaper of the Wilds
4 Gray Merchant of Asphodel
2 Shadowborn Demon
2 Doom Blade
4 Abrupt Decay
3 Hero's Downfall
Sorceries
2 Read the Bones
Planeswalkers
1 Vraska the Unseen
Enchantments
2 Whip of Erebos
4 Mistcutter Hydra
3 Pharika's Cure
3 Thoughtseize
2 Underworld Connections
2 Fade into Antiquity
1 Golgari Charm
I guess ramp was the incorrect word, more thinking having an explosive turn 5+ and both are in there for hopeful consistancy in being able to explode on turn 5 and play multiple big devotion spells to end the game by turn 6 in "christmas land".
Ideal play I suppose would be turn 1 thoughtseize, turn 2 removal, turn 3 nightveil, turn 4 crypt ghast, turn 5 double gray merchant, or any combination of whip, merchant and one of 3 drops, then on turn 6 just end the game with more draining from gray merchants or slam overlords.
4 Nightveil Specter
4 Lifebane Zombie
4 Crypt Ghast
4 Gray Merchant of Asphodel
3 Abhorrent Overlord
1 Lord of the Void
4 Hero's Downfall
2 Doom Blade
Sorcery
4 Thoughtseize
3 Read the Bones
Enchantment
2 Whip of Erebos
Land
3 Nykthos, Shrine to Nyx
22 Swamp
4 Pharika's Cure
3 Dark Betrayal
2 Underworld Connections
2 Erebos, God of the Dead
2 Duress
2 Hythonia the Cruel
I'm planning to build / play mine more as a ramp deck with some valuable disruption and removal. Cure is there purefly for mono red. Dark Betrayal for Desecration Demon, Obzedat, etc. Hythonia for the green based midrange decks and the rest are for control. Overall I like the idea a lot without trying to be overly cute with resonator or anything, the other ideas I like is having the lantern somewhere in there and possibly some number of shadowborn demons and rescue from the underworld to have some sweet interactions with shadowborn, overlord and lifebane / gray merchant, but I'm not quite sure where to shove them in and if they'll even be feasible.
4 Overgrown Tomb
4 Blood Crypt
4 Stomping Ground
4 Temple of Abandon
3 Forest
2 Mountain
4 Swamp
Instant
2 Shock
3 Hero's Downfall
2 Abrupt Decay
4 Anger of the Gods
1 Dreadbore
2 Rakdos's Return
Creature
3 Scavenging Ooze
4 Desecration Demon
4 Polukranos, World Eater
4 Reaper of the Wilds
2 Stormbreath Dragon
Enchantment
2 Whip of Erebos
2 Primeval Bounty
4 Lifebane Zombie
3 Thoughtseize
3 Golgari Charm
2 Slaughter Games
2 Chandra, Pyromaster
1 Erebos, God of the Dead
Looking at the numbers feels solid to me personally, we have mana dumps, efficient compact threats that can also brick wall aggro and avoids mortars for the most part (Ooze and Dragon can die to it, but at that point it isn't quite as important to 100% ensure all of our threats live against it.) Primeval Bounty, Whip and Rakdos's Return take over the mid-late game and our removal package gets us to our threats. The Sideboard currently has 3 major decks in mind; GW, Esper and BWR as I think 4 Anger main board more then hedges our bets against the 4th player in my mind, mono red. Thinking the green exile enchantment / artifact might be worth more then some of the other cards in the sideboard for the red god, but otherwise the numbers seem fine.
As I test more and feel more comfortable with the deck changes I'll likely smooth things out and change some minor numbers as the metagame forms, but I like these numbers a lot and really haven't liked Caryatid in my testing when we can take advantage of Anger against the decks Caryatid's blocking would be relevant.
Putrefy doesn't kill Domri, Chained to the Rocks, Detention Sphere, UW connections, etc. There's a lot that I think is going to be relevant / difficult to deal with that decay can just deal with and be done with it.
Here's the list he's been streaming with:
1 Forest
2 Golgari Guildgate
3 Mutavault
4 Overgrown Tomb
4 Woodland Cemetery
11 Swamp
Creatures
4 Lifebane Zombie
3 Scavenging Ooze
4 Desecration Demon
4 Thragtusk
2 Disciple of Bolas
3 Liliana of the Veil
1 Vraska the Unseen
Others
3 Sign in Blood
3 Mutilate
2 Tragic Slip
2 Doom Blade
2 Abrupt Decay
2 Putrefy
2 Demonic Rising
2 Underworld Connections
1 Deadbridge Chant
1 Mutilate
2 Gaze of Granite
3 Duress
1 Liliana of the Veil
1 Golgari Charm
2 Vampire Nighthawk
After watching him play with it I'm going to be tweaking my numbers to match it as I've been loving the performance of the numbers in the board and the main, and Gaze has been doing some serious work- a lot more then I've seen Ratchet bomb do in the past 2+ weeks.
Currently my sideboard plan takes out the Mutilates, decays, oozes and doom blade anyways for the Vraskas and Underworld connections + Duress against Jund. I think Bounty winds up just being a more powerful effect then duress against Jund as the best way to beat the deck is to compound threats they have to answer- the last one killing them. Thinking about it I think the 4 farseek is incorrect, though it's still the numbers I'm playing around with for the two big matchups being Jund and UWR. After I playtest some more I'll make sure I report as to whether or not I change the numbers or dump the farseeks altogether- I do however really want to play with Bounty and feel it's incorrect to play it without any kind of acceleration into it as the sooner you play it the more advantage you can reap from it.
So the Sideboard with suggested changes is
2 Golgari Charm
1 Mutilate
2 Ratchet Bomb
4 Farseek
2 Primeval Bounty
2 Underworld Connections
2 Vraska the Unseen
For the testing it's going to boil down to :
Little aggro : Tokens and Aristocrats :
-3 Sign in Blood
+2 Ratchet bomb
+1 Mutilate
Possibly Disciple out for Golgari charm depending what kind of token strategy.
RDW :
-3 Sign in Blood
-2 Disciple of Bolas
+1 Mutilate
+2 Ratchet Bomb
+2 Vraska
Obviously just tools to help stay alive, taking out the things that are truly too slow to do much in the matchup.
Gruul / Naya Aggro :
-3 Scavenging Ooze
+1 Mutilate
+2 Vraska
Ooze doesn't really seem to do much since they're generally pushing in Reckoners, Boars and Smiters with the new RG build obviously pushing into Hellkites and Hellriders. Vraska also hedges bets against Assemble which Naya brings in a lot to help close out the game. She also beats up on Domri.
Jund / Mirror / UWR :
-3 Scavenging Ooze
-3 Mutilate
-2 Abrupt Decay
-1 Doom Blade
-1 Sign in Blood
+2 Primeval Bounty
+4 Farseek
+2 Underworld Connections
+2 Vraska
Farseek and Sign fill very similar roles so doesn't feel too bad dropping a Sign for the 4th Farseek. Card advantage and sticking Demons / Tusks to close out the games is the general plan.
At least these are the basic ideas for sideboard plans for the match ups based on how they've been playing out for me. The deck feels incredibly strong against the aggressive decks in the format currently (those primarily being Naya and big RG) and does a good job of grinding it out against the others.
2 Golgari Guildgate
4 Overgrown Tomb
4 Woodland Cemetery
2 Mutavault
13 Swamp
Creatures
4 Desecration Demon
4 Lifebane Zombie
3 Scavenging Ooze
2 Disciple of Bolas
4 Thragtusk
4 Liliana of the Veil
Sorcery / Instants
3 Sign in Blood
3 Mutilate
2 Abrupt Decay
1 Doom Blade
2 Putrefy
3 Tragic Slip
3 Duress
2 Golgari charm
1 Mutilate
2 Ratchet Bomb
1 Sever the Bloodline
2 Underworld Connections
1 Vampire Nighthawk
1 Garruk Relentless
2 Vraska the Unseen
The list has been working very strongly as of late and I have absolutely no complaints about the curve or the maindeck Lifebane Zombies. They instantly made the heavier aggro decks a breeze as you steal Goreclans or Reckoners out of their hands and just grind them out with Liliana and Thragtusks. Also Sphinx's reveletion for 7 cards and 7 life for 4 mana has never felt sweeter (ie really loving Disciple of Bolas). It almost makes me want to up the Disciple count to 3.
The other idea after play testing a lot my group had for the sideboard specifically for the slower decks in the format is 4 Farseek and 2 Primeval Bounty to increase the mana count and push our lategame through the roof as that card is absolutely busted once it resolves against a control deck or Jund. So we'd dump the Duress, Garruk, Sever and the Nighthawk for aforementioned cards. Farseek isn't something to build your deck around, but having the possibility for acceleration in the slower games to hit a turn 4 or 5 Bounty can just bury the opponent in card advantage, especially when you cast Disciple to eat your Demons and get a beast out of the deal.
I'll be trying that out and will report how it goes. But loving the updates to the deck, really makes it feel like it went from T2 to T1.
4 Blackcleave Cliffs
1 Blood Crypt
3 Forest
4 Marsh Flats
1 Overgrown Tomb
1 Stomping Ground
4 Swamp
2 Twilight Mire
4 Verdant catacombs
Creatures
2 Birds of Paradise
4 Dark Confidant
4 Tarmogoyf
4 Deathrite Shaman
3 Falkenrath Aristocrat
1 Dismember
4 Lightning Bolt
Enchantment
3 Bloodmoon
Disruption
4 Inquisition of Kozilek
2 Thoughtseize
Planeswalkers
3 Liliana of the Veil
Artifacts
2 Sword of War and Peace
2 Abrupt Decay
1 Ancient Grudge
2 Fulminator mage
1 Grafdigger's Cage
1 Olivia Voldaren
2 Slaughter games
1 Thoughtseize
2 Sowing Salt
2 Spellskite
1 Torpor Orb
I like the look of the maindeck, though I am having a hard time with the sideboard. I don't just want to be blind to aggro and burn, so some kitchen finks would be nice- but not quite sure what to shove to get them in there. I also realize I've dropped manlands, but when my primary two plays I want is a turn 2 Blood Moon or Liliana I didn't see much room for the possible tempo loss of using them. Thoughts?
4 Boros Reckoner
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk
Spells 16
3 Abrupt Decay
3 Searing Spear
2 Tragic Slip
2 Mizzium Mortars
2 Bonfire of the Damned
4 Farseek
3 Liliana of the Veil
2 Garruk Relentless
Lands 24
4 Blood Crypt
4 Stomping Ground
4 Dragonskull Summit
4 Rootbound Crag
2 Woodland Cemetery
2 Overgrown Tomb
2 Mountain
2 Kessig Wolf Run
2 Blasphemous Act
3 Duress
3 Deathrite Shaman
1 Liliana of the Veil
2 Domri Rade
2 Rakdos Charm
2 Rakdos's Return
Been debating dropping the fourth Lili in the SB for Barter, but she's been doing some serious work for me.
Changing it slightly but I'm incredibly happy with the results thus far from the gauntlet and tonight's games, though Bonfire has been too slow for me in recent games so I'm opting to drop it for Mizzium mortars entirely.
Here's the updated list after testing I'm taking to FNM tomorrow.
4 Boros Reckoner
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk
Spells 16
2 Abrupt Decay
2 Searing Spear
2 Ultimate Price
2 Pillar of Flame
4 Mizzium Mortars
4 Farseek
3 Liliana of the Veil
2 Garruk Relentless
Lands 24
4 Blood Crypt
4 Stomping Ground
4 Dragonskull Summit
4 Rootbound Crag
2 Woodland Cemetery
2 Overgrown Tomb
2 Mountain
2 Kessig Wolf Run
3 Appetite for Brains
2 Domri rade
3 Deathrite shaman
1 Liliana of the Veil
2 Rolling Temblor
2 Rakdos Charm
2 Rakdos's Return