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  • posted a message on My fling-a-ling!!!
    Could be cool with green too. Yasova stealing creatures to sacrifice...Temur Sabertooth bouncing humble Defector. Temur Sabertooth bouncing yasova targets and causing massive tempo/ never losing combat ever. Temur Ascendancy to draw immediately with humble defector and then bounce with sabertooth. and rinse and repeat for every 2RG you have. Not to mention the new fires is just gas in these colors with stuff like Knuckblade.
    Posted in: Standard Archives
  • posted a message on [PRIMER] Mono Black Devotion
    That's a spicy list. The nighthowlers look so strong in this. I like the banishing light to give diversity to the communes as well.

    Some other cards besides Pharika (but really, her synergy with those doomwakes c'mon) I think could be cool in this deck:

    Athreos, God of Passage: This could be an awesome one of. Not that hard to turn on devotion, and that ability combined with all of the burn seems just gravy. Probably win more in a lot of cases, but I could see it being important in games where all you're doing is playing defense/stalemating the board and trying to burn them out with rhinos and garys. Athroes would make that game plan much more viable and quick, while also providing an aggressive edge against removal heavy opponents.

    Abhorrent Overlord: Another cool one of but definitely has competition from hornet queen. I like that overlord doesn't die to all of the angers and doomwakes poeple have for queen bee. And if athreos is your thing that sacrifice ability becomes a plus while it doesn't seem like it would be annoying with either the harpies or whip out.

    Bow of Nylea: Doesn't add devotion but it seems so useful as yet another one of for this deck. the deathtouch makes attacking garys and wayfinders quite annoying and is just an awesome trump to have for opponents that are trying to stop you with fat blockers. The pump is slow but good in a deck that could definitely reach a bunch of board stalls.

    Scourge of Scola Vale: Okay this is definitely the cutest but I kind of love the idea of this+athreos+whip. Gary provides a bunch of power. So does rhino and doomwake, all creatures with very relevant abilities to reuse. Making a a huge trampling threat makes the burn from athreos much more relevant, while the whip makes sure more burn is coming from the creatures either way. If the opponent wants to use removal on this early, fine, but then they're not getting to use it on your more expensive threats in the late game at a mana advantage. I also like that this provides the deck with additional trampling threats to take advantage of those nighthowlers

    just some ideas. that list looks quite strong and I'd like to try it out. And now I want to build a four color whip deck for butcher of the horde+athreos. oh lord
    Posted in: Standard Archives
  • posted a message on Blue Black Enchantment Control
    hmm, this could be an interesting deck. Green seems like the more natural pairing for black here oddly enough, but I like the blue. I think a lot of your bestow guys are too small and frail for a deck that would really like to survive until an extinguish changes the tenor of the battle drastically.

    I'd go +2 Baleful Eidolon, +2 Herald of Torment, +1 Hypnotic Siren, +2 Grim Guardian, -4 Gnarled Scarhide, -3 Flitterstep Eidolon before anything else. I think that would help beef up the deck and give it more defensive backbone. Hypnotic Siren is a late game bomb, and the full set of heralds will let you suit up a guy and swing past any defenses to close out games much faster than any other card you're running.

    Ashiok, Nightmare Weaver seems like a really nice fit for this deck split 3/1 from main to board. It would give a really strong weapon against Ux and slow green decks, while being another distraction in matches where all you want to do is blow games out with one extinguish. I'd run them over either some of the conditional counter magic and a dissolve or the despises. I also like Thoughtsieze over Despise but if that is a budget thing I don't think despise is strong enough main. I'd definitely run ashiok's, or even more disdainful strokes over despise
    Posted in: Standard Archives
  • posted a message on [PRIMER] Mono Black Devotion
    Hmm I think i like that first list without nonblack creatures more. Something about it feels more direct, and not just the greater quantity of 4 of's or focus on devotion. I like that the first list is less dependent on whip for its power, which naturally slows a deck down. The first list has a lot of speed to it. But that's a lot of personal preference there. I do like the murderous cut though. I think it could be a really good 1 of in less graveyard oriented decks, the same way having a slaughter pact in your deck in modern can lead to some absurd turns.

    Pharika really popped into my head as the fourth tool to mess with graveyards over a fourth Anafenza to get around the legendary rule. This meta is definitely picking up on the strength of the graveyard strategies. Getting to play hate for those strategies that are also efficiently costed threats is wonderful. Pharika brings a much different game plan to the table (I think a deck increases in strength with appropriate trickiness) and is coming in in matches where it is going to be exiling your opponent's creatures as much as your own. With that in mind I think the nonbo with your own whip is less of a problem. In a deck with heralds, exiling a hornet queen in response to a whip, which is likely going to be one of the only ways they can fight a suited fatty is huge. So what if you're giving them a snake when it can't do anything to stop how you plan on beating those decks in combat anyways.

    And against mono green you're pretty sure to actually make her a stupid indestructible shield. So the snakes aren't as important and you can save stuff for whipping back. And buy more time to hit more merchants and rhinos and just burn them out. I really like the doomwake giants in the more whip oriented list for that reason. Helps to safeguard against the only way whip strategies can really bust this deck open. I could see that making the sideboard of the other version too.
    Posted in: Standard Archives
  • posted a message on Rakdos Control
    I'd love to see this try and abuse Empty the Pits. I think that has more applications right now than dead drop. Sure they come in tapped, but I think a deck could be built that utilizes midgame empties for defense or instant speed pressure
    Posted in: Standard Archives
  • posted a message on Riddle of the Sphinx (U/R Counterburn)
    I agree with the switch to Lightning Strike. This deck is light enough on game 1 defense that I don't think it should pass up on the more versatile strike. The scry on jet is awesome but I think that may be getting a bit tunnel visioned by the theme of the deck. This deck could really struggle with 3 power guys that come down before your counters, putting a lot of pressure on you to have anger.

    I could see Tormented Voice making it into this deck. You currently have very few ways to make use of your mana on turn 2. It helps activate delve early, pitches excess 8drops, or dead control cards and helps smooth out to the rest of the game. Not sure what should be cut, maybe just a few trims here and there, but I think it could help with early game consistency.
    Posted in: Standard Archives
  • posted a message on [PRIMER] Mono Black Devotion
    ItsExquise I really like that second abzan devotion list you have. Anafenza is an awesome threat to make work maindeck in this whip meta and I like it as a replacement fat three drop over feast. I wouldn't mind those masters in the board though...

    This looks like an awesome way to go under the other midrange decks while not going into hellbent aggro land. While they make mana you make fat beaters to pressure enough to burn them out. I like it a lot. I'd love the fourth abzan charm in the main since I like the versatility but that list looks like a great place to start. I could see the deck wanting more early drops too...something like sign in blood to smooth draws and help the deck cope with not playing ana mana dudes, or brain maggot to supplement the disruption. But maybe not

    What about Liliana Vess in the board? seems like the perfect thing to bring in against control decks.

    Another card I'd consider is Pharika, God of Affliction. Probably out of the board, but it's another card that really screws with whip strategies. I was thinking that the fourth Anafenza would be cool in the board since it seems you would always want it turn 3 against whip decks, but maybe a split between her and Pharika would be better, with Pharika also helping any green devotion matchup.
    Posted in: Standard Archives
  • posted a message on GW Control
    The dies to everything is a horrible argument for not including blossom. It replaces itself, so there is not card lost. If it didn't replace itself and still died to every 2cc removal I would agree but none of those conditions are true
    Posted in: Standard Archives
  • posted a message on BR Heroic
    I feel like taking three from seer more often is fine in a lot of matchups where you want to be hitting a ton of cards off of it. Against aggro you could just play him to trade in combat early.

    I'm with you on the usefulness of titan's strength, I think it's one of the best ways for the colors to trigger heroic. In an ideal situation I feel like 4 Strength, 4 Boon, 4 mantle and 4 Hammerhands would be the right call but deck space is always an issue. Each of them offer something different to the table that seems very important.

    Thoughtsieze also seems like an awesome card for a Monestary swiftspear deck to have access to.

    I really favor herald so I'm biased, but I think adding lands to support him seems smart. I generally like aggro decks that don't mind to draw a medium amount of lands. The extra lands help fuel the mantle, which helps fuel the deck into the midgame in general. I feel like being able to go turn 4: Agent of fates+Hammerhands, turn 5: bestow herald as much as possible with deck is key to it's success.

    Oh Gnarled Scarhide is another one drop I could see making this deck. that much bestow is going to be a nightmare to fight through for midrange decks and he keeps the curve super low. 12 one drops along with hammerhands is very enticing to make a consistent, aggressive curve.

    I like that this version is much less focused on activating heroic and instead tries to form a synergistic aggressive plan that uses the strong tempo that heroic has been seen to have as a general strategy. Agent of Fates especially seems killer in this format. Considering how often it seems I would want to wait until turn 4 to drop him to catch midrange guys and choke people on the ability to play removal and rhino, the fatter land plan just keeps making more sense to me. The dragon mantle helps hit land drops too which is nice.



    Here's an initial list. I cut the boons because the deck is much less focused on protecting one key heroic guy. This deck can essentially build any of its dorks into the same threat. Agent of fates is an exception but he packs a lot of power and can be played later on the curve if necessary. I'm hoping all of the bestow keeps the spell count up for swiftspear but maybe there should be a couple more 1cc spells. I like to start with 24 lands for decks that want to hit land drops into the midgame but it could be right that 23 is correct with enough scry and cantrips
    Posted in: Standard Archives
  • posted a message on Five Color Zoo
    If you're going with medomai (which I applaud with my hands and feet) I would definitely suggest running temur ascendancy. Especially if you're picking up hydra as well. I get the servant into 5 drop plan but I think that it is good to have backup. The fact that Savage Knuckleblade can be a 3,4,7 drop is huge.
    Posted in: Standard Archives
  • posted a message on R/U/G Landshark
    Burn Away is too expensive I think. Costing more than the Rhino and having no additional effect is a bad place to be I think. At least for a deck that is so concerned with tempo. It might be easier to fight Rhino with 4 Dissolve and 4 Disdainful stroke somewhere in the 75. I definitely think that stroke deserves to be a 4 of somewhere in the 75.

    I think Mindswipe is a really good card for this deck, but it needs to be combined with more ways to get ahead early. I really like the idea of a counter heavy version of this deck playing 4x Dissolve, 4x Mindswipe, 4x Dig through Time and the set of Disdainful strokes somewhere in there. I think reaching a point where you have a threat on the ground and mindswipe/surrak/ boon satyr up could just be overwhelming.

    what about this?




    I'm a bit lazy to drum up a mana base but I like the way that plays in my head. Heir of the Wilds adds another early threat that stays relevant for a long time. At it's worst Heir plays defense superbly so that we can play catch up with counters/flash creatures.

    Maybe it's correct to run sweepers main, but I like the flash dudes/low drop plan a bit more to supplement the counters. Anger of the Gods has a huge amount of applications across matchups though so the list could be missing out. Not sure really.

    I was even toying around with the idea of Monestary Swiftspear in the list. Not sure if the list supports it well enough though. More temur charms could be pretty nasty with it. I have to say I love the design you have set up for this deck. Landshark is a great name and the evolution from the fish line of play makes sense too.

    This deck seems like it would have an awesome sideboard. Revelry really makes me want swiftspear main.

    4 Disdainful Stroke
    4 Destructive Revelry
    3 Negate
    4 Anger of the Gods
    Posted in: Standard Archives
  • posted a message on Five Color Zoo
    That list is wonderful. I definitely wonder about the Singing Bell Strikes but I can see their uses over lightning strike, the obvious two cc removal. All the list really wants is to get rid of a creature for a turn or three. Bell Strike is cheap and hits pretty much everything. I could see the deck leveraging midgame turns where spending all of their mana to untap one guy is just suicidal. It's also easier for the deck to play 3 drop+bell strike turn 5 than 3 drop+lightning strike so maybe that's a thing.
    Posted in: Standard Archives
  • posted a message on Is it worth it??
    I don't think you're running enough early interaction. Murderous cut is not fast in this deck and you have very few plays on two and three lands. Rakshasa seems like the best card in the deck since it gives the whole thing a sense of pace by outclassing most creatures and playing offense or defense very well from turn 2 on.

    It's hard to tell what kind of control deck this is. It doesn't ramp a lot. And it doesn't defend very quickly. I like the idea of Rakshasas holding the ground, building up to a large wealth. Maybe this could become some kind of Sultai Devotion list with Gray Merchant of Asphodel. Nykthos could be the ramp you want, with something like bow of nylea making all of your dorky bodies into real threats
    Posted in: Standard Archives
  • posted a message on Phytotitan - Bearer of the Heavens combo
    If Eater of Hope wasn't a seven drop with four toughness it would be absolutely prefect for this deck. I really like the rescue from the underworlds though. Playing 4 See the unwritten and 4 rescue would provide a lot of ways to cheat the big guys into play providing you can also fit in self-mill or discard of some kind. Rescue providing so many different plays in this deck seems awesome. Sac a rhino to bring back two rhinos next turn? Sign me up.

    Ooh Sidisi would be another great 4 drop if you want to run Rescue.

    I like that Keranos suggestion a lot too. It's not impossible to turn his devotion on in a 5c deck but I like what he adds to the deck even if you never attack with him. I don't think a lot of decks are ready for his kind of card advantage out of a deck full of fat dudes.
    Posted in: Standard Archives
  • posted a message on Five Color Zoo
    As hilarious as the all huge dudes thing is I definitely think a couple (not many) spells could really help. I love the greed though. Too many people are beating around the bush with these 4c midrange decks jamming two clans together. Just do it all.

    Spell Number 1: Temur Ascendancy: I mean, this deck is made to be a fires deck. Sure you have some haste guys already, but you probably shouldn't be playing 4 of two different legendary five drop anyways. And redundant haste is good. The real kicker is that every non mana guy you lay down is just going to keep the chain going of big, hasty, scary dudes.

    Spell Number 2: Crater's Claws: This spell is great late and has uses against the small decks early. You're going to trigger ferocious and I think this deck could use some reach to make the haste in the deck that much more dangerous. This could also be lightning Strike or any of the charms with good removal modes. The deck could really use a card to not just lose to an early mantis rider or rabblemaster.

    Spell Number 3: See the Unwritten: Sure it's a spell but really it's just an avalanche of big guys. Could be cool


    Creatures that would be good too:

    1. Savage Knuckleblade. I think this guy belongs no questions. On three mana he outclasses everything and gains huge tempo. All of his abilities are relevant and he allows you to lay down your 4 and 5 drops already having pressured your opponent.

    2. Chromanticore. I mean come on this is a 5c creature decks wet dream. Both modes are relevant with the bestow being brutal against pretty much everyone. Gives four more creatures that really threaten aggro decks and a huge play to grind out or voltron through games.

    3. Genesis Hydra. Maybe a shameless self-promotion, but this one is mostly brought up because of how it combos with Temur Ascendancy if you were to be interested in that card. With knuckblade and ascendancy genesis hydra is a very relevant spell starting at x=3, but doesn't get really good until you cast it as a 6 or 7 drop. Currently your curve is pretty much mono five drops so diversifying your curve and having ways to utilize your mana to the fullest past land 5 is important


    You are definitely running too many five drops, too many of the same legendary (4 of is fine for some legendaries but 4 of two different five mana dudes is excessive), and have not done enough to fill out the middle of the curve. You are not always going to have a guy to jump mana after turn two so having relevant, powerful plays on three and then four mana is of the utmost importance. Turn three is a very relevant hinge turn for most of the format's decks
    Siege Rhino is great but he can't hold up that part of your deck all by himself.

    I'd say Zurgo is the weakest 5 drop with his super low toughness and prevalence of exile removal in the format's best decks. Surrak could be a three of since he has a lot of uses besides hosing blue. From there I'd probably cut down on underworld cerberus since Stormbreath is a proven entity with haste and very relevant protection. Having 20 five drops is asking for a lot of trouble. I would run 8-10 tops, maybe a couple more if Ascendancy is run since it greatly improves the power of continuously dropping fat over making cheaper plays
    Posted in: Standard Archives
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