t1: land, llanwar elves
t2: land, glaze fiend, llanwar elves
t3: land, ad nauseam, draw over 9000 herbal poultices, play them all and swing with glaze fiend for massive damage.
I've been playing dark temper in my B/R version of this deck and it works wonders, killing Colossus, 5 color bombs, and other black or pro-black creatures.
that's the matter, giving your opponent the choice to block or not
you can't say: this is 2 incinerates, because if my oponent have a 4/5 goyf in the table, all your elementals become crap.
i really prefer incinerate (3 damage always, no choice) by 2 mana.
If my opponent has a 'goyf in play that isn't tapped from attacking, I don't mind my elementals being dead since I'm either winning hardcore or losing so badly that the elementals won't matter.
I'm not sure why this isn't here already but here's the VERY strong BW tokens deck that showed up in the hands of good players this weekend at worlds (Gerry T's list):
Anyone else have a problem with stillmoons VS this deck? Do you just race?
it usually works out well since you have such a fast deck that they cannot cope.
I was playing Gerry T's deck on MWS last night and it preformed really well, the only thing I'm skeptical about is the sideboard. It seems a little mishmashed (only 2 forge tenders) and overall weak.
I ran the second version of the deck on MWS and played a lot of games. From this I can conclude a few of the decks strengths and weaknesses.
1. I won a lot of first games and most of the time, my opponent did not stay on for additional games.
2. I usually was hurting to draw that sudden impact that would end the game. I suggest swapping one of the ponders for another sudden impact since they're usually less than optimal in the late game.
3. As the games drew out very long, I would only lose if I ran into too big pockets of land. Maybe an oona's grace or a flame jab or two instead of deluge (which wasn't always useful very often) or Jace (which I drew many dead copies of many games).
4. overall the deck preformed very well, I bet very few people will have a sideboard to deal with it effectively.
Thoughtseize has been too painful for me most games and is moved to board against control. Trying resounding thunder main.
EDIT:
Ok, after trying for a few hours, I've noticed that this deck is just bad. The removal isn't solid enough and there are too many things that wreak the deck (reveilark, forge-tender, fulminator mage).
If you want a 2 drop creature, Rip Clan Crasher is probably the best available in these colors. As noted above, you can also go up to 4 Figure of Destiny. My suggestion:
-3 Sarkhan Vol
-4 Fulminator Mage (Is a Grey Ogre in many matchups. Move to SB)
-2 Jund Charm (6 Sweepers is enough I think)
+1 Figure of Destiny
+4 Rip Clan Crasher
+4 Incinerate
actually you need all the sweepers you can get. Also fulminator is good in almost every matchup and an ogre in some, I don't know what you're talking about.
The deck is not trying to be aggressive.
Took out Sarkhan for two terror and the last figure
I played a few games and I've noticed that I have nothing until turn 3, any suggestions for things to add. I do agree that sarkhan doesn't end up fitting that well... I expected him to do better.
Aggro decks like to win before they hit 8.
Control decks, I believe, already do splash for Thunder.
But what about the aggro vs. control match-up? It seems bomb to be able to burn the control player out with them being able to do nothing but runed halo against it. It also is an emergency answer against big threats like Oona.
Just think about it. Demonfire was played since it was (most of the time) uncounterable and could hit for big damage late game. Pretty much it helped destroy control. Resounding Thunder is the same thing but not as scalable. The upside is that it draws you a card when you play it for big damage. So the real question is, could aggro decks splash green and red for cycling resounding thunder? Thoughts?
t1: land, llanwar elves
t2: land, glaze fiend, llanwar elves
t3: land, ad nauseam, draw over 9000 herbal poultices, play them all and swing with glaze fiend for massive damage.
Except you do since its loss of life instead of damage. GG no re
If my opponent has a 'goyf in play that isn't tapped from attacking, I don't mind my elementals being dead since I'm either winning hardcore or losing so badly that the elementals won't matter.
I guess we can still discuss the deck here though
4 Caves of Koilos
4 Fetid Heath
2 Mutavault
2 Plains
4 Reflecting Pool
1 Swamp
4 Windbrisk Heights
4 Knight of Meadowgrain
4 Stillmoon Cavalier
4 Tidehollow Sculler
4 Bitterblossom
4 Glorious Anthem
4 Spectral Procession
4 Terror
4 Thoughtseize
2 Burrenton Forge-Tender
1 Cloudgoat Ranger
2 Elspeth, Knight-Errant
3 Grave Pact
2 Mind Shatter
3 Wispmare
2 Wrath of God
I'm not completely sure about the sideboard, but I've tested this deck on MWS and its really solid.
it usually works out well since you have such a fast deck that they cannot cope.
I was playing Gerry T's deck on MWS last night and it preformed really well, the only thing I'm skeptical about is the sideboard. It seems a little mishmashed (only 2 forge tenders) and overall weak.
1. I won a lot of first games and most of the time, my opponent did not stay on for additional games.
2. I usually was hurting to draw that sudden impact that would end the game. I suggest swapping one of the ponders for another sudden impact since they're usually less than optimal in the late game.
3. As the games drew out very long, I would only lose if I ran into too big pockets of land. Maybe an oona's grace or a flame jab or two instead of deluge (which wasn't always useful very often) or Jace (which I drew many dead copies of many games).
4. overall the deck preformed very well, I bet very few people will have a sideboard to deal with it effectively.
EDIT:
Ok, after trying for a few hours, I've noticed that this deck is just bad. The removal isn't solid enough and there are too many things that wreak the deck (reveilark, forge-tender, fulminator mage).
Exactly the reason why I'm including fulminator.
But the maindecked sweepers make these matchups (except for RDW kinda) a breeze.
Also first post updated
actually you need all the sweepers you can get. Also fulminator is good in almost every matchup and an ogre in some, I don't know what you're talking about.
The deck is not trying to be aggressive.
Took out Sarkhan for two terror and the last figure
But what about the aggro vs. control match-up? It seems bomb to be able to burn the control player out with them being able to do nothing but runed halo against it. It also is an emergency answer against big threats like Oona.