This deck is just amazing. It can come out of the gate so fast and still has enough threats to survive a board wipe.
The Hero is probably my MVP of the deck. Dropping her with a mauler is just nuts and can be a huge swing in your favor. Plus she has synergy with Hellrider, Paladin and Champion.
Paladin is amazing with double strike being so hard to deal with. Although I am thinking about dropping one in favor of something else but I am not sure what.
Volley and Pillar are just burn spells and some removal but you could easily fit any burn spell into those spots. Ive actually been thinking of taking out volley in favor of Incinerate. 2 cmc vs 3 can be a big deal for this deck especially when trying to drop creatures almost every turn.
Sideboard could probably use some help too but I havent had too much time to mess with it.
Constructive Criticism is appreciated. Let me know what you think.
Why don't we use this card? Everytime we drop a creature expect for hellrider we can ping them for 1. It has synergy with nearly every creature in the deck and Gather the Townsfolk. Even dropping a Thatcher Revolt would be a good move. Ping for 3 attach for 3+ more (depending on what else is out on the field. Not sure if it would slow the deck down too much or even speed it up. Just a thought.
Ok just to clear things up. Unless you are playing a game with more than 2 players you CANNOT Swerve a Cruel. You can't even legally target Cruel with a Swerve in a 2 player game. Also if you swerve a mindsludge upon resolution the sludge checks who originally cast the spell (i.e. the vamps player) and how many swamps they control (ideally 5 swamps), so the vamps player would then discard 5 cards. The same goes for Tendrils of corruption. Yes you can swerve it and hit their Nocturnus but they would still gain the life from it (why they would be casting a tendrils in the first place i do not know but it could happen, maybe a desperate attempt to save themselves from dying).
Now since that's all been cleared up can we please move on to a discussion about this deck's more difficult matchups, card choices and sideboard strategies and leave the rules discussion for the rules section of this forum. Thank you
Through my testing with this deck since worldwake (with Treasure Hunt, jace2.0, and snapper) I sometimes feel like there is not enough draw in the deck. There is a lot of draw potential its just if you dont get the right cards on top then you cant get past it. With cards like Halimar depths, which is very beneficial at times, if you look and you see three lands when you could really use an Earthquake or Cruel then you are still stuck drawing those lands for the next 3 turns. Yes you can put the top card on the bottom with jace's +2 but then you are still drawing 2 of those lands. Either way I have tried to add some courier's capsule and/or Divination to aid in getting through those clumps of "unwanted" cards. Here is my attempt.
I decided not to put Sorin in my build cause he is just too slow. He is one of my favorite planewalkers but he has always been marginally underwhelming to me. I added divinations in his place to get a little more draw hopefully it will help (havent tested this build at all yet).
Also the sideboard was kinda just thrown together. Any suggestions on it would be appreciated. Speaking of sideboarding, what is a good sideboards strategy against some of the other tier one decks? and more importantly what do we take out to make room for the sideboard cards games 2 and 3. This has been the most difficult part of playing this deck i think so some good input on this topic would help me a lot. Anyways let me know what you guys think. Thanks
Quick question. What matchup or matchups is smother really that much better of a card than Terminate? I really like the card and can see its value but i dont really see a good reason to run it when we already have terminate. Can anyone explain? thanks
As always comments, suggestions and criticisms are always welcomed. I would like some help on the sideboard tho. I'm trying to make one that is good against crypt/emeria (specifically mono-white) decks, Vamps and Jacerator/Mirror mostly, with of course some jund (even tho our main is pretty good against them). These are the ones I see alot in my meta. Thanks
Ha. Right. I guess I wasnt thinking of it that way (obivously more just about the speed of the card).
Either way I do run a mix of them 3 hellion and 2 earthquake only because (as I stated earlier) this deck just really cant afford to get burned by one of our own spells, especially in that matchup.
also against boros the hellion is a little slow, earthquake would be better there, maybe a mix? 2 earthquakes and two hellions?
What exactly makes Earthquake faster than hellion?? They are both sorcery speed the only difference is that earthquake burns us too. And against boros we need every point of life we can get.
Anyone read the recent article Constructed Ascension: No Angels Needed Here. The author posts a pretty decent list for grixis control that I feel has some pretty good card choices. Anyone got any ideas on the final list he posts. I've tested it a little bit and strangely enough Calder Hellion is actually pretty decent in the current meta. The one card I am questionable about is Sphinx of Lost Truths. Through my testing anytime I drew him I did not need the card draw and would almost always wish it was the jwar isle sphinx or obelisk of alara (which has been a house anytime I have dropped it). I think that blightning would be a decent addition the deck though (not sure why he didn't include it) anyone have any ideas on how to squeeze that card in as a 3 or 4 of. Also I ditched Jace for Courier's Capsule cause Jace is just too fragile and capsule you can use at the end of their turn.
I am curious as to why i havent seen banefire at least as a 1 of in this deck. i have done some testing with it and playing it for 4 even with an ascension out can win a game. i think it should be played at least as a miser's copy 1-of.
TBQH, my meta is infested with RDW, Boros, Vampires, and a few random control decks (such as Esper). It's not an issue yet IRL, but on MWS I have found Jund to be a very hard matchup. I almost need to keep the board locked down until I can drop a turn 5 Mind Sludge (which I don't always have on turn 5). I think Sprouting Thrinax is one of the main threats, and while I can deal with it (Disfigure + block or the card-disadvantageous Tendrils + Infest), it's a serious pain to do so.
So do you think duress would help? I feel it's almost necessary in that MU plus it helps in many other matchups. Taking a blightning and/or pulse can really increase our chances of winnin that game.
I really like this deck list. It has a transformative SB to where (if necessary) the deck can be changed to an almost pseudo-vamps by adding ghast and nighthawk. How does it fair against our arch nemesis, Jund. What do you side in? and finally does not having duress hurt your advantage against them? (taking an early pulse from their hand is a very good play imho)
http://forums.mtgsalvation.com/showthread.php?t=414863&page=3
4 Champion of the Parish
4 Doomed Traveler
4 Lightning Mauler
4 Silverblade Paladin
3 Hero of the Bladefield
2 Blade Splicer
2 Fiend Hunter
2 Hellrider
2 Zealous Conscripts
4 Gather the Townsfolk
4 Brimstone Volley
2 Oblivion Ring
Land 23
4 Clifftop Retreat
4 Cavern of Souls
2 Slayer's Stronghold
8 Plains
5 Mountain
3 Pillar of Flame
2 Mirran Crusader
3 Thalia, Guardian of Thraben
2 Revoke Existence
2 Grafdigger's Cage
2 Celestial Purge
1 Obilvion Ring
4 Champion of the Parish
4 Doomed Traveler
4 Lightning Mauler
4 Silverblade Paladin
3 Hero of the Bladefield
2 Blade Splicer
2 Fiend Hunter
2 Hellrider
2 Zealous Conscripts
4 Gather the Townsfolk
4 Brimstone Volley
2 Oblivion Ring
Land 23
4 Clifftop Retreat
4 Cavern of Souls
2 Slayer's Stronghold
8 Plains
5 Mountain
3 Pillar of Flame
2 Mirran Crusader
3 Thalia, Guardian of Thraben
2 Revoke Existence
2 Grafdigger's Cage
2 Celestial Purge
1 Obilvion Ring
This deck is just amazing. It can come out of the gate so fast and still has enough threats to survive a board wipe.
The Hero is probably my MVP of the deck. Dropping her with a mauler is just nuts and can be a huge swing in your favor. Plus she has synergy with Hellrider, Paladin and Champion.
Paladin is amazing with double strike being so hard to deal with. Although I am thinking about dropping one in favor of something else but I am not sure what.
Volley and Pillar are just burn spells and some removal but you could easily fit any burn spell into those spots. Ive actually been thinking of taking out volley in favor of Incinerate. 2 cmc vs 3 can be a big deal for this deck especially when trying to drop creatures almost every turn.
Sideboard could probably use some help too but I havent had too much time to mess with it.
Constructive Criticism is appreciated. Let me know what you think.
Why don't we use this card? Everytime we drop a creature expect for hellrider we can ping them for 1. It has synergy with nearly every creature in the deck and Gather the Townsfolk. Even dropping a Thatcher Revolt would be a good move. Ping for 3 attach for 3+ more (depending on what else is out on the field. Not sure if it would slow the deck down too much or even speed it up. Just a thought.
Now since that's all been cleared up can we please move on to a discussion about this deck's more difficult matchups, card choices and sideboard strategies and leave the rules discussion for the rules section of this forum. Thank you
4 Crumbling Necropolis
4 Drowned Catacomb
4 Dragonskull Summit
2 Halimar Depths
4 Scalding Tarn
3 Swamp
2 Mountain
3 Island
Win Cons:
3 Cruel Ultimatum
2 Sphinx of Jwar Isle
3 Earthquake
3 Jace, the Mind Sculptor
Other Spells:
4 Calcite Snapper
2 Double Negative
3 Essence Scatter
2 Negate
3 Terminate
4 Lightning Bolt
3 Treasure Hunt
2 Divination
3 Vampire Nighthawk
2 Malakir Bloodwitch
3 Pithing Needle
1 Chain Reaction
4 Flashfreeze
2 Negate
I decided not to put Sorin in my build cause he is just too slow. He is one of my favorite planewalkers but he has always been marginally underwhelming to me. I added divinations in his place to get a little more draw hopefully it will help (havent tested this build at all yet).
Also the sideboard was kinda just thrown together. Any suggestions on it would be appreciated. Speaking of sideboarding, what is a good sideboards strategy against some of the other tier one decks? and more importantly what do we take out to make room for the sideboard cards games 2 and 3. This has been the most difficult part of playing this deck i think so some good input on this topic would help me a lot. Anyways let me know what you guys think. Thanks
2 Sphinx of Jwar Isle
Planeswalkers:
2 Sorin Markov
Other Spells:
3 Cruel Ultimatum
4 Terminate
4 Lightning Bolt
3 Earthquake
3 Divination
3 Flashfreeze
2 Negate
4 Sign in Blood
2 Agony Warp
2 Essence Scatter
4 Crumbling Necropolis
4 Scalding Tarn
4 Dragonskull Summit
4 Drowned Catacomb
4 Island
3 Mountain
3 Swamp
2 Malakir Bloodwitch
2 Pithing Needle
2 Negate
2 Telemin Performance
2 Grixis Charm
2 Double Negative
3 Goblin Ruinblaster
As always comments, suggestions and criticisms are always welcomed. I would like some help on the sideboard tho. I'm trying to make one that is good against crypt/emeria (specifically mono-white) decks, Vamps and Jacerator/Mirror mostly, with of course some jund (even tho our main is pretty good against them). These are the ones I see alot in my meta. Thanks
Either way I do run a mix of them 3 hellion and 2 earthquake only because (as I stated earlier) this deck just really cant afford to get burned by one of our own spells, especially in that matchup.
What exactly makes Earthquake faster than hellion?? They are both sorcery speed the only difference is that earthquake burns us too. And against boros we need every point of life we can get.
4 Obsidian Fireheart
Burn/Etc.
4 Blightning
4 Burst Lightning
3 Terminate
4 Lightning Bolt
4 Sign in Blood
4 Earthquake
2 Chandra Ablaze
4 Pyromancer Ascension
1 Banefire
3 Bituminous Blast
4 Marsh Flats
4 Arid Mesa
4 Dragonskull Summit
5 Swamp
6 Mountain
3 Volcanic Fallout
4 Duress
3 Thought Hemorrhage
3 Vampire Nighthawk
2 Haunting Echoes
I am curious as to why i havent seen banefire at least as a 1 of in this deck. i have done some testing with it and playing it for 4 even with an ascension out can win a game. i think it should be played at least as a miser's copy 1-of.
So do you think duress would help? I feel it's almost necessary in that MU plus it helps in many other matchups. Taking a blightning and/or pulse can really increase our chances of winnin that game.
I really like this deck list. It has a transformative SB to where (if necessary) the deck can be changed to an almost pseudo-vamps by adding ghast and nighthawk. How does it fair against our arch nemesis, Jund. What do you side in? and finally does not having duress hurt your advantage against them? (taking an early pulse from their hand is a very good play imho)