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  • posted a message on Renegade Revolt Help
    The thing about it is that not only is it a revolt trigger but it allows you to go search for a bigger thing in the later stages of the game.Or even earlier if you are trying to go bals to the wall.
    Posted in: Standard Archives
  • posted a message on Renegade Revolt Help
    I had something similar sleeved up a while ago. What i recommend is taking out the implements, one rallier one rebel and one herbalist and replace them with 4 Lifecraft Cavalry and 3 Eldritch evolution. evolution allows you to search for your higher drops and if you sac a rallier or rebel to go get a cavalry you enable the revolt.
    Posted in: Standard Archives
  • posted a message on [AER] G/x Renegade Elves Tribal Ramp
    I have been testing with mono-green elf-ball and the biggest thing i have found to be successful is Eldritch Evolution, with it we can go tutor for things like the armor-craft judge, it auto-enables revolt, and then we can use it to go get Greenwheel Liberator or Lifecraft Cavalry or gearhulk.
    Posted in: Standard Archives
  • posted a message on Grixis Control
    Oh yeah, i didnt mean to sound as if i was criticizing it for being that. It just is what i thought when i saw the lists. I don't dislike it or anything. Personally I am a red black player so it is cool to see a 'similar' list doing well. I don't think the threads need combining. I was just observing is all.

    I think I would run the languish over the flames as even though it is slightly harder to cast, it does hit things that flames never could such as ojutai, TKS, kalitas, and avacyn to name a few things.
    Posted in: Standard Archives
  • posted a message on Grixis Control
    Sooo its black red control with blue splashed for the op jace man. Ok seems interesting.
    Posted in: Standard Archives
  • posted a message on W/U spirited away!
    I really like the idea of U/W spirit flyer beatdowns. I do think that always watching is a card that is needed. If you look at the blue white human deck one of te biggest things it has going for it is the anthem. This could work well here too.
    Posted in: Standard Archives
  • posted a message on BW Control
    thanks for the advice
    Posted in: Standard Archives
  • posted a message on BW Control
    Quote from SuperSeed »
    Quote from Pyromentalist »
    So since I have not seen anyone else put anything up I wanted to mention this. During some grind testing yesterday i ran accross esper walkers (yeah still a thing aparently), it beats us bloody every time. I played 10 games against it and never beat it once. I am attributing a couple of those games to simply playing a new deck and making silly mistakes but the reason i wanted to mention it is that i think we might need to have some extra ruinous path in the side. I run 1 in the main with 3 to the slaughter and still couldn't deal with the walkers.


    Well running 3 To the Slaughter is incorrect int he first place IMO. With Sorin, Anguished Unmaking and discard spells you should have a fair time against Esper. I'm not saying it will be a walk in the park, but if you board correctly then it shouldn't be a landslide. I also haven't seen a competitive control list yet besides B/W so I have no basis for side boarding in my local meta against it.


    I think i understand what you are saying. However i would like to give a little more context so that actual advice can be discussed. The list I ran against would probably be weird for most other walker type decks but it ran gideon, sorin, ob nixilis, new jace, and narset. Plus counterspells and board wipe. i don't think you can have enough discard, unmaking, and sorin in hand to deal with a board like this. Lets say I take a hand that would be acceptable, two or three lands, a transgress, a duress, and a anguished. OK so nobody does anything until later in the game right? So this mean that even though you can pplay a turn two transgress, they are still going to draw other cards in the mean time until the turn four or five when most things happen. Even if you attempt to trade one for one with the walkers, they have counterspells to back them up as well as simply letting you do it and waiting until you attempt to play any kind of board presence to counter. I'm not trying to whine or say it is an unbeatable matchup but at the same time it is certainly a weakness and pretty much all of our creature kill is completely useless. What I am trying to figure out is what can we have in the side to make a matchup like this more winnable? Like it or not they will have counterspells and we do not so unless they are a horrible control player they will wait until we try to do something or wait until they can play something and protect it. Ob, Narset, Sorin, and jace all pretty much say +1 draw a acard so oncce a walker is down the odds become increasingly stacked with each turn.

    Now, I know that the list I played against might end up being a rogue deck you only see rarely but at the same time walker control is thing and we need to have options beyond attempting to lose three life and exile a single card. Discard is a good options we can do it earlier than they can reasonably counter, but I'm not sure if duress and trasngress is enough. Are there other hand control options that would allow us to disrupt them effectively?
    Posted in: Standard Archives
  • posted a message on BW Control
    So since I have not seen anyone else put anything up I wanted to mention this. During some grind testing yesterday i ran accross esper walkers (yeah still a thing aparently), it beats us bloody every time. I played 10 games against it and never beat it once. I am attributing a couple of those games to simply playing a new deck and making silly mistakes but the reason i wanted to mention it is that i think we might need to have some extra ruinous path in the side. I run 1 in the main with 3 to the slaughter and still couldn't deal with the walkers.
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    Quote from Red Shadows »
    Quote from AussieMTG »
    I rather like that as a basis, but I'm just not convinced about Insolent Neonate. Also, I love Lightning Axe as there are at least 4 other vampire builders at my store, so I need to pack as much cheap removal as possible.


    Neonate is the best 1 drop in the deck. It's evasive, and it's trigger has absurdly potent utility at all phases of the game. Early, you can potentially use it as a madness trigger. As you phase into midgame, you use it to chump sac against lifelink creatures to prevent your opponent from saving themselves from lethal burn (there will be many, many, mannnnnyy of these nasty creatures if my testing is to be believed). I can consistently push more damage with neonate than any other 1 drop creature that's viable for the deck, and if they do waste 2 blocks to block it, i sac it for alms or temper. I can't sac Indulgent Aristocrat or Gorger or Thornbow at will for a discard and draw a card. In this deck, it's pure card advantage. It is a 100% core card due to utility and evasion.




    To all aggro builds running Gorger, why? We're typically running all the madness cards we can afford with alms and temper, we don't have more discards to burn. Doesn't trade very well in this format, doesn't synergyze well enough in the deck, doesn't have evasion.

    We have no vampire lord, and the only card that gives it a bonus is Bloodsworn, but that's conditional at best. We aren't locked into tribal, we have no strictly tribal synergy, we don't need to be strictly tribal. Thornbow Archer is more aggressive and can push for more face damage, while yeah, sure, it doesn't really trade up often, it sure does work as face damage. And to be honest, our deck only cares about face.

    Neonate is absolutely core due to evasion, but with Gorger, we have 2 red one drops and no black on t1. If we draw a swamp and a battleland on the play after going to 6 cards on the play with a mountain or shadowland on top, oh *****, we have a dead turn one in an aggro deck. Not an issue with thornbow, it makes the mana nicer and just works better from all of my testing.

    In loosing Gorger, we loose minimal utility, as we don't WANT to discard cards more than needed to trigger madness on burn spells. 8 of our 12 madness triggers are only usable once, and using that to pay the same cost as a standard cast isn't worth it. It's far more of a viable option in builds running Lightning Axe, but I feel the creature removal is unnecessary due to our potent reach though flying and faceburn. We also loose the ability to niche gain a 2/1 with haste for 2 when we have bloodsworn out.

    What we gain from loosing gorger in favor of thornbow is a more consistant turn 1, a way to directly deal damage to a player without contest from blocks, the ability to trade with most turn 1 drops.

    We trade some weak synergy for early game consistency and at least 1 extra point of damage in the midgame (more if you can do funny things during combat step).


    I run Gorger simply as he is a 2/1 one drop that can at times allow us to cheat a critter into play to value other cards. I understand that thornbow seems really good, i mean guaranteed 1 damage every swing IS good. It's just that personally I run more red than black so for me having 8 one cost red drops means I never don't have a turn one. If i have a great hand except no red source then i wouldn't keep regardless as some of the best and earliest plays involve red. I guess the issue for me is that i get some utility from gorger. From thornbow i get a single point of guaranteed damage but in the end if he isn't blocked its 2 either way. if either one is blocked it is probably going to die. I guess it really comes down to how much damage are you getting from the archer that you couldn't have gotten from the gorger?

    I think part of it comes down to build though. I run four gorger, four neonate, and 2 aristocrat. I have found from my testing that aristocrat is very good for the way i play the deck. Being able to use a later turn one drop as fuel for the team has even gotten me around languish which is in my opinion the biggest enemy of this deck. Just today, four out of my five games i used aristocrats ability at some time to make gorger bigger. t1 gorger, t2 aristocrat and neonate, turn three play a top decked gorger, sac it and swing. At this point with each turn swinging as possible my opponent is now down to 11 life turn three and my creatures are bigger than most chump blockers. Now this isn't opurtune, we would rather have a heir or bloodcrazed at that point but it still took down almost half their life total and left me with cards in hand for the inevitable languish.
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    Quote from Red Shadows »
    Bloodseeker has been an allstar for me. He's probably the best reactive card in the deck. The thing about him is, he's flexible and pretty much a toolbox on his own. On paper, he looks bad due to lack of damage and weak power/toughness, but in play against an opponent, he's phenomenal.

    With him you can:
    -Use his fat butt to block weaker creatures outright.
    -Trade even and enable madness on 3 toughness creatures.
    -Block then use his active twice to stop any attacker (who doesn't have trample) and get two madness triggers.
    -doubletap his active during your turn for a Youths+temper/alms
    -swing with him as a 3/1 and enable madness.

    Every single game I've won has been a grindout where burn and flying nets me the win. I can usually push around 8-12 damage with creatures depending on the matchup, and then my non-flying creature's are useless. The on command madness triggers enable 8 of my 11 burn spells. I've won games with doubletapping into a duo of Alms and Temper.

    Following the trends I've seen in wins, new build.




    -3 Falkenrath Gorger
    -2 Call The Bloodline
    -4 Gisa's bidding
    -1 Incorrigible Youths
    -2 Smoldering Marsh
    +2 Insolent Neonate
    +1 Thornbow Archer
    +4 Titan's Strength
    +2 Olivia's Bloodsworn
    +1 Exquisite Firecraft
    +2 Basic Land


    Thanks for the info. I will probably drop the drana and try him out.
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    Quote from Colt47 »
    My current list looks similar to yours Pyromentalist. I got 4 drana in my own listing and missed the Alms and To the slaughter, though. The madness seems like it works with getting things on the field as fast as possible, but I keep finding that to run madness, you want to keep mana open which delays playing things for a turn or two.


    Yeah, i think that is kind of why this deck hovers the midrange point. I think that you do want to go fast but at the same time i think a good strategy for this deck is lay a couple critters or Call the bloodline and then sit back and hold your hand up for madness enablers. That is one reason I am running a few more spells that some other lists is i don't think we try to go balls to the wall fast. Madness is a little slower than RDW and requires mana. The mana intensive side of madness trades for amazing synergy thought so think it is worth slowing down a bit.
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    I like your deck. The big thing I am noticing is that you have 16 cards which you want to be casting for madness costs while you only have 12 ways to enable madness itself. of those 12 cards 6 can only be used one time. I think that maybe i would cut the Ravenous bloodseeker for some sort of pump? Maybe Titan's Strength or even the new one from SOI that gives trample? that would increase your time to kill clock. Or maybe add another call the bloodline and some Tormenting voice? Just some thoughts. I don't like bloodseeker, has he been playing well?
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    I have been thinking and delving into the gatherer to work on options for this deck as I really think it could be fun to play. That being said everything I am going to talk bout is for a vampire Tribal. I understand that there might just be better options outside of tribal but i want to see if we could come up with a good list first as I am one of those silly players who like a tribal to be pure tribal. Anywho here we go on my cards i think could be included.
    Sorcery:
    Tormenting Voice - for two mana enable madness as well as get two cards i think is a amazing card for this deck both the aggro and the midrange styles can benefit from this.
    Duress - Simple hand destruction for our opponent, I think this deck if aggro or midrange will both be hit hard by sweepers such as languish and even flaying tendrils. Being able to rip them right out for one mana seems like it would be good to have a few in the side, maybe in main for midrange.
    Alms of the Vein - i think this is an auto-include in either build, a lightning helix for one black mana seems way to good to pass up.
    Murderous Compulsion - I really like this card, not sure how well it will actually play but being able to cast a kill-spell no matter what seems good. The tapped creature clause could be annoying but we will have to see.
    Avacyn's Judgement - another card I am not sure of. It has a lot of flexibility both in the early game as well a later. I think the madness is candy and later game could be a decent top-deck.
    Pick the Brain - at a three drop I don't think this will be in anyone's main but the fact that you exile the card not make them discard could be relevant at some point. I also want to mention that with delirium this could be a hose.

    Enchantments: There are some here that could be worth testing. I think having delirium online for pick the brain or to the slaughter could be a worthy investment.
    Sinister Concoction - arguably the best delirium set up out there. A single black mana for cast and a single life and black mana for a kill spell while still enabling madness as well seems interesting. The only major issue i have with it is i'm not sure when you would play it in the aggro deck. The first two or three turns will probably have better plays and this might just not be enough to play early.
    Call the Bloodline - wont lie, i love this card. Cheap madness enabling plus a dude? Yes please. more of a wide option and maybe better for midrange but i might try a two of in my aggro test build.
    Skin Invasion - now hear me out. I know it seems weird but for one mana get a 3/4? That is basically what this is, once again can enable delirium as well as giving us some lasting power of some of our smaller guys seems like it could be powerful. I personally hate cards that force me to attack but at the same time it might just be a good card becuase if they know it is going to flip into a bigger critter, they might let the two power or even one power critter get through until they can deal with it.
    Senseless Rage - a +2/+2 enchantment for two with madness. I think this might be too win-more magic christmas land, but it might be worth testing. As i said prior, I am attempting to simply put out ideas for cards that could synergize well.

    Instants: There are a lot of things that could work for this deck but i am just gonna cover the ones I think would be best. If you have other ideas let us know so we can all move forward with this deck.
    Merciless Resolve - I am unsure about this card, having to sac a land or critter seems very counterproductive for us. However if we are running call the bloodline or they are sweeping anyway this might be a good one or two of. Two card draw at instant speed is pretty nuts really.
    To the Slaughter - to me, this is an auto-include of two or three in the main. Yes it is three mana which is kinda tight for a deck like this but at the same time this card is bonkers, if you have delirium this gives us a way to kill plainswalkers and there are several which can come down as early as turn four and make our game go very different. Some people have told me they think this is too slow for aggro but i think that since most of our critters are pretty small there are a lot of things that this hits that would give us a better swing.
    Fiery Temper - Another must have. Madness lightning bolt which is also castable for plain three. 'nough said.
    Lightning Axe - the better roast. Instant speed kills almost anything they have in the first five turns and enabling madness. (All for one mana).
    Titan's Strength - you knew it would be here, this is aggro people.
    Kolaghan's Command - This is the most value thing in the deck, pseudo killspell, discard (player not opponent), getting a critter back from the yard, or artifact destruction.
    These last two i think are good and think they deserve a slot, just not sure how many or if some of the other options would simply be better...
    Fiery Impulse - standard bolt a creature. Gets little dudes out of our way.
    Ultimate Price - the premier killspell this season i think. Mono color clause might be rough but since most of the new stuff is mono anyway i think this probably beats murderous compulsion.

    Creatures: This is my list of all vampires worth running, if i missed any let me know.
    Falkenrath Gorger - a one mana 2/1 with synergy, auto 4 of.
    Indulgent Aristocrat - this guy might be better in a more midrange scenario with call the bloodline or other token type decks. Lifelink could be relevant but i don't think he's really worth the slot for aggro unless it is in the side.
    Insolent Neonate - Not sure what to think about this guy. A one drop 1/1 with menace seems ok, not really overwhelming but not bad. His ability to activate madness and draw us a card might be worthwhile though, i think we include him for now since the menace can be a real thing. Him plus a titan strength or a ssenseless rage could be some hefty damage.
    Heir of Falkenrath - madness enabler, turns into a 3/2 flyer potentially on turn three could be amazing. auto 4 IMO.
    Asylum Visitor - a 3/1 for two seems good for this deck. The fact that it has madness of the same cost is really nice, also the card draw could also be really good. Even if it only procs on our turn, it's still an extra card which i think is crucial for this deck.
    Olivia's Bloodsworn - a 2/1 flyer which can give our other vamps haste is good. The fact that he can't block, kinda whatever, i think he is worht running regardless for the evasion.
    Olivia, Mobilized for War - people seem to be on the fence about this card and i can see why. However i think if we look at it in a positive light it is a 3/3 flyer for three mana which allows our later plays to both have haste, get bigger, as well as enabling madness again. Is she kind of lackluster? I think so but she is still a heavier critter than most of our deck and i think the turn four or five if we havn't already one at this point we run out of gas, having the potential option to get hasting bigger vamps seems ok to me, we shall test and see.
    Drana, Liberator of Malakir - could be a trap but i think she is worth testing as a two of. If she hits she makes all our attackers bigger. Flying again for evasion as well as first strike for those pesky hangerback tokens.
    Some honorable mentions which might have a place in some builds
    Blood-cursed knight - if we want to splash white and we play any of the enchantments a 4/3 lifelink for three mana could be just bonkers.I think he would fit into the indulgent aristrocrat, call the bloodline build.
    Sanguinary Mage - 1/3 prowess vampire mage. considering some of our spells could be worthwhile, a lightning axe into madness alms or temper would then give us a 3/5 attacker but with no other abilities i think this is a meh for us.
    Bloodmad Vampire - I want to test this as it might be a sleeper but i i don't know if it is powerful enough for the main. Will probably test a three of.

    You will notice i didn't put Incorrigible youths into this list. I am trying to keep my choices to cards that could be cast normally without madness with the madness ability being candy. I know i will be flamed for this but in my opinion if we are tapping five mana we better be doing more than putting a 4/3 haste on the battlefield. i think this archetype has way to much utility to be using that kind of mana on one critter. that being said a turn one gorger into turn two heir into turn three discard and play youths would be good. If someone could tell me how often that actually happens maybe i'll include it. I just would rather not have too many glass cannon options. let the hate mail come rolling in.

    OK, there are all the cards that i am thinking could be run in a deck like this. I think a aggro version would be best so here is my test build #1.


    Working on sideboard still. Let me know what else you guys think could be included. This is hoestly a really tight list and i think it will be hard to get a good mix of madness, critters, and good spells.
    Posted in: Standard Archives
  • posted a message on R/B Madness Aggro
    So nobody thinks Indulgent Aristocrat is any good? I mean yeah you have to sac a creature but it still gives all vamps a counter. Plus if paired with Call the Bloodline this could be interesting. Just a thought, destroy my logic as you will.
    Posted in: Standard Archives
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