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  • published the article Young Pyromancer BURN
    Young Pyromancer seems like a simple, 2/1 Human Shaman for 1R.
    Maybe you look at his ability, "Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental creature token onto the battlefield," and you think it's good, but it won't make a big impact.

    If you assume that, you are wrong.
    I'll just start by saying that, in Standard, this card is going to be nuts.

    I cannot speak to Modern or Legacy, but I do know that in those formats spells like Lightning Bolt and Rift Bolt exist, and as such, I think this young man will be exactly what a burn deck is looking for.

    But why am I so confident about this?
    Because they also printed something so innocuous, so simple, that it looked like a nerfed version of a previous card. And Barrage of Expendables is, in fact, a nerfed version of a previous card -- Goblin Bombardment. But that doesn't stop this version from being great.

    Here's the deck I've been testing. Note: I am already testing it, and I have been, and it works ridiculously well, especially given the absurd manabases decks are currently playing.



    What does this deck do? It burns your opponent to nothing, and it does it QUICKLY. First off, it punishes greedy manabases with 3 copies of Burning Earth. If you can land this on T4, you've pretty much won. Period.

    Next, you're trying to generate card advantage with your Young Pyromancers. Every time he hits the table, your opponent will need to remove him or you'll start piling up ungodly amounts of value. The synergy is so freakishly simple. You cast your spells, either as removal or straight burn, and you get more dudes... that can then swing or block as necessary. Each simple Shock gives you another attacker (or blocker if absolutely necessary).

    But when things start getting nuts is when you add in the Barrage. Then every creature is secretly another ping. Removal against you still results in a damage -- wherever you need it! Creatures or players, Barrage doesn't care. It gives you reach, definitely, but it also powers up your other spells. Looking down the barrel of a 4-toughness creature? Spear it and fling the elemental the Spear creates. Done.

    Chandra's Phoenix just gives you another avenue to do more damage. Its haste is important, because you can cast it and attack immediately for 2, then fling it if necessary for 1 more. 4 mana is easy to come by in this deck, even with only 22 lands. If anything, I've been debating whether the Crucible was worth it, or if I'd rather just run 22 Mountains. Seriously: Burning Earth is absurd in this deck; people just don't realize it yet.


    ---

    As I said, I've been testing this deck. It has great match-ups against the field, at least right now. With the proliferation of lifegain, however, things may change. That's why there are already 4x Skullcracks in the main deck.

    Thoughts? Concerns?
    Seriously, I'm curious what you guys think and see, because this deck has extreme amounts of potential.

    Until next time, keep brewing!
    Posted in: Young Pyromancer BURN
  • published the article Breaking Grixis
    So I've been inspired. Occasionally that happens, but not often. When I did my original dig through the Dragon's Maze cards, I didn't think anything special was really out there. Voice of Resurgence seemed powerful, and Deadbridge Chant had potential, but neither really truly inspired me. I drafted up a few boring decks that folded all too easily to the meta. Then I saw something that changed all that: Breaking/Entering.


    This is the deck I've been having a WICKED amount of fun playing.
    Yes, I do know it's currently 62 cards, but I'm not sure what to cut or how to tweak it yet. In fact, as much as this deck mills itself, I'm not sure if a card over isn't acceptable. It just kills consistency... So what to do about it? To help you help me answer that question, I'll fill you in on the deck's plan.

    How to play the deck:
    - This is partially a combo deck, so you're really just trying to put the pieces together. Luckily, the pieces include 1) enough mana, and 2) Breaking/Entering. That's all. If you want to combo on T5, then you've got Crypt Ghast to get the absurd ramp... but that usually won't happen. Either you won't land the Ghast, or he won't survive your opponent's turn. He's a bit of a removal magnet.

    - It's important to remember that what you want to do (control the board with all your removal until you get 6 mana) is also forwarding your own game plan. Every guy you kill is a potential reanimation target. By the time you get up to Critical Mana Mass, if you're not next to dead, you've got the tools to win.

    - There's nothing more fun than playing Entering and giggling maniacally as you swing for the fences. If that doesn't sound like fun to you, then this deck isn't for you. Your goal is to lock down until you explode (at 8 mana) to fuse B&E and slam one of your fatties.

    - You can get big guys into the yard a few ways. First, you can discard them with either Desperate Ravings or Burst of Genius. Second, you can use the Loothouse to pitch one. Third, you can kill one of your opponent's guys. Or fourth, and most fun, you can watch your opponent mill one for you, and then snatch it from their yard.


    Issues you'll think of (I did) and that people have said.
    - Breaking/Entering costs 6 at least, and at best 8.
    True, it is a lot, but there are a lot of ways to get there in this deck. Whether it's double ramp with the Crypt Ghast, hitting every land drop thanks to Lili, or just stealing something you've already killed with all your removal (or that a reanimator deck has dropped in the yard for you).

    - Doesn't this just fold to graveyard hate?
    Not necessarily. Because the deck can functionally ramp itself quickly, even though its creatures are expensive, you can cast them normally if necessary. Also, because B&E when fused is one effect, you cannot remove any of the cards Breaking puts into the yard until Entering has had a chance to pull it out.

    - Liliana of the Dark Realms, really?
    In a control deck, there's very little better than hitting every land drop. Lili gives you that. What's more, she fixes your colors if you don't have your red or blue. She also, occasionally, doubles as great removal, since it's the -X/-X variety. Thus regeneration is completely without effect.

    - Blast of Genius isn't good.
    Just because it hasn't been yet doesn't mean that it isn't. It's a critical component to the combo in that it takes that fat 7- or 8-CMC guy in your hand, gets it into the yard, and deals 7 or 8 to the dome of your opponent... or to a creature if necessary. It's expensive, and the UR can be rough, but usually you're prepared for B&E, so you've got it. I'm only running a singleton because it's fetchable with the tutors, and it's great when you see it, but it's not something you want in multiples.

    - What is with your selection of fatties?
    Because Griselbrand is the most powerful reanimator target, he's the one they usually name with Slaughter Games. He's also the most expensive, and for now I'm on a budget that won't allow me to grab another yet. Still, each of the other fatties offers its own reward and benefit.

    Utvara Hellkite: swings in the air for 6 and drops a 6/6 flying blocker behind him. The next turn, if he's not handled, each that swings drops another 6/6 flyer. It keeps going.
    Sepulchral Primordial: is hard to block and gets you another dude from their graveyard. He's exceptionally strong against decks that also play strong dudes. Remember, you can reanimate whether they put them there or you did.
    Lord of the Void: swings in the air for 7 and usually gets me another body from their library to play for free. Notice a theme with these? I swing, I hit for ~1/3 of their life, and I get another dude to boot.
    Sphinx of Uthuun: swings for only 5, true, but he increases my hand size just by landing. ETB fact or fiction is amazing.
    Stormtide Leviathan: has a huge body and shuts off all (other) ground attackers. This is the ultimate anti-aggro dude, which is why I don't mind that he doesn't give me a second body. It's just him, true, but usually that's enough.

    With each of them, however, we also need to consider their real CMC as well. Due to the insane ramp of Crypt Ghast, you can actually cast any of these guys on T5 if the color requirements are met (and the Ghast survived). The hardest to hit then is the Leviathan whose UUU is ridiculous. Even the Hellkite's RR is easier, since the deck leans more to R as it is.

    So there it is, the deck I call "Breaking Grixis." Comments are, as always, appreciated. Which cards should I cut out, if I should? I'm looking to trim two, but I don't know which are the weakest. There's so much filtering, draw, tutoring, and mill going on, do I even need to? Let me know your thoughts!

    Until next time, keep brewing!
    Posted in: Breaking Grixis
  • published the article Deadbridge Walker Control
    What is it that makes a good control deck tick? Usually it's Card Advantage. That can come from the availability of good, often-mass removal cards, or it can come with extremely strong ETB effects, or it can be discard, or just straight card draw. What I noticed with the current Standard environment is that Golgari's colors actually offer a lot of those things. If you then splash R for a small sorcery (like, say, Rakdos's Return) then you've got the makings for a wicked deck.

    That's what I ended up making.

    Let me give the deckist, and then you can see what I'm talking about.



    So let me talk you through the elements of the deck, because a lot of it is "janky," or so I've been told over and over again by the people I keep beating with it.

    Card Advantage:
    - Deadbridge Chant - This card is simply amazing. It doubles your draw steps, and if you've got flashback cards in the yard, you can even guide it a bit more. Flashing back a Sever may not be the most efficient, but it's still value, and it makes the other cards in your yard more likely to be drawn (though, granted, usually only like 6% more). And if it hits one of your creatures? Well... who doesn't love a free Thragtusk? It's just unreal.
    The real power behind this card is that it allows you to use tons of 1-for-1 removal spells early on and not care about that too much. You just assume you can (potentially) recoup them later. It allows you to play Lili, -3 her, and not care as much. Though admittedly it also is why you won't mind when you pull 1 land with Lili and she dies to attacks either. The card advantage here is very, very real. It also won't hurt your deck size as much as a long-running Staff of Nin, which on occasion has lead to lots of decking. It's so powerful I listed it under the "Planeswalker" section in the decklist. It's just that good. Yes, even in multiples.
    - Liliana of the Dark Realms - You may not think of her immediately in this role, but her job is to draw you lands every turn and thin your deck, so that when you hit 6 and can drop the chant, you're putting real spells (ideally) in your graveyard, thus getting them back instead of just more lands.
    - Sweepers - Whether that's Gaze of Granite, Barter in Blood, or Mutilate, we know what it's doing. Gaze is nice in that it is also one of the few answers this deck has to Planeswalkers, artifacts, enchantments, etc., though Putrefy also hits artifacts.
    - Rakdos's Return - This is the biggest weapon in the deck, since it can empty an opponent's hand and do damage. With the recursion the Chant offers, it's absolutely ridiculous. It's almost enough to make me consider some Rakdos Charms, so I can exile the rest of my GY and then guarantee this comes back, and back, and back. But that's too cutesy, and we need to make sure we continue to have the "extra draw" the Chant grants us every turn. CA is the game plan. It's how you win.

    Raw Power:

    - Garruks - Both Relentless and Primal Hunter are big game. In this deck, which only runs 5 creatures, they provide a huge chunk of damage. It can be a challenge to know whether you actually want to play Relentless or just a 2nd Primal Hunter though. I'm still debating it internally. But that 4CMC walker is vital. It's occasionally a removal spell (and free damage soaking), but more often it's a token producer. Occasionally you get to flip it and start tutoring, but that's very rare.
    - Thragtusk - Self-explanatory, usually, but any time you can recur him, it's pure value. He's also one of the few ways we have to deal with both Obzedat and Blood Baron. It's also convenient that he trades with a lot of other crucial dudes, like Sires.
    - Army of the Damned - It has seen absolutely no play, and I understand why. It's ludicrously expensive to cast, and damned near impossible to flash back, but if you do... if you do either... you win. It's 26 power across 13 bodies, on one card. With flashback. It had to be expensive. It's also one of the two cards in the deck that make you want to ultimate Lili. The other, obviously, is Rakdos's Return. It works brilliantly with the Chant due to the flashback, too, which is just even more icing on the proverbial cake.

    The Sideboard
    - Tragic Slip and Mutilate are mostly for the aggro decks that try to go fast, or for the big guys that can't be removed with "destroy" effects.
    - Golgari Charm actually serves two purposes. It's great against the blitz-styled aggro decks where lots of creatures have only 1 toughness (or only 1 after the Curse). However it's also a great answer to sweepers in granting our FEW threats a regeneration shield while also eliminating troublesome enchantments. I'm looking specifically at Detention Spheres for our Walkers, Assemble the Legions that we can't continue to deal with, and other peoples' Chants.
    - Curse of Death's Hold is an amazing tool against decks that win with small creatures. It doesn't matter whether those creatures are Augur of Bolas and Snapcaster Mage or Blitzed Humans or Spirit and Vampire Tokens. It's exceptionally good against those decks. It usually won't come in against the enormous Reanimator decks, though, and that's because we're hoping to just remove those threats, not water them down.
    - Ground Seal is for the obvious decks. Worth noting: it does not affect Deadbridge Chant at all. The Chant doesn't target. It's simply chooses at random.
    - Putrefy, Tribute to Hunger, and Sever the Bloodline are extra removal that specifically target certain decks. Sever is for anything reanimation wants to hit. Tribute helps with Hexproof, and Putrefy helps when the Victim or Night or Ultimate Price becomes dead in-hand.
    - Slaughter Games is the answer to cards we otherwise cannot hope to answer. Acidic Slime is the best target (at least in Reanimator decks), since it's one of the few things you really will hate to see in our list. Any card that can remove our Chant, that's what you should name with your Slaughter Games. Of course, it also allows you to name really powerful dudes, like Obzedat or Sire, though if you've already got a Chant down, we typically win a Sire battle.


    Further Analysis...
    I've run this deck for the past week, and I've noticed some hard match-ups. Unfortunately, this deck can be quite draw dependent, like on how much mana you see (which is why we run 25, accelerators, and Lili). As such, if you get your own hand wiped out by Jund's Rakdos's Returns or Sires, or Reanimator's Sin Collectors, that can be bothersome. However, this deck is so creature light that it tends to give Esper lists fits.

    It's best matches tend to be against devoted aggro lists. Your plan is to run them out of threats, and then you bury them in CA. Whether that's blocking tons of dudes until you can sweep, ripping them apart with walkers, or merely Returning them to death. The goal is to survive until they cannot. Believe it or not, I've won a game off Vraska's ultimate using this list. It's obnoxious, but possible. Who knew? :p

    Questions, comments, and critiques are very welcome. I'm also hoping to test some more against Reanimator, since that's still a gigantic part of the meta, and I'm not sure whether I need more GY hate or not. Maybe a third Ground Seal in the side, but for what? That's always the challenge.
    Posted in: Deadbridge Walker Control
  • published the article Brewing Jund Ramp in RTR Block
    I don't know about you, but Standard has gotten a bit stale to me. Even with the release of the new set, I'm just not as interested in brewing in a meta that's full of Reanimator, Thragtusk, Resto Angel, Geist of Saint Traft, and Snapcaster Mage. As a result, I've turned my attention to RTR Block Constructed, which has a smaller card pool and hasn't been solved yet.

    The size of the card pool is important, since with the release of DGM the size of the pool just increased by roughly 1/4. That has also thrown a few new tools in against certain other "established" decks. Especially against Control (which if you know me at all, I don't enjoy it nearly as much as other archetypes).

    My brew of late has been a Ramp Midrange build, since I've always liked the "Go big or go home" mentality. Here's the result. Smile



    Yes, there are lots of legendary creatures in this deck... but there used to be more! I started this deck off by toying around with Varolz. Messing with +1/+1 counters was fun and all, but it just didn't work too well, so I branched out to this version instead. Ramp. The man's game.

    One of the cards that has surprised me most so far is Rakdos, Lord of Riots. He may not look like it immediately, but he's a ramp card. When paired with Zhur-Taa Druids and one other accelerator, you can ramp into him T3 easily. If not, T4 you can typically drop Rakdos AND something else. That's nuts.

    An issue I've been having is the mana. I'm not sure if playing all the duals is correct, especially since it means I take damage any time I want a land now. Still, in testing those few points of shock damage haven't been too problematic. But should I still replace some of the shocks with basics? Forests, perhaps?

    I'm not sure if Gruul Ragebeast isn't just win-more. However, there have been times where I ramped really fast (usually off Rakdos) and this guy sealed the deal. There have also been games where having him in-hand as a 7CMC spell have made him absolutely awful. If I take him out, though, then the question is what do I replace him with? The last Zhur-Taa Druid seems likely, maybe even another Ruric-Thar, or even a Sire of Insanity. But are any of those good enough? Do they do more than the Ragebeast?

    To that end...
    Other cards I'm considering
    Renegade Krasis: while the GG requirement is a bit steep, having an evolver that helps out the other evolvers (and early in the curve) is potentially HUGE. This deck also hits evolve triggers like it's nothing. A Gyre Sage that survives to T3 will evolve. This would then help it get even bigger (and faster).

    Savageborn Hydra: this suffers from the "no ETB effect" issue, but it has the upside of using all your mana every turn -- and this deck can produce a ton of mana. Also, if there's not an answer for it immediately, its double strike will win the game. That he's variable p/t is also useful, since he can ramp into something amazingly huge quite quickly. The more I think of him, the more I want to play him. He would also work with the Krasis (above), but I think that is too cute, too win-more.

    Blood Scrivener: it's a small creature, which can be advantageous. It evolves Gyre Sage, and early on that's critically important (which is also why Greensides work so well in this deck). It also fills the hand if we play it out. Downsides include that it's another 1-toughness creature, which will make it susceptible to any and all removal. He's even mono-colored. Still, worth considering.

    Deadbridge Chant: admittedly, I'm considering it for the sideboard, but it's still another card advantage outlet, and against certain decks that's extremely important. This deck can be slow, especially if there's enough removal early on to slow down the dorks. This could be great in a deck with 31 creatures, since those just reenter the battlefield directly if Chant hits them.


    Jund Ramp is definitely more my style of deck, and I'm glad that there's at least the chance that it will work out. So far, testing has been good. The biggest issues I had was MonoRed, but that was before I changed some sideboard cards specifically for that matchup. I haven't gotten to test it again since. I'll try and keep this updated on my results.

    Do you have thoughts about the deck? Suggestions and creative criticism are always welcome.

    Until next time, happy brewing!
    Posted in: Brewing Jund Ramp in RTR Block
  • published the article Standard PillowFort with just RW
    I've been toying with the idea a while, and I was actually wondering if splashing for Black was worth the hassle. Then I saw Possibility Storm, and I wanted to tweak the idea even further.

    As much as I like aggro, I also like decks like this, where it's slow and grindy. It's also wholly possible that you'll completely lock your opponent out of casting anything while you extort them to death.

    How?
    Possibility Storm + Curse of Exhaustion means your opponent can cast whatever they like, but then it gets exiled... and they can't cast the second spell that would resolve. GG.

    This is the list I was testing tonight, and it crashed hard against three cards: Thalia, Guardian of Thraben, Merciless Eviction, and Planar Cleansing. Otherwise it was ridiculous.


    Not the prettiest thing, but man... when those synergies get going, this deck is nuts. And ideally you set up the hard lock before they can Planar Cleansing you, or else you just lose.
    Posted in: Standard PillowFort with just RW
  • published the article Building a Better Pillow Fort.
    If you don't know what the pillow fort deck type is, it's a deck where the goal is essentially to make it impossible for your opponent to hurt you. In Standard, that means you're playing a lot of enchantments paired with Sphere of Safety. You're a tapout control style of deck, basically, but with enchantments instead of spells.

    Sphere of Safety means you're in White, but what others have thought to do with the deck was to play Naya. That gives you some nice green enchantments, usually mana fixing and ramp. But... I think that's boring. It's not aggressive enough, and it folds to a lot of aggressive strategies (because lifegain, what a lot of green enchants help with, is very weak on its own).

    I tried my hands at using Blue instead of Red. Yes, even though I hate Blue, I tried it. The results were mostly underwhelming (though they're excellent in RTR block, where Esper Pillowfort is amazing).

    The deck I've been building, that I've been playing and working with a lot, is Dega (RWB). It's got some surprising plays, and its method of attack is very unexpected. Here's the decklist, and afterward I'll explain more.



    ** The main concern I currently have is with our walkers. I began with three copies of Gideon. He's great at threatening a big win, but usually by that point I also have an ORing or two down, and he'd exile those... releasing whatever was trapped. It's been bothersome, and I'm thinking that perhaps just replacing those with Dreadbore might be right, even though I hate losing those enchantments. The other alternative is to use Stab Wounds, and those just don't hit as many of the same threats.

    Gideon is a great threat in this deck, but is there some way to make him good enough? He feels like the perfect finisher, but ... it's frustrating at times too. Would more copies of Sorin be better? It's a tough call. Sorin can't just win the game like Gideon can. Sorin is better at stalling though, and buying time helps this deck a lot. I'm currently testing a split with more Sorins than Gideon, which hasn't been bad. Gideon is just nice because he can be another evasive (in terms of dodging removal) creature. Paired with Obzedat, he makes a potent combination.

    ** Curse of the Pierced Heart is such a strong card in this deck. It ends up being a tremendously efficient damage spell. Sure it's only 1 per turn, but this deck goes to 10 turns easily. That means it can do upwards of 10 damage for 2. Never a bad deal.

    ** Contaminated Ground has more than proven itself to me over the course of my testing. If you are on the play against the heavy-Red aggro decks and you hit their T1 source with this? They're in trouble. That deck usually only ends up with 3 or 4 lands as it is, so if one of them shocks them every time they use it, and using it only gives them off-color mana, then it's usually a huge advantage for us. It's been difficult to see whether playing Blind Obedience or this is better on T2, especially since BlOb cuts off their haste plays... which can be huge with Burning-Tree Emissary combos.

    What else does this awesome card do? It negates Nephalia Drownyard and Kessig Wolf Run. It cuts off Gavony Township (though those decks usually fold to ours anyway, since they rely on multiple creatures instead of singular threats). It destroys Vault of the Archangel. It does work. I'm very, very impressed with this 2CMC enchantment.

    ** Rhox Faithmender has been one of my more contentious choices. It has good synergy with extort (which this deck lives off of) as well as Obzedat. It usually enables us to continue using Underworld Connections, and that card draw is critically important. However, it's one of a very few creatures, which means it turns on all our opponent's removal. It's even monocolored, meaning Ultimate Price hits it. I suppose that's fair, though, since its butt is so big red removal gets easily frustrated by requiring two spells to end him.

    ** Essentially, this deck loses most often to 1) super-fast aggro that it can't quite deal with, or 2) not getting to 5 lands. I've considered Pacifism in the board for the aggro matchups, but I'm not sure whether it's better than some other options. As for mana screw... well, that happens. The deck already runs 25 lands, and going any more can lead to flood. I have found 25 to be a nice balancing point, especially since the only card draw this deck currently has is Connections. I wish Staff of Nin didn't cost 6, and was an enchantment instead.

    ------

    So there you have it. The deck has been testing very well, and although its worst matchups tend to be mill-based control, with Witchbane Orbs in the side, G2 tends to go much better.

    Am I overlooking anything obvious? Am I missing some critical piece of the puzzle that will help solidify the strategy against troublesome decks? Is there a good alternative to ORing? Should I be siding more Boros Charms? Give me some feedback. Let me know what you think.
    Posted in: Building a Better Pillow Fort.
  • published the article Boros: The Legion is coming.
    I've been building aggro decks lately. If you know me, you're not surprised, even though for several months I toyed with control. Aggro is more my style -- I play it better, and I enjoy cards that do something instead of cards that undo something.

    This is where my current Boros Humans deck sits. Keep in mind, this is before any of the really good spoilers have arrived to deliver the Boros Legion into the prominence I expect it to see soon.



    I started with only 20 lands, and I loved the ability to count on my draw step to provide me with the gas I needed to get the kill. The downside was that I was losing too many games to mana-screw. So I upped the count to 21, and then to 22. The result is a more consistent deck, though occasionally it still does flood. So it goes.

    The sideboard is still a work in progress. I'm still toying with 4-drops, because as good as Hellrider is, it doesn't always provide the answer this deck seeks. Against GW, for example, it's not what you want at all -- you want Odric or the Riders. Against control, however, there's nothing better (yet).

    I fully expect to add some Nevermores to cut off sweepers of various types, once I figure out the "correct" number of 4s to run, but for now this is where the deck sits.

    Keep in mind, I'm running all of ZERO burn currently, and I do not think that's the best build. I just don't know what to cut, which burn spells to add, etc. I need to test it more, and lately that's been hit-or-miss wit regards to timing and opponents. Perhaps this deck doesn't even need burn, just to mainboard the Faith's Shields. That seems too cute though. Burn removes problems and opens the board for us. Searing Spear seems best in my mind.

    I really wish the 1drop white human they spoiled had been better for this deck, but a 1/1 for 1 just isn't enough, even if it can (rarely) become a 3/3... with 2 other attackers. Ugh, I am not a fan of the Battalion mechanic, even if Odric is currently the typical win-con.
    Posted in: Boros: The Legion is coming.
  • published the article G/R Aggro: Back to my roots
    I've been flirting with Control lists for months now, because honestly I've wanted to understand how that mindset works... how those kinds of players play. The drawback is that Control just isn't my style. That conflict (obviously) lends itself to less success than I usually enjoy.

    So I'm going back to my roots: G/R Aggro. And yes, this is before Gatecrash comes out and Gruul makes this deck ridiculous.

    Here's what I've been thinking:


    First thoughts:

    - I cannot wait for the Stomping Ground shockland. It's going to make mana fixing so much easier. The Guildgate will not be played (as this deck wants to get going ASAP), but the Shockland... yes. Very yes. It also counts as a Mountain for the Boar, but more on that later!
    - This deck can probably go up to a 3rd, perhaps even a 4th Cavern. It helps to neuter a lot of the early answers control decks tend to have, and thus it makes this deck that much more effective.
    - Turn1 Reckless Waif is a beating.
    - T1 Waif + T2 Rancor is a must-answer.
    - The sideboard is really weak right now. I've debated Huntmaster of the Fells over other things, especially lower in the curve, but I like it better. Sometimes that +2 life and 2/2 wolf really make a difference, and if he flips... It's just useful, flexible, and if the game goes to 4CMC, then he's helpful.
    - Is Mizzium Mortars really any better than Thunderbolt at what it's used for? It snipes a lot of Restoration Angels. Then again, its Overload is amazing. Hm...
    - This deck needs some way to deal with the super-life-gaining Control decks. Lord only knows how much I hate those, and that's why this deck is geared to curve so low... but without a better 2-drop than the Timberpack, it's hard. I'm not sure that I want to go to the Strangleroot Geist either. Haste is nice, but it stretches the mana base.
    - Flinthoof Boar is a beastly card. It's an excellent 3/3 for 2, and even as a 3/3 haste for 3, it's good. It also shuts down RDW almost on its own. Beautiful!
    - I'm starting to contemplate Borderland Ranger. It's not a truly aggressive 3-drop, but it draws us another land, and that's never bad in this deck.

    Other cards I'm at least partially considering:


    The real issue right now, before GTC:
    I like the idea of Timberpack Wolf, but it's often enough just a bear. That's not enough. Still, it's a wolf, which means that it gets boosts from some of the other creatures (Immerwolf). Is it worth using the Mayor of Avabruck instead? That card is sick if left alone... and it plays well with the other wolf-like feel the deck has. But does either card apply enough pressure? I'm just not sure.

    - - -

    What do you think? Any opinions? Leave them in the comments, and maybe we can get a head start on what will most assuredly be a deck soon.
    Posted in: G/R Aggro: Back to my roots
  • published the article BR Control
    For those who have been following me of late, you know I've been toying around with a 5-Color Control idea. That's still out there, and I'm still tweaking it, but it hasn't changed substantially in a while. It's all "maintenance" and minor stuff, so... the brewing part of my brain has gotten a bit bored with it. That's why I indulge myself with some other ideas.

    And that's what started the ideas that lead to today's deck.

    More specifically, I was toying with an old Trading Post list, trying to update it, when I thought about a Mono-B Post list in current Standard. Long idea short: it didn't work that well.* But it lead me to thinking and specifically to this list, which I found on the "Mostly-Black Control" topic.

    *(Also, the Trading Post deck might become a Stuffy Doll/Red version later.)
    I liked it, and it was very close to what I had (but with Red splashed, obviously). So I wanted to tweak it!

    Here are my thoughts:
    1)
    Demon is strong, but a third Olivia will win more games. Switching out the ration from 3:2 Demon to 2:3. At that point, is the Demon even the best creature in that slot? What about additional card draw, or a finisher? Griselbrand and even Bloodgift Demon come to mind.

    Or what about Rakdos, Lord of Riots himself? I guess we don't play enough creatures for that to really be effective. But I really like my big demons, and Grisel wins games when he lands. (He just costs a lot.)

    2) Sign in Blood is decent, but either another Underworld Connections or a Staff of Nin will fit that spot better. Staff is just so good, and people undervalue it so much. Wait and see.

    3) While the Keyrunes are nice, this deck doesn't have a lot of ramp, and that's something that might hold it back. Sure, Lili 3.0 draws you an extra land every turn, but that's just guaranteeing your drops (if you don't boost or kill something). What about Vessel of Endless Rest to not only get up on mana but remove something pesky from a GY? With the prevalence of reanimators in this meta, it's a great, great ability.

    The other, super-secret advantage to that? It could allow for the ultimate "Gotcha" from the board: Nicol Bolas, Planeswalker. You only need one U source, after all... Or even get Vraska the Unseen and have one of your swamps (or a few) be an Overgrown Tomb.

    4) I really think I'll end up missing Sever the Bloodline if it isn't added to this deck. It's just so freaking useful. It's a one-sided wipe against a lot of useful things, and even if it's a 1-for-1 (which it's usually at least a 2-for-1 thanks to flashback), it's EXILE. That's huge. It's nasty against reanimator.

    Now, where might it fit? It's only a turn slower than the Curse, so I think that's not going away. Curse just negates so many issues, and it's one-sided. Mizzium Mortars might be the most logical choice, but only because the R investment for the overload is so high. RRR is asking quite a lot, and often enough Sever does similar work. Maybe just pull one of those Demons for a Sever and leave the other in for a singleton Griselbrand. Hmm...

    5) I also really miss Tragic Slip, but that may be a meta thing, and right now it's not as potent as it once was. That said, this deck hits morbid a lot, and Tragic Slip is just one B mana at that point for a "kill anything without hexproof." For right now, in this deck, I think Mortars might be better.

    6) The downside to Grafdigger's Cage in the board is that it's a blank against Angel of Serenity, which is huge in -- again -- the one deck that really gives this one fits: reanimator. I'm not sure if there's anything to do about that without getting some Crypts in here, and it's just such card DISadvantage usually that it isn't worth it. Perhaps that green splash (again) for Deathrite Shaman, or just taking the fatties for our own with Zealous Conscripts, or exiling them anyway in a Helvault. This deck gets to 7 against long-winded games anyway. It's not that inconceivable...

    Yet the Cage also shuts down undying, which is a seriously troublesome mechanic for this deck, and zombies love to abuse it. I'm not sure that it's worth swapping with anything yet. I wish there was a Rest in Peace equivalent. Better still, give me a card that says "Cards and creatures cannot enter the game from Exile." Even Pithing Needle, which I considered for that spot (for alternate utility, obviously), doesn't quite make the same impact.

    Posted in: BR Control
  • published the article 5CControl after fully spoiled RtR
    Here's my disclaimer: I'm still not sure how many or of which lands I want to run in this deck. It has the tendency to get to low life before stabilizing, enough so that I'm cautious with overloading on shocks. Besides, Chromatic Lantern is amazing as far as color-fixing and ramp goes. I just don't want to rely on it too much.

    That aside, I'm still really interested in trying out a 5-Color Control deck, and this looks to be as strong a place to start as any. Whether or not I use Jace, Memory Adept instead of Architect is still up in the air. I've just been enjoying the card draw 4.0 has been providing in my testing. It's a great way to sift through the deck while still having some defense when needed. And paired with Vraska, which this deck can usually drop the next turn... yikes.



    Now, if you're familiar with why this deck came about, you'll notice that it still hasn't strayed from it's "Creatureless" idea. What I've begun thinking about, however, is that maybe the necessity for that will pass as the rotation removes lots of the strongest cards from Delver. What does that leave me considering? Well, among other options:
    - Thragtusk: covers the problem of early aggro with some solid life gain and two+ bodies
    - Vampire Nighthawk: is an amazing defensive creature that, again, provides some lifegain. Deathtouch is just so sweet though.
    - Deathrite Shaman: offers protection against some of the mill strategies while also doing good things against reanimator AND providing lifegain. It's really, really good.
    - Griselbrand: needs no explanation, but for the uninitiated he's another wincon, another lifelinking monster, and card draw.
    - Garruk, Primal Hunter: also provides another wincon and card draw, but usually he'll take longer. That's OK because he comes out sooner, and GGG isn't really an issue in this deck anyway.

    The question then becomes, if I'm taking this route and enabling my opponents' removal, what do I remove from my own deck to support them?

    Keep in mind that this deck was designed to punish people with creatures at no cost to itself. With the addition of creatures, however, Barter in Blood is less friendly. So, too, is Supreme Verdict.

    Perhaps with the extra draw and lifelinking, Staff of Nin won't be as amazing as it is in the creatureless version (though 1damage +1 card every turn is still hard to beat). And Sphinx's Revelation would also lose some of its luster, especially since Griselbrand does essentially the same thing.

    So what does the creature'd version of 5CC look like? Maybe something like this:

    Now I actually haven't played this creature version of 5CC at all, but in theory it looks promising. It covers some of the biggest problems with the creatureless version (no lifegain, rough against high-speed aggro), and looks to open up some seriously fun plays that the opponent may not be prepared to deal with. It also gets a more consistent mana base due to using more shocks.

    The downside is that it relies very heavily on its creatures to equalize or remove opponents' threats, since all of the sweepers went away. Should the lower-costed Nighthawk be swapped back out for those sweepers? The deck goes back to being very late-game-heavy, and the question becomes: "Can it survive long enough?" I don't know. That's one issue the creatures attempt to solve. I still didn't even add in the Deathrite Shaman maindeck, and maybe that's something that can push the creature version further.

    Honestly, the creatureless version just seems stronger.

    Which version do you think will work better? What steps would you take to improve them? Feedback is very welcome, as always. And until next time, keep on brewing.
    Posted in: 5CControl after fully spoiled RtR
  • published the article 5C Creatureless Control in RtR
    My experimenting with 5CCControl has actually gotten me pretty excited. If you missed the first blog, I'm not normally a control player, but this deck... there's just something about this deck. Stabilizing at 1, and then pulling out a win is just FUN. And yesterday I did it twice. Granted the deck starts slowly, but that's a control deck, or so I've been told.

    Inside the spoiler you can see the current deck. But that isn't what this blog is about. This entry is about taking it to the next step -- adding in RtR cards and seeing whether this deck can survive as well after rotation. Honestly, I think it'll be better.


    As you can see, the cards that really piqued my interest were Abrupt Decay, Supreme Verdict, Detention Sphere, Izzet Charmand maybe even Rakdos Charm. I haven't played with them (obviously), so I'm just putting most in the SB currently. Will they be good enough? It's hard to say.

    I'm also really unsure which version of Jace I like better in this deck. Memory Adept allows for an alternative wincon or repeatable draw (always nice). Architect of Thought, however, protects himself a better and gives a mini-Fact or Fiction repeatably. He also costs 1 less. What's not to like?

    My real concern here is the mana base. I've been playing this deck without shocklands, and I know that my mana base is solid that way. However, adding in a few shocks seems good, since they add extra consistency and flexibility (like Chromatic Lantern). But should they replace the 3x Evolving Wilds? Wilds has been awesome for grabbing exactly what mana I'm missing, and paired with Farseek, it does a lot of work. Maybe the Lantern will make it so those Wilds aren't as necessary, and then I won't need to keep thinning, thinning, thinning to find what I'm looking for. So that's the test the current draft is looking at. I'm also curious whether Abundant Growth is still needed in this deck since the fixing just got so much better. That could open up spots for other, stronger spells. Then again, Growth does a ton of work (I love its cantrip), and it's one of my few T1 plays.

    The real downside to adding in Shocklands, and one of the issues the deck has had already in testing, is that once it gets low on life it has no way to fix that. There's not a lifegain option, really. It can stabilize -- don't get me wrong -- it just can't gain life back. With shocklands added to that, I'm afraid it'll drop too low too quickly, or the deck will just keep playing everything into play tapped. In the original setup I solved that problem with Pristine Talisman, but the discussion now is shifting to RtR, and clearly that card is gone. Divine Deflection does a good job mimicking that kind of effect, but it's really life prevention, not loss, and it's one of the few combat tricks this deck runs main board.

    I've been at low life so much with this deck, especially if it has a slower start, that I seriously considered looking at Tablet of the Guilds when it was spoiled... and it's BAD. So now I'm thinking about Sphinx's Revelation: card draw and life gain all on one powerful X spell? This deck has ZERO problem with high-cost or X spells. Just food for thought at the moment, I suppose.

    - - -

    That's my take on the deck so far, with thoughts based on the spoiled cards as of 9/15/2012. What do you all, the readers, think? See any suggestions or gaping holes in the deck or my logic? Feel free to let me know, because I see this deck doing good things.
    Posted in: 5C Creatureless Control in RtR
  • published the article 5C creatureless control
    I've been toying with decks just for giggles of late, and mostly because I'm absurdly tired of delver and aggro. I've never been much of a "true control" player, so to flex my gaming muscles a bit I decided to try my hand at that type of deck.

    Why creatureless, you ask? Simple: I'm trying to make all the removal in my opponents' hands dead cards. I want them to drown in those cards, especially Vapor Snag, until I run them over with pings and mill and whatever else it takes.

    Here's the deck as it currently sits, awaiting the rotation. Yes, I have tuned this version without any Scars-block cards on purpose.


    The main concern I have with the deck so far is that it's weak to zombies, but only until/unless I land a Curse of Death's Hold. If I get that down (or a Witchbane Orb in g2/3) then I usually win. Sever the Bloodline has also been an all-star from the board -- so much so that I may even put it in the main instead of the Terminus and one Barter. Will any of them be better than Supreme Verdict when it's printed?

    Your basic wincons are any Planeswalker, Staff of Nin, and Divine Deflection (of all things). Due to the power of that last option, I've debated adding in more counterspells just to keep the opponent thinking. Most times, however, I prefer the removal options. I would like to get some more instant-speed stuff in there though.

    RtR also looks to be adding lots of options here, with Abrupt Decay being extremely nice removal, Chromatic Lantern probably replacing the Vessel immediately, and Shocks going in for many of the duals.

    Then there's Vraska the Unseen. Yeah. She'll fit in for Garruk, probably.
    Posted in: 5C creatureless control
  • published the article 4-Color Token Artist
    You probably don't know about this deck. It might look vaguely familiar, since the shell is something you might have even played against, but... there's something new here. Something different.

    When AVR was getting spoiled, there were a few cards that just looked so intriguing that I had to build around them. My favorites were probably Ulvenwald Tracker and Champion of Lambholt. Both started out in this deck, but it’s gone through some iterations since then. As you might guess, this deck started as a Naya Humans deck, but it evolved into something more, especially once it became devoted to the Champion plan.

    It added a fourth color when Lingering Souls got added, just as a lark, and it changed the whole perspective of the deck. Then it got crazy when I decided to stretch that color a bit more with Blood Artist. Here’s the way the deck currently looks:

    The List

    Why Play this Deck?

    Yes this is basically a 3 color GWr Aggro deck. At it's core it's a GW Aggressive Midrange deck that in many ways looks a lot like the GW lists that were popular in the fall (although it predates them). The small red splash gives a bit of range in sideboarding to combat the traditional issues GW has. If you look at the traditional favorable matchups for GW and GR they cover pretty much the whole metagame. This deck is really about leveraging the best of both worlds. I will get into the card choices in a moment, but first let's look at what motivation one would have to pick up such a list.

    Why?
    • You like feeling the cards you play are generally better than what the opponent can play at the same point in the game.
    • You like knowing that most of your non-mana top decks are simply game enders at any point in the game.
    • You prefer being the proactive player that sets the roles the players play in the matchup.

    Why Not?
    • You favor decks that offer a lot of complex decision trees, card filtering, and card draw.
    • You like feeling in control of the game at all points of the game.
    • You prefer single purpose linear strategies, ie always on the attack, always on the defense.
    • You like playing Blue.

    This list irks people because it is designed in a way you have to trust your deck implicitly. As with typical GW decks it seems your worst enemy is your own draws. This deck sets to maximize the potential of your draws. People will call you a lucksack. This deck is designed to make the player playing it lucky. It just means you always have to play to your outs and trust you will draw it.

    Card Choices

    Mana



    Mana can occasionally be an issue, but with Birds, Pilgrims, Abundant Growth, and a few Caverns, it works out most games to get exactly what you need. Most often you still name “Humans” with the Caverns, too.

    With the majority of the lands providing green (12), it’s easy to see the primary color. White is secondary (7), then red (5), and black (4). On top of that we have 2 Caverns that provide some flexibility, but they’re best when paired with Abundant Growths. It has taken a lot of tweaking to get the base this solidly, but I think it’s about optimized for a 4C deck.

    As for the splits, Isolated Chapel is a way to up the Black count without sacrificing tempo -- we never want to cast a white spell T1 anyway, so having it potentially come in tapped isn’t a huge problem. T1 should be for Green. On the flip side, Blackcleave Cliff is in because with only 1 swamp, the odds of the M12 land entering untapped are next to nil, so I have at least 3 turns to potentially drop it for fast mana. The double 4s for other Scars lands is because they’re the ideal plays on each early turn. We want those dual sources, especially T2 onward, when Lingering Souls becomes amazing pace.

    Lastly, Gavony is the not-so-secret wincon in this deck. It’s great against control; it even helps us not need to overextend (even though Blood Artist makes that less problematic). It’s so easy to hit 5 mana sources, one of which is white and one green, that this can often be a T3 drop and trigger. That’s hard to match in terms of tempo.


    The Win Conditions

    3 Hero of Bladehold

    Most people understand that this card MUST be answered. It’s 7+ power on the next turn, swinging across 3+ bodies. Most likely, it’s more in this deck. We don’t run all four because the top end of the curve is actually a bit stronger with a few other options. How scary is that? Still, I've alternated between 3-4 copies because another Hero is rarely, if ever, a bad thing.

    4 Champion of Lambholt

    This is the reason I built this deck. It's an Overrun-like card that shatters board stalls, before becoming a legitimate threat itself. Do you kill this or the Hero of Bladehold? It’s intensified because so much of this deck pumps its power, making ALL your creatures unblockable. One of the strongest plays in this deck is to drop a Hero T3 and then this Champion T4, not even attacking, but allowing the Hero’s soldier-generation to pump the Champion freely. Then there’s what happens when paired with Lingering Souls… Quoting ryansolid on his warning here though:
    Of course this card can backfire. It is similar to Soulbond in that sense as it can be countered by a removal spell. The advantage of a card like this is you give them no breathing space.. if they leave up mana for removal, then you get to expand out faster on the board. Obviously this matters not at all against control but against Tokens this is very big deal...


    2 Wolfir Silverheart

    In this deck, these act as humongous anthems. That they then become 8/8s too is just icing on the cake. Pairing this with a Champion is usually a game-winner. But what really makes this so impressive is that it doesn’t really matter which creature you bond it with -- the flexibility is the key. Even a snotty little 1/1 flyer becomes a threat with a Silverheart on the board. That 1/1 Pilgrim on T5 isn’t a pushover for long either. That’s the power the Silverheart adds, and it’s put to such incredibly use in this deck, it’s nuts.

    3 Sorin, Lord of Innistrad

    Originally this was Garruk Relentless, because the appeal was token generation, some limited creature control, and the tutor on the flip side. But after playing with him a bit, I realized that the tokens were more valuable… and his lack of ways to gain loyalty were a major concern, especially since 3-power fliers are a common thing in this Standard. That got me thinking: what about a planeswalker that could gain loyalty? Sorin was in our splash zone, and at the same CMC even if a bit harder to cast. I gave him a run, and wow. His -2 is the exact anthem our deck craves, especially if you get the chance to repeat it. Even his lifelink 1/1s are relevant. You’ll never get to ultimate him in this deck, but that’s because your opponent will either HAVE to kill him, or you’ll just keep stocking up on emblems. You don’t need the ultimate.


    Removal Suite

    2(+1) Oblivion Ring

    This is the point-and-shoot removal. It doesn't get much better, since it’s all about exiling, which is great against zombies and undying. This removal tends to lend to the sheer power of the deck, in addition to being a great answer to just about anything. It’s also an interesting way to remove legends and walkers after boarding when paired with Beast Within. That’s obviously not ideal though.

    2(+) Bonfire of the Damned

    Since this card was revealed, it has only gotten better. Seriously, every time I play this card it accomplishes exactly what is needed, and often even more. Whether you consider its presence in an opening hand a drawback or not, I’ll still say that even as a 3-mana spell or hardcast at 5 mana for 2 damage across the board (like a more-offensive Township activation), it is impressive. There are only two copies in the deck because more seemed to be superfluous, or just bad against some decks, but that’s why there’s room in the sideboard.


    The “Tech”

    2 Mutagenic Growth

    These are actually our “counterspells” of sorts. They also double as removal spells. They also work as a way of pushing the final damage through in an unblockable situation when put on a Champion. They’re great. Situational, but great nonetheless.

    In testing so far, the deck seems great against Delver, OK against control (usually because it can get such a quick start), and it struggles against All-American Miracles. I’m just not sure how to handle Entreat + Gideon. Beast Within only does so much, and O-Ring tries to pick up the slack, but it’s troublesome.

    4 Blood Artist

    This is the card that people just don't see coming, especially in this deck, but when it hits they're all like, "Oh." Then they have to answer it or die. Blood Artist solves the problem this deck didn't even realize it had, which was it really wants to overextend, and it can do so quite easily, but it always gets punished for it. This one card helps negate that a bit, and it makes your opponent think twice before casting that T4 Wrath. They probably still will, but watching the Artist eat some spot removal that they then can't use next turn on your Hero is priceless. Whether 4 is the right number, though, that's the real question. I've tried 3 and 4 both, and I'm still not sure which is best. It's surprisingly easy to get 1B in this deck, especially on T3, which is when you really want to cast him.

    1(+1) Zealous Conscripts

    Everyone who has played against anything that even splashed red lately knows why this card is amazing. Taking your opponent’s biggest threat and abusing it for a turn is often just enough to win you the game, especially if that’s a walker about to ultimate, or a Wurmcoil, or an Elesh Norn. It doesn’t get a whole lot better than that.


    The Sideboard



    This has been the most challenging piece of the puzzle for me. I guess that's because it's the most meta-dependant. I see a lot of zombies, so that explains the Celestial Purges. But even so, they feel like they're just as good against some Wolf Run decks that play Inferno Titans or Huntmasters.

    Riders of Gavony is there solely for the tribal decks, like Humans, that are a complete PITA when they get going. I know that Champions essentially do the same thing, but this one just acts as copy 5 if we need it. It's also my most uncertain sideboard card; it used to be a Goldnight Commander, which surved a more Overrun-style role.

    Whether I run Arc Trails or more Bonfires depends on my mood, the day, and which people/decks I expect to show up. They serve similar purposes, actually, especially when paired with Blood Artist. It's really been hard to undersell the Bonfires, though. They're just so good.

    The rest seem pretty self-evident, except perhaps the Ratchet Bombs, which you might think hurt this deck a lot too. That's true, but when your opponents love to topdeck Entreat the Angels, and especially if you've got a Blood Artist on the board, that Ratchet Bomb is perhaps the only good answer you can find.
    Posted in: 4-Color Token Artist
  • published the article Thoughts for AVR Self-Mill
    Honestly, there weren't a lot of goodies in the new set, but there were a few. Here's how I think the deck will look with the introduction of the new cards.



    Basics:
    - Viridian Emissary is out for Borderland Ranger. He may be a turn slower, but he's a land when we need it, which is immediately. I'm even tempted to drop one of the Evolving Wilds for a third one, but that would be running only 20 lands...
    - Ulvenwald Tracker seems like an all-star. That he's a 1 drop helps, and that he's Prey Upon on a stick is awesome. Our creatures are huge, and normally the opponents' aren't. Where to put him? I slid out Skaab Ruinator, who simply hadn't been that big a player lately, and the Ezuri's Archers are gone in the SB.
    - I'm sort of torn over Wolfir Silverheart, but I think pairing him with Splinterfright is just too good to pass up. So I slid out the Titan and moved the singleton Gnaw to the sb, making two spots.
    - Champion of Lambholt is the most likely replacement for the Wolfir if he doesn't pan out, because he has the potential to be huge, make all my other threats unblockable, and he will demand removal. That's nice, since it takes pressure of the other threats, too. More threats = better! That's also why I pulled back on the Armored Skaab a little, because he's such a non-threat. I want to push aggro a little more

    - I'm not sure how I think about Wingcrafter, but it's the extra evasion that might work for getting a Fright or Ghoultree through.
    - Wolfir Avenger, while a cool card, is not really going to find a slot in here yet. I love his regen, and Flash has always been my absolute favorite ability, but... I just don't know. Maybe if I need to drop the curve a bit he'll come in. What for? I don't know, yet.
    Posted in: Thoughts for AVR Self-Mill
  • published the article A holy splash for Standard Dredge?
    Yeah, I'm thinking about the addition of white to the mix of my favorite Standard deck. Looked at red before, and black, so what else is left?

    See bottom half of the blog entry for the current UG deck!


    Also worth considering, though reallllllly slow to roll out:
    - Thalia, Guardian of Thraben at 1W
    - Geist of Saint Traft at 1WU
    - Sun Titan at 4WW
    - Elesh Norn, Grand Cenobite at 5WW
    Why does white always require such a huge color commitment?

    The deck would probably play more like a classic ramp deck, trying to find its lands and mana sources first, then pounding out zombies to mill (vs. spells) in aggro-esque fashion, then finishing with bigger beaters. Maybe dropping the TI completely, putting less reliance on G, and shifting more toward a UWg creature beatdown with Splinterfright resilience?

    - - - - - -

    After testing, I just don't see much advantage to splashing White, especially since UG does have so many good answers. Maybe with AVR on the horizon it'll offer something new and exciting. For now, here is the current decklist:


    Key swaps:
    -2 Mulch, -2 Daybreak Ranger, -1 Kessig Cagebreakers
    +2 Viridian Emissary, +2 Skaab Ruinator, +1 Frost Titan

    Reasoning:
    - Mulch was really only fetching me lands on occasion, and at least the Emissary helped my board state (at the exact same cost) and was a creature in the yard.
    - Ruinators stomp tokens and are recurrable, even at the cost of my gy's strength. Great against anti-gy tech though.
    - KCBs were amazing, but they had to swing. For one mana more, I get more lockdown that's twice as big as Dungeon Geists. And yes, the bigger body is huge. As is the semi-hexproof. I almost want another one...
    Posted in: A holy splash for Standard Dredge?