I think you're definitely right about a few issues here: Hellrider is just too good not to run more -- and I've since upped it to 4.
Similarly, I have removed any thought of Vexing Devil from my list and upped the Mizzium Mortars. It's really nice to clear out (especially GW) creatures.
That said, I've also gone into a heavier-red build, since I was realizing that the clock a Gr presented wasn't as imposing as the clock Rg presented. I'll update later with a revised decklist. Thanks for the input!
- bearsman6
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Feb 17, 2012bearsman6 posted a message on Aggro has really sped up the meta.Yeah, not everyone was lucky enough to get their playset before the PT jacked the price of the Huntmaster sky high, so for that slot I'd probably fill in with some combination of:Posted in: bearsman6 Blog
- the fourth Ghoultree
- Kessig Cagebreakers
- more Phyrexian Metamorph (because they're your best creature, even if that just means a legend-killer
- maybe even Hero of Oxid Ridge if you have it around.
The goal is not to extend too heavily on the casting cost, but to provide big, useful utility... or a beater. -
Jan 20, 2012bearsman6 posted a message on Seeing Red -- but still with the Graveyard themeCurrently Thrun is in to hose the control-heavy meta I play in. However, when testing previously, I had given those two slots to mainboarding the Daybreak Rangers. I just found that they never flipped, and I really only needed them to fight off flying creatures... so i switched them.Posted in: bearsman6 Blog
Thrun mb just plays better for me, not that this deck cares so much for its curve (often enough Splinterfright is the T4 drop). -
Jan 18, 2012bearsman6 posted a message on UG Dredge (Standard)If you're really going the Pod in the sb, you'd need to add more filler creatures for the pod chain. Viridian Emissary at 2, for example, to get you up to a Fright, or Solemn Simulacrum at 4, to get you to the Cagebreakers.Posted in: Fev Blog
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Jan 12, 2012bearsman6 posted a message on More play means more tuning. And More SPIDERS!Regarding Ghoultree: yeah, 10/10 is a big beater though, especially if you can cast him T3 or T4. T5 is way too easy, especially with as much ramp as the deck has.Posted in: bearsman6 Blog
Ezuri's Archers is actually a really cool idea. Costing only G is a nice touch, and not having to pay each turn to block a flyer is also great. I'll need to test it! True, it makes me all that much more vulnerable to Crusaders, as you note, but I have found my meta shifting much more heavily into Delver decks. It's actually quite frustrating, since that seems to be the one deck I consistently have issues with. (Probably why they're all shifting over, as I can run roughshod over other Tier1 decks, especially with proper sideboarding.)
Which brings us to that topic: Gnaw to the Bone is a beast. Mental Missteps deal with Nihil Spellbombs, Vapor Snags, Delvers, Bears, Surgical Extractions... all sorts of useful things.
Vapor Snag helps to provide the tempo boost this deck is crying for. Once it gets ahead, it's darn near impossible for the opponent to catch up without a Spellbomb.
I haven't had the need to go after the Replicas of late, but they're remnants from when my friends ran tons of Tempered Steel. They still have their uses. And it, combined with Ratchet Bomb, deals with many White variants, be it Angelic Destiny or tokens or what have you. -
Jan 4, 2012bearsman6 posted a message on FrustrationsI think you make several very valid points. As someone who took a multiple-year break from the game, just to be dragged back into it by friends, I've been amazed (or is it appalled?) by how expensive building a "good deck" is.Posted in: Dakarai Blog
That said, I've also taken up the challenge of trying to build a GOOD budget deck. For the most part, that involves playing under-used cards, or finding those odd combinations that you mention. Or just going for the decks that people don't see the potential in and running with them, refining them, and striving to improve them.
For what it's worth, I think I got in on the ground floor of the UG Mill Yourself format before the cards got crazy expensive, and I also got lucky on a few Innistrad packs. The reason I stuck with it, though, beyond all that, was that it was a fun deck to play.
Find one of those, that you really enjoy, and let the rest just be what it is. Best of luck! -
Dec 31, 2011bearsman6 posted a message on just starting legacy some help would be greatWhich colors do you enjoy more? Do you have a favorite archetype? Do you know if you're more of a Johnny, Timmy, or Spike in terms of player?Posted in: dochalliday60 Blog
These are the questions you might consider when figuring out what you want to play and how to get started. Legacy is expensive, but if you don't want to spend lots up front, consider reading this. It might help you out (and that forum is all about Legacy, so it could answer the starter questions, too). -
Dec 22, 2011bearsman6 posted a message on SpiderFright: It's more than just masochismIt's true. The early game is all about setting up the mill, and against aggro or tempo it's preferably getting Gnaw to the Bone either in-hand or in the yard. When a single cast of that averages 12+ life, though, it helps a ton. That's why there are more in the sb, too.Posted in: bearsman6 Blog
Any other suggestions to negate the opening weakness? - To post a comment, please login or register a new account.
As such, you need to make sure Hero's Downfall is rare, or else you're completely stomping on the "removal light" environment that they're obviously pushing.
Rare is the correct rarity for the card, even if it's 'just' adding two words to Murder.
Yeah.
Especially with the new legend rule.
This isn't what it sounded like when I read it:
I was tempted by Liturgy and the Zombie, but they are both strong cards for Black, and they both push the player into a heavily-black deck. I don't want to fight whoever picks up the other one of those cards for the good stuff for my deck, especially since they'll be passing to me in pack 2.
Compared to green, which has fewer great cards in this pack, I think black isn't where I want to be. Green for me, yes thanks.
fact
noun
something that actually exists; reality; truth
Now that we've settled that, perhaps we will all know better.
People always go between the two sides of the Power vs. Consistency debate. This deck has been heavily on one side for a while... and there may be more (better) tools to attempt the other.
Testing is the correct way to answer this.
Dismissing a potentially valid idea without testing it is shortsighted and an easy way to get next-leveled.
There's not a ton of green in the pack, and the Predatory Sliver will go to the guy drafting Slivers, not necessarily looking for color identity. There are also two "sleeper" lifegain cards in this pack, and one will table. If you're lucky, it's the paladin, but more than likely not, since someone else will be in white. Maybe this means the pick should be the paladin, and the Wurm will table? But I think that's less likely.
I predict that GW lifegain will be a deck, and I don't think enough people will respect it early on.
All that said, taking a bear isn't awful, and there aren't any bombtastic cards in this pack. I'm not restricting myself to much (1G is easy), and the upside of this card with a few more lifegain cards is pretty nice.
But I can see the Cockatrice as a good pick otherwise.
Overall, not the best pack.
In testing, it was very good and quite consistent. The curve stopped at 4 with a few copies of Burning Earth.
Then I added in 3 Ogre Battledrivers as the top end, and while it was amazing if they both stuck around, the odds of that happening dropped significantly. Battledriver is a removal magnet, even if the Pyromancer himself isn't.
I think that combo could work, but it might require a more midrange-styled build, with less burn. I just haven't tested that, so I cannot comment on it.
The decklist:
4x Young Pyromancer
4x Chandra's Phoenix
Instants (16)
4x Shock
4x Searing Spear
4x Skullcrack
4x Annihilating Fire
4x Pillar of Flame
4x Flames of the Firebrand
Enchantments (6)
3x Barrage of the Expendables
3x Burning Earth
Lands (22)
21x Mountain
1x Hellion Crucible
1x Barrage of Expendables
1x Burning Earth
4x Boros Reckoner
3x Chandra, Pyromaster
3x Mizzium Mortars
3x Toil/Trouble
Play four of each, then load up on burn?
4x Barrage of Expendables
4x Young Pyromancer
3x Chandra's Phoenix
Spells (27)
--Instants
4x Shock
4x Searing Spear
4x Skullcrack
4x Annihilating Fire
4x Pillar of Flame
4x Flames of the Firebrand
3x Burning Earth
Lands (22)
21x Mountains
1x Hellion Crucible
Sideboard would be whatever is necessary to keep dudes alive or to finish them off faster. Maybe Toil//Trouble would be good for control, and probably the last Burning Earth too. Some Boros Reckoners, maybe Mizzium Mortars or Bonfires, or Chandra, Pyromaster? Would take testing, and a meta that doesn't exist yet.
It even fits the curve.
I see this working very well in either a burn or tempo deck.
Three-toughness creatures are going to be much more relevant than they currently are.