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.
I added the bold for emphasis, because this sentence is blatantly wrong.
Aggro cares just as much as Control cares, it's just that Aggro cannot deal with the answers as well. Thus a good Aggro player also has to predict what the opponent is holding, is likely to draw into, etc. It's exactly the same calculations a Control player goes through. Except Aggro has fewer answers. Aggro has to work toward virtual CA (meaning killing the Control player before he finds enough answers to empty the aggro player's hand and board of threats).
Control vs. Control games may be "interesting" to watch because of all their interactions, but Control vs. Aggro is the hardest match-up in Magic. For the Aggro player. Aggro always cares what's in his opponent's hand. A great Aggro player can usually tell you, at least the percentages of what's likely there, and whether they'll (be able to) play around it or not.
To be fair, MonoRed was Tier1, but it was a more sligh style aggro build. In that style deck, this card would not be as useful as a Hellrider (except against control strategies that run lots of removal). But things change.
The glory of talking about these new cards -- as always -- is that the meta will change before or because of their release. Talking about this card in today's meta is nonsensical. We can base our guesses and theories off of today, but that is all.
Saying that this won't fit into any tier1 decks is, equally, nonsensical. We cannot know. This doesn't even need to be a mono-color-required deck. If you run 24 lands even in a 12/12 split, other than being subject to a TON of variance, you could theoretically play all basics. If you wanted to. No one likely would, but you could, and thus if it became the correct thing to do, people would.
Anyway, it's all theory, as is any talk of the future.
I do see this card being powerful if the surrounding cards help support a mono- or duo-colored deck. It will be strong against the three+ color decks regardless.
I have zero issues with how counters have evolved over the past few years.
It just seems like something that really fits into the style deck you all are building. You make your opponents change the way they're playing, and then you beat them anyway.
CMC1: 3 = 3x Vexing Devil
CMC2: 3 = 3x Zhur-Taa Druid
CMC3: 2 = 2x Varolz, the Scar-Striped
CMC4: 9 = 4x Corpsejack Menace, 3x Ghor-Clan Rampager, 2x Olivia Voldaren
CMC4+ 6 = 3x Primordial Hydra, 3x Savageborn Hydra
Granted, you have quite a bit of 2CMC accelerators, but that's still a realllllllly heavy curve. You're not even running the maximum number of accelerators. Running the fourth Farseek and ZTD would help a lot.
Also, I get that you want 4 counters for R, but I don't know that Vexing Devil really fits into this version of the deck. It's just not doing enough, and it relies on your 2-of Varolz to be average. That's not an optimal usage, I'd say.
Last, I get why you want to include Varolz -- he's a useful producer of more counters. However, as mentioned with the Devil, he's pushing you toward suboptimal cards. He also does absolutely nothing when your hydras are in the graveyard (which is where they'll be a LOT of the time if your opponent plays any removal).
If you took out the 2 Varolzs there and the 3 Devils, you could play other cards that would be stronger... like the fourth Farseek and 4x Lotleth Trolls, which have the trample built in. Then you could re-evaluate the GCRs, which are an awesome combat trick, but they tend to lead to blowouts against removal...
I like the idea, but I think it needs some tuning.
I like this new rule, and if it allows them to print more legendaries, then great.
Late game, when the hands are empty, it refills mine. I'm very fond of Toil//Trouble.
I was surprised at how many useful tools this deck seems to have gotten from DGM.
4x Blood Crypt
2x Dragonskull Summit
4x Sacred Foundry
4x Clifftop Retreat
2x Plains
6x Mountain
Creatures (16)
4x Rakdos Cackler
4x Stromkirk Noble
4x Boros Reckoner
4x Guttersnipe
3x Pillar of Flame
4x Boros Charm
4x Searing Spear
4x Skullcrack
3x Toil/Trouble
4x Warleader's Helix
1x Pillar of Flame
3x Mizzium Mortars
3x Spark Trooper
2x Thunderbolt
1x Toil/Trouble
1x Turn/Burn
4x Viashino Firstblade
I've been very unimpressed with Gaze of Granite, too. It's wickedly expensive for a sweeper, costing more than Supreme Verdict to kill (usually) less things. It's definitely not Pernicious Deeds, which was admittedly awesome. There's just not a great black sweeper right now, since Mutilate and even Barter in Blood are Standard-only. I'd kill for a Damnation reprint. Far//Away is the closest we've got.
Voice is a real card, and I think it's only going to get more prevalent as people start to realize that the hype was justified. Its price has shot up 10 tix online just today.
Yikes.
But this is the internet, where "bad player" really just stands for "people who play in ways I dislike", or at least so it seems.
If control is dead, and that's the price we must pay to have the game of Magic that we currently have, then good riddance to it. I've made the argument before that there are decks in the current meta that play exactly like a classical control deck (Jund), but people don't seem to want to hear it.
I think that's the point we've all seen for far too long: people don't want to hear things that seem to contradict their own previously-established beliefs.
Comparisons to Phyrexians are much more apt, but still the Slivers don't have the same art style. I do wonder, though, if Maze Rusher wasn't originally Sliver art.
At least they still have the "all slivers" aspect, even if it is just "you control." That's still a huge difference from both Eldrazi and Phyrexians.