- Balduvian Trading Post > + Holdout Settlement
- Slayers' Stronghold > + Heart of Yavimaya
- Desolate Lighthouse > + Magosi, the Waterveil
- Sensia Bloodhall > + Tomb of Urami
- Land Cap > + Izzet Guildgate
- River Delta > + Boros Guildgate
- Lava Tubes > + Orzhov Guildgate
- Timberline Ridge > + Golgari Guildgate
- Veldt > + Simic Guildgate
- An-Havva Township > + Nomad Outpost
- Aysen Abbey > + Frontier Bivouac
- Castle Sengir > + Mystic Monastery
- Koskun Keep > + Opulent Palace
- Wizards' School > + Sandsteppe Citadel
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-
test
//Changes:
- Helm of the Gods > + Ogre's Cleaver- Alabaster Leech > + Loyal Sentry
- Camel > + Planar Guide
- Tethered Griffin > + Cenn's Tactician
- Benalish Cavalry > + Precinct Captain
- Dogged Hunter > + Master of Pearls
- Kjeldoran Phalanx > + Tivadar of Thorn
- Blinding Light > + Just Fate
- Reverse the Sands > + Mastery of the Unseen
- Fated Retribution > + March of Souls
- Mystic Barrier > + Island Sanctuary
- Samite Sanctuary > + Divine Transformation- Electric Eel > + Realmwright
- Ertai's Familiar > + Riptide Mangler
- Time Elemental > + Magus of the Bazaar
- Plagiarize > + Serendib Sorcerer
- Flooded Shoreline > + Meditate
- Conjured Currency > + Mana Short
- Breaking Wave > + Parallel Thoughts
- Fervent Denial > + Decree of Silence- Instigator > + Hidden Horror
- Maddening Imp > + Endless Cockroaches
- Abyssal Hunter > + Magus of the Abyss
- Infernal Tribute > + Reprocess
- Gibbering Descent > + Sudden Spoiling
- Cabal Conditioning > + Foul Renewal
- Assassin's Strike > + Seize the Soul
- Imp's Mischief > + Ill-Gotten Gains- Mogg Sentry > + Goblin Diplomats
- Obstinate Familiar > + Molten Hydra
- Shrieking Mogg > + Mannichi, the Fevered Dream
- Cosmic Larva > + Unstable Hulk
- Bloodfire Colossus > + Fire Drake
- Bearer of the Heavens > + Butcher Orgg
- Chancellor of the Forge > + Warbreak Trumpeter
- Amok > + Final Fortune
- Volley of Boulders > + Rhystic Lightning
- Stone Idol Trap > + Arcbond- Hero of Leina Tower > + Honored Hierach
- Moldgraf Monstrosity > + Ondu Giant
- Trailblazer > + Realms Uncharted
- Enlarge > + Savage Summoning
- Rebuking Ceremony > + Yavimaya Granger
- Root Maze > + Seed the Land
- Cycle of Life > + Ordeal of Nylea- Last Stand > + Genju of the Realms
- Anthem of Rakods > + Pyre Zombie
- Tyrannize > + Void- Floodwater Dam > + Ring of Gix
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Golgari Lives! [Budget] [GB]
Golgari Budget
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Standard as of 9/9/2013 18:11
Golgari Lives - $2.74 TCGplayer Low - $11.64 Local ShopMagic OnlineOCTGN2ApprenticeBuy These Cards //Creatures Spells (24) [1.32]
4 Splinterfright - (0.15 ea)
4 Black Cat - (0.03 ea)
4 Festering Newt - (0.03 ea)
4 Tenacious Dead - (0.04 ea)
4 Soulcage Fiend - (0.02 ea)
2 Driver of the Dead - (0.02 ea)
2 Ghoultree - (0.20 ea)
//Non-Creature Spells (16) [0.72]
4 Doom Blade - (0.10 ea)
4 Altar's Reap - (0.03 ea)
4 Caravan Vigil - (0.03 ea)
4 Bone Splinters - (0.02 ea)//Lands (20) [0.50]
8 Swamp - (free)
4 Golgari Guildgate - (0.05 ea)
4 Forest - (free)
2 Ghost Quarter - (0.10 ea)
2 Grim Backwoods - (0.05 ea)//Sideboard - WIP
2 Spider Spawning
2 Splinterfright
2 Driver of the Dead
2 Tormod's Crypt
2 Ground Seal
1 Jarad, Golgari Lich Lord
You know this is going to fall out of standard soon, like the 27th right?
Simply put, yes I do. However for budget building purposes we have to utilize what we have while we have it. Plus there are plenty of M14 cards that work really well with these Sac-cards. After this we could easily transfer it to a Modern deck, drop a couple cards and make it probably twice as better then. However for the time being we're going to play this as is.
OK then, Why Golgari?
Simply put, why not? Most of the cards are relatively cheap, CMC wise and usually pack a punch for what they cost. Ontop of that they have great unusual synergy with stuff from the Avacyn Cycle.
Yeah but why THOSE cards?
Creatures
Splinterfright - This will be our one of our two heavy hitters since it pumps itself as well has help the deck built into what it needs to play Ghoultree.
Black Cat - One of our Chump Blockers/Sac outlets. Since it's low mana cost and it's dying effect, it's prime Altar's Reap and Bonesplinter's fodder.
Festering Newt - For the Same reason as Black Cat on top of being potential additional removal, it's great in this deck.
Tenacious Dead - Effectively becomes our Primary sac-outlet because of it's low costs and low ability cost. It'll also allow us to either choose if we want another creature in our graveyard or potentially cast two Altar's Reap in a turn.
Soulcage Fiend - This can give us the upper hand in an exchange or potentially put off some attackers because of it's high damage/low toughness and ability of making everyone lose three life when it dies. Just because of it backfiring, although it shouldn't happen too often.
Driver of the Dead - This will basically let us trade out this for say our Festering Newt or Tenacious Dead. It's also a decent sac-outlet for later games.
Ghoultree - Being a bit more on the expensive end of the card with a hefty 8 CMC, we should have no problem casting it for close to 2-4 mana early game. This will be our primary beatstick and unless they have some instant removal, chance are they won't have an answer directly to this.
Spells
Doom Blade - Our basic removal here, should take care of any major threats, but easily sideboard-able if we need something else.
Altar's Reap - When used in combination with Black Cat or Tenacious Dead, this card will very easily give us the card advantage early game that we need.
Caravan's Vigil - Since we haven't discussed the potency of this card yet, let us take a second to admire it in it's fully beauty. Since we're basically killing off our own creatures every turn, it'll give us an extra land for the turn and it will fix our mana to whatever we need all for a single mana.
Bone Splinters - Even more useful than Doom Blade in this deck because not only can it remove everything, it'll also help power our Ghoultree and Splinterfright.
Lands
Golgari Guildgate - One of the few lands that aren't expensive on your wallet and should provide a decent mana fixing when needed.
Ghost Quarter -We want this to help against anything they might put in like, Shock Lands or even those snazzy lands that have effects like we're using, over all they're gunna have plenty of those lands if they've sunk anywhere as twice as much as we have into their decks, but its here to help just in case.
Grim Backwoods - This is our snazzy land with abilities to help us keep tempo if we fall behind later in the game. After that, we could even Ghost Quarter it to search for a land we really need, even.
Well fine, how do I play this?
Ideally, we're going for obvious plays and fast plays. Our goal is to not let the opponent have too many answers for our shenanigans. They're going to have to have direct removal via Exile or shuffling back to our library.
Early game, our goal is to get out a Festering Newt or Black Cat onto the field so that way we have chump blockers that could easily take down just about any creature on the field, especially those that people don't want to lose so early on in the game. Keeping up tempo with Altar's Reap can help us with the card advantage and if we use it on our cards that we want to die anyhow, then we should be up quite a bit.
Around mid-game time we're hoping that we have 4-5 creatures in the graveyard so that way we can plop down our fatties; Ghoultree and Splinterfright. With this they're either going to have to drop something big to counter it, or going to have to remove it, at which time we could also just remove it outselves via Bone Splinters, Altar's Reap or Grim Backwoods to help ourselves to a card advantage.
When it comes to late game, we're going to hope it doesn't come to that. Hopefully we can use our fatties as well as maybe pop their health down with Soulcage Fiend.
more to come soon(tm)