Basically it is a speed aggro deck that plays cheep, under-costed creatures and swings in to victory. Not my normal style of deck by far, but due to the current format it just seemed like the right choice. The basic manabase is to take advantage of Wild Nacatl, who is easily one of the MVC's of this deck. No card in the mainboard except for Boggart Ram-Gang requires two of the same color, so the basic mana base is usually easily dealt with, although every once you may get a bad manaflow.
1.) Jund Hackblade? He good in the early game... where I have zero multicolored.
2.) Volcanic Fallout? Though it can hurt me, it only kills Vanguard, Teeg, Bloodbraid, and a Nacatl if I don't have both a plains and a mountain in play before it goes off, not to mention that most players wait till my turn, usually when I attack, so i can just pump with Colossal in response to save a creature and do some heavy damage. Also game 2 I just side out Vanguard for Forgetender, problem solved.
3.) Cliffrunner Behemoth? Although i agree he is good, I would like to avoid having more 4CMC cards in the deck. He is somewhat expensive and fairly bad on his own.
1.) Jund Hackblade? He good in the early game... where I have zero multicolored.
2.) Volcanic Fallout? Though it can hurt me, it only kills Vanguard, Teeg, Bloodbraid, and a Nacatl if I don't have both a plains and a mountain in play before it goes off, not to mention that most players wait till my turn, usually when I attack, so i can just pump with Colossal in response to save a creature and do some heavy damage. Also game 2 I just side out Vanguard for Forgetender, problem solved.
3.) Cliffrunner Behemoth? Although i agree he is good, I would like to avoid having more 4CMC cards in the deck. He is somewhat expensive and fairly bad on his own.
sorry i was under the impression that you wanted to win. you can't go about thinking you are ALWAYS going to have an answer in your hand. Things go wrong in magic, you draw bad hands, etc. You have to be able to adapt though, and you can't adapt if you keep playing it out in your mind that you are going to have the god-hand every single game.
1.)Jund hackblade IS good early game, but thats not the ONLY time he is good. Cascaded into, its basically a Lightning bolt that your opponent HAS to deal with.
2.)The only things that live are your Ram-gangs and Thoctars. Possibly Nacatl, and if your opponents had any sense at all they would volcanic fallout at the END of your turn, when u are tapped out.
3.) its a WHOLE hell of a lot better than most other 4 drops. Even if u only run 3, it would still be worth it and save ur ass against the opposing aggro decks. Even if they use a burn spell on it, thats one less burn spell aimed at your face to allow you the opportunity to use colossal might for something other than saving your creatures and maybe even, yes thats right, win.
sorry i was under the impression that you wanted to win. you can't go about thinking you are ALWAYS going to have an answer in your hand. Things go wrong in magic, you draw bad hands, etc. You have to be able to adapt though, and you can't adapt if you keep playing it out in your mind that you are going to have the god-hand every single game.
1.)Jund hackblade IS good early game, but thats not the ONLY time he is good. Cascaded into, its basically a Lightning bolt that your opponent HAS to deal with.
2.)The only things that live are your Ram-gangs and Thoctars. Possibly Nacatl, and if your opponents had any sense at all they would volcanic fallout at the END of your turn, when u are tapped out.
3.) its a WHOLE hell of a lot better than most other 4 drops. Even if u only run 3, it would still be worth it and save ur ass against the opposing aggro decks. Even if they use a burn spell on it, thats one less burn spell aimed at your face to allow you the opportunity to use colossal might for something other than saving your creatures and maybe even, yes thats right, win.
Ive been doing fine with this deck, and Fallout has almost never hurt me bad enough... Ramgang, Thoctar, Technicly Finks (if they havent died once already) and more often than not Nacatl live thru it... which is MOST of the creatures in my deck, not to mention that is pre-sideboard.
I agree the Behemoth is good, but I dont think it is worth it. Naya Charm and Behemoth Sledge both give me a good advantage over most aggro decks, as does a well placed Colossal Might.
level up is absolute garbage. yes somebody feel free to quote me on this in their sig. NONE OF THE LEVEL UP CARDS SHOWN TODAY WILL SEE COMPETITIVE PLAY OUTSIDE OF LIKE ROE ONLY CONSTRUCTED OR SOME GARBAGE.
Ive never been a fan of Yearling, and Valeron. I do however love ambusher, I just couldent find room for him =(.
I kind of like Hearthfire, but I don't think I'd be able to find room for him, and hes honestly only worth it with a hammer on field or a Colossal in hand.
Also, If I find I truly need more fixing I will add Panorama, but for now Terramorphic Expanse is doing fine.
To be honest, this deck shouldn't exist when Kithkin are so good. Kithkin do the same thing as this deck without the craptastic manabase.
Not everyone can afford Kithkin. Also, this has the advantage that unlike Kithkin, 80%+ of it's tools won't rotate on October. Kithkin's T2 days are numbered.
To be honest, this deck shouldn't exist when Kithkin are so good. Kithkin do the same thing as this deck without the craptastic manabase.
I'm really not that worried about Kithkin decks anymore. Not many people around where I live play them. The only one that might is probably me, but I've been taking a break with my kithkin deck.
Ranger of Eos should definately be considered. He refuels your hand with relevant 1-drops. On that note.. if you go the Ranger route, Figure of Destiny could probably use some room in the deck. The Behemoth Sledges are likely too slow for what you're trying to accomplish.
To be honest, this deck shouldn't exist when Kithkin are so good. Kithkin do the same thing as this deck without the craptastic manabase.
Actully... Kithkin is a fine matchup for this deck... My creatures are bigger than them naturally, and if I ever get a Hammer into play its GG. Also, a well placed Naya Charm ends the game.
Test a deck before you say anything... you have No idea how it plays. And considering not a single creature in the deck except for Boggart Ram-Gang require 2 of the same color... the mana base rarely ever hurts me. I tend to have all 4 colors by atleast turn 4. Its all about knowing how to mulligan.
Ranger of Eos should definately be considered. He refuels your hand with relevant 1-drops. On that note.. if you go the Ranger route, Figure of Destiny could probably use some room in the deck. The Behemoth Sledges are likely too slow for what you're trying to accomplish.
I was thinking about Ranger, I just cant figure out what to take out for him. As for the Sledge, Its needed so I don't get dominated late game. It makes any creature in my deck a huge threat, and I just pass it back in forth. I dont play it on turn 3, I play it on turn 6, or cascade it off of bloodbraid.
Anime, are you looking for critique? You keep shooting down very valid points and being very hippocritical in the process. (Telling someone to test when you refute their point before testing is silly.)
Now on with my critique:
Ranger of Eos is a definate card I would look at, it gives you some card advantage which you fail to generate alot of. Figures as well give you an end game which this deck desperately lacks. If your opponent overcomes the initial rush whats your recovery strategy? Hope for a bloodbraid? I would also think about upping the Teeg count. Granted he's not as aggro as you like but he sure does stop alot of this decks weakness. The deck looks fairly solid and with a little bit of work I'm sure you could get it to have an even matchup with kithkin. In my testing thus far I win the initial exchange but I lose after they recover for the first time.
Anime, are you looking for critique? You keep shooting down very valid points and being very hippocritical in the process. (Telling someone to test when you refute their point before testing is silly.)
Now on with my critique:
Ranger of Eos is a definate card I would look at, it gives you some card advantage which you fail to generate alot of. Figures as well give you an end game which this deck desperately lacks. If your opponent overcomes the initial rush whats your recovery strategy? Hope for a bloodbraid? I would also think about upping the Teeg count. Granted he's not as aggro as you like but he sure does stop alot of this decks weakness. The deck looks fairly solid and with a little bit of work I'm sure you could get it to have an even matchup with kithkin. In my testing thus far I win the initial exchange but I lose after they recover for the first time.
Actully... every point except for one I have tested when going thru the trial phases with this deck. I have been testing it since the M10 spoiler was released.
The one I did not test was Jund Hackblade, and the reason why is I can not justify him in a deck with so few 1 or 2 drop multicolor.
As I also said, I DO like Ranger, I just dont know what to take out for him...
I am very shy at upping the Teeg count because I've personally always had bad luck with double legends in my hand, but at the same time I will admit their has a been at least a cpl times I wished he was in my hand/in play when he was not.
In the original build Cliffrunner Behemoth was in it, and I just felt he slowed the deck down. If he had a 4 toughness, that would be a different story, but he does not.
As for the cards Monly pointed out, I had each one in here at some point except Steward, but I have never really cared for Steward, and I don't think this is the type of deck for him.
I am not "shooting down very valid points and being very hippocritical in the process.", I am shooting down points that I have already tried b4 and did not make the cut.
I think I was misunderstood. I was not saying that kithkin was good against this deck. I was saying that this deck and kithkin are the same in the goal they are trying to accomplish. Kithkin is just more efficient at it.
Would Knight of the Reliquary have a place in this deck? It could be one less creature that dies from fallout (assuming a land in the graveyard) and assists in helping you find the right mana base to finish the game with. He might slow the deck speed down though and so my other thought was including Noble Hierarch to allow Ram Gang on t2 and even BB Elf on t3. I am not sure what to take out for them though.
EDIT: Second thought, Noble is not fun to cascade into
i personally feel that cascade is more effecient when you build the deck around cards that can only be cascaded with due to your deck build. making the whole deck capable to being cascaded into is to random for me. I like it when i know if my violent outburst can only cascade into jund hackblade and that my bloodbraid elf can only cascade into ball lightning or boggart ramgang or of course outburst. but if you just using the cascade to net a free card then cool run it that way
This is what I've been testing with, and I'm pretty pleased. Between Yearling, Thoctar, and Hackblade, Cascade is always a blessing. I'm thinking of adding 2 Garruk instead of Sledge.
You don't use that since its higher than 4. You want the Bloodbraid to be the highest costing card so you can cascade into everything else.
What difference does it make if they have 1 card it doesn't cascade into?
You lose nothing when you flip over a more expensive spell.
It's X spells that are bad with cascade, champ.
I actually prefer less cards to cascade into so you have more consistency.
I'm sick of people spouting this nonsense.:swear:
Private Mod Note
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Rollback Post to RevisionRollBack
Decks Modern UWRJeskai ControlRWU RWGBurnGWR Legacy UWStonebladeWU
I actually prefer the cascade to have some targets it can't hit, actually. Like BlBd said, it provides a weird type of consistency. With cascade, you always get a free spell, it just depends on what the spell is. X spells do kind of suck with Cascade, as I've found out with Banefire already.
I don't have Garruk (I keep trading the one or so that I get on occasion for stuff I need at the moment), but I was curious if anyone had messed with Lightning Bolt in the lists at all. The list I'm currently testing does feature the card and has been doing fairly well for me. It serves as extra removal early game so that I don't ramp my opponent with Path, and then later on can give me that last bit of reach.
Here's what I'm thinking about for Naya speed aggro. You need pump effects to last in the current meta. Your creatures have to survive 2-3 damage and not die, so here are my thoughts. Play mainly white creatures so you can throw in honor of the pure and Wilt-leaf Liege. I'm going to play test Knight of New Alara in the deck instead of the Liege, but I'm sure until she rotates out she is the better choice.
6 Forest
7 Mountain
6 Plains
4 Terramorphic Expanse
Creatures
4 Elite Vanguard
4 Boggart Ram-Gang
2 Gaddock Teeg
4 Bloodbraid Elf
4 Kitchen Finks
3 Woolly Thoctar
4 Wild Nacatl
3 Colossal Might
3 Naya Charm
2 Behemoth Sledge
4 Lightning Bolt
3 Path to Exile
2 Qasili Pridemage
3 Volcanic Fallout
4 Burrenton Forge-Tender
3 Great Sable Stag
Basically it is a speed aggro deck that plays cheep, under-costed creatures and swings in to victory. Not my normal style of deck by far, but due to the current format it just seemed like the right choice. The basic manabase is to take advantage of Wild Nacatl, who is easily one of the MVC's of this deck. No card in the mainboard except for Boggart Ram-Gang requires two of the same color, so the basic mana base is usually easily dealt with, although every once you may get a bad manaflow.
Not to be mean, but pay a bit more attention.
1.) Jund Hackblade? He good in the early game... where I have zero multicolored.
2.) Volcanic Fallout? Though it can hurt me, it only kills Vanguard, Teeg, Bloodbraid, and a Nacatl if I don't have both a plains and a mountain in play before it goes off, not to mention that most players wait till my turn, usually when I attack, so i can just pump with Colossal in response to save a creature and do some heavy damage. Also game 2 I just side out Vanguard for Forgetender, problem solved.
3.) Cliffrunner Behemoth? Although i agree he is good, I would like to avoid having more 4CMC cards in the deck. He is somewhat expensive and fairly bad on his own.
sorry i was under the impression that you wanted to win. you can't go about thinking you are ALWAYS going to have an answer in your hand. Things go wrong in magic, you draw bad hands, etc. You have to be able to adapt though, and you can't adapt if you keep playing it out in your mind that you are going to have the god-hand every single game.
1.)Jund hackblade IS good early game, but thats not the ONLY time he is good. Cascaded into, its basically a Lightning bolt that your opponent HAS to deal with.
2.)The only things that live are your Ram-gangs and Thoctars. Possibly Nacatl, and if your opponents had any sense at all they would volcanic fallout at the END of your turn, when u are tapped out.
3.) its a WHOLE hell of a lot better than most other 4 drops. Even if u only run 3, it would still be worth it and save ur ass against the opposing aggro decks. Even if they use a burn spell on it, thats one less burn spell aimed at your face to allow you the opportunity to use colossal might for something other than saving your creatures and maybe even, yes thats right, win.
Ive been doing fine with this deck, and Fallout has almost never hurt me bad enough... Ramgang, Thoctar, Technicly Finks (if they havent died once already) and more often than not Nacatl live thru it... which is MOST of the creatures in my deck, not to mention that is pre-sideboard.
I agree the Behemoth is good, but I dont think it is worth it. Naya Charm and Behemoth Sledge both give me a good advantage over most aggro decks, as does a well placed Colossal Might.
BUWRG--->> Here to view my stuff <<---GRWUB
~RW Soldiers / RW Aggro (with a side of Giants) [T2]~
Ive never been a fan of Yearling, and Valeron. I do however love ambusher, I just couldent find room for him =(.
I kind of like Hearthfire, but I don't think I'd be able to find room for him, and hes honestly only worth it with a hammer on field or a Colossal in hand.
Also, If I find I truly need more fixing I will add Panorama, but for now Terramorphic Expanse is doing fine.
5 Forest
5 Mountain
5 Plains
4 Jungle Shrine
3 Terramorphic Expanse
Creatures: 24
4 Cerodon Yearling
4 Steward of Valeron
4 Jund Hackblade
4 Boggart Ram-Gang
4 Woolly Thoctar
4 Bloodbraid Elf
4 Path to Exile
4 Naya Charm
3 Behemoth Sledge
3 Colossal Might
3 Qasali Pridemage
3 Celestial Purge
3 Volcanic Fallout
3 Dauntless Escort
3 Magma Spray [will be Lightning Bolt]
Not everyone can afford Kithkin. Also, this has the advantage that unlike Kithkin, 80%+ of it's tools won't rotate on October. Kithkin's T2 days are numbered.
~RW Soldiers / RW Aggro (with a side of Giants) [T2]~
I'm really not that worried about Kithkin decks anymore. Not many people around where I live play them. The only one that might is probably me, but I've been taking a break with my kithkin deck.
Actully... Kithkin is a fine matchup for this deck... My creatures are bigger than them naturally, and if I ever get a Hammer into play its GG. Also, a well placed Naya Charm ends the game.
Test a deck before you say anything... you have No idea how it plays. And considering not a single creature in the deck except for Boggart Ram-Gang require 2 of the same color... the mana base rarely ever hurts me. I tend to have all 4 colors by atleast turn 4. Its all about knowing how to mulligan.
I was thinking about Ranger, I just cant figure out what to take out for him. As for the Sledge, Its needed so I don't get dominated late game. It makes any creature in my deck a huge threat, and I just pass it back in forth. I dont play it on turn 3, I play it on turn 6, or cascade it off of bloodbraid.
Now on with my critique:
Ranger of Eos is a definate card I would look at, it gives you some card advantage which you fail to generate alot of. Figures as well give you an end game which this deck desperately lacks. If your opponent overcomes the initial rush whats your recovery strategy? Hope for a bloodbraid? I would also think about upping the Teeg count. Granted he's not as aggro as you like but he sure does stop alot of this decks weakness. The deck looks fairly solid and with a little bit of work I'm sure you could get it to have an even matchup with kithkin. In my testing thus far I win the initial exchange but I lose after they recover for the first time.
GWGreen White ControlWG
Actully... every point except for one I have tested when going thru the trial phases with this deck. I have been testing it since the M10 spoiler was released.
The one I did not test was Jund Hackblade, and the reason why is I can not justify him in a deck with so few 1 or 2 drop multicolor.
As I also said, I DO like Ranger, I just dont know what to take out for him...
I am very shy at upping the Teeg count because I've personally always had bad luck with double legends in my hand, but at the same time I will admit their has a been at least a cpl times I wished he was in my hand/in play when he was not.
In the original build Cliffrunner Behemoth was in it, and I just felt he slowed the deck down. If he had a 4 toughness, that would be a different story, but he does not.
As for the cards Monly pointed out, I had each one in here at some point except Steward, but I have never really cared for Steward, and I don't think this is the type of deck for him.
I am not "shooting down very valid points and being very hippocritical in the process.", I am shooting down points that I have already tried b4 and did not make the cut.
EDIT: Second thought, Noble is not fun to cascade into
You don't use that since its higher than 4. You want the Bloodbraid to be the highest costing card so you can cascade into everything else.
URCounterBurnUR
Legacy:
RWBreakfast MachineRW
UGIntuiton ElvesUG
EDH:
URNivvy, Math DragonUR
GWSaffi EriksdotterGW
Cube:
Common-Uncommon (will post soon)
4 Elite Vanguard
4 Cerodon Yearling
4 Jund Hackblade
4 Boggart Ram-Gang
4 Woolly Thoctar
4 Bloodbraid Elf
2 Ranger of Eos
4 Path to Exile
3 Naya Charm
3 Colossal Might
2 Behemoth Sledge
Land:
2 Wooded Baston
1 Fire-Lit Thicket
1 Ancient Zigurrat
7 Mountain
6 Forest
5 Plains
This is what I've been testing with, and I'm pretty pleased. Between Yearling, Thoctar, and Hackblade, Cascade is always a blessing. I'm thinking of adding 2 Garruk instead of Sledge.
Considering cutting 4 Cerodon Yearling for +1 Naya Charm +3 Wild Nacatl
EDIT: This was a projected sideboard
2 Mark of Asylum
4 Great Sable Stag
2 Reveillark
3 Kitchen Finks
GR Shamans
B Vampires
UG Ninjas
What difference does it make if they have 1 card it doesn't cascade into?
You lose nothing when you flip over a more expensive spell.
It's X spells that are bad with cascade, champ.
I actually prefer less cards to cascade into so you have more consistency.
I'm sick of people spouting this nonsense.:swear:
Modern
UWRJeskai ControlRWU
RWGBurnGWR
Legacy
UWStonebladeWU
Anyway, I think I'm cutting yearling; new list:
3 Wild Nacatl
4 Elite Vanguard
4 Jund Hackblade
4 Boggart Ram-Gang
4 Woolly Thoctar
4 Bloodbraid Elf
2 Ranger of Eos
4 Path to Exile
4 Naya Charm
3 Colossal Might
2 Garruk Wildspeaker
Land:
2 Wooded Baston
1 Fire-Lit Thicket
1 Ancient Ziggurat
7 Mountain
6 Forest
5 Plains
Garruk is (of course) a house in here.
GR Shamans
B Vampires
UG Ninjas
4 Figure of Destiny
4 Nip Gwyllion
4 Cerodon Yearling
4 Wooly Thoctar
4 Knight of New Alara
2 Ranger of Eos
4 Qasali Pridemage
Spells 11
4 Honor of the Pure
4 Lightning Bolt
4 Path of Exile
5 Plains
5 Forest
3 Mountains
4 Sunpetal Grove
4 Rootbound Crag
2 Jungle Shrine
3 Forge-tenders
3 Silence
4 Possesed bambi
3 Magma Spray
2 Pithing Needle