So, I put Ponza down because of the inconsistancy and swinyness of the matchup. I know a planeswalker-centric game plan isn't going to cut out because of the proactive nature you need to be and creatures are more proactive than planeswalkers. However, I think it could be interesting to look at one. I probably might want to splash white for Ajani Vengeant at one point.
I would think as well Oath of Chandra might be good for early game interaction that would benefit our long term plan.
Hatebears (whether W or G/W) and Merfolk are problems in the fact that LD doesn't really work on them (Aether Vial/Mana Dorks/So many basics) and they can disrupt our gameplan effectively (LD of their own, Taxes card (Thalia, Arbiter, Thalia 2 for Hatebears, Cursecatcher, Harbinger of the Tides, Spreading Seas and their sideboard Gut Shots/Counters) while offering a decent clock on their own.
Counters Company and to a lesser extent elves are resiliant creature combo decks that again we have trouble with due to dorks and our primary gameplan of LD not tempoing them long enough for our big beaters to kill them. This you can say is the same thing as affinity although affinity we have a lot more gameplan against in some ways although it is difficult as well.
Taking Turns and U-Tron are big blue decks with a lot of ways to counter and have an combo-esque inevitability to them that our normal combo disruption (trinisphere/cavern) doesn't do much to them. U/W Control can suffer the same problems if we don't get a Blood Moon down with LD and Counters.
Taking Turns, U-Tron are reportedly bad. Counters company can be beaten, but it can be bad for us. Some configurations for Hatebears and Merfolk can be very bad for us to name a few.
I have played ponza and werewolves. Without enough Ramp, Werewolves are just slow creatures, grindy creatures. Huntmaster being good, immerwolf being good, chameleon colossus being good, Mayor being good. I want to be able to land my good werewolves on turn 2 or 3 as much as I can, but since I am also running land destruction and blood moon which are also important to land on turn 2-3, it makes sense to keep most of the ramp (i removed 1 land and 2 birds). I think I probably need to accelerate as much as possible to land on four mana on turn 2-3 as much as possible. After initial disruption of moon, rain, my creatures/planeswalkers should provide enough value to help win the game afterword.
There aren't enough variety of werewolves that are good in general. I wanted to focus on the highlights. One of the things I am iffy on is the planeswalkers Arlinn, Garruk, and Domri, but they provide valuable flexibleness and lack of removal.
I know some lists are playing with Kitchen Finks main and this was a way to get a tribal play on that.
I sitll think this list has weaknesses, but it is what I am trying. I am sure that I will find out that while fun, it isn't competitive and shift back to a traditional ponza list.
Due to my love of Tribal and Ponza, I am going to try a tribal ponza for the next few FNM's before the next tournament. I am in no way sanctioning this as a competitive version of ponza, but I do want to tune it. I will go through various iterations from more Tribal to more Ponza and probably back to actual ponza as it competes more and more.
The Duskwatch Recruiter and Domri Rade are a flex spots that is most likely to become Trinishere, Dismember/Moonlight Hunt/Lightning Bolt/Bonfire of the Damned, or Primal Command. Sideboard is also weird. I might not need Moonmists with only 8 transforming cards and such fast aggro a thing of the past. It could easily become a Fracturing Gust.
I went 2-3 and dropped from my six round PPTQ. I wasn't a happy camper. The last match my G/W hatebear opponent had a really tuned deck and he played it superwell that I got about as salty as other players do playing us.
A lot of players are using only 2 Acid Moss these days. I am using Huntmaster instead of say 2 Lightning Bolt or an additional Chameleon Colossus/Thragtusk/Stormbreath Dragon/Inferno Titan.
It is a value engine and machine. It does get taken out fairly frequently but it generally either buys me a turn due to use of removal spell and blocking with the token, but also the lifegain has been relevant before. I think it really depends. It is a super value oriented creature that is fatal pushable. It is also is conditional value. It has lifegain, damage to opponet, kill a creature, more creatures, etc. It is a jack of all trades and master of none. Keeping it in the main provides another 4cc creature and an additional maindeck answer to burn.
Round 1 - Merfolk - (a friend) 0-2. I lost hard here. Game 1 was bad. Aether Vial, Harbinger an Arbor Elf and spreading seas a Utopia Sprawl did me in. Mana denial as he topped deck second Island. Game 2 was worse. Kept a one lander with stomping ground, arbor elf, utopia sprawl, birds, grudge, and anger of the gods, inferno titan and i forget what else, but it didn't matter. Gut shot the arbor elf, spreading seas the land and i didn't have anything else to handle his aggro.
I took out - 4 Stone Rain, 2 Acid Moss, 1 Garruk, 2 Moon for 4 Angers, 1 Dismember, 2 Obstinate Baloths, 2 Scoozes
Round 2 - Grixis Shadow - 2-0. I won hard here. Game 1 - on the play - Land utopia sprawl. he thoughtseized after fetching for a water grave and took my stone rain. Top decked a blood moon like a boss and he scopped. Game 2 - I kept a hand of 2 land, chalice of the void, 2 blood moon, chameleon colossus, and an inferno titan. Iok takes the chalice, thoughtseize takes the dismember, got the 3rd land landed a blood moon, but he played a 5/5 death shadow. still at 3 lands, but at 4 life left I topped an Arbor Elf, then topped deck fourth land for chameleon colossus then got another played both just in case of sandbagged lilianna and then attacked one for the win.
Sideboarded - 3 Bonfire of the Damned, 2 Acid Moss, 2 Stone Rain for 3 Chalice, 2 Baloth, 1 Thrun, 1 Ooze. Thinking that Huntmasters might be a better side out here.
Round 3 - Mono-White Hatebears - 0-2. Game 1 - He got leonin arbiter and then a Thalia, Heretic Cathar out on turns 2 and 3 so i was stalled in ramping out to land haymakers and he overwhelmed me. Even when i had mana to pay for fetches, an aven mindcensor in response to a path kept me from finding any basics (stomping ground sadly isn't a basic). Game 2 was that where i found all the ramp, but my only pay off Inferno titan got pathed. I kept at 3 lands due to tec edge since i didn't find a blood moon, but kept drawing lands, arbor elves, or sprawls. a bonfire for 4 kept in the game, but he played a forge tender for the anger i had and i was dead.
Sideboarded - 2 Acid Moss, 4 Stone Rain, 1 Moon for 4 Angers, 2 Ancinet Grudge, 1 Dismember. I am thinking i should also side in the Baloths.
Round 4 - Zombie-Hunt - 2-0. Games 1 and 2 were stomps even though i didn't find any business, lands, or ramps there for a long time. new guy who didn't know how to play his deck. First FNM. I gave him pointers throughout the game.
Sidedout - 4 Moon, 2 acid moss, 1 stone rain for 3 chalice, 4 Anger
Deck that I used at the FNM
Thoughts - Never saw Garruk, but he might have been useless on the whole. Land Destruction is pretty common in fringier decks like ours so our ramp is somewhat vulnerable to it as seen in Mono-White hatebears and Merfolk which might be some our bad matchups. I don't think Hatebears is favorable, but i think Merfolk is pretty worse. They have a lot to just disrupt our ramp.
PPTQ Changes - 3rd stomping ground for 9th forest, 2nd Thragtusk for Garruk Primal Hunter, 2 Trinishere for the 2 chalices, 1 Chameleon colossus for 3rd
chalice. I am still thinking of putting a second Ooze as graveyards are very commonly used.
I really think I am sideboarding incorrectly. Any chance of a guide coming out? or even general tips for sideboarding?
Uncage the Menagerie could work if we play a lot of 4 drop creatures.
I mean the best ones I think are Huntmaster, Thrun, Obstinate Baloth, Polukranos, Avalanche Riders, Chameleon Colossus, Hazoret the Fervent and Pia and Kia Nalaar.
I bunch of 1 ofs with this card could be valuable either in addition to or in replace of Primal Command.
I think Samut wants a more aggressive deck with more creatures. I think the top 4 planeswalkers for this deck are Chandra, Torch of Defiance, Nissa, Vital Force, Chandra Flamecaller, and Garruk Wildspeaker. I think there could be an outside chance of Garruk Relentless due to the rise of weenie decks and the token generation.
I would look more to Mono-Green Nykthos Devotion for ways to shore up inconsistancy than Jund. One of the biggest problem is that some of the ways to buy time or shore up inconsistancy is double red which means in general more damage due to shock/fetch interactions and less forests. I am specifically thinking things like Fulminator Mage as a way to continue LD while also providing some break for fast aggro strategies.
The other way could be card filtering like Faithless Looting, Oath of Nissa, Harmonize, Elvish Visionary/Wistful Selkie, Eternal Witness. I know the inconsistancy is real, but that is the problem when we don't have a lot of ways to generate card advantage.
We play powerful things and some mana ramp, but generally our goal is to Ramp and play powerful things.
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I would think as well Oath of Chandra might be good for early game interaction that would benefit our long term plan.
4 Windswept Health
1 Mountain
3 Stomping Ground
9 Forest
4 Utopia Sprawl
4 Blood Moon
1 Oath of Nissa
4 Arbor Elf
2 Birds of Paradise
2 Garruk Wildspeaker
2 Chandra, Flamecaller
2 Chandra Torch of Defiance
2 Chandra, Pyromancer
2 Nissa, Vital Force
1 Garruk, Primal Hunter
2 Garruk Relentless
2 Nissa, Voice of Zendikar
1 Arlinn Kord
1 Nissa, Vastwood Seer
1 Sarkhan, the Dragonspeaker
4 Mmonvoli Acid Moss
2 Beast Within
3 Anger of the Gods
1 Abrade
1 Ancient Grudge
1 Shatterstorm
3 Trinisphere
3 Kitchen Finks
3 Lightning Bolt
I have also used Seal of Primordium as well when I was using Nissa, Vital Force.
Counters Company and to a lesser extent elves are resiliant creature combo decks that again we have trouble with due to dorks and our primary gameplan of LD not tempoing them long enough for our big beaters to kill them. This you can say is the same thing as affinity although affinity we have a lot more gameplan against in some ways although it is difficult as well.
Taking Turns and U-Tron are big blue decks with a lot of ways to counter and have an combo-esque inevitability to them that our normal combo disruption (trinisphere/cavern) doesn't do much to them. U/W Control can suffer the same problems if we don't get a Blood Moon down with LD and Counters.
There aren't enough variety of werewolves that are good in general. I wanted to focus on the highlights. One of the things I am iffy on is the planeswalkers Arlinn, Garruk, and Domri, but they provide valuable flexibleness and lack of removal.
I know some lists are playing with Kitchen Finks main and this was a way to get a tribal play on that.
I sitll think this list has weaknesses, but it is what I am trying. I am sure that I will find out that while fun, it isn't competitive and shift back to a traditional ponza list.
I present Wolf and Moon.
1 Cavern of Souls
1 Mountain
3 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
4 Arbor Elves
4 Mayor of Avabruck
4 Immerwolf
4 Huntmaster of the Fells
4 Chameleon Colossus
1 Duskwatch Recruiter
4 Blood Moon
4 Stone Rain
2 Chandra, Torch of Defiance
2 Garruk Relentless
2 Arlinn Kord,
1 Domri Rade
1 Grafdigger's Cage
4 Relic of Progenitus
2 Trinisphere
2 Ancient Grudge
2 Dismember
2 Moonmist
2 Full Moon's Rise
The Duskwatch Recruiter and Domri Rade are a flex spots that is most likely to become Trinishere, Dismember/Moonlight Hunt/Lightning Bolt/Bonfire of the Damned, or Primal Command. Sideboard is also weird. I might not need Moonmists with only 8 transforming cards and such fast aggro a thing of the past. It could easily become a Fracturing Gust.
It is a value engine and machine. It does get taken out fairly frequently but it generally either buys me a turn due to use of removal spell and blocking with the token, but also the lifegain has been relevant before. I think it really depends. It is a super value oriented creature that is fatal pushable. It is also is conditional value. It has lifegain, damage to opponet, kill a creature, more creatures, etc. It is a jack of all trades and master of none. Keeping it in the main provides another 4cc creature and an additional maindeck answer to burn.
Round 1 - Merfolk - (a friend) 0-2. I lost hard here. Game 1 was bad. Aether Vial, Harbinger an Arbor Elf and spreading seas a Utopia Sprawl did me in. Mana denial as he topped deck second Island. Game 2 was worse. Kept a one lander with stomping ground, arbor elf, utopia sprawl, birds, grudge, and anger of the gods, inferno titan and i forget what else, but it didn't matter. Gut shot the arbor elf, spreading seas the land and i didn't have anything else to handle his aggro.
I took out - 4 Stone Rain, 2 Acid Moss, 1 Garruk, 2 Moon for 4 Angers, 1 Dismember, 2 Obstinate Baloths, 2 Scoozes
Round 2 - Grixis Shadow - 2-0. I won hard here. Game 1 - on the play - Land utopia sprawl. he thoughtseized after fetching for a water grave and took my stone rain. Top decked a blood moon like a boss and he scopped. Game 2 - I kept a hand of 2 land, chalice of the void, 2 blood moon, chameleon colossus, and an inferno titan. Iok takes the chalice, thoughtseize takes the dismember, got the 3rd land landed a blood moon, but he played a 5/5 death shadow. still at 3 lands, but at 4 life left I topped an Arbor Elf, then topped deck fourth land for chameleon colossus then got another played both just in case of sandbagged lilianna and then attacked one for the win.
Sideboarded - 3 Bonfire of the Damned, 2 Acid Moss, 2 Stone Rain for 3 Chalice, 2 Baloth, 1 Thrun, 1 Ooze. Thinking that Huntmasters might be a better side out here.
Round 3 - Mono-White Hatebears - 0-2. Game 1 - He got leonin arbiter and then a Thalia, Heretic Cathar out on turns 2 and 3 so i was stalled in ramping out to land haymakers and he overwhelmed me. Even when i had mana to pay for fetches, an aven mindcensor in response to a path kept me from finding any basics (stomping ground sadly isn't a basic). Game 2 was that where i found all the ramp, but my only pay off Inferno titan got pathed. I kept at 3 lands due to tec edge since i didn't find a blood moon, but kept drawing lands, arbor elves, or sprawls. a bonfire for 4 kept in the game, but he played a forge tender for the anger i had and i was dead.
Sideboarded - 2 Acid Moss, 4 Stone Rain, 1 Moon for 4 Angers, 2 Ancinet Grudge, 1 Dismember. I am thinking i should also side in the Baloths.
Round 4 - Zombie-Hunt - 2-0. Games 1 and 2 were stomps even though i didn't find any business, lands, or ramps there for a long time. new guy who didn't know how to play his deck. First FNM. I gave him pointers throughout the game.
Sidedout - 4 Moon, 2 acid moss, 1 stone rain for 3 chalice, 4 Anger
Deck that I used at the FNM
1 Kessig Wolf Run
2 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
1 Mountain
4 Arbor Elf
2 Birds of Paradise
2 Chameleon Colossus
2 Huntmaster of the Fells
3 Inferno Titan
2 Stormbreath Dragon
1 Tragtusk
1 Garruk, Primal Hunter
4 Blood Moon
4 Utopia Sprawl
3 Bonfire of the Damned
2 Mwonvuli Acid-Moss
1 Primal Command
4 Stone Rain
2 Ancient Grudge
4 Anger of the Gods
3 Chalice of the Void
1 Dismember
1 Grafdigger's Cage
2 Obstinate Baloth
1 Scavenging Ooze
1 Thrun, the Last Troll
Thoughts - Never saw Garruk, but he might have been useless on the whole. Land Destruction is pretty common in fringier decks like ours so our ramp is somewhat vulnerable to it as seen in Mono-White hatebears and Merfolk which might be some our bad matchups. I don't think Hatebears is favorable, but i think Merfolk is pretty worse. They have a lot to just disrupt our ramp.
PPTQ Changes - 3rd stomping ground for 9th forest, 2nd Thragtusk for Garruk Primal Hunter, 2 Trinishere for the 2 chalices, 1 Chameleon colossus for 3rd
chalice. I am still thinking of putting a second Ooze as graveyards are very commonly used.
I really think I am sideboarding incorrectly. Any chance of a guide coming out? or even general tips for sideboarding?
My list is in my sig, but here it is
1 Kessig Wolf Run
1 Mountain
4 Windswept Heath
4 Wooded Foothills
4 Arbor Elf
2 Birds of Paradise
2 Chameleon Colossus
2 Huntmaster of the Fells
3 Inferno Titan
2 Stormbreath Dragon
1 Thragtusk
4 Utopia Sprawl
2 Chandra, Torch of Defiance
1 Garruk, Primal Hunter
2x Beast Within
3x Bonfire of the Damned
2x Mmonvoli Acid-Moss
1x Primal Command
4x Stone Rain
2x Ancient Grudge
3x Anger of the Gods
3x Chalice of the Void
1x Grafdigger's Cage
2x Obstinate Baloth
2x Scavenging Ooze
1x Dismember
1x Thrun, the Last Troll
I mean the best ones I think are Huntmaster, Thrun, Obstinate Baloth, Polukranos, Avalanche Riders, Chameleon Colossus, Hazoret the Fervent and Pia and Kia Nalaar.
I bunch of 1 ofs with this card could be valuable either in addition to or in replace of Primal Command.
The other way could be card filtering like Faithless Looting, Oath of Nissa, Harmonize, Elvish Visionary/Wistful Selkie, Eternal Witness. I know the inconsistancy is real, but that is the problem when we don't have a lot of ways to generate card advantage.
We play powerful things and some mana ramp, but generally our goal is to Ramp and play powerful things.