This kind of creature aggro is really hurt by the popular tokens strategy. It just feels like they sort of midrange all over us I guess, im not sure how to exactly explain it.
Well I did two dailies tonight with a u/b zombies list incorporating evil twin and demonmail hauberk. The first I went 2-2, though the last round I would have won if not for a mistake on my part. I played 3 B/W/x tokens decks and was 2-1 against them. The second I went 3-1. My loss was to boros tokens, but I beat a different boros tokens in the last round.
I still believe in u/b zombies after tonight even though it was a so-so showing. Without making a crucial mistake in the first daily, I would have 3-1'd both of them, and I think there are some adjustments I can make to make the deck more in the Tier 1 realm. The tokens matchup really isn't as bad as people say, since my record against the various token builds is 4-2 for now. The captains (along with the 2 evil twin main) can make the deck brutally quick. If you get two captains out (which isn't uncommon with evil twin) then it's basically game over, since you should have them down fairly low and have them on the defensive. Any blocks they make either leave your guy standing or have them lose 2 life from the captains. If you have a messenger and a sac outlet, that's 8 instant damage.
The hauberk + captain combo was definitely relevant and helped finish off some tough games. Even without a messenger it's pretty nice since if you have a gravecrawler + a couple other guys you can easily do 5+ unavoidable dmg with a couple black mana open.
I'm too lazy to post the list, but I'm sure it'll come up on the "what's happening page" soon. It was an early afternoon daily on 3/19. The key change for me that gave me that extra edge was putting witchbane orb in the sideboard so that I could finally beat curse of death's hold.
Side note: evil twin is holding its weight. I played Boros in rounds 1 and 2 and there's no way I could have won either without evil twin. Not that it came up every game, but there was a game in each match where if I had any card (in my colors) OTHER than Evil Twin, I would have lost. Basically, when going up against the champion/gather/hellrider nut draw, the only way to successfully race it (which is usually your only recourse, especially since they'll often have another one and tapping out to cast sever is an auto-loss) is to have a hellrider of your own.
Luckily, u/b zombies is very fast when it draws a captain, so they'll often be forced to block lest you snag a turn 4 win courtesy of your hellrider, which nullifies their turn 5 win, and then they're forced to remove your hellrider or lose theirs when you untap, which takes the pressure off.
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I still believe in u/b zombies after tonight even though it was a so-so showing. Without making a crucial mistake in the first daily, I would have 3-1'd both of them, and I think there are some adjustments I can make to make the deck more in the Tier 1 realm. The tokens matchup really isn't as bad as people say, since my record against the various token builds is 4-2 for now. The captains (along with the 2 evil twin main) can make the deck brutally quick. If you get two captains out (which isn't uncommon with evil twin) then it's basically game over, since you should have them down fairly low and have them on the defensive. Any blocks they make either leave your guy standing or have them lose 2 life from the captains. If you have a messenger and a sac outlet, that's 8 instant damage.
The hauberk + captain combo was definitely relevant and helped finish off some tough games. Even without a messenger it's pretty nice since if you have a gravecrawler + a couple other guys you can easily do 5+ unavoidable dmg with a couple black mana open.
I'm too lazy to post the list, but I'm sure it'll come up on the "what's happening page" soon. It was an early afternoon daily on 3/19. The key change for me that gave me that extra edge was putting witchbane orb in the sideboard so that I could finally beat curse of death's hold.
Luckily, u/b zombies is very fast when it draws a captain, so they'll often be forced to block lest you snag a turn 4 win courtesy of your hellrider, which nullifies their turn 5 win, and then they're forced to remove your hellrider or lose theirs when you untap, which takes the pressure off.