Since you're relying on Wild Pair to pull the most power out of your deck, why not use Gaea's Anthem in TTP block to turn your 3GTimbermare into a 6/6 Akroma?
I've tried a GU build (not posted here because I'm at work and, frankly, it still needs tweaking) that uses Anthem as a alternate win condition when the Wild Pair just won't show up. I keep stumbling over the trouble caused by +1/+1 to all creatures messing up my search math, but I never thought about tossing in Akromas. Pity they're the wrong color for my build - but not for yours!
And, for the record, Hunting Wilds is absolutely essential to pulling off fast or sneaky wins. Top notch card in the deck. I also like Citanual Woodreaders, since I'm short on Harmonize. I find myself frequently emptying my hand.
i tried chapin version, i got mixed feelings. having alot of mana problems, double w for mangara, double blue for snake... and sometimes when u cast wildpair, no cards in hand....sometimes when u stabalize the early games... u realized all the gemstone mines are used up and not enough lands to cast wildpair.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If yesterday was two days ago tomorrow, will the day after tomorrow be today or yesterday?"
I testing the sliver version of the deck, I can control the game via telekinetic and I draw enourmous amoutns of cards too. however I have a problem finding a win condition. I have had to destroy my own "gives defendre"(name?) sliver several times in order to win. do we have other options?
mrsky....how can ur deck take advantage of wild pair with only 14 dudes and only 10 of them fetch each other.....timber mare to 1 of the other two seems fine but it isnt game over...ur dreck doesnt need wild pair and becomes a bad 6 mana conditional tutor...wild pair decks are heavily creature based decks that rely heavily on their creatures to win the game....you have no way to accelerate into it eithe except lens... i think sliver wp decks are much better...
I have played against Wild Pair plenty of times. In fact too many times on Magic Online. And yet I have been wondering what is its point? When played against white weenie it does have some stopping power if the correct draws come around, as in counters and bounce. But usually the shadows and griffin enchanted creatures kill the deck. When played against any deck sporting damnation she folds. When played against any deck that has a high amount of counters she folds. Really... whats the point in discussing a deck that has overall difficulties in a field thats concentrating on counters, massremoval, or evasive creatures?
I believe this has to do with 2 obvious win conditions Wild Pair attempts to set up. First is playing lots of slivers and drawing all your cards to give them haste and milling your opponent to death, another strategy I seen attempted was to retake your turn over and over with lots of creatures that could attack your opponent's life to zero.
Unfortunately there is no specialized two card combo youll have to attempt to bring into play that would help you 'lock it down' for the win. Magus of the moat would be a helpful addition for the mill side of Wild Pair. But the infinite retaking of turns side I am sure is convoluted and dead by now. Either way red has two mass removal cards that have pyroclasm like effects and will be heavily played since we all know white weenie decks are the archtype to beat. And the metagame will make sure most magic players will be packing these as they are uncommons!
Sorry to flame this but this deck doesnt even seem worthy of even being in the competitive section on this web-site. So in closing am I missing anything that this deck can actually perform that sets it apart from the NORMAL rogue deck slated for a match loss?
I don't see how Wild Pair can have a problem with evasive creatures, when how it deals with creatures is tapping them with Telekenetic anyway. The key against a deck that's packing damnation is to play reserved, and wait til you can overwhelm on one turn with Wild Pair, and either alpha strike or just tap all their mana with Telekenetic Sliver, Damnation being a Sorcery and all. Haven't played against too many counter decks, but there doesn't seem to be a high number of counters in Block.
Wild Pair is my favoruite block con deck. I don't think it works well with slivers. It is not an aggro deck. It works well with lions, cloakers, mystic snakes, cloudskate, Venser and other stuff. The problem is that getting it on turn 4 is probably too late against control decks. I found a way to get it on turn 3 but it requires the perfect hand with the exception of 1 card if you're on the play and 2 if you're on the draw. There's no leyline in block, there's no herald. What can we do to stop delay etc?
Here is my decklist for now:
4 Wild Pair
4 Momentary Blink
4 Coalition Relic
3 Harmonize
3 Lotus Bloom
Look guys, when you run slivers, you're just using Wild Pair as an enhancemtent which means ur running sliver-aggro. This will not work. It is mana intensive and not all the new timeshifted lands in FS will help you. Plus, the deck pretty much loses to a well timed Damnation, faster and more powerful aggro, and even discard to an extent. If you're really using Wild Pair, u gotta get it out quickly and essentially make your deck one big toolbox so you can handle whatever your opponent throws out at you. Then you use superior board position plus all the creatures you've fetched to stop your opponent.
O, by the way, to get Pair out on turn three u need to run Simian Spirit Guide which I'm not sure is the way to go. Getting it out on turn four isn't bad anyhow. Pact of Negation is in the side board so that when you play the Pair on turn and they cancel or whatever you can counter their counter and hopefully have enough to pay the upkeep next turn. If not, just play it on turn 5.
This is the updated version of RGw wild pair which I have continued to test and tweak (this is my 3rd week playing the deck) and it continues to perform very well. It crushes control (which is almost all I see since Yokohama), and does very well against everything but white weenie. THe WW matchup is addressed in the sb.
I think the rg ld is the way to go with wild pair. The deck does not need pair to win and can just accelerate into force or hellkite as well. I think of the deck as RG splashing for wild pair (4 pair, 2 lion, 1 forcemage). You can combo out and play forcemage to start fetching hellkites with 2/2's or just grab a bunch of riders and wreck their land. The deck may not be as viable once delay is played after futuresight, but for now it is a great meta choice. No one plays enchantment removal main, so when pair comes down, it stays. You can board it out after sb (for fatties or elementals or both) to give your opponent dead cards if you expect enchant removal. If you want to play wild pair, I suggest you give this a shot.
This is the updated version of RGw wild pair which I have continued to test and tweak (this is my 3rd week playing the deck) and it continues to perform very well. It crushes control (which is almost all I see since Yokohama), and does very well against everything but white weenie. THe WW matchup is addressed in the sb.
I think the rg ld is the way to go with wild pair. The deck does not need pair to win and can just accelerate into force or hellkite as well. I think of the deck as RG splashing for wild pair (4 pair, 2 lion, 1 forcemage). You can combo out and play forcemage to start fetching hellkites with 2/2's or just grab a bunch of riders and wreck their land. The deck may not be as viable once delay is played after futuresight, but for now it is a great meta choice. No one plays enchantment removal main, so when pair comes down, it stays. You can board it out after sb (for fatties or elementals or both) to give your opponent dead cards if you expect enchant removal. If you want to play wild pair, I suggest you give this a shot.
I think if you're going to run pair, you should at least be using it as a win condition. That will make you think harder about getting it out and keeping it there and also about what you can do with it. Believe me guys, the best thing to do with the Pair is not treat your deck like one big place full o' fatties, but one big toolbox with bounce spells, remands (Venser), counters and anything else FS brings us.
I like the LD tactic vs control in the current environment. On the play, you can get the LD rolling before they get counter mana up. That will change after delay though. How do the blue versions play without pair and vs aggro? I would like to see what version that plays Vensor would run.
I like the LD tactic vs control in the current environment. On the play, you can get the LD rolling before they get counter mana up. That will change after delay though. How do the blue versions play without pair and vs aggro? I would like to see what version that plays Vensor would run.
The whole idea of the deck is to actually make use of Pair. Because of this the deck wants to get Pair out. Therefore, it will make an effort to secure it and get enough mana. The deck runs Coalition Relics, Wall of Roots, Lotus Blooms to get the guy out. It also runs Willbender to protect the enchantment from Krosan Grip and counters if necessary (although I'm still debating that). Look, if you're gonna run Wild Pair make it do something and try and get it out.
To stop aggro, Wall of Roots should hold them for a short while, I should be able to get Pair out quickly and from there its a matter of slowly building up my creature base. As long as I have one whitemane lion in my hand, they're in trouble.
My biggest concern is not aggro: its control with a lot of disruption. If they start countering stuff, I'm in trouble.
I don't see how Wild Pair can have a problem with evasive creatures, when how it deals with creatures is tapping them with Telekenetic anyway. The key against a deck that's packing damnation is to play reserved, and wait til you can overwhelm on one turn with Wild Pair, and either alpha strike or just tap all their mana with Telekenetic Sliver, Damnation being a Sorcery and all. Haven't played against too many counter decks, but there doesn't seem to be a high number of counters in Block.
This is the point I was getting at! Telekinetic Sliver begs to be picked off by any black or red splash and countered by blue. Key against Damnation is to play reserved? Unfortunately THAT isnt an option because your trying to get the board position set up to draw cards for sliver drops or set up the opposition-like board for the lock down. Which happens to be a joke because as we know people will just tap the lands for mana to cast a removal spell eliminating the annoying Telekinetic Sliver.
Overall this deck is a tier 2 (if you got counters) to almost a tier 3 (no counters) with no hope to ever become an archtype in this set Block format. Abandon this blog NOW grab a better blog and BE COMPETITIVE. (P.S. If your a casual player... then keep on trucking brudda you deserve this deck.)
This is the point I was getting at! Telekinetic Sliver begs to be picked off by any black or red splash and countered by blue. Key against Damnation is to play reserved? Unfortunately THAT isnt an option because your trying to get the board position set up to draw cards for sliver drops or set up the opposition-like board for the lock down. Which happens to be a joke because as we know people will just tap the lands for mana to cast a removal spell eliminating the annoying Telekinetic Sliver.
Overall this deck is a tier 2 (if you got counters) to almost a tier 3 (no counters) with no hope to ever become an archtype in this set Block format. Abandon this blog NOW grab a better blog and BE COMPETITIVE. (P.S. If your a casual player... then keep on trucking brudda you deserve this deck.)
We shoudln't run counters! Without them the deck can easily be made tier 1 as tier one right now isn't terribly impressive itself. The deck can easily seize board position against control with cards like Quagnoth, Scragnoth or a resolved Pair and defeats aggro very, very easily. (WW is a little trickier). Believe me, mostly these people just don't know how to play it.
We shoudln't run counters! Without them the deck can easily be made tier 1 as tier one right now isn't terribly impressive itself. The deck can easily seize board position against control with cards like Quagnoth, Scragnoth or a resolved Pair and defeats aggro very, very easily. (WW is a little trickier).
So if this statement were true... then why isnt this deck showing en-mass at all the top 8 listings for Time Spiral Block? Dare I float its a *(GASP)* sleeper deck... hardly. Its not a very viable deck for any sort of competition, I agree that once you start adding counters you begin to convolute the deck to a point its kind of degraded and unable to function as originally intended. It is sad to note I am seeing this deck played less and less on Magic Online, well in the serious room anyways as people SLOWLY realize this decks horrible and losses to white weenie and generally bows out to any damnation toting deck.
By the way if tier 1 decks were not too terribly impressive then one must not be impressed with winning tournament matches. Spoken like a true casualist? No?
So if this statement were true... then why isnt this deck showing en-mass at all the top 8 listings for Time Spiral Block? Dare I float its a *(GASP)* sleeper deck... hardly. Its not a very viable deck for any sort of competition, I agree that once you start adding counters you begin to convolute the deck to a point its kind of degraded and unable to function as originally intended. It is sad to note I am seeing this deck played less and less on Magic Online, well in the serious room anyways as people SLOWLY realize this decks horrible and losses to white weenie and generally bows out to any damnation toting deck.
By the way if tier 1 decks were not too terribly impressive then one must not be impressed with winning tournament matches. Spoken like a true casualist? No?
The counters that we should run are Mystic Snake and Venser. The deck is viable I imagine and there is no way of knowing if it is because neither of us has tested it and no one on Mahic ONline has really tested either. Your tone is detestable and irritating.
Now, now, none of that. We don't need to be prodding each other like this. We also don't need to be waveing people away from a deck. If people play it and like it then who are you or I to argue? If they try it and don't like it then, again, no one can say anything. Stopping people from trying it to begin with, however, is not something I would be all that happy to see. Just saying...
Also, I personally don't believe in a tier x system. How viable a deck is depends far too much on its environment and its popularity. The recent PT is a perfect example... WW is what people would consider tier 1 but in that environment it did horribly. Nothing against that deck, though, it just wasn't even given a fighting chance. Saying a deck cannot be improved and will never do well is, in my opinion, something that is very, very hard to predict. Let those who wish to do so try, it hardly affects anyone else.
Now to be on topic, I have enjoyed playing the sliver build for Wild Pair online. Sadly, Future Sight won't become available for another month or so, so until then I will just need to make do. Here is the list I run:
I'll be honest and say I just built it (From examples I found on this thread. In fact even as I was typing this post I was tweaking it.) so any insight/thought/opinions would be welcome. Also what are some general sideboards for decks like this? It seems mostly like a combo deck so small changes are hard to make... Perhaps a transformational sideboard with some more Might Slivers, some Spinneret Slivers, and some Spectral Forces? Again any help would be great.
Anyway, Till then...
~Nim
PS. I just got off a rather draining shift at work so if this doesn't quite make sense/is a bit sloppy then I can only hope you'll excuse me.
I still like cb4's deck the best although I don't totally agree with it. I think running Riders could be a good idea. It's the number and them being red that troubles me.
I also think a great card from FS to add to this deck is Zoetic Cavern and Llanowar Reborn.
Quagnoth should definitely be sideboarded.
The counters that we should run are Mystic Snake and Venser. The deck is viable I imagine and there is no way of knowing if it is because neither of us has tested it and no one on Mahic ONline has really tested either. Your tone is detestable and irritating.
Sorry to appear rude but not. Mystic Snake is a great counter but Venser I dont think because it goes right back into thier hand. Almost every game I ever played against this deck lost to me, with the first ever match being a loss to this deck because I didnt understand the way it played. Ah the hallmark why rogue wins. Now that UB teferi decks will be playing around with W for access to cards like Magus of the Moat and Teferi's Moat will the 'Kitchen Sink' approach need to be included too? (Seal of Primordium and Krosan Grip) But didnt we already go over that this would convolute this deck's stratagem?
Sorry to appear rude but not. Mystic Snake is a great counter but Venser I dont think because it goes right back into thier hand. Almost every game I ever played against this deck lost to me, with the first ever match being a loss to this deck because I didnt understand the way it played. Ah the hallmark why rogue wins. Now that UB teferi decks will be playing around with W for access to cards like Magus of the Moat and Teferi's Moat will the 'Kitchen Sink' approach need to be included too? (Seal of Primordium and Krosan Grip) But didnt we already go over that this would convolute this deck's stratagem?
no need for krosan grips or seals of cleansing, just run riftwing cloudskates... bounce the moat, swing for ten or so. next turn repeat...
I mean, you can also split your pair in two, running whitemanes and rangers, fetching out harmonic slivers... but that seems pretty horrible.
Look, I think this deck might really be viable. Against aggro, an early wall of roots is usually enough to stop them in their tracks. Lotus Bloom gets the enchantment out quick enough. Against blue control, just side in some Quagnoths - only Damnation can get rid of it. You can also run urza's factory to deal with them and if you're quick enough, they might not even be able to deal with the Pair.
now that the PTQ is coming closer
what should be the choices for now ?
now that FS is out too what are the cards choices
help me build a RGW wild pair deck for the up coming PTQ
Sideffect, the deck works much better with blue, white, green than anything else. You can put in avalanche riders too if you want - but believe me, you NEED blue for mystic snakes, vensers, cloudskates and other cards.
So I'm usually a Standard player, but I decided that I'd give block a try. Recalling my friend's T2 Wild Pair deck (modeled very similarly to the one that saw play in Japan I believe), I drafted up a deck. I've been testing the deck on MWS for a few days now, getting acquainted with the deck and fixing any blatant problems with the deck. This what I've come up with:
So that's the deck. The idea was inspired by the Standard Wild Pair deck that saw some tourney play in Japan (I believe). So far the deck suffers against decks that run Akroma, Angel of Fury. As such, I included Faceless Butchers in the sideboard. Haven't tested this solution yet, but I included a way to play the butchers from your hand in the board as well (Graven Cairns).
The general idea of the deck is to ramp up to 6 mana by around turn 4 or 5 to play Wild Pair as soon as possible. From there, you play Whitemane Lion to fetch whatever CIP abilities you need (using the Whitemane's bounce targeting itself for a toolbox kinda deal). Also, the Whitemane can fetch the deck's win condition, Herd Gnarr.
Here's my present jusitification for specific card choices:
Evolution Charm is there to mana fix and grab lions from the grave should they get burnt away. It can also turn your gnarr into a flying gnarr which is nice.
Tolaria West can fetch the pacts in times of need, and also grab the cairns if you need that too.
Momentary Blink allows for extra CIP tricks and can save critters at the same time.
Wall of Roots slow aggro while getting to the 6-mana mark. Also, adding a counter in response to the Wild Pair trigger lets you search for 2/2's.
Rough//Tumble is to take care of little goblins or such similar problems.
That's about what I got for the deck so far. My testing has been rather scarce, but has been positive. Once wild pair sticks long enough to get the toolbox together, the deck is nigh unstoppable.
I've tried a GU build (not posted here because I'm at work and, frankly, it still needs tweaking) that uses Anthem as a alternate win condition when the Wild Pair just won't show up. I keep stumbling over the trouble caused by +1/+1 to all creatures messing up my search math, but I never thought about tossing in Akromas. Pity they're the wrong color for my build - but not for yours!
And, for the record, Hunting Wilds is absolutely essential to pulling off fast or sneaky wins. Top notch card in the deck. I also like Citanual Woodreaders, since I'm short on Harmonize. I find myself frequently emptying my hand.
Thoughts?
M
“(Z–>)90º – (E–N²W)90ºt = 1”
my have/wants list: :http://forums.mtgsalvation.com/showthread.php?t=95773
Banner made by £ё_Ģąмвiт at æтђєг
:symw:White Weenie:symw:
-Extended-
:symr:Goblins:symr:
-Legacy-
:symu:Solidarity:symu:
I believe this has to do with 2 obvious win conditions Wild Pair attempts to set up. First is playing lots of slivers and drawing all your cards to give them haste and milling your opponent to death, another strategy I seen attempted was to retake your turn over and over with lots of creatures that could attack your opponent's life to zero.
Unfortunately there is no specialized two card combo youll have to attempt to bring into play that would help you 'lock it down' for the win. Magus of the moat would be a helpful addition for the mill side of Wild Pair. But the infinite retaking of turns side I am sure is convoluted and dead by now. Either way red has two mass removal cards that have pyroclasm like effects and will be heavily played since we all know white weenie decks are the archtype to beat. And the metagame will make sure most magic players will be packing these as they are uncommons!
Sorry to flame this but this deck doesnt even seem worthy of even being in the competitive section on this web-site. So in closing am I missing anything that this deck can actually perform that sets it apart from the NORMAL rogue deck slated for a match loss?
Here is my decklist for now:
4 Wild Pair
4 Momentary Blink
4 Coalition Relic
3 Harmonize
3 Lotus Bloom
1 Riftwing Cloudskate
1 Venser
1 Teferi
2 Stonecloaker
4 Whitemane Lion
4 Mystic Snake
4 Wall of Roots
1 Seht's Tiger
Your usual lands but also: Urza's Factory, and at least one Llanowar Reborn
Sideboard:
4 Quagnoth
3 Disenchant
4 Extirpate
4 Pact of Negation
Look guys, when you run slivers, you're just using Wild Pair as an enhancemtent which means ur running sliver-aggro. This will not work. It is mana intensive and not all the new timeshifted lands in FS will help you. Plus, the deck pretty much loses to a well timed Damnation, faster and more powerful aggro, and even discard to an extent. If you're really using Wild Pair, u gotta get it out quickly and essentially make your deck one big toolbox so you can handle whatever your opponent throws out at you. Then you use superior board position plus all the creatures you've fetched to stop your opponent.
O, by the way, to get Pair out on turn three u need to run Simian Spirit Guide which I'm not sure is the way to go. Getting it out on turn four isn't bad anyhow. Pact of Negation is in the side board so that when you play the Pair on turn and they cancel or whatever you can counter their counter and hopefully have enough to pay the upkeep next turn. If not, just play it on turn 5.
// Lands
4 [TSP] Terramorphic Expanse
3 [UNH] Mountain
12 [UNH] Forest
2 [TSP] Urza's Factory
2 [UNH] Plains
2 [TSB] Gemstone Mine
// Creatures
4 [TSB] Wall of Roots
4 [TSP] Bogardan Hellkite
4 [TSB] Avalanche Riders
4 [TSP] Spectral Force
1 [TSP] Primal Forcemage
2 [PLC] Whitemane Lion
// Spells
4 [PLC] Wild Pair
4 [TSP] Search for Tomorrow
4 [TSP] Mwonvuli Acid-Moss
4 [PLC] Harmonize
// Sideboard
SB: 2 [PLC] Jedit Ojanen of Efrava
SB: 2 [PLC] Akroma, Angel of Fury
SB: 3 [TSP] Krosan Grip
SB: 4 [TSB] Serrated Arrows
SB: 4 [PLC] Sulfur Elemental
I think the rg ld is the way to go with wild pair. The deck does not need pair to win and can just accelerate into force or hellkite as well. I think of the deck as RG splashing for wild pair (4 pair, 2 lion, 1 forcemage). You can combo out and play forcemage to start fetching hellkites with 2/2's or just grab a bunch of riders and wreck their land. The deck may not be as viable once delay is played after futuresight, but for now it is a great meta choice. No one plays enchantment removal main, so when pair comes down, it stays. You can board it out after sb (for fatties or elementals or both) to give your opponent dead cards if you expect enchant removal. If you want to play wild pair, I suggest you give this a shot.
I think if you're going to run pair, you should at least be using it as a win condition. That will make you think harder about getting it out and keeping it there and also about what you can do with it. Believe me guys, the best thing to do with the Pair is not treat your deck like one big place full o' fatties, but one big toolbox with bounce spells, remands (Venser), counters and anything else FS brings us.
The whole idea of the deck is to actually make use of Pair. Because of this the deck wants to get Pair out. Therefore, it will make an effort to secure it and get enough mana. The deck runs Coalition Relics, Wall of Roots, Lotus Blooms to get the guy out. It also runs Willbender to protect the enchantment from Krosan Grip and counters if necessary (although I'm still debating that). Look, if you're gonna run Wild Pair make it do something and try and get it out.
To stop aggro, Wall of Roots should hold them for a short while, I should be able to get Pair out quickly and from there its a matter of slowly building up my creature base. As long as I have one whitemane lion in my hand, they're in trouble.
My biggest concern is not aggro: its control with a lot of disruption. If they start countering stuff, I'm in trouble.
This is the point I was getting at! Telekinetic Sliver begs to be picked off by any black or red splash and countered by blue. Key against Damnation is to play reserved? Unfortunately THAT isnt an option because your trying to get the board position set up to draw cards for sliver drops or set up the opposition-like board for the lock down. Which happens to be a joke because as we know people will just tap the lands for mana to cast a removal spell eliminating the annoying Telekinetic Sliver.
Overall this deck is a tier 2 (if you got counters) to almost a tier 3 (no counters) with no hope to ever become an archtype in this set Block format. Abandon this blog NOW grab a better blog and BE COMPETITIVE. (P.S. If your a casual player... then keep on trucking brudda you deserve this deck.)
We shoudln't run counters! Without them the deck can easily be made tier 1 as tier one right now isn't terribly impressive itself. The deck can easily seize board position against control with cards like Quagnoth, Scragnoth or a resolved Pair and defeats aggro very, very easily. (WW is a little trickier). Believe me, mostly these people just don't know how to play it.
So if this statement were true... then why isnt this deck showing en-mass at all the top 8 listings for Time Spiral Block? Dare I float its a *(GASP)* sleeper deck... hardly. Its not a very viable deck for any sort of competition, I agree that once you start adding counters you begin to convolute the deck to a point its kind of degraded and unable to function as originally intended. It is sad to note I am seeing this deck played less and less on Magic Online, well in the serious room anyways as people SLOWLY realize this decks horrible and losses to white weenie and generally bows out to any damnation toting deck.
By the way if tier 1 decks were not too terribly impressive then one must not be impressed with winning tournament matches. Spoken like a true casualist? No?
The counters that we should run are Mystic Snake and Venser. The deck is viable I imagine and there is no way of knowing if it is because neither of us has tested it and no one on Mahic ONline has really tested either. Your tone is detestable and irritating.
Also, I personally don't believe in a tier x system. How viable a deck is depends far too much on its environment and its popularity. The recent PT is a perfect example... WW is what people would consider tier 1 but in that environment it did horribly. Nothing against that deck, though, it just wasn't even given a fighting chance. Saying a deck cannot be improved and will never do well is, in my opinion, something that is very, very hard to predict. Let those who wish to do so try, it hardly affects anyone else.
Now to be on topic, I have enjoyed playing the sliver build for Wild Pair online. Sadly, Future Sight won't become available for another month or so, so until then I will just need to make do. Here is the list I run:
*Updated: Added a possible sideboard*
1x Might Sliver
2x Reflex Sliver
1x Psionic Sliver
4x Wall of Roots
4x Mystic Snake
4x Gemhide Sliver
4x Dormant Sliver
1x Whitemane Lion
3x Telekinetic Sliver
2x Riftwing Cloudskate
4x Wild Pair
4x Mwonvuli Acid-Moss
4x Search for Tomorrow
Lands: (22)
2x Plains
7x Island
8x Forest
1x Pendelhaven
2x Saltcrusted Steppe
2x Terramorphic Expanse
3x Might Sliver
4x Spectral Force
1x Harmonic Sliver
4x Spinneret Sliver
3x Tromp the Domains
I'll be honest and say I just built it (From examples I found on this thread. In fact even as I was typing this post I was tweaking it.) so any insight/thought/opinions would be welcome. Also what are some general sideboards for decks like this? It seems mostly like a combo deck so small changes are hard to make... Perhaps a transformational sideboard with some more Might Slivers, some Spinneret Slivers, and some Spectral Forces? Again any help would be great.
Anyway, Till then...
~Nim
PS. I just got off a rather draining shift at work so if this doesn't quite make sense/is a bit sloppy then I can only hope you'll excuse me.
I also think a great card from FS to add to this deck is Zoetic Cavern and Llanowar Reborn.
Quagnoth should definitely be sideboarded.
Sorry to appear rude but not. Mystic Snake is a great counter but Venser I dont think because it goes right back into thier hand. Almost every game I ever played against this deck lost to me, with the first ever match being a loss to this deck because I didnt understand the way it played. Ah the hallmark why rogue wins. Now that UB teferi decks will be playing around with W for access to cards like Magus of the Moat and Teferi's Moat will the 'Kitchen Sink' approach need to be included too? (Seal of Primordium and Krosan Grip) But didnt we already go over that this would convolute this deck's stratagem?
no need for krosan grips or seals of cleansing, just run riftwing cloudskates... bounce the moat, swing for ten or so. next turn repeat...
I mean, you can also split your pair in two, running whitemanes and rangers, fetching out harmonic slivers... but that seems pretty horrible.
what should be the choices for now ?
now that FS is out too what are the cards choices
help me build a RGW wild pair deck for the up coming PTQ
6x Plains
6x Forest
4x Island
3x Terramorphic Expanse
2x Tolaria West
1x Mountain
Spells (20):
4x Wild Pair
3x Harmonize
4x Search for Tomorrow
4x Momentary Blink
2x Evolution Charm
2x Summoner's Pact
1x Pact of Negation
3x Mystic Snake
3x Wall of Roots
4x Whitemane Lion
1x Venser, Shaper Savant
4x Riftwing Cloudskate
3x Herd Gnarr
2x Faceless Butcher
4x Rough//Tumble
4x Riftsweeper
2x Avalanche Riders
2x Aven Riftwatcher
1x Graven Cairns
The general idea of the deck is to ramp up to 6 mana by around turn 4 or 5 to play Wild Pair as soon as possible. From there, you play Whitemane Lion to fetch whatever CIP abilities you need (using the Whitemane's bounce targeting itself for a toolbox kinda deal). Also, the Whitemane can fetch the deck's win condition, Herd Gnarr.
Here's my present jusitification for specific card choices:
Summoner's Pact is there to fetch wall of roots (which fetches butchers in turn) or herd gnarr if you don't have any other way to fetch them.
Evolution Charm is there to mana fix and grab lions from the grave should they get burnt away. It can also turn your gnarr into a flying gnarr which is nice.
Tolaria West can fetch the pacts in times of need, and also grab the cairns if you need that too.
Momentary Blink allows for extra CIP tricks and can save critters at the same time.
Wall of Roots slow aggro while getting to the 6-mana mark. Also, adding a counter in response to the Wild Pair trigger lets you search for 2/2's.
Rough//Tumble is to take care of little goblins or such similar problems.
That's about what I got for the deck so far. My testing has been rather scarce, but has been positive. Once wild pair sticks long enough to get the toolbox together, the deck is nigh unstoppable.
Thanks, to Zaphod for the m4d sig and and to Fatal GFX for the wicked avvy!
It's a trade thread!
:symb::symbr:Project Rakdos Deck Wins.dec:symrb::symr: