I'm posting here because the people in the control thread told me this deck wasn't control, it was agro!
Although I am definately gonna run reach instead of birds.
After some testing this morning I'm going to switch out condescend for mana leak (you're totally right about it).
I'll toy around with it and find a place for Meloku MD, although I think I'll start with 1, because my games tend to either go long (high chance of drawing) or really short.
Maybe I'm just being paranoid, how many boseiju's would you recomend I try?
All I can suggest is play some MWS yo I am trying to fit in at least 5 games a day there (I am very busy, during earlier months I would play tons of matchs..).
Anyways, I am running something very similiar to what Cyan posted with the 'Gifts Version'. Just a different # of cards here and there..
I'll post some of my results, what I am having trouble with, and then the exact #'s I want to continue playing with. I may even try to switch Gifts Ungiven with Murmurs but I doubt it, but it won't hurt to test It is lowwer costing which is always a plus.
- Erik
PS: Shackles rule, don't forget against MuC they may try to control your stuff so that way you can snatch it back (or if you are in a tight situation without Shackles you can always bounce your creature back to your hand).
I know this was mentioned a while back, but how good is Ninja of deep hours in here. It costs the same as magpie but can attack 2nd turn in exchange for loss of flying and another shot of power. Also in a true agro version of this deck, why play boseiju? Just run aether vial to escape counters or play too mny spells for them to counter. Also I know witness is awesome but is it nessecary, exspecially if your playing a deck with less counters/bounce?
If extra draw is needed i also like the idea of some sage owls, they really are awesome.
You're not understanding what I"m saying. I'm not saying that your deck is bad, or that your playtest group is bad. I"m saying that you're trying to play two decks at once, and if you would decide on one or the other, I guarantee you'd be better off because of it. Playing an aggressive green deck and randomly adding some countermagic is pointless...when your deck is aggressive in nature, you don't WANT to be in a position to use counters. And I very much doubt that you're waiting to play Troll until you can play him w/ counter-backup. If you ARE doing so, then, Troll isn't exactly impressive on turn 6, you know? That's all I'm saying. The blue in Standard right now just doesn't contribute to an aggressive deck. When you're playing Bird, and Troll, AND SFI, you should just play Mono-Green..it's just a better deck for playing those cards. I'm not saying that it's better than UG, as I don't think it is, just that your build would be better if it was a mono-green deck.
The fact that you haven't realized the ridiculous power of Vedalken Shackles only rams this point home..if your deck was built as a control deck, it would take you less than five minutes to realize the tremendous raw power of Vedalken Shackles. Shackles can 2 for 1 every single guy that your opponent plays, and when they only have one guy, they won't have him for long(assuming he's not Troll Ascetic nor Kodama of the North Tree).
I will probaly only add shackles x2 maindeck just as a option B/C MUC is heavy where I am and shackles will be my first target with pithing needle.
My Question is what should I take out when the above cards come in! I think annul and disrupting shoal are going to have to come out but what else? maybe x1 mana leak and hinder x1?
yeah except magpie has this evasion and 3 toughness thing going for it. Ninphidian gets chumped all day long and dies to magma jet/echoing decay/shot/need I continue?
though the numbers vary from archetype for archetype eternal witness belongs in any t2 deck with forests.
all though sage owl would be a nice little card quality machine, top is better and if he is running rach and sakura then top seems like a more viable choice.
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Hats off to [BB18 & IBTG], you've found something that may be THE deck to beat post rotation.
I don't think Azuza really belongs in here... I'd much rather have that extra witness and hinders than something that will only help you out once in a while. Time of need also seems somewhat unnecissary, since your goal isn't to power our meloku or azuza as quickly as possible, it's simply to keep the board controlled until you're ready to play your win condition. That's my opinion at least.
Ninja is crap IMO... The fact is, he doesn't get you reliable card draw. In a deck that featured a lot of removal, he might be better, but in general I think Magpie is a better way to go for reasons stated above.
The only instance where I would have rather had a ninja than a magpie was when there was a Night of Souls' Betrayal out... Thus negating magpie completely. But that's a very rare occurrence these days...
yeah that last list seems a bit sub optimal, well more than a bit.
given that outside of the board, nothing in that list has changed with saviors. my suggestions, read back over the thread, for quite sometime myself,cyan,BB18, and Im pretty sure Crazed mike even added some quality comments regarding the best way to build this deck. it seems to me the lists in this thread have gotten progressively worse.
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Quote from Veserius »
Hats off to [BB18 & IBTG], you've found something that may be THE deck to beat post rotation.
Quite probably... I think the main thing is that it isn't being played anymore. It's a mix between MonoG and MUC... and it doesn't work spectacularly well. So a lot of people pretty much ditched the idea, and the only lists coming in now are kind of "experimental" lists.
yeah that last list seems a bit sub optimal, well more than a bit.
What?was that directed at me!
like I said I'm still waiting for shackles, needles azusas, extractions and a few others to come in. once they do I'll give a updated decklist but for now I need to know what I should take out for when those cards do come in!
And like *I* said, Azusas aren't a good idea, because they suck... Mana Leak and Hinders would help you out waaaaaaaaaaaaaaaaaaaaaay more than a 1/2 legend that will let you actually accelerate maybe once in five times.
Raife:
I"m saying that you're trying to play two decks at once, and if you would decide on one or the other, I guarantee you'd be better off because of it. Playing an aggressive green deck and randomly adding some countermagic is pointless...
I see your point. I actually HAVE been holding off to cast the trolls with counter backup (or usually vial him in) when I play against MUC. While he may not be impressive on turn 6, I find he really brings it home because I do a good job of keeping the board clear for him. I posted this deck in the Agro forum as you suggested (before they got merged) and they commented that the deck wasn't agro, it was control. That really supports your "two decks in one" argument and I will begin tweaking my build today.
Quote from Cyan »
The fact that you haven't realized the ridiculous power of Vedalken Shackles only rams this point home..if your deck was built as a control deck, it would take you less than five minutes to realize the tremendous raw power of Vedalken Shackles.
I realise the rediculous power of shackles...now. I wasn't using it as a throw back to an older model where it wasn't running to hot for me. Last night I replaced my swords with shackles and really liked the results. I'm going to drop the birds and run with reach today to see how it goes. I'll also be testing rude and meloku as "big win" conditions as you suggested earlier.
I see the decks schitzophrenia as a strength, a point of design I think we disagree on. I feel that I can adapt my play style to the opponent and control game tempo, at least usually. I don't really consider the deck agro at all. Most of my games go at least 10 turns unless someone is horrifically unlucky. This percieved "deck texture" is probably based on our agro-heavy local meta.
my bad! for some reason i could sworn almost all UG decks ran azusa but after looking at previous decklists posted I see I was mistaken!
so what do you recomend I put in for the asuza's! I was think along the line of shackles or needle I also need specteral shift for the sideboard just in case of choke or boil
Okay..... because there is almost no way I am going to be able to play the Gifts Ungiven UG deck, I need a good deck but so far I am not coming up with any spectacular things. So much to the dismay of many people I went to the wizards forums under UG Control to see if they had any different ideas and they seem to be trying to recreate a new Cyrstal Witness using Blood Clock. Ofcourse there are other builds with the Stampeding Serow (I would run Serow in SB in case I go against another G/x deck with Eternal Witness) but I think Blood Clock would be better (unless ofcourse they had Witnesses, in which case I would sideboard in the Serows). So where I am going with this is asking does anybody think this could work in type 2? Using Witness and other comes into play cards like Shaman over and over agian and I will assume a lock with Plow Unders. Then maybe have like 10 counters plus Erayo, Soratami Ascendant and probably Sensei's Divining Tops to help out with it's flip cost and to plan draws. And ofcourse STE and Kodama's Reach es for mana and shuffle effects for SDT...... SORRY I DONT HAVE A DECKLIST, I WOULD RATHER GET SOME SUPPORT FIRST BEFORE THINKING TO MUCH ABOUT IT!!!!!!!!!!!!!!!!!!!!!!! If some people think it will work maybe we can come up with some good deck lists..... IDK just an option, I'm kind of desperate.
Okay..... because there is almost no way I am going to be able to play the Gifts Ungiven UG deck, I need a good deck but so far I am not coming up with any spectacular things. So much to the dismay of many people I went to the wizards forums under UG Control to see if they had any different ideas and they seem to be trying to recreate a new Cyrstal Witness using Blood Clock. Ofcourse there are other builds with the Stampeding Serow (I would run Serow in SB in case I go against another G/x deck with Eternal Witness) but I think Blood Clock would be better (unless ofcourse they had Witnesses, in which case I would sideboard in the Serows). So where I am going with this is asking does anybody think this could work in type 2? Using Witness and other comes into play cards like Shaman over and over agian and I will assume a lock with Plow Unders. Then maybe have like 10 counters plus Erayo, Soratami Ascendant and probably Sensei's Divining Tops to help out with it's flip cost and to plan draws. And ofcourse STE and Kodama's Reach es for mana and shuffle effects for SDT...... SORRY I DONT HAVE A DECKLIST, I WOULD RATHER GET SOME SUPPORT FIRST BEFORE THINKING TO MUCH ABOUT IT!!!!!!!!!!!!!!!!!!!!!!! If some people think it will work maybe we can come up with some good deck lists..... IDK just an option, I'm kind of desperate.
Why not mainboard the Serows and drop the Clock altogether? It almost defeats the purpose of a sideboard to use it in that manner. Sideboards should have silver-bullet answers to the decks that it is weakest against. The way yours works does not even stop Witness. It just prevents them from re-using it (which most can't do anyway). Also, Clock is an artifact and Serow is a 5/4 Trampler. They both cost 4. I would say the Serow will be a much better option.
I have to agree entirely with Mark... I think you need to build the entire deck around blood clock... Serow just fits much much much more nicely (and can't be shackled very easily to boot :))
SORRY I DONT HAVE A DECKLIST, I WOULD RATHER GET SOME SUPPORT FIRST BEFORE THINKING TO MUCH ABOUT IT!!!!!!!!!!!!!!!!!!!!!!! If some people think it will work maybe we can come up with some good deck lists..... IDK just an option, I'm kind of desperate.
Well, this thread is over 50 pages long.. there are tons and tons of decklists and you can see them evolve and the new sets come out (well, seeing as how the site has been around since Janurary specifically Betrayers and now Saviors.. but still!).
Again, I run a style much like a few other members here where I try to do as much as possible in my deck without it a) failing, because there are too many things b) make sure I can get my win conditions out on the field, or that they will 'link' together (Gifts lets me grab Shackes, Meloku, Rude Awakening, and Cranial Extraction.. or another combo. but all key cards).. c) ah I am tired from last night.. is having fun an acceptable answer?
Anyways, we have the decklists. That is what I wanted to say. It is best to get your own version of U/G if possible, and then compare and contrast what people are doing differently. Sometimes you'll like your way, or even your way just be completely better. Somestimes someone will have a better method, card, or number of cards that can be better than your decklist. That is why this thread is here.
So go comment on some previous decks posted, or post your own. Don't be afraid, really. I see a lot of people will register for forums, post once or two, and then leave. Or just become a surfer and never post to get better feedback. Just make sure it is U/G Control, not agro or beatz :tongue2:
ANYWAYS....
I have truely seen the 'Gift' side of the force and will be using probably 4 in my deck. Currently I am having a good time, or maybe luck, getting Gifts fairly soon or at a key time and then able to Eternal Witness to use it again. I do only have 2 Meloku, I know quite a few people I respect run 3 but I find it pointless with Eternal Witness and Gifts, not to mention thinning your deck out with land retrival.
On MWS I am able to do almost all my testing since I need quite a few cards (expensive rares.. Cranial Extraction, ect ect. About 14 to be honest) and I am finding that Cranial Extraction is much useful over Blood Moon. Just wanted to say if anyone is still running the moon that if you can, try to change.
Only real decks I am having problems with sometimes are mono green and BG. Green because they pumbel me with their poopy weak creatures and of course they have abilities (forestwalk, flying, the Kodamas, or Beacon of Creation). I am not really having a tough time with TnN, or Ponza (barely even play it to be honest, I should be afraid at regionals). Though playing against another UG Controller is sometimes difficult and I will easily find the game at 2-1, sometimes winning sometimes losing.
Anyways, I just woke up (do I only post then or when I go to sleep? Cripes) and I am off to the real world to obtain my rare cards Keep safe folks.
Only real decks I am having problems with sometimes are mono green and BG. Green because they pumbel me with their poopy weak creatures and of course they have abilities (forestwalk, flying, the Kodamas, or Beacon of Creation). I am not really having a tough time with TnN, or Ponza (barely even play it to be honest, I should be afraid at regionals). Though playing against another UG Controller is sometimes difficult and I will easily find the game at 2-1, sometimes winning sometimes losing.
Good to know that I'm not the only one having problems with Mono-G and B/G aggro (In all honesty, they're the only decks really giving me problems right now. Well besides 4CG/ZuZu, but it's a small minority of people who play that deck anyways so it's not a big deal. MUC, T&N, Ponza, WW, and others are usually easily, but MonoG and B/G...ugh). Both decks accelerate at the same rate ours does (if not faster due to BoP) and drops threats that are hard for us to deal with when on the board (Troll and the very easily flipped Nezumi Graverobber both come down turn 2 (Troll with BoP at least)). Suggestions anyone?
Well, usually I try to play SKE second turn so I can start the "mana acceleration practice", but sometimes against another Green based deck I have to save that and keep my Mana leak ready even though many opponents can see it coming. Oh well, possum is possum.
Any more tips? I would really like to see some 'play tips' or good 'U/G Playing habits" rather than purely editting decks if possible
EDIT: Since I am the last one who posted.. I'll just edit this thread instead of posting another reply.. Here is my current decklist I am really solid about. If I do any editting I am sure it may be switching the quantity of cards around. Currently running only 1 card in Saviors, which is Twincast. With my deck's mana acceleration I am able to get the 6 lands out on turn 4. That means I can play Gifts Ungiven twice, and since it is turn 4 usually I don't have to worry about counters or something. Or I can wait a turn so I have 7 mana (hopefully, if it keeps rolling. There is always a thing called bad luck) I can play Plow Under twice. That could be all the opponents mana.. it is "freakin' sweet" as said by Peter Griffin. Not to mention you can use Twincast in a counter war which I learned to use too late in my last bout. Lets say they use something like "Rewind" in a counter war, you just Twincast that YOU get your lands untapped and the last counter (hopefully). Yeah this is all pretty simple things but I love to 'splain myself so people know I am going through the same shtuppph or if they didn't realize the combo.
ANYWAYS, this my current and hopefully Regionals Decklist.
Edit 2: Why didn't I see the Rude Awakening + Twincast combo for quick damage (but a doubtful kill unless the deck you are playing against sucks). You pay 4 for Rude Awakening, in resp you Twincast. Both spells with the other effect. It wins! Turn 4 you swing for 12 which is a pretty nice dent.
Again, people can make comments on it but I doubt I'll change it at all unless it is the quantity of the cards. Though I thought about adding Murmors to my deck, Gifts is dominating it in my testing. Also I may make it 2 swamps, but again, I don't seem to play a whole lot of land destruction decks and when I do, and if Swamp is out, I usually counterspell or Eternal Witness it back.. or it is game *flex*
Hey Erik your build looks pretty good just 1 Question! does the deck run better without troll ascetic?
I ask B/C I've thought about cutting them but couldn't bring myself to do it!
if I were to cut them I would probaly add 2 gifts ungiven 1 Rude awakening and another eternal witness!
Also is my meloku count to high?
also could somebody tell me why nobody is running azusa, lost but seeking in there decks? it's abosultly beast when out with a meloku!
Why didn't I see the Rude Awakening + Twincast combo for quick damage (but a doubtful kill unless the deck you are playing against sucks). You pay 4 for Rude Awakening, in resp you Twincast. Both spells with the other effect. It wins! Turn 4 you swing for 12 which is a pretty nice dent.
Don't you choose the mode as part of casting Rude, + then when you copy it, it's stuck in that mode? I'd check the comprules myself but I'm making pasta
Quote from theguy »
also could somebody tell me why nobody is running azusa, lost but seeking in there decks? it's abosultly beast when out with a meloku!
it costs 3 for a guy that is dies to every burn and removal spell in the format, it dies to swords and jitte counters, and really isnt all that necessary as the deck has enough acceleration.
so I guess its just because it is bad.
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Hats off to [BB18 & IBTG], you've found something that may be THE deck to beat post rotation.
Well, you may be right for right for the twincast. But here is the thing... Isn't it resolving and all that hu-ha right now? So it is literally the 'spell', not the effects it creates? So going from the stack it is announcing Rude Awakening making all your lands untap. in response you cast Twincast on Rude, this rude you announce they are all 2/2's. So, going on the stack.. they are 2/2's that now untap?
Ah poo, can we get some rules-lawyers in this hizzy? :tongue2: I love this game and I think my knowledge is fair, but not great,
I'm posting here because the people in the control thread told me this deck wasn't control, it was agro!
Although I am definately gonna run reach instead of birds.
After some testing this morning I'm going to switch out condescend for mana leak (you're totally right about it).
I'll toy around with it and find a place for Meloku MD, although I think I'll start with 1, because my games tend to either go long (high chance of drawing) or really short.
Maybe I'm just being paranoid, how many boseiju's would you recomend I try?
Anyways, I am running something very similiar to what Cyan posted with the 'Gifts Version'. Just a different # of cards here and there..
I'll post some of my results, what I am having trouble with, and then the exact #'s I want to continue playing with. I may even try to switch Gifts Ungiven with Murmurs but I doubt it, but it won't hurt to test It is lowwer costing which is always a plus.
- Erik
PS: Shackles rule, don't forget against MuC they may try to control your stuff so that way you can snatch it back (or if you are in a tight situation without Shackles you can always bounce your creature back to your hand).
Currently Playing:
*** Under Construction***
If extra draw is needed i also like the idea of some sage owls, they really are awesome.
You're not understanding what I"m saying. I'm not saying that your deck is bad, or that your playtest group is bad. I"m saying that you're trying to play two decks at once, and if you would decide on one or the other, I guarantee you'd be better off because of it. Playing an aggressive green deck and randomly adding some countermagic is pointless...when your deck is aggressive in nature, you don't WANT to be in a position to use counters. And I very much doubt that you're waiting to play Troll until you can play him w/ counter-backup. If you ARE doing so, then, Troll isn't exactly impressive on turn 6, you know? That's all I'm saying. The blue in Standard right now just doesn't contribute to an aggressive deck. When you're playing Bird, and Troll, AND SFI, you should just play Mono-Green..it's just a better deck for playing those cards. I'm not saying that it's better than UG, as I don't think it is, just that your build would be better if it was a mono-green deck.
The fact that you haven't realized the ridiculous power of Vedalken Shackles only rams this point home..if your deck was built as a control deck, it would take you less than five minutes to realize the tremendous raw power of Vedalken Shackles. Shackles can 2 for 1 every single guy that your opponent plays, and when they only have one guy, they won't have him for long(assuming he's not Troll Ascetic nor Kodama of the North Tree).
Creatures
sakura tribe elder x4
Troll ascetic x4
eternal witness x3
meloku, the clouded mirror x2
azusa lost but seeking x2
TOTAL 15
kodama's reach x4
echoing truth x4
condescend x3
serum visions x2
mana leak x3
annul x1
time of need x1
hinder x2
Rude awakening x1
gifts ungiven x1
naturalize x1
disrupting shoal x1
Total 24
Land
forest x9
island x10
Swamp x2
Total 23
Sideboard
Matsu-Tribe Sniper x4
Cranial Extraction x3 (still waiting to come in)
I'm still waiting for the following cards to come in
Pithing needle x4
veldalken shackels x4
plow under x3
gifts ungiven x1
azusa lost but seeking x1
I will probaly only add shackles x2 maindeck just as a option B/C MUC is heavy where I am and shackles will be my first target with pithing needle.
My Question is what should I take out when the above cards come in! I think annul and disrupting shoal are going to have to come out but what else? maybe x1 mana leak and hinder x1?
also I need sideboard help! i already know I need
cranial extraction x3
matsu-tribe sniper x4
in the sideboard but what else? any help would be great! thanks!
H/W List ABOVE
though the numbers vary from archetype for archetype eternal witness belongs in any t2 deck with forests.
all though sage owl would be a nice little card quality machine, top is better and if he is running rach and sakura then top seems like a more viable choice.
Anon - control RGW
Ninja is crap IMO... The fact is, he doesn't get you reliable card draw. In a deck that featured a lot of removal, he might be better, but in general I think Magpie is a better way to go for reasons stated above.
The only instance where I would have rather had a ninja than a magpie was when there was a Night of Souls' Betrayal out... Thus negating magpie completely. But that's a very rare occurrence these days...
given that outside of the board, nothing in that list has changed with saviors. my suggestions, read back over the thread, for quite sometime myself,cyan,BB18, and Im pretty sure Crazed mike even added some quality comments regarding the best way to build this deck. it seems to me the lists in this thread have gotten progressively worse.
Anon - control RGW
What?was that directed at me!
like I said I'm still waiting for shackles, needles azusas, extractions and a few others to come in. once they do I'll give a updated decklist but for now I need to know what I should take out for when those cards do come in!
Just planning ahead!
H/W List ABOVE
I see your point. I actually HAVE been holding off to cast the trolls with counter backup (or usually vial him in) when I play against MUC. While he may not be impressive on turn 6, I find he really brings it home because I do a good job of keeping the board clear for him. I posted this deck in the Agro forum as you suggested (before they got merged) and they commented that the deck wasn't agro, it was control. That really supports your "two decks in one" argument and I will begin tweaking my build today.
I realise the rediculous power of shackles...now. I wasn't using it as a throw back to an older model where it wasn't running to hot for me. Last night I replaced my swords with shackles and really liked the results. I'm going to drop the birds and run with reach today to see how it goes. I'll also be testing rude and meloku as "big win" conditions as you suggested earlier.
I see the decks schitzophrenia as a strength, a point of design I think we disagree on. I feel that I can adapt my play style to the opponent and control game tempo, at least usually. I don't really consider the deck agro at all. Most of my games go at least 10 turns unless someone is horrifically unlucky. This percieved "deck texture" is probably based on our agro-heavy local meta.
my bad! for some reason i could sworn almost all UG decks ran azusa but after looking at previous decklists posted I see I was mistaken!
so what do you recomend I put in for the asuza's! I was think along the line of shackles or needle I also need specteral shift for the sideboard just in case of choke or boil
H/W List ABOVE
Thanks to Craven at Epic Graphics!
Why not mainboard the Serows and drop the Clock altogether? It almost defeats the purpose of a sideboard to use it in that manner. Sideboards should have silver-bullet answers to the decks that it is weakest against. The way yours works does not even stop Witness. It just prevents them from re-using it (which most can't do anyway). Also, Clock is an artifact and Serow is a 5/4 Trampler. They both cost 4. I would say the Serow will be a much better option.
Well, this thread is over 50 pages long.. there are tons and tons of decklists and you can see them evolve and the new sets come out (well, seeing as how the site has been around since Janurary specifically Betrayers and now Saviors.. but still!).
Again, I run a style much like a few other members here where I try to do as much as possible in my deck without it a) failing, because there are too many things b) make sure I can get my win conditions out on the field, or that they will 'link' together (Gifts lets me grab Shackes, Meloku, Rude Awakening, and Cranial Extraction.. or another combo. but all key cards).. c) ah I am tired from last night.. is having fun an acceptable answer?
Anyways, we have the decklists. That is what I wanted to say. It is best to get your own version of U/G if possible, and then compare and contrast what people are doing differently. Sometimes you'll like your way, or even your way just be completely better. Somestimes someone will have a better method, card, or number of cards that can be better than your decklist. That is why this thread is here.
So go comment on some previous decks posted, or post your own. Don't be afraid, really. I see a lot of people will register for forums, post once or two, and then leave. Or just become a surfer and never post to get better feedback. Just make sure it is U/G Control, not agro or beatz :tongue2:
ANYWAYS....
I have truely seen the 'Gift' side of the force and will be using probably 4 in my deck. Currently I am having a good time, or maybe luck, getting Gifts fairly soon or at a key time and then able to Eternal Witness to use it again. I do only have 2 Meloku, I know quite a few people I respect run 3 but I find it pointless with Eternal Witness and Gifts, not to mention thinning your deck out with land retrival.
On MWS I am able to do almost all my testing since I need quite a few cards (expensive rares.. Cranial Extraction, ect ect. About 14 to be honest) and I am finding that Cranial Extraction is much useful over Blood Moon. Just wanted to say if anyone is still running the moon that if you can, try to change.
Only real decks I am having problems with sometimes are mono green and BG. Green because they pumbel me with their poopy weak creatures and of course they have abilities (forestwalk, flying, the Kodamas, or Beacon of Creation). I am not really having a tough time with TnN, or Ponza (barely even play it to be honest, I should be afraid at regionals). Though playing against another UG Controller is sometimes difficult and I will easily find the game at 2-1, sometimes winning sometimes losing.
Anyways, I just woke up (do I only post then or when I go to sleep? Cripes) and I am off to the real world to obtain my rare cards Keep safe folks.
Currently Playing:
*** Under Construction***
Good to know that I'm not the only one having problems with Mono-G and B/G aggro (In all honesty, they're the only decks really giving me problems right now. Well besides 4CG/ZuZu, but it's a small minority of people who play that deck anyways so it's not a big deal. MUC, T&N, Ponza, WW, and others are usually easily, but MonoG and B/G...ugh). Both decks accelerate at the same rate ours does (if not faster due to BoP) and drops threats that are hard for us to deal with when on the board (Troll and the very easily flipped Nezumi Graverobber both come down turn 2 (Troll with BoP at least)). Suggestions anyone?
Any more tips? I would really like to see some 'play tips' or good 'U/G Playing habits" rather than purely editting decks if possible
EDIT: Since I am the last one who posted.. I'll just edit this thread instead of posting another reply.. Here is my current decklist I am really solid about. If I do any editting I am sure it may be switching the quantity of cards around. Currently running only 1 card in Saviors, which is Twincast. With my deck's mana acceleration I am able to get the 6 lands out on turn 4. That means I can play Gifts Ungiven twice, and since it is turn 4 usually I don't have to worry about counters or something. Or I can wait a turn so I have 7 mana (hopefully, if it keeps rolling. There is always a thing called bad luck) I can play Plow Under twice. That could be all the opponents mana.. it is "freakin' sweet" as said by Peter Griffin. Not to mention you can use Twincast in a counter war which I learned to use too late in my last bout. Lets say they use something like "Rewind" in a counter war, you just Twincast that YOU get your lands untapped and the last counter (hopefully). Yeah this is all pretty simple things but I love to 'splain myself so people know I am going through the same shtuppph or if they didn't realize the combo.
ANYWAYS, this my current and hopefully Regionals Decklist.
Edit 2: Why didn't I see the Rude Awakening + Twincast combo for quick damage (but a doubtful kill unless the deck you are playing against sucks). You pay 4 for Rude Awakening, in resp you Twincast. Both spells with the other effect. It wins! Turn 4 you swing for 12 which is a pretty nice dent.
10 Islands
9 Forests
1 Swamp
1 Okina, Temple to the Grandfathers
1 Minamo, School at Water's Edge
CREATURES
4 Sakura-Tribe Elder
4 Eternal Witness
2 Meloku
4 Mana Leak
4 Hinder
4 Kodama's Reach
4 Gifts Ungiven
3 Vedalken Shackles
3 Echoing Truth
2 Plow Under
2 Twincast
2 Rude Awakening
3 Cranial Extraction
3 Naturalize
3 Quash
3 Sylvan Scrying
1 Boseiju, Who Shelters All
2 Bribery
Again, people can make comments on it but I doubt I'll change it at all unless it is the quantity of the cards. Though I thought about adding Murmors to my deck, Gifts is dominating it in my testing. Also I may make it 2 swamps, but again, I don't seem to play a whole lot of land destruction decks and when I do, and if Swamp is out, I usually counterspell or Eternal Witness it back.. or it is game *flex*
Currently Playing:
*** Under Construction***
Creatures
sakura tribe elder x4
Troll ascetic x4
meloku, the clouded mirror x3
eternal witness x2(Might try to buy/trade for 1 more)
TOTAL 13
Veldalken shackles x4
kodama's reach x4
echoing truth x4
condescend x4
mana leak x3
gifts ungiven x2
naturalize x2
time of need x1
Rude awakening x1
hinder x2
Total 27
Land
forest x9
island x10
Swamp x1
Sideboard
Matsu-Tribe Sniper x4
pithing needle x4 (Still Waiting For x4 to come in)
Plow Under x4 (Still waiting to come in)
Cranial Extraction x3(guy just mailed on x3 on friday)
Hey Erik your build looks pretty good just 1 Question! does the deck run better without troll ascetic?
I ask B/C I've thought about cutting them but couldn't bring myself to do it!
if I were to cut them I would probaly add 2 gifts ungiven 1 Rude awakening and another eternal witness!
Also is my meloku count to high?
also could somebody tell me why nobody is running azusa, lost but seeking in there decks? it's abosultly beast when out with a meloku!
H/W List ABOVE
Two words: Win More.
it costs 3 for a guy that is dies to every burn and removal spell in the format, it dies to swords and jitte counters, and really isnt all that necessary as the deck has enough acceleration.
so I guess its just because it is bad.
Anon - control RGW
ok here are the changes I made!
-2 azusa, lost but seeking
-1 meloku the clouded mirror
+2 hinder
+1 Mana Leak
what do you think? LMK Thanks!
H/W List ABOVE
Ah poo, can we get some rules-lawyers in this hizzy? :tongue2: I love this game and I think my knowledge is fair, but not great,
Currently Playing:
*** Under Construction***
Currently Playing:
*** Under Construction***