Quote from ExImperialDragonYeah, I like the look of it a lot better now actually.
The first things to get rid of for your opponent would easily be Diregraf Captain and Lord of the Undead, especially the Lord of the Undead. In tribal, it's almost always a good idea to go after the lords, but Undead gives him card recursion/advantage as well so keeping him off of that makes Carrion Feeder and Grimgrin significantly less effective. Phantasmal Image can be killed by the provoke ability of Deftblade Elite, so you shouldn't have too much to worry about there (nor can it be returned to hand with the Lord of the Undead, so you should be safe from it).
If he actually manages to land a Grimgrin, you will have to deal with it, but Swords to Plowsharing Grimgrin after the opponent sacrifices a creature to untap him (or, hell, with that on the stack so that way he gains 1 less life but still loses the sacrifice) is hi-larious and definitely recommended.
Gravecrawler and Carrion Feeder can't block, and without lords the first one is pretty much useless so there's not much need to worry if you have first striking creatures. Festering Goblin can be an annoyance against your X/1 toughness creatures, but it shouldn't be hard to keep their toughness above 1 or keep them from taking combat damage with 8 removal spells and creatures with first strike (which, Field Marshal is the biggest target of your deck because he's ridiculous, but even without him Preeminent Captain and Kazandu Blademaster have that ability too, and even with 1 lord out several of the zombie decks creatures can't attack into you and damage your first strikers)
Anyway, outside of the lords and Grimgrin you don't have much to worry about. Lord of the Undead lets him recur cards which can be bad if he gets a good draw and you a poor one, setting up into a long game. Diregraf Captains makes his card disadvantage have an effect on life totals, which can suck in a longer game too. Phantasmal Image is pretty much dealt with unless he Tragic Slip/Festering Goblin's your Deftblade Elite, which, erm, it's probably better for you that he Slip your Deftblade than he do that to Field Marshal, etc.. I don't think you have a lot to worry about him blowing out your army considering his only targeted removal is Tragic Slip. Geth's Verdict lets you pick which puts you in a pretty good position, Festering Goblin isn't that big of a deal but yes you may lose a Squad to it if he kills it before you get out a buff effect, and lastly, Grimgrin is so ridiculously easy to deal with that you shouldn't be worried about him. He only makes you lose a creature if he attacks, and you can not only force it to block the turn he plays it with Deftblade Elite, but you've also got 8 removal spells to deal with him too. That, and at 17 lands he might wind up waiting until turn 8 before he actually draws 5 lands.
Notwithstanding, you do have anti-black cards you can use as well, like the aforementioned Mirran Crusader or even Absolute Grace, though I think the latter of the two make all but the best sports irritated.
I never even realized that I could untap a creature with Elite, that is quite excellent. So I shouldn't have any problems with his deck as of now, thank you very much!
Now just being curious, what would be a reason to switch the deck to this setup if any at all? or is the Catapult build just better?
|DeckMagic OnlineOCTGN2ApprenticeBuy These Cards|
4x Elite Vanguard
4x Hada Freeblade
4x Kazandu Blademaster
4x Preeminent Captain
4x Precinct Captain
4x Field Marshal
2x Captain of the Watch
2x Honor of the Pure
4x Armored Ascension
4x Swords to Plowshares
4x Oblivion Ring
Quote from CaromLooking at your friend's decklist, there are literally no noncreature nonland permanents, so it's possible that Journey to Nowhere would be stronger than Oblivion Ring. It comes down a turn faster, and against this deck, you don't need the flexibility of O-Ring. Unmake might be a better option too, since it can happen at instant speed (albeit back at three mana), and again, losing the flexibility doesn't matter in this situation.
The only other possible concern is that as good as Captain of the Watch is, twenty lands might not be enough to really make him reliably castable in a timely fashion. I don't think you want to go to more lands in this deck, since it's pretty aggressive and otherwise has a low curve, so it might be best to cut what is otherwise a really strong creature, and run something like Daru Warchief or Precinct Captain instead. Might be a tough call, though, because Captain of the Watch is so powerful - it just seems like he might be a dead draw a pretty high percentage of the time, because you've got jammed on five mana.
I took that into account, but with Preeminent Captain casting cost doesn't matter,
You are also right about Journey to Nowhere, I was thinking of Path to Exile but that would give him land advantage.