I don't think you need to worry about going solid black w/splash to make merchant work. Hitting for 4 is perfectly acceptable, imo, and hitting for 6 is pretty average for me. We have plenty of double black permanents that using Carytids or Kalonian Hydras, while not on the all black diet, are still acceptable. What makes the Rock a great deck, imo, is that it comes at you from multiple angles. Our game plan isn't as linear as MBD's or Fanatic of Mogis decks.
and this excerpt from Frank Lepore's recent article is making me really consider pack rat now:
Quote from Frank »
I played against Pack Rat about three times in these matches and each time I actually felt powerless. Powerless! Against a Pack Rat! I don't know what that says. I don't know what to do about that. Do we simply play decks that are a 20/20/20 split between lands, creatures, and dedicated removal spells? Are we forced to play decks that have sweepers, which are currently limited to Anger of the Gods and Supreme Verdict? Because I knew when I was unable to deal with two Nightveil Specters, or when I couldn't handle a couple of Ash Zealots and a Boros Reckoner, that I was often literally dead on board to the next “devotion” creature that they cast. And I wasn't wrong! It was as if every deck had four Hidetsugu's Second Rite in them, only the clause about having to have exactly ten life didn't apply. And also, it left a creature behind.
Granted, he was playing a junk deck with only 6 viable removal spells to our decks, but still...
My current situation is that I want to splash U, with the simple intent of activating "Far/Away" both forms.
Sylvan Caryatid can help with that if you don't want to run islands. Tricky part would be what to cut. I'd probably pull two Skylashers and a Demon, myself.
Mono black gets quite a bit better if they just splash for Charm and Decay, imo. We might run Carytids, Scoozes, hydras and RotW for heavy beats, but MBD is pretty resilient with the creature package it runs. Not being able to remove enchantments or artifacts is where MBD is weak.
Just saw Travis Woo's version running blue for Far // Away and it was pretty potent, bouncing Merchants back to your hand, edicting the opponent and dropping the merchant back in play via Nykthos's insane mana ramps. It has the same weakness vs enchantments and artifacts, but I think it has a more potent merchant game.
I think i'm making the move to put LBZ in the sb and use Nightveil Spectre. It adds 1 xtra devotion for Erebos/Merchant/Nykthos. Plus it's ability is just fun. If all you want to do is look at someone's hand (vs non white/green decks) then Thoughtseize is just plain better since you can nab pretty much anything instead of hoping to nab something.
Yeah, negating life gain seems very valid. Getting a solid beater in the process is just icing on the cake. Can't see going more than 2 of though. Too many legendary permanents in the deck will just add to the amount of dead draws, and I'd much rather have whip out most games.
I like Mender as a 1 of, but I've been thinking of replacing her with Rescue from the Underworld. Same cost, easier to cast and still nets you two bodies. The only difference is you can only abuse 1 ETB when Mender lands. Rescue can abuse 2 by letting you recur 2 Merchants - 1 in the field, 1 in the Gy. Or any other creature w/ETB abilities you want to abuse. Tricky part is you need a stable board for 1 turn to pull it off EooT.
What do you think about Undercity Informer as a 2-3 of? It blocks well, helps us dig (if we target ourselves), has synergy with Whip, especially after you land a Merchant for two straight turns of drain. Turns Merchant into another finisher of sorts.
Have to say, I really like Specter. With Carytid in play, it makes everyone's exiled cards with a single colored cost playable. Might be too cute, but it screams 'fun' to me.
I´ve been Brewing on a similar Idea for a while, i don´t run Cyclops as i actually think that the Chimera is a bit more Stable and i´m tending a bitmore to Tempo/Control, but the main Idea is pretty similar.
Each of the Creatures in this Deck will ad more power and Options to your Instant- and Sorcery-Spells, wich makes this Deck surprisingly flexible.
Purphoros is just brutal here, as he turns all your Spells (except Steam Auguery and Hidden Strings) into Shocks and is extremely deadly when you have either YP or Akroan Crusader on the Field + he is a great manasink to pump your Creatures!
Rapid Hybridization and Curse of the Swine are pretty good Removals, but they're also pretty good at upgrading the Tokens you get from YP and Akroan Crusader
Any thoughts to running Master of Waves as a two of in this build? With Purphoros out, I can see you easily pinging for 6 minimum. Or do you feel that crusader and pyromancer are better options due to their cost?
Actually, Thassa should replace artful dodge, especially if you're using Armed instead of Boros Charm. Unblockable and double strike is how we want to send the cyclops in while holding mizzium skin in the wings for shenanigans.
What do you guys think about Mogis's Marauder? I played him in conjunction with the whip in the prerelease and won quite a few matches with him in the Gy as a surprise alpha strike. Giving your team intimidate was no joke. As it stands, he may be sideboard worthy against decks not playing black.
Granted, he was playing a junk deck with only 6 viable removal spells to our decks, but still...
Sylvan Caryatid can help with that if you don't want to run islands. Tricky part would be what to cut. I'd probably pull two Skylashers and a Demon, myself.
Alternately, you can run some Watery Graves or Temple of Deceits in lieu of some swamps. Careful how many you add though, you'll open yourself up to Burning Earth.
Just saw Travis Woo's version running blue for Far // Away and it was pretty potent, bouncing Merchants back to your hand, edicting the opponent and dropping the merchant back in play via Nykthos's insane mana ramps. It has the same weakness vs enchantments and artifacts, but I think it has a more potent merchant game.
Here's his list:
3 Thoughtseize
1 Devour Flesh
4 Doom Blade
2 Pharika’s Cure
2 Far and Away
2 Hero’s Downfall
4 Underworld Connections
4 Nightveil Specter
2 Whip of Erebos
4 Desecration Demon
4 Gray Merchant of Asphodel
2 Abhorrent Overlord
2 Nykthos, Shrine to Nyx
4 Temple of Deceit
4 Watery Grave
2 Mutavault
14 Swamp
2 Negate
2 Pharika’s Cure
1 Hero’s Downfall
4 Lifebane Zombie
2 Erebos, God of the Dead
1 Abhorrent Overlord
4x Flamespeaker Adept
4x Nivix Cyclops
3x Spellheart Chimera
3x Thassa, God of the Sea
2x Azorius Charm
3x Boros Charm
2x Dissolve
3x Magma Jet
3x Mizzium Skin
3x Steam Augury
2x Voyage's End
2x Bident of Thassa
4x Hallowed Fountain
5x Island
5x Mountain
4x Steam Vents
4x Temple of Triumph
I would LOVE to fit 1-2 Ral Zareck and/or Chandra, Pyromaster, but don't want to cut too deeply into my instants and sorceries. What do you think?
Any thoughts to running Master of Waves as a two of in this build? With Purphoros out, I can see you easily pinging for 6 minimum. Or do you feel that crusader and pyromancer are better options due to their cost?
Archangel of Thune
Scavenging Ooze
Fiendslayer Paladin
Trostani, Selesnya's Voice
Warleader's Helix
etc...