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  • posted a message on [Primer] Domri Naya
    1. I'm not sure yet, but Mystic does power out a turn earlier Smiter, Boon Satyr, etc. and I think that is pretty valuable. He chumps block later too. I wouldnt run Dryad Militant ever, but Experiment One is consideration for that slot.

    Why not ever? And I actually dropped my recokoners and mana dorks and instead run expirments ones and dryads to keep it fast and consistent. However a turn 2 loxodon does sound sweet.


    2. Boros Charm first off has multiple modes, saving some value creatures with the indestructible mode, and the double strike mode can do upwards of 8-10 damage with combat tricks whichi s way more than any burn. The 4 damage is the least used mode but can be used as a finisher.

    Thanks for pointing this out. I never really considered the charms, and may now sub them for some burn. They are versatile. If you had to use the or the Selesnya charms... which would you use?


    3. I'm running 4 scry lands, and yeah they can be a little slow but honestly they make up for it by tucking excess lands later in the game.

    Noted.

    4. Boon Satyr is a card I wasn't confident about until I actually used it. It's amazing. It can be an early beater with 4 power if needed, it can be a flash-blocker at times, but most of all it can be a huge buff for any of the creatures that is also a flash combat trick. It's really useful.

    Ok... i dont find him awesome.. at all. First he required 2 green in a 3 color deck with limited resources. Secondly, who really leaves 3 mana open for a possible block in an aggro deck? Thirdly, if you did use him to block he would most certainly die due to his 2 toughness, his bestow costs wayyy to much, and loxodon is a 4/4 uncounterable for the same cost, and reckoner.. is well reckoner


    On Dryad Militant: Her ability is now useless with no real way to flash back cards, and a 2/1 for 1 mana is not really the type of beater that is useful. It can literally be blocked by anything. I would even consider Soldier of the Pantheon before her. Experiment One can get up to 4/4 or possibly 5/5 in the deck which makes him a very big consideration.

    On Selesnya Charm: I use both the Boros Charms and the Selesnya Charms. They are both very useful. Selesnya Charm is more useful of a combat trick typically if your creature is blocked and Boros Charm if it goes unblocked, both of which happen in the game. Half the time I use them both and slam the opponent for 12 damage+.

    On Boon Satyr: 2 Green is no problem at all, especially with Elvish Mystics. Smiter is always in the deck and leaving 3 mana open and casting him during the combat phase/end of turn is no different than using 3 mana to cast a Smiter or Reckoner on your own turn. I agree that Reckoner is better vs. aggro and often times Satyr is sideboarded out for Reckoner in that matchup, but I don't think Reckoner is mainboard material just because he is generally quite awful vs. control + midrange.
    Don't underestimate the Bestow either. yes it costs 5 mana, but with mana dorks that's really 4 mana and it enables super awesome combat tricks in response to blocks or burn. Plus if that creature dies he still sticks around. Valuetown.
    Posted in: Standard Archives
  • posted a message on [Primer] Domri Naya
    Quote from Talroma
    If I would cut anything for a boon it would likely be 1x boros charm. 4 seems like a bit much mainbaord.


    Agreed. I ended up cutting the additional land, but 4 Boros is too much.

    Quote from ET1USN
    I Like your list. Seems alot like my own..Just a few questions..

    1. Do you feel like the manadorks are worth it in most situations over a card like Driad Militant?

    2. Why Boros Charm > Burn?

    3. What kind of land are you running? And if you are running scry lands, do you feel that make you to slow early in the game?

    4. And why Boon? its a 4/2 flash for 3.... I dont quite see the value over a Loxodon or especially a Reckoner


    1. I'm not sure yet, but Mystic does power out a turn earlier Smiter, Boon Satyr, etc. and I think that is pretty valuable. He chumps block later too. I wouldnt run Dryad Militant ever, but Experiment One is consideration for that slot.

    2. Boros Charm first off has multiple modes, saving some value creatures with the indestructible mode, and the double strike mode can do upwards of 8-10 damage with combat tricks whichi s way more than any burn. The 4 damage is the least used mode but can be used as a finisher.

    3. I'm running 4 scry lands, and yeah they can be a little slow but honestly they make up for it by tucking excess lands later in the game.

    4. Boon Satyr is a card I wasn't confident about until I actually used it. It's amazing. It can be an early beater with 4 power if needed, it can be a flash-blocker at times, but most of all it can be a huge buff for any of the creatures that is also a flash combat trick. It's really useful.

    Quote from Rutherjc19
    Im glad to see Boon Satyr is making its way into more and more deck lists. In regards to him, Do people use him more as a flash blocker? or a flash bestow to pump up a blocker?
    Just curious what peoples experience has been with him.


    Mostly as a bestow pump up on an attacker for me. Sometimes a blocker, too, depending on the situation, but that is definitely the most useful way to use him. Against control he's often just a quick beater, though.
    Posted in: Standard Archives
  • posted a message on [Primer] Red Black Control
    I'm really enjoying playing this and I might make it my main Standard deck. R/B just has so much going for it in this current meta with all the best creature removal for aggro/midrange and hand stripping for control.



    Not completely sold on Doom Blade mainboard yet, just because I'm running so many Dreadbore as it is. Might change the maindeck to Devour Flesh for it, not sure yet though.

    As far as sideboarding goes..

    Against any G/W variant Desecration Demon comes out for Lifebane Zombie(Demon is too easily Selesnya Charmed or tapped down by Voice of Resurgence and friends.)

    Against ANY aggro deck, Anger of the Gods gets slotted in for 2x Thoughtseize, 2x Rakdos's Return.

    Against control Slaughter Games x3 and Duress x1 get sided in for any variation of creature removal. Normally Doom Blade + Hero's Downfall. Possible addition of Devour Flesh to stop BBV, but not necessary. EDIT: I'm going to take out 2x Desecration Demon for 3x Lifebane Zombie if facing America or Esper, because a) they hit Blood Baron and b) Desecration Demon gets annihilated by control between Verdict, D sphere, and Azorius Charm.

    Against any black deck obviously Doom Blade is sided out for Dark Betrayal or Devour Flesh.




    EDIT: I played a tournament on cockatrice and came in 3rd out of 16, but I wasn't satisfied with a few cards. Abhorrent Overlord is decent but he's the same p/t as Desecration Demon for 3 more mana.. which is way too much. Yeah, he comes with some sidekicks but I think that 7 is just way too high on the curve. I want to move away from the whole Devotion thing so I'm dropping Gray Merchant as well, even though he performed quite well, he just wasn't a strong enough beater for his mana cost. Replacing them both with hasty beats that are cheaper.

    - Abhorrent Overlord x1
    - Gray Merchant of Asphodel x3

    + Exava, Rakdos Blood Witch x2
    + Stormbreath Dragon x2

    This should help me close out games easier. Both exava and stormbreath do a lot of damage the turn they come down, and even though they don't avoid removal, hopefully I'll have picked off most removal from midrange/control decks by then with Thoughtseize or RR. They absolutely **** on aggro.

    I'd also like to point out Desecration Demon is pretty bad for the control matchup. He gets D-sphered or Azorius Charmed 90% of the time, if he's not countered. Rakdos Keyrune and Mutavault are absolute powerhouses in that matchup.
    Posted in: Standard Archives
  • posted a message on [Primer] Domri Naya
    Quote from Talroma
    vs midrange he isnt too bad because you can ramp pretty hard into a mosterous stormbreath dragon(i've played and activated him in one turn twice so far) because of Xenagos. I do aggree that against aggro he is pretty meh but you will tend to have cards like that if you gear your deck towards certain matchups. You can gear it towards aggro or more towards mid/control matchups. I have geared more towards midrange/control as you can tell with the 9 walkers.


    Changed up my list a bit and tested it on Cockatrice per your suggestions and a few of my own ideas, and its performing much better.



    So for MB that was

    - Mistcutter Hydra x2
    - Sylvan Caryatid x3
    - Xenagos, the Reveler x1

    + Stormbreath Dragon x1
    + Voice of Resurgence x4
    + 1 land

    Mistcutter was cut from the MB just because he was essentially the same cost as Stormbreath Dragon with different protections(typically cast for 4G or 3G)-- and no flying, so not as good except vs. Control since he cannot be countered.

    Sylvan Caryatid was cut for Voice of Resurgence and I'm liking it a lot more because it makes the deck more aggressive and also dissuades responses to my slew of combat tricks. And a land added since there's less ramp now.

    Xenagos just cut because he was too slow and if he got hit with Hero's Downfall or a burn spell he would end up being a 2/2 Satyr for 4 mana.. not worth it in most matchups.

    One more change I plan on making is adding another Boon Satyr and taking out either a Loxodon Smiter or a VoR/Fleecemane. Not sure which but Satyr has been a really great combat trick that makes a creature resilient to removal. Just not sure which creature to cut for it.

    Keeping the Mystics in for now mostly because they help get out an earlier Domri/Stormbreath/Bestowed Boon Satyr, and that is good stuff for me, probably more valuable than an Experiment One. But he still warrants some testing. Any 1 drop that eats removal should be considered.

    The SB changes are pretty obvious, 3x Mistcutter for control, as well as 2x Xenagos if I think that it will help me in G2. And the rest unchanged.
    Posted in: Standard Archives
  • posted a message on [Primer] Domri Naya
    Quote from Talroma
    Fiendslayer seems really good against RDW. Like pretty unbeatable. My only concern is being able to reliably cast him turn 3. We can reliably cast Centaur healer on turn 2-3. Things have to go really right to cast fiendslayer turn 2, and mana has to be right for turn 3. Seems not hard. I may playtest him in place.

    edit:

    I would def play VoR over the caryatid. I used to play him but a turn 2 0/3 defender hexproof isnt exacty what we want to be doing if you are on the more aggressive plan.
    Xenagos is amazing. Idk if you've played with him or not yet but he is sweet. We dont use his +1 too often but when we do its usually pretty good. Here is a sweet example

    My opp taps out for jace and I have Fleecemane lion and mana dork(turn 4) and he also has a omenspeaker.

    I play xenagos, into domri, fight fleecemane with omenspeaker and kill jace. That was a sweet turn.

    Domri and Xenagos are bros-4-life


    Yeah you should try Fiendslayer. He has ridiculous sticking power vs any red/black decks and if you throw a Ghor-Clan bloodrush onto him you gain back 6 life and kill anything that tries to block it before regular combat damage is even registered. They basically have no answers for him besides Stormbreath Dragon or Anger of the Gods.

    Yeah after typing out that post I am really considering dropping the mana dorks, particularly Caryatid, since he cannot even swing for damage on an open field. His mana fixing ability was always useful though.

    Xenagos, I agree, is really good for the control matchup but leaves much to be desired vs. aggro + midrange.
    Posted in: Standard Archives
  • posted a message on [Primer] Domri Naya
    Here's my list.



    I like it a lot though it still needs a lot of work and fine tuning, particularly not sure about the amount of mana dorks. I might be completely replacing the mana dorks with aggro creatures. Idk yet though. They are good for accelerating into earlier Stormbreath Dragons, bigger Mistcutter Hydras, etc. but I'm not sure if it would just be better to pack the deck full of more threats. It's heavy on combat tricks both because it serves as 'removal' and causes a lot more damage than the opponent expects.

    The mainboard is good vs. control while also being able to race other aggro decks if I get a decent enough hand.

    Vs. Control not much changes from the SB except possible adding in the extra Mistcutter Hydra somewhere. If they have red or black removal Fiendslayer can also be put in, but he's much slower and probably not recommended.

    Vs. Midrange I'm assuming they will have a lot of removal so I might add in Fiendslayer particularly if they are Jund, Junk, Mythic, etc. If they are removing the Fleecemane Lions I add in the Voice of Resurgence in for them instead. If Desecration Demon or Obzedat are a problem then I add in more Selesnya Charm.

    Vs. Aggro is where the most significant sideboard changes are made. Boros Reckoner goes in as well as Fiendslayer Paladin if they are R or RB, Mistcutter and Stormbreath or Boon Satyr come out. Fleecemane Lion comes out for Voice of Resurgence as well if they have a lot of burn/removal. Xenagos and possibly a Domri come out for Mizzium Mortars.

    Cards which I'm questionable of in the build:
    Everything else is pretty set in stone, though the sideboard could always be mixed up, particularly if I end up taking out the mana dorks.
    Posted in: Standard Archives
  • posted a message on Primer: UWR Control
    Quote from The Other Guy
    I would personally replace Memory Adept with Architect of Thought. Big Jace out of the board agaibst control seems fine but MB he feels very out of place imo.


    That's actually a typo, the 2 maindeck are Architects lol.

    Quote from SoundofMadness »
    IMO I would use Assemble the Legion as your alt win main, you can bring in the Dragon from the side after they side out most of their creature hate.


    I like this idea. Thanks.
    Posted in: UW/x Control
  • posted a message on Primer: UWR Control
    Okay, here's my current list. It still needs some tweaking but overall it's pretty solid.


    Some discussion of a few picks.

    MAINBOARD:

    2x AEtherling: Obviously the big finisher. Haven't decided on what #, but its somewhere between 1-3. Right meow it's at 2, but 1 can be subbed out vs. control for alt. win-cons if it's gonna get Needled. Main win con.

    2x Stormbreath Dragon: A nice addition to all the burn that the deck has, it's an alternative finisher. Be careful though because the removal will pop off as soon as he's dropped. Secondary MB win con.

    4x Magma Jet: I run 4 because the scry is invaluable, it hits a lot of aggro creatures, or can just go to the dome to help burn them out.

    2x Negate: Yeah I run this MB because it hits so much stuff. If you are facing a creature-only deck(no such thing) then they get traded out for Essence Scatter in G2.

    3x Warleader's Helix: I run 3 because I love this card. 8 life swing, or take out a creature that is owning your life total and gain some health back. Or nail a planeswalker. It's just awesome.

    2x Divination: Not sure on this as supplemental draw for Revelation.. it's between this and Steam Augury right now. Someone convince me lol.

    SIDEBOARD:

    1x Pithing Needle: Opposing planeswalkers, Whip of Erebos, Gods, Bow of Nylea, idk. There's always something to name G2.

    1x Heliod, God of the Sun: Admittedly haven't tested him much, but recommended as an alt. win con. It's good to switch up your win cons G2 if necessary to stop people from hating you out.

    1x Assemble the Legion: Another alt. win con. This one is super slow but if you can protect it from removal then it will win eventually.

    2x Dispel: For the control mirror, of course. Protects your Sphinx's Revelations from being countered pretty much, or stops opposing ones.

    2x Essence Scatter: For creature-heavy builds I switch this and Negate, mostly.

    2x Turn // Burn: Hits all the problem creatures that I don't have a lot of removal for. Also can go to the dome! Grin

    1x Wear // Tear: In case someone is abusing a buncha Artifacts like in that U/W post deck that is getting big.

    1x Jace, Memory Adept: Another PW for the control matchup. Ends grindy matchups in a hurry, or provides CA.

    2x Anger of the Gods: Aggro-killer.

    1x Glare of Heresy: Hits a lot of stuff G2 if they have any white whatsoever.

    OMISSIONS:

    Elspeth: This card gets hated out to the maximum, or just dies immediately to Hero's Downfall. So.. meh.

    Boros Reckoner: Why are you people running this in a control deck? It will eat a Doom Blade and waste your time. Problems with aggro? Magma Jet and Anger of the Gods are your friends.

    Steam Augury: Haven't tested this card yet it could be good though. the 4 cmc slot is clogged as it is though..

    Lightning Strike: Why play this over Magma Jet, Anger of the Gods, or Mizzium Mortars? I see no reason to in this build.

    Omenspeaker: No, just no. I don't want creatures that do nothing. If it had flying i'd make an exception so that it could actually chump block more relevant creatures.
    Posted in: UW/x Control
  • posted a message on What's the best aggro deck?
    Fastest? Probably mono-R or RB.

    Most consistent? Probably GW or GR.
    Posted in: Standard Archives
  • posted a message on Primer: UWR Control
    Quote from SoundofMadness


    Warleader's Helix seems a bit clunky in this build, I was wanting it to help with a life swing, and to take out somewhat larger creatures. I've found though that it typically just goes to the dome, as most thing either too large, can dodge it, or are immune to it (BBoV), so I'm thinking I might end up axing it (Not to mention that the 4 slot is really packed full). Has anyone else tested out the Helix and had different results? Slant


    Helix is one of my favorite cards in the deck honestly. Vs. aggro one casting of it = you win, generally. Vs. other decks yeah it's not as good and doesn't hit that many problem creatures, but it helps take out planeswalkers or just swings life totals 8 points, either one I'm perfectly fine with, allowing Aetherling to come in and clean up much faster.
    Posted in: UW/x Control
  • posted a message on [Primer] Jund Midrange
    Quote from Vines
    The elvish mystic are just to help hitting an earlier curve, even if they come down T2 (basically caryatid 5-6). I don't like read the bones, or Thoughtsieze, the life loss is just too much. Mono-red is going to be very very difficult to deal with. The amount of red sources is very high and supports reckoner pretty well. Reckoner is much better vs. burn deck then most 3 or 4 drops. Red deck is going to crush this deck almost regardless, I'm just hedging.


    With Anger of the Gods and Magma Jet, Red decks should not crush Jund Midrange.
    Posted in: Standard Archives
  • posted a message on Primer: UWR Control
    Yay finally someone posted a thread for this. I'll post my America decklist soon-- I think that it's the unrealized strongest control deck right now.
    Posted in: UW/x Control
  • posted a message on [Primer] Junk Midrange


    My list, a lot different than OP's, but has been incredibly solid so far. I've built the MB to be very resistant to aggro(and thus the SB for control/mid) because that's typically where G1 is the hardest, and it can sneak out G1 wins against control a lot of the time, depending on how things go, but its focused around aggro.

    I don't know why everyone is neglecting Centaur Healer all of the sudden. He's without a doubt one of the best creatures in the deck. This new standard is so shock-centric (and of course aggro) that that 3 life goes a long way to keeping us alive. Vs. Control + Midrange if we don't need the life it's an easy swap out for Lifebane Zombie, Sin Collector, or Ooze.

    I don't really like Boon Satyr. The bestow onto BBV was always nice in testing, but generally without bestow it was just a crappy flash-blocker. The bestow is a bit overcosted to use, I'd rather see him in a full aggro list. Loxodon Smiter and Advent of the Wurm both out perform him, and I already discussed Centaur Healer.

    Another card I don't like in this deck is Voice of Resurgence. He's just not doing enough vs. aggro, and they can play around him in control/midrange. 2-for-1 is nice but it keeps feeling like a crappy Strangleroot Geist.

    Whip of Erebos is nice for the lifelink, surely, but I don't know if I have enough targets for it. I might try it back out again since my list has changed a lot since I last tried it.

    Haven't tried out Elspeth that much, I just find it gets too hated out. Dropping it for 6 then it eating a counterspell or Hero's Downfall is super depressing.

    My in-depthish guide can be found here for my version:
    Posted in: Standard Archives
  • posted a message on [Primer] Jund Midrange
    Quote from Talroma
    My playgroup has been big on BG rock. Whats to make one play Jund over GB rock? I know you get an answer to BBV but is the manabase really worth it?




    Red has some of the best spells this rotation, it's a disservice to yourself to not run an additional color, despite a shocky/slow manabase.

    edit: Oh yeah, Slaughter Games is pretty damn good vs. most decks, too.
    Posted in: Standard Archives
  • posted a message on [Primer] Jund Midrange
    Quote from Queklain
    So from what I get from this, you plan to pay nine mana to kill their dude with monsterous?...sounds...a little extreme.

    In any case here is the deck I've been tweaking:



    As you can see, the mainboard has a lot of variation in it's removal suite, which allows for favorable removal of pretty much anything, while also running heavy disruption in the form of Thoughtseize/Lifebane Zombie. The rational behind the former is to be able to keep pace with the miriad of different aggro/midrange variants that pop up, and the latter is to keep their hand manageable, and to make sure that control heavy decks are made to go at our pace by losing their most relevant card in hand.


    Running Lifebane Zombie MB and Rakdos' Return SB seems like a bad idea.
    Posted in: Standard Archives
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