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  • posted a message on [[JOU]] Pharika, God of Afflictions
    Pharika

    I know I am odd man out, but I like Pharika a lot, at first she seems awful but there are plenty of cases where she is perfectly ok. For Dredge exiling Satyr Wayfinders for 1/1 Deathtouchers is fine IMHO, in addition with Eidolen of Blossoms gives the deck card draw, allows them to stay in the game. Furthermore she gives solid instant speed graveyard hate, such as exiling an opponents Gary. There is that issue of 1/1 Deathtouch, I think somthing important to keep in mind is B/G Utility Spell, Golgari Charm, can kill those 1/1 deathtouchers, lifebane zombies, and kill any pesky Satyrs that need to be in grave. Unlike drown in sorrow will not kill Deathrite, Eidolen, or Sylvan Caryatid. Golgari Charm also allows Regen against those Deathtouchers you just created incase the other option isn't appealing.

    In addition in the monster match it also helps because that Polukranos doesn't really want to smash into that thing. With Domri Rade its a 5 mana kill a Stormbreath Dragon. In RDW we can also exile Chandra Pheonix or attempt to anyways. Atleast that is my thoughts.
    Posted in: New Card Discussion
  • posted a message on Jund Monster Dredge
    I am not too worried about being on curve, sense only land drops I need hit on curve are 2 and 4, sense 4 is when I start dropping my threat (normally Polo, but Nemesis or Jarad depending on my graveyard) and turn 2, I want to drop either Satyr Wayfinder, Gatecreeper Vine or Grisly Salvage. I might take a look at procuring some immortal servitudes, for the deck. I might end up procuring a few shocks, but biggest reason I use Gates because they are searchable via Gatecreeper which means I can grab them incase I am off one of my colors (or need to get my second color of a mana, i.e I have a Forest and Rakdos Guildgate, I'll grab a Golgori get the double green/black).

    Also I know it sounds weird, but I actually prefer them return to my hand, that way they can't be killed via Supreme Verdict for example or I am forced to kill several of my own creatures because a good portion of my threats/Creature (Nylea, Xenagod, Polokronos, Jarad, all come to mind) are Legendary, which means I could end up reducing my overall threat, because they all return at the same time. If they are in my hand, I won't kill my own creatures.

    I suppose 'reanimation' was the wrong word but the best I could think of, I do appreciate all this advice your giving me with this decklist.
    Posted in: Standard Archives
  • posted a message on Jund Monster Dredge
    The main reason I am red, and the same reason I built said deck, is Underworld Cerberus, because it elongates my late game and makes up for the lack card draw. So removing Red really isn't an option.
    Posted in: Standard Archives
  • posted a message on Jund Monster Dredge
    Quote from RamboJesus
    I don't know if it was you playing this deck on cockatrice or not but I played someone with a deck very similar to this and just thrashed him all over the place. This deck dies so hard to any deck that puts on early pressure.

    Considering I barely know what cockatrice is, properly not me. (its a free mtg gaming service similar to DN for yugioh?). I was thinking of running drown mainboard over the 2 Archtypes, to help with early game pressure (with the bonus it kills my creatures so my Jarad and Nemsis get stronger)
    Posted in: Standard Archives
  • posted a message on Jund Monster Dredge


    Strategy
    This deck basic goal is setup a Graveyard with Grisly Salvage and/or Satyr Wayfinders. Then from turn 4 onward drop threats each turn. Turn 5 however is meant to drop trample enablers Nylea, Skargg, and Archtype of Aggression. If the game goes on longterm Underworld Cereberus exists to give my creatures back and allow me to play all my threats once more (hopefully able to outlast my opponent trades).

    Card choices
    Gatecreeper Vine - they are chosen because it is not important for me to hit 5, or 6 drops on curve (all my trample enablers are 4 'mana'(with exception of Archetype of Aggression which is 3) and turn 6 is either Xenagod, Cerberus or Rogues passage all of which are 5 mana drops.

    In addition Guildgates do not die to board wipes where Elvish Mystic, Sylan Caryatid do, if I keep a 2-3 mana hand a creature removal won't take me down mana. I decided to take consistent mana base over a more explosive one.

    Underworld Cerberus = I have discussed briefly in strategy, but his job is to extend my game by dying. Sense he gives all my creature back when he dies. What this means is if am in top deck mode, I can end up with a threat filled hand. In addition he also gives me main deck protection to Graveyard hate. Not being able to target my graveyard is not that big of a deal considering I only have 2 cards deck main deck that target my graveyard. And regardless whip will also extend my gameplay.

    Whip of Erebos = the lifelink ability, I have found surprising relevant, in some match ups, most notably against monoblack. However it also shares a similar purpose to Underworld Cerberus, extending my game beyond just top deck mode.

    Golgari Charm = I mainboarded it because it somewhat helps against my control match up, but it also relevant in aggro match up, and helps against monsters because I can regenerate my monsters.


    Edit(s): fix some grammatical issues and realized I forgot about Reaper of the Wilds
    Posted in: Standard Archives
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