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  • posted a message on [Official Thread] B/W Aggro Variants (Hand, Husk, etc.)
    I am just wondering how do you like having so many 2 of's in the sb?
    I have tended to choose a few cards that help matchups and put 3 or 4 of them in my sb. What is the better way?

    havent the Kurro lands been hurting your game against bounce and LD, also have they been causing tempo problems
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/W Aggro Variants (Hand, Husk, etc.)
    I can't bring myself to not have 4X Paladin in the deck. I have gotten quite a bit of testing done against gruul and they are awsome. Also they live through wildfire and pyroclasm. Maybe I could move 1 to sb? Takeing out?

    I could take out one of the hands for a ghost council, and I would only want 2(lots of card draw), but I dont really want to yank a hound my mana curve is already getting higher. Any ideas?

    Also if I switch to black hand My mana base needs changing do I drop 1X plains for a swamp or 2?

    Also without the 7X 1 drops I dont know how I will fair against owl, any oppinions? Should I fit the rasulka in the sb?
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/W Aggro Variants (Hand, Husk, etc.)


    OK, I took your advice into consideration and made this. I found that Paladin and Jitte win the aggro matchup all by themselves and I figure that every round I have good chance of playing against aggro or Wildfire (Madison is the home of red deck wins and Ponza so we expect a lot of red based aggro and probably a lot of wildfire).

    I am glad that people find persecute to be better than Cranial, so that was an easy fix(do I need 4 and if so what do I drop?)

    I have been noticing that the Samarii is just a 2/2 with bushido most of the time so I added 4X white hand. I am using white hand instead of black because it is easier on my mana, being that I am in a majority of white, also white hand seems to be more immune to removal, but if I am wrong and black hand is much better tell me and I can try and work on the mana base.

    Then as Skribble pointed out Lion is easily killed so I droped them to make be able to play the 4 of all my guys and still put in castigate.

    And to answer your question about the arena, most people kill Bob in spot making him a minor sorce of card advantage, mostly he yanks removal out of my opponents hand instead of draw me cards, so I added the arenas to give me a more perminent sorce of cards. Only 2 because I usually dont want multiple card draw effects in play (dont want to help my opponent that much)

    I will test Ghost Council but I dont think he is needed, I will admit that some of the people at my store are stupid but I have never seen the ghost be all that broken like many people say he is.
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/W Aggro Variants (Hand, Husk, etc.)
    all right I guess I should explain the way I did things

    Ghost Council is not the best creature from guildpact, sorry he is a 4/4 for 4 that has 1/5 of the Kokusho action when he comes into play. If I had room I might include him to combat mass removal, but as my deck stands *** and plague boiler are the only played removal spells that kill everything, so he isn't an auto include.

    I chose pillory over Last Gasp because it still beats up my opponent (I cut guys for them) and it works against the beefyier guys that last gasp doesn't. I know that they can get destroyed, but typically I only need 1 or 2 more swings after my opponent lays down a dragon, and Gruul doesn't pack enchantment hate main.

    Phyrexian Arena is a must with my low curve. I want to make sure that I am playing multiple spells in the mid to late game to overwhelm aggro-control decks if we get to the mid to late game. Also Bob usually doesn't sit in play very long, so I wanted back up card draw.

    I used to have Desendent main then board, but then I remembered Paladin. I have never lost a game against gruul, when I have gotten a paladin + a Jitte, and with 4 of each and all my card draw it happens a lot(maybe I am just lucky). Also the 7 main deck discard guys can take out some burn, and I do a lot of chump blocking so the possible 3 life gain isn't that great for this version.

    You say no rat? Sure they arn't as devistating when you aren't hitting their hand every turn, but I use them to punish opponents for muilganing. Also I tend to be able to hold them back while dropping more efficient creatures for the first few turns and then after my opponents has been forced to use a lot of resorses to combat my rush,I drop them when they only have 3 or 4 cards left in hand, very seldom do they pitch and extra land. More often than not I see Knells, and Dragons, and 1 for 1 removal being pitched. Not to mention I do have 4X castigate in the Sb for against combo, and control so I can be playing 11 main deck discard, and right now I have persecute.

    I have had 4 other local players working on this list, so I am not the only one making this decision I am no noob despite only posing here a handful of times, try the list out you might be amazed.

    Now what I really want help on is my SB. Like I said I am taking this to Grand Prix Madison which is a team T2 event. The only relevent card I can use because of my team is Fetters. So looking at my sb, do I want persecute, Cranial soemthing else? Maybe cry of contrition? I need more help in this area because a lot of my playtesting is done on MWS, and a lot of people dont stick around for game 2, I have never used Bathe in lght yet and do not know which matchups it will help against, maybe I am missing a card that will allow me to take Pillory back out for more guys or better removal.

    I dont mean to sound stubborn(I probably do, I am polish sorry), but I really want to figure this stuff out for next weekend, and I have limited playtest time with this deck, and dont know how qualified any of you are, so with that in mined a breif explanation (Venom) with all suggestions will be apprieciated
    Posted in: Standard Archives
  • posted a message on rating
    My rateing for constructed is 1729, but that is purely from playing at FNM over the past couple years, my limited rating is about the same
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/W Aggro Variants (Hand, Husk, etc.)
    Hay guys this is the version that I have been testing for GP Madison it has been working pretty well for me and before I added the Pillory's I stomped Gruul unless they got a Dryad with a cloak



    The Sb deffinatly needs some work and I would appreciate any and all help getting this fine tuned for the GP (one of my team mates is using the fetters, so that is why I am not)
    Posted in: Standard Archives
  • posted a message on [Official Thread] Izzet Machinegun
    I have been testing a burn heavy version of this deck which utilizes arcane cards (4X glacial ray, 4X lava spike, 3X Peer through depths) to keep my hand full. I am at school now so I can pos t the entire deck but the only problems I have run into so far are that I only run 20 land, because my curve tops out at 3, so I find myself muliganing a lot, and I have problems when my opponent gains a lot of life (multiple fetters).
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    why are you splashing black for targeted removal? Has everyone forgotten about faith's fetters? Against any aggro deck have 4X Fetters and 4X Heirarch = win, unless you really suck. tomarrow I will post the version I have been testing for team T2 which means it is 2 colors and has no jitte, and no BOP, but it works beutifully.
    Posted in: Standard Archives
  • posted a message on GP-Madison and Team Standard
    I am going to GP madison in March. The format is team T2, for those of you who dont know how it works you have 3 members on your team. You all have a T2 legal deck, and if your team were to stack all three decks and SB together it has to still be a legal deck (only 4X jittes between the 3 decks etc...). Also your teams play regular one on one matches with the opposing team and your team wins if 2 out of the 3 team members win their matches. That being said if you had a team to go what do you think would be the best 3 decks to build, and how would you split up key cards (such as Glare wants to run Jitte, but it would be better to put in the Boros deck so Glare gets Card X instead). I am going with 2 other teams from my area so any help will be appreciated by us all.
    Posted in: Standard Archives
  • posted a message on GP-Madison and Team Standard
    we have around 3 teams going from Winona and from what I can tell easiest way to make three teams without fighting over cards is to run Glare, B/G aggro/Control, and U/R Dommain. The thing we have to remember is that every team is going to have to only play key cards in one deck, meaning each deck only has a 1 in 3 chance of playing against someone using Jitte, and sence you only need 2 out of 3 people to win you could make all 3 decks not be able to deal with deckX but be strong agaisnt everything else. Also we know that we don't have to worry to much about 3+ color decks like Zoo because they take up so many good cards.
    Posted in: Standard Archives
  • posted a message on U/B/G splash Aggro Control
    My T2 deck


    So far it has been good to me but I am wondering if I should have Ink-Eye's or Meloku somewhere
    Posted in: Standard Archives
  • posted a message on [Official Thread] U/B Control/Aggro-Control
    This is my U/B Aggro/control with a green splash for Putrify



    It seems to work great discuss
    Posted in: Standard Archives
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