- YoungQuakerBoy
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Member for 9 years, 10 months, and 19 days
Last active Mon, Aug, 22 2022 20:38:33
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Sep 28, 2017YoungQuakerBoy posted a message on Who is the Raven Man?Very interesting stuff. Also impressed with the amount of study that went into this.Posted in: Articles
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Aug 30, 2017YoungQuakerBoy posted a message on Magic Story: Alara to AmonkhetGreat read and reminder of what went down. Thanks!Posted in: Articles
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Apr 22, 2016YoungQuakerBoy posted a message on Archive Trap: The Brothers' War Part IIGreat read! Thanks for the story of a part of Magic that I wouldn't know otherwise.Posted in: Articles
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Feb 10, 2016YoungQuakerBoy posted a message on Archive Trap: The World of InnistradLoving these. Thanks!Posted in: Articles
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What deck plays soldier token producers?
B/W Tokens?
Fringe Soldier/Human tribal Decks?
What decks play spirit token producers?
B/W Tokens (plays many more spirits than soldiers)?
Junk?
Fringe Spirit tribal decks?
What others for both?
Then what specific token generator cards are played?
For soldiers:
Raise the Alarm
Timely Reinforcements
Hero of Bladehold
The Elspeths
and what?
For Spirits:
Lingering Souls(played the most out of all token producers and it's not really even close)
Spectral Procession
and what?
Put some more info together and you should have a good idea.
Hey, Zasse. Do you have a decklist of what you have been testing?
Thanks!
1x Bloodstained Mire
1x Breeding Pool
1x Overgrown Tomb
1x Sacred Foundry
1x Stomping Ground
3x Verdant Catacombs
4x Windswept Heath
4x Wooded Foothills
1x Inquisition of Kozilek
2x Thoughtseize
2x Tribal Flames
4x Death's Shadow
3x Hooting Mandrills
3x Monastery Swiftspear
2x Narnam Renegade
4x Street Wraith
4x Wild Nacatl
3x Might of Alara
4x Mutagenic Growth
4x Temur Battle Rage
4x Mishra's Bauble
1x Boros Charm
2x Deflecting Palm
1x Dismember
1x Forest
2x Lingering Souls
1x Natural State
2x Pyroclasm
2x Relic of Progenitus
1x Vines of Vastwood
This allows Hooting Mandrils to be played mainboard easier, without the BIs, to help against Fatal Push or such.
Really want to play the Narnam Renegade but not sure if it would be better being more hand control and the other swiftspear.
What do you think?
1x Blood Crypt
1x Bloodstained Mire
1x Breeding Pool
1x Sacred Foundry
1x Overgrown Tomb
1x Stomping Ground
3x Verdant Catacombs
4x Windswept Heath
4x Wooded Foothills
Artifact (4)
4x Mishra's Bauble
4x Death's Shadow
3x Hooting Mandrills
4x Monastery Swiftspear
4x Street Wraith
4x Wild Nacatl
Instant (11)
3x Might of Alara
4x Mutagenic Growth
4x Temur Battle Rage
Sorcery (9)
4x Gitaxian Probe
3x Thoughtseize
2x Lightning Bolt
2x Ancient Grudge
1x Boros Charm
2x Deflecting Palm
1x Dismember
1x Forest
2x Lingering Souls
1x Natural State
2x Pyroclasm
2x Relic of Progenitus
1x Vines of Vastwood
I was not expecting to use it as I generally run Mono-Green Collected Stompany but there were a couple new guys there who wanted to play and didn't have decks so I let them borrow my Mono-G deck and B/W/r Tokens as they are more straight forward and easy to understand. I had not actually played any version of Suicide Zoo in competitive play before. Just goldfishing or casual matches but I keep up with the thread and have a general idea of how it works; so I was nervous but felt okay running it. I switched from the basic steppe lynx and Become Immense version to the partial Domain version just for fun a few weeks back and hadn't played much with it. Anyway, on to the matches!
We only played 3 rounds due to low # (8) of people but still had a very interesting group of decks. There were Hatebears, Jund, Tokens, Bogles, Allies, A Jund colors haste/trample brew, Mono-Green Stompy, and myself.
Match 1: Jund (of course)
Game 1: I'm on the draw and wonder of wonders he plays an untapped land but doesn't have a hand disruption spell. I play a land, a swiftspear, a bauble, and then swing. He was saving the mana for the lightning bolt but I had the mutagenic growth to save the swiftspear and get in 5 damage. From there I out-tempo'd him as he played a Tarmogoyf and then I played a creature and pumped the swifspear to kill the goyf and I won in the next turn or two as he could not stabilize and I had the creatures and pumps to get around his last gasp Liliana of the Veil.
Game 2: He keeps a pretty bad 6 that had expensive removal and a Scavenging ooze but not much else. I thoughtseized his ooze and then played a mandrils on turn 2. Then I drew a sideboarded lingering souls which he used a Maelstrom Pulse on just the first half. He got me down to 2 life with 2 Kolaghan's Commands to the face but didn't draw the bolt and with him at 7 and tapped out I swung for lethal and he cast his Slaughter Pact. Luckily for me, I had drawn my sideboarded Boros Charm a couple of turns earlier and had kept the mana up to save my guy and win it.
games: 2-0, Matches: 1-0
Match 2: Bogles
This guy was using a slightly dated deck but was still the basic Bogles idea and probably not too much worse than current ones.
Game 1: I am on the draw again. I get a couple creatures on board and deal some damage the first couple of turn to get him to 16 or 17 and on his turn 3 he turns his bogle into a 5/5 with first strike and vigiliance (he used turn 2 to play a kor spiritdancer which I bolted). On my turn I swing and he doesn't block for fear of losing his creature and I have leathal in hand to take game 1.
Game 2: He never got off of 1 land and even with a slower game of 2 swiftspears and holding 2 Battle Rages I won in a couple of turns by playing a mutagenic growth and both Battle Rages to trample over a slippery bogle and deal 17 for lethal.
Games 4-0, Matches 2-0
Match 3: Only other undefeated: Naya Allies
Game 1: Even on the draw I had a very fast hand and won on turn 3 as he was scared to block with his not very big yet creatures.
Game 2: This one was much closer. He played the growing ally with first strike and vigilance and then the one that gives lifelink when an ally enters the battlefield. I was worried that I was done then. He gained some life back and the turn it entered and then the next turn swung with both for 8 damage lifelink while he was at 10 and all my creatures were tapped out. Thankfully, I had drawn my sideboarded deflecting palms by then and used one there to stop him from hitting me for 5 and dealing 5 to him to drop him to 8 life. Then on my turn, I swung with 2 3/3 Nacatls and a swift spear. He blocked the Nacatls with a 5/5 first strike/vigilance guy and the other with a 3/3 first strike/vigilance guy but didn't block the swiftspear. I was then able to play my might of alara for +5/+5 to get the swiftspear to 7/8 and had to use my second deflecting palm to get prowess for the final damage and victory!
Games: 6-0, Matches 3-0
I got first place so that was cool. Granted there was a small pool (although most of the players were no slouches) and I had some good luck but them is the rolls sometimes.
This deck was super fun in that there is just so much to do. There are so many options and potential plays and it was great fun to watch my opponents have to deal with that, especially when it is something that they are not used to at all. There were a number of times where I had opponents either not block or block because they thought I had a certain pump spell or just a pump spell in general. One time I swung and the guy was like "There is no way you don't have a pump spell". So good. Mutagenic Growth specifically is amazing because even swinging while tapped out has them nervous. I played Might of Alara 3-4 times and got anywhere from +3/+3 to +5/+5 from it but I was happy with it every time (that seems to happen when you are winning). On a random note, I never drew a death's shadow through all 6 games. Rather odd. Also, I won every game being on the draw.
Round 1 I played U/R Storm. He had beaten me 2-0 a couple weeks ago comboing on turn three each time. This week he was a bit slower as I beat him on turns 4 or 5 both games and was even holding the boarded in dismember to handle the goblin electromancer if he had it second game. Being the decks that they were the games were completely un-interactive and the round was over in under 15 minutes. It felt good to win after the helplessness of the last time.
Round 2 I played against R/W burn. I had a fast start with a noble hierarch into Groundbreaker for 7 damage to face on turn 2 but I needed to get a third land to play my collected company or play a creature and a boost on the same turn but never got the third land and lost. Game 2 I never saw my sideboard cards and he got his deflecting palm to turn my groundbreaker back to 6 damage to my face and end up losing pretty handily. Burn is certainly one of the tougher matchups that I have.
Round 3 I played another burn player, who I had lost to 0-2 a couple weeks ago as well. Game 1, on the play, I fly out of the gates and kill him on turn 4. Game 2 I see all of my sideboarded in cards, 2x kitchen finks, 2x spellskite, and 1x scavenging ooze, through either drawing or companys and gained something like 13 life to attrition him out. Very fortunate drawing there and it felt good after how bad it had been the last time.
Round 4 was where I lost it. This was one of the saddest rounds I have ever played. My opponent was playing Mardu removal/lifegain something. He had lightning bolts, lightning helixs, path to exiles, lingering soulss, Kalitas, Traitor of Ghet, and shambling vent. He was slow and I was fast. I came out of the gates swinging and forcing him to use his removal very reactionary and had him backpedaling hard. I got him to 1 life with an empty board, after his removal, and no hand, but he had also used up his removal, then... lands... for 4 straight turns. I already had at least 5 on the board and just needed anything that would do anything. It was not to be as in the 4 turns where I did nothing he gained life back and built up a board presence and I lost. Game two was close to the same story with a few more interesting things. I got him to 3 life with him having no board presence and having used up lots of removal. He drops Ajani Vengeant to keep my last creature, a leatherback baloth, tapped and I drew 5 straight lands with 4 or 5 already on the board and my baloth tapped for eternity. It was the worst feeling to know I had the games in hand if I only drew anything usable and turn after turn another land. A couple other interesting things happened in game two. He had boarded in hallowed moonlight and cast it in response to a collected company (and I was still that close to winning). I went ahead and just exiled a birds of paradise for the funs. Another interesting thing that happened was regarding a choice I made on the last combat I was able to do anything. I had the baloth, a strangleroot geist and a birds of paradise on the board and a Aspect of Hydra in my hand. He was at 7 life and had nothing on the board. I swung with the baloth and geist, and he was going to take it if I did nothing. I knew I had to use the aspect to try to get the win but I also knew he almost had to have removal of some sort. So, having not seen a path to exile that game, and knowing that the baloth was more important to keep around if I could, I decided play the aspect on the geist to avoid having the baloth pathed. However, it turned out that he had bolt, and he bolted the geist in response, and in the end (if I had known of course) I could have targeted the baloth with the aspect and he couldn't have stopped it and I would have won. More tears, but hindsight is 20/20.
Overall it played great and I had fun until variance killed me in the end.
I run 20 basics with 7 dorks and it has been working pretty well. I may test with 1 fewer forest to see how it works but 20 has been working fine.
Also, I love me some Boggart Ram-Gang.