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  • 1

    posted a message on R/U/G Evolve - Blue Zoo
    Isn't that deck just a worse version of Bushwacker Zoo?
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on R/U/G Evolve - Blue Zoo


    Overview of the Deck
    Hello all – in case you don’t know me (and why should you), my name is Hans Christian Ljungqvist – Beast_with_2_backs on Magic Online, and I previously popularized the budget Mono-Green Stompy deck piloting it to a top 8 at the 2014 Bazaar of Moxen tournament. If you are familiar with that deck you will probably notice some similarities in the creature package of my newest creation.

    I’ve recently had a lot of success with a R/U/G version of the traditional budget U/G Evolve deck – managing a couple of competitive League 5-0’s. I wanted to share this deck with you all since WotC recently published a decklist of mine and the deck gained some traction from being featured in both the GAM Podcast episode 56, a TCGPlayer article by Seth Manfield, an SCG Daily Digest by Ross Merriam and finally an MTGGoldfish Instant Deck Tech.

    The deck was originally called Harambe due to the abundance of great apes in the maindeck with Pongify, Kird Ape and Hooting Mandrils. Over time however both Kird Ape and Hooting Mandrils gave way to better cards in the form of Narnam Renegade and Avatar of the Resolute, so the name that seems to stick now is Blue Zoo.

    However – I need your help in evolving the deck (pun intended) as right now the deck is still in its infancy as is evident by the somewhat rough numbers in the maindeck and the sideboard.

    3 reasons why you should play Blue Zoo:
    It’s fast! It’s cheap! And it’s a LOT of fun to play – blowing your opponent out with a random collection of draft unplayables appeals to a certain kind of people (not the Lantern kind of people – those are bad people). If you are one of those people – keep reading!

    The difference between my list and the more general budget Evolve lists is that I am not trying to build an all-in Evolve deck. This is not the second coming of Hardened Scales or Winding Constrictor. Rather it is my attempt at building a tempo/aggro deck in Modern and in my opinion the Evolve/Undying creatures serve that role better than Delver of Secrets. Given that there are no free permission spells like Daze or Force of Will in Modern, playing protect the queen is often a losing proposition, and even a dedicated deck like Grixis Shadow has trouble protecting it’s threats. Blue Zoo however has a multitude of threats and Pongify/Hybridization serve as pseudo-threats.

    Decklist

    Card Choices
    Experiment One
    Young Wolf
    Cloudfin Raptor
    Strangleroot Geist
    Pongify
    Rapid Hybridization
    These cards all serve as the core Evolve package and I strongly suggest you start off with 4 of each when building the deck. While 8 Pongify effects seem like a lot, experience tells me that you usually won't be sad to draw one off the top.

    Narnam Renegade
    Avatar of the Resolute
    These two cards serve as the filler-threats of the deck while still synergizing with the main theme of +1/+1 counters. Narnam Renegade is by itself a decent threat and in my opinion the only viable 4th 1-drop available to the deck. Also with the conspicuous absence of Kird Ape, Narnam Renegade has to play the role of honorary ape. In this deck, Avatar of the Resolute is a powerhouse for only 2 green mana and will frequently enter the battlefield as a 5/4 or bigger, easily trumping what other fair decks have access to for 2 mana. The Avatar's synergy with the rest of the deck is one of the main reasons to not play Tarmogoyf in the 2-drop slot. The Trample is also quite relevant as Pongify effects allow for instant speed removal of blockers on the Avatar.

    Spell Pierce
    Vapor Snag
    Lightning Bolt
    These cards serve as your relevant game 1 interaction and are chosen for their flexibility - the sideboard includes more specific answers for different matchups. Vapor Snag, while seemingly a bit underpowered, works well in the situations where you have to smash an opposing creature – bouncing the token allows for a free attack. While spending 2 cards to remove 1 card is not optimal, being a tempo deck with a very fast clock, we can sometimes allow ourselves a 2-for-1 and still maintain a superior board presence. Lightning Bolt serves the dual role of killing roadblocks and allowing the deck to have a bit of reach to close games out.

    Chart a Course
    This recent addition from Ixalan serves as the most mana-efficient refueling card available in the R/U/G colors. While traditional cantrips aren’t effective enough in this type of deck, Chart a Course’s rate of 2 cards for 2 mana is a very good rate for a tempo deck.

    The manabase is currently built to support 3 things:
    First of, every single mana source provides green mana. This is a necessity, as 12 of our 1-drops cost green mana. Only 4 of the lands do not produce blue mana, which means that we will almost always have access to Cloudfin Raptor turn 1 if we want it.

    Secondly, the deck has 10 fetches – currently tied with Burn for the second highest number of fetches in a Modern deck (Death’s Shadow decks tops that list with 12!). This allows us the luxury of only playing 2 Stomping Ground and means we usually always have a way of triggering Revolt on Narnam Renegade.

    The third point is the Dryad Arbor. While traditionally Dryad Arbor serves as Liliana of the Veil protection for creature combo decks like Infect and Bogles, the Dryad Arbor in Blue Zoo serves as a low-cost way to get the engine rolling. It serves as free fodder for Pongify/Hybridization and is able to trigger Cloudfin Raptor on it’s own. While the deck only plays 18 lands, the lack of card selection means that you will occasionally flood out a bit. Having access to an extra attacker or a surprise blocker is very valuable.

    As for the sideboard cards, the deck is generally quite flexible, so you have a lot of options to choose from. While many of the cards that I have included are meant for fairly good matchups, my approach to sideboarding is often to make decent/even matchups even better postboard rather than try to fix some of the abysmal matchups (Bogles for instance is virtually unwinnable). The only card I would strongly advise against tinkering with is Ancient Grudge, as it is the pillar of postboard strategies against the artifact based tier 1 decks. Some of you may notice that I include no graveyard hate in the sideboard. This is mostly since the relevant cards either hurt us too much (Grafdigger’s Cage) or just don’t do enough in Modern (Surgical Extraction). Apart from that, the Graveyard based decks are usually fine matchups – Dredge for instance is easily on of the best matchups, since it turns out that dead creatures block very poorly.

    The case against 3-drops:
    I’m going to spend a few lines explaining why the deck doesn’t play any 3-drops despite a prevalence of powerful cards available in the R/U/G colors. The most obvious choices would probably be Kitchen Finks and Nissa, Voice of Zendikar in the sideboard for the grindier matchups and honorary 3-drops like Snapcaster Mage and Hooting Mandrills in the maindeck.

    The reasons for not playing the more mana-intensive cards are two-fold. First of all, my core philosophy for the deck is that it should be able to operate off of 2 lands, similar to the Burn deck’s ability to function on only 2 lands. Having only 18 lands with no filtering means that you will often have games where you never see the third land or choose to prioritize a Dryad Arbor over a third shock. Second of all, the deck is a tempo deck that usually shouldn't tap out past turn 2 or 3 but rather keep up interaction for whatever the opponent is doing.

    Tapping out for a 3-drop is very dangerous in Modern, as a lot of decks will be able to punish you for it by either winning on the spot or by deploying their more impactful cards. That being said, both Nissa, Voice of Zendikar and Kitchen Finks are very decent choices for the sideboard, I just firmly believe that cheaper, more targeted cards, can serve the same role.

    Guide to Playing the Deck
    First off – as anyone who has played with the Undying/Evolve creatures are aware, the combination of an Evolve creature + Pongify effect + Young Wolf = 8 power on the board on turn 2. That is one of the main draws to playing the deck – a lot of decks simply can’t keep up with that kind of opener. If you are unfamiliar with the math, the way it works is that you stack the triggers in such a way that the Evolve trigger from the token produced by the Pongify effect goes on the stack first and then the evolve trigger from your undying creature returning to the battlefield goes on top allowing both Evolve triggers to resolve as Evolve checks on resolution.

    The approach to playing the deck is “get ahead – stay ahead”. This approach requires you to be able to get on the board early and interact at relevant levels with your opponent at a mana discount. The playstyle resembles a mix between Zoo and Legacy R/U/G Delver. While it is possible to play Blue Zoo purely like an aggro deck, I strongly discourage you from doing so – instead try to establish a dominant board presence and force your opponent to respond to it rather than just piling on. Knowing when to smash your own creatures with a Pongify effect and when to smash the opponent’s creatures is the most complex part of playing the deck.

    Matchups
    Affinity:
    This one can be a bit rough – Affinity has a fast clock and a number of hard-to-deal-with threats. The games are very play/draw dependent, but the key to winning is to continuously apply pressure while trying to deal with their haymakers. Prioritize getting Steel Overseer off the table, as he can really ruin your day. Arcbound Ravager is not the end of the world, as keeping one mana open means your opponent has to respect your ability to interact with a Ravager target. This matchup drastically improves postboard.

    Grixis Shadow:
    Quite positive matchup – we are very fast, even for Modern standards. The Grixis player will have a very hard time punching through, as Blue Zoo blocks exceptionally well due to the Undying creatures and Narnam Renegade. Don’t be afraid to smash a Shadow that has grown too large. Do make sure to finish the game quickly however, as their superior card quality will take over once they get rid of all the air in the deck.

    Eldrazi Tron:
    One of the hardest matchups for Blue Zoo – the early game revolves around you being able to handle a Chalice of the Void for one. This is almost impossible to do game 1 and is one of the main reasons for including Ancient Grudge in the board. Apart from that, the deck is able to stall the ground quite effectively with big bodies and annoying card like Matter Reshaper.

    Jeskai Control:
    Very positive matchup – they rely on single target removal, which Pongify effects severely punish. The only card you need to worry about is Anger of the Gods. Otherwise it’s smooth sailing.

    Storm:
    Quite positive matchup – the combination of a fast clock and relevant disruption is just what the doctor ordered against the pure combo mages. Prioritize keeping removal up rather than counterspells.

    Humans:
    Even to negative matchup – we are faster, but they have a number of incredibly annoying cards like the two Thalias. Don’t get caught off guard by a Reflector Mage – keep a Pongify effect up if you can!

    Burn:
    Positive matchup – we goldfish as fast as burn and are quickly able to outmatch their groundbeaters. The only drawback is our manabase, which means you have to fetch carefully in order to not hurt yourself too much. Postboard a resolved Life Goes On means game over for Burn.

    G/X Tron:
    Even to positive matchup – Tron games feel quite lopsided. We either win very fast leaving them with no relevant way to interact or they manage to land a haymaker in time to stem the bleeding. Wurmcoil, Ugin and Oblivion Stone are the real issues here, whereas Karn and Ulamog are usually manageable. Counterspells work wonders postboard.

    Titanshift:
    Negative to even matchup – Our interaction lines up poorly against Titanshift meaning we are forced to race and overextend. The presence of Anger of the Gods makes life hard for our motley crew. Try to keep a hand that goldfishes turn 4.

    Counters Company:
    Even matchup – our interaction is very relevant, but the deck wouldn’t be a contender if it wasn’t able to grind through a few lightning bolts. Kitchen Finks is also a very annoying card. That being said, the deck has a lot of air and Blue Zoo will punch through eventually, given enough time.

    U/W Control:
    Positive matchup – they are by far the slowest of the controlling decks and their interaction is quite expensive like Detention Sphere and Supreme Verdict. Don’t overextend into a Supreme Verdict unless you’re doing it with Undying creatures, but make sure to still keep enough power on the board to be able to pressure their planeswalkers.

    Lantern Control:
    Negative matchup – our inability to remove Ensnaring Bridge game 1 means the preboarded games are very lopsided. Postboard we have a lot of interaction but will often have to win two sideboarded games.

    B/G/X midrange:
    Negative to even matchup – Jund and Abzan have a number of annoying cards. While Liliana of the Veil does very little against Blue Zoo (and may even be a liability), Tarmogoyf and Scavenging Ooze present real problems. The Scavenging Ooze needs to die on sight as it invalidates a large part of our gameplan. As for the Goyf, the stage of the game decides how the old Lhurgoyf should be handled. Experience tells me that it is usually correct to smash him and move on, taking the 2-for-1 in stride.

    Alternate Card Choices
    Atarka's Command
    Atarka's Command is a very powerful card in traditional Zoo decks and often serves as a powerful finisher or as a way to cheat the combat math. I have alternated between 0 and 2 copies in the maindeck, but with the recent addition of Chart a Course, I have found that I prefer leaning towards being able to grind better rather than building a glass-cannony approach.

    Dismember
    Dismember is a very powerful card against certain decks and has been in and out of the deck over the past year. If your meta includes a lot of B/G/X and Eldrazi Tron it is probably correct to include some number of Dismembers in the maindeck to deal with their threats.

    Grim Lavamancer
    Grim Lavamancer is a highly efficient card with plenty of fodder in Blue Zoo. The biggest drawback is the amount of stress he puts on the manabase, requiring red mana every turn and occasionally forcing awkward fetches.

    Remand
    Remand is the traditional counterspell of choice for tempo decks. My biggest concern however is the 2 mana cost, which locks you into keeping mana up while also being awful when you're behind.

    Mana Leak
    Mana Leak suffers from some of the same problems as Remand. Keeping 2 mana up is a tall order for Blue Zoo and will lock you into a losing play pattern if you're forced to keep it up as early as turn 2.

    Scavenging Ooze
    Scavenging Ooze is super effective and could arguably be the best type of graveyard interaction for the deck. Old Scoozy is however very mana intensive and with no way of protecting him, he will rarely get to live long enough to take over the game.

    Forked Bolt
    Forked Bolt is another very effective card in the right meta. I currently don't feel the need for the split effect as there are very few creatures with 1 toughness in the meta apart from Noble Hierarch and Birds of Paradise.

    Spell Snare
    Spell Snare is one of the most effective 1 mana counterspells in Modern, but it's value tends to fluctuate with the meta. At the moment Spell Snare is only really good against Affinity and Storm and a virtually dead card against a deck like Eldrazi Tron.

    Hooting Mandrils
    Hooting Mandrils was originally one of the core creatures in the deck, but was cut due to the lack of synergy with the +1/+1 counter theme and the occasional games where you're not putting enough cards in your graveyard or you are met with graveyard hate. While the powerlevel of the Mandrils is on par with what the deck is capable of, the situations where I couldn't play the apes made me cut it.

    Rancor
    Rancor is another powerful card that serves as a repeatable source of damage while also providing some much-loved Trample. The card has been in and out of the deck but was eventually cut completely due to the danger of getting blown out by a removal spell on the Rancor target.

    Bioshift
    Never go full retard! The same goes for Hunger of the Howlpack, Master Biomancer and other cards in that category. You're basically turning a competitive deck into a kitchen table deck...
    Posted in: Deck Creation (Modern)
  • 2

    posted a message on [Primer] Infect
    Actually that was the last League I ran with Opt - I came to the conclusion that it wasn't as good as Serum Visions. Serum Visions is able to serve the role of a pseudo threat in your opener as it digs 3 cards deep, whereas I don't feel you can keep a hand with no threats and an Opt.

    Shaper's however is the real deal, easily replacing the Finks/Goyf/whatever you were playing in that slot. While Shaper's doesn't serve the exact same role the other cards did, its still a vast upgrade. DS and different variants of U/W/R have a hard time beating the card, and if you add in a Spellskite you can go nutz! Its still decent against B/G/x variants despite the presence of Liliana, but I think its a trap against Burn. Still, going from 2 or 3 mana sideboard cards to 1 mana cards is terrific!

    I am very close to cutting the Dismember for another BoP, as I'm simply not that interested in seeing the Dismember anymore. Apart from the E-Tron matchup, I don't like the card in Infect these days. Its also possible that the deck should play even more protection spells to facilitate Shaper's, but I haven't tested that yet.
    Posted in: Aggro & Tempo
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    posted a message on [Primer] Infect
    In response to all the "how do we deal with x?", unless x is Spellskite or Melira, the answer is always to kill them dead. Scared of Grim Lavamancer? Kill them. Scared of NOSB? Kill them. Say you got blown out by Izzet Staticaster G2 and for G3 you board in your Images but your opener shows no Image - no problem, just kill them... It sounds simplistic, but were the degenerate deck. You don't see Grishoal convert to R/B Control for G2/3, nor should Infect ever convert and attempt to take the control role (except perhaps in the mirror on the draw). If you play scared, you're dead - we play a deck with 12 1/1s...
    Posted in: Aggro & Tempo
  • 2

    posted a message on Stompy
    Perhaps our worst matchups ever ;-) Affinity probably ranks as the worst tier 1 matchup, and Lantern is more or less unwinnable game 1. Like HanClinto said: Trim the fat and get rid of the Sorcery speed cards. My most recent list for reference: http://www.mtggoldfish.com/deck/358751#online

    You should probably replace all Artifact/Enchantment removal with 4 Natural State and 2 Pithing Needle and/or Creeping Corrosion now that Twin is gone. Pulse of Murasa is also a completely overlooked and incredibly powerful card - perhaps even better than Feed the Clan. I'm just not sure it belongs in Stompy.
    Posted in: Modern Archives - Established
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    posted a message on Stompy
    If predictions as to Modern becoming a MUCH more degenerate format with Twin gone and Eldrazi on the Rise (pun intended) are correct, I think it might be time to shelve the Leatherback. Twin was perhaps our last good tier 1 matchup (Burn is fairly 50/50), and with Islands dropping in value, I think the meta is going to become very hostile to us. We simply can't compete if we have to play Affinity, Infect, Storm and Tron all day. I also predict Abzan and Jund numbers dropping drastically, as they inherently suffer against a wide field of degenerate decks. I sincerely hope I'm wrong, but if not - Stompy is still a fantastic and cheap entry-level deck, but the days of winning PTQs and crushing the Online meta are probably over :-(

    Gonna take the Leatherback for one last spin next week before OGW becomes legal online - all hail Ulamog!
    Posted in: Modern Archives - Established
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    posted a message on Stompy
    Ye, Deglamer was specifically for Wurmcoil (and Darksteel Citadel, Keranos etc) but people seem to be shaving more and more Wurmcoils from Tron these days. It has also been some time since I've won a match against Tron - that deck has become super-brutal :-( I do however like the fact that Natural State hits every single card in the Lantern Control deck.
    Posted in: Modern Archives - Established
  • 2

    posted a message on Stompy
    Took the old girl out for a spin today in Leagues - went 9-1 overall, losing only to Tron.

    In the 5-0 run I beat Lantern Control, Burn, Twin, Sui-Zoo and Abzan. The Twin match especially was epic with huge battles back and forth. Got a little lucky against Lantern, I guess. Was expecting to get punched left and right, but the deck still has claws. They may not be as sharp as they used to be, but they can still scratch.

    Oh, and the Advocate looks really fail - why would we want a 2/3 Vigilance do-nothing, when we can have a 3/3 do-nothing with better devotion?
    Posted in: Modern Archives - Established
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    posted a message on Stompy
    Vines is just bonkers, easily as good in this deck as in Infect. It is far better than Aspect, if you really want to cut pump. Elvish Mystic will disappoint you, but feel free to try it. You have too many lands for a deck without 3 drops, and definetly a Pendelhaven too much. Just cut one. The 4th Dismember is perhaps also a bit over the top.
    Posted in: Modern Archives - Established
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    posted a message on Stompy
    Some of you requested a matchup analysis, and since I last posted one, the meta has changed a lot.

    Based on the following list (my list), I will try to break each of the matchups down rating them from +3 (virtual bye) to -3 (unwinnable). Each category is fairly wide, especially the +0. My thought process with the +0 category was to capture the decks in which the die-roll or a single card can make a big difference, and where neither deck has an inherent advantage. The +/- 1 category means inherently advantaged/disadvantaged etc. The highlighted decks represent the major players in the Modern metagame.



    Jund +0: We are fast, efficient and resilient - Jund dislikes that. Their powerlevel is very high, so don't fret when they go T1 discard, T2 Goyf, T3 Liliana and you just lose.

    Affinity -2: Very tough matchup. They take to the air and deal damage in huge chunks. Affinity keeps us from being truly competitive. If Affinity is big in you meta, consider adding Creeping Corrosion to the board.

    U/R Twin +1: My favourite matchup. Resilient creatures coupled with light disruption has always been a problem for Twin. Look for hands with 1 drop, 2 drop and business. Avoid clunky hands with lategame potential.

    Amulet Bloom -1: Hard for us to interact, pretty much have to race and hope they can't pull off two early kills.

    Naya Burn +1: No damage from manabase and resilient creatures gives Burn a lot of headaches.

    R/G Tron -1: This used to be a good matchup, but the addition of Ugin and lately Ulamog has made this matchup worse.

    Abzan +0: Not as good as Jund due to Souls and PtE, but feels very 50/50. Like Jund, their best hands are very, very hard to beat.

    Grixis/Tarmo Twin +1: The addition of black or green gives them access to fatties, which can slow us down a bit. Other than that, it is just a more fancy Twin deck.

    Merfolk +0: Merfolk takes a lot of practice, as we need to leverage our early game advantage. We CANNOT win a drawn out game against the Folk. This matchup might have gotten worse with Harbinger - I haven't played it in a while.

    Naya Company +0: Again we have an early advantage, but their fatties will eventually outclass our creatures - use pump as pseudo-removal.

    Scapeshift +1: Not as good a matchup as Twin but still positive. Look for hands with a good curve as we have to leverage our early game advantage.

    Infect -1: One of the few matchups, along with Affinity, where we are not the beatdown. They are consistently a turn faster than us, which means we need early interaction. Take any block they offer and squeeze in damage when you can.

    Living End +0: Very dependent on whether or not we draw Scooze and Geist. Try to keep some creatures in hand while applying enough pressure to force them to go off. Tricky matchup which feels extremely swingy.

    Abzan Company -1: They usually play the full suite of Finks which is quite annoying. On top of that they have the combo potential, which Vines for once does not interact with.

    Grixis Control +1: They're blue, they're slow, and they have way too many conditional counterspells.

    Bogles -2: Another non-interactive matchup which we can't race if they find Lifelink (they always do!). Try to race, cross your fingers.

    Grixis Delver +1: Our creatures outclass their creatures on almost every level. After board it gets even better.

    Small Zoo +0: This used to be a positive matchup, but the addition of Atarka's Command and the low-to-the-ground curve means they actually develop the board faster than us. Make smart blocks and be wary of Atarka's. You may be forced to play defensive for the first couple of turns.

    Ad Nauseam -1: A pure damage race, keep hands that kill turn 4 and hope they can't chain Grace's etc. Bring in artifact/enchantment removal instead of Dismember/Scooze.

    Storm +1: Scooze and Militant are haymakers. Look for fast hands with either. The only true combo matchup that is actually in our favour.

    Elves -2: They can create boardstates that are impossible to break as early as turn 3, which we can't compete with.

    Hatebears/D&T +0: Lots of tricks and shenanigans but not a lot of raw power. Some lists play Voice and Finks which is quite annoying. Be wary of Mirran Crusader post-board.

    B/W Tokens +2: Keep hammering at them, and they will eventually crack. Look for hands with Rancor in them.

    Goryo's Vengeance -1: Scooze does wonders against the deck, the rest of our cards: not so much... Race them, they are surprisingly inconsistent.

    U/W Control/Gifts Control +0: The only blue-based decks which we do not have a positive matchup against. Wall of Omens is very, very annoying to have to punch through, and potential Elesh Norns are backbreaking. Their lategame is virtually unbeatable.

    Soul Sisters -3: Unwinnable, I have literally never won a match against the Sisters. Thankfully the deck is really bad against everything else Smile

    8-Rack +1: Find a Geist or a Scooze and ride it to victory. Only problem card is Bridge, side in what you have of artifact/enchantment removal.

    -3: Soul Sisters

    -2: Affinity, Elves and Bogles

    -1: Goryo's Vengeance, Ad Nauseam, Abzan Company, R/G Tron, Amulet Bloom and Infect

    +0: U/W Control, Hatebears, Small Zoo, Living End, Naya Company, Merfolk, Abzan and Jund

    +1: 8-Rack, Storm, Grixis Delver, Grixis Control, Scapeshift, Grixis/Tarmo Twin, Burn, U/R Twin

    +2: B/W Tokens
    Posted in: Modern Archives - Established
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