Quote from MiaouI know that the question was directed to Indalecio, but I'll just chime in (in reference to my play group):
- Discard is not very appreciated. People like playing their spells so when their hands are depleted, setting up their strategies is a lot more complex. While discard is by no means overpowered, it is just not enjoyed.
The same could be said for mill, counters, removal, poison and well basically anything that isn't playing some bad creature and passing the turn. No one likes to have their stuff taken away. That being said none of these effects inherently ruin games in my experience. Like someone can cast a Humility and the game can just be complete garbage. Casting an Unnerve isn't going to have that effect. Discard is crap because everyone draws a card on their turn that they can play. You can't out topdeck an entire table and drawing discard later on (which will happen) is usually fairly horrendous. Casting spells that piss people off and that don't impact your board also not such a great way to go about winning games. Basically I never see discard decks dominate a table and make games last forever. They just kind of piss people off and lose like any number of other strategies. Kingmaker decks are never going to be liked but I mean it's kind of tough to tell people to avoid them. It's not a simple concept to explain after all.
That being said maybe I should write something about it...
Quote from Miaou- Tax effects (even though that fills into prison strats). I don't mind Propaganda and company since the opponents are taxed only if they want to pick a fight with you. However Grand Arbiter, Aura of Silence and the rest I try to avoid since not playing spells sucks.
Individually they might be fine but they stack up to become super annoying.
Yeah I mean "Prison strategies" covers this type of thing in my mind.
I highly recommend "fixing" your 2-3 drops. Your 2 drops should be things like Yarok's Fenlurker or Gifted Aetherborn if you need an anti-aggro option. Your 3 drops should be things like Phyrexian Arena (which you have, and that's good), Oath of Liliana and Ayara, First of Locthwain. Things like Nantuko Shade, Gatekeeper of Malakir and Nighthawk are relics of the past.
What does "Erebos-Cars" mean? I do like playing 1x Erebos, God of the Dead and 1x Erebos, Bleak-Hearted in these decks because having an indestructible beater/blocker that provides card advantage is amazing in protracted games.
For removal I'm a fan of Defile as the new de facto Doomblade. I'd play 4 of those over Dismembers/GftTs.
Add six 2 CMC mana rocks like Dimir Signet/Fellwar Stone, 2x mass removal spells like Sublime Exhalation and 2x guaranteed wheels like Dark Deal/Whispering Madness.
If decking ever becomes a problem add Jace, Wielder of Mysteries over Elixir of Immortality style effects. There's no point in reshuffling when you can just win instead.
Yep! I've won many an EDH game by going something like turn 8 Revel in Riches + Toxic Deluge when no one had an answer.
For the second deck I'd like to see 6-8 Wraths total (Grasp qualifies) with a focus on 3-4 CMC spells as opposed to things like Mass Calcify. Otherwise it'll be tough to keep a board going.
EDIT: Also SFGM doesn't even work with Karn's Temporal Sundering so that's no good either.
If you're not pairing it with Victory Chimes I'm getting my beating stick >:(!
6x Forest
5x Swamp
4x Verdant Catacombs
4x Overgrown Tomb
4x Woodland Cemetery
1x Castle Locthwain
Creatures (24)
4x Cauldron Familiar
4x Gilded Goose
4x Sakura-Tribe Elder
2x Savvy Hunter
4x Gluttonous Troll
1x Meren of Clan Nel Toth
1x Jarad, Golgari Lich lord
2x Massacre Girl
1x God-Eternal Bontu
1x Mazirek, Kraul Death Priest
4x Witch's Oven
1x Phyrexian Reclamation
4x Trail of Crumbs
1x Journey to Eternity
1x Deathreap Ritual
1x Dictate of Erebos
Hey team, wanted to share another Golgari deck that I've been playing that's based off of the Standard Jund Sacrifice deck. This is a food-based sacrifice deck that functions around the synergies between Gilded Goose, Cauldron Familiar, Witch's Oven and Trail of Crumbs. Together these cards provide you with all of the cards and sacrifice triggers that you could ever need for things like Deathreap Ritual, Mazirek, Kraul Death Priest and Dictate of Erebos which allows them to quickly take over the game. Moreover, the deck can lean on curves like Sakura-Tribe Elder into Journey to Eternity for some extremely quick ramp and Deathreap Ritual + multiple Witch's Ovens + Cauldron Familiar ensures that you're drawing 3-4 cards every circuit.
In case anyone is wondering "why so few instants/sorceries?" remember that this deck is built around Trail of Crumbs which only snags permanents. That's why your removal should be things like Murderous Rider, Wicked Wolf, Grave Pact, Massacre Girl and Dictate of Erebos as opposed to Assassin's Trophy.
With respect to the manabase, there's no harm or foul in playing things like Golgari Rot Farm, Fabled Passage, Myriad Landscape, Evolving Wilds, Golgari Guildgate, Grim Backwoods, etc. It doesn't have to be fancy.
With respect to flex slots, Savvy Hunter is the worst card in the deck by a country mile and can be cut for anything.
With respect to splashes, Red gives you access to things like Mayhem Devil for more removal and Korvold, Fae-Cursed King for additional reach and card draw. You don't necessarily need the card draw but the removal from the Devil is top notch. It effectively mows down anything that stands in its way.
With respect to lifegain, if Cat + Oven isn't enough for you I highly recommend either Grim Feast (read the Oracle text, not the printed text, it affects "each" opponent) or Urborg, Tomb of Yawgmoth + Roots of Life (read the Oracle text, not the printed text, it affects "each" opponent).
It probably wouldn't.
Bingo!
I really like Hunter's Insight suggestion for this deck because it's another fantastic combo enabler for Invigorate and your cheap 7 power beaters. Assuming that you dodge removal it's an easy way to refill your hand.
Unfortunately this deck dumps its hand too quickly so the Gargoyle isn't going to be attacking or blocking. Lupine Prototype is a colorless version of the same card.
It's an aggro deck so it's not trying to compete with people on cards. Either you're killing them with Ghalta or you're burying them with Henge. If you're not doing either then you're hooped.
The deck beats anything on the ground when it comes to critters. If you lose your board and die to beats you were already going to lose. I personally haven't had issues using life as a resource since I don't encounter many creature-based MP decks.
The 4/4 body lines up well against Hunted Horror tokens and the flying body helps give you reach with Rhonas. It's also a 2 mana 4/4 and so any draw that involves turn 1 Elf into turn 2 threat means that on turn 3 you can Kiran + Ghalta or Henge w/o needing Invigorate. Bit of flying defense never hurts either.
Gruul is probably my least favorite color combo to play so I'll admit that I'm biased against it. I do like sticking Embercleave on things like Tendershoot Dryad, Nacatl War-Pride, Hydra Omnivore and Caller of the Pack though.
4x Overgrown Tomb
4x Verdant Catacombs
4x Blooming Marsh
4x Woodland Cemetery
2x Wooded Foothills
2x Forest
4x Elvish Mystic
4x Llanowar Elves
4x Hunted Horror
2x Sheltering Ancient
4x Lovestruck Beast
4x Rotting Regisaur
2x Rhonas the Indomitable
2x Yorvo, Lord of Garenbrig
4x Ghalta, Primal Hunger
2x Heart of Kiran
4x Invigorate
4x The Great Henge
This deck is the most fun that I've had playing Magic in a while because it feels good to whip out an aggro shell every now and then. The crux of this deck is abusing undercosted fatties + Invigorate to cheat out turn 3-4 Ghalta, Primal Hungers and/or The Great Henges. Ideal draws are typically turn 1 Elf, turn 2 fatty, turn 3 The Great Henge + Invigorate + Ghalta, Primal Hunger. Not that every draw goes that well but it just goes to show the explosive power of your nut draws. Hunted Horror is obviously fantastic in decks that dump giant 4/4s or 5/5s into play because that kills its drawback and the sooner that you get a Henge going the better. The deck is soft against removal but you can always add Not of this World if it's spot removal that's messing you up. Mass removal is always going to get you so you'll have to mull for Henge and cheat one into play asap so that you can grind through it. You don't have to play this exact configuration but this is more-or-less what I jam when I'm looking to send some Ghaltas to the Red Zone. The deck is utterly mindless so it's not a "thinking person's" deck but it makes me smile and that's good enough for me.
Why aren't you playing Dark Betrayal instead smh.
Agreed. There's already some good "ramp" 4 drops in the form of Crypt Ghast and K'rrik, Son of Yawgmoth but having more options never hurts . This gives the deck an entirely new synergy/combo axis that it was previously lacking.
I do sometimes play an Elementals version of the deck with Unsettled Mariner, Risen Reef and Yarok, the desecrated among other things. It's not my go-to build though.
The way that I generate a stupid amount of Zombies is that I play Burgeoning over Arboreal Grazer and support it with Oboro, Palace in the Clouds. I assume it's self-explanatory but I can elaborate if anyone needs.