Oh wow, Ninth Bridge Patrol seems really good! I honestly can't believe I didn't consider that card. I would definitely give it a shot. As for Hidden Stockpile, adding black is difficult, and what definitely require shocks and fetches for consistency's sake. I think it's doable, but the trick is getting the manabase to fit under budget. If you don't need a budget option, I would go all out for shocks and fetches. Otherwise, you will get color screwed.
The deck struggles against combo, and sometimes has issues racing those decks. It's an inherent problem of the deck, and may require a dedicated sideboard plan -- it's a facet of the deck that made it fall out of favor.
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Jun 16, 2017CavalryWolfPack posted a message on Treasure Cruisin' with Norin's SistersPosted in: Articles
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Jun 15, 2017CavalryWolfPack posted a message on Treasure Cruisin' with Norin's SistersCopter seems like a very good fit in this deck. Plus, it's very cheap! Lightning Berserker seems a little too niche to me, but I believe there is a strong case for including it nonetheless. Lieutenant is a card that you really want in a dedicated Humans strategy. I recommend seeing Corbin Hosler's Boros Humans deck if Lieutenant is something you're interested in. Militia Captain is tricky because it requires you to have creatures. This is not a problem, but on an empty board it's just a bear. Maybe try it as a singleton? As for Return to the Ranks, it could be good, but never a playset. I would maybe try one or two copies. The problem I came across with Norin is how large the core is -- there isn't much wiggle room to try new things. You either play some singletons or change the core of your deck, which is already very difficult. Don't let that stop you though! There is always merit to trying something new.Posted in: Articles
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Jun 14, 2017CavalryWolfPack posted a message on Treasure Cruisin' with Norin's SistersI didn't like Boros Charm in this deck. The indestructible is great, but keeping two mana up can difficult because it stops us from building our board state and the deck is mana hungry. You could certainly run the Charm because it's more versatile.Posted in: Articles
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As for the sideboard, this is meta-dependent. I will say that if you're trying to beat Tron, Storm, and Phoenix decks with Rabblemaster, considering switching over to Scab-Clan Berserker instead. It just deals more damage more consistently, and is a lot more useful than Rabblemaster. I think you could afford to trim a Molten Rain for another card that may be of some use to you. What that card is, I do not know, but if you find yourself needing an extra sideboard slot, I would start by cutting a copy of Molten Rain.
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Speaking as someone who plays a lot of Blood Moon in this format, it's a rather oddball card. There are three color decks that operate just fine against it, and some two color decks that are shutdown by it. The card does demand playing more basics and fetches, which is something a lot of people don't realize initially. Decks like Humans, where their answers or Meddling Mage or Vialing in something to destroy Moon, will always struggle with it. That's just basic Magic: You played a 4-5c manabase against the deck with Blood Moon, that happens. The weird ones are when it's a two color deck that just doesn't do much with Moon in play. UW Control, of all decks, can be completely shutdown by a resolved Moon on t3 (good luck doing that, but when it happens it can be backbreaking). A lot of times, you aren't winning the game with Blood Moon. More often than not it's a disruption piece. The only time you're beating someone with Blood Moon is when they're already on a greedy manabase and you exploited that singular weakness. In the UW Control example, while it does happen on occasion, it's usually due to their hand, not a deck construction issue, and that deck plays more than enough basics to have a reasonable chance of drawing one shortly after Moon hits play. It's doable, but it's not like they can't come back from it. Most decks can beat this card, it's a matter of choosing how you're going to beat it and understanding what those choices imply.
4x Relic of Progenitus
Creatures
3x Pia and Kiran Nalaar
3x Stormbreath Dragon
2x Eternal Scourge
The Holy Grail
3x Blood Moon
Planeswalkers
4x Koth of the Hammer
2x Chandra, Torch of Defiance
4x Lightning Bolt
4x Skred
4x Magma Jet
3x Anger of the Gods
Lands
22x Snow-Covered Mountain
2x Scrying Sheets
3x Dragon's Claw
2x Ratchet Bomb
1x Pithing Needle
3x Damping Sphere
3x Scab-Clan Berserker
1x Glorybringer
1x Shatterstorm
1x Shattering Spree
Honestly, I've really liked the Glorybringer in the sideboard. I don't think I can make from for it in the maindeck quite yet, but it'll probably end up in there at some point. It's absolutely nuts when you need it.
RE: The validity of Dragon Skred
I think the deck needs a specific meta and playstyle. Surprise, the updated variant of Double Dragon is a meta deck, just like the original version. If you aren't playing the deck right, it's going to really punish you... just like traditional Skred. I think we've gotten too comfortable with the deck and aren't remembering what picking up the archetype was like. Give the deck a chance to develop. I actually like Draconic Roar because the 3 damage + 1 from a fetch is one less attack step you have to go through to kill the opponent. I've been messing around with the deck, and we're right in that it's a lot clunkier and prone to mana screw/flood. However, I think we can refine the archetype to address this. Also, to those saying Anger and Ratchet Bomb shouldn't be played: Why? Anger's a mainstay in Skred and Ratchet Bomb is always a mainboardable option. It makes perfect sense to run them. Bomb is excellent utility removal and a wonderful option in your flex slots.
Enchantment
Creatures cannot leave the battlefield.
At the beginning of your upkeep, sacrifice an enchantment.