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  • 1

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Honestly, I rarely used a Shoal to counter a Bolt or a Path directed to my creatures. Shoal was always meant for Expedition Map, Ancient Stirrings, Cranial Plating, Goblin Guide, Slippery Boogle and the likes of them. So that’s definitely not the problem with Force. The issue is the inability to hit creatures.


    Not to be "that guy", but I think we approach this archetype in vastly different ways. I'll agree to disagree here. I use my shoals to protect my threats used to kill the opponent or speedbump them behind my tempo. I just can't get behind the comment "I rarely used a Shoal to counter a Bolt or a Path directed to my creatures" cuz that's literally part of the spells role in the deck.

    Most commonly shoaled cards, not close:
    - AEther Vial
    - Noble Hirarch
    - Lightning Bolt
    - Fatal Push
    - PTE
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Quote from Loaf1255555 »
    Hi, I don't post on here very often but observe from the sidelines but question: Why is everyone getting so pumped for 'Force of Negation' for our deck? All our opponent has to do is cast a kill spell on our turn and we can no longer use the exile mode of Force. Our deck needs for us to be able counter at low mana cost (0-1) to keep our creatures alive. Force is basically just a "Cancel" on our turn.


    Simply put, it's the thing that gives our deck a chance.

    We're a tempo deck in a format without tempo tools. Our defining archetype characteristic is being proactive and reactive AT THE SAME TIME, and cards that support that type of strategy do not currently exist in modern, with the exception of very few cards. Force of Negation makes this happen and fits the criteria. That's why we're pumped.
    Posted in: Aggro & Tempo
  • 3

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Okay, so there's a few contradictions happening in this thread right now regarding Mongoose and Hexdrinker.

    What if a 3/3 Shroud isn't good enough by turn 3?
    • How is Hexdrinker exempt from this? It's strictly worse than mongoose until you put four mana into it. The shroud is better than the extra power every day of the week even if it's a 1/1 vs a 2/1.
    • Seems like the reaction when the Hexdrinker doesn't get to its second stage is basically "oh well, we tried". It seems to be that there's a general consensus that you have a more reliable way of dumping mana into something rather than filling the graveyard with proactive spells. What? In what world is this true?
    • Is the general consensus that removal is less present than grave hate? If so... that's just wrong.

    There's really like no merit to Hexdrinker guys, C'mon. We got mongoose.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Quote from Mikefon »
    I played with pteramander. The problem is that it's terribly slow. It doesn't grow until turn 4 on average. So all in all mandrills are faster. And it's graveyard dependant as our other threats (except for pyromancer for people who play it).
    I wasn't satisfied and got back to mandrills quickly.


    You mean pterribly slow? :p :p :p
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Quote from MikePemulis »
    For those of you who've been playing this deck a long time: how did you do back in the old days against Jeskai control? How have your control matchups changed over the years? Seems like Supreme Verdict is just a huge problem for us, and although I generally feel good about the control matchups, I'm not sure I've ever beaten a resolved, non-desperation Teferi.


    I haven't been playing while. So I guess you can take my input with a grain of salt Smile the reason why Supreme Verdict is a tough card for us is because we can't interact with it. We can't say 'no'. Which seems kinda like a "DUH GRINDOR EVERYONE KNOWS THAT" type of thing, but it really puts a point on how we engineer our deck.

    Delver decks specifically lean on ways to interact with the opponents spells on the stack, rather than what's on the board. You may say, "Teferi is tough to beat", but isn't everything that has impact on the board that we can't bounce/bolt tough to beat? Liliana of the Veil, Teferi, Hero of Dominaria, Thoughtknot Seer, Primeval Titan, Arcbound Ravager, Search for Azcanta are all cards that fall under this category if they slip through our slew of countermagic.

    It's a fundamental issue of our deck, if we can't counter it or bolt it before it does something, our deck suddenly sucks and falls behind.

    In situations like this, I'm finding that the key is to play in a way that puts YOU or THEM dead 8 ways to Sunday. That means forgoing lots of reactive play styles against these things. How do I most often beat Control? I beat the crap outta them with tall goyfs and monkeys and flying scientists. Same with affinity, same with Amulet, same with Eldrazi. Strikingly, our linear plan is almost better than theirs. Then our reactive plan can kick in when needed. Especially if you're on Shoals.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Jund
    Attacking is still our main gameplay against the UWx decks Smile Scooze can turn sideways to deal damage and that's all there is to it, really.

    I personally board in the spell bombs against UWx match ups, but I wouldn't be surprised if that wasn't the best call in the world. I like making my deck as threat-dense and disruption packed as possible. I go as far as removing all my bolts, pushes, terminates, and depending on what I'm playing against; Decay's and Pulses for any relevant dudes or disruption in my side board.
    Posted in: Midrange
  • 1

    posted a message on Jund
    Do y’all remember the Anger of the Gods/Courser of Kruphix lists a long time ago? I don’t remember what they were in response to, maybe Wild Nacatl being unbanned, I dunno. I think that was right after DRS was banned. Anyway, they ran two MB Anger of the Gods. If Humans and Hollow One or other aggressive decks start actually dominating the meta then that doesn’t seem like a terrible idea. Seems like a decent cascade too. Obviously the meta isn’t there yet, and I think it would require a slightly different build. It’s just a thought I had while mowing the yard today.

    Edit: For the record, I was only talking about running Anger. I’m not suggesting running Courser. I was just providing some context.


    I remember this! This is when Birthing Pod was at the top of its game. Jund worked it's way back into the meta as one of the "best decks" against birthing pod because it adopted a way to support Anger of the Gods as well as Chandra Pyromaster to keep the board clean, and deal with the pod effectively.
    Posted in: Midrange
  • 1

    posted a message on Jund
    Quote from FlyingDelver »
    I basically agree with you. I personally am also not a fan of trying thousand different things now, without actually knowing what we will be up against. Jund is a reactive deck at heart, so I personally like the sit and wait approach for now and stick to what we know. We have to know what we will be up against to adjust our deck accordingly.


    Agreed! If we test a ton of things at once, we won't know what's helping or what's hindering us.
    Posted in: Midrange
  • 1

    posted a message on Jund
    I wouldn't cut IoK after board... We need our threats to resolve and apply pressure.
    Posted in: Midrange
  • 2

    posted a message on Jund
    WE DID IT BOYS
    Posted in: Midrange
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