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  • posted a message on [Official Thread] Red Deck Wins
    Quote from Halfblizzle
    Acually i would prefer Shock to Seal of Fire for the reason that most of time seal of fire helps to pump their goyf, also alot of the time i hold seal in my hand so my opponent doesnt know to play around the 2 damage cause they usually figure "if they had the seal they would of played it by now."


    If they are holding back just because of your seal then great. We change their game plan with a 1cc spell.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mono Red variants
    Quote from mikey k159
    there are 2 matches you did not explain, U/G shifter, and u/g goyf

    in which U/G goyf, has goyf, psi blast, forms into an aggro/control deck after board if need be

    when u/g shifter has spiders, they have snapback to delay ur crap, get to the lock preety dam quick, and also has treefolk for ur spiders, i think that rdw against these 2 decks are 30/70 in their favor

    thoughts?


    I did well against both because they seem to not play as many counters.

    U/G shifter is much easier match then U/G gyof.

    Shifter just use all removal on their morphs. SB in sulf blast and molten D.

    U/G gyof is beatable just like W/G gyof. Depends on how quick they get a huge gyof out, otherwise sulf blast / molten D will clear all their gyofs and calls.
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [Official Thread] Mono Red variants
    My take on RDW in block after many 8man tournies online.

    Block RDW has potential. All my games were very close, my mistakes cost me quite a few I could have easily won and when i played perfect I either dominated or barely lost.

    You must main deck x4 Dead // Gone

    The 2 damage takes care of morphs when they are tapped out early game and can return griffin guided creatures for a momentum swing.

    Riddle of Lightning This has flat out stole me games and does it rather consistantly. Find a GG for 10 or Akroma for 8 at instant speed.


    Molten disaster. This can act as a board clearer or uncounterable finisher, its very very nice.

    Slivers? hah. Molten D and sulfous blast in SB owns them. hard.

    Playing with Akrom isnt a bad idea. Even at 6 mana she is slow though. Dont play more then 3. You dont want her in an early game draw cause you wont hit 6mana unless you're flooded for quite some time.

    One problem with her is by the time you get her out you're usually in deep trouble vs the current meta game. They have enough mana for some type or answer or stall. But she is worth running for the sheer fact when you finally get her flipped she can win you games and is hard to remove.

    Slaughter Pact. This is our greatest enemy. Bringing GG in or even akroma is not safe but we must chance it. So many games I would have won had they not had that card in hand.

    Urborg. You must side board Boom // Bust or you will lose everytime to tendrils, U/B control is the most played block deck. GG can only help for so long and you must draw him. Boom Gives you more of a chance to deal with that much lifegane.

    Over all we have good match ups against most decks in the metagame.

    Heres my take on specific matchups in the current metagame

    Poison Sliver.deck are almost guaranteed win unless we dont draw board removal. There are some other sliver variants but this is the strongest and we still beat it most of the time.

    U/X is 50/50 depends on how fast our damage is. Consistant damage we can usually finish them before they stabilize. But if our damage is slow and we approach mid-game they get too powerful and we cannot overcome them

    Mono Blue pickles is another 50/50 match up like above. I could go 60/40 in our favor. If you manage to Flip akroma their only answer is to shape shift copy it to apply the legends rule. But thats not horribly bad as you want their shape shifter off the board.

    We do really well against the new R/G big mana deck thats starting to get popular. We are just too fast.

    G/W Goyf. This is our hardest matchup for obvious reasons. Its a fast deck with bigger creatures. But with removal and Akroma we stand a chance.
    Blood Knight and Sulfur Elemental help loads. We just need to get lucky that they dont get a big goyf too fast.

    Now to my list:



    Sorry dont know how to do links inside deck format.

    Lot of normal includes as you can see.

    Lands at 23 is needed since we need to hit 5/6 mana. Plus i notice much less mana screw which is nice. Not stuck on 2 mana the entire game.

    Sb. may require some explanation.

    Lightning axe is great when you need 5 damage fast. Ie G/W goyf. He can get 4/5 pretty quick but axe takes care of him. Just make sure an instant is already in the GY or he'll turn into a 5/6 when axe resolves and not die.

    Molten disaster is amazing. Uncounterable board clearer. Great vs slivers. Ive also used to finish off players. Last 3-5 health np.

    Boom // BustWith urborg decks so popular its a must. they dont run many so if you boom 1. you should be good for the entire game. When they make all their lands swamps...tendrils hurts so much or they may be playing korlash.

    Sulfurous Blast Another answer to slivers.

    Aether membrane: This is great vs G/W goyf. stops all their stuff + griff guide. Just pray they dont draw an temp iso or have already used it.

    Ive considered Magus of the moon In the sb to deal with U/B but hes too easily removed to make an impact.

    Well folks thats my take on RDW in the current metagame, ive done a lot of testing in tournaments online. It Can win, just play smart.
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [Official Thread] Gruul Aggro
    Quote from lycantivis
    Solar flare? If your talking about that UBW blink deck, its a combo deck that is way slow takes 6 mana to do anything well. Let alone martyr is still around and kicking the hell out gruul so thats nothing new.


    No im talking about the original solar flare.

    Court hussars, fetters, ***s, damnation, akroma, angel of despair. aeon chroniclar, persecute etc..

    Its back and being played a TON

    I did 5 8mans today and met it almost everytime, i made finals in the 1 8man i didnt meet flare.

    Its hard for gruul to beat.

    and ya i know how to play aggro vs ***/damnation my rating is over 1700. just for you people who think i may be some noob.

    you hold back a creature or 2 to lay after wrath, then they persecute you or fetters what you do lay down, all the odds are against gruul.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Gruul Aggro
    now that solare flare is popular again in STD life is hard for gruul.
    Posted in: Standard Archives
  • posted a message on Should Tarmogoyf be banned in block?
    If Tarmo was untargetable then yah its over powered.

    But its weak to any removal.

    It doesnt enter play on turn 2 instantly 4/5 or 5/6.

    Thats later in the game unless you get a really nice draw..which again isnt common. If they ban a card cause it can be a 4/5 on turn 3 cause of a god draw then they would have to ban dragonstorm cause it can kill on turn 1 with a god draw.

    Tarmo wont be banned cause he can be answered and he doesnt get strong without help.

    People who want him banned are people who:

    A. have lost to him numerous times and are whining like little girls

    B. Can't afford to have tarmo's of their own cause they are paupers so they want him condemnd

    C. Are easily manipulated sheep who cry wolf when some other whiner does

    D. are ignorant to the extreme

    E. Have a highly intensified sense of nothing.

    That is all. G'day

    Throwing such insults at people who don't agree with you is pretty much the definition of flaming. Please don't do that here.--Binary
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [Official Thread] Mono Green Aggro (MGA)
    how come no mono G play imperiosaur

    seems perfect
    Posted in: Standard Archives
  • posted a message on [Official Thread] Gruul Aggro
    I can't believe people are making decks without char when its not even rotating for 3 months.

    Thats a lot of charless games.

    Char is amazing. 4 damage for 3 mana at instant speed. Its the best burn in STD.

    Hopefully there will be a replacement in the next set or it will be reprinted.

    all those */4 creatures will feel much safer with char gone and hurt gruul much more. We'll need to stack a creature + burn or x2 burn just to clear them.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Gruul Aggro
    Quote from BlackHearted
    Just wondering but what will replace kird ape when 10nth comes in? Would mogg fanatic be the proper replacement?


    fanatic works better in mono red then gruul.

    but still not a horrible replacement.

    You could also consider tamo or troll its replacement.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Gruul Aggro
    Quote from megamn44
    Hey guys, I've been recently running this version as my Gruul deck:
    (P.S. i dont know how to make it a nice decklist in a box and all)

    LANDS: 18
    2x Stomping Ground
    4x Karplusan Forest
    7x Mountain
    5x Forest


    CREATURES: 22
    3x Scorched Rusalka
    3x Skarrgan Pit Skulk
    4x Kird Ape
    4x Kheldon Maruaders
    4x Scab Clan Mauler
    4x Sulfur Elemental

    OTHER SPELLS: 20
    4x Seal of Fire
    4x Rift Bolt
    4x Brute Force
    4x Might of Old Krosa
    4x Char

    Sideboard: 15
    4x Call of the Herd
    4x Kavu Predator
    4x Dead//Gone
    2x Dryad Sophisticate
    1x Skarrgan Pit Skulk

    I've played this deck twice at FNM. The first time i went 2-0 in all four rounds, then lost in the semi-finals, and placed 3rd.

    This past week I played it placing 1st, here were my matchups:

    Round 1: vs Dragonstorm 2-1
    game 1--Started the burn and beats quickly, he played a hunted dragon, I played sulfur elemental making those tokens bigger for me, and I win in a few minutes.
    game 2--I get stuck with 1 land for a few turns, by the time i get 2 he remands my spells for 2 turns and storms for the win.
    game 3--Start of with the burn and the beats, and burn him before he can pull off a dragonstorm.

    Round 2: vs Mill deck 2-0 (he had glimpse, tons of counters and creature kill)
    game 1--Stomped him before he had a real chance to play anything, burned any "chump" blockers he tried to throw out.
    game 2--I start off the burn really fast again, but he slows me down and extirpates me 3x times and mills me within half of my deck,i get a dryad out and swing, and sacrifice them to my rusalka for the game.


    Round 3: vs Blink Deck 2-0 (basically this deck http://forums.mtgsalvation.com/showthread.php?t=57935 )
    game 1--Stomped him, he had no real answers to any threats.
    game 2--same.

    Round 4: vs Rakdos Rack DRAW (his deck is really a combination of rakdos aggro and discard + rack)
    No game: we both draw to get into the top 4 because we are the top 2 players.

    Semi-Finals vs Blink Deck 2-1 (again)
    game 1--I stomp him the first game, its over in minutes.
    game 2--I had a good start, but he gets out 2 birds of paradise and a llanowar elves and plays glare of subdual. He taps me out and swings over turns to kill me.
    game 3--Good start for the both of us, i beat him down and the game slows up for the both of us as we kill each others creatures, eventually i have only a rusalka and mauler in play, i swing and he can only block one, he blocks the rusalka, damage on the stack i sacrifice both squeezing off the win.

    Finalsvs Rakdos Rack 2-0
    game 1--I get a hand with enough land and creatures, start to play and beat him until he stupors, i lose my sulfur elemental and char, i eventually play 2 mauraders (one on one turn, one the next), when hes at 1 life and im at 6, all he can do is attack with a phyrexian totem, which will lose him the game if i block with my untapped marauders, or wait for my turn for the marauders to die, either way i win.
    game 2--Another decent hand for me, he doesn't pull the black mana he needs to play spells, and does almost nothing the entire game.

    All in all I'd say im very pleased with this deck, its very aggressive and very fast, my rounds, at 40 minutes long, were usually over within the first 10-15 minutes. Any thoughts or suggestions or comments are appreciated.


    nice wins, Im pretty amazed 18 lands worked out. I see your cc curve is really low though, very fast deck.
    Posted in: Standard Archives
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