2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Skred Red
    Quote from okoSheep »
    Not just Skred. Red is general is a color that goes out of its way to avoid touching enchantment (Decree of annihilation, Obliterate)


    If it becomes a real, persisting problem you might consider Ugin in the side to exile their entire face


    I said this on discord already, but I'm going to put Godo back in the deck with Helm of the Hosts when it drops. 1 card infinite pls.


    This combo is serious stuff. I could see this happening and the opponent just not realize what is going on until it is far too late. Super cool!
    Posted in: Control
  • posted a message on Skred Red
    Quote from Jasper371 »
    Sup boys. Recently started playing MtG again. Been playing mostly burn, but the meta is starting to seem sort of bad for it, so I'm considering coming back into the Skred fold.

    Can anyone give me a rundown on Hazoret? I was still playing MtG when it got printed, but I never really saw any potential for it in Skred at the time. Now I see a lot of lists running it, so I was curious as to what makes it so good in this deck.



    After experiencing Hazoret's power in a few games during my third playtest night, she really impressed me with her staying and closing power. She did two things everytime. Pulled the Path ramping me into Stormbreath or won the game. She swings or blocks every turn after t5/6 and empties your hand for damage. She is similar to a 4th P&KN with her resilience and closing power. I was playing against Bant Coco and he could not get through KotR due to Hazoret/EScourge/Blood Moon/Relic. If you get those pieces online you can grind your opponent to dust.
    Posted in: Control
  • posted a message on Skred Red
    I found that Eternal Scourge is the most unsexy card in this deck. However, I have seen him just block for days along Hazoret and Mom & Dad allowing for a Planeswalker Ult. I think he is perfect for this deck. I couldn’t see running more than two though. I like the way this deck curves out and turn 3 is already cluttered if you Mind Stone
    Posted in: Control
  • posted a message on Skred Red
    This is what I have been running with my play test group. (Just 1 card different from the stock list on pg.1) What I love about this list is the simplicity. It doesn't try anything cute, it just stays simple and gets a few free wins. I don't run into double Blood Moon as often shaving down to 3 from 4 and the 1 Hazoret has produced some interesting results. The first few nights that I tested Hazoret, she was only cast once in ten games. Last night while testing she was cast three times and she is a staggering threat, especially in this deck's game plan. I found that if the deck is creature based, greedy mana, or grindy I feel pretty good about my strategy. I have not done well against Combo decks which I expected. I haven't drawn well against them either. I think a lot of that has to do with me not being experienced in two categories with this deck. I am not sure how I want to attack these decks from the MB much less the SB and I haven't figured out which SB hands to keep or mull. Overall, I love this deck. It does exactly what I want it to do and so far about 2-3 games out of 10 Blood Moon just causes a scoop. Love it!





    Posted in: Control
  • posted a message on Skred Red
    Thanks, I was just curious about the card choices.
    Posted in: Control
  • posted a message on Skred Red
    Quote from lord_darkview »
    Scourge and Reckoner are the best MD candidates. Rabblemaster is usually SB and occasionally MD. Scab-Clan Berserker is an SB choice.

    Scourge is basically impossible for them to permanently remove (hence Eternal), but is too simple and small to make a huge impact except in the few games where he's key to grinding out an opponent over an empty board. Blocking pro-red is a relevant perk, though. Scourge is best in a grindy format.

    Reckoner is easier to remove and can even be knocked off permanently by your own removal but usually has some upside (except in the case of Push/Wrath), but has immediate and massive effects on the combat math, and represents a late-game Skred-to-player threat. Reckoner is best when offensive decks abound.

    Rabblemaster is an extremely fast clock, often threatening to close out games quickly (cast on turn 3, dealing up to 15 damage by turn 5). SSG can move him into play faster with more impact. However, it is also the most risky, as it has no defensive utility, it easily blocked and destroyed, and can be taken out trivially by most removal at no loss. He is best against decks that can't trivially block him or remove him, and where a fast clock is key (big Tron and some combo decks come to mind).

    Berserker is a card that, if it scores one hit, can just sit there and chip away at your opponent's life total for the rest of the game. It's extremely powerful against some combo decks and has utility against others, offering less (but a more consistent) penalty for removal. Berserker is excellent against control decks and storm combo, but not very good in a combat-heavy environment.


    Looking at your decklist for Skred I noticed you are on 4 Dragons and 4 Reckoners. Could you explain your list and the meta that experience? I think it’s a neat list and you updated it this year. I am really interested in your techs and reasons for Volcanic Fallout and 22 lands. Thanks for any information in advance
    Posted in: Control
  • posted a message on Skred Red
    I cannot get on the 22 Land plan that Trevor May has in his 75. I prefer the 23 because every game I want to cast Stormbreath Dragon and Monstrous the darn thing.
    Posted in: Control
  • posted a message on Skred Red
    I tried out Hazoret and went down 1 Blood Moon giving me 3 in my MB. I didn’t get it enough within 10 games to be impressed with a 1 of Haz. I felt like I just want 4 Stormbreath Dragon. That card is so good!
    Posted in: Control
  • posted a message on Death's Shadow Jund
    So far, I found focusing more on a TBR plan is giving me the results desired. I am winning the games that I should win and I have gained early wins vs. the games where we struggle. I went up to 3 TBR, down 2 Liliana, Up to 2 Grim Flayer, down 1 Bloodstained Mire. I run 17 lands and do find that every 7-8 games I have to mulligan to 6 which is fine for this deck. I do love having the extra TBR because I just be loose with the application of the main combo piece. I do like Spooly's 4 Manamorphose but, I just haven't jumped off that cliff. He already has the results, I just think the SB changes in that version of the deck. I was toying with the idea of adding Young Pyromancers and Lingering Souls since we have the ability to go so wide out of the side. Lastly, Abrade has been nuts... Thanks for bringing that up within this thread, I doubt I ever would have tried that.

    Take Care!
    Posted in: Midrange
  • posted a message on Skred Red
    I find myself going back to the stock list that oKosheep posted on page 1. I love the low variance of that list. It doesn’t have the variance of high octane draws but, you consistently do what the deck is designed to do. Hate greedy mana bases, Graveyard strategies, and go wide decks. I think it is just the best list I have played. How does this deck do on MTGO?
    Posted in: Control
  • posted a message on Skred Red
    Quote from lord_darkview »
    The only thing I'd suggest is that SSG isn't even exclusively an SB strategy to recover from being on the draw. Blood Moon is really effective on turn 2 of the play, where it forecloses the opponent fetching more than one basic land immediately. Caverns does fulfill that recovery role, though. And yes, Magma Jets are great, especially if you aren't running Mind Stones.


    Do you have match up where your SSG game plan does not come out of the side? If you have the time could you do a quick SB guide for the archetypes rather than deck names. I.E Aggro, Midrange, Tempo, Control, Combo?

    Many Thanks for your time and effort
    Posted in: Control
  • posted a message on Skred Red
    Quote from aedrew »
    Quote from pass8054 »
    Could I get a few recent deck submissions that you all are having success with? I am very new to the forums and I am falling in love with this deck. I want to see everyone's choice of flex cards and what is working for them. Thanks for your time and efforts and take care!


    Main

    Side


    I've been doing well with this list. The interesting choices are the Magma Jets and the Gemstone and Spirit Guide package. The feeling of end-of-turn jetting and scrying away 2 lands before drawing for turn has been really good. I find that this deck seems really powerful on the play when you hit your 3, 4, and 5 drops but it can be hard to come back from behind on the draw, so I bring it Spirit Guides against aggressive decks so I can control the board in time and I also bring them in along with Rabblemasters against decks with better long games so I can close out in time.


    I am really digging this list; I love how in g2 the opponent does not suspect the t2 blood moon. Wow!
    Posted in: Control
  • posted a message on Skred Red
    Quote from aedrew »
    Quote from pass8054 »
    What do you side out for this tech?

    It really depends on the matchup.
    If I can win the long game and just want to make sure I get there (like versus Humans or Affinity), I bring in SSGs and more interaction and cut some bad hate cards, Planeswalkers, Sheets, and one or two Mind Stones.
    If I need to race because my interaction is not that great, like against Ad Nauseum or Lantern, I go the SSG and Rabblemaster plan and cut the dead cards and again some top end, Sheets, and a Mind Stone or two.


    Thanks for the explanation!
    Posted in: Control
  • posted a message on Skred Red
    I have seen some versions run a 1 of Hazoret, which seems really good in this Jund filled metagame. How has it been for you all?
    Posted in: Control
  • posted a message on Skred Red
    Quote from Nebman227 »
    pass8054,
    I posted this with some card choice explanations on page 120:

    Because of the lower curve, it does better in a meta where you want to be more aggressive with your threats. It's light on sweepers in the main, so if you are seeing a lot of creature decks, it might not be right for the meta that you're playing in.

    Good luck on your search for a build that you like!


    What is the consensus on land count, 22 or 23?
    Posted in: Control
  • To post a comment, please or register a new account.