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  • posted a message on Mono Red Sligh/Control
    The Goal of the deck is to hit them early with the sligh creatures and finish them off with the planes walkers/earthquakes and other burn. I like dragon whelps in here because they survive pyroclasm/fallout are cheap and can hurt. The excessive amount of global burn is there simply to keep the board clear from agro decks, and does a pretty good job. White control is an obvious problem as their 4/4 angels get hard to bring down and when they sideboard red hate games 2 and 3 are a struggle.

    Problems:
    My dragon whelps get so much freaking hate. They are Path'd/Terminated/black removaled as soon as they hit the floor. White control gets too big to bring down (lifelinked angels = bad). I feel I need maybe 2 shivan dragons or something for a finisher, substituting out 2 fallouts. Any ideas?

    Posted in: Standard Archives
  • posted a message on RG Ultimate Warriors (great curve!)
    Quote from BlackSummer
    wow! that made my day, thanks! Smile i'm glad you enjoyed my deck and that testing went well for you. yes, Twinblade Slasher is good, pity i don't play more than 2 since it sinks mana early game. its the perfect critter to cast post-Wrath though, on your 4th turn with an Obsidian Battle-Axe.

    some questions:
    1. what were the decks that you went up against? which cards were key to winning against certain matchups for you?
    2. how was Pyroclasm? i know its cheaper, but i liked the idea that Firespout could kill Faeries and leave my boys unscathed.



    thanks again for the great comment! Smile


    I run pyroclasm becaue 2 CC is always better than 3 and token's usually have 1 toughness. This meta there don't seem to be a lot of 3/3's out there. Lots of 4 and 5 toughness so a pyro plus an incinerate does the job. If you firespout + incinerate or firespount + flame javelin it starts costing a lot of mana to kill "OMG" threats. 4 or 5 is better than 5 or 6 with this deck.

    I found that getting out to a quick lead is key. The burn can finish a control deck once they get you "locked down". Make sure you sideboard some "anti-enchantment" cards.
    I found the hasted warriors to be the most effictive way to start damaging them early. Bramblewoods were also key honestly, they make your tattermunge's survivable and hurt. Speaking of tattermunge, I dropped a tattermunge in order to run 3 Giant Growth, with the netting settinel the Giant Growths do pay off.

    Also I ran changeling titan when I actually put this thing together, as money is tight for me and I can't afford the colossus. It works pretty well for the budget player, hasn't gotten shriekmaw'ed yet.
    Posted in: Standard Archives
  • posted a message on RG Ultimate Warriors (great curve!)
    I did some play testing on MWS with this tonight. Very good deck, especially for the price. Honestly one of the best budget decks in the format. Congrats and good luck.

    3 things to add the discussion:
    This deck is WAY to fast for control to contain
    Pyroclasm is a great SB card for this deck
    Slashers are amazing too.
    Posted in: Standard Archives
  • posted a message on Mono R Sligh
    Thanks for the help guys. I didn't post it in the Rdw thread because they are talking about a BRdw andwas looking for somthing more sligh anyways. But to get on topic, the Tattermunge Maniac is amazing first turn. Most decks in my meta play some control so to get them into the 15 life range by turn 3 is really amazing (especially since that is when my deck starts to deliever). They end up having to waste key removal on my little beats.

    I up'ed the land count to 22 and dropped the gaugers. Hell's thunder is solid in this deck same with boggart. They usually only hit once (people don't like boggart around) but with a respectable 3 and 4 dmg being allready delt, I am ok with that. I'll continue testing and let u know how it goes.
    Posted in: Standard Archives
  • posted a message on Mono R Sligh
    Hey guys I have done some playtesting with these deck and was kind of just putting it up for critique. Seems to have decent winning percentages but any deck could always use improvement.
    If it gets off to a quick start is has a decent winning percentage against ferries. Like most sligh, the longer the game lasts the more problems I have. My best win conditions are the demigods but it is not uncommon to have figure/gougers + burn take me the entire way.

    This deck does not like Bant Charm or Crib Swap at all, as it puts my Demigods in places I can't bring back. I haven't tested a sideboard either but was thinking Vexing Shusher and maybe Devouring Dragon for when the opponent sideboards in halos.

    Any problems or things I am missing in the main deck? Any sideboard ideas? Thanks for your help guys and girls.


    Posted in: Standard Archives
  • posted a message on [ALA] Complete! MWS Shards of Alara Patch (249/249)
    182/249 allready. Thanks a lot memnarch!
    Posted in: Third Party Products
  • posted a message on [Official Thread] Burn Mk.3
    I run browbeat in this deck replacing magma jet. It solves the big drawing problem that red has or hits for a lot more than magmajet. So far, works great in the deck.
    Posted in: Legacy Archives
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