- Redirus91
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Member for 14 years, 8 months, and 14 days
Last active Fri, Nov, 3 2023 20:07:47
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1
Posted in: Established (Standard)
Evolution Sage + Scapeshift can be a nice little overrun early in the game.
Something like our Pelt Collector shell + Explore package.
Nice.
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TequilaFlavor posted a message on GruulggroPosted in: Established (Standard)Quote from JaishivaJai »Quote from Boreez »Angrath, Giant Growth and Samut's Sprint are completely trash cards in Standard. GG hasn't been a viable constructed card in ages, and sprint might be even worse. What you're talking about is a casual deck, not competitive.
I'm coming at this from a bo1 perspective on Arena. You must be able to beat aggro for bo1, and giant growth can be a fine card to do so. It does help against control too, if you know how to wait for the right moment to play a pump spell. I can beat Teferi control in bo1, it's hard, but it does happen. When it happens it's because I could be aggro enough to kill them before they can set up. When I don't kill them, they are often at 1-3 life before they stabilize and come back up. Giant growth would help in these scenarios.
I'm trying to get at the fact that these cards may be good in a more aggro version of the deck. Yes, you would build your deck to be much lower to the ground in order to enable these cards, and you still wouldn't want more than like 4 max. However, I can see a single giant growth being good in just about any version of the deck. We have access to haste/trample/flying creatures... Just make sure you don't get blown out with a removal spell after casting it. Yes, it takes a bit of maneuvering and planning, that's why you limit the number of copies you play so you only see 1 copy a game at most.
I've raced mono-red multiple times with my deck list, it's just that aggro for bo1. Giant growth helps the deck become even faster possibly... I don't think it should just be discounted out of hand because it didn't make deck lists in the past. You can't directly compare cards to past standard environments they were in because we are in a different environment right now (which is still totally theoretical.) Perhaps a better comparison is how long has it been since a combat trick this good has been printed? This is basically the premium green combat trick to which all others are compared. Combat tricks aren't needed that much, but they can find uses as Collision // Colossus has done for us already with this deck.
Cards that are just combat tricks are almost always terrible in Standard because they set you up for getting 2-for-1'ed more often then not. They also require a board presence or they do nothing (unlike a Lightning Strike that you can still send to that Control player's dome or use to kill a Benalish Marshal or Runaway Steam-Kin).
Split cards like Collision // Colossus or Thrash // Threat get around those downsides by giving you 1 side that isn't a combat trick and/or doesn't require you to have a board presence.
In general, if you're worried about Aggro and want to do well in Bo1s I would recommend Shocks and Lightning Strikes over combat tricks because those are always able to remove creatures or burn your opponent. -
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A_E_I_Own_U posted a message on GruulggroI agree. Combat tricks are best left in draft where you can't prepare for them most likely. Even then I wouldn't play Giant Growth most of the time.Posted in: Established (Standard) -
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A_E_I_Own_U posted a message on GruulggroWhoa whoa, lets not lump collision//colossus as a combat trick. It is mostly a removal spell that happens to have utility. Giant growth hasn't been a good combat trick in a long time. blossoming defense should be the card you compare it to. that was a card that wasn't totally included in all green creature lists because of its unreal ability to come when you dont need it/cant use it. that would be my starting point for comparison though.Posted in: Established (Standard) -
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jsager99 posted a message on Ilharg, the Raze-BoarIf only there were an enchantment that could give this card Haste and make it uncounterable...Posted in: Ilharg, the Raze-Boar -
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Rosy Dumplings posted a message on Ilharg, the Raze-BoarAll hail the bacon god. Sneaking eldrazi titans out has never been so delicious!Posted in: Ilharg, the Raze-Boar -
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Fossil Firebird posted a message on Ilharg, the Raze-BoarPosted in: Ilharg, the Raze-Boar -
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Thwacky01 posted a message on Ilharg, the Raze-BoarWhy is the boar god of Gruul not green and red?Posted in: Ilharg, the Raze-Boar -
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CX316 posted a message on Nikya of the Old WaysOr go Jund, run Chucacabras as removal too.Posted in: Nikya of the Old Ways -
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lugger posted a message on Dinosaur Tribal General DiscussionPosted in: Deck Creation (Standard)
I won a PPTQ with this list.
I'd play another Ghalta in the SB and a single treasure map, cutting Kraul Harpooner and Beast Whisperer.
Edit: The map lets you play a long game with Banefires and cut some number of Llanowar Elves (bad topdecks in long games) -- all the while keeping your mana source count up for a final big Banefire. - To post a comment, please login or register a new account.
1
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze - auto include due to rogues and Kroxa
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Garruk's Harbinger - 3 mana for 4 power to enable Caryatid, good against Rogues and Dimir
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
4 Ram through - non-fight removal, instant speed, direct damage
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
13 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Primal Might - creature matchups
3 Questing Beast - control, replaces harbinger or Gemrazer
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
1 Garruk's Harbinger - decks with a lot of black removal
The new cards I am going to be adding are: +3 Old-growth troll, -3 Garruk's Harbinger, +3 Battle Mammoth, +1 Vivien, Monster's Advocate, -4 Swarm Shambler. I sacrificed the possibility of playing T4 Henge by mutating on T1/2 Swarm Shambler for a better card in other stages of the game with Battle Mammoth. Being able to cast Mammoth on T4 then Henge on 5 is still good.
We'll see about Old-Growth Troll over harbinger as harbinger had a leg up on Rogues and Dimir and I have to worry less about not hitting GGG on T3 by play one of my 3 colorless lands.
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Scavenging Ooze
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Old-Growth Troll - replacing Garruk's Harbinger
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
3 Battle Mammoth - replacing Swarm Shambler
3 Ram Through - non-fight removal
1 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - in stead of 4th Henge
2 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
15 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
3 Garruk's Harbinger - decks heavy with black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Questing beast
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
2 Primal Might - creature matchups
1 Ram Through - creature matchups
T4 land drop and Beast or Mammoth in play - 2 ways
Caryatid with 4 power creature; Razer(mutated requires 4th land drop), troll or Snake (land drop not required) - 1 required creature with 1 of 12 others
A 5/5 or 6/6 Gemrazer mutated onto a snake - 1 required creature with 1 of 4 others
2/3/21
I took out 2 Turntimber Symbiosis for 2 forest as when the Troll dies I need a forest in play and there have been times I didnt have a forest or not enough! Also it isnt too often that I would actually play the spell, more often then not I was dealing with the cons of the land side. ALSO I learned if you mutate onto Troll and it gets killed both the Troll and the mutate card can go onto a forest for DOUBLE ramp and double 4/4s.
Also I added 1 Primal Might main and moved a Ram through to the sideboard. I cut the forth Henge for a Vivien, I was drawing too many henges and my opening hand had too many in them. Vivien plays well with Henge, great fun.
Over time I am sure that those 2 sorcerous spyglass and 1 Questing beasts will turn into 3 Vorinclex, Monsterous Raider as that card is just insane!
2/5/21
Testing vorinclex over Battle Mammoth to see if I like it better, I am sure I will. Main deck answers for sagas and Ugin/planeswalkers, double counters for stonecoil and creatures from the henge, 6/6 haste(clear some spots in the sideboard). Poor Mammoth and poor wallet if this turns out better. I will be also adding 2 castles and removing 2 forests to ensure I can cast Vorinclex at 5 mana.
2/8/21
Here is Crokeyz's version of Mono green he tried out using The Ozolith https://app.cardboard.live/s/crokeyz.
Here is an 8-1 list from Rumti: https://www.mtggoldfish.com/deck/3742336#online
2/9/21
Here is the list I am running on Arena
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and rakdos
4 Ilysian Caryatid - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast
3 Old-Growth Troll - no a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
3 Vorinclex Monsterous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - instead of 4th Henge
1 Turntimber Symbiosis - better than a land late game
3 The Great Henge
Lands - 21
15 forest
4 Castle Garenbrig
1 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Snakeskin Veil - trying this out
2 Primal Might - creature matchups
2 Ram Through - creature matchups
+3 vorinclex, -3 Battle Mammoth. Only 1 turntimber symbiosis, 4 castles for vorinclex, more forests, only 1 crawling barrens now. 2/2 split of ram through and primal might.
2/16/21
I am currently shopping for good deals on Vorinclex as it is the better card over Battle Mammoth. I know that is a completely obvious statement but my testing has 100% solidified it. To date I am 40-18 in 12 "Traditional Standard Event"s on MtgA, the event that costs 1000 gold and is best of three. Due to the power of Vorinclex's haste, it makes me think of a more aggro version of mono green that plays 4 questing beast, 4 Garruk's Harbinger and 6-8 removal spells main.
1
4 Stonecoil Serpent
4 Scavenging ooze
4 Nessian Hornbeetle
4 Lovestruck Beast
2 Garruk's Harbinger
2 Yorvo, Lord of Garenbrig
4 Questing Beast
2 Gemrazer
4 Primal Might
1 Ram Through
2 Garruk, Unleashed
3 The Great Henge
Lands - 24
20 forest
2 Castle Garenbrig
2 Bonder's Enclave
4 Oakhame Adversary - Mirror
3 Destiny Spinner - counter heavy decks
2 Gemrazer - decks with man Arts. and or Enchants
2 Ranger's Guile - removal heavy decks/ control
2 Garruk's Harbinger - decks with a lot of black removal
1 Heroic Intervention - decks with sweepers
1 Ram Through - creature matchups
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Nessian Hornbeetle
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
2 Yorvo, Lord of Garenbrig
4 Gemrazer
4 Ram through - kills cobra better
1 Garruk, unleashed - instead of QB, more trample for ram through finishes
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
13 forest
2 Castle Garenbrig
2 Fabled passage - trying this for mammoths
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
2 Chainweb Aracnir - does work against Dimir Rogues
1 Heroic intervention - removal heavy decks/control
I watch Rumti and RintMS that I watch for updates to the archetype.
Another build I just thought up to increase the number of routes to a Turn 4 Henge is to remove 2 Yorvo for 2 Garruk and -4 Beetle adding 4 Lotus Cobra. T2 cobra, T3 untapped land makes 4 mana to cast Garruk, most likely make a token then on T4 +1 garruk to give +3/3 to either lotus cobra or the beast token and cast henge. It would look like this:
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Lotus Cobra - this T2, T3 land to Garruk, T4 henge with +1
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer
4 Ram through - non-fight removal
3 Garruk, unleashed - instead of Questing Beast, more trample for ram through finishes, pumps creatures to cast henge
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
12 forest
2 Castle Garenbrig
3 Fabled passage - trying this for mammoths and Cobras
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
3 Chainweb Aracnir - does work against Dimir Rogues
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I can only imagine how much better its would be in a deck with fliers!!!
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and Domri
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talk to us about the Wurm and shaman
also how long did it take to get up there>?
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4 Llanowar elves
4 Kraul Harpooner
4 Thorn Lieutenant - easier to cast than Zhur-Taa Goblin with Green base, or Pelt Collector?
4 Growth-Chamber Guardian
4 Gruul Spellbreaker
4 Steel Leaf Champion
3 Ghalta, Primal Hunger - imagine the Haste!
3 Thrash // Threat - removal, answer to planeswalkers, creature
4 Rhythm of the Wild - reason to play red over other colors, hoses counter spells.
3 Vivien Reid - maybe 4 ferox instead of Sunder Shaman then +3 Beast Whisperer?
Lands - 23
12 Forest
3 Mountain
4 Stomping Ground
4 Rootbound Crag
4 Nullhide Ferox - punish grixis/discard decks, take out spells from main, Vivien/thrash?
4 Deathgorge Scavenger - prevent sultai from recasting cards and PHXs from coming back. Bring in against Mono Red?
3 Fiery Cannonade - tokens, decks that go wide, white weenie
3 Find // Finality - get cards back that have been killed, could we splash black to use finality?
1 ?
So Pelt Collector or thorn Lieutenant? Im taking out Sunder Shaman for sure, but in its place, Steel leaf Champion or Nullhide Ferox? If Ferox do I take out Vivien for like Beast Whisperer?
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https://www.mtggoldfish.com/articles/much-abrew-gruul-aggro-standard-magic-arena
4 Growth-Chamber Guardian
4 Gruul Spellbreaker
4 Kraul Harpooner
4 Llanowar Elves
4 Nullhide Ferox
4 Pelt Collector
4 Steel Leaf Champion
3 Thrash // Threat
4 Rhythm of the Wild
12 Forest
3 Mountain
4 Rootbound Crag
4 Stomping Ground
3 Banefire
4 Cindervines
1 Declare Dominance
4 Lava Coil
1 Prey Upon
1 Rabid Bite
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ok, got it, thanks! Also, any creature that gets a counter and is bigger with it than a pelt collector then the pelt collector grows, correct?
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cast rhythm of savages first and you got yourself a 6/6
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thought of yo
https://www.mtggoldfish.com/deck/1029146#paper