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Jun 15, 2018Posted in: Control
Shoktroopa practically toys with all these decks before slamming down the slaver lock.
His list has an absurd win rate against control I think.
Jun 12, 2018Soracak posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)Posted in: Big ManaQuote from askrzypczak »I agree, theres a million builds of green possible. Ive played most of them, including things like 3 carnage tyrant 2 rishkars expertise + 3 big garruk. But in the end i keep coming back to bte pact, for the explosiveness. Its less consistent than other builds, but the raw power lets you beat matchups that you should lose. In the top 8 match against infect i turn 3 hoofed him on the play game two, winning a preboard game with 0 removal main deck. His turn 2 play was blighted agent, I would have lost on his turn 3. Being able to race infect on the play is a big deal.
Also, earlier i misspoke about oath of nissa. I do not board it out against goyf, although i used to. Here is my current board plan for jund: -2 pact, -hoof, -slime, -scooze, -ruric thar (pact instead if playing leyline). +2 ballista, +2 obstinate baloth (or leyline of sanctity), +2 relic of progenitus. This is a new plan, less than 2 months old. I used to board out bte and oath, and board in moon, but i feel the new plan is a lot better. I also tried wilt leaf leige over thrun main, and thats a little better against jund but a lot worse against jeskai.
Hi congrats on your fine finish!
Just like to know how you board against decks like humans, mainly what you would cut in exchange for removal etc.
Jul 30, 2017The only time As Foretold seems to matter was a long game vs something like grixis control. I had like infinite mana but couldn't close out the game. Card draw vs recursive k command snap c command loops. We traded threats to no avail and I lost by decking out.Posted in: Control
Point is, casting spells for free isn't as good as casting spells that matter.
Feb 27, 2017Haunted dead is just too good to drop. Even the dredge guys are now switching their scourge for haunted dead. I think that says alot.Posted in: Aggro & Tempo
The part about clunky is real. In dredge the typical game plan is very consistent. Just dredge, loam and conflagrate ftw. Here we have creatures that would be better off not casting (so we can later trigger the vengevines which may not appear in the yard), and if running conflagrate messes with the double red mana along with our double black.
Speed wise it's not so much we have slowed but combo decks are getting faster and more consistent. Either count up 20 in the first few turns or bust. That's the feeling I got.
Feb 20, 2017Not so much being too convoluted as we do not need the tempo boost from deep fiend. The outcome of most games depend on whether vengevine gets triggered from the yard so the deck is obliged to make it happen as smoothly as possible, rather than winning more with it in play.Posted in: Aggro & Tempo
Feb 16, 2017The RG Vine runs like small zoo with vengevine acting as a combo finisher after a string of HH-BTE. It can combo kill quickly just like zoo, but mulls worse to say the least.Posted in: Aggro & Tempo
I would think that deck belongs to another thread. Call it DelveVine or something, since it is more delve than dredge..
Feb 10, 2017Given the limited sideboard space, I think thoughtseize is generally better. If life loss is an issue (vs aggro-combo), then the go-to card would have been collective brutality.Posted in: Aggro & Tempo
Without thoughtseize, there would be very few outs from blow out cards like Ugin.
Good luck to Killer_Manfred!
Feb 8, 2017Long time lurker, first time poster.Posted in: Aggro & Tempo
I have been following different iterations of both dredgevine and dredge, but have always been a bigger fan of vengevine since it got printed. Just to share some of my thoughts on playing both decks here.
The first two turns for both decks tend to be similar, except neonate is not an automatic turn 1 cast for dredgevine, and narcomoebas make ugly draws for dredge. Turn 2 is where dredgevine is outclassed: Mom hug is stronger in dredge thanks to narco (free goodies), and casting loltroll is a little tame in an aggressive format. Later, the card that separates the two decks is really conflagrate: the double red mana cycles cards on hand (namely, lands from loam and dredgers from mom hug) into direct damage in a highly mana efficient way, but which competes with the dredgevine plan of double black mana (or more) playing creatures (and thus reducing hand size necessary for conflagrate) which usually ends games faster than dredge if it succeeds (means no anger of gods), or jams (due to failure to find lands off the top or finding nothing to recur dredgers).
In an aggro format, the interaction (meaning roasting opponent creatures) available for dredge is better but in the present meta with more tron and other nonsense, I think dredgevine is reasonable. I also find it hard to go back to wayfinders, even with the diminished dredging power of mom's hug. There seems to be little to argue for a fair approach when the creme de la creme fair decks like jund are finding it so hard in this unfair meta.
My current dredgevine list is similar to killer_manfred's (just less loltrolls, more dredgers, gq in sb).
Oct 26, 2010Posted in: Standard ArchivesQuote from ParticleMan
15 kids buy a pack - 13 of them are disappointed, 1 is pretty happy and 1 rubs their $15-50 mythic in everyone's face. Sounds like a terrible business model.
Except that many of the 13 of the disappointed kids are going to buy themselves another pack in the hopes that they are going to be next person to rub their $15-50 mythic in everyone's face.
It's not so much a terrible business model as it is too shortsighted.
Sep 2, 2010Posted in: Standard ArchivesQuote from RetrovirusXThe most telling M10 card would've been BSA you are right and that got reprinted. The huge outcry for Mythic raising prices wasn't really until M10 with BSA and then continued form there.
I think the problem with mythics all started with BSA, which is a groundbreaking game finisher at 5 mana and suddenly any deck that can afford to pay for the 2 white mana finds that they need BSA to compete. At the mythic rarity there simply wasn't enough to go around. M10 boxes are opened like crazy and sales were brisk.
Every set since then includes at least a mythic that tries to replicate that BSA factor: insane ability that can be used by any deck with a splash of that color. Had BSA been a more logical WWWW1, things might have worked out differently.
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