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  • posted a message on [Primer] RUG Deadeye Combo
    No, the flicker really does annihilate. It is usually why the deck works. No joke. It is a shenanigans deck, that what it is called when you deadeye a thragtusk. pure shenanigans. Anyway, not only does it bring shenanigans, but ghostly flicker can also protect your mana dorks which is very helpful. And nothing pisses off your opponent more than a ghostly flicker on your tusk and dork/conscripts in response to removal. The deck has 4 flicker spells without ghostly and a lot of things to flicker. Also, the lotuses make the flicker into a free cloud shift, or it can set up a mini combo with zealous plus lotus. Ghostly flicker is pure win and it never fails me.
    Posted in: Standard Archives
  • posted a message on [Primer] RUG Deadeye Combo
    Ghostly flicker is all star. All the time. Never stop running it. It is so blessedly good. Mo flicka. It is what makes the deck good, because if they get rid of your navigator, you are dead with out it. But with ghostly flicker, it lets you keep up the shenanigans.
    Posted in: Standard Archives
  • posted a message on [Primer] RUG Deadeye Combo
    Aggro=zombies generally, and zombies just can't seem to handle Thragtusk. Also, the 5cmc lotuses are usually what allows me to play a tusk and then flicker it with ghostly flicker. The zealous conscripts plays well against zombies. As for other aggro, like naya, it is a bit tougher, but doable. Thragtusk is the worst thing for aggro to see. I have a sideboard with pillar of flame to deal with Strangleroot and Huntmaster, and zealous conscripts is really mean to silverheart and resto angel. The 2 essence scatters are very helpful against aggro, along with turn 3-4 acidic slimes to totally screw their curve plus a chump blocker. Clone is for Geist of st Traft, and RDW, I admitted above, that it is a tough matchup, which is why there are 4 negates in side. I usually drop the sages in that match.
    Posted in: Standard Archives
  • posted a message on What's up with desecration demon
    because of blood artist and geralfs messenger and gravecrawler.
    Posted in: New Card Discussion
  • posted a message on [Primer] RUG Deadeye Combo
    I played this with Deceiver Exarch and Zealous last week and took 1st, but now, without deceiver, it isn't as consistent. However, it still works. I was actually going to post a primer on this. I think it is a very competitive deck. Here's my list.

    It works pretty well simply because of Acidic Slime and Thragtusk, and the combo just seals the deal. Acidic Slime protects the combo from oblivion rings and it locks down fringe token decks and other enchantment heavy decks. It has a bonus of finishing the game on its own through land wiping. Thragtusk lets you live a bit longer to get off the combo and he also lets you stand a chance against zombies. Zealous is good even without the combo, as he can finish the game against zombies because you can sacrifice their Falkenrath Aristocrat or take that and a blood artist through flickering the conscripts and just sac your field and win. There are a lot of cool things the conscripts can do with Ghostly Flicker like take 1 of their attackers and use it to trade with their other attacker. It can also take an intangible virtue, after they declare attackers, take a blood artist in response to a killing wave, etc..
    This deck is slightly vulnerable to RDW, because of things like Flames of the Firebrand, which can kill multiple mana dorks, a thragtusk, an acidic slime, or a zealous conscripts before you get your deadeye out, who can flicker the creature in response. This is why i have a sideboard built heavily to counter that deck, along with a few cards for zombies, WU delver, and RU delver.
    Posted in: Standard Archives
  • posted a message on [PRIMER] Bant Enchant
    It just seems to be too all over the place...
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    I have tested a lt. Golgari zombies cannot handle the red, Jund zombies isn't as good when I have the one or more power and toughness, and deadbridge and wolfir just gives me too much reach for them. As for selensya, it simply doesn't seem to work the way people want it to, but with naya it seems much more threatening. Depending on their route, it can be an easy win though. Sigarda is too slow, Thragtusk makes the game last a bit longer (granted that can change the outcome a lot), and GoST isn't big enough. Bant is a rough match up depending on how explosive they are. It seems like unless they have a perfect curve, it is an even match. If they do, it is tough, but possible.
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    Good points. And i LOVE the idea of wolf run, very useful it seems. Maybe 1 or 2 of. I am just scared of the colorless mana producing. Hellrider seems good, but I am not sure if he is better than the goliath as he is vulnerable to much more burn. The haste seems nice and considering he will swing for 6 or 7 usually, i think i might play 2 hell rider and 2 deadbridge for the 4 drop. I dropped elemental, and it seems to play way differently, but not necessarily better. In some cases worse even. I tried dropping slither head and the deck just didn't work as well and wasn't as resilient. I think since there is no elemental, the charms must be worse in main board. so i will drop the rakdos charms, but enchantments seem to be running rampant, and the golgari charm is always helpful, so i am keeping him in. I guess with elemental, the deck is more of a speed midrange deck, and without it is just more straight up aggro. Thanks so much for all of the help. I am loving the deck so far.
    As for thunder maw or silver heart, i am finding silver heart to be better, especially since the game usually stretches out to turn 6 and ends there. And with the detain mech running around, silver heart is much better. If i didn't run ranger's guile (which i am, always. It has proven to be very useful) thunder maw would be better, but with the guile to protect the wolf for that one turn, the wolf is vastly more devastating. I have been using thundermaw in sideboard for decks with lots of removal or Skies decks.
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    Alright we'll that is fine if you don't like slither, but it performs well for me. Anyway, I like your list I am just not sold at all on shred freak, but I will try him out anyway. And inthink you have a good ppint for the elemental. I like deadbridge a lot. I think I will cut Huntmaster for him. Here is my new list.

    I haven't settled on a mana base yet. What do you think the curve should top out at?
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    Like I said its a bit slower than most aggro. Anyway, Geist hasn't been much of a problem because usually it's just four damage and that's all, for 3 mana. When I have bigger better blockers, they can't make sure the Geist survives. And with Golgari charm and enchantment removal in sb, things like spectral flight isn't an issue. As for Sigarda... Yeah she is a pain. Every deck has a bane though. Usually it just isn't big enough to kill me before I kill them.
    Anyway, Slitherhead is actually really good. He can either give you a huge troll really fast, a blocker with value against aggro, or pump a guy after a fatty of yours gets destroyed. Lotleth doesn't die easily, and with Ranger's Guile being added he even has protection from tragic slip. I don't want too much graveyard interaction, because of available gy hate. That is why there are other routes to victory just in case they have gy hosers. And pillars are in sideboard btw. I like the idea of Thragtusk or silverheart or Thundermaw... But I don't know what to take out. Five drops are kind of slow, and Thragtusk seems to be slow. So maybe the wolf or hellkite.... Not sure. I think the wolf because he is 16 damage the turn you cast him plus the turn after, where the hellkite is 10 and has no bells or whistles after you cast him (I'm not saying he is bad). Thanks for ideas.
    Posted in: Standard Archives
  • posted a message on [Primer] Frites (GBwr)
    Here is my list...

    I think in order to play the shaman, there can't be mulches. Anyway, even without mulch this decklist plays really well. Rakdos really adds to its consistency, allowing you to drop your fatties from hand (including the Wurm). Hypersonic is nice because of the instant speed digs and rites. He also allows you to rites the Wurm. It works surprisingly well!
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    Also, btw, I will be posting match ups soon.
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    It's not Jund zombies though. No artist or messenger. I don't like the way straight up zombies looks right now, and yes I tested zombies and it wasn't as good as this. I usually don't play the mangler, just feed him to the troll or discard him with faithless looting, then using scavenge. As for the elemental, it has been surprisingly game ending. He gets huge really fast. As for tragic slip, that has been an issue. But um... Removal is removal. And that is why there are 4 trolls 4 elementals and huntmasters to finish, plus Disentomb. And you have actually given me a great idea. In past decks I have played, Ranger's Guile has been great against Tragic Slip. As for aristocrat, I like the idea of running it as a finisher, and I probably will, but I don't want to cut Huntmaster of the Fells just because he really turns the game in your favor if things are looking grim. However, aristocrat suffers much worse from Tragic Slip than Huntmaster of the Fells, as the Huntmaster leaves a presence. So... I am thinking maybe 2-2. Anyway, Slitherhead has been playing really well, especially against aggro. I did test this before posting this by the way. I didn't just throw random cards up in a decklist, although it may look like it. I suppose it may be a bit slower than other aggro decks, but it has awesome card versatility, which is what brings it it on top of almost every game. What could I add to this thread to make it a better primer? And please give more ideas. You have given me some good ones. Like rangers guile and pillar of flame in sideboard.
    Posted in: Standard Archives
  • posted a message on Jund Aggro
    Although it has zombies, this is not a zombie deck, keep that in mind. Anyway...
    The idea of the deck is making all of your cards 'charms', giving you lots of reach and versatility. We do this with cards like Nivmagus Elemental and Lotleth Troll.

    So, the core, or the 'I win' cards are Nivmagus Elemental and Lotleth Troll. The trolls regeneration ability grants it a lot of protection, and Golgari Charm protects Nivmagus Elemental.
    Reasons For Cards
    Mizzium Mortars: This card is obviously great removal, but also clears the path late game for your troll or elemental to get in for lethal. It can also be used to pump the elemental. (This is the charm thing I was talking about earlier).
    Rakdos Return: Can be a nice way to get in those last few points of damage, get your opponent into top deck mode (usually can be done with 4 mana), and of course feeds the elemental.
    Rakdos Charm: This card will usually be used to destroy artifacts, but also can be another way to get in the last few points of damage or pump the elemental. The 'exile target graveyard' can be amazing in main deck against most decks. If not, you still have its other options.
    Golgari Charm: Protects elemental, sweeps the board, gets rid of pesky Oblivion Rings and Detention Spheres, and like the other instants and sorceries, has the other option to pump the elemental.
    Faithless Looting: With cards like Slitherhead, Dreg Mangler, Disentomb, and Gravecrawler, the discard is a small drawback and is almost as good as 'Draw 2 for R'. When it is flash backed, it is usually best to pump the elemental.
    Disentomb: This is here just in case the opponent gets your troll or elemental into your graveyard, to feed the elemental, or to return a creature to discard with the troll.
    Dreadbore: Obviously it is just great removal, and it also pumps the elemental if you need it to.
    Slitherhead: This is here because it is a way to get back gravecrawler, and it is amazing with the troll.
    Gravecrawler: Very aggressive, and is awesome with the troll.
    Dreg Mangler: This card is very aggressive and grants late game reach.
    Huntmaster of the Fells: This can really turn around a game and can also finish a game on its own (late game reach).
    Sideboard

    So tell me what you think. (I know there are a lot of Jund threads, but surprisingly no aggro list other than zombies).
    Posted in: Standard Archives
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