Been using this and winning at least on cockatrice. I havent lost to ANY AV deck or Thopter deck.
Not even a lot of changes... Just upped the Smiters and changes the side to reflect it. This ban list update is good for us. Naya zoo just beats blue decks.
No Voices? Voice seems Good if there are blue decks on the Rise, and good against the K.Cmd decks that will rise in wake of all the artifact win cons
Recently Swithed From Domain Zoo to try out Naya Co. Was wondering if anyone has tested Domri Rade in there 75? Coco and him both want the same things. It's a source of CA/Reusable removal Spell in grindy games like vs Jund/grixis delver
Just played in the Modern IQ(7 rounds)in Syracuse with Domain Zoo.
W 2-1 Affinity
L 1-2 Wilted-Abzan (I sided to have a stronger mid game; he sided to be aggressive)
W 2-0 Dredgevine
L 0-2 Affinity
W 2-0 Jund
W 2-1 Temur Twin
L 0-2 Grixis Delver
4-3 finish
Gonna try and play test against Grixis delver more, I can't tell if it's a good match up or I require better SB plan.
Hello Fellow Zooligans~! Im on the 5c Tribal Flames plan, And i encountered a Strong Answer for My Rhinos that I thought maybe we should be testing.
Thragtusk! Trades with Rhino at +1 Life and leaves a 3/3 behind & at worse gains you 5 life and puts a 3/3 after your opponent discards a card. Seems really strong in the Abzan match-up.
You need to motify the mana base to have access to two blue lands and 2 black ones. And you need to modify them in a way that makes sence. I'll do a really LONG explanation of mana here in spoiler tags for anyone that wants to know the exact science to it... but if you prefer to just take a list and run with it (And I dont mean that in an offensive way, I'm a combo net decker, I can not for the life of me even TRY to tweak those lists) Heres the mana you need to run with to run 4 giests and 4 rhinos (with at least, my current zoo core... explanation in spoiler):
Also... I wouldnt cut kird ape for it. Its jinga then. Your cutting down on the lower stable base to put rickity top heavy stuff in there. Ghor and elspeth would be the first cuts. Its 4 cmc. after that Id cut the heirchs (I havent hidden the fact I dont like the ramp) add one mana to make it natural curve over ramp, then you got 3 free slots.
But again, my siege/tribal zoo is different then giest ones. Ghor, muta, elspeth, its all ways "to make geist not die." I dont want to play that. Grant it they are good cards. I want to just more or less force my oppoents hand. Thats one of the reason I'm still debating giest. Still results are there, while I still am under the belief giest is good, but I wonder if it takes the deck and warps it around it... I'll test it.
Alright, before you can even go into what mana you can use where, you need to figure out the ideal order of spells you wanna play. That means list out you're turn 1 plays, your turn 2 plays, and your turn 3 plays (at least) and assume that you can reliably cast it. what order will you find?
turn 1 plays:
Bolt, Nacatl, Ape (and no, you dont really wanna turn 1 path) R,G,R
So there you go. Now you need to figure out the order this needs to be in for this set up to work. When you look at them its a jubbled freakin mess, but there is a good answer. Something to remember while figuring this out is that turn 1 mana doesnt HAVE to be everything avalable, after all your only casting one thing. So red and green doesnt mean you need to have a stomping ground. It just means you need to be able to have excess to turn 1 red or green. The game changes the next turn when you need access to all sorts of colors.
I wont spoil the answer if you really wanna make an exercise out of this. try to figure it out on your own, and then click below to see what the answer is and why.
You need to have by turn 3 Temple Garden, blood Crypt, hallowed fountain. You can get anything after that and still be on ball. Why does this work? Well lets look at it.
Turn 1, you need either G or R so getting a anything that has those colors in it works So that means we cut out watery grave, hallowed fountain, and overgrown tomb.
Turn 2 you will need to have W-R. You cant get around that cost. That means one of our lands must make white, and the other red. Also, we need access to green. This narrows down the turn 1 mana we can have to NOT being a sacred foundry, and must also be able to have green in the next turns. That means our turn 1 mana must be temple garden and Blood crypt/Stomping ground/steam vents/Sacred Foundry OR Stomping Ground and hallowed fountain/sacred foundry/godless shrine/temple garden. Assuming we dont want redonent colors for flames, we can cross out some choices.
Turn 3: Shows us what we HAVE to have. Since one of those lands must make blue, and one of them must make black as well (letting us have either of these three costs WBG or 1RU or 1WU) and we already stated that we eliminated watery grave as an option, we can only now have either Blood Crypt, Hallowed Fountain, Temple Garden OR Godless shrine, Hallowed Fountain, Stomping Ground OR Breeding Pool, temple garden, Blood Crypt, OR Godless Shrine, Breeding Pool, Sacred Foundry.
Now we need to talk fetches to thin out the herd. Again, spoiler tag so you get a chance to work it out.
So we're left with a few left... But we do have one way to narrow it down. Fetchlands need to be able to get allllllll of the colors we need, in correct order. All of them. So, what do we use? Simple. What did we already figure out was our fixed colors for turn 2? WR. Our job is to now figure out what what fetchlands get us those colors, AND can fetch all the stuff we need for turn 3. We're left with one set. Temple garden, blood crypt Hallowed Fountain. And the set of fetches to get all of them is Arid Mesa, Wooded foothills, Scalding tarn. Why?
now then, above? Scalding doesnt fit. But it still casts what we need, turn 1 g/r and turn 2 1r or 1g or wr. With turn 3, we can get ourselves a blood crypt or godless shrine with any of our fetches and situation fixed. Our back up plan is also in place now hallowed/stomp/ (crypt/goddless) Its not perfect, but gives us at least what ever 3 mana play is in our hands at the time. Thats why staying on plan is needed.
I'm over simplifying it a bit. Its not completely cut and dry science and math and deductive reasoning. You need to also account for how much your color is distrubited and even change the main board to account for it. its a little weird, but you want your color weight on your cards to be spread out so you can more reliably cast cheaper cards togather. Youd rather be equal in white and red for example, because you wouldnt want a hand of loam lion, loam lion and wild nacatl. Youd rather want one of kird ape, loam, nacatl, because you can still get a wide range of colors and cast that by turn 2. With loam loam nacatl, your forced to either screw your color or screw your tempo.
^^^^^^^^^^^^
In summery:
Dont cut cards from a 5 color aggro list and add new ones. Alot of your card choices reflect on the color mana order. Adding Rampager to a deck that NEEDS to do godless shrine turn 1 and turn 2 stomping ground will destroy the deck for example.
Do you have a updated list with trafts for this mana base?
So after the rise of treasure cruise and Ascendancy; I'm all in on Domain Aggro now. I'm not trying to win in the mid game anymore where my opponent can reload using Cruise or Out Card advantage me using Pod/Walkers.
So my List is pretty Standard post board; Reason for Swiftspear over the 2/3s or Goblin guide is, I tend to try and spend my mana every turn pushing my aggression through so she ends up a 3/4 a lot. Plus i feel with a play set of goblin guides and paths I am filtering a lot land for my opponent so they can get there action cards a lot faster. After board against Affinity, Pod, Ascendancy, and U/R Delver I become a Sweep and swing deck 3 Pyroclasm 2 fiery justice ensures my opponent doesn't gain a stronger board than me. For Control, Tron, and B/G/x I plan to just ruin their mana bases with spreading seas. I'm puzzled on what my Last 2 cards will be in the board but that's not the worst problem.
I'm surprised this group hasn't tried testing treasure cruise yet, if the plan is put an 3/x into play and tempo them out. Drawing 3 cards is huge to keep mid-ranged and combo from outlasting us.
I'm really keen on keeping searing blood in the deck; it's so strong. If Helix is a good card with a bad one stapled to it. Then Blood is a shock with a lava spike on it. It's been very good against affinity twin pod and junk. It's very bad in my good match ups scapeshift/R/u/x tempo/control.
No Voices? Voice seems Good if there are blue decks on the Rise, and good against the K.Cmd decks that will rise in wake of all the artifact win cons
4x Loam Lion
4x Steppe Lynx
4x Tarmogoyf
4x Geist of Saint Traft
4x Ghor-clan Rampager
3x Path to Exile
4x Lightning Bolt
4x Atarka's Command
4x Tribal Flames
4x Arid Mesa
4x Wooded Foothills
4x Windswept Heath
1x Forest
1x Temple Garden
1x Sacred Foundry
1x Stomping Ground
1x Steam Vents
1x Breeding Pool
1x Hallowed Fountain
1x Godless Shrine
1x Blood Crypt
1x Path to Exile
2x Destructive revelry
2x Scavenging Ooze
3x Pyroclasm
3x Feed the Clan
4x Abrupt Decay
Round:1 Boggles 2-1 Win
Round:2 Small Zoo 2-0 Win
Round:3 Storm 2-1 Lose
Round:4 Naya Company 2-1 Win
Round:5 Death and Taxes 2-1 Win
Round:6 Grixis Delver I.D.
Our top 8 was
Boggles
Grixis Twin
Grixis Delver
Storm
Junk
Domain Zoo (Me)
Ad Nauseam
B/W Tokens
Lost to my Friend on Ad Naus in the First round of the top 8 0-2
12 Cats
4x Wild Nacatl
4x Loam Lion
4x Steppe Lynx
4x Tarmogofy
4x Geist of Saint Traft
4x Ghor-clan Rampager
3x Path to Exile
4x Lightning Bolt
4x Atarka's Command
4x Tribal Flames
4x Arid Mesa
4x Wooded Foothills
4x Windswept Heath
1x Forest
1x Temple Garden
1x Sacred Foundry
1x Stomping Ground
1x Steam Vents
1x Breeding Pool
1x Hallowed Fountain
1x Godless Shrine
1x Blood Crypt
SB:
1x Path to Exile
2x Stubborn Denial
2x Scavenging Ooze
3x Pyroclasm
3x Feed the Clan
4x Abrupt Decay
W 2-1 Affinity
L 1-2 Wilted-Abzan (I sided to have a stronger mid game; he sided to be aggressive)
W 2-0 Dredgevine
L 0-2 Affinity
W 2-0 Jund
W 2-1 Temur Twin
L 0-2 Grixis Delver
4-3 finish
Gonna try and play test against Grixis delver more, I can't tell if it's a good match up or I require better SB plan.
Thragtusk! Trades with Rhino at +1 Life and leaves a 3/3 behind & at worse gains you 5 life and puts a 3/3 after your opponent discards a card. Seems really strong in the Abzan match-up.
Two things From yout first Geist list
1.) Noticed from you first Geist list, you Swapped the Numbers for Scalding with Wooded Foothills; was this a Price thing or is this for better mana?
2.) Your +1 Stubborn Denal and -1 Swan Song, is testing with Tribal Seige showing Denial to be stronger than Swan song?
Do you have a updated list with trafts for this mana base?
4 Steppe Lynx
4 Monastery Swiftspear
4 Tarmogoyf
2 Snapcaster Mage
3 Geist of St. Traft
4 Lightning Bolt
4 Path to Exile
2 Mutagenic Growth
4 Ghor-Clan Rampager
4 Tribal Flames
1 Fiery Justice
4 Arid Mesa
4 Wooded Foothills
1 Forest
1 Plains
1 Sacred Foundry
1 Temple Garden
1 Stomping Grounds
1 Hallowed Fountain
1 Steam Vents
1 Blood Crypt
3 Leyline of Sanctity
3 Pyroclasm
4 Spreading Seas
2 Rakdos Charm
1 Fiery Justice
2 ??????
So my List is pretty Standard post board; Reason for Swiftspear over the 2/3s or Goblin guide is, I tend to try and spend my mana every turn pushing my aggression through so she ends up a 3/4 a lot. Plus i feel with a play set of goblin guides and paths I am filtering a lot land for my opponent so they can get there action cards a lot faster. After board against Affinity, Pod, Ascendancy, and U/R Delver I become a Sweep and swing deck 3 Pyroclasm 2 fiery justice ensures my opponent doesn't gain a stronger board than me. For Control, Tron, and B/G/x I plan to just ruin their mana bases with spreading seas. I'm puzzled on what my Last 2 cards will be in the board but that's not the worst problem.
Remember to use deck tags.
Ok after some playing and reading,
-3 Grim Lavamancer
-1 Searing blood
-1 plains
-1 Mountain
+4 goblin guide
+1 scalding tarn
+1 Sacred foundry
I'm really keen on keeping searing blood in the deck; it's so strong. If Helix is a good card with a bad one stapled to it. Then Blood is a shock with a lava spike on it. It's been very good against affinity twin pod and junk. It's very bad in my good match ups scapeshift/R/u/x tempo/control.
4 Wild Nacatl
4 Kird Ape
3 Grim Lavamancer
4 Tarmogoyf
3 Eidolon, Great Revel
2 Loxodon Smiter
4 Ghor-clan Rampager
4 Lightning Bolt
4 Lightning Helix
4 Searing Blood
4 Path To Exile
4 Arid Mesa
4 Misty Rainforest
3 Scalding Tarn
3 Stomping Ground
2 Sacred Foundry
1 Temple Garden
1 Forest
1 Plains
1 Mountain
Sideboard
2 Vines of Vastwood
2 Blood Moon
3 Leyline of Sanctity
2 Hushwing Gryff
2 Stony Silence
2 Back to Nature
2 Dismember
Any constructive thoughts?
Declare attacks, Goblin Guide Trigger
*Opponent Reveal*
Before damage they go to bolt your Guide
Respond by bloodrushing him