how come you're running the solemns? I understand them in other versions of MBC, and love me some sad robot; but they don't seem to further your gameplan of midrange-ish control any further?
Just curious as to your thought process is all =).
Solemn is probably the weakest card right now (which is a unique place to be), but it's still in for a few reasons.
It synergizes well with Disciple, Mutilate (especially to ramp up to titan killing) and Lashwrithe. It's another body to put Lilly's -3 on. I can't think of a creature I like better.
Quote from Niche »
Ehhh also 16 4 drops seems ridiculous. It should be half that number tops at 4.
I don't mean to be snippy, but your list runs 7 four drops and 11(!) 5+ drops, while running one less land (+ talismans) and my list tops out at one 5 pre-board. I'd say our curves are at least comparable.
I'm pretty sure think twice has to go, we've got better things to do with our mana.
I added burning oil, and it's worked ok. There are many times that geistflame is superior, though (it hits planeswalkers, for example), so some combination of each seems correct.
But while I was splashing white, I decided to add feeling of dread just for kicks. Oh my god, this card is amazing. In aggro match ups, it buys you time and land drops, which is what you need. Even in control match ups, you can flash it back targeting nothing for some cheap burning vengeance activations. I wouldn't add four, but two seems right.
Pack 1 pick 1:
Haunted Fengraf
Tragic Slip
Faithless Looting
Headless Skaab
Silverclaw Griffin
Undying Evil
Scorch the Fields
Somberwald Dryad
Bone to Ash
Avacyn's Collar
Lingering Souls
Niblis of the Urn
Chalice of Life
--> Beguiler of Wills
Island
I felt like this was really close. I do not think so anymore. The pick should have been Lingering Souls.
Pack 1 pick 2:
Crushing Vines
Erdwal Ripper
Stormbound Geist
Silverclaw Griffin
Spiteful Shadows
Fires of Undeath
Young Wolf
Chant of the Skifsang
Dawntreader Elk
Wolfhunter's Quiver
--> Tower Geist
Immerwolf
Soul Seizer
Plains
Pack 1 pick 3:
Gravepurge
Break of Day
Gruesome Discovery
Screeching Skaab
Nearheath Stalker
Undying Evil
Griptide
Elgaud Inquisitor
Kessig Recluse
--> Diregraf Captain
Wakedancer
Chosen of Markov
Forest
This could be a mistake, since I hate BU, and I have a human and a spirit already. Was considering Inquisitor.
Pack 1 pick 4:
Gravepurge
Nephalia Seakite
Ray of Revelation
Haunted Fengraf
Wrack with Madness
Saving Grasp
Scorch the Fields
Heckling Fiends
--> Niblis of the Breath
Altar of the Lost
Soul Seizer
Forest
Pack 1 pick 5:
Shriekgeist
--> Burden of Guilt
Clinging Mists
Kessig Recluse
Fling
Chant of the Skifsang
Curse of Thirst
Gravetiller Wurm
Village Survivors
Jar of Eyeballs
Swamp
The person to my left is obviously in white, but I think I can make do with getting blue cards in pack two. Plus, you can splash a burden of guilt easily.
Pack 1 pick 6:
Shriekgeist
Hollowhenge Beast
Spiteful Shadows
Erdwal Ripper
Bone to Ash
Gather the Townsfolk
Sightless Ghoul
--> Avacyn's Collar
Chalice of Life
Island
Pack 1 pick 7:
--> Skillful Lunge
Torch Fiend
Gravepurge
Wild Hunger
Heavy Mattock
Young Wolf
Evolving Wilds
Deadly Allure
Forest
Pack 1 pick 8:
Favor of the Woods
Bar the Door
--> Forge Devil
Heavy Mattock
Vengeful Vampire
Gravetiller Wurm
Mystic Retrieval
Forest
Pack 1 pick 9:
Haunted Fengraf
Headless Skaab
Scorch the Fields
Somberwald Dryad
--> Bone to Ash
Chalice of Life
Island
Pack 1 pick 10:
Crushing Vines
Spiteful Shadows
Young Wolf
Chant of the Skifsang
--> Immerwolf
Plains
This seems really late, but I haven't seen any other noteworthy werewolves, so maybe R/G isn't there.
Pack 2 pick 1:
Unruly Mob
Ashmouth Hound
Woodland Sleuth
Forbidden Alchemy
Feral Ridgewolf
Vampiric Fury
--> Deranged Assistant
Gnaw to the Bone
Ghostly Possession
Curse of the Nightly Hunt
Gallows Warden
Make a Wish
Stromkirk Noble
Screeching Bat
Swamp
What an awful pack for me.
Pack 2 pick 2:
Kessig Wolf
Silverchase Fox
Unruly Mob
Blazing Torch
Deranged Assistant
Gnaw to the Bone
Vampire Interloper
Curse of the Pierced Heart
Desperate Ravings
Dissipate
--> Silver-Inlaid Dagger
Curse of Stalked Prey
Village Ironsmith
Swamp
Operation: Voltron is go.
Pack 2 pick 3:
Woodland Sleuth
Curse of Oblivion
Crossway Vampire
Wooden Stake
Ghoulcaller's Chant
Stromkirk Patrol
Night Revelers
--> Travel Preparations
Boneyard Wurm
Memory's Journey
Purify the Grave
Village Ironsmith
Swamp
Again, an awful pack. This is a late travel prep. Where are my blue cards?!
Pack 2 pick 6:
Maw of the Mire
Thraben Purebloods
Furor of the Bitten
--> Feeling of Dread
Village Bell-Ringer
Sensory Deprivation
Bloodcrazed Neonate (FOIL)
Ghoulraiser
Ghost Quarter
Plains
Pack 3 pick 1:
Festerhide Boar
Hysterical Blindness
Voiceless Spirit
Ghoulcaller's Chant
Dead Weight
Stromkirk Patrol
Silent Departure
Think Twice
Pitchburn Devils
Memory's Journey
Hamlet Captain
Cellar Door
--> Champion of the Parish
Grizzled Outcasts
Island
Another really close pick. I only have 4 humans right now, but I think I can still make him worthwhile, especially with my dagger and collar. In a vacuum, I take Silent Departure.
Pack 3 pick 2:
Cobbled Wings
Woodland Sleuth
Curse of Oblivion
Crossway Vampire
Wooden Stake
Travel Preparations
--> Village Bell-Ringer
Spectral Flight
Brain Weevil
Mask of Avacyn
Rolling Temblor
Hollowhenge Scavenger
Back from the Brink
Island
Well, here's a blue card. I'm starting to feel all right. Something good will wheel, too.
Pack 3 pick 4:
Altar's Reap
Forbidden Alchemy
--> Elder Cathar
Kessig Wolf
Wooden Stake
Armored Skaab
Blazing Torch
Stitcher's Apprentice
Walking Corpse
Rally the Peasants
Splinterfright
Plains
Ugh. I really wanted to take alchemy or torch here. But I need humans.
Pack 3 pick 5:
Selfless Cathar
Curse of Oblivion
Somberwald Spider
Hysterical Blindness
Village Bell-Ringer
Prey Upon
Brain Weevil
Rotting Fensnake
Unburial Rites
--> Invisible Stalker
Mountain
This is a nice one.
Pack 3 pick 6:
--> Claustrophobia
Kindercatch
Crossway Vampire
Lost in the Mist
Moonmist
Markov Patrician
Ghostly Possession
Boneyard Wurm
Tribute to Hunger
Island
Where were you pack 2?
Pack 3 pick 7:
Gruesome Deformity
Frightful Delusion
Night Revelers
Ranger's Guile
Ghoulraiser
Cellar Door
Make a Wish
--> Ulvenwald Mystics
Island
Uh oh.
Pack 3 pick 8:
--> Smite the Monstrous
Armored Skaab
Walking Corpse
Nightbird's Clutches
Darkthicket Wolf
Unburial Rites
Village Ironsmith
Forest
Pack 3 pick 9:
--> Festerhide Boar
Hysterical Blindness
Ghoulcaller's Chant
Stromkirk Patrol
Memory's Journey
Cellar Door
Island
Pack 3 pick 10:
Woodland Sleuth
Curse of Oblivion
Wooden Stake
Brain Weevil
--> Hollowhenge Scavenger
Island
I played against Barthos, the player to my left, and his deck was an insane four color mess.
Game 1: I lose the roll and keep 3 plains, champion, deranged assistant, Bell ringer, and Niblis of the Breath. Since I have 9 Islands, I'm not worried.
He plays Darkthicket Wolf and Ironsmith, and plays perfectly around my bell-ringer to keep his ironsmith around. I Smite his Wolf after he pumps on turn 5, and he responds with caravan vigil for his fourth color (WRGB). Meanwhile, I still haven't drawn an Island. I do have a sizeable creature advantage, though, so start to beat down the team. He equalizes with Wrack with Madness and Fires of Undeath, and I now have four blue cards in hand. I draw dagger, griffin, island [!], while he continues to be flooded. He cast four spells that weren't caravan vigil.
Game 2: I keep selfless cathar, elder cathar, five land. But there are islands! He again has an early ironsmith, and again it flips, and again he plays perfectly around my bell-ringer. A kessig recluse attacks into my cathars, and I've now got a 4/6 vigilance bell-ringer with avacyn's collar, a champion of the parish and a makeshift mauler against his Ironsmith, Ashmouth Hound and Nearheath Stalker. He casts lingering souls (can't flash it back), and I've got to start sending my guys in. Then he casts Kessig Cagebreakers. Goodness. I topdeck Beguiler, but he topdecks Blazing Torch. Ouch. He's not attacking with Cagebreakers, since I can kill it with mauler, and there are only 2 creatures in his graveyard. He's content to send his one spirit token every turn. I have a Selhoff Occultist, and I start sending my humans in to even the score of spirits. Then I stupidly start milling him when creatures die, forgetting about the Cagebreakers still on the table. He makes six wolves, and I'm done for.
Game 3: I mulligan a hand of burden of guilt, claustrophobia, and 5 lands into a hand of claustrophobia, Sturmgeist, and 4 lands. Snap keep.
We do a whole lot of nothing for 5 turns, when I finally get him with Bell-ringer! Unfortunately, all it kills is the first iteration of Young Wolf. He casts cagebreakers, I cast claustrophobia, and finally draw my 5th land for a 5/5 sturmgeist on turn 7. He naturalizes the claustrophobia, and wrack with madnesses my sturmgiest, but at least has no creatures in the yard. I voltron up my bell-ringer with dagger and collar and start swinging. He draws Fires of Undeath, and sacs the torch to kill my bell-ringer. I draw beguiler, but he has fires in the yard. I forget to suit up my spirit token and swing for one. I tap his guys with burden of guilt, and he casts and flashes back lingering souls. I try to fight back with a mere deranged assistant, but then he casts a 9/9 geist honored monk.
I feel like game 2 was winnable if I didn't make the selhoff occultist mistake, but I was still in a pretty awful position. Other than that, was this a bad beat, or did I give my opponent that awesome deck?
To actually be competitive, your deck needs to have a plan to deal with geist of st traft, grafdigger's cage, witchbane orb, and most importantly, enchantment removal.
Thats probably the biggest issue with the deck, you have to sideboard pretty much blindly, and hope you bring in the right cards, to deal with either grafdigger's cage, enchantment removal, or something that just attempts to ignore you and kill you (like heretic's punishment)
I agree, but that's more of a problem of the format than a problem of this deck. Having two artifact "you can't win" cards means that you can't be sure what any one deck has in its sideboard. On the other hand, by running these passive cards that don't actually win you the game, aggro players are doing control players a huge favor. I've had tons of games where I've established control, and just had to wait until I draw the one ancient grudge in my deck to win.
It's basically the durdliest deck that ever durdled. Altar of the Lost is a revelation, though. I'm having trouble figuring out sideboard plans, mostly because I'm never quite sure if they have Cage/Orb, so can never cut Ancient Grudge, and am always tempted to side another in.
I played Messenger at my draft last week (got him 3rd pick, I believe, after Tragic Slip and Diregraf Captain). In deck construction, I played UB with a Evolving Wilds and a shimmering grotto so that I could consistently cast him. I also had Highborn Ghoul, so needed multiple swamps early.
As it worked out, though, I never played him over the four rounds, as I played against three black decks. When I played against black, I sided out Highborn Ghoul (intimidate don't work that way) and Messenger for my white splash (Lingering Souls and Slayer of the Wicked). That might have been a better deck.
So, I wasn't too impressed with Messenger as a third pick, after two strong black picks. I don't think he should table, but he's definitely not an early pick.
I feel like 16 damage should be enough in a Jund/Burning Vengeance shell. So, Ghoul Tree probably isn't necessary (especially since it'll be difficult to hard cast).
You definitely need more creature control (burn), and a card like Shattered Perception seems just plain worse than Think Twice in context. You also maybe need a counterspell or two to protect your combo, since it's on the board for three turns.
The two things I might suggest are: 1) Ancient Grudge over Naturalize, especially given the usefulness of Flashback... and it being crazy powerful. But that's sb talk, meaning I really like your deck!
and 2) I found that substituting a few Forbidden Alchemys for Dream Twists helped me, especially in post-sb matches, since it allowed for better filtering and draw. Yes, it's more expensive, but I always found it to be really worthwhile to pay it. That fourth card (going to your hand) is worth it.
Thanks for the advice! I don't think Grudge is the answer I'm looking for, as it doesn't hit enchantments like Spectral Flight, which is a huge problem. Hopefully Dark Ascension offers a flashback enchantment removal spell.
Forbidden Alchemy is definitely an option, but I think it's best in the sideboard. It's definitely too slow for the aggro match ups, and it shines against control.
I'll be first to admit this list is wonky as all hell (I'm the stereotypical ticket pauper who bought this deck primarily because it was cheap). My one loss was to Jund control, and I beat g/w, BV w/o BV, and r/w.
The Bramblecrush might become Memory's Journey, since they were underwhelming; both times they resolved, the opposing player just cast the second copy of the planeswalker they had in hand. Since our games against control go so long, you really have to play the attrition battle. Keep track of how many answers/threats they have played, and realize that they have the ability and time to sculpt their hand.
Sever the Bloodline was cut right before the tournament. I just think it's too slow for our purposes. We need cheaper answers against both aggro and control: aggro to stop their pressure, control to pressure them. Sever really works best in the mirror, and Undead Alchemist is superior there. I've seen Evil Twin in the board, too, which is a neat idea.
In this aggro-centered metagame, though, I'm pretty confident with my match-up both pre- and post-board. Silent Departure plus Harvest Pyre is just unfair to most aggro decks.
That build looks very close to what I'm running currently. I have Silent Departure in place of Harvest Pyre, which works pretty well, and has flashback going for it. A permanent answer is pretty compelling, though.
Witchbane orb is a tremendous sideboard card. Do you side in Naturalize for the Invisible stalker deck only, or are they for Jund control as well?
Is Divine Reckoning a possible fit? I'm just getting started brewing with this build, and it seems like an overlooked answer. The double white commitment seems hard to come by, especially with the innistrad duals being what they are, but it seems pretty synergistic.
So with the new transformers cards, what's to stop people from cheating and putting 4 checklisted "Garruk Relentless" in their deck when they only pulled one copy?
Step 1: Collect all checklist cards with tokens and land (since it takes the space of the land in the pack, you should do this anyway).
Step 2: If a player wants to use a checklist card in his deck, he gets it filled out and initialed by a judge.
Not hard.
The bigger issue is knowing what colors drafters are in. I know when I draft INN, when the packs get opened, I won't be looking at my cards, I'll be seeing what color everyone else is in. HUGE advantage
Who is it an advantage for, the drafter or the observer? If I pick three green transformers, are you going to help or hinder me? Reading signals correctly is a skill. This just makes it easier to read. The information doesn't give anyone advantage over anyone else at the table.
Solemn is probably the weakest card right now (which is a unique place to be), but it's still in for a few reasons.
It synergizes well with Disciple, Mutilate (especially to ramp up to titan killing) and Lashwrithe. It's another body to put Lilly's -3 on. I can't think of a creature I like better.
I don't mean to be snippy, but your list runs 7 four drops and 11(!) 5+ drops, while running one less land (+ talismans) and my list tops out at one 5 pre-board. I'd say our curves are at least comparable.
2 Disciple of Bolas
4 Solemn Simulacrum
4 Vampire Nighthawk
1 Batterskull
4 Lashwrithe
2 Liliana of the Dark Realms
1 Consume Spirit
4 Duress
2 Doom Blade
2 Go for the Throat
4 Mutilate
3 Sign in Blood
2 Tragic Slip
22 Swamp
2 Sever the Bloodline
1 Karn Liberated
1 Sign in Blood
2 Surgical Extraction
2 Hex Parasite
2 Barter in Blood
1 Griselbrand
2 Curse of Death's Hold
2 Staff of Nin
I like it a lot. Feels powerful, and lets me control the pace of the game. I'm just working out my sideboard plan now, mostly.
I added burning oil, and it's worked ok. There are many times that geistflame is superior, though (it hits planeswalkers, for example), so some combination of each seems correct.
But while I was splashing white, I decided to add feeling of dread just for kicks. Oh my god, this card is amazing. In aggro match ups, it buys you time and land drops, which is what you need. Even in control match ups, you can flash it back targeting nothing for some cheap burning vengeance activations. I wouldn't add four, but two seems right.
Draft:
Time: 3/31/2012 9:53:57 PM
Players:
zaphodava
Prödigy
Platinum Angel
XxquestionablyawesomexX
Barthos
-->Malthes
renatoaraujo
swamposaurous
------ DKA ------
Pack 1 pick 1:
Haunted Fengraf
Tragic Slip
Faithless Looting
Headless Skaab
Silverclaw Griffin
Undying Evil
Scorch the Fields
Somberwald Dryad
Bone to Ash
Avacyn's Collar
Lingering Souls
Niblis of the Urn
Chalice of Life
--> Beguiler of Wills
Island
I felt like this was really close. I do not think so anymore. The pick should have been Lingering Souls.
Pack 1 pick 2:
Crushing Vines
Erdwal Ripper
Stormbound Geist
Silverclaw Griffin
Spiteful Shadows
Fires of Undeath
Young Wolf
Chant of the Skifsang
Dawntreader Elk
Wolfhunter's Quiver
--> Tower Geist
Immerwolf
Soul Seizer
Plains
Pack 1 pick 3:
Gravepurge
Break of Day
Gruesome Discovery
Screeching Skaab
Nearheath Stalker
Undying Evil
Griptide
Elgaud Inquisitor
Kessig Recluse
--> Diregraf Captain
Wakedancer
Chosen of Markov
Forest
This could be a mistake, since I hate BU, and I have a human and a spirit already. Was considering Inquisitor.
Pack 1 pick 4:
Gravepurge
Nephalia Seakite
Ray of Revelation
Haunted Fengraf
Wrack with Madness
Saving Grasp
Scorch the Fields
Heckling Fiends
--> Niblis of the Breath
Altar of the Lost
Soul Seizer
Forest
Pack 1 pick 5:
Shriekgeist
--> Burden of Guilt
Clinging Mists
Kessig Recluse
Fling
Chant of the Skifsang
Curse of Thirst
Gravetiller Wurm
Village Survivors
Jar of Eyeballs
Swamp
The person to my left is obviously in white, but I think I can make do with getting blue cards in pack two. Plus, you can splash a burden of guilt easily.
Pack 1 pick 6:
Shriekgeist
Hollowhenge Beast
Spiteful Shadows
Erdwal Ripper
Bone to Ash
Gather the Townsfolk
Sightless Ghoul
--> Avacyn's Collar
Chalice of Life
Island
Pack 1 pick 7:
--> Skillful Lunge
Torch Fiend
Gravepurge
Wild Hunger
Heavy Mattock
Young Wolf
Evolving Wilds
Deadly Allure
Forest
Pack 1 pick 8:
Favor of the Woods
Bar the Door
--> Forge Devil
Heavy Mattock
Vengeful Vampire
Gravetiller Wurm
Mystic Retrieval
Forest
Pack 1 pick 9:
Haunted Fengraf
Headless Skaab
Scorch the Fields
Somberwald Dryad
--> Bone to Ash
Chalice of Life
Island
Pack 1 pick 10:
Crushing Vines
Spiteful Shadows
Young Wolf
Chant of the Skifsang
--> Immerwolf
Plains
This seems really late, but I haven't seen any other noteworthy werewolves, so maybe R/G isn't there.
Pack 1 pick 11:
Gravepurge
Gruesome Discovery
Nearheath Stalker
--> Chosen of Markov
Forest
Pack 1 pick 12:
--> Gravepurge
Haunted Fengraf
Scorch the Fields
Forest
Pack 1 pick 13:
Clinging Mists
--> Curse of Thirst
Swamp
Pack 1 pick 14:
Spiteful Shadows
--> Island
Pack 1 pick 15:
--> Forest
------ ISD ------
Pack 2 pick 1:
Unruly Mob
Ashmouth Hound
Woodland Sleuth
Forbidden Alchemy
Feral Ridgewolf
Vampiric Fury
--> Deranged Assistant
Gnaw to the Bone
Ghostly Possession
Curse of the Nightly Hunt
Gallows Warden
Make a Wish
Stromkirk Noble
Screeching Bat
Swamp
What an awful pack for me.
Pack 2 pick 2:
Kessig Wolf
Silverchase Fox
Unruly Mob
Blazing Torch
Deranged Assistant
Gnaw to the Bone
Vampire Interloper
Curse of the Pierced Heart
Desperate Ravings
Dissipate
--> Silver-Inlaid Dagger
Curse of Stalked Prey
Village Ironsmith
Swamp
Operation: Voltron is go.
Pack 2 pick 3:
Woodland Sleuth
Curse of Oblivion
Crossway Vampire
Wooden Stake
Ghoulcaller's Chant
Stromkirk Patrol
Night Revelers
--> Travel Preparations
Boneyard Wurm
Memory's Journey
Purify the Grave
Village Ironsmith
Swamp
Again, an awful pack. This is a late travel prep. Where are my blue cards?!
Pack 2 pick 4:
Traveler's Amulet
Corpse Lunge
Thraben Purebloods
Dream Twist
Rotting Fensnake
Caravan Vigil
Infernal Plunge
Ranger's Guile
Bitterheart Witch
--> Sulfur Falls
Ulvenwald Mystics
Mountain
Mistake, should have taken the amulet.
Pack 2 pick 5:
Ashmouth Hound
--> Selfless Cathar
Somberwald Spider
Riot Devils
Harvest Pyre
Mulch
Smite the Monstrous
Inquisitor's Flail
Rage Thrower
Village Ironsmith
Forest
Pack 2 pick 6:
Maw of the Mire
Thraben Purebloods
Furor of the Bitten
--> Feeling of Dread
Village Bell-Ringer
Sensory Deprivation
Bloodcrazed Neonate (FOIL)
Ghoulraiser
Ghost Quarter
Plains
Pack 2 pick 7:
Frightful Delusion
Cobbled Wings
Skeletal Grimace
Ranger's Guile
--> Abbey Griffin
Sensory Deprivation
Curiosity
Scourge of Geier Reach
Forest
Seriously, there are no blue cards in these packs.
Pack 2 pick 8:
Ghoulcaller's Chant
Lost in the Mist
Elder Cathar
Grave Bramble
Urgent Exorcism
--> Selhoff Occultist
Traitorous Blood
Forest
THERE'S ONE!
Pack 2 pick 9:
Woodland Sleuth
Feral Ridgewolf
Vampiric Fury
--> Ghostly Possession
Curse of the Nightly Hunt
Make a Wish
Swamp
Pack 2 pick 10:
Kessig Wolf
--> Silverchase Fox
Unruly Mob
Gnaw to the Bone
Curse of the Pierced Heart
Swamp
This shouldn't wheel. What is happening?
Pack 2 pick 11:
--> Woodland Sleuth
Curse of Oblivion
Wooden Stake
Ghoulcaller's Chant
Swamp
Pack 2 pick 12:
Infernal Plunge
--> Ranger's Guile
Bitterheart Witch
Mountain
Pack 2 pick 13:
--> Riot Devils
Mulch
Forest
Pack 2 pick 14:
--> Maw of the Mire
Plains
Pack 2 pick 15:
--> Forest
------ ISD ------
Pack 3 pick 1:
Festerhide Boar
Hysterical Blindness
Voiceless Spirit
Ghoulcaller's Chant
Dead Weight
Stromkirk Patrol
Silent Departure
Think Twice
Pitchburn Devils
Memory's Journey
Hamlet Captain
Cellar Door
--> Champion of the Parish
Grizzled Outcasts
Island
Another really close pick. I only have 4 humans right now, but I think I can still make him worthwhile, especially with my dagger and collar. In a vacuum, I take Silent Departure.
Pack 3 pick 2:
Cobbled Wings
Woodland Sleuth
Curse of Oblivion
Crossway Vampire
Wooden Stake
Travel Preparations
--> Village Bell-Ringer
Spectral Flight
Brain Weevil
Mask of Avacyn
Rolling Temblor
Hollowhenge Scavenger
Back from the Brink
Island
Pack 3 pick 3:
Manor Skeleton
Stitched Drake
Naturalize
Makeshift Mauler
Feeling of Dread
Nightbird's Clutches
Darkthicket Wolf
Dissipate
Paraselene
Lantern Spirit
--> Sturmgeist
Ulvenwald Mystics
Swamp
Well, here's a blue card. I'm starting to feel all right. Something good will wheel, too.
Pack 3 pick 4:
Altar's Reap
Forbidden Alchemy
--> Elder Cathar
Kessig Wolf
Wooden Stake
Armored Skaab
Blazing Torch
Stitcher's Apprentice
Walking Corpse
Rally the Peasants
Splinterfright
Plains
Ugh. I really wanted to take alchemy or torch here. But I need humans.
Pack 3 pick 5:
Selfless Cathar
Curse of Oblivion
Somberwald Spider
Hysterical Blindness
Village Bell-Ringer
Prey Upon
Brain Weevil
Rotting Fensnake
Unburial Rites
--> Invisible Stalker
Mountain
This is a nice one.
Pack 3 pick 6:
--> Claustrophobia
Kindercatch
Crossway Vampire
Lost in the Mist
Moonmist
Markov Patrician
Ghostly Possession
Boneyard Wurm
Tribute to Hunger
Island
Where were you pack 2?
Pack 3 pick 7:
Gruesome Deformity
Frightful Delusion
Night Revelers
Ranger's Guile
Ghoulraiser
Cellar Door
Make a Wish
--> Ulvenwald Mystics
Island
Uh oh.
Pack 3 pick 8:
--> Smite the Monstrous
Armored Skaab
Walking Corpse
Nightbird's Clutches
Darkthicket Wolf
Unburial Rites
Village Ironsmith
Forest
Pack 3 pick 9:
--> Festerhide Boar
Hysterical Blindness
Ghoulcaller's Chant
Stromkirk Patrol
Memory's Journey
Cellar Door
Island
Pack 3 pick 10:
Woodland Sleuth
Curse of Oblivion
Wooden Stake
Brain Weevil
--> Hollowhenge Scavenger
Island
Pack 3 pick 11:
Manor Skeleton
Naturalize
--> Makeshift Mauler
Paraselene
Swamp
Pretty happy with this wheel.
Pack 3 pick 12:
Altar's Reap
--> Kessig Wolf
Wooden Stake
Plains
Pack 3 pick 13:
Hysterical Blindness
--> Rotting Fensnake
Mountain
Pack 3 pick 14:
--> Ghostly Possession
Island
Pack 3 pick 15:
--> Island
Huh, I'm short playables. A lot of things didn't wheel. Ghostly Possession, go!
Deck:
1 Avacyn's Collar
1 Selhoff Occultist
1 Smite the Monstrous
9 Island
1 Feeling of Dread
8 Plains
1 Selfless Cathar
1 Ghostly Possession
1 Village Bell-Ringer
1 Invisible Stalker
1 Makeshift Mauler
1 Bone to Ash
1 Elder Cathar
1 Claustrophobia
1 Deranged Assistant
1 Champion of the Parish
1 Sturmgeist
1 Silver-Inlaid Dagger
1 Abbey Griffin
1 Niblis of the Breath
1 Tower Geist
1 Burden of Guilt
1 Silverchase Fox
1 Skillful Lunge
1 Forest
1 Sulfur Falls
1 Immerwolf
1 Ulvenwald Mystics
1 Ranger's Guile
2 Island
1 Festerhide Boar
1 Ghostly Possession
1 Chosen of Markov
1 Kessig Wolf
1 Travel Preparations
1 Gravepurge
1 Rotting Fensnake
1 Curse of Thirst
1 Maw of the Mire
1 Woodland Sleuth
1 Riot Devils
1 Forest
1 Diregraf Captain
1 Forge Devil
1 Hollowhenge Scavenger
Match (yes, match):
I played against Barthos, the player to my left, and his deck was an insane four color mess.
Game 1: I lose the roll and keep 3 plains, champion, deranged assistant, Bell ringer, and Niblis of the Breath. Since I have 9 Islands, I'm not worried.
He plays Darkthicket Wolf and Ironsmith, and plays perfectly around my bell-ringer to keep his ironsmith around. I Smite his Wolf after he pumps on turn 5, and he responds with caravan vigil for his fourth color (WRGB). Meanwhile, I still haven't drawn an Island. I do have a sizeable creature advantage, though, so start to beat down the team. He equalizes with Wrack with Madness and Fires of Undeath, and I now have four blue cards in hand. I draw dagger, griffin, island [!], while he continues to be flooded. He cast four spells that weren't caravan vigil.
Game 2: I keep selfless cathar, elder cathar, five land. But there are islands! He again has an early ironsmith, and again it flips, and again he plays perfectly around my bell-ringer. A kessig recluse attacks into my cathars, and I've now got a 4/6 vigilance bell-ringer with avacyn's collar, a champion of the parish and a makeshift mauler against his Ironsmith, Ashmouth Hound and Nearheath Stalker. He casts lingering souls (can't flash it back), and I've got to start sending my guys in. Then he casts Kessig Cagebreakers. Goodness. I topdeck Beguiler, but he topdecks Blazing Torch. Ouch. He's not attacking with Cagebreakers, since I can kill it with mauler, and there are only 2 creatures in his graveyard. He's content to send his one spirit token every turn. I have a Selhoff Occultist, and I start sending my humans in to even the score of spirits. Then I stupidly start milling him when creatures die, forgetting about the Cagebreakers still on the table. He makes six wolves, and I'm done for.
Game 3: I mulligan a hand of burden of guilt, claustrophobia, and 5 lands into a hand of claustrophobia, Sturmgeist, and 4 lands. Snap keep.
We do a whole lot of nothing for 5 turns, when I finally get him with Bell-ringer! Unfortunately, all it kills is the first iteration of Young Wolf. He casts cagebreakers, I cast claustrophobia, and finally draw my 5th land for a 5/5 sturmgeist on turn 7. He naturalizes the claustrophobia, and wrack with madnesses my sturmgiest, but at least has no creatures in the yard. I voltron up my bell-ringer with dagger and collar and start swinging. He draws Fires of Undeath, and sacs the torch to kill my bell-ringer. I draw beguiler, but he has fires in the yard. I forget to suit up my spirit token and swing for one. I tap his guys with burden of guilt, and he casts and flashes back lingering souls. I try to fight back with a mere deranged assistant, but then he casts a 9/9 geist honored monk.
I feel like game 2 was winnable if I didn't make the selhoff occultist mistake, but I was still in a pretty awful position. Other than that, was this a bad beat, or did I give my opponent that awesome deck?
I agree, but that's more of a problem of the format than a problem of this deck. Having two artifact "you can't win" cards means that you can't be sure what any one deck has in its sideboard. On the other hand, by running these passive cards that don't actually win you the game, aggro players are doing control players a huge favor. I've had tons of games where I've established control, and just had to wait until I draw the one ancient grudge in my deck to win.
2 Altar of the Lost
1 Ancient Grudge
2 Blasphemous Act
4 Brimstone Volley
4 Burning Vengeance
2 Desperate Ravings
2 Devil's Play
2 Faithless Looting
4 Forbidden Alchemy
4 Geistflame
1 Increasing Confusion
1 Mystic Retrieval
3 Sever the Bloodline
3 Think Twice
1 Clifftop Retreat
7 Island
7 Mountain
1 Nephalia Drownyard
4 Shimmering Grotto
4 Sulfur Falls
1 Woodland Cemetery
2 Memory's Journey
4 Dissipate
1 Ancient Grudge
1 Witchbane Orb
2 Silent Departure
3 Rolling Temblor
2 Ray of Revelation
It's basically the durdliest deck that ever durdled. Altar of the Lost is a revelation, though. I'm having trouble figuring out sideboard plans, mostly because I'm never quite sure if they have Cage/Orb, so can never cut Ancient Grudge, and am always tempted to side another in.
As it worked out, though, I never played him over the four rounds, as I played against three black decks. When I played against black, I sided out Highborn Ghoul (intimidate don't work that way) and Messenger for my white splash (Lingering Souls and Slayer of the Wicked). That might have been a better deck.
So, I wasn't too impressed with Messenger as a third pick, after two strong black picks. I don't think he should table, but he's definitely not an early pick.
1 flayer + ghoul tree + grimoire = 14 damage
1 flayer + evil twin + grimoire = 16 damage
I feel like 16 damage should be enough in a Jund/Burning Vengeance shell. So, Ghoul Tree probably isn't necessary (especially since it'll be difficult to hard cast).
You definitely need more creature control (burn), and a card like Shattered Perception seems just plain worse than Think Twice in context. You also maybe need a counterspell or two to protect your combo, since it's on the board for three turns.
There can only be one type of (+1/+1 or -1/-1) counter on a creature. If there are an even number, they cancel out.
Thanks for the advice! I don't think Grudge is the answer I'm looking for, as it doesn't hit enchantments like Spectral Flight, which is a huge problem. Hopefully Dark Ascension offers a flashback enchantment removal spell.
Forbidden Alchemy is definitely an option, but I think it's best in the sideboard. It's definitely too slow for the aggro match ups, and it shines against control.
4 Ambush Viper
4 Armored Skaab
4 Avacyn's Pilgrim
3 Boneyard Wurm
4 Kessig Cagebreakers
4 Splinterfright
Spells
1 Blasphemous Act
3 Dream Twist
2 Gnaw to the Bone
3 Harvest Pyre
4 Mulch
2 Spider Spawning
1 Unburial Rites
6 Forest
4 Hinterland Harbor
2 Island
1 Mountain
4 Shimmering Grotto
1 Sulfur Falls
3 Woodland Cemetery
1 Blasphemous Act
2 Bramblecrush
1 Gnaw to the Bone
3 Naturalize
1 Rolling Temblor
3 Silent Departure
1 Spider Spawning
2 Undead Alchemist
1 Witchbane Orb
I'll be first to admit this list is wonky as all hell (I'm the stereotypical ticket pauper who bought this deck primarily because it was cheap). My one loss was to Jund control, and I beat g/w, BV w/o BV, and r/w.
The Bramblecrush might become Memory's Journey, since they were underwhelming; both times they resolved, the opposing player just cast the second copy of the planeswalker they had in hand. Since our games against control go so long, you really have to play the attrition battle. Keep track of how many answers/threats they have played, and realize that they have the ability and time to sculpt their hand.
Sever the Bloodline was cut right before the tournament. I just think it's too slow for our purposes. We need cheaper answers against both aggro and control: aggro to stop their pressure, control to pressure them. Sever really works best in the mirror, and Undead Alchemist is superior there. I've seen Evil Twin in the board, too, which is a neat idea.
In this aggro-centered metagame, though, I'm pretty confident with my match-up both pre- and post-board. Silent Departure plus Harvest Pyre is just unfair to most aggro decks.
Witchbane orb is a tremendous sideboard card. Do you side in Naturalize for the Invisible stalker deck only, or are they for Jund control as well?
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Step 1: Collect all checklist cards with tokens and land (since it takes the space of the land in the pack, you should do this anyway).
Step 2: If a player wants to use a checklist card in his deck, he gets it filled out and initialed by a judge.
Not hard.
Who is it an advantage for, the drafter or the observer? If I pick three green transformers, are you going to help or hinder me? Reading signals correctly is a skill. This just makes it easier to read. The information doesn't give anyone advantage over anyone else at the table.