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5 years ago  ::  Nov 21, 2007 - 1:26AM #31
Roxlimn
Date Joined: Apr 28, 2001
Posts: 3,420
Looks like the natural evolution of Flores' idea finally made it Stateside. I was kind of wondering when it would show up here in DtB.

Big Mana GR is the offspring of Monored Control and Poorlash. It's better than both decks since it's able to poach most of the best from green and red and run them concurrently.

Be warned. Aggro decks around my meta have already adapted to this deck, and against these, the deck does have a bit of a hard time. If you're going to run low CC, low toughness creatures at all, be sure to feature ones that benefit from lots of mana, or ones that survive Molten Disaster for 4.

For Snow builds, Phyrexian Ironfoot is easy to fund (manawise) and hardy enough to survive most sweep effects. Ashling the Pilgrim performs well in some builds, particularly those that also run Vigor.

Spectral Force is strictly mediocre here. You're going to sweep the board often enough, and have point removal, so Trample is a bit redundant. Cloudthresher is superior in almost every way that counts.
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5 years ago  ::  Nov 21, 2007 - 8:27AM #32
Extraburn
Date Joined: Sep 19, 2007
Posts: 15
Updated my list a bit, I didn't really like the whole Primal Command thing if it was more like Tooth and Nail than I would run it because I loved that card :P So far my newer list has been doing better, siding in 2 more RAkroma's and 3 Eyes of the Wisent vs. U/x control has been helpful. I would recommend that anyone whose list doesn't run fungal reaches to try it out, you can put out a lot of storage counters pretty easy since you can just EoT them on your opponent's turn.
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5 years ago  ::  Nov 21, 2007 - 2:05PM #33
shmafancy
Date Joined: May 24, 2006
Posts: 147
I've been thinking about fungal reaches too. If you're colors can support it, it would be awesome. getting a Hellkite (or w/e else...) out one turn earlier can make all the difference.
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5 years ago  ::  Nov 21, 2007 - 3:27PM #34
Aldwyn
Date Joined: Apr 1, 2005
Posts: 180
I'm curious; has anyone thought of trying Deathrender in this deck as opposed to Warhammer? One of the guys in the shop that I play has a similar deck to this in implementation but has the added redundancy of playing Deathrender. It helps against controls as it breaks down the match to whether or not you resolve a Deathrender. If you do, you should be able to win as the deck plays Greater Gargadon as a sac outlet which then lets you combo out with Hellkites.

How does that sound?
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5 years ago  ::  Nov 21, 2007 - 4:13PM #35
Oldhat
  • Most High and Mighty
Date Joined: Dec 3, 2005
Posts: 1,030

Aldwyn wrote:

How does that sound?


Way too narrow.

Fungal Reaches is a MUST in this deck. Most lists run at least three.

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5 years ago  ::  Nov 21, 2007 - 6:03PM #36
Oldhat
  • Most High and Mighty
Date Joined: Dec 3, 2005
Posts: 1,030
Here is a list I have drawn up that I am considering using. I lack Garruk (and don't have the money for them, either). If I did, I would replace the Search for Tomorrow with Fertile Ground and the Call of the Herd with Garruk. Obvious choices.

Lands (24)
4x Karplusan Forest
3x Fungal Reaches
3x Treetop Village
1x Urza's Factory
1x Pendelhaven
7x Forest
5x Mountain

Creatues (15)
4x Wall of Roots
3x Siege-gang Commander
3x Bogardan Hellkite
1x Deadwood Treefolk
2x Vigor
2x Cloudthresher

Spells (21)
4x Call of the Herd
4x Harmonize
4x Incinerate
3x Disintigrate
4x Search for Tommorrow
2x Loxodon Warhammer

Sideboard (15)
2x Krosan Grip
3x Detritivore
4x Pyroclasm
3x Dead // Gone
3x Mwonvuli Acid-Moss

I like the Warhammer, as it is lifegain. Again, if I had Garruk, I would run Fertile Ground over Search and Garruk over Call. As it stands, Call is still good card advantage.

I miss Demonfire, but Disintigrate will have to do (Molten Disaster may be too risky in my meta, but Pyroclasm is a good board option). I cut Birds, because I didn't want to clog up the deck with accel.

I am running the singleton Treefolk because it could randomly help and it certainly won't hurt. Say they Shriekmaw one of my early beasties, I can recover it and if they kill my Treefolk, I can get another one too. Vigor also seems kinda nice post-board when I throw out a Pyroclasm. It makes damage-based removal moot unless they can kill Vigor. Hostility was neat, but I think the 6/6 Trample is better since it will get at least something through ideally (where as Hostility can be chumped by almost anything).

Just my thoughts and I hope to have this deck built and testing soon.
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5 years ago  ::  Nov 21, 2007 - 8:25PM #37
Stronghammer
Date Joined: Jun 18, 2007
Posts: 83
I like Armin Birner's list the most, and i am running it with some changes(nothing big, just -1 Search for Tomorrow, +1 Fertile Ground and some adjustments with the lands because of not having some of them).

Some thoughts on cards that i don't like in here:

Vigor : This shouldn't be ran in the deck. It is a dead draw a lot of the time and doesn't have a CIP ability or evasion.

Spectral Force : He is OK, i guess.....i really don't have anything besides that i don't like him in general. A big, trampling creature is good, but one that your opponent doesn't have to worry about every turn isn't as hot.

Fungal Reaches : This deck is very mana hungry color-wise, so i don't like this in the deck. Sure, it can get out of hand and possibly land you that game-winning Hellkite, but i would rather have consistant mana.

I really like this deck and am looking forward to seeing how it changes over the months to come.
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5 years ago  ::  Nov 21, 2007 - 9:42PM #38
shmafancy
Date Joined: May 24, 2006
Posts: 147

Stronghammer wrote:

Fungal Reaches : This deck is very mana hungry color-wise, so i don't like this in the deck. Sure, it can get out of hand and possibly land you that game-winning Hellkite, but i would rather have consistant mana.


the mana in this deck (blue splash possibly aside) is stupidly consistant. you are usually golden if your opening hand contains a green-producing land. Building up free mana makes all kinds of stupid things possible.

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5 years ago  ::  Nov 21, 2007 - 10:53PM #39
Oldhat
  • Most High and Mighty
Date Joined: Dec 3, 2005
Posts: 1,030

Stronghammer wrote:

I like Armin Birner's list the most, and i am running it with some changes(nothing big, just -1 Search for Tomorrow, +1 Fertile Ground and some adjustments with the lands because of not having some of them).

Some thoughts on cards that i don't like in here:

Vigor : This shouldn't be ran in the deck. It is a dead draw a lot of the time and doesn't have a CIP ability or evasion.

Spectral Force : He is OK, i guess.....i really don't have anything besides that i don't like him in general. A big, trampling creature is good, but one that your opponent doesn't have to worry about every turn isn't as hot.

Fungal Reaches : This deck is very mana hungry color-wise, so i don't like this in the deck. Sure, it can get out of hand and possibly land you that game-winning Hellkite, but i would rather have consistant mana.

I really like this deck and am looking forward to seeing how it changes over the months to come.


Vigor isn't bad. He does have Evasion, that being Trample. A 6/6 for 6 is cost efficient and the abiltity, as stated, can work with a few cards run by the deck. Think of it with Molten Disaster or Pyroclasm. Those are solid enough interactions and unlike Spectral Force, he is a constant swinging threat until dealt with.

As for Fungal Reaches, I think that is a 3- or 4-of. We do not have that demanding of colors. This is a 2-color deck, afterall. Yes, double and triple costs are tough, but not really. Considering that there are 3- and 4-color decks running around, I think we are good with the Reaches and their absurd ability to build up massive turns is hard to argue with.

I do agree that Force is sub-par and it is not worth running the Ranger to make it work, either.

shmafancy wrote:

the mana in this deck (blue splash possibly aside) is stupidly consistant. you are usually golden if your opening hand contains a green-producing land. Building up free mana makes all kinds of stupid things possible.


Agreed. I have never, ever been mana-screwed in any of my testing thus far.

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5 years ago  ::  Nov 22, 2007 - 6:23AM #40
Extraburn
Date Joined: Sep 19, 2007
Posts: 15
Everytime I've gotten 2 Fungal Reaches out I've won the preceding turn, now that's slightly exagerrated but usually I win when I get 2 out just because you can get a storage counter on each with just one land enchanted with fertile ground. So if I've got 3 counters on each that's 6 mana not counting the other lands and Garruk in play if I have him.

Fungal Reaches is definitely a 3 or 4 of.
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