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5 years ago ::
Oct 19, 2008 - 8:03PM
#41
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Date Joined:
Sep 22, 2007
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fast creatures that have a toughness over four cause problems for this deck. Wooly thoctar and Rhox war monk both caused me signifigant problems. I nifty trick i have been using is to drop any extra demigods you get into your prowler. Probably really obvious but I just discovered it. Bant control was a fairly straight forward match up but there is something in that deck that distressed me. Shield of the oversoul onto a war monk destroyed me. Something to be extremely weary of. Thanks banshee, I love the charm actually if for nothing else that it is the only md removal we have for anything over 4 toughness. If we are going to switch it out though than Executioners capsule would be my suggestion considering how light our one drop slot is. Sygg is there as kind of another solid two drop and I find that almost no matter what I am holding more cards in hand than my opponent and if sygg hits the board and they underestimate him then I can basically play two spells a turn and still gain cards in hand some times from a lucky lash out. I also added a 2x of Figure of destiny to my deck to help with early board position and put a growing threat on the board. Sorry if this post doesn't make a whole lot of sense my brain is a little fried at the moment.
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5 years ago ::
Oct 19, 2008 - 8:50PM
#42
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That's not a bad post, it's actually a good one. I think the Capsule would better replace Agony Warp, which is surprisingly mana-intensive. And now we can smoke those thoctars and monks in response to, well, pretty much anything they do to buff them.
And Grixis Charm stays. I just don't like how clogged the 3cc slot is. I might try the deck without the hammer, which, although great with unearth, is seeming to be win-more, and a sup-par play on turn 5 compaired to demigod...
So I'm thinking:
-3 Agony warp -2 Hammer
+4 Capsule +1 (3rd) Sygg
Firebreather, I suggest Infest in the SB for those stupid grass-dwelling, glowy-eyed freaks.
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5 years ago ::
Oct 19, 2008 - 8:55PM
#43
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opponent: shield on my war monk? you: absolutely not, in response i charm him... -or- opponent: shield the war monk...(if youre tapped out) you: (on your turn) charm him back to your hand... also, if your opponent gets some kind of huge guy on the field (as there have been problems with) you can pull of some nice tricks with unearth and bone splinters , unearth a guy (like the specter) swing, then splinter a guy with it after combat thereby doing damage, dropping their hand count, and then offing their biggest dude at the cost of one of your guys thats gonna die at the end of turn anyway... (and no, i dont have any intention of ceasing pushing splinters for this deck, cuz i think its just too incredibly good to pass up)
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5 years ago ::
Oct 19, 2008 - 9:17PM
#44
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Date Joined:
Sep 22, 2007
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the problem is that both those scenarios require charm. So it went something like. I shield my war monk. Me: *attempts to voodoo up a charm out of nowhere." Which is another reason i think that capsule would be worth while.
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5 years ago ::
Oct 19, 2008 - 9:25PM
#45
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opponent: shield on my war monk? you: absolutely not, in response i charm him... -or- opponent: shield the war monk...(if youre tapped out) you: (on your turn) charm him back to your hand...
also, if your opponent gets some kind of huge guy on the field (as there have been problems with) you can pull of some nice tricks with unearth and bone splinters , unearth a guy (like the specter) swing, then splinter a guy with it after combat thereby doing damage, dropping their hand count, and then offing their biggest dude at the cost of one of your guys thats gonna die at the end of turn anyway... (and no, i dont have any intention of ceasing pushing splinters for this deck, cuz i think its just too incredibly good to pass up) I agree with Firebreather that 3 charms isn't enough, we need 3-4 more cards to answer things like this, or we will have too many auto-lose games simple due to lack of removal.
That's not why I quoted you though. It was for the Bone Splinters comment. Test it out; if I get time, I will, too. It's certainly a possibility, like I said before. It definately warrents attention until it proves itself, either way.
Show us your list. I want to see all sorts of opinions on this deck, I'm open to suggestions. This is a growing thread.
EDIT: Progress Report has been updated to include Capsule and Splinters
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5 years ago ::
Oct 21, 2008 - 12:56AM
#46
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Date Joined:
Feb 14, 2004
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Just a quick report on how my testing is doing:
I added Sygg as a 2 of to test him out. He was amazing! Him turn 2 followed by a Blightning was very good, but a T2 Prowler, T3 Attack, drop Sygg, draw, is a killer too. I increased the count to 3 just so I can drop him earlier. He also holds off persisted Finks very well, as well as early Figures. So, yes, I say he is worth the inclusion.
I dropped the Javelins to the SB in favor of Lash Out, the switched the Javelins to MD and Agony Warps to SB. There are just so many 4 toughness creatures out there that only 3 ways (Charms) to kill them wasn't enough. While the trades were nice, the strait burn is more useful, especially when I can drop it on my opponent at his EOT to draw a card with Sygg. I switch them out with the Warps for Kithkin and other WW.
Oh, and I have no way to deal with Oversoul of Dusk other than to out race it. Which I can do, with a DemiGod holding a Hammer (How does it do that? It doesn't have arms or hands.) Still, it hurts that there isn't a way to deal with it or persist creaures.
Also, as another finisher, perhaps for the control version, how would Oona do? Its in our colors, flys, and hits hard.
Edit: Oh, and one other question. How do you feel about Unmake? Every one of my lands except for the Mountians produce black, so it shouldn't be too hard to cast, and it solves my concerns above. Do you think your list could fit it in?
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5 years ago ::
Oct 21, 2008 - 8:42AM
#47
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I don't know why we'd want to run executioner's capsule over terror. I can't think of any artifact creatures we'd really want to kill, and terror has the advantage of being a surprise.
And sygg really does rock. Your opponent always seems to overlook him.
My tentative list:
4 oona's prowler 3 sygg 2 dragger 4 specter 4 demigod
4 blightning 4 thoughtseize 3 javelin 3 grixis charm 2 warhammer 4 lash out
23 lands, no reflecting pools but it hasn't been that big a problem
4 deathmark 2 profane command 3 infest 3 mind shatter 3 Pithing Needle
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5 years ago ::
Oct 21, 2008 - 12:24PM
#48
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Oh, and I have no way to deal with Oversoul of Dusk other than to out race it. Which I can do, with a DemiGod holding a Hammer (How does it do that? It doesn't have arms or hands.) Still, it hurts that there isn't a way to deal with it or persist creaures.
Also, as another finisher, perhaps for the control version, how would Oona do? Its in our colors, flys, and hits hard.
Edit: Oh, and one other question. How do you feel about Unmake? Every one of my lands except for the Mountians produce black, so it shouldn't be too hard to cast, and it solves my concerns above. Do you think your list could fit it in? cant hit oversoul with unmake... well seriously, im not sure what else to suggest to deal with oversoul, cuz normally you can only use things like condemn , cribswap , or even mercy killing ... but those are all white (oversoul is gonna be a problem no matter how you slice it cuz hes protected from all three of our colors)
as for your persist concerns, try SB puncture blast s, if you end up needing to, you can still throw em at your opponents face to activate sygg
I don't know why we'd want to run executioner's capsule over terror. I can't think of any artifact creatures we'd really want to kill, and terror has the advantage of being a surprise.
And sygg really does rock. Your opponent always seems to overlook him.
My tentative list:
4 oona's prowler 3 sygg 2 dragger 4 specter 4 demigod
4 blightning 4 thoughtseize 3 javelin 3 grixis charm 2 warhammer 4 lash out
23 lands, no reflecting pools but it hasn't been that big a problem
4 deathmark 2 profane command 3 infest 3 mind shatter 3 Pithing Needle arent you guys glad you used sygg? and i agree on the capsule-vs-terror...round 1: fight!-oh wait: terror wins!
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5 years ago ::
Oct 21, 2008 - 1:55PM
#49
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as for your persist concerns, try SB puncture blasts, if you end up needing to, you can still throw em at your opponents face to activate sygg You are a genius. Blast is easier to cast than javelin, and still solves the colossus/demigod problem admirably. I'm gonna try this.
Yeah, oversoul was the biggest problem in the testing so far, but I think that's just our decks cross to bear. You can always thoughtseize it of course.
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5 years ago ::
Oct 21, 2008 - 3:14PM
#50
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Date Joined:
Sep 22, 2007
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crowded two drop slot is the primary reason for the capsule instead of terror I will need to pick out which works better.
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