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3 years ago ::
Dec 07, 2009 - 6:28PM
#51
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Date Joined:
Oct 16, 2007
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// Lands 4 [M10] Terramorphic Expanse 1 [ZEN] Plains (1) 7 [ZEN] Mountain (1) 4 [ZEN] Scalding Tarn 4 [ALA] Naya Panorama 4 [ZEN] Arid Mesa // Creatures 4 [ALA] Hell's Thunder 4 [CFX] Hellspark Elemental 4 [ZEN] Plated Geopede 4 [ZEN] Goblin Guide // Spells 3 [ALA] Ajani Vengeant 3 [CFX] Path to Exile 2 [M10] Earthquake 4 [ZEN] Burst Lightning 4 [ZEN] Zektar Shrine Expedition 4 [M10] Lightning Bolt // Sideboard SB: 1 [ZEN] Plains (1) SB: 1 [ALA] Ajani Vengeant SB: 1 [CFX] Path to Exile SB: 2 [M10] Earthquake SB: 2 [M10] Celestial Purge SB: 4 [M10] Baneslayer Angel SB: 4 [ZEN] Goblin Ruinblaster
Team GFG - Glux's Fine Gents
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3 years ago ::
Dec 07, 2009 - 6:31PM
#52
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Out of curiousity, what makes Hell's Thunder better than Ball Lightning?
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3 years ago ::
Dec 07, 2009 - 7:03PM
#53
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Date Joined:
Oct 16, 2007
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Out of curiousity, what makes Hell's Thunder better than Ball Lightning?
flying, manacost, unearth.
Team GFG - Glux's Fine Gents
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3 years ago ::
Dec 07, 2009 - 9:46PM
#54
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Date Joined:
Dec 31, 2006
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// Lands
4 [M10] Terramorphic Expanse
1 [ZEN] Plains (1)
7 [ZEN] Mountain (1)
4 [ZEN] Scalding Tarn
4 [ALA] Naya Panorama
4 [ZEN] Arid Mesa
// Creatures
4 [ALA] Hell's Thunder
4 [CFX] Hellspark Elemental
4 [ZEN] Plated Geopede
4 [ZEN] Goblin Guide
// Spells
3 [ALA] Ajani Vengeant
3 [CFX] Path to Exile
2 [M10] Earthquake
4 [ZEN] Burst Lightning
4 [ZEN] Zektar Shrine Expedition
4 [M10] Lightning Bolt
// Sideboard
SB: 1 [ZEN] Plains (1)
SB: 1 [ALA] Ajani Vengeant
SB: 1 [CFX] Path to Exile
SB: 2 [M10] Earthquake
SB: 2 [M10] Celestial Purge
SB: 4 [M10] Baneslayer Angel
SB: 4 [ZEN] Goblin Ruinblaster
I actually love mana barbs in the board, I'd suggest trying it.
But you were deceived.
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3 years ago ::
Dec 07, 2009 - 10:40PM
#55
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Out of curiousity, what makes Hell's Thunder better than Ball Lightning?
flying, manacost, unearth.
is flying better than more power+trample? Is this because of the fequent first strikers?
mana cost? In mono-red? Perhaps in Barely Boros, Hell's Thunder is better in this respect...
How often do you find yourself unearthing?
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3 years ago ::
Dec 07, 2009 - 11:06PM
#56
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Date Joined:
Oct 16, 2007
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Out of curiousity, what makes Hell's Thunder better than Ball Lightning?
flying, manacost, unearth.
is flying better than more power+trample? Is this because of the fequent first strikers?
mana cost? In mono-red? Perhaps in Barely Boros, Hell's Thunder is better in this respect...
How often do you find yourself unearthing?
Flying > Trample
4 > 1 (bolt, FSers, burst, etc)
With 24 land I unearth all the time.
Team GFG - Glux's Fine Gents
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3 years ago ::
Dec 07, 2009 - 11:37PM
#57
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interesting...
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3 years ago ::
Dec 12, 2009 - 8:33AM
#58
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Please don't consider me a heretic, but I consistantly go x-1 with this build in my area. I go for more of a landfall-esque synergy, and main deck Manabarbs. Why you ask? this deck is always dealing more damage then it's paying in mana, and that's almost never the case with the opponents. And you pocket the manabarbs until you get them to 7 or less, which is fairly easy by turn 4 or 5. Just check it out and give me some initial thoughts/feedback:
[Main Deck] 4 Plated Geopede 4 Hellspark Elemental 4 Zektar Shrine Expedition 4 Ball Lightning 4 Burst Lightning 4 Lightning Bolt 4 Manabarbs 4 Firewild Borderpost 3 Pyroclasm 4 Valakut, the Molten Pinnacle 3 Arid Mesa 3 Scalding Tarn 15 Mountain
[Sideboard] 4 Pithing Needle 4 Act of Treason 3 Unstable Footing 3 Chandra Nalaar 1 Pyroclasm
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3 years ago ::
Dec 12, 2009 - 9:22AM
#59
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I had a feeling Shrine Expedition would pick up after a while. I looked at that card, and thought ...hmm... how very interesting.
Feels like is does best with Grim Discovery (Ball Lightning, too) because that adds to the chances of late-game land drops without losing CA to manaflood. It also prevents mana screw early on, if that's ever an issue...
4 Plated Geopede 4 Ball Lightning 4 Hellspark Elemental 4 Goblin Guide
4 Lightning Bolt 4 Burst Lightning 4 Blightning 4 Zekdar Shrine Expedition 3 Soul Stair Expedition 3 Grim Discovery
22 lands (probably 7 fetches, all red, and 8-10 duals. Probably doesn't need a swamp)
sideboard includes strong black removal for BSA's, and Anathemancers (good with GD etc), and such and such...
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3 years ago ::
Dec 12, 2009 - 12:22PM
#60
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Date Joined:
Jul 29, 2006
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Ive thought about a list like that Banshee and I came to the realization that adding black really slows the deck down while adding not as many threats/responses that I'd like. We really have to keep up a fast pace with jund being the dominate deck type out there, and unless you add duress instead of the soul stairs, to keep tempo with them would be very hard. I'll probably reconsider when we find out what new dual land/creature comes out in worldwake, since the loss of tempo could be justified by the size of the body the land may give us, and would also make grim discovery even more worth it.
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