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9 months ago ::
Oct 11, 2012 - 8:06AM
#151
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Date Joined:
Dec 30, 2009
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@Doktor So far I like the way your deck is going the best. I have tried the Vampire Nighthawk and it seems like the only games I end up playing him are the games when my opponent is starting to stabilize. In an aggro deck like this I prefer all of my creatures that are not 1 drops to have haste. Sadly there aren't any good 3 drop haste creatures that are standard legal. So I feel the Hellhole Flailer is best for that slot. The Rakdos Keyrune is another one I feel that slows down the deck. I think its good in certain circumstances, and feel that it should be in the side board instead of the main deck.
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9 months ago ::
Oct 11, 2012 - 8:53AM
#152
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Date Joined:
Dec 10, 2011
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Alright, some notes based on people's replies.
I'm not really feeling Knight of Infamy because I'm usually wanting to crash in woth multiple dudes at once, which makes exalted not trigger. Pro-white is only good in getting past blockers and O-ring/D-Sphere. The other scary white stuff for us are sweepers, which the Knight does nothing against.
Hellhole Flailer is not garbage at all in this deck. He beats face well and can use his ability after he has swung.
Olivia is a great card, for control. We should never be able to make use of her abilities. Our opponent should be dead by the time we have the mana for that.
Sign in blood is also better as a control card and we WANT to dump our hand to beat face and kill on turn 4 or 5. Each time we Sign in Blood is a time we're not beating face more and we are letting our opponent get closer to Terminus mana.
I like Dred Mangler as a hastey 3-drop, but sadly he's not in our colors and I don't think we need to make this jund. Nighthawk has moved to the sideboard as a 2-of there.
I'm really loving keyrune mainboard. It's just so versatile and good. The only time I'm really unhappy to see him is in my opening hand when I don't have enough else going on in it to really use him. He makes mana for casting more things per turn, 3/1 first strike for 2 is pretty good, and he dodges all sorcery speed removal.
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9 months ago ::
Oct 11, 2012 - 9:46AM
#153
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Date Joined:
Apr 30, 2010
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just my input on what some people have been talking about. hell hole flailer, this guy is pretty much amazing in my books. a 4/3 for 3 mana doesn't really get much more aggro than that in our colors, and he flings himself if he gets to live for the turn so i think he has so much more upside than downside. about the knight, i want to like him here but he doesn't have haste, and he only allows us to swing with one guy to be optimal. shred freak and ash zealot have that spot shored up i beleive. as for keyrune, i personally like it. it beats on thragtusks all day long and avoids board sweepers, both things i love to do. our four drop spot, i think it should really either be hellrider or aristocrat. one of the positive things about aristocrat is that a lot of humans are in this deck, well maybe not a lot but a good amount, so she can eat them up and get super big. another question, how do we feel about other one drops ? what is the thought on diregraf ghoul? and what about slitherhead? seems really out there but that scavenge on one of our big guys may be pretty good. also what do we think about a main board ghost quarter? or maybe even a hellion crucible? just to give us some late late game reach? and to deal with troublesome lands, like morland or gavony. discuss
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9 months ago ::
Oct 11, 2012 - 11:13AM
#154
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It's just my 2 cents. But hellion crucible, is kinda six of one, half dozen of the other to me. It can be a good thing IF the board get cleared or we need more steam. But at the same time wasting 4 mana and possibly 2 to 3 turns, doesn't help the tempo of this deck type that much, late game... maybe, IMHO.
Ghost Quarter on the other hand, could mess up our mana base if drawn too early. Plus there is the chance that we don't know what we are up against pre-board. Again late game can be a different story.
In mirror Slitherhead maybe good, if anything a chump blocker. Then scavenge to help push more dmg thru. I think he is worth a test atleast.
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9 months ago ::
Oct 11, 2012 - 11:16AM
#155
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Date Joined:
Dec 10, 2011
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Updating my list. 4 Blood Crypt 4 Dragonskull Summit 6 Swamp 8 Mountain 4 Stromkirk Noble 4 Rakdos Cackler 4 Ash Zealot 4 Rakdos Shred-Freak 3 Hellhole Flailer 3 Hellrider 2 Rakdos Keyrune 2 Tragic Slip 4 Pillar of Flame 3 Searing Spear 3 Brimstone Volley 2 Dynacharge 3 Rakdos Charm 2 Dreadbore 2 Blood Artist 2 Tragic Slip 2 Vampire Nighthawk 2 Traitorous Blood 2 Slaughter Games Becoming disillusioned with the Magmaquakes in the sideboard. It really only helps with Superfriends and at the cost of wiping our board usually. Think I'm gonna try replacing them with Dreadbores like ServiceGames mentioned and see how that goes. Other than that though, I've been really happy with how this deck runs. I've managed to win off of mulls to 4 and 5 with only 2 lands the whole game. U/W humans kinda just cries to Stromkirk Noble.
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9 months ago ::
Oct 11, 2012 - 12:09PM
#156
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Date Joined:
Apr 30, 2010
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i am starting to like that list doktor
have you played against bant control? or azorius aggro? those seem like pretty dominant decks now, and what about jund ? just wondering if you have taken them on yet
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9 months ago ::
Oct 11, 2012 - 12:15PM
#157
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Date Joined:
Apr 30, 2010
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It's just my 2 cents. But hellion crucible, is kinda six of one, half dozen of the other to me. It can be a good thing IF the board get cleared or we need more steam. But at the same time wasting 4 mana and possibly 2 to 3 turns, doesn't help the tempo of this deck type that much, late game... maybe, IMHO.
Ghost Quarter on the other hand, could mess up our mana base if drawn too early. Plus there is the chance that we don't know what we are up against pre-board. Again late game can be a different story.
In mirror Slitherhead maybe good, if anything a chump blocker. Then scavenge to help push more dmg thru. I think he is worth a test atleast.
yes i agree with the helion, i was just wondering what everyone else's thoughts were, and yeah i think slither head may do really well, maybe against zombies ? get a blocker and get to scavenge sounds good to me.
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9 months ago ::
Oct 11, 2012 - 12:16PM
#158
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Date Joined:
Dec 10, 2011
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Thanks! Unless you get a really fast hand, you'll probably lose to a well-built Bant control deck. Do what you can and then board in the Dreadbores and Slaughter Games. Haven't had much issue with Azorius Humans. Drop a Noble and watch them cry. Burn and slips handle the rest. Jund mid-range/control really depends on how they built the deck. I'd say it's 50/50 right now. I need more data to say for sure though. I fear no Murrica, Grixis, or Zombros right now. Izzet doesn't scare me either by proxy. G/W super ramp and Bant control are the only matchups I'm not too thrilled with, but I'm not sure there is anything we can really do about that right now.
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9 months ago ::
Oct 11, 2012 - 12:28PM
#159
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Date Joined:
Apr 30, 2010
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awesome sounds good to me. i will be play testing this some more tonight to see how it goes. i think i will try slither heads in the deck to see how it goes.
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9 months ago ::
Oct 11, 2012 - 1:24PM
#160
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Date Joined:
Jul 29, 2010
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1st off: keep rakdos cackler its the only good unleash card.
I'm honestly glad to hear that I'm not the only one who thinks that Unleash is an overall terrible ability.
SG
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