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Switch to Forum Live View U/R/G deck input needed
6 months ago  ::  Dec 17, 2012 - 5:25PM #1
00Brak
Date Joined: Dec 9, 2012
Posts: 75
So I've been messing around with a u/r/g deck for a while and plan on taking it to local FNM. The problem is I'm having a hard time deciding on what to run it as or even if I should cut the red maybe.

Local FNM here has a lot of very strong decks with giant budgets. There are a lot of thragtusks and resto angel decks and most of the top decks. The only thing that's not been common thus far are aggro decks.

This deck plays as an aggro deck that should win on turn 5, possibly even sooner. It also stands a chance later in the game if something goes wrong. I really enjoy the pump spells in it, having mana up and cards in my hand keeps my enemy on edge.

The deck as of now

Creatures - 14
4 x Blistercoil Weird
4 x Delver of Secrets
4 x Invisible Stalker
2 x Huntmaster of the Fells

Enchantments - 3
3 x Wild defiance

Spell's - 21
2 x Mizzium mortars
4 x Mizzium skin
3 x Ghostform
4 x Wild Hunger
4 x Titanic Growth
4 x Giant Growth

Lands - 22
4 x Steam Vents
3 x Sulfur Falls
4 x Hinterland Harbor
7 x Forest
2 x Mountain
2 x Island

I still don't have the sideboard done yet, I'll have some enchantment / artifact removal, counterspells, and some burn spells on it so far.

First of I would rather have the Mizzium Skin over Ranger's Guile for the blue cost vs the green cost. Easier to be aggressive with green mana and hold back a blue for protection.

I have been tempted to do the Nightshade Peddler and Izzet Staticaster combo but for one it would slow down the deck. I am open to trying them but I'd need some other changes to justify it.

I've been tempted to drop the red since its not doing very much. However I'd like to have some red burn spells on my sideboard to help clear threats if needed. I also enjoy Wild Hunger a lot and the flashback on it can be helpfull in longer games.

So any suggestions or tips?  Budget isn't an issue and I'm open to at least try anything in playtesting. Thanks in advance.
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6 months ago  ::  Dec 17, 2012 - 5:50PM #2
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
this deck seems to have 1 too many colors..... and i can't honestly tell which color that is
Blue is the best color ever.  How do you deal?

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6 months ago  ::  Dec 17, 2012 - 6:22PM #3
00Brak
Date Joined: Dec 9, 2012
Posts: 75
Ok so if where to drop the red what cards would you suggest in place of the ones I'd have to drop?
-2 Huntmaster of the Fells
-2 Mizzium Mortars
-4 Wild Hunger

I'd really like to keep the creature's at 14, I like the balance there so I'd need 2 more. I'd be loosing the trample effect on wild hunger and that I'd miss and I don't want to run Rancor .

I'd so be pretty lost on my sideboard with the removal of red. As well as that throws out the Staticaster + nightshade combo that I was tempted to run on the sideboard.
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6 months ago  ::  Dec 18, 2012 - 1:43PM #4
00Brak
Date Joined: Dec 9, 2012
Posts: 75
Ok well after some messing around I have figured out some of the changes to make if I take the red out. However I'm having a very hard time deciding which ones to use.

You can see the cards above that I'm taking out. I'll need 2 creatures and 6 spells, the lands are an easy fix. I could really use some input on these cards as what ones to use.

For the creatures I'm thinking:
Wild Beastmaster
pump her up and attack, now all my others just got those sweet boost as well for "free". Issue is that I tend to only 2 or 3 creatures in play if not just one.

Nivmagus Elemental
He can be helpful if my enemy is trying to counter my pump spells. Problem is he is another 1 drop and I'm not so sure I would like having 10x 1 drops in the deck.

Augur of Bolas
Nice 2 drop that would help me try and grab another pump spell. No real drawback but I'm not sure if 1 of the others would make more sense.

Primordial Hydra
I don't know why but I just like this card a lot. I know he doesn't fit the deck to well, but I can see him netting me a win if something goes wrong in early game.

For the spells I'm thinking:
+1 Wild Defiance
Just to make sure I'm getting it every game.
+1 Ghostform
Targets to creatures for wild defiance and makes them unblockable.
+4 Hunger of the Howlpack
I like the card, and felt like its not a terrible replacement for Wild Hunger . I might even be able sneak in its morbid effect by pumping a creature during combat.

So out of those creatures what 2 should I use? Or any other you might suggest instead? Perhaps there's a better card for the deck than Hunger of the Howlpack ?
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6 months ago  ::  Dec 18, 2012 - 4:00PM #5
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

Not a BIG suggestion but if you're going to stick with the blistercoils you could try Artful Dodge instead.


For the same amount of mana it'll do the same thing except you'll get two triggers for the blistercoils instead of just one. You can also just play it only once and use the flashback later.


I think you've posted before with a similar wild defiance deck. How is the testing going? Anything slowing you down or anything doing amazing?

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5 months ago  ::  Dec 19, 2012 - 12:18PM #6
00Brak
Date Joined: Dec 9, 2012
Posts: 75
Nope this is my first shot at a deck that's not U/R in a long time. The testing isn't going to bad at all I've made a few other changes to fix some issues I was running into.

Creatures - 14
4 x Blistercoil Weird
4 x Delver of Secrets
4 x Invisible Stalker
2 x Augur of Bolas

Enchantments - 7
4 x Wild Defiance
3 x curiosity

Spells - 18
4 x Mizzium Skin
4 x Ghostform
4 x Giant Growth
4 x Titanic Growth
2 x Ranger's Guile

Lands - 21
4- Hinterland Harbor
9- Forest
8- Island

Sideboard - 15
4 x Naturalize
4 x Prey Upon
4 x Fog
3 x Dispel

I added in the Curiosity due to the fact I kept having to run my hand down before I was ready to unload with Wild Defiance .

I would run Artful Dodge but the effect on Blistercoil Weird is a bonus. Ghostform let's me target 2 creatures for Wild Defiance without having to tie up 2 blue. I will give it a try though to see if it works better, it does make a lot of sense.

Really there's not to many issues I've been running into so long as don't play my hand out to fast. The Delver's are starting to not flip consitany but often enough there flipped by turn 5 when I'm set up to unload. I am starting to think perhaps replacing them with 3- Nivmagus Elemental and another Augor of Bolas .

The deck is running a bit slower than I had planned, I find my self always holding back 1 mana for a hex proof effect.  That leaves me having to wait until turn 5 to go in for the win, by then there's often a defense set up. I am running into issues with not having a Ghostform in hand to sneak threw with, I'm tempted to throw in Artful Dodge as well.
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5 months ago  ::  Dec 19, 2012 - 8:19PM #7
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

Well, you're right, you do need two blue for the Artful Dodges and you have less blue available. It's something to consider, although I wouldn't run both the dodges and the ghostform.


Have you thought about  Savage Surge rather than titanic growth? Your guys are small and but if you have the defiance in play the surge is better because you can untap to block if you have to. You still end up getting a +5/+5 combined effect. 


I almost feel like this would be a better deck if it were G/W. You have common bond and a lot of other cards that can give you first strike and lifelink and selesneya charm. 

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5 months ago  ::  Dec 19, 2012 - 8:54PM #8
00Brak
Date Joined: Dec 9, 2012
Posts: 75
I have been tempted to go to G/W but I really like the options for creatures from blue (all of them are blue atm) and the unblockable effects to just bypass any defenses set up.

I was tempted to run both dodge spells due to how helpful it is to just bypass defenses for a faster win.

I am still on edge about savage surge, I do like the untap portion of it. My only issue with not wanting to run it is that
- I play it as an aggressive deck and not many on the current meta can keep up.
- Blistercoil's get the untap effect from every spell.
- +4 vs +2 could be the difference between a win and loss.

I am still having issues with draw's and curiosity is looking less and less helpful. Often it's only netting me 1 or 2 draws before I'm going for the win. I can't think of any other card that would fit into the deck for draws. Augor of bolas is doing great for it though.

I'm still leaning more toward cutting at least a couple of Delver's. Perhaps Adding more Augur of Bolas in place since they are proving to be great.

I am also thinking of going down to 20 lands....right now even at 21 one of my biggest issues is getting to many. Best case I'll only want 4 in play trying to go for the win. Most of my deck are 1 or 2 drops with only the 4- 3 drops. I at one point managed to almost pull of a win with 2 lands in testing vs a token deck I have.
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5 months ago  ::  Dec 19, 2012 - 9:44PM #9
j0e1bar
Date Joined: Dec 1, 2012
Posts: 190
my buddy used to have a green deck that abused the wild defiance much like your deck here does. if you are worried about the unblockable effect look at creatures like champion of lambholt also spells like blessings of nature work wonders with wild defince since you can target multiple creatures at once.

my buddy did 18 damage to me once for the win with a 2/2 and two wild defiance
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5 months ago  ::  Dec 19, 2012 - 10:07PM #10
00Brak
Date Joined: Dec 9, 2012
Posts: 75
I do like the champion of lambolt, my only issue is that not only is she a 3 drop (same as wild defiance) but she also takes 2 green. I'm not fond of using cards that take 2 of color in a multicolor deck, let alone a fast one. It is a great card though but it doesn't fit this deck to well IMO.

I have been kind of looking at Wandering Wolf for the deck. Pumping him up makes him essentially unblockable is nice. However as a 2 drop he conflict's with my mana curve and I don't want to drop my other 2 drops.

I did try it with blessing of nature early in testing and decided it took way to much luck to cast. Unless I cast it for its miracle cost, it would be a dead card in my hand.

Yea you can hit some insane numbers with wild defiance and you can those numbers on turn 4 or 5 with any luck. The card turns all your creatures into lethal threats if you have cards in hand. Good suggestions though, they just don't fit the deck so well.
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