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Switch to Forum Live View Innistrad Block help
6 months ago  ::  Dec 20, 2012 - 12:47AM #1
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
Yeah I know this is in the standard section, but the last block section post or answer was weeks ago.

Anyway my local shop is doing an Innistrad Block Constructed for FNM and I'm brewing something up or it.  Want some feedback if possible how how you think it will turn out, I'm just not wanting to play zombies but was also tempted to play my old U/G selfmill splinterfright deck.  Just give me some ideas and feedback please.

R/G ... Aggro I guess

Creatures:
Young Wolf x4
Wolfbitten Captive x2
Strangleroot Geist x4
Wandering Wolf x3
Pyreheart Wolf x2
Predator Ooze x2
Wolfir Avenger x3
Huntmaster of the Fells x4
Wolfir Silverheart x3

Spells:
Hunger of the Howlpack x3
Curse of Stalked Prey x2
Wild Hunger x2
Brimstone Volley x2

Lands:
Kessig Wolf Run x3
Evolving Wilds x4
Forest x11
Mountain x 6

Basic idea of this deck is just to play it and turn it sideways.  I'm running the Brimstone Volley b/c stuff is going to die and that's almost like a free 5 damage on them.  Wild Hunger are there for eithe killing blows or to overpower blockers and also the sneaky factor when the other player forgets it is in the yard.  I'm not sure about the Curse of Stalked Prey though, I'm thinking it might be attractive in this type of deck b/c it is cheap and if I'm constantly attacking it might pay off.  Hunger of the Howlpack is there to pump anything I need to, yet again working off the morbid trigger since some of the creatures have undying.  I've always loved the ability on Wandering Wolf and howlgeist and if I can play wondering on turn 2 and then get the young wolf hit, then I'm swinging with a 5 power wondering wolf that is hard as hell to block.

Land wise I'm running the [c]Kessig Wolf Run[c] as utility and it's a good mana sink if nothing playable or to push damage through, and the Evolving Wilds are their for filtering and if I'm having problems getting that 3rd green mana or red mana since the deck is light on it.

Creature wise I figure you guys can see the way I'm going with them.  Some have undying for easy triggers of the brimstones and hungers.  Pyreheart Wolf ability is wonderful and has won me games before so I feel I had to put him in there to make it harder for them to block.  I've always been a fan of the Predator Ooze and how it puts all kinds of pressure on someone since if they can't kill it then it just gets bigger and bigger till it can't be stopped.  Also the flashing and regin Wolfir Avenger has cost me so many games when the other guy is playing it.  For a 3 drop it can't be beat i think. 

Now I'm not sure about the Huntmaster of the Fells ... I figure it's a must add since card value but I don't know how it fits... it is a 4 drop but I gain 2 life and gain a wolf token.  Then flips and can do damage if nothing is played... but the only time nothing is played is if something is wrong.  What is the opinion on this?

Obviously Wolfir Silverheart is to pump up anything on the board, including the wondering wolf or the flipped captive which can then be a 10 easy.

So these are my thoughts on the deck.  Please give me some ideas and advise on what you would do! 

Thanks

Edit: Also what about sideboards? I've never run a block format before so IDK what I'm doing.  I figure sideboards will cover stuff like extra removal, maybe Pillar of flame , bonfire of the damned , Ulvenwald Tracker , etc.
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6 months ago  ::  Dec 20, 2012 - 3:48AM #2
LamiatZilt
Date Joined: Oct 3, 2012
Posts: 99
An Innistrad night sounds fun actually. If you are going to run wolves get Mayor of Avabruck / Howlpack Alpha since when it flips he powers up wolves and werewolves. Also, Prey Upon is a really good green control but I can only assume you can use stuff out of the core set.. Other than that, you'd have to run this to see if it works right. Some odd decks can work with weird numbers.
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6 months ago  ::  Dec 20, 2012 - 8:18AM #3
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
Yeah I'm not sure how I feel about the mayor. I've always liked running him in my human decks but I don't know how he would fit in this one though.

I'm thinking of putting the trackers in the sideboard for the effect like prey upon, though in creature form.

I might end up putting immerwolves in place of the preditor slime.  So far a couple self test I get mana stuck on the 3 green casting cost.
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6 months ago  ::  Dec 20, 2012 - 8:40AM #4
00Brak
Date Joined: Dec 9, 2012
Posts: 75
If you use the immerwolfs the you'd want to drop the Huntmaster, he is about the flipping and that hurts him.

I happen to enjoy curse of stalked prey it "turn and win" creature decks. I'm not to familiar with just innstrad block cards so I'm having a hard time thinking of cards to suggest ATM.
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6 months ago  ::  Dec 20, 2012 - 1:39PM #5
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
to be honest I'm thinking about dropping the huntmaster anyway.  I just can't think of a 4 drop creature in R or G that will work in it's place.  Most of the cards will get immerwolves +1/+1 bonus, but stuff like the Preditor Ooze won't and the strangleroot wont either.  The ooze I can deal with not getting the bonus but strangleroot is pretty harsh.

I'm also looking at Vorapede and Increasing Savagery .  It will up my curve a bit but it also puts a lot of bang into the deck.

Though let me ask this, with the curse and the 1/1's it gives.  That effectivly nullifies the undying bonus does it not. I mean if the creature gets a 1/1 from the curse and it is popped next turn then undying will not work.  If that's the case I'm thinking of pulling it for a couple more brimstone volleys.
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6 months ago  ::  Dec 20, 2012 - 8:09PM #6
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
jund was far and away the best thing you could do in INN block
Blue is the best color ever.  How do you deal?

Team GFG - "gulf, foxtrot, gulf"   Twitter: Burning_Forest

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I started making some Dubstep and Electronica. 
Check me out here:

http://www.youtube.com/watch?v=yXLxlHeE1rg

My Channel:

http://www.youtube.com/user/whitefender69?feature=mhee


It is a little bit chill. Let me know what you think.


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6 months ago  ::  Dec 20, 2012 - 9:24PM #7
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
well would you recommend in Jund then? with no mana fixing and no double lands for r/g in innistrad it's kind of hard to run a 3 color I think.
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6 months ago  ::  Dec 21, 2012 - 12:27AM #8
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
I've been play testing it against my U/G self mill which is pretty harsh once it gets rolling but is not the best early game.  It seemed to beat out the U/G 3 out of 4 games.  The only reason it didn't win out the whole 4 was a lucky draw with the U/G with Gnaw to the Bone with 12 creatures in the yard. So played it for 3, gain 24 life, flashed it back for 3 and gained 24 more.

Some alters to the original, not bad for a 40 dollar deck if you had to buy them all... didn't know predator ooze was running at 4 dollars ... thought it was a dollar rare lol.

Creatures: 26
young wolf 4
scorned villager 4
wandering wolf 2
strangleroot geist 4
pyreheart wolf 2
predator ooze 2
wolfir avenger 3
wolfir silverheart 3
vorapede 2

Spells: 10
hunger of the howlpack 3
wild hunger 2
brimstone volley 3
increasing savagery 2

Lands: 24
kessig wolf run 3
evolving wilds 4
mountain 6
forest 11

So far this is working pretty well, I put in mana rampers at a two drop that can flip and make 2 mana, it helps smooth the 3 green cost creatures a little bit.  I got rid of the huntmasters and put in the big pump 4 drop spell increasing savagery and two of the 5 drop vorapede to help top end.

Dropped the curses (counter productive in the undying deck) and replaced it with a brimstone volley which works well with the undying mechanism.

Basically I pulled the captives b/c they were not performing well at the low end of the mana curve and to get them to work well you had to pump them and that was taking away from the tempo of the match. So pulled them both, dropped a wandering wolf and used the extra space from getting rid of the curses to put in the 2 drop scorned villager .  It seems to work well now.  Best quick hitting turns so far was turn: 1) forest, young wolf 2) forest, scorned villager , attack with wolf, died and undying to 2/2 3) forest , tapped 3 forest and villager for 4 mana and played increasing savagery on wolf, swing for 7.

Give me some ideas for a sideboard?  I'm thinking extra burn and sweepers.  I'm looking at Rolling Temblor around 3 off for sweep early game for really quick humans or zombies to help clear them and keep them under control. Also bonfire of the damned 2 off for same purpose.  Thinking about Ghost Quarter at about a 2 off for dealing with utility lands.  At 24 lands in the 8 games I played with this deck so far it has gotten flooded quickly so I think they might make a valuable addition.

ideas?
Thanks
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6 months ago  ::  Dec 21, 2012 - 4:56AM #9
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394

Dec 20, 2012 -- 9:24PM, MkTyner wrote:

well would you recommend in Jund then? with no mana fixing and no double lands for r/g in innistrad it's kind of hard to run a 3 color I think.




just giving you the facts.  look at any professional level tournament for INN block and it was overwhelmingly dominated by jund.

Blue is the best color ever.  How do you deal?

Team GFG - "gulf, foxtrot, gulf"   Twitter: Burning_Forest

------------------------------------------------------

I started making some Dubstep and Electronica. 
Check me out here:

http://www.youtube.com/watch?v=yXLxlHeE1rg

My Channel:

http://www.youtube.com/user/whitefender69?feature=mhee


It is a little bit chill. Let me know what you think.


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6 months ago  ::  Dec 21, 2012 - 5:38AM #10
MkTyner
Date Joined: Oct 11, 2010
Posts: 189
didn't even know they had professional level tournaments in block lol. This is my first time playing it.
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