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On October 05 2012 23:32 Judicator wrote: I think you guys are missing how tight the deck space is on this deck is right now.
Pilgrims and Borderlands have to be 4 ofs (I don't even touch this setup even if they have Bonfires when I am boarding)
The mana base is barely there, by barely I mean like I am playing Legacy fetchlands x100 when I drop a borderlands ranger. This was the 4 iteration of the mana base and I am still unhappy with it regarding the number of basics (not enough of them).
Also, please do not board gy hate against this deck, most worthless sideboard option. I can still play a standard curve out game. Like Woo said his original block deck, I see your Cage, still get your face beaten in.
In any case, I was thoroughly surprised by the number of lines and the flexibility of the deck overall, more than the Wolf-run decks where you just scooped to UB or any deck with Liliana. I really like this deck, and will probably build it for our FNM tonight.
Out of curiosity, what is the goal of the 2 townships?
edit; I'm assuming to work with your geist/huntmaster. Did you find two to be the ideal number?
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I imagine the 2 townships are all he could fit in. He could cut it to 1 if he really needed to get another land in.
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Townships allows me to grind out wins against control decks. Even more so than normal. It makes all the dorky guys legitimate threats blanks Bonfires later on. It's just a grindy card.
The second township comes out against certain decks for the vault.
2 is all I can fit because I can't have 2 colorless lands in my start hand.
Edit:
It's not my deck, the idea was from Travis Woo's Innistrad block deck. I just modified it (heavily) and realized what it can do.
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On October 06 2012 03:02 Judicator wrote: Townships allows me to grind out wins against control decks. Even more so than normal. It makes all the dorky guys legitimate threats blanks Bonfires later on. It's just a grindy card.
The second township comes out against certain decks for the vault.
2 is all I can fit because I can't have 2 colorless lands in my start hand.
Edit:
It's not my deck, the idea was from Travis Woo's Innistrad block deck. I just modified it (heavily) and realized what it can do.
I'd argue that it is your deck. There are enough differences that borrowing an idea doesn't make it his deck. You may have used it as the foundation, but I don't think it can be argued that the deck isn't yours.
Edit: I'm assuming you're referring to this deck.
http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/968
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Yes, that's the deck, but it's still Woo's, namely because I built my version purely based off of his 60 (sidedecks are whatever when you cross formats).
Did I modify it heavily according to what I expect to play it? Sure.
Edit:
For example, I took out the Gavonys all together at first (let's just call that v1.0) and played with the lands some more since he only had access to Innistrad lands. BIG MISTAKE.
Beyond that, things I did in v1.0 were mostly sideboard, for example I wasn't completely sold on his proclamation of fuck-your-gy-hate. BIG MISTAKE #2. Can you believe that sideboard at one point had 4 Witchbane Orbs, 4 Needles, 4 War Priests of Thunes? Minor mistake was ignoring his reasoning for his block deck's sideboard, Fiend Hunter is good against the big dudes deck of the format (Wolfir Silverheart).
First 3 days of the deck and there's been 3 mistakes.
The only big thing I did was fit 2 Angel of Serenity in and a single Conscripts in.
V2.0 saw me testing against all kinds of decks over the span of 2 days. The deck was soft to planeswalkers, Zealous Conscripts solved that problem considerably and by considerably I meant that playing PWs in general against me was difficult, sure your Vraska can tip up to 7, sure +1 your Tamiyo to 5 I am gonna draw 3 next turn (on average)...etc. First contribution, mainboard Zealous Conscripts. Hurray. Find more space for more Conscripts after board.
V3.0 realized how soft my deck is against curve out decks that actually swarmed the field, cut Sanctifiers and put in Pilgrims. This change was more out of frustration more than anything. In hindsight, I realized I was dying literally a turn before stabilizing/taking over. So room was made for Fiend Hunters and Pilgrims; with 1 more out of the board. Second contribution although Woo rightfully didn't play Pilgrim main for Block (Bonfire MVP of that PT iirc).
V4.0 realized that Grisly Salvage actually a better card than Mulch (seeing that extra card actually matters), but too hard on the mana base (Black does very little in my deck). So had to rework the mana base again so I can actually cast that 2-of card SOMETIMES.
V5.0 realized that my sideboard was utter trash beyond the War Priest/Pithings/Conscripts/Hunter. Intrepid Hero/Vault of the Archangel added ironically for Woo's new ramp deck. Disciple of Bolas briefly considered, but decided not worth it (no MU where I would board this in, interactions were nice though). Decided that sideboard wasn't worth considering too much until I get to the venue (there's a short list in my head though of all of the rogue decks...err concepts that I ran into when I was testing).
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anyone else feel that rakdos red black hyper aggressive decks will be the best in draft because i feel it is, alot of good 3 power creatures at good pricing with some removal in those colors.
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On October 06 2012 04:55 semantics wrote: anyone else feel that rakdos red black hyper aggressive decks will be the best in draft because i feel it is, alot of good 3 power creatures at good pricing with some removal in those colors.
I feel like this format is fast in general. I would draft color fixing pretty high (as high as 2nd/3rd).
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On October 06 2012 04:56 Judicator wrote:Show nested quote +On October 06 2012 04:55 semantics wrote: anyone else feel that rakdos red black hyper aggressive decks will be the best in draft because i feel it is, alot of good 3 power creatures at good pricing with some removal in those colors. I feel like this format is fast in general. I would draft color fixing pretty high (as high as 2nd/3rd).
Color fixing is going to be competing with removal for my picks.
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Bought R2R fat pack. Rares:
2x Rakdos, Lord of Riots 1x Abrupt Decay 1x Temple Garden 1x Hypersonic Dragon 1x Corpsejack Menace 1x Archon of the Triumvirate 1x Azors Interlocutors 1x Pack Rat
Notable uncommons:
2x Faerie Invaders 1x Rakdos Charm 1x Izzet Charm
I'd say it barely paid for itself, the set overall seems to be good value though, most of the rares are worth at least something.
Holy shit Abrupt Decay is worth a lot of money.
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On October 06 2012 06:13 deth2munkies wrote: Bought R2R fat pack. Rares:
2x Rakdos, Lord of Riots 1x Abrupt Decay 1x Temple Garden 1x Hypersonic Dragon 1x Corpsejack Menace 1x Archon of the Triumvirate 1x Azors Interlocutors 1x Pack Rat
Notable uncommons:
2x Faerie Invaders 1x Rakdos Charm 1x Izzet Charm
I'd say it barely paid for itself, the set overall seems to be good value though, most of the rares are worth at least something.
Holy shit Abrupt Decay is worth a lot of money.
I opened 6 packs with a couple cards I traded in. Opened jank in my first 3 packs followed by a Jace, Loleth troll, and an abrupt decay and walked away with a badlands. haha
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On October 06 2012 04:55 semantics wrote: anyone else feel that rakdos red black hyper aggressive decks will be the best in draft because i feel it is, alot of good 3 power creatures at good pricing with some removal in those colors.
If you can live to turn 7 or 8, the G/W/Selesnya cards are damn near unbeatable mainly due to the populate mechanic. Just making tokens every turn or two does matter, and making copies of tokens is also big, when the things you are copying are 3/3s or higher.
That was one of the benefits of going Selesnya in the Pre-Release event; you're guaranteed to get a good token producing thing in the pre-release rare. Barring a board sweeper like Supreme Verdict there's like 5 cards in RtR that can favorably trade/kill an 8/8 Vigilance dude. And Rootborn Defenses is a real hoser of a card in Limited, and might even see Standard play.
Judicator: Why no Thragtusks? Is it just a bit too rough on the curve, or just lack of card availability? Also, be aware that the Deathrite Shaman is MUCH better than it looks on paper. It hoses any sort of reanimation plan and forces you to play fair. Granted, your deck is resilient to his shenanigans, but he's something you should watch out for if reanimation decks start to become a top tier deck, as he's as close to a silver bullet as there ever was one for a reanimation deck.
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Deathrite Shaman is nice. I just don't care because this deck can either go quick or go long. I just have to play it properly. As thragtusks I do agree that its nice and that theres a good chance I ll stick one in the board.
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herp draft 6 Doorkeeper's blue red control mill 4 toughness is so effective, draft did not go where i thought it would go but shit wins.
Won draft using err something along the lines of
6 doorkeepers 2 Ogre Jailbreaker 2 Lobber Crew 1 hover barrer 1 Mercurial Chemister 1 Nivix Guildmage 1 Rakdos's Return 2 Stab Wound 1 Downsize 1 Inspiration 2 Mizzium Skin 1 Paralyzing Grasp 1 Explosive Impact 1 Codex Shredder
pretty effective defensive mill only issue is with fliers, very disgusting deck, although still more interesting then watching rb vs rb aggro
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-Judicator In your list on the last page, why did you not max out on the RTR lands? I see you are playing a few m13/INN lands over the RTR ones. I would really like to know how you balanced the life loss vs potentially entering tapped. Did you just test the deck over and over to get a feel for the lowest number of RTR lands you could play? Or is there some proportion of 'basics' to m13 style lands that you use? How often does a woodland cemetery/dragonskull enter tapped?
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I need to keep my life up. Friend is 6-0. I am 5-1.
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Judi, are you at the scgo in cinci or the 5k in CT? or some other tourney I don't know about.
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On October 07 2012 05:57 Judicator wrote: I need to keep my life up. Friend is 6-0. I am 5-1.
Is that you who finished 11th/34th?
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Cincy. Went 5-4 lost my remaining matches my friend drew into ninth ( mistake). Will post thoughts about the deck whenever.
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Hey guys, I have been considering starting to play MTG online but I just had a few questions before I do. 1) About how much does it cost? Is the client free, etc. 2) How big is the learning curve? I stopped playing MTG about 3-4 years ago so I am assuming I am pretty far behind.
Thanks guys, I appreciate it.
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On October 07 2012 13:39 AyMnRSC2 wrote: Hey guys, I have been considering starting to play MTG online but I just had a few questions before I do. 1) About how much does it cost? Is the client free, etc. 2) How big is the learning curve? I stopped playing MTG about 3-4 years ago so I am assuming I am pretty far behind.
Thanks guys, I appreciate it.
1. MTG:O itself costs like $10 to buy, then you need to buy the cards online as well. Generally they aren't as expensive as physical ones, but it's still not cheap. There are free programs where you can play and learn for free though against real people.
2. The learning curve isn't that high if you already know the basic rules of Magic. A new set just came out so everyone's really hyped for that, especially considering it's Ravnica. You can probably read through some websites for articles on what the best/good new cards are, update your particular deck and be ok.
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