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On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place.
I think you might find it to be stronger than you expect. I wouldn't underestimate it just yet.
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On January 29 2013 21:23 NeonFlare wrote:Show nested quote +On January 29 2013 14:31 JingleHell wrote:On January 29 2013 14:26 Brocket wrote: Don't trade for crap. Trade it for a single card that appeals to your play (like a good red or black card) or keep it.
A quick google "foil abrupt decay star city" will tell you how much your card is worth. And 100 one dollar cards << one 100 dollar card. Well, I think that depends on the card and the person trading. Besides, I only found it as $25 for a single one at Star City Still, if it's really useful for a deck I want to build soon, yeah, I'll keep it. That plus my Lotleth Troll give me a good start, right? ~$28 towards a Golgari deck already. Now the question is, how the fuck does Golgari usually build? Control? Aggro? Balanced? Well, I'm working on Golgari at the moment and can say the Event deck is nice base to work from, it gives plenty good cards for its price. I was kind of hoping to build it into a Midrange, but am unsure wheter there'll be change of plans depending on what cards I can get. I got some stuff like Dreadbore and Rakdos's Return along with a Blood Crypt so transition into some kind of Jund might be an option. But anyways, Golgari seems fun in a way that you can build it with several different focus, they have all that graveyard stuff going which could work with Splinterfright, Boneyard Wurm and Ghoultree (splashing blue might make for fun self mill), scavenge with Corpsejack Menace to mass counters, just straight out Aggro with Rancors and Haste creatures(though alot of list run Gravecrawlers and all the sweet stuff), some Ramp options with Arbor Elf, Farseek, maybe Avacyn Pilgrim? (After Gatecrash launch Gyre Sage?) You could even try some kind of Reanimator, though it will extend to white at least... and so on. Maybe I'll upload a list of what I'm working on later, it's been very fun to play around with differend ideas and playtest with some friends.
Yeah, idk how I want to build, yet, but I really enjoyed slowly crushing my opponent's soul when I played against the Rakdos. So a semi-controllish deck is a definite possibility.
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On January 29 2013 23:58 demonik187 wrote:Show nested quote +On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place. I think you might find it to be stronger than you expect. I wouldn't underestimate it just yet.
...Creature based combos requiring multiple consecutive turns off of a 5 mana sorcery speed enchantment? Yeah, I'll take my chances. That deck has a sweet interaction, but miserable set up lines.
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On January 30 2013 00:31 Judicator wrote:Show nested quote +On January 29 2013 23:58 demonik187 wrote:On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place. I think you might find it to be stronger than you expect. I wouldn't underestimate it just yet. ...Creature based combos requiring multiple consecutive turns off of a 5 mana sorcery speed enchantment? Yeah, I'll take my chances. That deck has a sweet interaction, but miserable set up lines.
Think of me the first time you lose to it.
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On January 30 2013 00:44 demonik187 wrote:Show nested quote +On January 30 2013 00:31 Judicator wrote:On January 29 2013 23:58 demonik187 wrote:On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place. I think you might find it to be stronger than you expect. I wouldn't underestimate it just yet. ...Creature based combos requiring multiple consecutive turns off of a 5 mana sorcery speed enchantment? Yeah, I'll take my chances. That deck has a sweet interaction, but miserable set up lines. Think of me the first time you lose to it.
Um sure? I'll let you know if that ever happens. Pretty sure Esper control is favored like 9-1. You think Sam Black has 3xDuress and 3xAppetite in the board for fun?
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On January 30 2013 00:44 demonik187 wrote:Show nested quote +On January 30 2013 00:31 Judicator wrote:On January 29 2013 23:58 demonik187 wrote:On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place. I think you might find it to be stronger than you expect. I wouldn't underestimate it just yet. ...Creature based combos requiring multiple consecutive turns off of a 5 mana sorcery speed enchantment? Yeah, I'll take my chances. That deck has a sweet interaction, but miserable set up lines. Think of me the first time you lose to it. 5th turn, play a card with no immediate board presence is going to be hard in this format. The only decks vulnerable to this combo will have killed you by the time turn 6 comes around.
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So, if I'm planning to play Golgari deck with some control options and a little bit more steady presence, something designed not to burn out too fast, should I be looking at scavenging my creatures, or token creatures, or both?
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On January 30 2013 04:18 JingleHell wrote: So, if I'm planning to play Golgari deck with some control options and a little bit more steady presence, something designed not to burn out too fast, should I be looking at scavenging my creatures, or token creatures, or both?
Traditionally with B/G you need some sort of engine to establish card advantage if you want to run for the long game. The easiest way to do this in standard are planeswalkers (like Garruk), but those happen to be expensive.
Scavenging has this disturbing tendancy to cost a lot of mana and not do much vs removal. If you had some "Thrun, the last Troll"s to scavenge onto (and hold up regeneration) then it might be a decent idea but... IMO right now B/G is best in an agressive zombie mode or with more colours added in a midrangey tokens-based deck.
Really though, it all depends on what you are playing against.
EDIT: forgot thrun rotated out of standard
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+ Show Spoiler + 2 Aerial Predation 2 Murder 1 Lotleth Troll 1 Abrupt Decay 4 Golgari Charm 2 Trestle Troll 2 Slime Molding 2 Centaur's Herald 2 Vampire Nighthawk 2 Duress 2 Elvish Visionary 4 Giant Growth 2 Tablet of the Guilds 1 Xathrid Gorgon 2 Druid's Deliverance 2 Dreg Mangler 2 Korozda Guildmage 2 Treasured Find 3 Golgari Guildgate 9 Swamp 9 Forest 2 Crippling Blight SB: 2 Aerial Predation SB: 2 Murder SB: 2 Duress SB: 2 Bountiful Harvest SB: 2 Druid's Deliverance SB: 2 Blood Reckoning
How does that look as some sort of baseline? I'm quite positive it's not ideal since I don't know all the older, still legal cards, but the general idea is to just truck along, chipping away when I can, and suddenly smash the shit out of someone with Slime Molding oozes into the red zone.
Or would this be better re-worked as a more aggro deck with some ramping into the Slime Molding, more Slime Molding to ensure I have it early, and the control options just in case finishing it out takes a couple of turns?
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for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1.
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There obviously is Kibler's G/B Predatory Ooze deck, which has some scavenge. It's an aggro deck, but I think it can last for a while.
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On January 30 2013 04:42 EMIYA wrote: for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1.
Ok, so if I'm planning to go midrange, I need real late-game threats. Probably a couple of Disentomb just in case they held onto some spot removal or board clear to drop on fatties, and a little bit of ramp to replace some of the token shit?
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Well, first off: Lose the tablet of the Guilds. Dedicated lifegain is if nothing else sideboard material and usually just straight up awful.
Also, I'd run 4 murder before I started with any aerial predation (the ability to target everything is key).
Elvish visionary is actually quite good if you want to run a scavenge theme, since you can scavenge onto it and you don't mind if they kill it.
Don't run druids deliverance unless you are super desperate for populate effects. Really though, if you want a populate theme, you should be playing with white as well.
Slime molding is basically awful unless you have a super big populate theme going on (and even then it is still pretty bad). Giant growth is a decent card but try running 2 or 3 instead of 4. It really isn't that strong in constructed (if your opponent Murders your creature, they just got a 2 for 1 really really easily).
Really, what your deck lacks is a "plan". Are you attacking? then get rid of those trestle trolls. Are you playing defensively? then what is your plan to get ahead of decks that are gonna cast a huuuuuuge Sphinx's revelation?
Also, the 2 of so many things in your deck with the other 2 in the sideboard is a terrible plan (not to rag on you). You want a clear plan in your main deck, and then your sideboard should be some very powerful answers to holes in your plan that your opponents might be exposing. Also if you run a sideboard it MUST be 15 cards exactly. oh yeah, 21 lands is pretty low. Try 23-24 IMO.
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I highly suggest you to just start testing and not worry about what could be out there, you aren't playing a control deck, you don't have the luxury of seeing most of your deck. So just start testing and go from there. This is a rogue brew and you are a new player, start learning where cards fall in your deck and more importantly against your deck, then tweak.
Don't try to cover all your bases, that's a common mistake new players try to make. You aren't playing Yugioh (#shotsfired).
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On January 30 2013 04:48 JingleHell wrote:Show nested quote +On January 30 2013 04:42 EMIYA wrote: for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1. Ok, so if I'm planning to go midrange, I need real late-game threats. Probably a couple of Disentomb just in case they held onto some spot removal or board clear to drop on fatties, and a little bit of ramp to replace some of the token shit? You should forget about the disentomb. If you want to bring back stuff from the graveyard, use an actual revive effect, or just play another creature, or play a card that draws you multiple cards.
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On January 30 2013 05:14 spinesheath wrote:Show nested quote +On January 30 2013 04:48 JingleHell wrote:On January 30 2013 04:42 EMIYA wrote: for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1. Ok, so if I'm planning to go midrange, I need real late-game threats. Probably a couple of Disentomb just in case they held onto some spot removal or board clear to drop on fatties, and a little bit of ramp to replace some of the token shit? You should forget about the disentomb. If you want to bring back stuff from the graveyard, use an actual revive effect, or just play another creature, or play a card that draws you multiple cards.
Revive seems literally worse than Disentomb? Green only, higher CMC, and they both go to your hand. Why would Revive be better?
Also, what card would bring multiple back from my graveyard in Golgari colors? Most of their stuff seems focused on Exiling for counters.
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On January 30 2013 05:19 JingleHell wrote:Show nested quote +On January 30 2013 05:14 spinesheath wrote:On January 30 2013 04:48 JingleHell wrote:On January 30 2013 04:42 EMIYA wrote: for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1. Ok, so if I'm planning to go midrange, I need real late-game threats. Probably a couple of Disentomb just in case they held onto some spot removal or board clear to drop on fatties, and a little bit of ramp to replace some of the token shit? You should forget about the disentomb. If you want to bring back stuff from the graveyard, use an actual revive effect, or just play another creature, or play a card that draws you multiple cards. Revive seems literally worse than Disentomb? Green only, higher CMC, and they both go to your hand. Why would Revive be better? Also, what card would bring multiple back from my graveyard in Golgari colors? Most of their stuff seems focused on Exiling for counters.
None, Wizards is careful for that kind of card economy.
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On January 30 2013 05:19 JingleHell wrote:Show nested quote +On January 30 2013 05:14 spinesheath wrote:On January 30 2013 04:48 JingleHell wrote:On January 30 2013 04:42 EMIYA wrote: for.... competitive standard? also slime molding's strength would be in conjunction with populate, but outside of RTR drafts i wouldn't put it in a deck. it hits the board, without haste, dies to any removal and can be chumped by any 1/1. Ok, so if I'm planning to go midrange, I need real late-game threats. Probably a couple of Disentomb just in case they held onto some spot removal or board clear to drop on fatties, and a little bit of ramp to replace some of the token shit? You should forget about the disentomb. If you want to bring back stuff from the graveyard, use an actual revive effect, or just play another creature, or play a card that draws you multiple cards. Revive seems literally worse than Disentomb? Green only, higher CMC, and they both go to your hand. Why would Revive be better? Also, what card would bring multiple back from my graveyard in Golgari colors? Most of their stuff seems focused on Exiling for counters. Revive effects as in return target creature from the graveyard to the battlefield (like Unburial Rites or Rise from the Grave). Guess I should have worded it differently.
I didn't say anything about bringing back multiple cards from the graveyard. But in standard, there is Creeping Renaissance if you want that effect.
Treasured Find is likely better than Disentomb as well, since you can also get back your removal if you need to.
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Actually, thinking about it, I guess Golgari Charm is probably preferable to any of those options, since I can tap 2 for all my creatures to not get filleted. Assuming, of course, that only the ones who get saved by Regeneration get tapped in the process?
Also instant, letting me deny shenanigans that happen outside my turn?
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Yep. Golgari charm is pretty decent vs wraths. Yes you can cast it in response to a Supreme Verdict to save all your guys.
You could also look at ghoulcaller's chant over those treasured finds or disentomb or whatever.
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