Nath'd. Shipping prices add a lot to the budget, even doubling the prices sometimes, so I at least am considering their low prices as some sort of "local retailer" (you buy your cards from your LGS, and since you buy it "in person", you're not charged with shipping prices).
***BACKGROUND***
With the metagame changing and Standard shaping around Blood Baron of Vizkopa and Boros Reckoner amongst others, I believe Dega Midrange will be a powerful contender. We lack the money to pack both of those cards in our deck, but we have some other budget options we can use to build our deck in this color combination and ride it to victory.
KEY CARDS & INTERACTIONS: Deathpact Angel & Sire of Insanity: These are both bomby, valuable creatures that are hard to deal with: Angel keeps coming, where Sire can't be taken out without a miraculous topdeck. Both beat face pretty hard. Ember Swallower & Alms Beast: Our valuable 4-drops. Both clog the ground and are fat for their mana cost. If Ember Swallower manages to get monstruous active, he grows a lot and destroys the opponent manabase (yours too, but you are left with at least a 7/8 body). Both dodge damage based removal, and Alms Beast dodges Doom Blade. High Priest of Penance: Tough blocker since turn 2, this can blow up permanents backed up by some removal. Aurelia's Fury: If done in the opponent's upkeep, this can be pretty backbreaking: fog effect + silence is practically a timewalk. On top of it, it burns face and removes creatures. Flames of the Firebrand, Magma Jet & Read the Bones: Our 2-for-1 cards. Rakdos Keyrune & Haunted Plate Mail: Both dodge removal and sweepers and can defend fairly well. Keyrune also ramps, while Mail can be equipped, so they're never dead.
I just want to add that TCGPlayer's cart optimizer does not really work that well for budget decks because it only looks for the individual price of a card + shipping but does not factor in the discount of purchase from the same seller. What I mean is that, when it looks at the list, it might find a card from a different seller that costs 2 cents less, when in reality if you bought those cards from one seller, you would not double pay for shipping, and their Cart Optimizer does not factor that.
For example, I just ran Shinbatsu's BW deck, and purchased all cards from one seller (OldSchoolGaming). The total, with shipping came to $13.91. I then ran it through the optimizer, and the total comes to $16.42, a significant difference.
I personally think the cart optimizer only works when you are purchasing higher cost cards, you know, those mythics that we don't touch in the Budget Forum.
Hey could someone tell me what exactly Tempo and Midrange are? I'm currently brewing up a UBG thing, but i'm not sure which it is (plentiful low CC spels to keep your opponent at bay while you set up for your biggies at 4-6 cmc, including Zegana and shipbreaker Kraken)
Hey could someone tell me what exactly Tempo and Midrange are? I'm currently brewing up a UBG thing, but i'm not sure which it is (plentiful low CC spels to keep your opponent at bay while you set up for your biggies at 4-6 cmc, including Zegana and shipbreaker Kraken)
Tempo is the speed at which you produce threats and synergy with your deck to win. Aggro and Midrange decks use tempo to win, so Tempo isn't a deck of its own, its a game mechanic.
Midrange decks are aggro/control decks that want to control the early and win with aggression later. Its a sort of blending of the two, really, but reversed, since Control wants to control the late game and Aggro wants to win early on.
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Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
Hey could someone tell me what exactly Tempo and Midrange are? I'm currently brewing up a UBG thing, but i'm not sure which it is (plentiful low CC spels to keep your opponent at bay while you set up for your biggies at 4-6 cmc, including Zegana and shipbreaker Kraken)
A Tempo style deck is where you stay ahead of your opponent in board development via disruption or bounce and sometimes ride one threat to victory. Delver is a tempo deck, using cards like mana leak, vapor snag and such to protect the flipped 3/2 and swing every turn until your dead w/o you being able to answer it.
A Midrange style deck is usually built with the most efficient threats possible, and wins in the later turns of the game, but not too late. Examples of midrange would be Jund. It has some efficient early drops, but excels in the midgame where it usually wins by turn 7-9.
By the WoTC definition, there are like 5 different kinds of decks defined into midrange, such as ramp or other types. Main point, you win later than aggro, but earlier than control, that's the simplest way I see midrange defined as.
***BACKGROUND***
Domri Naya was and is a very omnipresent deck both pre and post rotation. Theros just brought Xenagos, Stormbreath Dragon and Boon Satyr mainly, which paired with the creatures from Gatecrash are more than enough to keep the deck over the top. While we don't have both planeswalkers and Stormbreath Dragon, our deck can still pack quite a punch on a budget.
KEY CARDS & INTERACTIONS: Elvish Mystic: Helps us accelerate into our 3 and 4 drops. Ghor-Clan Rampager & Boon Satyr: These make our combat phases trickier and scarier, and coupled with burn, they can quickly end a game. Centaur Healer: Without Smiter, this holds the gates against aggro decks. Firemane Avenger: Everytime she swings, she casts Lightning Helix, and she has a reasonable cost for her body and abilities. Gruul War Chant: Initially these were filler cards, but they have proven to be quite a strong finisher. Madcap skills to all dudes is nothing to sneeze at.
Hello all! I've been stalking this thread for a while and I love the decks so far! I decided to throw my own deck in the hat.
*** BACKGROUND ***
"Gruul Acres is the place to be! Head smashing is the life for me!"
I was looking through card prices and I was surprised how cheap Grull fatties like Borborygmos Enraged and Ruric Thar, the Unbowed are now. I've also had my eye on Frenzied Tilling for a while, so I decided to make a G/r Ramp deck! Ramp has taken a hit recently with the loss of cheap ramp spells like Farseek and most of it's one drop mana dorks like Arbor Elf and Avacyn's Pilgrim, so I have to use some mana expensive choices.
Borborygmos Enraged: He's a fatty with Trample and he throws extra lands at threats and opponents to push through more damage. Combine with Seek the Horizon for burst fire action! Ruric Thar, the Unbowed: This guy is a house! He's hard for aggro to work around and outside of countering, all of controls answers will cost them some damage. Why is he so cheap? Zhur-Taa Ancient: This guy is a potential 3rd turn fatty that floods you mana pool! He also helps your opponent so play him wisely or board him out if he'll be problem. Gruul Ragebeast: He costs a lot and doesn't have trample, but he can remove threats. He also helps with a complicated board state since all your other fatties can take out threats when they land. Frenzied Tilling: This helps you ramp while putting your opponent a turn behind. Potential 3rd turn play that can do a lot of damage to your opponent.
@DarkNinja: Have you considered Voyaging Satyr in place of/addition to Manaweft Sliver as budget fixing? And don't forget about Sylvan Primordial as a possible fatty as well
@DarkNinja: Have you considered Voyaging Satyr in place of/addition to Manaweft Sliver as budget fixing? And don't forget about Sylvan Primordial as a possible fatty as well
I thought of Voyaging Satyr, but it only fixes if I already have the land I need in play, so I don't feel it helps a lot early in the game. It is a good choice if you plan to use Guildgates and the 2 toughness is pretty good, but I don't want it in the list right now. If I feel I need a bit more mana dorkage I'll use them.
Thanks for reminding be about Sylvan Primordial! I think I'll use one in place of a Gruul Ragebeast to take care of any noncreature threats.
When the devotion mechanic came out, I wanted to build a devotion deck to black which revolves around the Grey Merchant and Sanguine Bond. This is a deck designed to attack early, gain life, stall, and then hit the opponent with big life draining effects. Extort on the Parasite can buy valuable time on the low end of the mana curve until the big end hits.
Sanguine Bond is the finishing combo piece. Sanguine Bond with Gray Merchant becomes +4, -8. Sanguine Bond and Corrupt is +6, -12. As a result, only a few hits can instantly become lethal. Sanguine Bond and the Whip also work as a surprise. The Whip of course also brings back ETB creatures.
The deck dies quickly to opposing lifegain decks unless you are in full blown Sanguine Bond/Whip mode. Biggest threats are Blood Baron and also any unstoppable Unflinching Courage.
There's enough room in the budget to toy around with other changes or go up with more card drawing effects such as Underworld Connections or Read the Bones.
Surprise is Flash --- ( you can cast this creature any time )
All the spell except equipment you will cast at the end of opponent turn or during opponent attack phase before block to kill opponent creature. With 4x cancel – counterspell target spell control it make this deck safe.
Opponent will have no time to prepare your “surprise “
How to play
Draw go style. Do everything at the end of opponent turn then attack opponent on your turn.
Surprise is Flash --- ( you can cast this creature any time )
All the spell except equipment you will cast at the end of opponent turn or during opponent attack phase before block to kill opponent creature. With 4x cancel – counterspell target spell control it make this deck safe.
Opponent will have no time to prepare your “surprise “
How to play
Draw go style. Do everything at the end of opponent turn then attack opponent on your turn.
I don't like some of your choices for Flash creatures, mainly for the fact that your curve is so high. Shambleshark is a good choice since he's cheap and gets better over time. It will also give you a reason to run Bioshift too. Also, Bioshift is a weird inclusion in a deck that has nothing to do with +1/+1 counters. Boon Satyr is a great option too and you definitely have enough of a budget left to include a couple copies of it. Boon Satyr can easily replace the Merfolk of the Depths since he has the same stats at a cheaper cost and he has the extra utility of being an Aura too!
Surprise is Flash --- ( you can cast this creature any time )
All the spell except equipment you will cast at the end of opponent turn or during opponent attack phase before block to kill opponent creature. With 4x cancel – counterspell target spell control it make this deck safe.
Opponent will have no time to prepare your “surprise “
How to play
Draw go style. Do everything at the end of opponent turn then attack opponent on your turn.
[B]EDIT (10-8-13):[/B] WOW this deck was (mostly) terrible. I always end up taking too many hits early game because I don't want to block with the creatures I put out turn 1-4 (unless it's an Omenspeaker) I want Monstrosity to stay but i usually end up dying just before i'm able to trigger it (my opp plans it that way too). Possible solution? Better early game control and acceleration. Ordeals are now a must have, need to bump Inaction Injunction to 4, got my two Pit Fights, still need more voyage's end and Simic Charms. My friends like creature-oriented decks (especially the guy i usually play with) so Aetherize might need to be mainboarded against him.
[b]TRITON TACTICS ARE ALSO MUST-HAVES!![/b]
Also want more Nimbus Naiads to plug in, might replace Drakewing Krasis since 1 toughness is REALLY debilitating (though it's partly the reason why I want the ordeals)
Also considering Simic Fluxmage for a similar reason
[b]CHANGES[/b]
-2 Bioshift +2 Pit fight
-1 Disperse +1 Voyage's End
-2 Voyaging Satyr +2 Ordeal of Thassa
-1 Spell Rupture (this will probably go in the SB) +1 Ordeal of Nylea
-1 Spell Rupture +1 Omenspeaker
-1 Experiment One +1 Nimbus Naiad
-1 Zameck Guildmage -1 Urban Evolution (I really didn't want to let go of these cards, but...) +2 Aetherize
Against my better judgment, i bought one Negate yesterday because i wanted a second one (I was short on time and money so i couldn't spend too much time deciding what to get), but i should have gotten something else.
either way, i think this deck will be going through massive, gruesome makeovers until it works right, but I really REALLY want to keep Monstrosity + Counters as its main focus
[b]**BackGround**[/b]
I ran a BGr deck pre-rotation, but with necessary cards like Mulch leaving the format, I started to completely rework it.
As I mentioned in a previous post, I wanted to take this deck into a UBG Midrange direction (btw, thanks for the definitions, guys). I was able to brew something up, and while i liked it when it worked, it was terribly inconsistent. I think it's possible with the new treats in theros, especially Scry, but i just don't have the right cards to do it. SO I decided to take out all the black and keep it Simic.
Simic had quite a few problems pre-theros, mainly because Evolve was way too slow. Really, the Undying mechanic was the Simic's best chance last season, and that's gone now.
However, Monstrosity might just be what this archetype needs: bombs that not only Evolve, but even give you more +1/+1 counters to work with, AND making things monstrous actually has cool effects! Plus with Scry returning, We can get what we need more easily, be it lands or threats
[b]Key Cards/Interactions[/b] Scry + Draw: Not much explaination need here. Scry + extra draw power can give you what yo uwant/need much sooner. Fathom Mage is a particularly interesting interation (at least to me) because you get an extra creature in addition to the draw Zameck Guildmage + Monstrosity: Zameck Guildmage is already good at setting other creatures up to draw using both of his abilities, but Monstrosity makes it easier on your mana (6UU at any time instead of GGGGUUUU + 4UU on your own turn) and has other effects (though there are only two different creatures in here atm, with Shipbreaker Kraken being the more influential of the two) Urban Evolution and Prime Speaker Zegana: Refills your hand easily. the former helps accelerate your mana while the latter provides +1/+1 fodder for Zameck Guildmage or Bioshift Crowned Ceratok + Monstrosity: Shipbreaker Kraken now has trample. that is all. Inaction Injunction: Good for tempo early game that replaces itself Bioshift + monstrosity: Good for combat tricks, but it's less useful and I'll probably be replacing this Voyaging Satyr + Simic Guildgate: Untaps your gates to help accelerate voyage's end + Monstrosity or Prime Speaker Zegana: You can redo Monstrosity! Only with Shipbreaker Kraken, the creatures you tapped will be able to untap again. Main point of this is to replenish +1/+1 counters once you use them up on the monsters and/or Zegana.
[b]What this deck needs[/b] >Better Protection
More specifically, more Simic Charms and more Voyage's End. Two Spell Ruptures is a good number because they're wonderful if you have creatures on board, but that's just it: you need creatures as early as possible, so if you draw any of these when you ned creatures, you're screwed.
>Better acceleration Urban Evolution is good in this deck and is staying, but some Elvish Mystics would really help.
>Ordeal of Thassa/Nylea
More +1/+1 counters that do things even if you sacrifice them early. the latter helps with acceleration, and this in general will also help Drakewing Krasis have more staying power
>Ways to deal with things on-board/Removal
4 bounce spells will not be enough. Need Pit Fights (might replace the two bioshifts) and i can easily get them
[b]Considerations[/b] Simic Fluxmage: The ability to spread +1/+1 counters will help Drakewing Krasis, which i always find to be an important attacker before anything else becomes battle-ready (be it evolve creatures or Monstrosities i can't cast just yet) Curse of the Swine: A board wipe of sorts. Centaur Battlemaster + Heroic stuff: Again,more +1/+1 stuff, but I'm afraid adding Heroic will mess up the focus Horizon Chimera: I've been wanting this card since it was spoiled. an extra flier + lifegain-draw will really help. Prophet of Kruphix: Now sure about this one, actually, but resetting your creatures and lands could prove to be useful Nimbus Naiad: Giving things flying will surely help Nylea's Disciple: Lifegain is weird when white or black aren't involved, but i've got plenty of Green in this deck and could make a nice little cushion right off the bat, especially in multiples (compared to Horizon Chimera, but i'm really moer interested in the 3/2 flying trample flash part)
[b]Got more Moola?[/b] Bow of nylea: So many options on one stick! +Deathtouch. Thassa, God of the Sea: Scry 1 + Unblockable every turn! Nylea, God of the Hunt: Trample + Savage Surge on a stick sounds like a good idea. Aetherling: I think the article that featured him said he was meant for midrange/control decks
That's.. pretty much it, i guess! Open to suggestions. I'll be able to test this with actual people later
Budget Winning Wieners
So, Budget Winning Wieners is a variant of a Boros deck I've been working on that focuses on guys. Lots, and lots of guys. The main synergy is the Heroic mechanic and Young Pyromancer. He turns our spells into guys. Akroan Crusader and Favored Hoplite help make those spells even better. Get a bunch of guys, +1/+1 counters on Hoplite.. just enjoy the good life. Finish the game with Skyknight Legionnaire, or stall with Frostburn Weird. Pretty straight forward aggro deck that tries to have tools to survive against other aggro decks by having a more protective plan than normal.
Fabled Hero goes in the slot Banisher Priest is in. Should you already have Young Pyros, you can get a set of Hero for ~5 bucks. He makes the deck infinitely sweeter for Heroic shenanigans.
Skyknight Legionnaire is a very blatant budget version of Chandra's Phoenix. Phoenix's are only truly truly necessary if you board in Charms, Jets, general burn spells.
Magma Jet's are insanely good here, allowing you to bring back Phoenix, get damage through, but most importantly filter excess lands/crap out of the way.
Oh, an Sacred Foundries, but that much is obvious. Temple of Triumph is okay too. Additionally, Phalanx Leader might prove to be better than Frostburn Weird. I lack confidence in the deck's ability to trigger the Heroic continuously though.
I really like some of these deck ideas, but how well are they performing? I'd be really curious to hear some reports of how these various decks are doing at your FNM.
I took what I thought was the best aggro rakdos budget I could do, and went 3-2. Tried GB with some hand destruction next time and got walked all over 1-3. So I won't be posting those decks!
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Legacy: WRDeath and Taxes UWRMiracles UBTezzerator GTrinity GBWRLoam URLandstill
Modern: WUBValue Titan UMerfolk WGDeath and Taxes
I wanted to fit in wild guess it seems ideal here since 4 lands is the most you should want in a game. And guess's over helix also seems fine or another heroic enabler perhaps Gods Willing, Martial Glory. Another card i looked into but decided not to run was guttersnipe i think it might replace anax. It also makes me not have to run as much burn but get to focus on heroic/include wild guess i would think.
Luckily i think there is a lot of room to cut cards that aren't the main creatures/heroic package to go some other route. i went with burn because its rather easy to see getting them down to around 10 or so life and the best heroic enabler also happens to be a burn spell in flames so idk opinions?
Without a 10$ limit i would try to improve the manabase first, play some hammers over some helix's for wrath protection/inevitably etc. And just potentially test if gideon is also worthwhile or not.
Oh how the deck works. Simple you lay down a heroic enabler target it hopefully have nivmagus elemental in play to exile the spell after the heroic trigger happens. And its just a small aggro deck that has wrath protection in boros charm/young pryomancer(if you play a bit smart). And has the abilitly to use burn as a finisher/heroic enabler if needed.
Idk ill post report after friday and with a update to show the list i ran (i will be using a non budget version of this aka shocklands will be in outside of that not much changes honestly).
This deck is focused on pumping out creatures early and maintaining a board state to push through as much damage as possible to win.
Early bloodrushes really make this deck shine I feel the best combo is turn 3 Kalonian Tusker + Bloodrush Slaughterhorn + Giant Growth for turn 3 nine damage when they're not expecting it.
Creator: [ ahrizel ]
Name: rg Red/Green Aggro
Submitted: 9/26/13
Cost: $7.12 (Timestamp: 9/26/13)
Link: http://forums.mtgsalvation.com/showp...7&postcount=15
Summary: Aggro Type - A deck that runs the enemy over with a flurry of burn and fast creatures
Noticed this list states there are 28 creatures in the MB but there are actually 32. May need to be adjusted otherwise it's a 64 card MB.
I've been reading through this thread, and definitely love the creativity! I like to play Pauper and Standard Pauper, so brewing with restrictions is right up my alley. I'll try and post something interesting after some inspiration hits.
Did want to make a quick comment. Zephyr Scarlet: I was checking out on of your decks,
and had a question/suggestion. You're running 8 sources of white mana, is this a good idea? You only have 5 spells that you will likely hard cast that use white: centaur healer x4 and obzedat's aid x1. Even after sideboard, this at most goes up to 8 with sin collector x3.
This is reanimator, not solar flare, so you aren't playing control early and then having the option to hard cast fatties later; you're purely trying to cheat them out with black/green spells.
Just a thought.
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Pauper: Delver, Familiar Storm, UR 8Post, Elves, Affinity, TE
Modern: Twin, Jund, Eggs, Pod, Balance, Uxx Control
Legacy: Painter, Delver, Stoneblade, Elves, High Tide, Lands
I didn't think I was gonna build minotaurs after rotation and had planned on giving my minotaur stuff to a friend. Then the prerelease happened. I went on Saturday and opened both a Rageblood Shaman and a Kragma Warcaller along with ten other minotaurs and absolutely crushed every game I didn't get mana flooded in(no salt here). I saw the great interaction between the two lords and how good a 2/3 for 2 could be. So I sleeved up the deck and it has been pretty consistent. And surprisingly it is extremely cheap to make without watering down the deck too much. The fun interactions in the deck include Rageblood Shaman and Kragma Warcaller on the field at the same time. I've also heard a double striking trampler (Orduun Vetran and any cretaure with Boros Charm) is very good. With Magma Jet and Lightning Strike acting as removal and reach against control, I feel this deck has potential. For those with bigger budgets, I would recommending picking up Boros Reckoner and Purphoros, God of the Forge as they add so much to the deck.
"Ragin' Cajun Cows" that name alone commands me - I *must* build this deck!
though I plan on eliminating W to focus on RB, stick more direct damage/creature kill or maybe play with Rescue from the Underworld shenanigans (sac Fanatic of Mogis to get another Fanatic of Mogis with a little RRR devotion out, anyone?)
Okay, here's a little something that I've been brewing for the last two days. I've seen a lot of aggro, midrange and control in here, which is to be expected... However, few have posted tempo or combo (props to those that did). So, I wanted to add a combo deck to the mix, and here's what I've come up with:
Infinite Spiral
***BACKGROUND***
This is a control/combo style deck. It always frustrates me that it's so hard to do combo in standard, usually you need multiple card interactions, so it can be easily disrupted. The idea here is to control until you have a relatively safe opportunity to win in one shot by milling the opponent with Enter the Infinite > Psychic Spiral.
***KEY CARDS & INTERACTIONS***
The best win condition would be to counter a big spell (Aetherling, Sphinx's Revelation, etc.) with Plasm Capture and then cast Enter the Infinite. Next turn you protect yourself and then discard everything save for 7 cards, keeping Psychic Spiral and counter magic. Finally, on your following upkeep (DO NOT DRAW) cast Psychic Spiral, backed up by counter magic, to mill the opponent out. Plasm Capture can allow you to go off much earlier; countering a 6 cmc spell lets you go off as early as turn 6!
I've tried to make the main board streamlined against both aggro and control (as best I can). You have early bounce and removal as well as ways to kill large creatures if needed. I've had much more success against control as they cast bigger spells for Plasm Capture to eat and they allow me time to get my land in order. That being said, there are far more answers to aggro since you need them sooner.
I have gone into heavy BU control with a splash of green for Plasm Capture (and Horizon Chimera). I like the removal it grants me, but also it allows me to find my combo pieces with Diabolic Tutor. The sideboard has redundancy which you should probably put in 2nd and 3rd game against control as they will then know what you are up to. Against aggro, feel free to drop the counters and use Griptide and Horizon Chimera for tempo and lifegain. Don't bother with redundancy.
There are also two Prognostic Sphinx's in the sideboard (still haven't decided if Aetherling works better, but we have the budget for 1 if you think so) which will help in game 2 (maybe 3) when the opponent sides out removal.
***NON-BUDGET OPTIONS***
Shocklands, are pretty much obvious; I would love to smooth out my mana a bit. You also probably want Jace, Memory Adept for the mill and draw ability. Bonus, he's actually not TOO expensive, sitting at around $5.50 currently. If Aetherling works better than Prognostic Sphinx, then I would throw another one into the sideboard. Otherwise, I'm honestly not sure what else I would want...
***PLAY TESTING***
I totally changed the deck from Simic to UB control with a touch of green for Plasm Capture. The results have been much better! I will usually win game 1 against control decks as they don't see the combo coming and I can bait out counter magic. Games 2 and 3 are much harder as they will wait. I bring in all the Dispels.
Aggro is harder, but I main board more answers. They also usually don't cast anything more expensive than 4 cmc, which means staying in the game until turn 8. Smarter players may not even try to cast those big cmc cards on games 2 and 3 if they saw your trick, but Plasm Capture is still worth playing even if you can only eat a 3-4 cmc spell, since it lets you combo off that much quicker. You can also side out combo and try to resolve some beat-sticks if you want to play pure UB/BUG Control.
--------------------------------------------------------------
***BACKGROUND***
With the metagame changing and Standard shaping around Blood Baron of Vizkopa and Boros Reckoner amongst others, I believe Dega Midrange will be a powerful contender. We lack the money to pack both of those cards in our deck, but we have some other budget options we can use to build our deck in this color combination and ride it to victory.
***THE DECKLIST***
TIMESTAMP: 30/09/2013
3 Deathpact Angel
2 Sire of Insanity
3 Ember Swallower
2 Sin Collector
3 High Priest of Penance
2 Alms Beast
Spells (21)
1 Haunted Plate Mail
2 Rakdos Keyrune
3 Magma Jet
2 Warleader's Helix
3 Doom Blade
2 Duress
2 Underworld Connections
3 Read the Bones
1 Aurelia's Fury
2 Flames of the Firebrand
4 Orzhov Guildgate
3 Rakdos Guildgate
2 Boros Guildgate
2 Unknown Shores
5 Swamp
4 Mountains
4 Plains
2 Duress
3 Planar Cleansing
2 Banisher Priest
2 Devour Flesh
3 Dark Betrayal
2 Glare of Heresy
1 Sin Collector
CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): 2 / 11 / 9 / 8 / 0 / 6
AVERAGE CMC: 3.30
CURRENT COST: 9.89 $
REMAINING BUDGET: 0.11$
KEY CARDS & INTERACTIONS:
Deathpact Angel & Sire of Insanity: These are both bomby, valuable creatures that are hard to deal with: Angel keeps coming, where Sire can't be taken out without a miraculous topdeck. Both beat face pretty hard.
Ember Swallower & Alms Beast: Our valuable 4-drops. Both clog the ground and are fat for their mana cost. If Ember Swallower manages to get monstruous active, he grows a lot and destroys the opponent manabase (yours too, but you are left with at least a 7/8 body). Both dodge damage based removal, and Alms Beast dodges Doom Blade.
High Priest of Penance: Tough blocker since turn 2, this can blow up permanents backed up by some removal.
Aurelia's Fury: If done in the opponent's upkeep, this can be pretty backbreaking: fog effect + silence is practically a timewalk. On top of it, it burns face and removes creatures.
Flames of the Firebrand, Magma Jet & Read the Bones: Our 2-for-1 cards.
Rakdos Keyrune & Haunted Plate Mail: Both dodge removal and sweepers and can defend fairly well. Keyrune also ramps, while Mail can be equipped, so they're never dead.
Non-budget options: Blood Baron of Vizkopa, Rakdos's Return, Chained to Rocks, Boros Reckoner, Stormbreath Dragon and the shock-check manabase.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
For example, I just ran Shinbatsu's BW deck, and purchased all cards from one seller (OldSchoolGaming). The total, with shipping came to $13.91. I then ran it through the optimizer, and the total comes to $16.42, a significant difference.
I personally think the cart optimizer only works when you are purchasing higher cost cards, you know, those mythics that we don't touch in the Budget Forum.
enchanting Witchstalker with Raised by Wolves
Tempo is the speed at which you produce threats and synergy with your deck to win. Aggro and Midrange decks use tempo to win, so Tempo isn't a deck of its own, its a game mechanic.
Midrange decks are aggro/control decks that want to control the early and win with aggression later. Its a sort of blending of the two, really, but reversed, since Control wants to control the late game and Aggro wants to win early on.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
Vi Veri Veniversum Vivus Vici.
A Tempo style deck is where you stay ahead of your opponent in board development via disruption or bounce and sometimes ride one threat to victory. Delver is a tempo deck, using cards like mana leak, vapor snag and such to protect the flipped 3/2 and swing every turn until your dead w/o you being able to answer it.
A Midrange style deck is usually built with the most efficient threats possible, and wins in the later turns of the game, but not too late. Examples of midrange would be Jund. It has some efficient early drops, but excels in the midgame where it usually wins by turn 7-9.
By the WoTC definition, there are like 5 different kinds of decks defined into midrange, such as ramp or other types. Main point, you win later than aggro, but earlier than control, that's the simplest way I see midrange defined as.
I hope that clears it up a bit.
Thanks!
BUDGET DECK BUILDER SINCE 93'
Modern ------------------------- WU Azorius Titan Midrange
Commander ------------------- WUG Derevi, Empyrial Tactician
***Are you looking for cards priced below TCG NM "LOW" and with FREE SHIPPING? - Click HERE! for my sales thread - 485 Feedback 100% positive!***
Domri Naya was and is a very omnipresent deck both pre and post rotation. Theros just brought Xenagos, Stormbreath Dragon and Boon Satyr mainly, which paired with the creatures from Gatecrash are more than enough to keep the deck over the top. While we don't have both planeswalkers and Stormbreath Dragon, our deck can still pack quite a punch on a budget.
***THE DECKLIST***
TIMESTAMP: 01/10/2013
4 Elvish Mystic
4 Kalonian Tusker
4 Centaur Healer
3 Boon Satyr
3 Ghor-Clan Rampager
2 Firemane Avenger
4 Call of the Conclave
4 Lightning Strike
3 Selesnya Charm
3 Boros Charm
2 Warleader's Helix
2 Gruul War Chant
4 Selesnya Guildgate
3 Gruul Guildgate
2 Boros Guildgate
7 Forest
4 Plains
2 Mountain
CURVE: (0-1 / 2 / 3 / 4 / 5 / 6+) 4 / 18 / 7 / 9 / 0 / 0
AVERAGE CMC: 2.55
CURRENT COST: 9.87 $
REMAINING BUDGET: 0.13 $
KEY CARDS & INTERACTIONS:
Elvish Mystic: Helps us accelerate into our 3 and 4 drops.
Ghor-Clan Rampager & Boon Satyr: These make our combat phases trickier and scarier, and coupled with burn, they can quickly end a game.
Centaur Healer: Without Smiter, this holds the gates against aggro decks.
Firemane Avenger: Everytime she swings, she casts Lightning Helix, and she has a reasonable cost for her body and abilities.
Gruul War Chant: Initially these were filler cards, but they have proven to be quite a strong finisher. Madcap skills to all dudes is nothing to sneeze at.
Non-budget options: Loxodon Smiter, Boros Reckoner, Advent of the Wurm, Domri Rade, Xenagos, the Reveler, Fleecemane Lion, Voice of Resurgence, Stormbreath Dragon... and the manabase. Sideboard is not included due to budget limit.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
*** BACKGROUND ***
"Gruul Acres is the place to be! Head smashing is the life for me!"
I was looking through card prices and I was surprised how cheap Grull fatties like Borborygmos Enraged and Ruric Thar, the Unbowed are now. I've also had my eye on Frenzied Tilling for a while, so I decided to make a G/r Ramp deck! Ramp has taken a hit recently with the loss of cheap ramp spells like Farseek and most of it's one drop mana dorks like Arbor Elf and Avacyn's Pilgrim, so I have to use some mana expensive choices.
*** THE DECKLIST ***
TIMESTAMP: 10/1/2013 4:35 pm
2 Borborygmos Enraged
4 Elvish Mystic
1 Gruul Ragebeast
1 Sylvan Primordial
4 Manaweft Sliver
2 Mistcutter Hydra
2 Ruric Thar, the Unbowed
2 Zhur-Taa Ancient
4 Zhur-Taa Druid
2 Clan Defiance
3 Frenzied Tilling
3 Ground Assault
2 Seek the Horizon
3 Lightning Strike
3 Signal the Clans
Land (22)
12 Forest
10 Mountain
2 Destructive Revelry
3 Fog
3 Homing Lightning
2 Pithing Needle
2 Plummet
3 Ranger's Guile
CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): 6 / 19 / 0 / 2 / 5 / 6
AVERAGE CMC: 3.13
TYPE: BDC10 ($10.00 LIMIT)
CURRENT COST: $9.12
REMAINING BUDGET: $0.88
Key Cards & Interactions:
Borborygmos Enraged: He's a fatty with Trample and he throws extra lands at threats and opponents to push through more damage. Combine with Seek the Horizon for burst fire action!
Ruric Thar, the Unbowed: This guy is a house! He's hard for aggro to work around and outside of countering, all of controls answers will cost them some damage. Why is he so cheap?
Zhur-Taa Ancient: This guy is a potential 3rd turn fatty that floods you mana pool! He also helps your opponent so play him wisely or board him out if he'll be problem.
Gruul Ragebeast: He costs a lot and doesn't have trample, but he can remove threats. He also helps with a complicated board state since all your other fatties can take out threats when they land.
Frenzied Tilling: This helps you ramp while putting your opponent a turn behind. Potential 3rd turn play that can do a lot of damage to your opponent.
Got a bigger wallet?
Sylvan Caryatid is pricey, but much better than the Sliver.
Xenagos, the Reveler would add a lot to this deck!
Polukranos, World Eater or any other pricey Monstrous dude with a good ability would work too.
Vi Veri Veniversum Vivus Vici.
I thought of Voyaging Satyr, but it only fixes if I already have the land I need in play, so I don't feel it helps a lot early in the game. It is a good choice if you plan to use Guildgates and the 2 toughness is pretty good, but I don't want it in the list right now. If I feel I need a bit more mana dorkage I'll use them.
Thanks for reminding be about Sylvan Primordial! I think I'll use one in place of a Gruul Ragebeast to take care of any noncreature threats.
When the devotion mechanic came out, I wanted to build a devotion deck to black which revolves around the Grey Merchant and Sanguine Bond. This is a deck designed to attack early, gain life, stall, and then hit the opponent with big life draining effects. Extort on the Parasite can buy valuable time on the low end of the mana curve until the big end hits.
Sanguine Bond is the finishing combo piece. Sanguine Bond with Gray Merchant becomes +4, -8. Sanguine Bond and Corrupt is +6, -12. As a result, only a few hits can instantly become lethal. Sanguine Bond and the Whip also work as a surprise. The Whip of course also brings back ETB creatures.
The deck dies quickly to opposing lifegain decks unless you are in full blown Sanguine Bond/Whip mode. Biggest threats are Blood Baron and also any unstoppable Unflinching Courage.
There's enough room in the budget to toy around with other changes or go up with more card drawing effects such as Underworld Connections or Read the Bones.
*** BLACK SUCKS (YOU!) ***
TIMESTAMP: October 2, 2013 9:10 a.m. PST
24 Swamp
CREATURES - 21
4 Thrull Parasite
4 Thrill-Kill Assassin
4 Child of Night
2 Tavern Swindler
3 Disciple of Phenax
4 Gray Merchant of Asphodel
3 Devour Flesh
2 Underworld Connections
2 Whip of Erebos
4 Sanguine Bond
4 Corrupt
CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): 4 / 13 / 2 / 5 / 8 / 4
AVERAGE CMC: 3.33
TYPE: BDC10 ($10.00 LIMIT)
CURRENT COST: 8.78
REMAINING BUDGET: 1.22
This deck surprise me.
Surprise is Flash --- ( you can cast this creature any time )
All the spell except equipment you will cast at the end of opponent turn or during opponent attack phase before block to kill opponent creature. With 4x cancel – counterspell target spell control it make this deck safe.
Opponent will have no time to prepare your “surprise “
How to play
Draw go style. Do everything at the end of opponent turn then attack opponent on your turn.
Set up
MVP – Fireshrieker – equipped creature has double strike –equip 2
Cast creature end of opponent turn play fireshrieker on your turn and equipped with one of your flash creature. It will gain 2x damage
MVP #2 – flash creature with pump
Briarpack Alpha – flash – enters the battlefield, target creature gets +2/+2 until EOT
TIMESTAMP: October 3, 2013
11 Forest
13 Island
Creature (12)
2 Briarpack Alpha
4 Merfolk of the Depths
4 Nephalia Seakite
2 Skyline Predator
4 Bioshift
4 Cancel
4 Disperse
4 Frost Breath
4 Hydroform
4 Fireshrieker
CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): 4 / 8/ 12 / 6 / 0 / 6
AVERAGE CMC: 3.22
TYPE: BDC10 ($10.00 LIMIT)
CURRENT COST: 1.23
REMAINING BUDGET: 8.77
I can't figure out a sideboard. Any ideas?
I don't like some of your choices for Flash creatures, mainly for the fact that your curve is so high. Shambleshark is a good choice since he's cheap and gets better over time. It will also give you a reason to run Bioshift too. Also, Bioshift is a weird inclusion in a deck that has nothing to do with +1/+1 counters. Boon Satyr is a great option too and you definitely have enough of a budget left to include a couple copies of it. Boon Satyr can easily replace the Merfolk of the Depths since he has the same stats at a cheaper cost and he has the extra utility of being an Aura too!
I also agree with this too! The Chimera gives you some life gain and Skylasher can give a lot of control decks trouble.
I'd also find space for either Inspiration or Opportunity since the instant speed draw is great for filling up you hand.
You might want to take a look at at this decklist for some insight about MB and ideas.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
[B]EDIT (10-8-13):[/B] WOW this deck was (mostly) terrible. I always end up taking too many hits early game because I don't want to block with the creatures I put out turn 1-4 (unless it's an Omenspeaker) I want Monstrosity to stay but i usually end up dying just before i'm able to trigger it (my opp plans it that way too). Possible solution? Better early game control and acceleration. Ordeals are now a must have, need to bump Inaction Injunction to 4, got my two Pit Fights, still need more voyage's end and Simic Charms. My friends like creature-oriented decks (especially the guy i usually play with) so Aetherize might need to be mainboarded against him.
[b]TRITON TACTICS ARE ALSO MUST-HAVES!![/b]
Also want more Nimbus Naiads to plug in, might replace Drakewing Krasis since 1 toughness is REALLY debilitating (though it's partly the reason why I want the ordeals)
Also considering Simic Fluxmage for a similar reason
[b]CHANGES[/b]
-2 Bioshift +2 Pit fight
-1 Disperse +1 Voyage's End
-2 Voyaging Satyr +2 Ordeal of Thassa
-1 Spell Rupture (this will probably go in the SB) +1 Ordeal of Nylea
-1 Spell Rupture +1 Omenspeaker
-1 Experiment One +1 Nimbus Naiad
-1 Zameck Guildmage -1 Urban Evolution (I really didn't want to let go of these cards, but...) +2 Aetherize
Against my better judgment, i bought one Negate yesterday because i wanted a second one (I was short on time and money so i couldn't spend too much time deciding what to get), but i should have gotten something else.
either way, i think this deck will be going through massive, gruesome makeovers until it works right, but I really REALLY want to keep Monstrosity + Counters as its main focus
[b]**BackGround**[/b]
I ran a BGr deck pre-rotation, but with necessary cards like Mulch leaving the format, I started to completely rework it.
As I mentioned in a previous post, I wanted to take this deck into a UBG Midrange direction (btw, thanks for the definitions, guys). I was able to brew something up, and while i liked it when it worked, it was terribly inconsistent. I think it's possible with the new treats in theros, especially Scry, but i just don't have the right cards to do it. SO I decided to take out all the black and keep it Simic.
Simic had quite a few problems pre-theros, mainly because Evolve was way too slow. Really, the Undying mechanic was the Simic's best chance last season, and that's gone now.
However, Monstrosity might just be what this archetype needs: bombs that not only Evolve, but even give you more +1/+1 counters to work with, AND making things monstrous actually has cool effects! Plus with Scry returning, We can get what we need more easily, be it lands or threats
[b]***Decklist***[/b]
Timestamp: [b]Oct 7, 2013 (9:20am EST)[/b]
3 Experiment One
2 Omenspeaker
2 Zameck Guildmage
2 Voyaging Satyr
3 Drakewing Krasis
2 Fathom Mage
1 Deadbridge Goliath
2 Crowned Ceratok
2 Sealock Monster
2 Adaptive Snapjaw
1 Prime Speaker Zegana
1 Shipbreaker Kraken
2 Bioshift
2 Simic Charm
2 Spell Rupture
3 Inaction Injunction
1 Disperse
1 Voyage's End
2 Urban Evolution
4 Simic Guildgate
10 Forest
10 Island
Note: Disperse is here instead of a second Voyage's End because i only own one.
WIP Sideboard (since it's WIP, i won't count it in "current price")
- 3 Dispel
- 2 Aetherize
- 2 Essence Scatter
- 3 Naturalize
- 1 Fade into Antiquity
(Need another Fade into Antiquity)CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): [b]5 / 15 / 3 / 5 / 6 / 2[/b]
Avg CMC: [b]2.94[/v]
Type: BDC10 ($10 Limit)
Current Cost: [b]$6.79[/b]
Remaining Budget: [b]$3.21[/b]
[b]Key Cards/Interactions[/b]
Scry + Draw: Not much explaination need here. Scry + extra draw power can give you what yo uwant/need much sooner. Fathom Mage is a particularly interesting interation (at least to me) because you get an extra creature in addition to the draw
Zameck Guildmage + Monstrosity: Zameck Guildmage is already good at setting other creatures up to draw using both of his abilities, but Monstrosity makes it easier on your mana (6UU at any time instead of GGGGUUUU + 4UU on your own turn) and has other effects (though there are only two different creatures in here atm, with Shipbreaker Kraken being the more influential of the two)
Urban Evolution and Prime Speaker Zegana: Refills your hand easily. the former helps accelerate your mana while the latter provides +1/+1 fodder for Zameck Guildmage or Bioshift
Crowned Ceratok + Monstrosity: Shipbreaker Kraken now has trample. that is all.
Inaction Injunction: Good for tempo early game that replaces itself
Bioshift + monstrosity: Good for combat tricks, but it's less useful and I'll probably be replacing this
Voyaging Satyr + Simic Guildgate: Untaps your gates to help accelerate
voyage's end + Monstrosity or Prime Speaker Zegana: You can redo Monstrosity! Only with Shipbreaker Kraken, the creatures you tapped will be able to untap again. Main point of this is to replenish +1/+1 counters once you use them up on the monsters and/or Zegana.
[b]Current Sideboard choices[/b]
Fade into Antiquity and Naturalize
People WILL be using the Gods and weapons.
Aetherize and Essence Scatter
Against aggro, though the latter will be meo for the bigger threats
Dispel
Against spell-oriented decks like Young Pyromancer decks.
[b]What this deck needs[/b]
>Better Protection
More specifically, more Simic Charms and more Voyage's End. Two Spell Ruptures is a good number because they're wonderful if you have creatures on board, but that's just it: you need creatures as early as possible, so if you draw any of these when you ned creatures, you're screwed.
>Another Shipbreaker Kraken
I would rather have two of these (or even three!) than Sealock Monster, but i've only got one right now
>Better acceleration
Urban Evolution is good in this deck and is staying, but some Elvish Mystics would really help.
>Ordeal of Thassa/Nylea
More +1/+1 counters that do things even if you sacrifice them early. the latter helps with acceleration, and this in general will also help Drakewing Krasis have more staying power
>Ways to deal with things on-board/Removal
4 bounce spells will not be enough. Need Pit Fights (might replace the two bioshifts) and i can easily get them
[b]Considerations[/b]
Simic Fluxmage: The ability to spread +1/+1 counters will help Drakewing Krasis, which i always find to be an important attacker before anything else becomes battle-ready (be it evolve creatures or Monstrosities i can't cast just yet)
Curse of the Swine: A board wipe of sorts.
Centaur Battlemaster + Heroic stuff: Again,more +1/+1 stuff, but I'm afraid adding Heroic will mess up the focus
Horizon Chimera: I've been wanting this card since it was spoiled. an extra flier + lifegain-draw will really help.
Prophet of Kruphix: Now sure about this one, actually, but resetting your creatures and lands could prove to be useful
Nimbus Naiad: Giving things flying will surely help
Nylea's Disciple: Lifegain is weird when white or black aren't involved, but i've got plenty of Green in this deck and could make a nice little cushion right off the bat, especially in multiples (compared to Horizon Chimera, but i'm really moer interested in the 3/2 flying trample flash part)
[b]Got more Moola?[/b]
Bow of nylea: So many options on one stick! +Deathtouch.
Thassa, God of the Sea: Scry 1 + Unblockable every turn!
Nylea, God of the Hunt: Trample + Savage Surge on a stick sounds like a good idea.
Aetherling: I think the article that featured him said he was meant for midrange/control decks
That's.. pretty much it, i guess! Open to suggestions. I'll be able to test this with actual people later
enchanting Witchstalker with Raised by Wolves
So, Budget Winning Wieners is a variant of a Boros deck I've been working on that focuses on guys. Lots, and lots of guys. The main synergy is the Heroic mechanic and Young Pyromancer. He turns our spells into guys. Akroan Crusader and Favored Hoplite help make those spells even better. Get a bunch of guys, +1/+1 counters on Hoplite.. just enjoy the good life. Finish the game with Skyknight Legionnaire, or stall with Frostburn Weird. Pretty straight forward aggro deck that tries to have tools to survive against other aggro decks by having a more protective plan than normal.
Decklist
Timestamp: Oct. 7th, 2013 (7:47PM EST)
4 Akroan Crusader
4 Akroan Hoplite
4 Favored Hoplite
2 Frostburn Weird
4 Boros Elite
4 Skyknight Legionnaire
4 Banisher Priest
4 Young Pyromancer
4 Coordinated Assault
2 Madcap Skills
4 Dynacharge
Lands - 20
4 Boros Guildgate
7 Plains
9 Mountain
2 Frostburn Weird
1 Boros Charm
1 Magma Jet
CURVE (0-1/2/3/4+): 20/12/8/0
AVERAGE CMC: 1.7
TYPE: BDC10 ($10 limit)
CURRENT COST: $9.97
REMAINING BUDGET: $0.03
If you're not on a budget:
Fabled Hero goes in the slot Banisher Priest is in. Should you already have Young Pyros, you can get a set of Hero for ~5 bucks. He makes the deck infinitely sweeter for Heroic shenanigans.
Skyknight Legionnaire is a very blatant budget version of Chandra's Phoenix. Phoenix's are only truly truly necessary if you board in Charms, Jets, general burn spells.
Magma Jet's are insanely good here, allowing you to bring back Phoenix, get damage through, but most importantly filter excess lands/crap out of the way.
Oh, an Sacred Foundries, but that much is obvious. Temple of Triumph is okay too. Additionally, Phalanx Leader might prove to be better than Frostburn Weird. I lack confidence in the deck's ability to trigger the Heroic continuously though.
I took what I thought was the best aggro rakdos budget I could do, and went 3-2. Tried GB with some hand destruction next time and got walked all over 1-3. So I won't be posting those decks!
Modern: WUBValue Titan UMerfolk WGDeath and Taxes
4 Nivmagus Elemental
4 Phalanx Leader
3 Young Pyromancer
4 akroan crusader
4 favored hoplite
2 Anax and cymede
3 Boros charm
4 Coordinated assault
3 Flames of the firebrand
3 Titan's Strength
3 lightning Strike
2 Warleader's Helix
4 Boros Guildgate
8 mountain
9 Plains
CURVE (0-1 / 2 / 3 / 4 / 5 / 6): 19 / 13 / 5 / 2 /0 / 0
Average CMC 1.74
Type BDC10-$10 limit
Cost $9.91
Remaining Budget-$0.09
Timestamp- 10/10/2013
Some options are removing cards like boros charm/warleaders helix for other finishers in spear of heliod Path of Bravery and Hammer of purphoros id really prefer to fit in hammer over warleaders helix personally but budget didn't allow.
I wanted to fit in wild guess it seems ideal here since 4 lands is the most you should want in a game. And guess's over helix also seems fine or another heroic enabler perhaps Gods Willing, Martial Glory. Another card i looked into but decided not to run was guttersnipe i think it might replace anax. It also makes me not have to run as much burn but get to focus on heroic/include wild guess i would think.
Luckily i think there is a lot of room to cut cards that aren't the main creatures/heroic package to go some other route. i went with burn because its rather easy to see getting them down to around 10 or so life and the best heroic enabler also happens to be a burn spell in flames so idk opinions?
Without a 10$ limit i would try to improve the manabase first, play some hammers over some helix's for wrath protection/inevitably etc. And just potentially test if gideon is also worthwhile or not.
Oh how the deck works. Simple you lay down a heroic enabler target it hopefully have nivmagus elemental in play to exile the spell after the heroic trigger happens. And its just a small aggro deck that has wrath protection in boros charm/young pryomancer(if you play a bit smart). And has the abilitly to use burn as a finisher/heroic enabler if needed.
Idk ill post report after friday and with a update to show the list i ran (i will be using a non budget version of this aka shocklands will be in outside of that not much changes honestly).
This deck is focused on pumping out creatures early and maintaining a board state to push through as much damage as possible to win.
Early bloodrushes really make this deck shine I feel the best combo is turn 3 Kalonian Tusker + Bloodrush Slaughterhorn + Giant Growth for turn 3 nine damage when they're not expecting it.
*** THE DECKLIST ***
TIMESTAMP: 10/10/13 11:44
2 Selesnya Guildgate
11 Forest
7 Plains
CREATURES - 24
4 Boros Elite
4 Centaur Healer
4 Wasteland Viper
4 Slaughterhorn
4 Kalonian Tusker
4 Dryad Militant
4 Call of the Conclave
4 Alive // Well
4 Giant Growth
4 Selesnya Charm
CURVE (0-1 / 2 / 3 / 4 / 5 / 6+): 16 / 12 / 8 / 0 / 4 / 0
AVERAGE CMC: 2.1
TYPE: BDC10 ($10.00 LIMIT)
CURRENT COST: $8.42
REMAINING BUDGET: $1.58
Enjoy!
-Last Word
"Do the innocent pay for the crimes of the guilty? Of course they do. That's the fate of the weak."
—Nicol Bolas
Noticed this list states there are 28 creatures in the MB but there are actually 32. May need to be adjusted otherwise it's a 64 card MB.
Did want to make a quick comment. Zephyr Scarlet: I was checking out on of your decks,
This is reanimator, not solar flare, so you aren't playing control early and then having the option to hard cast fatties later; you're purely trying to cheat them out with black/green spells.
Just a thought.
Pauper: Delver, Familiar Storm,
UR 8Post, Elves, Affinity, TEModern: Twin, Jund,
Eggs,Pod, Balance, Uxx ControlLegacy: Painter, Delver, Stoneblade, Elves, High Tide, Lands
"Ragin' Cajun Cows" that name alone commands me - I *must* build this deck!
though I plan on eliminating W to focus on RB, stick more direct damage/creature kill or maybe play with Rescue from the Underworld shenanigans (sac Fanatic of Mogis to get another Fanatic of Mogis with a little RRR devotion out, anyone?)
Infinite Spiral
***BACKGROUND***
This is a control/combo style deck. It always frustrates me that it's so hard to do combo in standard, usually you need multiple card interactions, so it can be easily disrupted. The idea here is to control until you have a relatively safe opportunity to win in one shot by milling the opponent with Enter the Infinite > Psychic Spiral.
***THE DECKLIST***
TIMESTAMP: 10/12/2013 @ 1729 UTC-4.
4 Simic Guildgate
4 Golgari Guildgate
4 Dimir Guildgate
2 Unknown Shores
3 Swamp
9 Island
Creatures:
0 None
Spells:
4 Far // Away
3 Aetherize
1 Dissolve
4 Doom Blade
2 Essence Scatter
3 Negate
4 Opportunity
4 Plasm Capture
1 Psychic Spiral
2 Syncopate
2 Voyage's End
3 Diabolic Tutor
1 Enter the Infinite
4 Dispel
1 Enter the Infinite
3 Griptide
3 Horizon Chimera
1 Negate
1 Prognostic Sphinx
1 Aetherling
1 Psychic Spiral
***KEY CARDS & INTERACTIONS***
The best win condition would be to counter a big spell (Aetherling, Sphinx's Revelation, etc.) with Plasm Capture and then cast Enter the Infinite. Next turn you protect yourself and then discard everything save for 7 cards, keeping Psychic Spiral and counter magic. Finally, on your following upkeep (DO NOT DRAW) cast Psychic Spiral, backed up by counter magic, to mill the opponent out. Plasm Capture can allow you to go off much earlier; countering a 6 cmc spell lets you go off as early as turn 6!
I've tried to make the main board streamlined against both aggro and control (as best I can). You have early bounce and removal as well as ways to kill large creatures if needed. I've had much more success against control as they cast bigger spells for Plasm Capture to eat and they allow me time to get my land in order. That being said, there are far more answers to aggro since you need them sooner.
I have gone into heavy BU control with a splash of green for Plasm Capture (and Horizon Chimera). I like the removal it grants me, but also it allows me to find my combo pieces with Diabolic Tutor. The sideboard has redundancy which you should probably put in 2nd and 3rd game against control as they will then know what you are up to. Against aggro, feel free to drop the counters and use Griptide and Horizon Chimera for tempo and lifegain. Don't bother with redundancy.
There are also two Prognostic Sphinx's in the sideboard (still haven't decided if Aetherling works better, but we have the budget for 1 if you think so) which will help in game 2 (maybe 3) when the opponent sides out removal.
***STATISTICS***
CURVE (0-1 / 2 / 3 / 4 / 5 / 6 / 7+): 6 / 12 / 1 / 16 / 7 / 5 / 2
AVERAGE CMC: 3.79
CURRENT COST: $9.31
REMAINING BUDGET: $0.69
***NON-BUDGET OPTIONS***
Shocklands, are pretty much obvious; I would love to smooth out my mana a bit. You also probably want Jace, Memory Adept for the mill and draw ability. Bonus, he's actually not TOO expensive, sitting at around $5.50 currently. If Aetherling works better than Prognostic Sphinx, then I would throw another one into the sideboard. Otherwise, I'm honestly not sure what else I would want...
***PLAY TESTING***
I totally changed the deck from Simic to UB control with a touch of green for Plasm Capture. The results have been much better! I will usually win game 1 against control decks as they don't see the combo coming and I can bait out counter magic. Games 2 and 3 are much harder as they will wait. I bring in all the Dispels.
Aggro is harder, but I main board more answers. They also usually don't cast anything more expensive than 4 cmc, which means staying in the game until turn 8. Smarter players may not even try to cast those big cmc cards on games 2 and 3 if they saw your trick, but Plasm Capture is still worth playing even if you can only eat a 3-4 cmc spell, since it lets you combo off that much quicker. You can also side out combo and try to resolve some beat-sticks if you want to play pure UB/BUG Control.
Pauper: Delver, Familiar Storm,
UR 8Post, Elves, Affinity, TEModern: Twin, Jund,
Eggs,Pod, Balance, Uxx ControlLegacy: Painter, Delver, Stoneblade, Elves, High Tide, Lands