So I wanted to build a deck that applies early pressure in the game but does not fold to the first sweeper. Jund seemed like a good choice. You will notice I am missing a lot of staples such as Tooth and Nail, Avenger of Zendikar, etc. This is because everything in the deck is 6 or less to cast. I want to get the gaming going fast and push control or battleship decks before they get set up. (No combo in my meta). So this is my first draft. I think I failed in some ways. I have far to many enchantments but I can't figure out what to cut.
So this is my first draft. I think I failed in some ways to apply pressure. I have far to many enchantments but I can't figure out what to cut. Perhaps too much ramp and not enough small creatures. I tried really hard to not include draw cards such as Syphon Mind and Harmonize. But I just could not give up some of my value engines such as Greater Good, Phyrexian Reclamation/Sneak Attack. As well as value creatures like Sad Robot and Godo.
Also I feel like I could use more removal if I can find the spots. Such as Terminate, Putrefy, Go for the Throat.
It is really hard to get away from wanting to use Card Draw, Ramp, and so on. But I really want to make something that just attacks yet does not go all in or gas out after a sweeper.
Warning: There's a lot going on in this post, and it may seem like I'm taking shots at your list. Your list is much different than my Karrthus list so I think I've tried to give you a different perspective as to what you could do with the deck. If you're interested in retaining your current strategy, I recommend reading this but taking my suggestions lightly. I feel that most of the creatures generate 0 card advantage and aren't necessarily threatening without supporting cards. I think that without the card draw cards that you had mentioned in your post that there is just not enough synergy with the rough draft you've listed.
I think that with the idea or theme you want to run for this deck that you would be better off switching your general to either to someone like Karador. That way you can take your multiple small threats and find easier ways to pump them, with similar effects to Elesh Norn, Grand Cenobite. You could also run Kamahl, First of Krosa. If however you are interested in keeping Karrthus, here are my suggestions.
In looking at the deck, I just see far too few big threats. By no means am I necessarily saying that you should run multiple large threats as they can often bring too much attention (I.E. Avenger of Zendikar). I just mean I don't see many cards that can be manipulated into turning the game to your advantage. I've always won with my Karrthus deck by doing one or two things, and that's by sculpting my hand whilst ramping and playing lower value creatures as you show here, and just all the while controlling permanents on the board with the multitude of 2 for 1 creatures in the deck. Then when the time is right, playing the cards in my hand in such a non threatening manner that by the time I've gotten myself into the position I want I can control the rest of the game. I've also included two fog effects that can be used repeatedly to prevent people from winning by stupid insurrection combos, or hasty lethal general damage.
The other direction is by Karrthus himself. As you've included, savage beating does work. I have no problem bringing Karrthus out for 7 then 9 to pop two people for 7, then going in at once with savage beating to take out two opponents at once. My original Jund decklist who was lead by Kresh was very similar to yours, in that most of the creatures didn't necessarily do anything unless they swung and they generally only swung big.
A) Greater Good with such small creatures, seems extremely underwhelming. The idea is to put early game pressure on the opponent, and greater good is just going to let you fill or sculpt your hand if you have the right power / toughness of dudes on the battlefield.
B) Again, sneak attack with so many under powered creatures isn't necessarily going to do much IMO. There's not a ton that is really going to make a huge difference being cheated into play. And there's nothing here that does anything fancy when it connects with an opponent. As such, I feel that this card is good but really underpowered in the list as it is currently.
C) I'm not sure I particularly agree with the entire strategy of the deck. It seems the idea is to play hasted creatures or give haste enablers to swing with tiny dudes that generate 0 card advantage and sometimes give extra combat steps or double strike to make them useful.
Some creatures I disagree with. Ashling: This card is powerful, but is very mana intensive in order to utilize effectively. If you really want to use this creature, grab a stuffy doll. But even so, it's a 1/1 for 2 that doesn't have haste or evasion and can pump or blow up the world. Seems really mediocre.
Urabrask: One of your many many haste enablers. The problem I find with this guy is you have so many ways to give your creatures haste, and a large amount of your creatures already have haste. All this guy will do is draw unwanted attention from opponents. Seems really mediocre.
Vexing Shusher: There are much better cards that can do this. If you don't want your stuff to be countered, punish people for trying. Price of Glory. Or there's Dosan the Falling Leaf. Plus, you don't have anything that will make or break the game if countered. So I don't see the point.
Scavenging Ooze: There's better cards. If you're going for an aggro theme, I guess it's pretty decent. But Loaming Shaman and the myriad of black cards that exile target players graveyard are much cheaper and much faster. Also recall tormod's crypt. While not creatures, they're still effective.
Radha: Seems super mediocre. Her one ability is useless if you have no instants to cast with red or colorless in the cost.
Primordial Hydra: Another creature that needs to swing to be useful. Can be stolen and used against you, and can potentially get big. What happens when it gets big? Well I guess it has trample at least. But most people will wrath the board or get rid of it before it becomes a problem.
Olivia: Super mana intensive to be really good. Meh
Manic Vandal: Is aggresively costed for what he does. Hell he's almost exclusively better than Vithian Renegades. But you don't have much enchantment destruction in the deck. I'd consider swapping this out for one.
Mana-Charged Dragon: I've always found that this card either does nothing or turns out to hurt me in the end. Far too frequently have I been with with my own creature with this card, or have stolen someone elses and made them rue the day they attacked me with it.
Hydra Omnivore: This has the potential to be scary. But no evasion and has to deal combat damage to a player. Seems far too narrow and requires the board to be clean in order to swing in. Plus you don't run a ton of board wipes, so your haste enablers aren't going to do a ton here if people can just block.
Greater Gargadon: Seems meh unless you're blowing up a bunch of lands.
Chameleon Colossus: Can be big and scary, is mostly just slow and boring. Again, no evasion and is just a mindless beater.
Bloodgift Demon: I would rather run Dreamborn Muse every day of the week. It coupled with Grave Titan makes for amazing shenanogans.
Bloodbraid Elf: Cascade for 4, what is the average CMC of the deck? And a 2/2 with haste? Seems meh.
D) Some possible replacements Fleshbag Marauder: Gets rid of troublesome creatures, and if you leave him on the field, he still beats for three. Else he gets rid of himself. I think he's regular great. Goblin Matron: Allows you to grab KikiJiki or Siege-Gang Commander. Both are good options to have in play. Oracle of Mul-Daya can help you get those lands in play, and generates excellent card advantage by herself alone. Acidic Slime a 2/2 deathtouch for 5? Doesn't hit hard but gets rid of pesky permanents. Which you have no way to do as of now. Genesis and Sword of Light and Shadow will help you get those creatures back from grave. Duplicant is some exile which these colors desperately lack. Plus it gives you a dude. A solid option. Ink-Eyes, Servant of Oni gives you the option to return a little dude to hand and get someone elses creature. Profit!
E) Almost Final thoughts: Maelstrom Pulse is meh at sorcery speed. If someone puts a primeval titan down with haste it's already done what it came for. You could at least run the good targeted removal spells in the colors instead. And if you want sorcery speed destruction run Sever the Bloodline. Terminate, Putrefy are all good options.
Explore seems slow. I'd rather run another creature that can get me a basic land into play, or as previously stated Oracle of Mul Daya.
Final Thoughts: I know you said you wanted to shy away from bigger creatures, ramp, and card draw and go for an all in fast aggro strategy, but I feel like for that these aren't the colors you're looking for. *Waves hand in front of face slowly* I feel that a general that centralizes on that theme would be better off. As the only real win conditions I see here are the one overrun and savage beating. They are the only real reliable ways to victory that I can spot. I suppose there's Sword of Feast and Famine with Hellkite Charger or the other combat step generator for infinite combat steps. But you said your group doesn't run combo. So I don't see the point for the Sword after you've already attacked especially with all these guys with haste.
Repercussions, Fires of Yavimaya, and Dauthi Embrace all seem pretty lack luster here. Your wraths all deal damage to creatures, and since your strategy is to have board position with lots of tiny dudes, that's reason enough not to wrath the board right there. Fires gives haste when you have tons of ways of generating that already. And Dauthi Embrace gives evasion to some really lack luster creatures. I've never had my deck gas out after a sweeper, and I've never felt that card draw can be a negative factor. I've won games off of the back of cards like Decree of Pain from the asburd card advantage that it generates. Card draw is EXACTLY what will keep your deck from gassing out. Ramp will ensure that you can play multiple threats a turn if necessary.
You want something that attacks, but you're not generating card advantage. That's why I feel that the deck needs some tuning.
Again, I suggested a lot of cards that are tuned for a different meta and I suggested a lot of cards that are probably higher CMC than you would like. Although the haste on top of haste on top of haste is going to be truly a waste in a lot of situations. Also, take a look into the general that's coming out in this years planechase. He may be a bit more for the style of deck you're looking for.
In looking at the deck, I just see far too few big threats.
That is kinda of by design. I guess I should say I want to this to be deck for my more casual meta. Insurrection and tooth and nail both are kinda boring at this point. And they are big into creature beats. But slow ones at that.
The other direction is by Karrthus himself.
Yeah I am debating sezie the day as another win con for the general damage as for 7 mana you smash someone to death in one turn. I cut it for aggravated assault to give that card a try. I am testing a few cards for the first time.
[B]A)[/B] Greater Good with such small creatures, seems extremely underwhelming...
You are probably right, I was debating this in my last wave of cuts. I need to rethink this.
[B]B)[/B] Again, sneak attack with so many under powered creatures isn't necessarily going to do much IMO.
This is another one I am testing, most because with Phyrexian Reclamation it can be pretty ugly even just cycling a Titan or E-wit.
Some creatures I disagree with.
[B]Ashling: [/B]This card is powerful, but is very mana intensive in order to utilize effectively.
Perhaps true, I just figured he scaled nicely for later in the game.
[B]Urabrask:[/B] One of your many many haste enablers. The problem I find with this guy is you have so many ways to give your creatures haste, and a large amount of your creatures already have haste. All this guy will do is draw unwanted attention from opponents. Seems really mediocre.
Hrm will have to think about this, He does tend to eat removal really fast. But he prevents blockers for a whole turn which can let me get in some good swings. And stops other hasted attackers from swinging.
[B]Vexing Shusher:[/B] There are much better cards that can do this. If you don't want your stuff to be countered, punish people for trying. Price of Glory. Or there's Dosan the Falling Leaf. Plus, you don't have anything that will make or break the game if countered. So I don't see the point.
Fair point, will cut him I think.
[B]Scavenging Ooze:[/B] There's better cards. If you're going for an aggro theme, I guess it's pretty decent.
GY hate on a body seems good, that way I can tutor it up easier.
[B]Radha:[/B] Seems super mediocre. Her one ability is useless if you have no instants to cast with red or colorless in the cost.
Yeah perhaps, but she is a body and slight tramp, I could not find a whole lot of 2 drops I liked:/
[B]Primordial Hydra: [/B]Another creature that needs to swing to be useful. Can be stolen and used against you, and can potentially get big. What happens when it gets big? Well I guess it has trample at least. But most people will wrath the board or get rid of it before it becomes a problem.
Again another scaling drop, is good late game or early.
[B]Olivia: [/B]Super mana intensive to be really good. Meh
Yeah not sold on her, but I figure a decent creature to pull in late if game goes long. I want to be aggressive and apply pressure early but still have some kinda late game.
[B]Mana-Charged Dragon:[/B] I've always found that this card either does nothing or turns out to hurt me in the end.
Yeah I just want him to work, but he rarely seems too. Someday. Which is why I keep him in.
[B]Hydra Omnivore:[/B] This has the potential to be scary. But no evasion and has to deal combat damage to a player.
This guy can do serious work if just one player lacks a blocker, add in the extra combat steps and you can wreck people.
[B]Greater Gargadon:[/B] Seems meh unless you're blowing up a bunch of lands.
Yeah good point. Will take him out.
[B]Chameleon Colossus:[/B] Can be big and scary, is mostly just slow and boring. Again, no evasion and is just a mindless beater.
Same as before, scales into the late game well.
[B]Bloodgift Demon: [/B]I would rather run Dreamborn Muse every day of the week. It coupled with Grave Titan makes for amazing shenanogans.
I should just add Graveborn Muse (I assume that is what you meant:P) and kept this for double your fun.
[B]Bloodbraid Elf:[/B] Cascade for 4, what is the average CMC of the deck? And a 2/2 with haste? Seems meh.
Seems decent mostly cause I needed some 3cmc for my curve. It may get cut later.
I am testing this out. I figure it this way, turn 2 it could put me ahead a land and late game it cantrips itself if I don't need ramp. Will see how it goes.
[B]Final Thoughts:[/B] I know you said you wanted to shy away from bigger creatures, ramp, and card draw and go for an all in fast aggro strategy... [B]As the only real win conditions I see here are the one overrun and savage beating.[/B]
This is for my casual peeps. So not really into win cons. I just want to game to play out differently ever time. I am almost tempted to cut out black and go with StoneBrow to make the deck more random.
I suppose there's Sword of Feast and Famine with Hellkite Charger or the other combat step generator for infinite combat steps.
Oops forgot about that one. Will probably swap it out for SoFaI.
Repercussions, Fires of Yavimaya, and Dauthi Embrace all seem pretty lack luster here. Your wraths all deal damage to creatures,
Actually that is a win con or Draw anyhow, Dropping Repercussions into a chain reaction or Blasp Act can cause blow outs if I am in a bad way with creatures. Also it makes blockers irrelevant.
And Dauthi Embrace gives evasion to some really lack luster creatures.
I think you are not looking at all this card does. It can make my creatures hard to block sure. But I can also do some crazy combat manipulation to other players. I can turn all of someone elses blockers shadow so they can't block. It can really put a beating on players that don't see it coming, That said I have not actually played with it. I just came across it last week and to me it seems like it could be really strong and flexible. It can make my titans or Karrthus get there. It can ruin someone elses blocking plans. Will see how it goes.
I've never had my deck gas out after a sweeper, and I've never felt that card draw can be a negative factor. I've won games off of the back of cards like Decree of Pain from the asburd card advantage that it generates. Card draw is EXACTLY what will keep your deck from gassing out.
I totally agree. And all my other decks run a healthy amount of both. But I was listening to Commandercast and they talked about early game pressure decks. And I have been in kinda of a rut lately in deck making so I wanted to try and do something different. Forgo the ramp/draw and just drop creatures/threats and go. As you can see I could not fully do that mana fixing is just too important. And I have some draw still but it is all permanent based. I even avoided most staples like Exsang, TnN, Gen Wave and so on. Though Gen wave seems really good in this:/
You want something that attacks, but you're not generating card advantage. That's why I feel that the deck needs some tuning.
Probably true. Will see.
Again, I suggested a lot of cards that are tuned for a different meta and I suggested a lot of cards that are probably higher CMC than you would like. Although the haste on top of haste on top of haste is going to be truly a waste in a lot of situations. Also, take a look into the general that's coming out in this years planechase. He may be a bit more for the style of deck you're looking for.
Thanks for taking the time and making so many suggestions. Going to make a few changes before I play it based on some of them. I will update the list and Change Log it when I do.
Edit: Made the following changes:
-Vexing Shusher
-Greater Gargadon
-Greater Good
+Rune-Scarred Demon
+Fleshbag Marauder
+Taurean Mauler
I will still like to add a Top, Terminate and Putrefy. Not sure what to cut though.
So... It turns out the pack of dragon shields I bought had 104 sleeves.... meaning I need to cut 4 more cards. /grrr Was doing the math on my average CMC and I kept coming out to 65 cards and I know I had 39 land.
So yeah any suggestions on what 4 to cut would be good, probably going to look at the 4+ Cmc stuff.
You seem to have Grave Titan listed twice in your list.
Also I'd probably cut Radha. You don't really have many ways to use the RR when she attacks, so I think she'd be better either as a stronger creature or a better ramper.
lol @ having to cut four more cards! Yeah dragon shields are nice like that, they always come with a few extra just in case you mess up a sleeve or something. Stonebrow would certainly make it easier to have a direction to follow. If you really want the deck to be casual, you always could just heavily up the ramp package and just throw a ton of dragons in there You got the early wood elves beats, and then the late Hellkite Overlord beats! Bwahaha!
In all seriousness, you make good points! Hopefully I was some help.
lol @ having to cut four more cards! Yeah dragon shields are nice like that, they always come with a few extra just in case you mess up a sleeve or something. Stonebrow would certainly make it easier to have a direction to follow.
In all seriousness, you make good points! Hopefully I was some help.
Yeah I may go to Stonebrow, Having black makes it to hard to not run value engines and recursion. I am just waiting for some good undying creatures from DA.
1 Karrthus, Tyrant of Jund
Creatures
1 Anger
1 Ashling the Pilgrim
1 Bloodbraid Elf
1 Bloodgift Demon
1 Chameleon Colossus
1 Eternal Witness
1 Fleshbag Marauder
1 Graveborn Muse
1 Grave Titan
1 Inferno Titan
1 Hellkite Charger
1 Hydra Omnivore
1 Kiki-Jiki, Mirror Breaker
1 Madrush Cyclops
1 Manic Vandal
1 Massacre Wurm
1 Olivia Voldaren
1 Primeval Titan
1 Primordial Hydra
1 Puppeteer Clique
1 Radha, Heir to Keld
1 Rune-Scarred Demon
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Solemn Simulacrum
1 Taurean Mauler
1 Urabrask the Hidden
1 Vithian Renegades
1 Viridian Shaman
1 Yavimaya Elder
1 Everflowing Chalice
1 Grim Monolith
1 Mana Vault
1 Nihil Spellbomb
1 Skullclamp
1 Sol Ring
1 Umezawa's Jitte
Enchantments
1 Aggravated Assault
1 Beastmaster Ascension
1 Fires of Yavimaya
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Rage Reflection
1 Repercussion
1 Sneak Attack
1 Survival of the Fittest
Soceries
1 Blasphemous Act
1 Cultivate
1 Demonic Tutor
1 Explore
1 Kodama's Reach
1 Maelstrom Pulse
1 Overwhelming Stampede
Instants
1 Beast Within
1 Berserk
1 Chaos Warp
1 Into the Core
1 Savage Beating
1 Vampiric Tutor
Planeswalkers
1 Sarkhan Vol
1 Ancient Tomb
1 Arid Mesa
1 Badlands
1 Bloodstained Mire
1 Blood Crypt
1 Bayou
1 Bojuka Bog
1 Command Tower
1 Dragonskull Summit
5 Forest
1 Homeward Path
1 Lavaclaw Reaches
1 Kessig Wolf Run
1 Marsh Flats
1 Maze of Ith
1 Misty Rainforest
5 Mountain
1 Raging Ravine
1 Reflecting Pool
1 Rootbound Crag
1 Scalding Tarn
1 Stomping Ground
1 Strip Mine
3 Swamp
1 Urborg, Tomb of Yawgmoth
1 Taiga
1 Verdant Catacombs
1 Wasteland
1 Woodland Cemetery
1 Wooded Foothills
So this is my first draft. I think I failed in some ways to apply pressure. I have far to many enchantments but I can't figure out what to cut. Perhaps too much ramp and not enough small creatures. I tried really hard to not include draw cards such as Syphon Mind and Harmonize. But I just could not give up some of my value engines such as Greater Good, Phyrexian Reclamation/Sneak Attack. As well as value creatures like Sad Robot and Godo.
Also I feel like I could use more removal if I can find the spots. Such as Terminate, Putrefy, Go for the Throat.
It is really hard to get away from wanting to use Card Draw, Ramp, and so on. But I really want to make something that just attacks yet does not go all in or gas out after a sweeper.
Any suggestions are welcome!
Change Log
1/24/12
-Vexing Shusher
-Greater Gargadon
-Greater Good
+Rune-Scarred Demon
+Fleshbag Marauder
+Taurean Mauler
Removed 4 extra cards...
-Godo, Bandit Warlord
-Sword of Feast and Famine
-Wound Reflection
- Mana-Charged Dragon
1/25/12
-Cabal Coffers
+Raging Ravine
1/29/12
-Dauthi Embrace
-Chain Reaction
+Graveborn Muse
+Into the Core
I think that with the idea or theme you want to run for this deck that you would be better off switching your general to either to someone like Karador. That way you can take your multiple small threats and find easier ways to pump them, with similar effects to Elesh Norn, Grand Cenobite. You could also run Kamahl, First of Krosa. If however you are interested in keeping Karrthus, here are my suggestions.
In looking at the deck, I just see far too few big threats. By no means am I necessarily saying that you should run multiple large threats as they can often bring too much attention (I.E. Avenger of Zendikar). I just mean I don't see many cards that can be manipulated into turning the game to your advantage. I've always won with my Karrthus deck by doing one or two things, and that's by sculpting my hand whilst ramping and playing lower value creatures as you show here, and just all the while controlling permanents on the board with the multitude of 2 for 1 creatures in the deck. Then when the time is right, playing the cards in my hand in such a non threatening manner that by the time I've gotten myself into the position I want I can control the rest of the game. I've also included two fog effects that can be used repeatedly to prevent people from winning by stupid insurrection combos, or hasty lethal general damage.
The other direction is by Karrthus himself. As you've included, savage beating does work. I have no problem bringing Karrthus out for 7 then 9 to pop two people for 7, then going in at once with savage beating to take out two opponents at once. My original Jund decklist who was lead by Kresh was very similar to yours, in that most of the creatures didn't necessarily do anything unless they swung and they generally only swung big.
A) Greater Good with such small creatures, seems extremely underwhelming. The idea is to put early game pressure on the opponent, and greater good is just going to let you fill or sculpt your hand if you have the right power / toughness of dudes on the battlefield.
B) Again, sneak attack with so many under powered creatures isn't necessarily going to do much IMO. There's not a ton that is really going to make a huge difference being cheated into play. And there's nothing here that does anything fancy when it connects with an opponent. As such, I feel that this card is good but really underpowered in the list as it is currently.
C) I'm not sure I particularly agree with the entire strategy of the deck. It seems the idea is to play hasted creatures or give haste enablers to swing with tiny dudes that generate 0 card advantage and sometimes give extra combat steps or double strike to make them useful.
Some creatures I disagree with.
Ashling: This card is powerful, but is very mana intensive in order to utilize effectively. If you really want to use this creature, grab a stuffy doll. But even so, it's a 1/1 for 2 that doesn't have haste or evasion and can pump or blow up the world. Seems really mediocre.
Urabrask: One of your many many haste enablers. The problem I find with this guy is you have so many ways to give your creatures haste, and a large amount of your creatures already have haste. All this guy will do is draw unwanted attention from opponents. Seems really mediocre.
Vexing Shusher: There are much better cards that can do this. If you don't want your stuff to be countered, punish people for trying. Price of Glory. Or there's Dosan the Falling Leaf. Plus, you don't have anything that will make or break the game if countered. So I don't see the point.
Scavenging Ooze: There's better cards. If you're going for an aggro theme, I guess it's pretty decent. But Loaming Shaman and the myriad of black cards that exile target players graveyard are much cheaper and much faster. Also recall tormod's crypt. While not creatures, they're still effective.
Radha: Seems super mediocre. Her one ability is useless if you have no instants to cast with red or colorless in the cost.
Primordial Hydra: Another creature that needs to swing to be useful. Can be stolen and used against you, and can potentially get big. What happens when it gets big? Well I guess it has trample at least. But most people will wrath the board or get rid of it before it becomes a problem.
Olivia: Super mana intensive to be really good. Meh
Manic Vandal: Is aggresively costed for what he does. Hell he's almost exclusively better than Vithian Renegades. But you don't have much enchantment destruction in the deck. I'd consider swapping this out for one.
Mana-Charged Dragon: I've always found that this card either does nothing or turns out to hurt me in the end. Far too frequently have I been with with my own creature with this card, or have stolen someone elses and made them rue the day they attacked me with it.
Hydra Omnivore: This has the potential to be scary. But no evasion and has to deal combat damage to a player. Seems far too narrow and requires the board to be clean in order to swing in. Plus you don't run a ton of board wipes, so your haste enablers aren't going to do a ton here if people can just block.
Greater Gargadon: Seems meh unless you're blowing up a bunch of lands.
Chameleon Colossus: Can be big and scary, is mostly just slow and boring. Again, no evasion and is just a mindless beater.
Bloodgift Demon: I would rather run Dreamborn Muse every day of the week. It coupled with Grave Titan makes for amazing shenanogans.
Bloodbraid Elf: Cascade for 4, what is the average CMC of the deck? And a 2/2 with haste? Seems meh.
D) Some possible replacements
Fleshbag Marauder: Gets rid of troublesome creatures, and if you leave him on the field, he still beats for three. Else he gets rid of himself. I think he's regular great.
Goblin Matron: Allows you to grab KikiJiki or Siege-Gang Commander. Both are good options to have in play.
Oracle of Mul-Daya can help you get those lands in play, and generates excellent card advantage by herself alone.
Acidic Slime a 2/2 deathtouch for 5? Doesn't hit hard but gets rid of pesky permanents. Which you have no way to do as of now.
Genesis and Sword of Light and Shadow will help you get those creatures back from grave.
Duplicant is some exile which these colors desperately lack. Plus it gives you a dude. A solid option.
Ink-Eyes, Servant of Oni gives you the option to return a little dude to hand and get someone elses creature. Profit!
Blades of Velis Vel combos with the general to steal two creatures.
Moment's Peace is the aforementioned fog of goodness. There's also Spike Weaver if you like creatures.
Oversold Cemetery seems good with all your little dudes.
Consider Birthing Pod if your mana curve can support it.
E) Almost Final thoughts: Maelstrom Pulse is meh at sorcery speed. If someone puts a primeval titan down with haste it's already done what it came for. You could at least run the good targeted removal spells in the colors instead. And if you want sorcery speed destruction run Sever the Bloodline. Terminate, Putrefy are all good options.
Explore seems slow. I'd rather run another creature that can get me a basic land into play, or as previously stated Oracle of Mul Daya.
Final Thoughts: I know you said you wanted to shy away from bigger creatures, ramp, and card draw and go for an all in fast aggro strategy, but I feel like for that these aren't the colors you're looking for. *Waves hand in front of face slowly* I feel that a general that centralizes on that theme would be better off. As the only real win conditions I see here are the one overrun and savage beating. They are the only real reliable ways to victory that I can spot. I suppose there's Sword of Feast and Famine with Hellkite Charger or the other combat step generator for infinite combat steps. But you said your group doesn't run combo. So I don't see the point for the Sword after you've already attacked especially with all these guys with haste.
Repercussions, Fires of Yavimaya, and Dauthi Embrace all seem pretty lack luster here. Your wraths all deal damage to creatures, and since your strategy is to have board position with lots of tiny dudes, that's reason enough not to wrath the board right there. Fires gives haste when you have tons of ways of generating that already. And Dauthi Embrace gives evasion to some really lack luster creatures. I've never had my deck gas out after a sweeper, and I've never felt that card draw can be a negative factor. I've won games off of the back of cards like Decree of Pain from the asburd card advantage that it generates. Card draw is EXACTLY what will keep your deck from gassing out. Ramp will ensure that you can play multiple threats a turn if necessary.
You want something that attacks, but you're not generating card advantage. That's why I feel that the deck needs some tuning.
Again, I suggested a lot of cards that are tuned for a different meta and I suggested a lot of cards that are probably higher CMC than you would like. Although the haste on top of haste on top of haste is going to be truly a waste in a lot of situations. Also, take a look into the general that's coming out in this years planechase. He may be a bit more for the style of deck you're looking for.
That is kinda of by design. I guess I should say I want to this to be deck for my more casual meta. Insurrection and tooth and nail both are kinda boring at this point. And they are big into creature beats. But slow ones at that.
Yeah I am debating sezie the day as another win con for the general damage as for 7 mana you smash someone to death in one turn. I cut it for aggravated assault to give that card a try. I am testing a few cards for the first time.
You are probably right, I was debating this in my last wave of cuts. I need to rethink this.
This is another one I am testing, most because with Phyrexian Reclamation it can be pretty ugly even just cycling a Titan or E-wit.
Perhaps true, I just figured he scaled nicely for later in the game.
Hrm will have to think about this, He does tend to eat removal really fast. But he prevents blockers for a whole turn which can let me get in some good swings. And stops other hasted attackers from swinging.
Fair point, will cut him I think.
GY hate on a body seems good, that way I can tutor it up easier.
Yeah perhaps, but she is a body and slight tramp, I could not find a whole lot of 2 drops I liked:/
Again another scaling drop, is good late game or early.
Yeah not sold on her, but I figure a decent creature to pull in late if game goes long. I want to be aggressive and apply pressure early but still have some kinda late game.
Yeah I just want him to work, but he rarely seems too. Someday. Which is why I keep him in.
This guy can do serious work if just one player lacks a blocker, add in the extra combat steps and you can wreck people.
Yeah good point. Will take him out.
Same as before, scales into the late game well.
I should just add Graveborn Muse (I assume that is what you meant:P) and kept this for double your fun.
Seems decent mostly cause I needed some 3cmc for my curve. It may get cut later.
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Man how did I forget that. Derp.
Hrm another one that should be in there good call.
Seems like a replacement for mana-burnt dragon.
Yeah I need to find one of them in my boxes of commons some where. /wrist
I prefer constant mists myself. But actually spike weaver is a good call.
Pulse is pretty handy for it's flexibility. And sometimes others tokens become an issue. I need to find room for Terminate and Putrefy though.
I am testing this out. I figure it this way, turn 2 it could put me ahead a land and late game it cantrips itself if I don't need ramp. Will see how it goes.
This is for my casual peeps. So not really into win cons. I just want to game to play out differently ever time. I am almost tempted to cut out black and go with StoneBrow to make the deck more random.
Oops forgot about that one. Will probably swap it out for SoFaI.
Actually that is a win con or Draw anyhow, Dropping Repercussions into a chain reaction or Blasp Act can cause blow outs if I am in a bad way with creatures. Also it makes blockers irrelevant.
I think you are not looking at all this card does. It can make my creatures hard to block sure. But I can also do some crazy combat manipulation to other players. I can turn all of someone elses blockers shadow so they can't block. It can really put a beating on players that don't see it coming, That said I have not actually played with it. I just came across it last week and to me it seems like it could be really strong and flexible. It can make my titans or Karrthus get there. It can ruin someone elses blocking plans. Will see how it goes.
I totally agree. And all my other decks run a healthy amount of both. But I was listening to Commandercast and they talked about early game pressure decks. And I have been in kinda of a rut lately in deck making so I wanted to try and do something different. Forgo the ramp/draw and just drop creatures/threats and go. As you can see I could not fully do that mana fixing is just too important. And I have some draw still but it is all permanent based. I even avoided most staples like Exsang, TnN, Gen Wave and so on. Though Gen wave seems really good in this:/
Probably true. Will see.
Yeah I already have a deck build for him, which can be found here: http://forums.mtgsalvation.com/showthread.php?p=7125815#post7125815
Thanks for taking the time and making so many suggestions. Going to make a few changes before I play it based on some of them. I will update the list and Change Log it when I do.
Edit: Made the following changes:
-Vexing Shusher
-Greater Gargadon
-Greater Good
+Rune-Scarred Demon
+Fleshbag Marauder
+Taurean Mauler
I will still like to add a Top, Terminate and Putrefy. Not sure what to cut though.
So yeah any suggestions on what 4 to cut would be good, probably going to look at the 4+ Cmc stuff.
Also I'd probably cut Radha. You don't really have many ways to use the RR when she attacks, so I think she'd be better either as a stronger creature or a better ramper.
EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
In all seriousness, you make good points! Hopefully I was some help.
-Cabal Coffers
+Raging Ravine
I don't really need the mana and having it in play without urborg is kinda bad.
Yeah I may go to Stonebrow, Having black makes it to hard to not run value engines and recursion. I am just waiting for some good undying creatures from DA.
-Swamp
+Ancient Tomb
I am debating on moving the Mana Crypt to this deck, I only have one and 8 decks atm though:/
-Dauthi Embrace
-Chain Reaction
+Graveborn Muse
+Into the Core
Still need to find room for Terminate and Putrefy just not sure what to cut.