Brinign back the 5 Power Ramp/Fatty.dec
Also called Naya Ramp Haterator orginally posted by popeye. I dont want my list as the *standard* its not complete yet and requires a lot of tuning as any new deck trying to stay through the rotation. Im currently on Version 3.0 But So far i got mos tof the kinks out of the mana Base, ITs still a bit quirky to start off and i need to cut 1 card for a land.
Current list im running for this upcomign FNM. the idea is to protect baneslayer and crush any other forces in my way either via brute force or launching therm
Its supposed to play similar to The old Naya haterator deck. I was runnign the NAya haterator (the orignal deck created by popeye here on the forums.) i ran a variant of it. Im still unsure if negates are goign to be nessicary in the upcomign meta game but, I do like the mana curve on these decks. Sure they dont have a one drop but they usally hit there mana curve very quickly and effecently.
VS control. We drow spellbreaker and just go to win phase.
80/20
Vs MBC Untested
?/?
Vs Vampires
55/45 They need to see turn 1 acention and keep our life total under 10. If they dont see it they lose.
Vs Naya LAndfall. WE tank damage for 1-2 turns then turn the table on its head.
75/25
vs jund aggro
With pulses
50/50 (hitting trace of abundance is hard for us)
No pulses
80/20
Planeswalker Control
10/90
My Rear end was handed to me on a silver platter
Worst matchup at this time is mono red sligh
60/40
ITs winnable but. Play smart and Sideboard in All Walls/Shepards and you'll win Game 2-3
Turbo Fog
80/20
Ajani vengeant Eats them alive (Go karmageddon ability)
-Cards decided that are useable and could be considered staples of Ramp control/Naya Haterator
SO far the core is lookign like Creatures Baneslayer angel (5 mana Swis sarmy knife)(budget replacement Battlegrace angel) I've Been winnign a ton of games without her, im starting to quwestion if she is really necicary. SpellBreaker behemoth (uncounterable and makes our 5+ power critters un counterable) Whoolly Thoctar 5/4 for 3 mana good see above Bogardan hellkite 8 mana for instant speed 5/5 dragon with 5 dmg were we please? Cliffrunner behemoth 5/3 for 4 that mise well say Haste+lifelink Wall of Reverence SIdeboard card. ment for sligh matchups or very aggro orientated decks
Spell Suite NAya Charm 3 mana instant speed goodness. Not as good as cryptic command but close.... Day of Judgement Wrath of god with TRainign wheels on in case of emergency kill the board. Lavalaunche 1 sided x damage spell+damage to the dome. Downside REquires x+3 mana Trace of abundance 2 mana ramp that shound your NON-Basic lands (i sense goblins blowing up said non basics) also real good with cliffrunner behemoth. Rampant growth/Harrow The do thing but 1 costs 1 more than the other. Obelisk of alara 5cc Played it, we play it to and love it. another Utility knife Mind Spring Having a full tank of gas is FTW or digging for that naya charm to win the game Banefire x damange for x+R Uncounterable after 5+ mana dumped into it. Kills control players
Planeswalker Suite Ajani Vengeant Buys a ton of time or kills a pesty critter or deals dmg to enemy planeswalker Once in a blue moon wins games by killing mana bases. Elspeth, Knight-Errant Card advantage on a stick. Pumps baneslayers, other creatures for evasive +3/+3, or makes chump blockers in her spare time. Garruk Wildspeaker Not as effecent without fertile grounds, I dont suggest running him unless u cannot get/barrow elspeths
Mana Base
I suggest no more than 7 m10 duals +2-3 tap lands max...+basics.
(budget m10 duals= zendikar tap lands)
Anymore non basics and we risk getting anathemanchered to death.
I was running Iona, shield of Emeria As a 1 of but whenever i drew here the game was practicly over or i wa 1-2 mana off.
*UPDATE*
yes we start out slow but by turn 4-5 We take back the tempo and drown them with Ajani V and Fatties, or even explode the bord a few times. (when i mean that i mean there borad not ours). ALso Seriously considering Scute mob.
FNM Track Record since OCt 2nd (match wins/losses) 11-3
FNM wins 0
FNM losses 2 (took second place)
FNM OCt. 16/2009 (third place) Planewalkercontrol blew me away.
seems .... very slow and no garruk?
not a whole lot of ramp going on either also possibly use fetch lands? fetch + M10 dual + tri = should probably get you your color down early, probably
I was a key contribute to the only naya ramp deck. There will not be many counter decks since cryptic command is no longer in play, meaning that the "Power 5" theme is useless.
The key of this deck is actually tokens and baneslayer angel. Knight Provokes the tokens and baloths takes care of the rest. Note the synergy with Gargoyle and the Knight.
I'm not sure exactly of what i want to do about the spells/sorceries because they are really metta dependent. I might drop the fallouts for lightning bolts beause i have the sweeper in Day. I know that day of Judgment will be huge for this deck. Drop that and come out with easily 2-3 tokens the next turn is pretty sick. Much like BW tokens was able to win game. The only fun thing is that these are no smaller then 3/3's. I love naya charm to much to drop it. I use it as the swiss army knife in the deck.
thanks for "citing" my old thread/deck (where the hell did it go anyway)?
i'm the kind of guy who has to have the actual cards in front of me before i make any decisions. so after i open my case of zen i'll get back to everyone on where i personaly think the deck should go.
we've definitaly got options. but when i build, i tend to build to beat a certain meta (hence, the "haterator"). i think naya/bant ramp/control is really going to build itself after we see what the rest of the popular decks become.
i look forward to discussing deck design with everyone in the near future.
ps.. anyone going to extended ptq chicago? PM me and maybe we could meet up.
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1.) Anyone who thinks cancel is viable should be shot. in the face. with a hammer.
2.) You misunderstand, what I was suggesting was the total exclusion of Spellstutter Sprite, because it just isnt that good anymore.
3.) Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
As fo rthe zendikar cars in the deck i obvisly dont have them yet. As for m10/standard singles i do own them.
as for the token generation i did not see it untill 5 minutes after looking at your list.
@ yotie Lotus cobra sounds really nice but not for this, This deck requires ts ramps to stay around as a land or, Non creature mana source. HAving corbra's would accually hurt more than help.
@ popeye it got archived in the standard archives
Pre-zendikar, this deck usally goes t1 land, T2 Trace/FErtile, T3 Whoolly, Spellbreaker, T4 Ajani, Baneslayer, lavalanche there dudes. im thinking replacing the fertile grounds with rampant growth and addign a few fetches we can keep the curve similar and keep on trucking to the end of there lp. Thought hemmorrhage comes in game 2 naming either there power cards or there day of judgements and we should have a very easy game 2.
Needs more Lotus Cobra. If you are playing green, probably should be playing him. Heard he is really good.
cobra lotus will get owned, with all the sweepers and such. If it was an artifact then yes i would 100% play it but we are running so many sweepers to control the game that potentially an extra two mana per turn is not worth losing having one consistent source of mana.
By the way, vines of vastwood replaces negate. The real use of negate was to keep baneslayer alive, now he cant be targeted by abilities and if kicked a 9/9 lifelink first strike.
1.) Anyone who thinks cancel is viable should be shot. in the face. with a hammer.
2.) You misunderstand, what I was suggesting was the total exclusion of Spellstutter Sprite, because it just isnt that good anymore.
3.) Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
well im back and i'm thinking that we could switch spellbreaker for mycoid shepard.
and just wondering since we have harrow now should we run it now a friend of mine thats good at deck constuction said that i should run both ramant growth and harrow just for the possibility to t3 cast harrow get 2 lands and then cast rampant growth to get another land accelerating you to t5 but at the same time i still want to run trace what should we do about that?
-This aims to kick off at turn 3/4, laying on the biggest beef possible.
-High creature count based around 5 power synergy mostly revolving around Mycoid Shepherd. Note that even Knight of the Reliquary can count toward 5 power effects since she buffs herself.
-Can pack board wipes with less drawbacks (Fliers for Quake, Shepherd for DoJ, etc)
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
im wondering if pithing needle is really going to be needed but then agian elspeth or an enemey ajani getting out of hand=the bad.
my deck is no means the model its just a flawed idea im using as a base, ill modify the original post to coincide with decent tech after october 2nd. im just happy BTF is gone and i have seen that without a BFT lavalaunching turn 5 for 3 is devestating vs most weenie decks. usally followed up by baneslayer angel/spellbreaker/cliffrunner beats and i like iona, A 1 card win condition thats droppable turn 6 if needed. If running garruks possible turn 4-5 drop. just playign garruks slowed my deck down when not hiting fertiles, or having an over abundance of traces. The main reason i dont use harrow, gettign countered by spell pierce or negate. with this deck we need to generate the most card advantage as possible. losing 2 cards to 1 spell hurts. looks like we are shaping up to become the new 5 color control except we dont win with cruel ultimatum, we win with dragons, beasts, and angels. the very ast thing i want to see is us getting that mill trap+twincasted all day. other then that i think we should be able to handle whatever the metagame throws at us.
looks like we are shaping up to become the new 5 color control except we dont win with cruel ultimatum, we win with dragons, beasts, and angels.
higly possible, but i'm not sure there's much to gain from adding more than 2-3 colors. g/w is just so stong on it's own. now if they had just reprinted tooth-n-nail
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1.) Anyone who thinks cancel is viable should be shot. in the face. with a hammer.
2.) You misunderstand, what I was suggesting was the total exclusion of Spellstutter Sprite, because it just isnt that good anymore.
3.) Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
higly possible, but i'm not sure there's much to gain from adding more than 2-3 colors. g/w is just so stong on it's own. now if they had just reprinted tooth-n-nail
what are your thoughts on cobra lotus.
For some odd reason, i feel that its not going to be as broken as people think it will be.
i almost want to shread ever golden lotus i open come octber 2nd, but ill trade em away at 10-20 ea. golden lotus is wat too fragile to become a dependable mana engine. Its liek haing a ford mustands engine replaced with a enging emad ecompletely out of tinfoil and expecting it to accually work. more updates prob gonna follow when we finally see what the meta isd gonna look like..
Golden cobra has 1 deck atm Warp world please let it stay that way. ( i like crshign those decks, even though i used to play em)
since it is a ramp deck the cobra has a spot but that would mean a change in the mana base (FETCHLANDS GALORE!) you could just show off all those fetches you crack in one deck but in all seriousness the only ramp i really see is HARROW if you add cobra then COBRA TOO :D. Traces aren't that great and rampants are just a dead draw. I would rather draw a cobra than a rampant personally. You could ramp Iona into early game if you play 2-3 of her. I hear she is good early :). I'll try to keep posted but i have to be up in 5 hours so :\.
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I play tezzeret, agent of bolas in a non artifact deck... want to fight about it?
trace of abundances adds 1 mana od any color and makes CLiffrunner behmoth come into play withs haste and life link. Ontop of that it gives your nonbasic land SHROUD. With 3-5 different land destruction cqards in the meta at this time and no certianty its goign to be viable ahving some defense is better than nothing. As forthe cobra yeh he can considered good but takign damag off fetch lands with sligh in the format is counter productive and volcanic fallout would wreck us if we dicided to main deck it (or opposing players deck it). Harrows has its ups and downs also. With harrows you can get 2 lands at instant speed, but if it gets countered your losing a land and a lot of tempo, if a rampant growth gets countered its more of a card vs card and not really tempo loss. the idea of this deck is to play high power creature spells, whil supplementing them with damaged baseds (in this case lavalaunched) board sweeepers. the idea of it is i kill you dudes mine live i kill you situation. as for iona, im starting to have mixed fellign about her. she is starting to feel mor elike a win more card and if you play here you need to be damn certian your goign to get here on th efeild turn 5-6 which requreds garruks+cobras+fetchs, and if thts the casse i think she really isnt nessicary. In the Lor-Shards standard fertiles and traces were dead or nearly dead draws late game. Mind spring and other x spells usally benifitted from all the mana, drawing into more gas to win or using banfire/lavalaunche to win the game.
Not that im tryign to push lavalaunche but i have a feeling that its goign to be worth a lot more than the paper its been printed on. I used it to shut down so many aggro/warpworld decks its not even funny. not to mention its has the viability to shed board position and take lp at the same time. Then we look at naya charm. We have 3 abilities on 1 card first of all 3 dmage to target creature, seems okay if you think about it. but in some icky situation where its needed its there. Second ability The instant speed regrowth effect. Last time i heard bringing back a baneslayer angel after she got double bolted is a good play, barring that brinign back the mindspring, or launche, or banefire to win the game. Thrindly the tap there team down ability, Reads as this Fog them or Get damage across the board. I have used this card in both situations. and won games because of it. Fetchs are nice but, There gonna be goign 15-30 each at release, Drain our life (which is fine as long we arnt playing vs mono red deck burns), and thin out the deck. the problem with fetchs as they only fetch basic lands at this time. And not to mention there not as versitle as Trace/M10 duals/Shards Tri lands. And this is one of the rare times i Wish Prisimatic lens got a reprint.
I don't see why fetch lands are that great, the filters were 100x better.
I think that you are refering to Naya Charm, which is a great card. I wish i could find room for it in my 61 but im having problems finding three cards to take out.
My main issue with Trace of Abundance is it's greatest asset: granting the enchanted land shroud.
Giving the land shroud means you can't target it with Garruk Wildspeaker's +1 ability (since you have to target the land.)
In the end, you have to decide whether or not you want to be able to untap with Garruk or not run the risk of being LD'ed. Personally, I'd cross my fingers for no Acidic Slime topdeck and use the double-land twice a turn.
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Currently running: RG Leo (Nissa Elves) GR
Currently testing: WU Aries (Flying) UW
In the drydock: RU Virgo I (Blue/Red Permission) UR
My main issue with Trace of Abundance is it's greatest asset: granting the enchanted land shroud.
Giving the land shroud means you can't target it with Garruk Wildspeaker's +1 ability (since you have to target the land.)
In the end, you have to decide whether or not you want to be able to untap with Garruk or not run the risk of being LD'ed. Personally, I'd cross my fingers for no Acidic Slime topdeck and use the double-land twice a turn.
The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
I don't see why fetch lands are that great, the filters were 100x better.
I think that you are refering to Naya Charm, which is a great card. I wish i could find room for it in my 61 but im having problems finding three cards to take out.
The fetches are amazing because they get you a mana that you can use that turn and thin your deck out.
You never need all 24 lands in your deck, you just need a chance to get what you need. So if you can put 8 cards into the deck that are basically land place holders, it means when you draw one you are actually taking two lands out of the deck for future draws.
all i can say i wouldnt run more than 4 of of fetches. Thats just me. but i would love if we could get some new duals that the fetchs fetched for i would say yes wholeheartedly. but everyone keep the ideas comming. and now we are Naya Ramp in Devlopment. i have yet to mess with this but goign to start messing with it agian on friday oct 2nd. after zendikar i release and i purchaesed 2-3 booster boxes
Also called Naya Ramp Haterator orginally posted by popeye. I dont want my list as the *standard* its not complete yet and requires a lot of tuning as any new deck trying to stay through the rotation. Im currently on Version 3.0 But So far i got mos tof the kinks out of the mana Base, ITs still a bit quirky to start off and i need to cut 1 card for a land.
Current list im running for this upcomign FNM. the idea is to protect baneslayer and crush any other forces in my way either via brute force or launching therm
3x Baneslayer Angel
4x SpellBreaker Behemoth
2x Bogardan Hellkite
3x Whoolly Thoctar
4x Cliffrunner Behemoth
Non Creature spell Base
3x Lavalanche
3x Rampant Growth
3x Naya Charm
4x Trace of abundance
3x Ajani Vengeant
1x Banefire
1x Obelisk of Alara
2x Day of Judgment
3x Mindspring
4x Rootbound Crag
3x Sunpetal Grove
4x Mountian
5x Forest
1x Swamp
1x Island
3x plains
3x Path to exile
3x Wall of Reverance
4x Mycoid Shepard
1x Day of Judgement
1x Banefire
3x Thought Hemorrhage
VS control. We drow spellbreaker and just go to win phase.
80/20
Vs MBC Untested
?/?
Vs Vampires
55/45 They need to see turn 1 acention and keep our life total under 10. If they dont see it they lose.
Vs Naya LAndfall. WE tank damage for 1-2 turns then turn the table on its head.
75/25
vs jund aggro
With pulses
50/50 (hitting trace of abundance is hard for us)
No pulses
80/20
Planeswalker Control
10/90
My Rear end was handed to me on a silver platter
Worst matchup at this time is mono red sligh
60/40
ITs winnable but. Play smart and Sideboard in All Walls/Shepards and you'll win Game 2-3
Turbo Fog
80/20
Ajani vengeant Eats them alive (Go karmageddon ability)
-Cards decided that are useable and could be considered staples of Ramp control/Naya Haterator
SO far the core is lookign like Creatures
Baneslayer angel (5 mana Swis sarmy knife)(budget replacement Battlegrace angel) I've Been winnign a ton of games without her, im starting to quwestion if she is really necicary.
SpellBreaker behemoth (uncounterable and makes our 5+ power critters un counterable)
Whoolly Thoctar 5/4 for 3 mana good see above
Bogardan hellkite 8 mana for instant speed 5/5 dragon with 5 dmg were we please?
Cliffrunner behemoth 5/3 for 4 that mise well say Haste+lifelink
Wall of Reverence SIdeboard card. ment for sligh matchups or very aggro orientated decks
Spell Suite
NAya Charm 3 mana instant speed goodness. Not as good as cryptic command but close....
Day of Judgement Wrath of god with TRainign wheels on in case of emergency kill the board.
Lavalaunche 1 sided x damage spell+damage to the dome. Downside REquires x+3 mana
Trace of abundance 2 mana ramp that shound your NON-Basic lands (i sense goblins blowing up said non basics) also real good with cliffrunner behemoth.
Rampant growth/Harrow The do thing but 1 costs 1 more than the other.
Obelisk of alara 5cc Played it, we play it to and love it. another Utility knife
Mind Spring Having a full tank of gas is FTW or digging for that naya charm to win the game
Banefire x damange for x+R Uncounterable after 5+ mana dumped into it. Kills control players
Planeswalker Suite
Ajani Vengeant Buys a ton of time or kills a pesty critter or deals dmg to enemy planeswalker Once in a blue moon wins games by killing mana bases.
Elspeth, Knight-Errant Card advantage on a stick. Pumps baneslayers, other creatures for evasive +3/+3, or makes chump blockers in her spare time.
Garruk Wildspeaker Not as effecent without fertile grounds, I dont suggest running him unless u cannot get/barrow elspeths
Mana Base
I suggest no more than 7 m10 duals +2-3 tap lands max...+basics.
(budget m10 duals= zendikar tap lands)
Anymore non basics and we risk getting anathemanchered to death.
I was running Iona, shield of Emeria As a 1 of but whenever i drew here the game was practicly over or i wa 1-2 mana off.
*UPDATE*
yes we start out slow but by turn 4-5 We take back the tempo and drown them with Ajani V and Fatties, or even explode the bord a few times. (when i mean that i mean there borad not ours). ALso Seriously considering Scute mob.
FNM Track Record since OCt 2nd (match wins/losses) 11-3
FNM wins 0
FNM losses 2 (took second place)
FNM OCt. 16/2009 (third place) Planewalkercontrol blew me away.
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Standard
Jund Warp World 3.7:symg::symr::symb:
Naya Midrange:symw::symr::symg:
Griximancer Control:symu::symb::symr:
MY Sales Thread
not a whole lot of ramp going on either also possibly use fetch lands? fetch + M10 dual + tri = should probably get you your color down early, probably
The key of this deck is actually tokens and baneslayer angel. Knight Provokes the tokens and baloths takes care of the rest. Note the synergy with Gargoyle and the Knight.
I'm not sure exactly of what i want to do about the spells/sorceries because they are really metta dependent. I might drop the fallouts for lightning bolts beause i have the sweeper in Day. I know that day of Judgment will be huge for this deck. Drop that and come out with easily 2-3 tokens the next turn is pretty sick. Much like BW tokens was able to win game. The only fun thing is that these are no smaller then 3/3's. I love naya charm to much to drop it. I use it as the swiss army knife in the deck.
This is my current build
3 Wall of Reverence
4 Baneslayer Angel
3 Rampaging Baloths
2 Iona, Shield of the Emeria
4 Garruk Wildspeaker
3 Volcanic Fallout
3 Naya Charm
4 Rampant Growth
2 Trace of Abundance
2 Harrow
4 Rootbound Crag
4 Teramorphic Expanse
4 Forest
4 Planes
2 Mountain
2 Gargoyle Castle
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i'm the kind of guy who has to have the actual cards in front of me before i make any decisions. so after i open my case of zen i'll get back to everyone on where i personaly think the deck should go.
we've definitaly got options. but when i build, i tend to build to beat a certain meta (hence, the "haterator"). i think naya/bant ramp/control is really going to build itself after we see what the rest of the popular decks become.
i look forward to discussing deck design with everyone in the near future.
ps.. anyone going to extended ptq chicago? PM me and maybe we could meet up.
As fo rthe zendikar cars in the deck i obvisly dont have them yet. As for m10/standard singles i do own them.
as for the token generation i did not see it untill 5 minutes after looking at your list.
@ yotie Lotus cobra sounds really nice but not for this, This deck requires ts ramps to stay around as a land or, Non creature mana source. HAving corbra's would accually hurt more than help.
@ popeye it got archived in the standard archives
Pre-zendikar, this deck usally goes t1 land, T2 Trace/FErtile, T3 Whoolly, Spellbreaker, T4 Ajani, Baneslayer, lavalanche there dudes. im thinking replacing the fertile grounds with rampant growth and addign a few fetches we can keep the curve similar and keep on trucking to the end of there lp. Thought hemmorrhage comes in game 2 naming either there power cards or there day of judgements and we should have a very easy game 2.
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Jund Warp World 3.7:symg::symr::symb:
Naya Midrange:symw::symr::symg:
Griximancer Control:symu::symb::symr:
MY Sales Thread
cobra lotus will get owned, with all the sweepers and such. If it was an artifact then yes i would 100% play it but we are running so many sweepers to control the game that potentially an extra two mana per turn is not worth losing having one consistent source of mana.
By the way, vines of vastwood replaces negate. The real use of negate was to keep baneslayer alive, now he cant be targeted by abilities and if kicked a 9/9 lifelink first strike.
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Jund Warp World 3.7:symg::symr::symb:
Naya Midrange:symw::symr::symg:
Griximancer Control:symu::symb::symr:
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WBG My Junk WBG
BRG Jund BRG
RWG Naya RWG
things could change, but i don't really see a strong blue control deck. so the original "haterator" seems like a bad plan at this stage.
it's really too soon to be sure, but i believe WE are going to be the control deck. know your role. see the agro and fight it.
again, too soon to really say anything yet. but i don't think the whole spellbreaker/haterator thing is going to be as good as it was.
@bstars4ever-
yes, vines of vastwood does seem like an auto 4of to protect baneslayer.
btw- i just got the pimpest beast tokens i've ever seen, i just love em. here's a link...
http://cgi.ebay.com/MTG-4x-Beast-Tokens-Altered-Art_W0QQitemZ130324221209QQcmdZViewItemQQptZLH_DefaultDomain_0?hash=item1e57edcd19&_trksid=p3286.c0.m14
and just wondering since we have harrow now should we run it now a friend of mine thats good at deck constuction said that i should run both ramant growth and harrow just for the possibility to t3 cast harrow get 2 lands and then cast rampant growth to get another land accelerating you to t5 but at the same time i still want to run trace what should we do about that?
-Standard-
GBGlissa the traitorBG
N/A
GCombo ElvesG
4x Lotus Cobra
4x Knight of the Reliquary
3x Woolly Thoctar
4x Mycoid Shepherd
4x Baneslayer Angel
2x Bogardan Hellkite
2x Rampaging Baloths
Spells: 14
4x Day of Judgment
4x Summoning Trap
4x Harrow
2x Garruk Wildspeaker
4x Arid Mesa
4x Rootbound Crag
4x Sunpetal Grove
4x Jungle Shrine
3x Forest
2x Mountain
2x Plains
2x Pithing Needle
2x Banefire
3x Volcanic Fallout
4x Great Sable Stag
4x Spellbreaker Behemoth
-This aims to kick off at turn 3/4, laying on the biggest beef possible.
-High creature count based around 5 power synergy mostly revolving around Mycoid Shepherd. Note that even Knight of the Reliquary can count toward 5 power effects since she buffs herself.
-Can pack board wipes with less drawbacks (Fliers for Quake, Shepherd for DoJ, etc)
"OH GOD MY BRAIN IS EXPLOADING AT HOW BAD THE ART IS ON MY OWN CARD"
-A friend's first impression of Ancestral Recall
10/10, I tapped.
my deck is no means the model its just a flawed idea im using as a base, ill modify the original post to coincide with decent tech after october 2nd. im just happy BTF is gone and i have seen that without a BFT lavalaunching turn 5 for 3 is devestating vs most weenie decks. usally followed up by baneslayer angel/spellbreaker/cliffrunner beats and i like iona, A 1 card win condition thats droppable turn 6 if needed. If running garruks possible turn 4-5 drop. just playign garruks slowed my deck down when not hiting fertiles, or having an over abundance of traces. The main reason i dont use harrow, gettign countered by spell pierce or negate. with this deck we need to generate the most card advantage as possible. losing 2 cards to 1 spell hurts. looks like we are shaping up to become the new 5 color control except we dont win with cruel ultimatum, we win with dragons, beasts, and angels. the very ast thing i want to see is us getting that mill trap+twincasted all day. other then that i think we should be able to handle whatever the metagame throws at us.
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WORD!!!
higly possible, but i'm not sure there's much to gain from adding more than 2-3 colors. g/w is just so stong on it's own. now if they had just reprinted tooth-n-nail
what are your thoughts on cobra lotus.
For some odd reason, i feel that its not going to be as broken as people think it will be.
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Golden cobra has 1 deck atm Warp world please let it stay that way. ( i like crshign those decks, even though i used to play em)
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Not that im tryign to push lavalaunche but i have a feeling that its goign to be worth a lot more than the paper its been printed on. I used it to shut down so many aggro/warpworld decks its not even funny. not to mention its has the viability to shed board position and take lp at the same time. Then we look at naya charm. We have 3 abilities on 1 card first of all 3 dmage to target creature, seems okay if you think about it. but in some icky situation where its needed its there. Second ability The instant speed regrowth effect. Last time i heard bringing back a baneslayer angel after she got double bolted is a good play, barring that brinign back the mindspring, or launche, or banefire to win the game. Thrindly the tap there team down ability, Reads as this Fog them or Get damage across the board. I have used this card in both situations. and won games because of it. Fetchs are nice but, There gonna be goign 15-30 each at release, Drain our life (which is fine as long we arnt playing vs mono red deck burns), and thin out the deck. the problem with fetchs as they only fetch basic lands at this time. And not to mention there not as versitle as Trace/M10 duals/Shards Tri lands. And this is one of the rare times i Wish Prisimatic lens got a reprint.
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I think that you are refering to Naya Charm, which is a great card. I wish i could find room for it in my 61 but im having problems finding three cards to take out.
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Giving the land shroud means you can't target it with Garruk Wildspeaker's +1 ability (since you have to target the land.)
In the end, you have to decide whether or not you want to be able to untap with Garruk or not run the risk of being LD'ed. Personally, I'd cross my fingers for no Acidic Slime topdeck and use the double-land twice a turn.
RG Leo (Nissa Elves) GR
Currently testing:
WU Aries (Flying) UW
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RU Virgo I (Blue/Red Permission) UR
Or the most under-rated card in zendikar
Seriously guys, this card is good. Board weep, set them back at least two turns. This card literally means you win the game.
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3 [DD2] Mountain (1)
7 [ALA] Forest (1)
4 [M10] Rootbound Crag
4 [ZEN] Arid Mesa
4 [M10] Sunpetal Grove
4 [ARB] Bloodbraid Elf
3 [M10] Bogardan Hellkite
3 [ALA] Ranger of Eos
4 [ZEN] Scute Mob
2 [ALA] Ajani Vengeant
2 [ALA] Naya Charm
4 [A] Lightning Bolt
4 [ZEN] Harrow
4 [ALA] Oblivion Ring
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
The fetches are amazing because they get you a mana that you can use that turn and thin your deck out.
You never need all 24 lands in your deck, you just need a chance to get what you need. So if you can put 8 cards into the deck that are basically land place holders, it means when you draw one you are actually taking two lands out of the deck for future draws.
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