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Old 08-24-2011, 10:26 AM   #1
Elvanos
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Default Garga-Geddon AKA Restore Balance




Welcome everyone; this is a primer for the Garga-Geddon deck. Now, many of you may be wondering why such a silly name. If your curiosity got the better out of you, then scroll down until you reach History. In case you kept your curiosity in check, then keep reading.
This deck is a combo/control based on Cascade mechanics from Alara block and a card Restore Balance from Timespiral. Combined with Greater Gargadon on suspend, this combo can serve as a very efficient board sweeper and discard. Of course this deck also has other ways of winning, because of it´s unique combo/control approach. So even if your combo get countered, discarded or doesn’t hit as hard as you would like it to, you are still in the game.


Table of Content:
1. History
2. Basic Strategy & Alternative win conditions
3. Card Choices
4. Decklists
5. Possible splashes & Different approach towards the deck
6. Match-ups


1. History
History:
Restore Balance decks have been around since the first release of Timespiral with people trying to crack the potential of this card, but none of those was very successful. Everything changed with printing of Alara block and the introduction of Cascade mechanic. By using cascade players were suddenly able to cheat cards like Hypergenesis, Living End and Restore Balance in play in while evading the suspend mechanic.
First two cards were heavily played in many tournament decks, but first attempt to use Restore Balance was a deck called "Garga-Geddon" by Kevin Holmes AKA porter_poet. His deck was using a very powerful combo of Restore Balance, Greater Gargadon and all kinds of artifact borderpost mana sources from Alara block. Using this combo the deck was able to go off on turn 3-4 with leaving absolutely nothing on the opponent´s side of the table, including zero cards in his hand, with you having a somewhat stable mana base of 3 artifact mana sources and a 9/9 crazed elephant on the table.
Unfortunately this deck appeared too late, extended season was almost ending at that time and it had no chance to make appearance on any major tournament or get tested enough to get a stable decklist.
But thanks to the introduction of Modern format this deck seems playable once again. In fact, probably stronger than before, because of the possible addition of pre-timespiral cards such as shocklands, artifacts from Mirrodin or just anything that might work well with the rest of the deck.
Great thanks goes to LVkiller who helped to resurrect this beautiful deck in the modern environment!
Original thread can be found here: Modern Garga-Geddon


2. Basic Strategy & Alternative win conditions
Basic Strategy & Alternative win conditions:
Basic idea of this deck is use the combo mentioned above.
Restore Balance + Greater Gargadon on suspend with some (preferably 3+) artifact mana sources wins games and makes an opponent without counterspells or discard very unhappy.
Of course there is a chance you combo will get countered, discarded, your cascade will be stopped by something like Chalice of the Void or Ethersworn Canonist or in even worse case scenario, you mana base gets blown up by some random artifact destruction.
However, this deck has more than one way of winning as it is running other creatures like Vendilion Clique, Riftwing Cloudskate, possibly Venser, Shaper Savant or some other similar creature.
If the creature win-condition fails as well then the deck gets out his last possible win-condition. Planerswalkers. This deck was originally using Jace, the Mind Sculptor, but seeing as it is banned in Modern right now, we had to find a replacement. Jace was replaced by Tezzeret the Seeker who is capable of producing extra mana from your mana sources and making an army of 5/5 artifact creatures next turn. This is a very stable win-con, as most people side in anti-combo cards against you, not anti-artifact cards. Another planeswalker who found his way even in the original list is Ajani Vengeant, who works as a nice control element or as a somewhat late Lightning Helix against burn or Zoo.
As you can see, this deck is capable of winning in multiple ways, you don’t have to rely on just the combo. All of these possibilities are accompanied by cards like Blood Moon, Bant Charm and Thirst for Knowledge to add a little pressure on the enemy and make him think twice about what he is going to do.


3. Card Choices
Card Choices:

I will be using “usefulness scale” under each card, showing how much the card is actually needed in the deck to give you a rough idea which cards are important, which are just good and which are situational and therefore can be replaced.

Creatures
Creatures:

Greater Gargadon - A namesake of the deck. An absolute must, unless you decide to play the more control-ish version without red (more on this in Different approaches towards the deck). However it is needed for any standard build.
10/10

Vendilion Clique - A very annoying card for your opponent. Screws over control decks, is a pain after SB for any aggro deck, and is overally very good and annoying for your opponent. On top of that it is a 7-turn clock (considering your opponent didn’t lose any life at all), which can be a real pain if the enemy is waiting for your combo and wants to stop it.
8/10

Riftwing Cloudskate - A decent card. Bounce, 2/2 flier and he combos with Gargadon. Nothing too amazing, but a nice choice for slowing down the opponent, getting some hate card back in his hand or just getting the cards out of your hand before comboing.
6-7/10

Venser, Shaper Savant - A fairly situational card. Can win games, because he is capable of bouncing anything and has flash. But overally an average card that doesn’t combo very well with Garg. But can work as a semi-counter backup after you wipe the board with your combo.
4-7/10

Court Hussar - A blocker that draws cards, not a bad choice, but lacks any kind of evasion, suspend or flash. On the other hand, if your meta is full of fast aggro decks then this might the card you are looking for.
3-7/10

Simian Spirit Guide - A nice combo helper, allowing you to combo one turn earlier that you normally would. Definitely not the worst creature.

5-7/10

Lightning Angel - A meta call. A very good anti-burn, anti-aggro card. Decent against control deck if you can cheat it in play somehow. Basically a worse Vendilion which can attack and block at the same time and take some pounding.
2-8/10

Nihilith - A great creature card if you decide to run black for a splash.
5-7/10

Kitchen Finks - My personal choice for heavy aggro metas. Gains you 4 life, trades with Nacatl only to come back to buy you one more turn from Goyf. What is not to like on this little fiend?
5-10/10


Overally, any decent creature with suspend of flash can be used, but these are probably most synergetic and powerful in the deck.



Lands
Lands:
Scalding Tarn - You want to play 4 of those, you will need basics for your artifact mana base or later on you will need those Shocks to fix your mana base.
10/10

Misty Rainforest - Same as above, play 4.
10/10

Hallowed Fountain - Play a 1-2 of those (preferably just one). This a very nice mana fixer and a good fetch target.
9/10

Steam Vents - Same as above, only 1 is more than enough.
9/10

Breeding Pool - Not as useful as the two above, but still very good, add 1 and you are golden.
8/10

Island - You want to play 1-2 of these as they can be fetched by either of the fetch-lands.
10/10

Forest - Same as above, but play only 1.
10/10

Mountain - Same as above.
10/10



Spells
Spells:

Restore Balance - A namesake of the deck. An ABSOLUTE must in any variation and any build possible. This is the card upon which the deck stands and falls. Play 3 maindeck, 4 are overkill, unless you expect a really long game.
10/10

Ardent Plea - Your cascade tech, this one even stays in game and does something semi-useful. Definitely play 3-4.
10/10

Violent Outburst - Your secondary cascade tech, this one doesn’t stay in game, BUT is an instant, making it very useful against any control decks. Also very useful for ruining a day for aggro decks, when they are going for a lethal kill.
10/10

Blood Moon - A meta call. As most decks use a lot of non-basics this cards just wrecks them. Mostly Zoo and 12-post. Only decks against which BM a dead card is Burn and AIR.
5-10/10 (Depends on your meta)

Bant Charm - A multi-use card capable of buying you one more turn, nuking those Cranial Plating or making a real pain of the game for your opponent when playing counter war.
8/10

Thirst for Knowledge - Probably the best blue card-draw in Modern right now. You generally have 1-2 more Borderposts than you would like and this is a perfect way to dump them, alternatively you have 8 fetches and 6-7 targets.
8/10

Ajani Vengeant - The first planeswalker of this deck. A card that works very well with the slower clock of this deck if you switch over to the more control routine and can’t kill them with Gargadon. Also can randomly win matches against Burn or AIR
7-9/10

Tezzeret the Seeker - Your alternative win condition. Can untap borderposts for more mana, search your library for some useful artifact (IF you have any inside) or just simply win you the game with an army of 5/5 artifacts. But can be useless in some situations.
5-10/10

March of the Machines - A turn faster budget version of Tezz. Not too bad, not too good either. A possible addition to your deck, but not a must have.
4-7/10

Goblin Assault - A very unusual card choice, but can be good with the right play of Violent Outburst and a nice sac outlet to GG-don. But overally a very weird choice, but who knows, maybe someone will build a very good deck based on this card.
0-5/10

Oblivion Ring - A good answer card for whatever nasty permanent your opponent decides to throw at you.
5-7/10

Dismember - A perfect counter for a heavy aggro meta. Playable even without black mana in the deck.
3-10/10

Beast Within - Now this a beast, literally. It is basically an Oblivion Ring while being and instant. The drawback is pretty irrelevant as you will most likely swipe the board with your combo the next turn. Also works as a way force control to use counterspells to stop your instant-speed LD or Planewalker-killer... nifty.
8-10/10

Fieldmist Borderpost - An U/W Borderpost. First of the five.
This is the best one; because it gives exactly me mana you will need the most.
10/10

Firewild Bordepost - A R/G bordepost. Second of the five.
Second best, also gives a very useful mana combo.
9/10

Wildfield Borderpost - A W/G borderpost. Third of the five.
Third best, also gives good mana combo, but lacks red and blue.
8/10

Veinfire Borderpost - A R/B borderpost. Fourth of the five.
Play only if you intend to splash black or if you expect some Extirpate shenanigans in your graveyard.
3/10

Mistvein Borderpost - An U/B bordepost. Fifth of the five.
Same as above. Only this one is probably more useful as you are most likely not using red as you are splashing black instead.
4/10

Ensnaring Bridge - A possible 1-of with a Tezzeret inside the deck. Stops aggro, totally laughs at any 12-post.

3-8/10

Damping Matrix - Another possible 1-of. If some kind of a combo/creature/artifact deck emerges, then this will become a very useful card.
0-10/10

Vedalken Shackles - While you don’t have exactly a lot of Islands, you still have enough to make a life for a Zoo, Goblins or Elves a PAIN with this card, as you will have 2-3 Islands almost every game. After you wipe the flood with Balance you can always sac it to Garg. Another possible 1-of.
0-8/10

Generally any 3+ mana cost arficats that is your meta call can be included here as a target for Tezz.

Sideboar Choices
Sideboard Choices:
Circle of Protection: Red - A very good sideboard card against a Burn, Goblins or AIR, but is very passive and takes more and more mana each turn to keep up.
7/10

Kor Firewalker - A more aggressive CoP-ish effect, not as effective as CoP, but aggressive and efficient.
7/10

Ethersworn Canonist - Now, someone might be thinking why would you want to play a card that kills your own combo... Answer is simple. It is a 2/2 beater that slows down any other combo, allows you to set up your mana base (because those are artifacts) and then you can suicide it, sac it to Garg or kill it with Bant charm, bounce it and then discard it to Thirst... very interesting card, that is a pain for a mirror, kills Hypergenesis and is a pain for Living end decks as well.
1-9/10

Firespout - A perfect answer for any pesky aggro. Wipes their whole table except for Goyf and possibly big KoR... also kills Merfolk, Goblins, Elves and Fae don’t like it much either.
8/10

Ingot Chewer - A decent anti-artifact card, that can be a decent beater in late game.
6/10

Wheel of Sun and Moon - Eats dredge, prevents any nonsense via graveyard recursion and laughs at Punishing fire/Grove combo. A nice 1-of.
0-10/10

Volcanic Fallout - Anti-fae card, also decent against merfolk.
5-8/10

Great Sable Stag - My personal favorite anti-fae or anti-control card. This thing laughs at any bounce, counterspells and the only thing that control has that can kill it is PtE... IF he is plying white.
8/10

Gemstone Caverns - Kevin´s choice for QP. Makes your Balance one turn faster if you get in your opening hand, but I would personally take Simian Spirit Guide over this card any day.
4-8/10

Boom // Bust - A cascade target... basically an Armageddon. A perfect counter against any Cranial Extraction tricks.
2-7/10

Ricochet Trap - A very good anti-control SB if you are afraid of counter battles. This card received some very good reactions, so it is a suggested pick if you are playing in heavy control meta.
5-10/10

Leyline of Sanctity - A perfect sideboard if you expect a heavy discard/burn meta. Also not entirely useless if you run into a Zoo or Jung if it is in your SB.
3-8/10

Culling Scales - An awesome anti-aggro card. IF you can get it online.
0-8/10


Crime // Punishment - Another cascade target, good against any reanimator decks, nasty against dredge.
0-8/10


4. Decklists
Decklists:

Original list ran by Kevin at GP Oakland.
Kevin´s Deck:
Kevin´s Garga-Geddon  
//Lands - 131X Forest1X Hallowed Fountain1X Island4X Misty Rainforest4X Scalding Tarn1X Snow-Covered Island1X Snow-Covered Mountain// Creatures - 124X Greater Gargadon4X Riftwing Cloudskate4X Vendilion Clique// Spells - 351X Ajani Vengeant4X Ardent Plea3X Bant Charm3X Blood Moon4X Fieldmist Borderpost3X Firewild Borderpost2X Jace, the Mind Sculptor3X Restore Balance4X Thirst for Knowledge4X Violent Outburst4X Wildfield Borderpost//Sideboard2X Boom // Bust1X Circle of Protection: Red3X Damping Matrix2X Firespout2X Gemstone Caverns2X Ingot Chewer1X Kor Firewalker2X Volcanic Fallout



LVkiller´s old extended list:
LVkiller´s deck:
Deck  
//Lands - 144X Scalding Tarn4X Misty Rainforest1X Steam Vents1X Hallowed Fountain2X Island1X Forest1X Mountain//Creatures - 124X Greater Gargadon4X Riftwing Cloudskate4X Vendilion Clique// Spells - 341X Ajani Vengeant4X Ardent Plea3X Bant Charm3X Jace, the Mind Sculptor4X Violent Outburst3X Blood Moon3X Thirst for Knowledge3X Restore Balance3X Wildfield Borderpost4X Fieldmist Borderpost3X Firewild Borderpost//Sideboard3X Ricochet Trap1X Bant Charm2X Crime // Punishment1X Circle of Protection: Red2X Wheel of Sun and Moon3X Volcanic Fallout3X Firespout


My own take on the deck in the new Modern:
Elvanos´ Modern GGdon:
Elvanos´ Modern GGdon  
//Lands - 144X Scalding Tarn4X Misty Rainforest1X Steam Vents1X Hallowed Fountain2X Island1X Forest1X Mountain//Creatures - 124X Greater Gargadon3X Riftwing Cloudskate3X Vendilion Clique2X Venser, Shaper Savant// Spells - 343X Wildfield Borderpost4X Fieldmist Borderpost4X Firewild Borderpost3X Bant Charm3X Restore Balance3X Blood Moon4X Thirst for Knowledge4X Ardent Plea3X Violent Outburst2X Ajani Vengeant2X Tezzeret the Seeker//Sideboard3X Ricochet Trap1X Ethersowrd Cannonist2X Crime // Punishment2X Kor Firewalker1X Wheel of Sun and Moon3X Firespout3X Undecided


A somewhat different approach towards the deck by Frox:
Frox´s Combo GGdon:
Frox´s Combo GGdon  
// Lands 214 Tendo Ice Bridge4 Reflecting Pool4 Gemstone Mine4 Forbidden Orchard4 Vivid Crag1 Exotic Orchard// Creatures - 174 Simian Spirit Guide2 Shivan Sand-Mage4 Greater Gargadon3 Durkwood Baloth4 Riftwing Cloudskate// Spells - 224 Ardent Plea4 Violent Outburst4 Restore Balance3 Demonic Dread3 Rift Bolt1 Ajani Vengeant2 Primal Command//Sideboard - Not included




5. Possible splashes & Different approach towards the deck
5. Possible splashes & Different approach towards the deck:
Coming soon!


6. Match-ups
Match-ups:
Coming soon!

Last edited by Tom; 08-04-2012 at 11:14 PM. Reason: added prefix
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Old 08-24-2011, 10:27 AM   #2
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1.0 - Added basic structure, History, Strategy, Card Choices and a few example decklists. Also a nifty looking logo.
1.1 - Expanded Card Choice category.

Last edited by Elvanos; 08-27-2011 at 04:29 PM.
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Old 08-24-2011, 10:30 AM   #3
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Why do you feel Borderposts are better than Signets? I would think dropping a T2 Signet is better than returning a land T1 for a post. Keeps cards out of your hand for restore balance too.
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Old 08-24-2011, 10:33 AM   #4
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Quote:
Originally Posted by NavyJoe View Post
Why do you feel Borderposts are better than Signets? I would think dropping a T2 Signet is better than returning a land T1 for a post. Keeps cards out of your hand for restore balance too.
Because cascade hits those Signets... you need a 3+ cards in the deck.
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Old 08-24-2011, 11:01 AM   #5
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I like this deck, I think it can become a good contender in the new Modern format.

I think if you are going to include Tezzeret the Seeker in this deck, you can take some stuff from the Tezzerator thread. I would like including 1 Elixer of Immortality with your Tezz, because that turns Tezz's second ability into
(-1): gain 5 life
I don't play Tezz in my deck, but mine is more of a casual build anyway.

Also I am not sold on the Ensnaring Bridge in the mainboard, I feel it is a sideboard at best card. I feel that this deck will mostly win with a 9/7 gargadon, something that does not work well with the bridge. Sure bridge shuts down 12Post, but if it is U12Post, they will counter/return it and if it is G12Post they will destroy it after they resolve some threat. I have never tried Bridge in my deck, so it might be an all-star and I am just not seeing it.

I don't play Wheel of Sun and Moon in my SB, an easier to find version that does fills the same role is Relic of Progenitus.

I like Damping Matrix, but that is because my friends play too may Qasali Pridemages.

As far as splashing colors goes, Nihlith works really well in this deck, but you need to be playing black. Not too difficult given that I play like 12 borderpost (12post, haha) and can just use some Veinfire Borderpost. Cause he is a 4/4 and has fear, this guy lets you win like 8 of 10 times you get him out and set your opponent to 0 lands (no one plays black creatures or cheap artifact creatures)

For all the stuff I have said, I don't play "modern". The entire deck is modern legal, but no one else has a modern deck so they are mostly tier-2 Legacy decks I play against. Hope some of this helps out, I will be very interested to see if this performs well in modern competition.
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Old 08-24-2011, 11:13 AM   #6
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Quote:
Originally Posted by Elvanos View Post
Because cascade hits those Signets... you need a 3+ cards in the deck.
Yeah forgot about cascade...lol.
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Old 08-25-2011, 12:05 AM   #7
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just to clear a few things up.

Damping Matrix was in the original sideboard *because* it turned off Hex/Depths and is no longer relevant.

Boom//Bust was brought in to fight Cranial Extraction and Chalice of the Void if I knew or expected them from an opponent. I wouldn't run the deck without 2 in the board.

Dismember and Oblivion Ring have both been in and out of the SB and maindeck. I don't think received any attention in this primer.

Court Hussar should be maindecked over Thirst for Knowledge if you expect your meta to be *very* aggro heavy where the ability to create some board presence (even if it just chump blocks) matters

Tezzeret the Seeker, in my opinion, costs way too much mana for this deck. I've been trying to figure out a way to support either Elspeth Knight Errant or Tezzeret, Agent of Bolas instead of the always not as good as you want him to be Ajani Vengeant.

Another note – I've been doing some testing against 12post and have found Blood Moon to *kind of suck*. If I can't get balance online immediately after the Moon, they find a way to ramp to 6 and win even under a Moon. With that said, Blood Moon can completely lock many decks (Zoo and Reveilark) from playing threats completely.
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Old 08-25-2011, 12:32 AM   #8
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I would like to note a few other sideboard cards.

Culling Scales - This card was brought to my attention on modo. I allows us to slow the game down some as long as we keep it in our grasp in the first place. After time we can just sac it to itself. It is a stall tactic that may work well against decks like jund junk and bant. Keep in my that these decks are already favored matches though.

Kitchen finks - allows you to gain life which can be a key with all the burn spells zoo and mono red have. It also gives you a blocker to stall the games and can act as fodder for gargadon

Leyline of sanctity - Stops removal cards such as thoughtseize and inquisition it also stops pesky burn spells that red is packing a ton of. Against red it's almost a must and you have many dead cards in your main deck against them.

Paladin en-vec - Pro red and black helps against zoos red creatures plus they have to use a path to get ride of him. Jund has no real answer only try and out race you and drop a goyf he stalls the game long enough for you to ruin thier chances by setting up your balance.

A note on the on the match up vs. 12 post blood moon is not dead just not as strong as in many other matches it does stop them from going off on three or four. After a balance an ajani v is dominate. being able to tap down the color source that they may draw is crucial. If this happens ajani will end up with time to get his final ability off.

I am personally on the edge about the best replacement for Jace I understand that there is nothing that can be close. While I agree that five mana is harder to hit than four it's not unquestionable. I am currently considering elspeth tirel as my alternate win condition. My main reasons are that for one she can produce blockers and keep herself alive not only that but she can gain you life that will be needed in the late game. If the game continues she will eventually balance the field in your favor once again.

Last edited by LVkiller; 11-30-2011 at 12:02 AM.
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Old 08-25-2011, 01:10 AM   #9
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Quote:
Originally Posted by LVkiller View Post
Paladin en vec - Pro red and black helps against zoos red creatures plus they have to use a path to get ride of him. Jund has no real answer only try and out race you and drop a goyf he stalls the game long enough for you to ruin thier chances by setting up your balance.
what's your manabase like?
How do you reliably get WW on turn three?
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Old 08-25-2011, 01:49 AM   #10
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I did have to tweak the original mana base I was also unhappy with how often I had to mulligan with the original version that was used last time it was in extended. I have adjusted by removing all the Misty rainforest and adding arid mesas instead Adding a terramorphic expanse was also a help due to you having to have a basic on turn one. It is still in the works but the deck is running quite smooth at the moment. On another plus side you get white out of the majority of your boarderpost which is also a help to the double white. Adding a plains to the deck is another thing that in testing I have found I want to do. I am not searching for my one of forest and this may be changed to the plains in the end to help my curve and keep my land count down.

Porter as you know this decks mana base is ruff. But I am finding this base to work well at the moment.

Last edited by LVkiller; 08-25-2011 at 01:52 AM.
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Old 08-25-2011, 04:36 AM   #11
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Allright guys, thanks for input, will add those cards to the Card Choice category in the afternoon (AKA in 2-4 hours).
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Old 08-25-2011, 06:02 AM   #12
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This is probably the douchiest deck in modern.

Just saying

Next time, keep that kind of insight to yourself.
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Old 08-25-2011, 06:45 AM   #13
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Quote:
Originally Posted by TheBaron View Post
This is probably the douchiest deck in modern.

Just saying
Yeah it's a pretty awesome deck!

I think I want to work Lost Auramancers in with The Cheese Stands Alone Barren Glory

Gotta pitch my hand some how at instant speed....(One with Nothing Anyone?)
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Old 08-25-2011, 07:29 AM   #14
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Quote:
Originally Posted by porter_poet View Post
just to clear a few things up.

Damping Matrix was in the original sideboard *because* it turned off Hex/Depths and is no longer relevant.

Boom//Bust was brought in to fight Cranial Extraction and Chalice of the Void if I knew or expected them from an opponent. I wouldn't run the deck without 2 in the board.

Dismember and Oblivion Ring have both been in and out of the SB and maindeck. I don't think received any attention in this primer.

Court Hussar should be maindecked over Thirst for Knowledge if you expect your meta to be *very* aggro heavy where the ability to create some board presence (even if it just chump blocks) matters

Tezzeret the Seeker, in my opinion, costs way too much mana for this deck. I've been trying to figure out a way to support either Elspeth Knight Errant or Tezzeret, Agent of Bolas instead of the always not as good as you want him to be Ajani Vengeant.

Another note – I've been doing some testing against 12post and have found Blood Moon to *kind of suck*. If I can't get balance online immediately after the Moon, they find a way to ramp to 6 and win even under a Moon. With that said, Blood Moon can completely lock many decks (Zoo and Reveilark) from playing threats completely.
Sup Kevin

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Last edited by Korsakovia; 08-27-2011 at 01:14 PM.
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Old 08-27-2011, 04:47 AM   #15
piggyboy1
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what do you guys think of adding beast within to the deck as an answer to problem permanents?
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