Rough draft of a RWg control archetype with tons of lifegain attached.
Time for some theoretical matchup analysis!
Heartbeat: If you can get some lifegain in before they go off, its tough for them to deal a great deal more than 20-24 damage.
SB:
-4 wrath of god
-4 chastise
+4 terashi's grasp
+4 kami of ancient law
BW control: You can get around some debtors knell shenanigans with fetters, and firemane angel is tough to remove competely. This matchup looks a little tough.
SB:
-4 descendant of kiyomaro
-4 ?????
+4 kami of ancient law
+4 terashi's grasp
Owling mine: Your life gain should be enough to put you out of burn range, descendant shines in this matchup.
SB:
-4 wrath of god
-3 chastise
+3 peace of mind
+4 terashi's grasp
Eminent domain: I actually have no diea how this matchup would pan out.
SB:
-4 wrath of god
-4 Descendant of kiyomaro
+4 kami of ancient law
+4 terashi's grasp
Ghost dad: Once again, don't know how this would work out, although the enchant hate in from the side should help.
SB:
-4 descendant of kiyomaro
-4 ???
+4 kami of ancient law
+4 terashi's grasp
Magnivore: Unless they get the super bouncy bounce hand, you should be fine, chastise is good against 'vore, and lifegain helps you out of his range.
SB:
nothing
Triad: Firemane angel is tough to deal with for them, a lot of their removal is pretty dead, ghost council and scarab might be tough.
SB:
-4 descendant of kiyomaro
+4 pithing needle
Zoo/gruul: Probably the easiest matchup, lifegain slows them down considerably, once again, descendant shines, and *** and fetters are always good.
SB: None
Tron: Hard matchup, if they lay down an early fattie with counters up, don't expect to win very easily.
SB:
-4 descendant of kiyomaro
+4 terashi's grasp
I run a deck like this (without wrath). I recommend Sunhome Enforcer. It may seem like a sucky idea, but I have had him pull me out of games at 2 life. Very good for life gain decks.
Sunhome enforcer would seem like it would fit, but it's simply not a good card. I remember one Flores article about him making a deck with some forestwalk guy and blanchwood armor, and when he talked to this other guy, he said something along the lines of "Good decks play good cards". Sunhome enforcer isn't a good card. And people seem to be missing the point. This isn't a lifegain deck. The only card with synergy with lifegain is searing meditation. This is a RW control deck with a lot of lifegain attached.
It seems a bit off topic, but there aren't really that many BAD cards, just bad strategys. Anything can win a game. Anything that is GOOD or CHEAP can just win the game faster. My 2 cents.
Camel can't win a game.... But that's why it was voted the worst white creature ever! In any case, my point is that while it might not be a "bad card", it IS a subpar card and i have the option of playing better. This is constructed.
True, but at the moment it is a 1/1 flyer for 2 mana with lifegain attached. i play with the black splash, and I have mortify MD, and another subpar creature in Agent of masks.
If you splash Green, Probably the best Idea, You get Loxodon Hierarch, Dryad Sophisticate, Silhana Ledgewalker.
A good lifegaining tool in Divining Top/Golgari Brownscale.
And Black you could Run Phyrexian Arena for even more CA.
A side note I do run Giant solifuge, and I love having him in my deck as he solves allot of problems.
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Fetters doesn't actually hurt Debtor's Knell (It is not an activated ability as no cost is paid) Debtor's Knell is a triggered ability.
You can get around some debtors knell shenanigans with fetters, and firemane angel is tough to remove competely. This matchup looks a little tough.
SB:
-4 descendant of kiyomaro
-4 ?????
+4 kami of ancient law
+4 terashi's grasp
If your running green you might as well through 2 Vitu-Ghazi in. It might throw your mana base off just a scoch but it can win games with either mass token beats, or chump blocking. And if your going to be having all this mad life, why not run 1 copy of Storm Herd, because if you are recurring Angel you will be able to cast the herd FTW.
A card I saw someone use on MODO a while back, that I had completely forgot about, was Presence of the Wise. Not only will this help with gaining mad life, but it will absolutely wreck Owl if you game isn't going to be that hott.
Since you are running green you should think about Seed Spark in the SB, instead of Terashi's Grasp, although it doesn't gain you life it is an instant. And against Heartbeat, thats what is going to make the difference.
Vitu-ghazi sounds good, although I'm debating whether or not to put 1 or 2 in, since i have a couple tough costs and 3 colors, so the mana might be tough.
Presence of the wise is a reasonable card, but everything in the deck does something else, along with gaining life. The owl matchup shouldn't be hard, especially with peace of mind in the SB.
The seed spark is a good idea, i'm just a little intimidated by the fact that it costs 4 mana, so it might not come down early enough to matter against ED, owl, izzetron, etc.
This is a lot like my States deck. It was RW Meditiation control, and I came in 9th with it.
For the list I would suggest bringing down the genju to about 2-3, depending on what testing shows, because these are going to keep coming back. Also, Chastice might gain you life and what not, but Devouring Light might work a little better. Also, a card that I kinda put off for states, but later tried it was Razia's Purification. Its an amazing card. The Hondens can helps as well seeing as how after the initial mana is paid for them, thats all you have to worry about and than you sit back and gain 2-6 life a turn, depending if you are playing the Red/Green one with the white one.
I personally disagree, chastise is pretty good removal, and it gains life, while peace of mind just generate card disadvantage against anything other than owl. It does have great synergy with firemane angel and searing meditation, however, but i don't think that justifies a place in the MD.
It does when there are no creatures with toughness 2 or less on the opponent's field, and when you don't have a searing med out. It's a great SB card because it already has synergy with the deck, but it's not a great card against anything other than straight burn and owl.
What do people think about the inclusion of soul warden in the deck? It could help give a bit of a cushion against aggro and can chump block pesky giant solifuges and magnivores. It also gives free searing meditation activations, so basically says:
Whenever a creature comes into play, if it has toughness 2 or less, you may pay 2. If you do, destroy that creature.
Which is pretty sweet. Only problem is, it's pretty vulnerable. *sigh*. If only auriok champion was t2 legal...
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4 Descendant of Kiyomaro
4 Firemane Angel
4 Searing Meditation
4 Genju of the Fields
4 Wrath of God
4 Lightning Helix
4 Faith's Fetters
4 Chastise
4 Temple Garden
4 Stomping Ground
9 Plains
3 Mountain
3 Peace of Mind
4 Pithing Needle
4 Kami of Ancient Law
4 Terashi's Grasp
Rough draft of a RWg control archetype with tons of lifegain attached.
Time for some theoretical matchup analysis!
Heartbeat: If you can get some lifegain in before they go off, its tough for them to deal a great deal more than 20-24 damage.
SB:
-4 wrath of god
-4 chastise
+4 terashi's grasp
+4 kami of ancient law
BW control: You can get around some debtors knell shenanigans with fetters, and firemane angel is tough to remove competely. This matchup looks a little tough.
SB:
-4 descendant of kiyomaro
-4 ?????
+4 kami of ancient law
+4 terashi's grasp
Owling mine: Your life gain should be enough to put you out of burn range, descendant shines in this matchup.
SB:
-4 wrath of god
-3 chastise
+3 peace of mind
+4 terashi's grasp
Eminent domain: I actually have no diea how this matchup would pan out.
SB:
-4 wrath of god
-4 Descendant of kiyomaro
+4 kami of ancient law
+4 terashi's grasp
Ghost dad: Once again, don't know how this would work out, although the enchant hate in from the side should help.
SB:
-4 descendant of kiyomaro
-4 ???
+4 kami of ancient law
+4 terashi's grasp
Magnivore: Unless they get the super bouncy bounce hand, you should be fine, chastise is good against 'vore, and lifegain helps you out of his range.
SB:
nothing
Triad: Firemane angel is tough to deal with for them, a lot of their removal is pretty dead, ghost council and scarab might be tough.
SB:
-4 descendant of kiyomaro
+4 pithing needle
Zoo/gruul: Probably the easiest matchup, lifegain slows them down considerably, once again, descendant shines, and *** and fetters are always good.
SB: None
Tron: Hard matchup, if they lay down an early fattie with counters up, don't expect to win very easily.
SB:
-4 descendant of kiyomaro
+4 terashi's grasp
Thoughts?
Werd,
If you splash Green, Probably the best Idea, You get Loxodon Hierarch, Dryad Sophisticate, Silhana Ledgewalker.
A good lifegaining tool in Divining Top/Golgari Brownscale.
And Black you could Run Phyrexian Arena for even more CA.
A side note I do run Giant solifuge, and I love having him in my deck as he solves allot of problems.
Current Decks:
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A card I saw someone use on MODO a while back, that I had completely forgot about, was Presence of the Wise. Not only will this help with gaining mad life, but it will absolutely wreck Owl if you game isn't going to be that hott.
Since you are running green you should think about Seed Spark in the SB, instead of Terashi's Grasp, although it doesn't gain you life it is an instant. And against Heartbeat, thats what is going to make the difference.
Presence of the wise is a reasonable card, but everything in the deck does something else, along with gaining life. The owl matchup shouldn't be hard, especially with peace of mind in the SB.
The seed spark is a good idea, i'm just a little intimidated by the fact that it costs 4 mana, so it might not come down early enough to matter against ED, owl, izzetron, etc.
For the list I would suggest bringing down the genju to about 2-3, depending on what testing shows, because these are going to keep coming back. Also, Chastice might gain you life and what not, but Devouring Light might work a little better. Also, a card that I kinda put off for states, but later tried it was Razia's Purification. Its an amazing card. The Hondens can helps as well seeing as how after the initial mana is paid for them, thats all you have to worry about and than you sit back and gain 2-6 life a turn, depending if you are playing the Red/Green one with the white one.
it makes all your cards into 3 mana 2dmg/3gain helixes with meditation..
helps you survive early game zoos and gruul
and its a solid counter to owling mine
Thanks to the [Æther] shop for the sig!
2W
Instant
Uncounterable, deal 2 damage to target creature/player, gain 3 life.
Sounds good to me.
Thanks to the [Æther] shop for the sig!
Thanks to the [Æther] shop for the sig!
Whenever a creature comes into play, if it has toughness 2 or less, you may pay 2. If you do, destroy that creature.
Which is pretty sweet. Only problem is, it's pretty vulnerable. *sigh*. If only auriok champion was t2 legal...