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Old 11-12-2012, 10:18 AM   #1
Angry? Apples!
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This decklist was listed in a SCG newsletter last week:

Deck  
Dudes
4 Angel of Serenity
4 Centaur Healer
4 Deathrite Shaman
4 Restoration Angel
4 Thragtusk

Spells
4 Farseek
4 Forbidden Alchemy
4 Tracker's Instincts
4 Unburial Rites

Lands
4 Cavern of Souls
1 Drowned Catacomb
2 Glacial Fortress
4 Hallowed Fountain
4 Hinterland Harbor
1 Island
2 Overgrown Tomb
2 Sunpetal Grove
4 Temple Garden
Sideboard
2 Armada Wurm
1 Craterhoof Behemoth
3 Detention Sphere
1 Ray of Revelation
2 Sigarda, Host of Herons
1 Slayer of the Wicked
2 Sphinx's Revelation
3 Supreme Verdict


Thanks to MOTO not posting records, we do not know how well this deck did. Personally I feel like this list is a bit rough (for example: farseek over mulch? 4 cavern of souls?)
That being said, switching r for u gives us a bunch of neat cards and interactions (specifically I want to abuse angel of serenity with deadeye navigator)
Thoughts:
Dropping r loses us potential cards like:

Adding u gives us options to run cards like:


While Faithless Looting is a great early game card, getting access to two spells with flashback and mill/filtering may offset this (plus Alchemy is another instant dig spell). All the mill/filter also work to enable deathrite shaman.

While Slayer's Stronghold has been freaking amazing for me, it could be offset with EOT drops w/ Alchemist's Refuge

Cards like Archaeomancer or Snapcaster Mage would let us rebuy any milled spells that do not have flashback.

Manabase should not be more complex than splashing r as we do have access to Hallowed Fountain

All this being said, what are people's thoughts? Is u a better color to run than r as our 4th?
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Old 11-12-2012, 11:00 AM   #2
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It has a couple of 4-0 and 3-1 in Dailies. Deck seems interesting
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Old 11-12-2012, 04:33 PM   #3
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Pretty close to what i've coe uo with on brainstorming, though i overlooked instincts to fuel the Deathrite Shaman

Any i ideas on how to Sideboard this beauty?
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Old 11-12-2012, 05:59 PM   #4
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The problem I see with the above list is that you're splashing blue but in the main only taking advantage of blue with Forbidden Alchemy (great) and flashback on Tracker's Instinct (I've always found that a mediocre card personally). Why no Havengul Lich? Being able to reanimate guys, both your's or the other guy's seems just so valuable that if you're going blue, why not add him in. Late game he can just continually add threats.
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Old 11-13-2012, 06:53 PM   #5
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Surprised to see this deck favor Farseek over Mulch.
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Old 11-14-2012, 01:13 PM   #6
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I've tested the deck a fair bit. Cavern and Shaman make the control and mirror match-ups a little better. Alchemy and Instincts create huge card advantage since they each count as 2 spells and mill a lot. The main issue I had with the deck is that it's SLOW. I crushed most non-aggro decks, but literally could not beat a single Silverblade Paladin or Rancor that got played against me. Also, Shaman isn't as good in the mirror as you'd think. Most other builds run 7+ mana dorks so they can just go dork, dork, fatty as easily as they can mulch, rites a fatty. Shaman is only good when they're on the rites plan, and the dork, dork, fatty plan is much faster than you. Blue Rites' sideboard is very good, but the deck is still glacially slow.

That said, there are a lot of aspects that can be ported to more standard builds. 3-4 Cavern is probably right in any build right now with the push from GerryT, Todd Anderson, and others of UW Flash as the current best deck in Standard. Literally half that deck is counterspells. They cannot beat Cavern.

Shaman mained may be right with other dorks. Instincts I feel has to have a place somewhere. Having 2 mill spells bundled as one just seems too good. Maybe a lighter blue splash?
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Old 11-15-2012, 06:38 AM   #7
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Gerry Thompson on Starcity Games just ran another article pushing this deck over those splashing red. The deck was pretty much the same as that linked in the first post but

-1 Serenity Angel
-1 Restoration Angel
-1 Centaur Healer

+1 Craterhoof Behemoth
+2 Lingering Souls

He claimed this deck was outperforming other re-animator decks by a mile on Magic Online.

I like the look of it but like a previous comment not sure about farseek over mulch especially with a full 4 cavern of souls in the MB.
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Old 11-15-2012, 10:41 AM   #8
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surprised you didn't mention thought scour or dream twist as possible blue mill. in blue would you make use of a skaab ruinator?
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Old 11-15-2012, 08:41 PM   #9
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Quote:
Originally Posted by TheRogue View Post
surprised you didn't mention thought scour or dream twist as possible blue mill. in blue would you make use of a skaab ruinator?
While thought scour and dream twist are decent mill cards, alchemy and instincts both have flashback and are not just straight mill (yeah, twist does have flashback as well).
Dont forget that we do need a decent amount of creatures to make the deck tick.
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Old 11-15-2012, 09:06 PM   #10
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I posted this in the deck garage, so I'll repost here in the hopes of some feedback. That threads a bit dead I think.

I'm very new to the whole Frites scene so be gentle

Deck
Deck  
Dig and stuff
4 Forbidden Alchemy
4 Tracker's Instincts
3 Unburial Rites
4 Farseek

Creature package
3 Centaur Healer
4 Deathrite Shaman
2 Pack Rat
2 Evil Twin
3 Restoration Angel
3 Thragtusk
3 Angel of Serenity
1 Craterhoof Behemoth
Land
1 Cavern of Souls
3 Glacial Fortress
4 Hallowed Fountain
2 Drowned Catacombs
3 Sunpetal Grove
4 Temple Garden
3 Overgrown Tomb
4 Hinterland Harbor

So basically you can see I went a different route for my filling graveyard suite. Forbidden with flash back will end up digging deeper then anything else available, being able to pick what every I want helps too. Tracker's Instincts isn't as good as say Mulch (IMO) because you have to put a creature in your hand, but I feel like the early flash back makes up for this. Additionally I went with a couple creatures I do want in my hand IE Pack Rat, Healer

Pack Rat is a win-con. Game 2/3 it might come out, it might not. Sweepers and Detention Sphere is what dictates this. But he's a threat in his own right, he's a discard outlet for Angel/Craterhoof and once in play he's an uncounterable engine

Evil Twin was strictly SB for me, but it kept getting more and more value and I always wanted on in hand it seemed. So i've tried him in my 60 and he's actually quite good. Against aggro he can come down a turn earlier then Thragtusk for another 3/3 gain 3 if needed, if you can wait it out another Thragtusk doesn't hurt either. He's great against opposing Angel of Serenity's Geist, ect. Where he really shines is his synergy with Restoration Angel there are so many plays between these two that I find myself figuring out new ones each time I have a chance to. Even little things like Healer t3, Twin t4, Restoration bounce twin gain three more life or have another flying threat that sticks around for even more crazy plays later. Obvious ones like Copy Thragtusk, copy Craterhoof-Copy opposing Angel of Serenity's ect ect

Its IMO underutilized by the decks that can support him, but in this deck, he works in so many ways.

Playing blue also allows me to have a better interaction with the opposing player. I found with out blue I dumped as much stuff in my GY as I could cast a fatty and hoped for the best. Where as now I can have my own sweepers in the SB, I can have targeted removal for Planeswalkers in Detention Sphere I could even refill my hand with Sphinx's Revelation.

Its an Unburial Rites list with all the same fatties you all use, I just get them in my GY a different way and have options to me opened that typical lists dont.

Additionally I wanted a way to interact more with some Bant Control or U/W control U/W flash lists. Healers out for Loxodon Smiter, Pack Rat and being able to play Blue myself has made these match ups a lot more consistent and I feel less like I'm playing against them and myself. Some games with a non-blue list I felt like I had no control over any move I made. Now, I have greater interaction with the player and therefore greater success.

Question though-Is my Mana correct? I feel like its a bit G/W heavy still and could use a suggestion on that-I've always had the worse time getting my mana right.

Any other suggestions or feedback is welcome though.
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Old 11-16-2012, 09:51 PM   #11
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Quote:
Originally Posted by Gammy View Post
I posted this in the deck garage, so I'll repost here in the hopes of some feedback. That threads a bit dead I think.

I'm very new to the whole Frites scene so be gentle

Deck
Deck  
Dig and stuff
4 Forbidden Alchemy
4 Tracker's Instincts
3 Unburial Rites
4 Farseek

Creature package
3 Centaur Healer
4 Deathrite Shaman
2 Pack Rat
2 Evil Twin
3 Restoration Angel
3 Thragtusk
3 Angel of Serenity
1 Craterhoof Behemoth
Land
1 Cavern of Souls
3 Glacial Fortress
4 Hallowed Fountain
2 Drowned Catacombs
3 Sunpetal Grove
4 Temple Garden
3 Overgrown Tomb
4 Hinterland Harbor

So basically you can see I went a different route for my filling graveyard suite. Forbidden with flash back will end up digging deeper then anything else available, being able to pick what every I want helps too. Tracker's Instincts isn't as good as say Mulch (IMO) because you have to put a creature in your hand, but I feel like the early flash back makes up for this. Additionally I went with a couple creatures I do want in my hand IE Pack Rat, Healer

Pack Rat is a win-con. Game 2/3 it might come out, it might not. Sweepers and Detention Sphere is what dictates this. But he's a threat in his own right, he's a discard outlet for Angel/Craterhoof and once in play he's an uncounterable engine

Evil Twin was strictly SB for me, but it kept getting more and more value and I always wanted on in hand it seemed. So i've tried him in my 60 and he's actually quite good. Against aggro he can come down a turn earlier then Thragtusk for another 3/3 gain 3 if needed, if you can wait it out another Thragtusk doesn't hurt either. He's great against opposing Angel of Serenity's Geist, ect. Where he really shines is his synergy with Restoration Angel there are so many plays between these two that I find myself figuring out new ones each time I have a chance to. Even little things like Healer t3, Twin t4, Restoration bounce twin gain three more life or have another flying threat that sticks around for even more crazy plays later. Obvious ones like Copy Thragtusk, copy Craterhoof-Copy opposing Angel of Serenity's ect ect

Its IMO underutilized by the decks that can support him, but in this deck, he works in so many ways.

Playing blue also allows me to have a better interaction with the opposing player. I found with out blue I dumped as much stuff in my GY as I could cast a fatty and hoped for the best. Where as now I can have my own sweepers in the SB, I can have targeted removal for Planeswalkers in Detention Sphere I could even refill my hand with Sphinx's Revelation.

Its an Unburial Rites list with all the same fatties you all use, I just get them in my GY a different way and have options to me opened that typical lists dont.

Additionally I wanted a way to interact more with some Bant Control or U/W control U/W flash lists. Healers out for Loxodon Smiter, Pack Rat and being able to play Blue myself has made these match ups a lot more consistent and I feel less like I'm playing against them and myself. Some games with a non-blue list I felt like I had no control over any move I made. Now, I have greater interaction with the player and therefore greater success.

Question though-Is my Mana correct? I feel like its a bit G/W heavy still and could use a suggestion on that-I've always had the worse time getting my mana right.

Any other suggestions or feedback is welcome though.
I really like the inclusion of evil twin in this list. it just open a lot of possibilities and plays. Have you tried Alchemist's refuge though? i feel that this card has a lot of potential i mean you can just cast unburial rites EOT or evil twin EOT.
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Old 11-16-2012, 10:04 PM   #12
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Quote:
Originally Posted by Storkseek View Post
I really like the inclusion of evil twin in this list. it just open a lot of possibilities and plays. Have you tried Alchemist's refuge though? i feel that this card has a lot of potential i mean you can just cast unburial rites EOT or evil twin EOT.
I have not. I already feel like my mana isn't right-If you could tell me how to get a bit more Black (I'm always looking for my first black) I would love to find a spot for Alchemist's Refuge.

Oh, I've taken the suggestion of someone above and used Mulch instead of Farseek. At first I was like WFT? Thats how I ramp/get the colors I need. But so far its actually pretty good. Many times Mulch will get me three/four lands in hand which enables me to put one in the GY on discard, or a creature, enabling a quicker/consistent Rites or Shaman doing some work with mana in the yard.

Which I have to say is actually getting me more use then either of his other abilities, exile a land for one mana any color is pretty good.

To add further to Evil Twin-Its amazing. It kills in the Rites mirror match. They cannot keep up.

Its so amazing.
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Old 11-16-2012, 11:29 PM   #13
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Blue has such great sideboard options. Supreme Verdict? Undead Alchemist? Yes please.
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Old 11-17-2012, 10:47 PM   #14
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Quote:
Originally Posted by Gammy View Post
I have not. I already feel like my mana isn't right-If you could tell me how to get a bit more Black (I'm always looking for my first black) I would love to find a spot for Alchemist's Refuge.

Oh, I've taken the suggestion of someone above and used Mulch instead of Farseek. At first I was like WFT? Thats how I ramp/get the colors I need. But so far its actually pretty good. Many times Mulch will get me three/four lands in hand which enables me to put one in the GY on discard, or a creature, enabling a quicker/consistent Rites or Shaman doing some work with mana in the yard.

Which I have to say is actually getting me more use then either of his other abilities, exile a land for one mana any color is pretty good.

To add further to Evil Twin-Its amazing. It kills in the Rites mirror match. They cannot keep up.

Its so amazing.
Gammy,

Absolutely love the evil twin inclusion! Mulch is much better and add a Tomb instead of the singleton Cavern. With just 4 spells needing a singleton B, 6 lands and your mulch options should get you there by turn 4. I also honestly hate the Pack Rats and Refuge doesnt do enough to warrant being in your deck so you are right to be wary. Id fill out the healer, thragtusk suites instead of the rats. Will be building a version as soon as my cards come in. Thanks!
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Old 11-18-2012, 12:36 AM   #15
Gammy
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Thank you for the suggestions and feedback! Lemme know how your testing plays out. It feels like Blue isn't getting enough momentum when I believe it should.

But who am I right?

Maybe if more Gerry's or high profile magic players start pushing it ppl might see what actually here.

With some tinkering *like your and other's suggestions* I feel like its got further reach then any other variation right now.
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