Uhhh? I was unaware there wasn't a thread already established for this deck...
Scrybforce decks are (forgive the pun) a force in the metagame right now, making many appearances in Premier Events on MODO, and warping the metagame around Spectral Force shenanigans.
The premise of Scrybforce is to utilize Spectral Force to its full potential. If there are no Black permanents on your opponent's board when you attack with him, you can override his drawback with Scryb Ranger's untapping ability.
You should, in theory, already know this if you are viewing this forum, but I decided to write it so that there's no confusion.
Our very own Tussius has done well with his version of Scrybforce, and I share his list with you now.
Here's the updated version that I'm currently testing. It has a pretty strong matchup against most decks, just like it's predecessor. The metagame has changed, though. I believe the current metagame will be set by U/B control with Dralnu. The best versions are very close to the standard deck in power. Which is why I'm testing several aggro or aggro-ish decks these days. I want to beat those control decks!
I'm really looking forward to the premier events start up again so that I can get some real tournament practice once again, and tune my deck towards beating the metagame. Hopefully, that is
There's also a monochromatic version of the deck, and a draft was posted earlier by some fat guy, er, that is, SumPhatGuy.
The Fungal Reaches are for the post board options of things like Disentegrate and Stormbind.
Obviously, he has opted for a hasty build. Stonewood Invocation, IMHO, belongs here, although it's a difficult chore, finding the appropriate place for it.
Bring all discussion of Green aggro decks here. What colors do you think work best in this kind of deck? What does your build look like?
Just wanted to add that after testing I swapped Boom//Bust for Stonewood Invocation (putting 3 Boom//Bust in the sideboard) and Gemhide Sliver for Wall of Roots. Not using Wall of Roots was a mistake and particularly after sideboarding due to the prevalence of Serrated Arrows. This also allowed me to use Rough//Tumble after sideboarding vs. the weenie decks (mono red, W/R boros, white weenie, mono black and slivers).
I have tried a variance of it, but my version showed less stability than the version above. The benefit, however, was Stormbind as a rather large problem to the U/B control decks.
The best part about this list is that it's straightforward. Good two-drops, good fatties, good support spells... it's basically throwing good GR cards together and hoping it works, but they all interact nicely.
I really like the early Akroma trick with Radha, and I'm certain it won a few games for this guy.
Some of you may have been in shock since we invaded Canada and Mexico, but fear not, it was for a good cause. Now that we conrol North America, we produce an extra 5 armies a turn.^_^
Yes indeed .. works also nice with a gemstone mine with 1 counter on, or terramorphic expanse.
(Gemstone mine : Play Boom, announce targets (opponent's and Gemstone Minde), then play mana abilities to pay the costs tapping Gemstone Mine and sac'ing it because you used the last counter. pay the costs and put the Boom on the stack.)
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"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
If I am not mistaken this deck can use the ScrybForce combo and tutor for it while doing this much sooner than most any other ScrybForce deck around. The addition of the 'Pickles' option seems like a natural inclusion as there is not enough powerful cards that can fill the pocket above selecting more counters. This deck does have the early big beats (Call of the Herd) and counters to protect you from mid to late game development... so you can set up your combination (ScrybForce) and protect Spectral for the win or opt to lock your opponent out with the Pickles Portion of this deck.
There's also a monochromatic version of the deck, and a draft was posted earlier by some fat guy, er, that is, SumPhatGuy.
Obviously, he has opted for a hasty build. Stonewood Invocation, IMHO, belongs here, although it's a difficult chore, finding the appropriate place for it.
Stonewood is a 1- or 2-of in this deck, I think. It lends itself to a tricky alpha-strike. Best place for it would be replacing Uktabi. I think Uktabi slows down my development too much on the crucial turns two, three and four for the 2 points of damage it nets. I'd much rather be accelerating my mana with walls of roots/scyrb shennanigans for a turn three or four Spectral Force.
1 - Forest
2 - Forest, Wall of Roots, Uktabi Drake
3 - Pay upkeep, Forest
4 - Forest, Spectral Force (Wall is now 0/3)
versus
1 - Forest
2 - Forest, Wall of Roots
3 - Forest, Wall of Roots (+ possible EOT Scryb)
4 - Spectral Force, with or without a turn four mana drop.
Option 1 gives you the same result with 4 bonus damage by turn 4, provided you have a fourth land. Option two is more likely, I think. Perhaps I'm just overly prone to mana troubles...
EDIT: Actually, after actually reading what I've typed, maybe Drake doesn't slow development too much. Perhaps drop 1 Magus and 1 Drake for 2 stonewoods instead of dropping 2 drakes?
While not exactly what's been posted here before, this still seems like the proper place for it.
Anyhow, have fun with the list. It is rather fun to play if I do say so myself.
It's a cool deck. It's really explosive and much more aggressive than the RGu deck I'm playing myself. This was quite different from most RG decks in Yokohama, and on modo these days.
The ones playing RG big mana land kill doesn't play scryb, and many are without stormbind. Then there's the super aggro RG deck which is like mono red but with a minor green for mana accelleration, timbermare and stormbind.
They all have their strengths, and the similarities between the big mana land kill and the one Carvalho played are there, but the super aggro ones are more pure burn decks where I'd count Timbermare as a burn spell
The best thing about Timbermare is it's story, though.
I'd say that one drops aren't played in this deck because they aren't very good (At least for this archtype).
The point of Scrybforce is to drop cheap fat and beat face (Call of the Herd, Timbermare and Spectral Force for example.) Look at some of the card choices you suggest:
Heartwood Storyteller: A 2/3 for 1GG is definately below the curve for this deck. If you want card draw, play Harmonize. It won't give your opponent any advantages.
Deadwood Treefolk: A 3/6 for 5G is REALLY below the curve for this deck, even with a useful ability. Add the fact that it will only attack twice before it dies and has no form of evasion (Trample, etc) and you've got an unplayable creature.
Essence Warden: Scrybforce is an aggro deck. Life gain is irrelevant to an aggro deck unless it comes in the form of Lightning Helix.
Imperiosaur is the only card you mentioned that I think has a possibility to make it in the deck, but its still competing with Spectral Force and even Timbermare for cheap fat slots.
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With that sort of build, why not throw in a Thelonite Hermit or two? Too much going on?
Guess what!! There are only 58 cards to this deck thus far, which means... heck why not! Throw in 2 Thelonite Hermit! See what happens. You might even consider removing one to two Prismatic Lens to increase the odds youll draw a Thelonite Hermit.
thx for the comments on my decklist iceman but i disagree on same points
then i'm probly trying another archtype which is faster
yweah fair enough i was thinking mqaybe because of it being creature as well......
i'm afraid i have to disagree on this one it's a great card can restack your hand for the vital finshing push
i disagrre, if your trying the whole cheap fat route then decks like mono white and mono red are faster and this can help a bit and is a 1 mana 1/1 beater
Wall of Roots, Call of the Herd, Hedge Troll, etc can all handle aggro a lot better than a measly 1/1. Against mono red, your Warden is eating a Dead.
then i'm probly trying another archtype which is faster
Playing useless 1/1's aren't going to make your deck faster. Greenseeker and Essence Warden do nothing to help you smash your opponents face in as few turns as possible.
yweah fair enough i was thinking mqaybe because of it being creature as well......
Dark Confidant is good because its an efficient creature that gives you, and only you, continuous card advantage. Heartwood Storyteller only gives you card advantage when your opponent plays a non-creature spell. Its also not effiecient for its power/cost.
i'm afraid i have to disagree on this one it's a great card can restack your hand for the vital finshing push
Harmonize can also restock your hand for a final push without having to spend a horrid 5G for a temporary low powered creature, and it offers you the same amount of cards.
i disagrre, if your trying the whole cheap fat route then decks like mono white and mono red are faster and this can help a bit and is a 1 mana 1/1 beater
This deck is a semi-aggro - mana-ramp deck. you build up mana at the same time attacking with creatures with spectral+scryb. when you have big mana, cast a hellkite or a big disintegrate for the win. sideboard is transformational LD for control decks.
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ok. so i saw an interesting version of this deck using blue for aeon chronicler as another win con. so i tried this in T2 and it sucked. i altered it like wall for llanowar elves and i took out blue and used black for slaughter pact against pickles. this deck is very solid and extremely explosive.
Card Choices:
Summoner's Pact - used so that i don't really have to pay the cost sometimes because i can win the turn i play it. its a great card choice. tutor for a breaker then use a might of old krosa on it and thats 10 dmg to the dome. thats all you need most of the time. thats easy to do with the magus in there.
the hasty things work great with the explosiveness of the deck. i was thinking about using primal forcemage and uktabi drake with the deck. it would work great but then i would have to splash red for pandamonium. that would be the exact same deck my friend plays. so this is my version.
any comments/thoughts would be greatly appreciated!!!
I have been able to test Block that much. I really want to play G/U ScrybForce in a PTQ coming up in about a week so I was wondering how you guys think that a deck like that would do in a unknown format
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Scrybforce decks are (forgive the pun) a force in the metagame right now, making many appearances in Premier Events on MODO, and warping the metagame around Spectral Force shenanigans.
The premise of Scrybforce is to utilize Spectral Force to its full potential. If there are no Black permanents on your opponent's board when you attack with him, you can override his drawback with Scryb Ranger's untapping ability.
You should, in theory, already know this if you are viewing this forum, but I decided to write it so that there's no confusion.
Our very own Tussius has done well with his version of Scrybforce, and I share his list with you now.
There's also a monochromatic version of the deck, and a draft was posted earlier by some fat guy, er, that is, SumPhatGuy.
Obviously, he has opted for a hasty build. Stonewood Invocation, IMHO, belongs here, although it's a difficult chore, finding the appropriate place for it.
Bring all discussion of Green aggro decks here. What colors do you think work best in this kind of deck? What does your build look like?
12 Forest
9 Mountain
1 Pendelhaven
4 Wall of Roots
3 Akroma, Angel of Fury
3 Boom/Bust
4 Dead/Gone
1 Fungal Reaches
3 Greater Gargadon
4 Harmonize
3 Radha, Heir to Keld
3 Scryb Ranger
3 Search for Tomorrow
3 Spectral Force
3 Krosan Grip
4 Sulfurous Blast
3 Sulfur Elemental
2 AEther Membrane
The best part about this list is that it's straightforward. Good two-drops, good fatties, good support spells... it's basically throwing good GR cards together and hoping it works, but they all interact nicely.
I really like the early Akroma trick with Radha, and I'm certain it won a few games for this guy.
Boom/Bust not giving too much of a problem ?
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered Cube(Gemstone mine : Play Boom, announce targets (opponent's and Gemstone Minde), then play mana abilities to pay the costs tapping Gemstone Mine and sac'ing it because you used the last counter. pay the costs and put the Boom on the stack.)
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered Cube4 Scryb Ranger
4 Spectral Force
3 Wall of Roots
3 Mystic Snake
2 Vesuvian Shapeshifter
2 Brine Elemental
2 Teferi Mage of Zhalfir
Spells:14
3 Call of the Herd
3 Cancel
3 Mystical Teachings
1 Wipe Away
4 Prismatic Lens
4 Terramorphic Expanse
1 Gemstone Cave
1 Urza's Factory
10 Forest
8 Islands
2 Brine Elemental
2 Vesuvian Shapeshifter
3 Serrated Arrows
1 Mystic Snake
4 Krosan Grip
2 Harmonize
1 Cancel
If I am not mistaken this deck can use the ScrybForce combo and tutor for it while doing this much sooner than most any other ScrybForce deck around. The addition of the 'Pickles' option seems like a natural inclusion as there is not enough powerful cards that can fill the pocket above selecting more counters. This deck does have the early big beats (Call of the Herd) and counters to protect you from mid to late game development... so you can set up your combination (ScrybForce) and protect Spectral for the win or opt to lock your opponent out with the Pickles Portion of this deck.
Stonewood is a 1- or 2-of in this deck, I think. It lends itself to a tricky alpha-strike. Best place for it would be replacing Uktabi. I think Uktabi slows down my development too much on the crucial turns two, three and four for the 2 points of damage it nets. I'd much rather be accelerating my mana with walls of roots/scyrb shennanigans for a turn three or four Spectral Force.
1 - Forest
2 - Forest, Wall of Roots, Uktabi Drake
3 - Pay upkeep, Forest
4 - Forest, Spectral Force (Wall is now 0/3)
versus
1 - Forest
2 - Forest, Wall of Roots
3 - Forest, Wall of Roots (+ possible EOT Scryb)
4 - Spectral Force, with or without a turn four mana drop.
Option 1 gives you the same result with 4 bonus damage by turn 4, provided you have a fourth land. Option two is more likely, I think. Perhaps I'm just overly prone to mana troubles...
EDIT: Actually, after actually reading what I've typed, maybe Drake doesn't slow development too much. Perhaps drop 1 Magus and 1 Drake for 2 stonewoods instead of dropping 2 drakes?
Thoughts?
M
Turn 2: Forest, Wall of Roots
Turn 3: Forest, Resolve Search, Spectral Force
Paulo Carvalho made the top 8 with a list that could be called Scrybforce:
4x Wall of Roots
3x Scryb Ranger
4x Spectral Force
4x Bogardan Hellkite
3x Radha, Heir to Keld
2x Akroma, Angel of Fury
Spells:
3x Harmonize
3x Stormbind
4x Lotus Bloom
4x Mwonvuli Acid-Moss
4x Search for Tomarrow
9x Forest
8x Mountain
1x Pendelhaven
2x Fungal Reaches
2x Terramorphic Expanse
2x Krosan Grip
3x Fortune Thief
2x Ancient Grudge
4x Sulfur Elemental
4x Serrated Arrows
While not exactly what's been posted here before, this still seems like the proper place for it.
Anyhow, have fun with the list. It is rather fun to play if I do say so myself.
Till next time...
~Nim
The ones playing RG big mana land kill doesn't play scryb, and many are without stormbind. Then there's the super aggro RG deck which is like mono red but with a minor green for mana accelleration, timbermare and stormbind.
They all have their strengths, and the similarities between the big mana land kill and the one Carvalho played are there, but the super aggro ones are more pure burn decks where I'd count Timbermare as a burn spell
The best thing about Timbermare is it's story, though.
3 scryb ranger
4 tarmogoyf
4 hedge troll
4 calciderm
4 spectral force
2 quagnoth
4 edge of autumn
4 judge unworthy
3 griffin guide
2 harmonize
2 stonewood invocation
4 terramorphic expanse
1 new benalia
2 flagstones of trokair
1 llanowar reborn
3 plains
7 forest
2 squall line
1 saffi eriksdotter
3 harmonic sliver
3 hail storm
4 mystic enforcer
2 serrated arrows
4 Grove of the Burnwillows
4 Dryad Arbor
4 Terramorphic Expanse
1 Llanowar Reborn
1 Pendelhaven
6 Forest
3 Mountain
Creatures (21)
4 Scryb Ranger
4 Spectral Force
3 Kavu Predator
4 Sulfur Elemental
3 Radha, Heir to Keld
3 Call of the Herd
4 Sudden Shock
4 Rift Bolt
4 Harmonize
3 Brute Force
1 Stonewood Invocation
4 Thornscape Battlemage
3 Stonewood Invocation
2 Wildfire Emissary
4 Riftsweeper
2 Krosan Grip
With that sort of build, why not throw in a Thelonite Hermit or two? Too much going on?
1 Pendelhaven
11 Forest
10 Island
4 Timbermare
4 Spectral Force
4 Scryb Ranger
4 Wall of Roots
4 Mystic Snake
3 Stonewood Invocation
3 Delay
4 Call of the herd
A pretty fast, aggressive build that can also control quite well. I've had the most success with this list.
The point of Scrybforce is to drop cheap fat and beat face (Call of the Herd, Timbermare and Spectral Force for example.) Look at some of the card choices you suggest:
Heartwood Storyteller: A 2/3 for 1GG is definately below the curve for this deck. If you want card draw, play Harmonize. It won't give your opponent any advantages.
Deadwood Treefolk: A 3/6 for 5G is REALLY below the curve for this deck, even with a useful ability. Add the fact that it will only attack twice before it dies and has no form of evasion (Trample, etc) and you've got an unplayable creature.
Essence Warden: Scrybforce is an aggro deck. Life gain is irrelevant to an aggro deck unless it comes in the form of Lightning Helix.
Imperiosaur is the only card you mentioned that I think has a possibility to make it in the deck, but its still competing with Spectral Force and even Timbermare for cheap fat slots.
Guess what!! There are only 58 cards to this deck thus far, which means... heck why not! Throw in 2 Thelonite Hermit! See what happens. You might even consider removing one to two Prismatic Lens to increase the odds youll draw a Thelonite Hermit.
Wall of Roots, Call of the Herd, Hedge Troll, etc can all handle aggro a lot better than a measly 1/1. Against mono red, your Warden is eating a Dead.
Playing useless 1/1's aren't going to make your deck faster. Greenseeker and Essence Warden do nothing to help you smash your opponents face in as few turns as possible.
Dark Confidant is good because its an efficient creature that gives you, and only you, continuous card advantage. Heartwood Storyteller only gives you card advantage when your opponent plays a non-creature spell. Its also not effiecient for its power/cost.
Harmonize can also restock your hand for a final push without having to spend a horrid 5G for a temporary low powered creature, and it offers you the same amount of cards.
1/1's aren't beaters against other aggro decks. They're speed bumps. Essense Warden will NOT help you win the game. Cheap creatures with evasion (Mire Boa, Scryb Ranger), efficient mid-sized beaters (Call of the Herd, Hedge Troll), and cheap fat (Spectral Force, Calciderm), and spells that give you more reach (Psionic Blast, Stonewood Invocation) will win you the game.
9 Mountain
4 Spectral Force
4 Scryb Ranger
4 Yavimaya Dryad
4 Wall of Roots
3 Thelonite Hermit
3 Radha, Heir to Keld
4 Sulfur Elemental
3 Bogardan Hellkite
3 Harmonize
4 Search for Tommorow
3 Heartwood Storyteller
3 Sudden Shock
3 Plunder
3 Mwonvuli Acid-Moss
3 Avalanche Riders
This deck is a semi-aggro - mana-ramp deck. you build up mana at the same time attacking with creatures with spectral+scryb. when you have big mana, cast a hellkite or a big disintegrate for the win. sideboard is transformational LD for control decks.
Currently Playing: (TPF)
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WW Weenie
Currently Playing:
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Screw Teferi.
13 Forest
3 Swamp
1 Urborg, tomb
2 Terramorphic expanse
1 Pendlehaven
1 llanowar reborn
Creatures(23):
4 Magus of the Vineyard
4 Scryb Ranger
3 Spectral Force
4 Groundbreaker
4 Timbermare
4 Wall of Roots
4 Might of Old Krosa
4 Call of the Herd
3 Harmonize
3 Stonewood Invocation
2 Summoner's Pact
4 Krosan Grip
3 Slaughter Pact
4 Serrated Arrows
3 Quagnoth
1 Spectral Force
ok. so i saw an interesting version of this deck using blue for aeon chronicler as another win con. so i tried this in T2 and it sucked. i altered it like wall for llanowar elves and i took out blue and used black for slaughter pact against pickles. this deck is very solid and extremely explosive.
Card Choices:
Summoner's Pact - used so that i don't really have to pay the cost sometimes because i can win the turn i play it. its a great card choice. tutor for a breaker then use a might of old krosa on it and thats 10 dmg to the dome. thats all you need most of the time. thats easy to do with the magus in there.
the hasty things work great with the explosiveness of the deck. i was thinking about using primal forcemage and uktabi drake with the deck. it would work great but then i would have to splash red for pandamonium. that would be the exact same deck my friend plays. so this is my version.
any comments/thoughts would be greatly appreciated!!!
I have been able to test Block that much. I really want to play G/U ScrybForce in a PTQ coming up in about a week so I was wondering how you guys think that a deck like that would do in a unknown format