Zoo "Retribution is best delivered by claws and rage."
Video Primer:
All about Zoo!
Focused on just Small Zoo
I. Forward:
Zoo is meant to be an aggressive build that wins the game on the back of its animals by mid-game. It is not as fast as some decks like infect, Auras, or affinity, but its not as easy to hate out. It also isn't as straight forward as Rdw/burn, because it cares about keeping it's creatures alive for value, rather than just continual damage.
Zoo gets its name because it relies on the best creatures ever printed in magic to get the job done. Ironically, most of zoo's creature choices are animals. Thus the name sticks. As the name in implies, to us, creatures are the name of the game, and the more fast and efficient they are, the better.
If your looking for an agressive deck that can be incredibly fast and explosive, yet still retain the edge of not being easily hated out, then Zoo is right for you!
This is the core of Zoo. Let's go over card choices:
Wild Nacatl- The party cat is back! A 3/3 for one mana, She is the leader of the beat down animal gang!
Experiment One- While not quite Nacatl, he can get just as big, and sometimes bigger. He also doesnt roll over to removal.
Kird Ape- He's always up to monkey business. This long stay Zoo critter has a huge butt and 2 power for barely any mana investment.
Tarmogoyf- For 2 mana you get a critter that can be anywhere between 2/3 to 5/6. Nothings as big, lives through all the burns, and will trample down most things in its path.
Lightning Bolt- 3 damage for one mana. Its removal, its burn, its cheap. Its everything you could ever want in a deck.
Lightning Helix- And then we come to the spell that costs one more, for the upside of gaining 3 life. 6 point difference point swing, and destroys aggro decks!
Path to Exile- Something in the way of your creatures? Not anymore. While it's a downside is giving them tempo, generally the stuff that doesn't die to above, dies to path much later in the game when the tempo doesn't matter.
Ghor-Clan Rampager- Wether you need to trample over a wall, chump, aggro critter, or midrange blocker, pump for last bits of damage, dodge a bolt... Or just need a 4/4 trampler... Rampagers got you covered
III. Other Card Options: Lands: Fetch Lands- These guys are your best friends. Easy access to your g/r mana, easy access to splashed mana. Shock lands: See above, make connection. Fast Lands- These are your second best lands. They let you play lands fast and easy. You are rarely past 3 lands anyways. Slayer's Stronghold/ Kessig Wolfrun/Galvony Township- Not really used much, but always an option. I generally perfer strong hold as it gives haste and doesnt take a ton of mana, but take it as you will. Treetop Village/Raging Revine/ Stirring Wildwood/ Lavaclaw Reaches- Manlands, they help against sweepers, and can help push through damage. Usually Gruul Zoo never gets that far in the game, but if your stretching to midrange, check these guys out.
Creatures:
These guys need no introduction. Depending on what you pick you could be getting reach, speed, or big bodies.
Burn:
Some of these feed Goyf, others have various means of effectiveness. Some are better against control, and some against aggro None are as good as lightning bolt, but the deck doesn't focus on removal too highly.
Boros Charm- Good against control and removal. Pillar of Flame- Kills finks and voice of resurgence dead! Seal of Fire- Proactive. You can cast it with free mana, and let it hang out. Feeds goyf. Searing Blaze- The best spell against other aggro. Tarfire- Feeds goyf pretty much.
Others:
These are other spells that don't fall in the above category but are still worth mentioning.
Dismember- Paths 5-8 if needed. Better in light white splashed decks Rancor- Makes your 1 mana dudes hit even harder. Vines of Vastwood- Void removal with a pump? Yes, please. Domri Rade- A source of card advantage and removal rolled into one. Elspeth, Knight Errant- Super flying aggro! Ajani Vengeant- burn and board control
IV. Side Options:
Some of these can be cards from main deck options above. I will also list cards only once here, like Grafdigger's Cage, which nukes graveyard combos, but is primarily a graveyard hate, thus won't also be in combo hate.
*FOR BUDGET DISCUSSIONS
Zoo is a tier one deck, and as with any tier one deck, the more the cards are play, the more demand there is, thus the prices go up. While the commons in this deck are dirt cheap (Kird ape is pennies.) Goyf and Fetches alone will likely cost you 500+ dollars, yet these are necessary parts of zoo, as we rely on our mana base in a "Land type matters" deck, and goyf for all around beaterness.
Land-mana flow chart; or "How I didnt get color screwed."
Alright, I think some people porting from gruul to naya are having some trouble with this. Its pretty easy, but you just need to think a little before cracking, especially since we don't have perfect fetches. Least we're not domain.
1. Open your hand, look at your color spread and how much they cost per turn. For example e1 into nactal/ ape costs G then GR. Then Smiter costs GRW, or alternatively bolt helix costs RRW on turn 3. You have to budget out these money (mana costs) before even cracking your first land. Familiarize yourself with the colors in your hand first, don't be hastey, and when you got a good idea of the color weights in your hand move to step 2.
2. Now, You know whats in your hand. In most cases the important color will be red or green, as those are the colors of our creatures and our burn. White is 3rd. Now you have to, and this is crucial, figure out which you'll be doing more of: red or green? If your hand looks like I'll be playing a nacatl, then ape, then clearing the path with the 3 bolt effects I have in my hand, your answer is red. Go to step 2a. If your saying I need to drop E1, then nacatl ape/lion, then tarmo and keep the pressure up, go to step 2b.
2a. Ok, so you wanna ride 1/2 creatures to victory, seems fine, you have to crack your first land for what ever color you need for the creature (G probably) PLUS R. Then your next land should be W, to cover your bases, PLUS R. That way you can double bolt, still cast any 2 cmc creature, and have helix/boros charm mana represented. Move to step 3.
2b. You want to keep layin down the creatures with burn secondary to that, totally cool. Crack your fetch for what ever color you need for your creature, PLUS what ever color is needed for the next line of play. EX1: If you have nacatl in your hand, and ape/loam, crack the first land to be G / R EX2: If you have ape going first, then your choice between loam lion, goblin guide, or voice of resurgence, your first crack should be for W / R, as thats the heavest color. Your next crack should be to get what ever your next color should be what ever color you DONT have, and what ever is next in your creature line up. In EX1, that would be G PLUS W. In EX2: thats G PLUS W. Go to step 3.
3. 3 lands on. here it matters a lot less. You got the two lands you'll be using for most of the game. Now its up to you. You can have more burn mana represented, grab basics, or finish off your duals. Option 1 is great if your dropping creatures like in 2a, because thats your secondary game. Id probably also get green in that case too because you may have to cast left over critters. Option two is good if you want to ensure the health of your creatures and keep casting them. Keep nacatl big, keep ape happy, keep casting things in your hand if a blood moon happens. I wouldn't do this against a deck where I expect path (hatebears/american control) but I would if I expected nonbasic hate (delver/moon effects). Option 3 is the default. If option 1/2 doesnt really matter, or not up your ally, or you dont know what to do, safest thing is to fetch whatever completes your dual set. Go to helpful tips:
Helpful tips
- Tectonic edge and ghost quarter are cards that get played. Mostly in hatebears and in control, as well as 2 color midrange or knight midrange. Maybe you want to hold the 4th land, maybe you dont mind them blowing it up because you can still funtion on 2/3 lands, while they can not. Against hatebears its more annoying, aganist control, dont worry about it. the games going to go late (if it does, that sucks, sorry.) but you'll have 6-7 lands out. it wont matter. Just prioritize having all colors. they will go for your red first, then green, then white in that order, because they want to cut you off from burn, then creatures.
- Hatebears. ALWAYS CRACK YOUR FETCH FIRST. They will have arbitors and mindcensers. Get your mana, doesn't matter if they cut you off turn 3 as much as it does turn 2. Just be aggressive here and dont let them have time to set up their taxes. They will block with their taxers if their life gets low enough.
-Blood Moon. Delver and twin play this. Most mono red decks will have it, from rdw to big red. Even zoo uses it sometimes. In most of those cases it is comepletely ok to fetch a forest before hand. In the case of delver, they BANK on the turn 3 blood moon to stop you. If you crack a forest it screws their game up.
-Imperfect Fetches. Listen, land screw/ color screw happens, don't be hard on yourself. Try to get gruul colors, if you cant get white. Most of your creatures are gruul, so being able to cast them than a helix or path is usually more important.
- ALWAY SAVE MESA. If you're looking at a hand with a fetch land that isnt arid mesa, and one that is... Save arid mesa. There are expections to this rule, like if your following my flow chart above and you have to lead with it, but if you don't, DONT. Remember, all of our fetchs, sans mesa, are a little limp... They can fetch, but they cant perfectly fetch. Arid mesa can. It lets you change your game plan on the fly.
-One land hand. Short suggestion is, DONT DO IT. Yes we have a lot of one drops, casting one per turn, not impressive. If legacy is a 1 cmc format, Modern is a 2 cmc format. 2 is the magic number. Mull. Now, if your own the draw, you have 2 nacatls and have 22 lands in the deck, eh, not ganna stop you, but its still risky. Missing the turn 2 land drop, ok. missing the turn 3 one for a second land, you're probably dead.
-4 land hand. Also, probably shouldn't keep. Its better than a 1 land hand, since 2-3 lands are perfect, but you need to make sure you have full action for turn 1/2. If the opener is 4 lands, e1, nactal, ape, it is keepable, because you can do stuff turn 1-2. If its 4 lands, nacatl, ghorclan, smiter, its not a good hand probably.
How important is Goyf to this deck? Does he really add that much?
He will typically evolve E1. Dodges Bolts often (same with Helix) and late game he can dodge Dismember. He's easily played off of BTE.
Yes. He adds THAT much. He's the best green 2 drop in the game. Even for a deck as aggressive as this.
He's a big fat beater.
If you stick a goyf in the mirror match you're MU is now favorable.
Same thing against any deck that uses Lightning Bolt as its main removal spell.
I liked how fat Goyf was so much, that i'm splashing White for Loxodon Smiter for more big dudes.
The deck can be successful without him. But, he's a staple in the list, and i personally would never play less than 4 if your budget permits such a thing.
I don't feel that cutting goyf has any place in competitive Zoo discussion. He is too efficient not to include. There are competitive decks that do not run goyf, if you have budget concerns.
Been running a version with slightly less creatures and with some pump spells...
Tested it yesterday evening and beaten affinity...
I was battling a stupid version of W/U board control... it's only permission spells are negates and then the deck uses quicksands, paths, ghost quarters, these stupid land enchantments that turn lands into islands, sun titans, espers, some little guys that heal 4, multicolored ORings... it's a pain in the ass! got beaten so bad!
but it's the only deck that I've lost to, so far... (faced a milling deck too... won every game)
I use 4 e1's, 4vexing devils, 4 goblin guides, 4 bte, 3 bts, 2 spark elementals, 3 ghor-clan rampager's as my creatures.
then 4 lighting bolts, 4 rancors, 4 growndswell and 3 might of old krosa and 3 vines of vastwood.
18 lands only, and optimally, none will come into play tapped.
by the second turn, I can attack for 10 or more, quite often. blockers don't matter much, ghor-clan and rancor give trample. spark also has trample...
need to test it a bit more, hopefully tonight.
What do you think of this idea of going into a more pump'ish way?
(don't go like "yeah, if you want pump spells go infect..." because infect doesn't have such effective creatures as gruul as! I do believe gruul is far more aggressive than any type of infect out there now, even aiming for 20 instead of 10!)
The only pump spell i actually like in this deck is Ghor-Clan Rampager's 'Bloodrush'. Since it's uncounterable, and i feel like Trample is helpful to push damage through Lingering Souls.
I'd much prefer a higher threat density to a higher Pump Spell density. I'd even prefer more Burn to more pump, just because you need a creature to turn Pump into a burn spell and you risk getting 2-for-1'd with Pump.
That and you NEED a high creature density to make sure E1 evolves.
Running more pump over creatures is like running less ways to ensure Mountain/Plains for Nacatl, if that makes sense? He's our aggressive one drop. He needs to be enabled. And the more creatures you have the less awful he is as a top deck.
I don't feel that cutting goyf has any place in competitive Zoo discussion. He is too efficient not to include. There are competitive decks that do not run goyf, if you have budget concerns.
I agree with Raalic. I'm willing to bet you could place in the T8 in any tournament without Goyf, but, he's strictly better than just about any creature/burn spell you could put in his slot so why wouldn't you include him?
Probably a "sweet but not good" sort of option but a friend mentioned Talaria's Battalion, half-jokingly but it got me thinking. Obviously awesome off Emissary, and we often have an extra one-drop turn 3 (not that we always hit the third land drop). Any chance battalion is finally good? I might at least test 1-2 (as its a terrible topdeck if you're hellbent) over some boars or something, even the 4th Goyf.
question: what do we do after casting the entire hand and seen a wrath of god coming from the other side?
If it's literally Wrath of God, cry. If it's only Supreme Verdict, regenerate Experiment One if possible (you'd be surprised how quickly it can bounce back) and then cry.
It's harder for this version to not overextend because Experiment One and Burning-Tree Emissary encourage overextending (and reward you for it). Try sticking only 3 creatures at once, but the premier Wrath-running deck, UWR Wafo-Tapa Control, can easily crowd control you to 2 or fewer creatures within 1-3 turns.
And strangleroot wouldn't help at all? sure, you can't cast it from a bte, but it's undying might pump e1 and it'll stick at least once!
haste is also relevant, since it can attack right away...
How is the burn match up? this lists run a lot of fetches and we ain't particularly kind with our health.
also, I belive flamebreak became one of our worst enemies...
and yesterday I was facing a strange version of a RGB aggro with the fauna shaman and demigods and stuff like that... I played with my pumped up version of gruul, and I guess the matches were even, although I won more games... but a phyrexian obliterator completely ruined my deck... that thing is mounstrous and you really don't want to deal damage to it! (and spellskites were preventing me from casting act of aggression on it...)
Right now i'm messing around with a version that runs Strangleroot Geist and Bloodhall Ooze. (I was intrigued by the Bloodhall Jund lists, i know we don't have black permanents available, at least, any good ones to my knowledge that are also aggressive, and decided that Geist will stick around to pump him up. And I wanted another one drop that stuck to the board that could possibly be a 3/3. Haven't gotten to play any games with it yet, but i'll tell you how it goes next Saturday.)
As for the Burn MU, this is why i splash white. Lightning Helix is great in that MU.
Flamebreak and Firespout are another reason that i think Goyf is a must, and why i splashed White for Smiter.
Haven't built this deck yet, but I'd like to. How often does it get to 4 lands? I'm wondering if 1-2 Moltensteel Dragon would be worth testing. By the time it comes down, you can probably kill in one hit, but you'd have to watch out for Restoration Angel chumping you. It's probably too expensive, though.
Round 3: VS. tron (2-1)
Game 1 I kept a 1 land hand. it was a mistake and I lost. Whoopsies. I really ought to learn not too keep bad hands...
Out:all burn
In: grudge, silence, path, moons.
Game 2 I didnt really see hate, and ran him over.
Game 3 I pathed a wurmcoil then landed blood moon. It was way past over. yay!
Round 4: VS. Junk. (2-1)
Played my best friend, hes always a blast to play with. The other games was pretty simple, run over them, if I see hate cool, if I don't, run them over anyways. But he knows my tricks so its a lot harder.
Game 1 I was able to just simply over run him, but I think the game would have been a a lot harder if he makes the right discard choice, getting rid of my goyf. I still think I would have pulled through, but my hand was very close to empty when I won.
Game 2 I kept a slower hand, which I should not have. But fun enough, theres enough combat tricks to keep a 4/2 trample burningtree alive and able to eat 6-8 tokens before dying, and still get the opponent to around 5ish life. Sorin kills me. Beh.
Game 3 I ran over him once more. Vines did some work here, letting me trample over (with rancor and ghor), for 12
I love boros charm, but more and more Im wodering if I need less removal. I'm going to look at these new lists that run less removal, more vexing and deathrite.
Round 3: VS. tron (2-1)
Game 1 I kept a 1 land hand. it was a mistake and I lost. Whoopsies. I really ought to learn not too keep bad hands...
Out:all burn
In: grudge, silence, path, moons.
Game 2 I didnt really see hate, and ran him over.
Game 3 I pathed a wurmcoil then landed blood moon. It was way past over. yay!
Round 4: VS. Junk. (2-1)
Played my best friend, hes always a blast to play with. The other games was pretty simple, run over them, if I see hate cool, if I don't, run them over anyways. But he knows my tricks so its a lot harder.
Game 1 I was able to just simply over run him, but I think the game would have been a a lot harder if he makes the right discard choice, getting rid of my goyf. I still think I would have pulled through, but my hand was very close to empty when I won.
Game 2 I kept a slower hand, which I should not have. But fun enough, theres enough combat tricks to keep a 4/2 trample burningtree alive and able to eat 6-8 tokens before dying, and still get the opponent to around 5ish life. Sorin kills me. Beh.
Game 3 I ran over him once more. Vines did some work here, letting me trample over (with rancor and ghor), for 12
I love boros charm, but more and more Im wodering if I need less removal. I'm going to look at these new lists that run less removal, more vexing and deathrite.
I'm surprised you didn't get a game loss round 1 for an illegal decklist 59 cards
"He plays in a walk in humidor so keep his foils from bending. He once kept an all land hand just to know what it felt like to be mana flooded. He uses power nine for ante. He is the most interesting magic playing in the world." Old man, "I don't always tap basic lands for mana, but when i do, I tap Gurus."
So I'm really liking Vexing Devil, which is unexpected for me as I've hated that card (and all Punisher cards) since day one. This deck is honestly perfect for him. 9 times out of ten he's a one-sided Flame Rift and the other times he either eats a removal spell or helps beat your opponent down (say they couldn't afford to pay the 4, you've got another overcosted fatty on the board!). Also evolves E1 a as far as 4/4 where previously only Goyf could push it past 3/3.
Currently I'm testing Talara's Battalion in this deck and actually find that its good so far. I know I mentioned it earlier but didn't get any responses. Last night I played gamws against the mirror, Jund and Pod and Battalion was good in all those MUs (against pod because she can swing into Wall of Roots and trades with Restoration Angel - they've got a lot of 4-toughness guys). A few times I topdecked one or had one stuck in my hand but not often at all (I was running two). Usually she came down off BTE or I'd be holding another one drop anyway on turn three. Anyone else remember the hype when Battalion came out? How she preordered at 20 bucks and was gonna be the next Goyf but turned out being crap? I think it may finally be her time!
Also Lantern should that list be here and not in the Naya thread?
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: Humanimator
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
So I'm really liking Vexing Devil, which is unexpected for me as I've hated that card (and all Punisher cards) since day one. This deck is honestly perfect for him. 9 times out of ten he's a one-sided Flame Rift and the other times he either eats a removal spell or helps beat your opponent down (say they couldn't afford to pay the 4, you've got another overcosted fatty on the board!). Also evolves E1 a as far as 4/4 where previously only Goyf could push it past 3/3.
Currently I'm testing Talara's Battalion in this deck and actually find that its good so far. I know I mentioned it earlier but didn't get any responses. Last night I played gamws against the mirror, Jund and Pod and Battalion was good in all those MUs (against pod because she can swing into Wall of Roots and trades with Restoration Angel - they've got a lot of 4-toughness guys). A few times I topdecked one or had one stuck in my hand but not often at all (I was running two). Usually she came down off BTE or I'd be holding another one drop anyway on turn three. Anyone else remember the hype when Battalion came out? How she preordered at 20 bucks and was gonna be the next Goyf but turned out being crap? I think it may finally be her time!
Also Lantern should that list be here and not in the Naya thread?
I don't think she replaces Goyf though, since she's boltable. Maybe 2 and 2 with Flinthoof?
"He plays in a walk in humidor so keep his foils from bending. He once kept an all land hand just to know what it felt like to be mana flooded. He uses power nine for ante. He is the most interesting magic playing in the world." Old man, "I don't always tap basic lands for mana, but when i do, I tap Gurus."
So I'm really liking Vexing Devil, which is unexpected for me as I've hated that card (and all Punisher cards) since day one. This deck is honestly perfect for him. 9 times out of ten he's a one-sided Flame Rift and the other times he either eats a removal spell or helps beat your opponent down (say they couldn't afford to pay the 4, you've got another overcosted fatty on the board!). Also evolves E1 a as far as 4/4 where previously only Goyf could push it past 3/3.
Currently I'm testing Talara's Battalion in this deck and actually find that its good so far. I know I mentioned it earlier but didn't get any responses. Last night I played gamws against the mirror, Jund and Pod and Battalion was good in all those MUs (against pod because she can swing into Wall of Roots and trades with Restoration Angel - they've got a lot of 4-toughness guys). A few times I topdecked one or had one stuck in my hand but not often at all (I was running two). Usually she came down off BTE or I'd be holding another one drop anyway on turn three. Anyone else remember the hype when Battalion came out? How she preordered at 20 bucks and was gonna be the next Goyf but turned out being crap? I think it may finally be her time!
Also Lantern should that list be here and not in the Naya thread?
Here, still got to update the semi primers, but Naya zoo (at least currently) are bigger zoo, mostly featuring a land hate component. See Kiblers newist deck. Mines just splashing white.
I don't think she replaces Goyf though, since she's boltable. Maybe 2 and 2 with Flinthoof?
That's what I've been playing. Also thought about cutting the fourth Goyf instead of a Boar so it's 3/3/2, since I'm not running Tarfire and Seal so my Goyfs are usually 3/4. But the Goyfs just have more upside , all it takes is a size or visions from the opponet to make it even bigger so yeah I'm splitting with Boar.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: Humanimator
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
Zoo
"Retribution is best delivered by claws and rage."
All about Zoo!
Focused on just Small Zoo
I. Forward:
Zoo is meant to be an aggressive build that wins the game on the back of its animals by mid-game. It is not as fast as some decks like infect, Auras, or affinity, but its not as easy to hate out. It also isn't as straight forward as Rdw/burn, because it cares about keeping it's creatures alive for value, rather than just continual damage.
Zoo gets its name because it relies on the best creatures ever printed in magic to get the job done. Ironically, most of zoo's creature choices are animals. Thus the name sticks. As the name in implies, to us, creatures are the name of the game, and the more fast and efficient they are, the better.
If your looking for an agressive deck that can be incredibly fast and explosive, yet still retain the edge of not being easily hated out, then Zoo is right for you!
II. Core of the Deck:
1 Mountain
1 Plains
2 Stomping Ground
1 Temple Garden
1 Sacred Foundry
4 Arid Mesa
6 Fetches
4 Experiment One
4 Kird Ape
4 Tarmogoyf
4 Ghor-Clan Rampager
3 Lightning Helix
3 Path to Exile
This is the core of Zoo. Let's go over card choices:
III. Other Card Options:
Lands:
Fetch Lands- These guys are your best friends. Easy access to your g/r mana, easy access to splashed mana.
Shock lands: See above, make connection.
Fast Lands- These are your second best lands. They let you play lands fast and easy. You are rarely past 3 lands anyways.
Slayer's Stronghold/ Kessig Wolfrun/Galvony Township- Not really used much, but always an option. I generally perfer strong hold as it gives haste and doesnt take a ton of mana, but take it as you will.
Treetop Village/Raging Revine/ Stirring Wildwood/ Lavaclaw Reaches- Manlands, they help against sweepers, and can help push through damage. Usually Gruul Zoo never gets that far in the game, but if your stretching to midrange, check these guys out.
Creatures:
These guys need no introduction. Depending on what you pick you could be getting reach, speed, or big bodies.
Burn:
Some of these feed Goyf, others have various means of effectiveness. Some are better against control, and some against aggro None are as good as lightning bolt, but the deck doesn't focus on removal too highly.
Boros Charm- Good against control and removal.
Pillar of Flame- Kills finks and voice of resurgence dead!
Seal of Fire- Proactive. You can cast it with free mana, and let it hang out. Feeds goyf.
Searing Blaze- The best spell against other aggro.
Tarfire- Feeds goyf pretty much.
Others:
These are other spells that don't fall in the above category but are still worth mentioning.
Dismember- Paths 5-8 if needed. Better in light white splashed decks
Rancor- Makes your 1 mana dudes hit even harder.
Vines of Vastwood- Void removal with a pump? Yes, please.
Domri Rade- A source of card advantage and removal rolled into one.
Elspeth, Knight Errant- Super flying aggro!
Ajani Vengeant- burn and board control
IV. Side Options:
Some of these can be cards from main deck options above. I will also list cards only once here, like Grafdigger's Cage, which nukes graveyard combos, but is primarily a graveyard hate, thus won't also be in combo hate.
Graveyard
Artifact/Enchantment
Ramp/land
Combos
Control
Midrange
Tempo
Aggro
Others
V. Sample Lists:
Lantern Top 4 GPT, 4-0ed MTGO DailiesMagic OnlineOCTGN2ApprenticeBuy These Cards
4 Ghor-Clan Rampager
4 Kird Ape
4 Knight of the Reliquary
2 Loam Lion
4 Tarmogoyf
4 Wild Nacatl
Spells
2 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Path to Exile
2 Pillar of Flame
4 Arid Mesa
1 Forest
1 Horizon Canopy
1 Kessig Wolfrun
4 Verdant Catacomb
1 Mountain
1 Plains
1 Sacred Foundry
2 Scalding Tarn
2 Stomping Ground
2 Temple Garden
2 Combust
2 Destructive Revelry
3 Grafdigger's Cage
2 Stony Silence
2 Thalia Guardian of Thraben
1 Volcanic Fallout
3 Kitchen Finks
enzoreal (4-0) DailyMagic OnlineOCTGN2ApprenticeBuy These Cards
1 Forest
1 Misty Rainforest
1 Mountain
1 Sacred Foundry
2 Scalding Tarn
3 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
18 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Wild Nacatl
32 creatures
2 Mutagenic Growth
2 Path to Exile
2 Pillar of Flame
10 other spells
2 Ancient Grudge
2 Harm's Way
3 Lightning Helix
2 Path to Exile
1 Pillar of Flame
2 Pyroclasm
1 Shattering Spree
2 Tormod's Crypt
15 sideboard cards
*FOR BUDGET DISCUSSIONS
Zoo is a tier one deck, and as with any tier one deck, the more the cards are play, the more demand there is, thus the prices go up. While the commons in this deck are dirt cheap (Kird ape is pennies.) Goyf and Fetches alone will likely cost you 500+ dollars, yet these are necessary parts of zoo, as we rely on our mana base in a "Land type matters" deck, and goyf for all around beaterness.
However, if you can't afford Goyfs, Fetches, or Shocks, or a combination of any of those, there is a thread in the budget forum you can use to discuss you're options. Please use that thread.
http://www.mtgsalvation.com/forums/the-game/modern/budget/543678-modern-zoo-budget-primer
Land-mana flow chart; or "How I didnt get color screwed."
1. Open your hand, look at your color spread and how much they cost per turn. For example e1 into nactal/ ape costs G then GR. Then Smiter costs GRW, or alternatively bolt helix costs RRW on turn 3. You have to budget out these money (mana costs) before even cracking your first land. Familiarize yourself with the colors in your hand first, don't be hastey, and when you got a good idea of the color weights in your hand move to step 2.
2. Now, You know whats in your hand. In most cases the important color will be red or green, as those are the colors of our creatures and our burn. White is 3rd. Now you have to, and this is crucial, figure out which you'll be doing more of: red or green? If your hand looks like I'll be playing a nacatl, then ape, then clearing the path with the 3 bolt effects I have in my hand, your answer is red. Go to step 2a. If your saying I need to drop E1, then nacatl ape/lion, then tarmo and keep the pressure up, go to step 2b.
2a. Ok, so you wanna ride 1/2 creatures to victory, seems fine, you have to crack your first land for what ever color you need for the creature (G probably) PLUS R. Then your next land should be W, to cover your bases, PLUS R. That way you can double bolt, still cast any 2 cmc creature, and have helix/boros charm mana represented. Move to step 3.
2b. You want to keep layin down the creatures with burn secondary to that, totally cool. Crack your fetch for what ever color you need for your creature, PLUS what ever color is needed for the next line of play. EX1: If you have nacatl in your hand, and ape/loam, crack the first land to be G / R EX2: If you have ape going first, then your choice between loam lion, goblin guide, or voice of resurgence, your first crack should be for W / R, as thats the heavest color. Your next crack should be to get what ever your next color should be what ever color you DONT have, and what ever is next in your creature line up. In EX1, that would be G PLUS W. In EX2: thats G PLUS W. Go to step 3.
3. 3 lands on. here it matters a lot less. You got the two lands you'll be using for most of the game. Now its up to you. You can have more burn mana represented, grab basics, or finish off your duals. Option 1 is great if your dropping creatures like in 2a, because thats your secondary game. Id probably also get green in that case too because you may have to cast left over critters. Option two is good if you want to ensure the health of your creatures and keep casting them. Keep nacatl big, keep ape happy, keep casting things in your hand if a blood moon happens. I wouldn't do this against a deck where I expect path (hatebears/american control) but I would if I expected nonbasic hate (delver/moon effects). Option 3 is the default. If option 1/2 doesnt really matter, or not up your ally, or you dont know what to do, safest thing is to fetch whatever completes your dual set. Go to helpful tips:
Helpful tips
- Tectonic edge and ghost quarter are cards that get played. Mostly in hatebears and in control, as well as 2 color midrange or knight midrange. Maybe you want to hold the 4th land, maybe you dont mind them blowing it up because you can still funtion on 2/3 lands, while they can not. Against hatebears its more annoying, aganist control, dont worry about it. the games going to go late (if it does, that sucks, sorry.) but you'll have 6-7 lands out. it wont matter. Just prioritize having all colors. they will go for your red first, then green, then white in that order, because they want to cut you off from burn, then creatures.
- Hatebears. ALWAYS CRACK YOUR FETCH FIRST. They will have arbitors and mindcensers. Get your mana, doesn't matter if they cut you off turn 3 as much as it does turn 2. Just be aggressive here and dont let them have time to set up their taxes. They will block with their taxers if their life gets low enough.
-Blood Moon. Delver and twin play this. Most mono red decks will have it, from rdw to big red. Even zoo uses it sometimes. In most of those cases it is comepletely ok to fetch a forest before hand. In the case of delver, they BANK on the turn 3 blood moon to stop you. If you crack a forest it screws their game up.
-Imperfect Fetches. Listen, land screw/ color screw happens, don't be hard on yourself. Try to get gruul colors, if you cant get white. Most of your creatures are gruul, so being able to cast them than a helix or path is usually more important.
- ALWAY SAVE MESA. If you're looking at a hand with a fetch land that isnt arid mesa, and one that is... Save arid mesa. There are expections to this rule, like if your following my flow chart above and you have to lead with it, but if you don't, DONT. Remember, all of our fetchs, sans mesa, are a little limp... They can fetch, but they cant perfectly fetch. Arid mesa can. It lets you change your game plan on the fly.
-One land hand. Short suggestion is, DONT DO IT. Yes we have a lot of one drops, casting one per turn, not impressive. If legacy is a 1 cmc format, Modern is a 2 cmc format. 2 is the magic number. Mull. Now, if your own the draw, you have 2 nacatls and have 22 lands in the deck, eh, not ganna stop you, but its still risky. Missing the turn 2 land drop, ok. missing the turn 3 one for a second land, you're probably dead.
-4 land hand. Also, probably shouldn't keep. Its better than a 1 land hand, since 2-3 lands are perfect, but you need to make sure you have full action for turn 1/2. If the opener is 4 lands, e1, nactal, ape, it is keepable, because you can do stuff turn 1-2. If its 4 lands, nacatl, ghorclan, smiter, its not a good hand probably.
Nacatl Unban- PT Richmond
latest winning lists:
60 cards
4 Arid Mesa
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
4 Stomping Ground
1 Teetering Peaks
20 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
3 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
27 creatures
4 Lightning Bolt
3 Searing Blaze
4 Tarfire
13 other spells
2 Choke
3 Deglamer
1 Dismember
2 Grafdigger's Cage
2 Gruul Charm
2 Tormod's Crypt
3 Vines of Vastwood
15 sideboard cards
60 cards
4 Arid Mesa
3 Copperline Gorge
1 Forest
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
4 Stomping Ground
1 Verdant Catacombs
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
3 Stormblood Berserker
4 Vexing Devil
31 creatures
4 Lightning Bolt
3 Rancor
10 other spells
1 Ancient Grudge
2 Deglamer
1 Grafdigger's Cage
2 Huntmaster of the Fells
2 Leyline of Punishment
2 Melira, Sylvok Outcast
3 Mindbreak Trap
2 Molten Rain
60 cards
2 Arid Mesa
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
3 Scalding Tarn
4 Stomping Ground
20 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
2 Grim Lavamancer
4 Kird Ape
4 Tarmogoyf
30 creatures
4 Lightning Bolt
4 Searing Blaze
10 other spells
1 Ancient Grudge
3 Burning-Tree Shaman
2 Deglamer
1 Dismember
2 Faerie Macabre
1 Forked Bolt
3 Molten Rain
2 Torpor Orb
60 cards
3 Arid Mesa
1 Forest
3 Misty Rainforest
4 Mountain
1 Scalding Tarn
4 Stomping Ground
1 Teetering Peaks
3 Verdant Catacombs
20 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
28 creatures
4 Lightning Bolt
3 Pillar of Flame
4 Seal of Fire
12 other spells
3 Ancient Grudge
3 Blood Moon
2 Deglamer
2 Dismember
2 Faerie Macabre
1 Forked Bolt
2 Grafdigger's Cage
60 cards
2 Arid Mesa
4 Copperline Gorge
1 Forest
1 Misty Rainforest
2 Mountain
2 Scalding Tarn
4 Stomping Ground
3 Verdant Catacombs
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
2 Grim Lavamancer
4 Kird Ape
4 Stormblood Berserker
30 creatures
4 Lightning Bolt
4 Rancor
11 other spells
1 Act of Aggression
2 Ancient Grudge
1 Combust
3 Molten Rain
1 Smash to Smithereens
2 Tormod's Crypt
3 Vines of Vastwood
2 Volcanic Fallout
60 cards
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
4 Scalding Tarn
4 Stomping Ground
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
32 creatures
4 Lightning Bolt
2 Searing Blaze
1 Tarfire
9 other spells
2 Burning-Tree Shaman
2 Deglamer
2 Faerie Macabre
3 Flame Slash
3 Molten Rain
1 Thrun, the Last Troll
2 Torpor Orb
60 cards
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
4 Scalding Tarn
4 Stomping Ground
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
32 creatures
4 Lightning Bolt
2 Searing Blaze
1 Tarfire
9 other spells
2 Burning-Tree Shaman
2 Deglamer
2 Faerie Macabre
3 Flame Slash
3 Molten Rain
1 Thrun, the Last Troll
2 Torpor Orb
60 cards
4 Arid Mesa
1 Blood Crypt
4 Copperline Gorge
1 Forest
1 Mountain
4 Stomping Ground
4 Verdant Catacombs
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
32 creatures
4 Lightning Bolt
3 Searing Blaze
9 other spells
2 Deglamer
2 Faerie Macabre
2 Flame Slash
4 Molten Rain
2 Smash to Smithereens
2 Sulfur Elemental
1 Thrun, the Last Troll
60 cards
3 Arid Mesa
4 Copperline Gorge
1 Forest
2 Mountain
2 Scalding Tarn
4 Stomping Ground
4 Verdant Catacombs
20 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
2 Grim Lavamancer
4 Kird Ape
4 Tarmogoyf
30 creatures
4 Lightning Bolt
4 Searing Blaze
10 other spells
1 Ancient Grudge
3 Burning-Tree Shaman
3 Deglamer
1 Dismember
2 Faerie Macabre
3 Molten Rain
2 Torpor Orb
He will typically evolve E1. Dodges Bolts often (same with Helix) and late game he can dodge Dismember. He's easily played off of BTE.
Yes. He adds THAT much. He's the best green 2 drop in the game. Even for a deck as aggressive as this.
He's a big fat beater.
If you stick a goyf in the mirror match you're MU is now favorable.
Same thing against any deck that uses Lightning Bolt as its main removal spell.
I liked how fat Goyf was so much, that i'm splashing White for Loxodon Smiter for more big dudes.
The deck can be successful without him. But, he's a staple in the list, and i personally would never play less than 4 if your budget permits such a thing.
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The only pump spell i actually like in this deck is Ghor-Clan Rampager's 'Bloodrush'. Since it's uncounterable, and i feel like Trample is helpful to push damage through Lingering Souls.
I'd much prefer a higher threat density to a higher Pump Spell density. I'd even prefer more Burn to more pump, just because you need a creature to turn Pump into a burn spell and you risk getting 2-for-1'd with Pump.
That and you NEED a high creature density to make sure E1 evolves.
Running more pump over creatures is like running less ways to ensure Mountain/Plains for Nacatl, if that makes sense? He's our aggressive one drop. He needs to be enabled. And the more creatures you have the less awful he is as a top deck.
I agree with Raalic. I'm willing to bet you could place in the T8 in any tournament without Goyf, but, he's strictly better than just about any creature/burn spell you could put in his slot so why wouldn't you include him?
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Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
If it's literally Wrath of God, cry. If it's only Supreme Verdict, regenerate Experiment One if possible (you'd be surprised how quickly it can bounce back) and then cry.
It's harder for this version to not overextend because Experiment One and Burning-Tree Emissary encourage overextending (and reward you for it). Try sticking only 3 creatures at once, but the premier Wrath-running deck, UWR Wafo-Tapa Control, can easily crowd control you to 2 or fewer creatures within 1-3 turns.
Right now i'm messing around with a version that runs Strangleroot Geist and Bloodhall Ooze. (I was intrigued by the Bloodhall Jund lists, i know we don't have black permanents available, at least, any good ones to my knowledge that are also aggressive, and decided that Geist will stick around to pump him up. And I wanted another one drop that stuck to the board that could possibly be a 3/3. Haven't gotten to play any games with it yet, but i'll tell you how it goes next Saturday.)
As for the Burn MU, this is why i splash white. Lightning Helix is great in that MU.
Flamebreak and Firespout are another reason that i think Goyf is a must, and why i splashed White for Smiter.
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3 Scalding Tarn
2 Verdant Catacombs
3 Stomping Ground
2 Temple Garden
2 Sacred Foundry
1 Forest
1 Mountain
4 Experiment One
4 Kird Ape
4 Loam Lion
3 Vexing Devil
4 Tarmogoyf
4 Burning-Tree Emissary
4 Flinthoof Boar
3 Ghor-Clan Rampager
2 Lightning Helix
2 Path to Exile
1 Tarfire
1 Seal of Fire
2 Rancor
Round 1: Dont worry about it. It was a kid, and hes new to magic. I won, but no real work or anything.
Round 2: VS. Affinity (2-0)
Both games I simply went faster. tarfiring a pestermite is really good for a turn 2 5/6 goyf. Game one was over fast.
Game 2:
In: 2 stoney Silence, 1 grudge
Out: 3 Ghor
Same deal as before, and never saw any hate.
Round 3: VS. tron (2-1)
Game 1 I kept a 1 land hand. it was a mistake and I lost. Whoopsies. I really ought to learn not too keep bad hands...
Out:all burn
In: grudge, silence, path, moons.
Game 2 I didnt really see hate, and ran him over.
Game 3 I pathed a wurmcoil then landed blood moon. It was way past over. yay!
Round 4: VS. Junk. (2-1)
Played my best friend, hes always a blast to play with. The other games was pretty simple, run over them, if I see hate cool, if I don't, run them over anyways. But he knows my tricks so its a lot harder.
Game 1 I was able to just simply over run him, but I think the game would have been a a lot harder if he makes the right discard choice, getting rid of my goyf. I still think I would have pulled through, but my hand was very close to empty when I won.
Game 2:
In: 2 blood moon, 1 path, 2 vines, 2 boros.
Out: 1 tar, 1 seal, 2 helix, 3 vexing
Game 2 I kept a slower hand, which I should not have. But fun enough, theres enough combat tricks to keep a 4/2 trample burningtree alive and able to eat 6-8 tokens before dying, and still get the opponent to around 5ish life. Sorin kills me. Beh.
Game 3 I ran over him once more. Vines did some work here, letting me trample over (with rancor and ghor), for 12
I love boros charm, but more and more Im wodering if I need less removal. I'm going to look at these new lists that run less removal, more vexing and deathrite.
I'm surprised you didn't get a game loss round 1 for an illegal decklist 59 cards
Currently I'm testing Talara's Battalion in this deck and actually find that its good so far. I know I mentioned it earlier but didn't get any responses. Last night I played gamws against the mirror, Jund and Pod and Battalion was good in all those MUs (against pod because she can swing into Wall of Roots and trades with Restoration Angel - they've got a lot of 4-toughness guys). A few times I topdecked one or had one stuck in my hand but not often at all (I was running two). Usually she came down off BTE or I'd be holding another one drop anyway on turn three. Anyone else remember the hype when Battalion came out? How she preordered at 20 bucks and was gonna be the next Goyf but turned out being crap? I think it may finally be her time!
Also Lantern should that list be here and not in the Naya thread?
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
I don't think she replaces Goyf though, since she's boltable. Maybe 2 and 2 with Flinthoof?
Here, still got to update the semi primers, but Naya zoo (at least currently) are bigger zoo, mostly featuring a land hate component. See Kiblers newist deck. Mines just splashing white.
That's what I've been playing. Also thought about cutting the fourth Goyf instead of a Boar so it's 3/3/2, since I'm not running Tarfire and Seal so my Goyfs are usually 3/4. But the Goyfs just have more upside , all it takes is a size or visions from the opponet to make it even bigger so yeah I'm splitting with Boar.
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
60 cards
1 Blood Crypt
2 Forest
4 Misty Rainforest
1 Overgrown Tomb
2 Scalding Tarn
4 Stomping Ground
4 Verdant Catacombs
18 lands
4 Burning-Tree Emissary
4 Deathrite Shaman
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Jund Hackblade
4 Kird Ape
32 creatures
2 Dismember
4 Lightning Bolt
2 Rancor
1 Terminate
10 other spells
1 Abrupt Decay
1 Ancient Grudge
1 Arc Trail
1 Dismember
1 Grafdigger's Cage
3 Molten Rain
2 Obstinate Baloth
1 Relic of Progenitus
2 Spellskite
2 Torpor Orb
60 cards
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
4 Scalding Tarn
4 Stomping Ground
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
32 creatures
4 Lightning Bolt
2 Searing Blaze
1 Tarfire
9 other spells
2 Burning-Tree Shaman
2 Deglamer
1 Domri Rade
2 Faerie Macabre
3 Flame Slash
3 Molten Rain
2 Torpor Orb
60 cards
4 Arid Mesa
4 Copperline Gorge
1 Forest
4 Misty Rainforest
2 Mountain
4 Stomping Ground
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
2 Grim Lavamancer
4 Kird Ape
4 Stormblood Berserker
30 creatures
4 Lightning Bolt
4 Rancor
11 other spells
2 Act of Aggression
3 Ancient Grudge
2 Arc Trail
2 Molten Rain
3 Relic of Progenitus
3 Vines of Vastwood
60 cards
4 Arid Mesa
4 Copperline Gorge
1 Forest
3 Misty Rainforest
2 Mountain
4 Stomping Ground
1 Verdant Catacombs
19 lands
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Ghor-Clan Rampager
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
32 creatures
4 Lightning Bolt
2 Searing Blaze
1 Tarfire
9 other spells
2 Burning-Tree Shaman
2 Deglamer
2 Faerie Macabre
3 Flame Slash
3 Molten Rain
1 Relic of Progenitus
2 Torpor Orb