I have a fully foiled Bogles deck including sideboard options for sale. Looking to get 5% under TCG Low prices. if anyone is looking to foil out let me know and I can sell either the whole deck or whatever portion you need.
Sick of getting my Elves killed by removal all day long, I bought this deck from a friend and entered a small tournament. Removal spells, here I go!
Match 1
Game 1: I know the guy and he plays a sort of GW Taxes / Value deck. I keep a hand with Slipery Bogle and Auras on the play. Drop Bogle, turn two enchant double rangcor and then... FUUUU who the hell plays maindeck Ratchet Bomb!!? The bogle goes to the graveyard and I didn't draw another creature.
Side in three Stony Silence.
Game 2: Hand of Bogle and auras again. He didn't have a turn 2 bomb so the bogle goes to town. Later he played a Spellskite which along some creatures makes stop my offense. Luckily I drew a Stony Silence and without outs he dies to the bogle.
Game 3: A double vial start and all gas manages to stop me, I tested the waters and indeed he had a instant Spellskite to take a Rancor for me. At some moment he only has the spellskite to block at 5 live and I Path it and put some Rancors, but the vials do a number with Saffi and Reclamation sage. There's simply too much EtB shenanigans and I didn't recover.
Never drew a Spiritdancer this match. Too bad, was looking forward to play her.
Match 2
Game 1. This player has been piloting Elves as of late so I think this could be fun but then ARGH HE SWITCHED TO LANTERN!! Ensnaring Bridge is out and I have no outs. Side in 4 Leylines, 3 Stony Silence, 3 Seal of Primordium.
Game 2 I keep a hand of Leyline, three Spiritdancers, two auras and a land, confident on using the draws to offset his mill rocks. Five turns later I still don't draw my 2nd land. By the time I did he already has several bridges and a Pixis to avoid the Leyline. He manages to mill my Seals and I concede since I have less disenchant effects than the number of Bridges in play.
Oh Bolts and Pushs, where art thou?
Match 3. Amulet Bloom. First game he had a slow start and my Kor Spiritdancer gets massive a Titan gets tiny. I don't really have cards against him, decided to bring 2 Runed Halo to name Titan and a Worship to buy time.
Game 2. This goes long. He has a decent start of Titan and Ruric Thar by turn 4 and I have two paths for both of them. I proceed to make Spiritdancer big with Daybreak Coronet. Although he has double Reclamation Sage to take it out, I have another one at the ready with auras to pair it. Titan can't push through a 9 / 7 lifelink first strike vigilance creature and he succumbs. Later he shows me Cyclonic Rift, Back to Nature and Fracturing Gust in the deck.
I'm disappointed, all the control and midrange removal decks where gone since last time I entered. On another point, I fell in love with Kor Spiritdancer despite not having hexproof herself. Doesn't take too much to grow her to sizes that can't be dealt at all with combat and that feeling of play card - draw card is always heartwarming.
On another point, people HATE losing to decks like this and dedicates a disproportionate part of the SB to beat it. I guess I'll have to bring another deck next time to make them pay for that SB Back to Natures.
My two decks are Bogles and Elves because like you, I hate playing against spot removal I find the GB variant of Elves just as good against spot removal due to the card advantage you get from Elvish Visionary, Coco, Lead the Stampede. The deck fares much worse against Humans, but against control I think it's just as good if not better.
Coco is a terrible matchup. You have a very small chance of winning. There's lots of bad matchups and I think right now it's not well positioned in the meta.
Also, someone mentioned the card earlier, and the more I think about Ethersworn Canonist, the more I like it in the sideboard. It's good against pretty much every combo deck and most people side out creature removal for games 2&3.
Personally, I don't think getting rid of G is an option. Gladecover Scout, Rancor, and Spider Umbra are too important to leave out, and Horizon Canopy has won me too many games to count.
I say just post it here, Im curious to see it and many others (including me) have posted their own rogue brews before on this thread as long as it fits the hexproof/aura theme.
Went to TNM last night with a big turn out of 37 people. I played the usual 12 creatures and 21 lands but included a 2nd Dryad Arbor main instead of a forest. I ran the common core of auras and had 2 Gryff's Boon, 2 Open the Armory, and 3 Vines of Vastwood in the flex spots.
Went 4-1-1 losing only to infect, putting me in 4th place. I beat 2 Jund, Merfolk, and RUG Delver. One thing I learned against delver is to play Gryff's Boon whenever you think the opponent has a counter spell. I loved having the 2nd Dryad Arbor, especially going up against 2 Jund players. Vines also won 2 games for me when opponents tried to kill/bounce my Spiirtdancer. Definitely keeping this deck list until something in the meta changes.
@HarshImpala - welcome to the forum! Overall the deck list seems well on its way. These are just my quick suggestions, but I don't know your local meta.
1- I only count 55 cards in the main so I'm assuming you play 4 Hyena Umbra and 1 of something else.
2- You already know the land situation, get those basics down to one of each.
3- I would replace Glaring Aegis with Spirit Link. Don't forget with Spirit Link you can play it on your opponents creature (think Eidolon of the Great Revel), and the fact that it gains us double life when coupled with Daybreak Coronet.
4- I would bump Open the Armory up to 2 copies. It's extremely powerful to get the specific aura you need and will win you games.
5- Sideboard: Melira is a very narrow sideboard card. I'm also not a huge fan of Silence. It slows them down for a turn, but it also slows you down, and doesn't have a permanent effect. I would suggest adding some combination of Suppression Field, Stony Silence, and Rest in Peace. I personally run 3 Suppression Field SB because it's useful against so many decks.
Just my two cents, but I always encourage people to test new cards and play the cards they have fun with, it's what the game is all about!
@shiwei - Against infect just hope they tap out or don't have Apostles Blessing. Respond to the last pump spell they cast. Even IF vines resolves it will only slow them down for a turn, and you'll probably still lose. Infect is a just a brutal matchup.
I'm not scared of blood moon. If you think they have it just fetch for basics. Ensnaring bridge is a little scarier, but if I know they have it I play all my creatures first and fetch for Arbor as early as possible to attack wide and low. Vines is good in this matchup when kicked on a 1/1 or 0/2 to push thru extra damage.
@FrenchFryNinja - In the few months I've been playing Vines of Vastwood instead of Path to Exile, they've been better than I anticipated. I tried it for fun one night and realized just how good it fits the "one big hexproof creature theme". About 1/3 of our games, we have to go with the "end of turn 1 Dryad Arbor into turn 2 Spiritdancer" plan of attack. In these games, we are casting our first Aura on T3 on a naked Spiritdancer or Arbor, expecting our opponent to kill whoever we target, which severely slows us down and reduces our chances of winning. In these games, having Vines as a safety net is amazing and will usually result in a W, as Spiritdancer gets big and draws even more cards than normal because she survives at least another turn. Vines, at it's WORST, is when we go the preferred Bogle/Scout route. Even then it's still an instant +4/+4, which can be useful to keep our creature bigger than theirs, or push through extra damage for a faster clock. In some fringe situations, it can also be used on an enemy creature to prevent a spell or ability from resolving to slow them down (but it does NOT work against Spellskite activated ability). EDIT: I've also won a game against a 0-cards in hand Ensnaring Bridge by attacking with a 0/2 Spiritdancer and then playing 2 x kicked Vines FTW
When Splinter Twin, Bloom Titan, and Eldrazi were around, I ran 3-4 Path's mainboard, but now that they are gone, I've found Vines to provide a little more value because it's never a dead card and almost always either advances or maintains our own board state. Path to Exile can sometimes be a dead card and gives our opponents a free land (I think a lot of people underestimate how detrimental this can be in modern). The only decks I'd much rather have Path is against decks like Infect, Abzan CoCo, Grishoalbrand, and maybe a couple others, but I've found that it really just slows them down and advances their board state with the extra land.
Round 1 vs WB Eldrazi. Game 1 I keep a hand with 4 lands, 1 Bogle, 1 Spiritdancer, and 1 Umbra. My first 4 draws are lands and I flood terribly, despite using fetch lands first 3 turns to thin the deck. I was considering mulligan but decided against it (and I still wouldn't if I were in the same spot). Game 2 I stick a Daybreak on a Bogle and beat him easily. Game 3 I have to go on the Dryad Arbor + Kor Spiritdancer plan and between Eldrazi Displacer and Flickerwisp I can't get enough steam. Start 0-1.
Round 2 vs. Mono-U Extra Turns deck. My first time playing this deck so I didn't know what to expect. I keep a hand with a bogle, 2 umbras, 1 path and 3 lands. For those that haven't played against this fringe deck, it runs Exhaustion mainboard, so it can really slow you down. He won game 1 from MILLING me to death, but after siding in Leyline, Suppression Fields, and Gaddock Teegs I win the next 2 easily. 2-1 match, 1-1 on the night.
Round 3 vs. CoCo Jund. A little different take on the Abzan Coco, and a little more reliant on enter the battlefield effects and the graveyard. I win game 1 despite sacrificing a bogle. He tries to bolt my 5-3 dryad arbor but a vines of vastwood saves the day. Game 2 I see two Open the Armory in my opening hand and I hate it. Mulligan down to 6. He gets some abrupt decays and sac effects and wins. Game 3 I use Beckon Apparition to remove his Reclamation Sage from the yard when he tries to bring it back, then on my turn I load the token up with 2 x Rancor that had fallen off a sac'd bogle and I get the last bit of damage before he deals lethal next turn. Game 2-1, 2-1 on the night.
Round 4 vs. Merfolk. Turn 1 I see Island and Aether Vial so I know he's playing fish. I turn 2 Open the Armory for a Daybreak, cast it T3 and win easily. Same thing game 2. Game 2-0, 3-1 on the night.
Round 5. Draw into top 8 (and it's a good thing - he was playing Infect)
General observations. Open the Armory was a beast again, but I hated seeing two in my opening hand. I think I'll be going down to 2 copies mainboard, which I feel will be a perfect number. With the extra slot I'll either add a second Dryad Arbor mainboard or 1 Spirit Mantle. Suppression Field came in from the sideboard every matchup besides Merfolk. Definitely keeping it as a 3 of in the side. I didn't see Path to Exile all night and I didn't really miss it, even against the creature based decks. This is probably in part to feeling super safe with Gelid Shackles for Spellskite in games 2 and 3. I will probably take out Spellskite from my own sideboard and just give up against infect altogether, making room for 1 Torpor Orb and 1 Grafdigger's Cage. I will also probably remove Wheel of Sun and Moon and just play another Rest In Peace (even though I got milled to death game 1 by Mono-U turns!!!) Beckon Apparition was just a for-fun test card, but worked out very nice against the Jund deck I played. Felt good having instant speed graveyard hate and/or another creature to play or sac.
I think Geist is a little too slow. ideally we want to be swinging for 4-5 on turn 2, not casting a creature T3. Splashing for a third color also generates mana consistency problems
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My two decks are Bogles and Elves because like you, I hate playing against spot removal I find the GB variant of Elves just as good against spot removal due to the card advantage you get from Elvish Visionary, Coco, Lead the Stampede. The deck fares much worse against Humans, but against control I think it's just as good if not better.
Has anyone tried a Hatebears style sideboard?
And 11-4 was a great showing - congrats!
Went 4-1-1 losing only to infect, putting me in 4th place. I beat 2 Jund, Merfolk, and RUG Delver. One thing I learned against delver is to play Gryff's Boon whenever you think the opponent has a counter spell. I loved having the 2nd Dryad Arbor, especially going up against 2 Jund players. Vines also won 2 games for me when opponents tried to kill/bounce my Spiirtdancer. Definitely keeping this deck list until something in the meta changes.
EDIT: SB was 4 Leyline, 3 Suppression Field, 2 Gaddock Teeg, 3 Natural State, 2 Path to Exile, 1 Gelid Shackles
1- I only count 55 cards in the main so I'm assuming you play 4 Hyena Umbra and 1 of something else.
2- You already know the land situation, get those basics down to one of each.
3- I would replace Glaring Aegis with Spirit Link. Don't forget with Spirit Link you can play it on your opponents creature (think Eidolon of the Great Revel), and the fact that it gains us double life when coupled with Daybreak Coronet.
4- I would bump Open the Armory up to 2 copies. It's extremely powerful to get the specific aura you need and will win you games.
5- Sideboard: Melira is a very narrow sideboard card. I'm also not a huge fan of Silence. It slows them down for a turn, but it also slows you down, and doesn't have a permanent effect. I would suggest adding some combination of Suppression Field, Stony Silence, and Rest in Peace. I personally run 3 Suppression Field SB because it's useful against so many decks.
Just my two cents, but I always encourage people to test new cards and play the cards they have fun with, it's what the game is all about!
I'm not scared of blood moon. If you think they have it just fetch for basics. Ensnaring bridge is a little scarier, but if I know they have it I play all my creatures first and fetch for Arbor as early as possible to attack wide and low. Vines is good in this matchup when kicked on a 1/1 or 0/2 to push thru extra damage.
When Splinter Twin, Bloom Titan, and Eldrazi were around, I ran 3-4 Path's mainboard, but now that they are gone, I've found Vines to provide a little more value because it's never a dead card and almost always either advances or maintains our own board state. Path to Exile can sometimes be a dead card and gives our opponents a free land (I think a lot of people underestimate how detrimental this can be in modern). The only decks I'd much rather have Path is against decks like Infect, Abzan CoCo, Grishoalbrand, and maybe a couple others, but I've found that it really just slows them down and advances their board state with the extra land.
4 Razorverge Thicket
4 Horizon Canopy
4 Windswept Heath
3 Wooded Foothills
2 Temple Garden
1 Forest
1 Snow-Covered Plains
1 Dryad Arbor
Creatures:
4 Slippery Bogle
4 Gladecover Scout
4 Kor Spiritdancer
4 Ethereal Armor
4 Rancor
4 Hyena Umbra
3 Spider Umbra
4 Daybreak Coronet
1 Gryff's Boon
1 Spirit Link
1 Keen Sense
Spells:
3 Open the Armory
2 Vines of Vastwood
1 Path to Exile
4 Leyline of Sanctity
3 Suppression Field
2 Gaddock Teeg
2 Spellskite
1 Gelid Shackles
1 Rest in Peace
1 Wheel of Sun and Moon
1 Beckon Apparition
Round 1 vs WB Eldrazi. Game 1 I keep a hand with 4 lands, 1 Bogle, 1 Spiritdancer, and 1 Umbra. My first 4 draws are lands and I flood terribly, despite using fetch lands first 3 turns to thin the deck. I was considering mulligan but decided against it (and I still wouldn't if I were in the same spot). Game 2 I stick a Daybreak on a Bogle and beat him easily. Game 3 I have to go on the Dryad Arbor + Kor Spiritdancer plan and between Eldrazi Displacer and Flickerwisp I can't get enough steam. Start 0-1.
Round 2 vs. Mono-U Extra Turns deck. My first time playing this deck so I didn't know what to expect. I keep a hand with a bogle, 2 umbras, 1 path and 3 lands. For those that haven't played against this fringe deck, it runs Exhaustion mainboard, so it can really slow you down. He won game 1 from MILLING me to death, but after siding in Leyline, Suppression Fields, and Gaddock Teegs I win the next 2 easily. 2-1 match, 1-1 on the night.
Round 3 vs. CoCo Jund. A little different take on the Abzan Coco, and a little more reliant on enter the battlefield effects and the graveyard. I win game 1 despite sacrificing a bogle. He tries to bolt my 5-3 dryad arbor but a vines of vastwood saves the day. Game 2 I see two Open the Armory in my opening hand and I hate it. Mulligan down to 6. He gets some abrupt decays and sac effects and wins. Game 3 I use Beckon Apparition to remove his Reclamation Sage from the yard when he tries to bring it back, then on my turn I load the token up with 2 x Rancor that had fallen off a sac'd bogle and I get the last bit of damage before he deals lethal next turn. Game 2-1, 2-1 on the night.
Round 4 vs. Merfolk. Turn 1 I see Island and Aether Vial so I know he's playing fish. I turn 2 Open the Armory for a Daybreak, cast it T3 and win easily. Same thing game 2. Game 2-0, 3-1 on the night.
Round 5. Draw into top 8 (and it's a good thing - he was playing Infect)
General observations. Open the Armory was a beast again, but I hated seeing two in my opening hand. I think I'll be going down to 2 copies mainboard, which I feel will be a perfect number. With the extra slot I'll either add a second Dryad Arbor mainboard or 1 Spirit Mantle. Suppression Field came in from the sideboard every matchup besides Merfolk. Definitely keeping it as a 3 of in the side. I didn't see Path to Exile all night and I didn't really miss it, even against the creature based decks. This is probably in part to feeling super safe with Gelid Shackles for Spellskite in games 2 and 3. I will probably take out Spellskite from my own sideboard and just give up against infect altogether, making room for 1 Torpor Orb and 1 Grafdigger's Cage. I will also probably remove Wheel of Sun and Moon and just play another Rest In Peace (even though I got milled to death game 1 by Mono-U turns!!!) Beckon Apparition was just a for-fun test card, but worked out very nice against the Jund deck I played. Felt good having instant speed graveyard hate and/or another creature to play or sac.