I mean, Sultai can run FoV as well? Jund doesn't offer anything extra there. And yeah, I'm really not a fan of your Living End build. It seems like you're jumping through a lot of hoops just to force "zombie tribal" and LE into the same deck
And no, Hogaak got banned because the deck was just absolutely busted lol
I wonder if it would be possible to come up with a build with slightly more green? We would lose some explosiveness for sure, but we would gain Force of Vigor in the sideboard for fighting Leyline (although the current Force of Negation package is probably better against everything besides turn 0 Leyline) and Lotleth Troll would help in the matchups where they get enough big creatures on the board to block our Vines for free.
Okay I've tested both builds now and I gotta say, Glimpse/Chill seems wayyyyy stronger than the Brutality build. What worries me is that if your opponent has unanswered grave hate the deck is reeeeeeally bad. The Brutality build can still fight with big Trolls, but it's also just so much slower/less consistent. Would be really nice to find a healthy middle ground
Been playtesting with the 5-0 BUG list and hot damn this thing has wheels! I am really tempted to throw in some number of dredgers and Lotleth Trolls though. Anyone else experimenting?
I do think some number of Gurmag Angler is still correct, especially with Black being the main color. But in some of the test games I played, you use Varolz to make him an 18/18 and it just doesn't matter because he gets chump blocked, where Mandrills lose a point of power, Zombie typing, and B cost, but gain Trample and A lower CMC. I'm sure with enough testing we'll find the right numbers
Stitchers supplier has me interested in this deck again. I really like the Eldritch Evolution Varolz list posted, but it sort of feels like it's lacking evasion. Maybe some number of Hooting Mandrills in place of an Angler or two, and maybe Driven // Despair? Has the potential to improve combo matchups too
I think T4 is more than a little optimistic. First you need to hit your demigods without having them hated out of the grave, and you need to hope your mana dorks don't eat removal along the way.
All that when you're running no disruption and barely any dig?
I think demigod is only good in BR midrange/control lists because they run enough interaction to survive that long and he breaks the symmetry of Liliana +1 effects
I'm really not sure how I feel about this deck right now :/
Unless Gravecrawler 5-8 gets printed, it just feels strictly worse than dredge when it comes to aggro. Right now I'm thinking it would be strongest as a midrange (leaning towards aggro) deck with utility spells that help the gameplan (lightning axe, darkblast, collective brutality, etc.)
I playtested an all in (dredgeless) aggro version with the Varolz + Shadow combo dumped in. I didn't really expect it to work (it didn't) even with 2 lead the stampede and playsets of looting and salvage. On average, it was a turn too slow and would overkill the last turn.
I've been slowly reworking it a few cards at a time and this is where I'm at right now
4 vine
4 crawler
4 Lotleth
2 grim Flayer (as troll 5&6 kinda)
4 birds of paradise
3 varolz
3 deaths shadow
3 bloodghast
2 flamewake phoenix (haven't tested yet, used to be 1 ghast and 1 collective Brutality
I don't see how Narcomoeba is terrible lol. It's a free Amalgam activation and another (tiny) body on the board but with Bushwhacker effects from Rally the Peasants or Scourge Devil that 2 or 3 power can really add up. Also is gargadon/bridge food if you run that
I was in the process of building vine but I'm just switching to dredge. Vine seems a lot more fun and you get to use cooler creatures, but you have to jump through so many more hoops that Dredge doesn't
Yeah I was wondering that too. It looks super fragile and like the only way to set it off is sacrifice insolent neonate EoT and yolo for a narcomoeba on the dredge since they don't typically run fetches. I understand why it's faster but it looks so much weaker to control and GY hate.
Also, does anyone know if the Varolz and Reanimator packages play well together in the same build? I'm assuming not, due to the lack of dredge in the varolz build?
And no, Hogaak got banned because the deck was just absolutely busted lol
Also, is there a discord server anywhere?
All that when you're running no disruption and barely any dig?
Unless Gravecrawler 5-8 gets printed, it just feels strictly worse than dredge when it comes to aggro. Right now I'm thinking it would be strongest as a midrange (leaning towards aggro) deck with utility spells that help the gameplan (lightning axe, darkblast, collective brutality, etc.)
I playtested an all in (dredgeless) aggro version with the Varolz + Shadow combo dumped in. I didn't really expect it to work (it didn't) even with 2 lead the stampede and playsets of looting and salvage. On average, it was a turn too slow and would overkill the last turn.
I've been slowly reworking it a few cards at a time and this is where I'm at right now
4 vine
4 crawler
4 Lotleth
2 grim Flayer (as troll 5&6 kinda)
4 birds of paradise
3 varolz
3 deaths shadow
3 bloodghast
2 flamewake phoenix (haven't tested yet, used to be 1 ghast and 1 collective Brutality
4 looting
4 salvage
1 darkblast
1 brutality
2 lightning axe
19 lands, fetch/shock/basic pool
Haven't had any mana issues yet
Any suggestions?
(This is just a for fun deck and something to use against newer players in my group. I bring Dredge to tournaments)
I was in the process of building vine but I'm just switching to dredge. Vine seems a lot more fun and you get to use cooler creatures, but you have to jump through so many more hoops that Dredge doesn't
Also, does anyone know if the Varolz and Reanimator packages play well together in the same build? I'm assuming not, due to the lack of dredge in the varolz build?