The SB was mostly a patchwork type of thing. I know I wanted more sweepers for token matches, Tyrants for control, plaguecrafter for control and midrange. An extra copy of Vine Mare for black decks. Beast whisperer is something I'm trying out of the side for control and Duress is just something I've seen in all the SBs so I'm giving it a go.
To be fair, I'm not saying Knight of Autumn is bad, I just don't understand it's inclusion. Unless you just need lifegain to help get you to the finish line.
I gotta say, I really don't see White being a worthwhile splash. At least not for those cards.
So I have been trying some different things on my Stompy Rock list and ended up with something that has swept the field, though control decks are still an issue.
Ferox is definitely an all-star. It's lack of trample is really the only thing holding it back. Still a solid choice, even in the build I'm running with multiple non-creature spells.
I think the only problem is due to opportunity cost and/or curve considerations.
I agree, it is really cool there's so many different ways to build, that's that's always been a Golgari strength. The best build will generally change with the meta though.
I was also thinking of giving Find // Finality a shot. It's weird though, I want the first half for control but the second half for aggro. That makes me think it's only good in the mirror matches. Though, I suppose, if you're liberal with blocking to keep a board more manageable before you start dropping bombs it could be really strong.
Bloodfast and Whisperer along with shocks seem pretty sketchy in the current meta. It hasn't came back to bite you much? I imagine if you had Wildgrowth Walker in the main it would be much better in the long term.
I wanted the curve to top out at 4 so I have a good chance of staying on par with super aggressive decks as well as getting below control decks. In general, it works well for both.
Sometimes aggro still gives me issues, I'm trying Golden Demise for that matchup.
CA from Reaper and Whisperer has been phenomenal. Much better than the Treasure Maps I ran last Standard.
Guildmage, while looking a bit like draft chaff has put in significant work. A manasink in the late game to push through board stalls and a way to help stabilize against aggressive decks.
While the list is mostly still in flux, I haven't noticed any glaring weaknesses in execution of my game plan.
Now, the sideboard is definitely still in flux. I'm not quite sure which direction I want to go with it.. I know 4 Duress and 2 Golden Demise are going to be a part of it. Though, I'm also testing 2 Doom Whisperer, 2 Plaguecrafter, 3 Vine Mare, 1 Carnage Tyrant, and 1 of that Undergrowth Legend that makes tokens and can sack them for CA. (sorry, I forget it's name)
To be fair, I'm not saying Knight of Autumn is bad, I just don't understand it's inclusion. Unless you just need lifegain to help get you to the finish line.
So I have been trying some different things on my Stompy Rock list and ended up with something that has swept the field, though control decks are still an issue.
4 Overgrown Tomb
4 Woodland Cemetery
2 Golgari Guildgate
10 Forest
3 Swamp
(29) Creature Spells
4 Llanowar Elves
4 Pelt Collector
4 Merfolk Branchwalker
3 Kraul Harpooner
4 Steel Leaf Champion
2 Thrashing Brontodon
2 Midnight Reaper
2 Nullhide Ferox
2 Vine Mare
2 Doom Whisperer
3 Assassin's Trophy
2 Cast Down
1 Find // Finality
2 Vraska, Golgari Queen
4 Duress
2 Graveyard Marshal
2 Plaguecrafter
2 Golden Demise
2 Beast Whisperer
1 Vine Mare
2 Carnage Tyrant
As I said, the control match is hit or miss. Depending on my curve. Any suggestions for it?
I think the only problem is due to opportunity cost and/or curve considerations.
I was also thinking of giving Find // Finality a shot. It's weird though, I want the first half for control but the second half for aggro. That makes me think it's only good in the mirror matches. Though, I suppose, if you're liberal with blocking to keep a board more manageable before you start dropping bombs it could be really strong.
Bloodfast and Whisperer along with shocks seem pretty sketchy in the current meta. It hasn't came back to bite you much? I imagine if you had Wildgrowth Walker in the main it would be much better in the long term.
4 Llanowar Elves
4 Pelt Collector
4 Merfolk Branchwalker
3 Kraul Harpooner
2 Swarm Guildmage
4 Steel-Leaf Champion
2 Thrashing Brontodon
2 Midnight Reaper
2 Beast Whisperer
2 Nullhide Ferox
3 Assassin's Trophy
2 Cast Down
1 Golden Demise
2 Vraska, Golgari Queen
(23) Lands
4 Overgrown Tomb
4 Woodland Cemetery
2 Golgari Guildgate
10 Forest
3 Swamp
I wanted the curve to top out at 4 so I have a good chance of staying on par with super aggressive decks as well as getting below control decks. In general, it works well for both.
Sometimes aggro still gives me issues, I'm trying Golden Demise for that matchup.
CA from Reaper and Whisperer has been phenomenal. Much better than the Treasure Maps I ran last Standard.
Guildmage, while looking a bit like draft chaff has put in significant work. A manasink in the late game to push through board stalls and a way to help stabilize against aggressive decks.
While the list is mostly still in flux, I haven't noticed any glaring weaknesses in execution of my game plan.
Now, the sideboard is definitely still in flux. I'm not quite sure which direction I want to go with it.. I know 4 Duress and 2 Golden Demise are going to be a part of it. Though, I'm also testing 2 Doom Whisperer, 2 Plaguecrafter, 3 Vine Mare, 1 Carnage Tyrant, and 1 of that Undergrowth Legend that makes tokens and can sack them for CA. (sorry, I forget it's name)