So im getting ready for states. I know usually the format is slower at this time of the year, so it looks like right now is a good time to spring this on people.
Keep in mind this is an all in deck (little to no regard to mid to late game at all.)
So there you have it. Generally speaking the deck vomits itself on the table and attacks. No regard for itself.
I have made a few concessions due to how the meta is starting to look like. First I have Deathbellow Raiders as a 4 of and Chainwalker as a 2 of. This is due to mirror matches and some rares and mythics that will see play for sure. Raiders can block at least once. Walkers cannot, unless you are in a bind. If you bloodrush a Maaka on a raider it kills GhostDad. Walkers make a 2 for 1 trade. You reduce the power of jet in the mirror. Speaking of the mirror raiders beats up on zealots, and BTE while walker trades or worse. I'll say that I do like walkers better, but at this exact point I feel raiders are just better.
I dont need to explain most of the cards in the deck, but maybe just the bloodrush ones. I want to keep putting on the pressure. They allow for this. Against the new 0/3 wall for instance. I want to be able to attack into it without missing a beat. Other aggro decks just stop if they win the dieroll. They drop a land and you dropa land and a dude. They play it while you have to wait a full turn before you start attacking. My rushers allow for constant beats and playing dudes.
Sb hammer is for control decks.
More bloodrushers for decks light on removal but think they can keep up with me. Peak eruption is for decks playing Anger or want to chain me down. Basically if you dropa mountain and dont follow it up with a turn 1 dude you'll get these.
Revelry is for rings, whips, hammer, skills or whatever.
Am i really adding a second color for 2 cards? Yes I am. Rampage is just that good. No creature seeing play can survive a creature pumped by this. At best all they can hope for is that their bomb will soak up most the damage and maybe trade with my guys.
No PWers. Dont want them here. Nothing in this deck remotely resembles a ramp deck. I dont want to spend turn 3 or 4 casting a late game card. I shun the mid game, why plan for a late game?
If I am missing a turn 1 dude that rocks let me know. Its a shame exp is green. I dont have enough green sorces to reliably cast him turn 1. Maybe a few mountains for forest could make that better? IDKat this point. Is there a good burn spell i am missing? Maybe morters in the place of skills? Gotta remove the smiters and dragons I suppose. A single smiter doesnt scare me though. I can rush all over it. Ill never ever cast it as a sweeper with 21 lands right?
Can this deck go below 21 lands? I'd love to up the md skinbrand to 2 or something else. Maybe I can go 3 mutavaults. Any math heads out there can give advise on that? I want turn 1 red, turn 2 red then after that it doesnt matter to me. Thanks.
I am just going to put this out there, and you can do what you want with it, feel free to ignore me.
How is this any better than RDW? RDW does 90% of what you want, and it spits out just as fast or faster, and is far more reliable.
I won't ever ignore anyone on these threads. No worries there.
Help me understand how RDW is faster. RDW doesnt trample like rampager does. RDW doesnt destroy rings games 2 or 3. RDW has pretty much the same creature base as i do. The few forests are not an issue yet. I can see the small chance of getting the temple and a forest as my two lands, or 2 forests, or forest mutavault. Those would suck pretty bad. Hasnt happened yet, so other than that really rare instance how is RDW faster?
The 2 forest and temple are a slight concession to reliability. But do you really feel the current RDW builds are really that much more reliable? Far more seems like you are really pushing the issue.
Im actually faster than RDW in my testing. They want to play dudes and burn. I want to play dudes, pump where available, and burn out blockers. RDW gets stone walled by some cards, 0/3s, ghostdad, smiters, dragons etc. I take them tapping out and kill the threat or kill them.
It seems as though you are building a RDW with a splash for Rampager. That's fine, albeit the splash for one spell could make your mana base feel a little weird. Nearly half your mana base doesn't produce red, which could make casting a turn 2 BTE a little harder depending on your hand. I think the direction Gruul is going to go in will be more of a ramp/midrange-style strategy than the hyper fast aggor build of last standard. A fast aggressive build could still be possible, but further testing needs to be done imo. Consistency is why RDW will generally be better atm than R/g aggro. Even without Hellrider RDW can win extremely fast, and Fanatic of Mogis helps to regain some of that lost oomph that Hellrider gave the deck. I think a good example of a solid red list is the winner of SCGOpen Worcester. It curves out well, can apply threats from the get-go, and has a way to get a little extra reach when it needs to close the game out.
I have nothing against R/G aggro, it's the deck I ran last standard. It's just not the best positioned atm when there are so many other decks that can out-aggro it faster without a more solid, consistent build.
It seems as though you are building a RDW with a splash for Rampager. That's fine, albeit the splash for one spell could make your mana base feel a little weird. Nearly half your mana base doesn't produce red, which could make casting a turn 2 BTE a little harder depending on your hand. I think the direction Gruul is going to go in will be more of a ramp/midrange-style strategy than the hyper fast aggor build of last standard. A fast aggressive build could still be possible, but further testing needs to be done imo. Consistency is why RDW will generally be better atm than R/g aggro. Even without Hellrider RDW can win extremely fast, and Fanatic of Mogis helps to regain some of that lost oomph that Hellrider gave the deck. I think a good example of a solid red list is the winner of SCGOpen Worcester. It curves out well, can apply threats from the get-go, and has a way to get a little extra reach when it needs to close the game out.
I have nothing against R/G aggro, it's the deck I ran last standard. It's just not the best positioned atm when there are so many other decks that can out-aggro it faster without a more solid, consistent build.
Only real problem I have with this response is that you state half his mana base doesn't produce red. Either you misread something or you meant green. Only 4 lands don't produce red.
It seems as though you are building a RDW with a splash for Rampager. That's fine, albeit the splash for one spell could make your mana base feel a little weird. Nearly half your mana base doesn't produce red, which could make casting a turn 2 BTE a little harder depending on your hand. I think the direction Gruul is going to go in will be more of a ramp/midrange-style strategy than the hyper fast aggor build of last standard. A fast aggressive build could still be possible, but further testing needs to be done imo. Consistency is why RDW will generally be better atm than R/g aggro. Even without Hellrider RDW can win extremely fast, and Fanatic of Mogis helps to regain some of that lost oomph that Hellrider gave the deck. I think a good example of a solid red list is the winner of SCGOpen Worcester. It curves out well, can apply threats from the get-go, and has a way to get a little extra reach when it needs to close the game out.
I have nothing against R/G aggro, it's the deck I ran last standard. It's just not the best positioned atm when there are so many other decks that can out-aggro it faster without a more solid, consistent build.
Not sure how half of his mana base doesn't produce red. He has 17 red producers and 4 that are not(2 basic forests and 2 muta vaults). Thats less then 1/4 of his mana base that does not produce red. Great thing is even if he doesn't get a red in his opening hand but has the 2 basic forests(really rare but could happen) he could still keep with a BTE in hand and another red 2 drop.
As for the other stuff I would probably get rid of the skinbrand all together or keep it in the SB. Would much rather have more Gore-House Chainwalkers or a fourth Rubblebelt Maaka. Also Magma Jet is nothing to overlook as a 4 of. Really help our consistentcy problems. Anyways just my .02 since you helped my out on my deck.
Well the one goblin is due to still trying to find the right number for it. I had games were i never made it to 4 mana before the game was over. A 4th Maaka does have more attacking power but I lose some consistancy. I like having the option to pitch a Maaka and cast the goblin turn 3 for instance. Granted 1 is not great for getting that done. I look at the goblin as more of a dude than a pump. Where Maaka is more of a pump than a dude. I'd like a second one but there are so much better options.
Basically I have only 2 more lands that don't produce red than the average RDW decks. Currently. I would love to figure out how to keep consistancy and be able to run EXP1, but I don't think that is possible in this card pool.
I've had the exact situation stated above happen and still was able to pull out a win. 2 forests into BTE into BTE into a raider. Turn after next I got a stomping grounds and was able to pump and burn my way to victory. Not going to happenall that often but was nice to know it can happen.
What is everyones feelings on Skullcrack over Madcap Skills in the SB? Could pull something else out for a 3rd or 4th if necessary. I'd like the extra burn for the decks packing anger and verdicts. Verdicts also mean sphinxs to. The anger decks like to sweep and then drop bombs that I cant size up to.
Ash Zealot still feels like a card that could maybe make it's way back in here. Thoughts on that? The mana base means it wouldnt be a turn 2 play but I am fine with BTE into either Raiders or Chainwalkers for my turn 2 play.
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Keep in mind this is an all in deck (little to no regard to mid to late game at all.)
4 Rakdos Cackler
2 Legion Loyalist
4 Burning-Tree Emissary
4 Firefist Striker
4 Deathbellow Raider
2 Gore-House Chainwalker
1 Skinbrand Goblin
4 Lightning Strike
3 Magma Jet
3 Rubblebelt Maaka
4 Stomping Grounds
2 Forest
2 Mutavault
1 Temple of Abandon
12 Mountain
3 Peak Eruption
4 Destructive Revelry
2 Hammer of Purphoros
3 Madcap Skills
2 Skinbrand Goblin
1 Rubblebelt Maaka
So there you have it. Generally speaking the deck vomits itself on the table and attacks. No regard for itself.
I have made a few concessions due to how the meta is starting to look like. First I have Deathbellow Raiders as a 4 of and Chainwalker as a 2 of. This is due to mirror matches and some rares and mythics that will see play for sure. Raiders can block at least once. Walkers cannot, unless you are in a bind. If you bloodrush a Maaka on a raider it kills GhostDad. Walkers make a 2 for 1 trade. You reduce the power of jet in the mirror. Speaking of the mirror raiders beats up on zealots, and BTE while walker trades or worse. I'll say that I do like walkers better, but at this exact point I feel raiders are just better.
I dont need to explain most of the cards in the deck, but maybe just the bloodrush ones. I want to keep putting on the pressure. They allow for this. Against the new 0/3 wall for instance. I want to be able to attack into it without missing a beat. Other aggro decks just stop if they win the dieroll. They drop a land and you dropa land and a dude. They play it while you have to wait a full turn before you start attacking. My rushers allow for constant beats and playing dudes.
Sb hammer is for control decks.
More bloodrushers for decks light on removal but think they can keep up with me. Peak eruption is for decks playing Anger or want to chain me down. Basically if you dropa mountain and dont follow it up with a turn 1 dude you'll get these.
Revelry is for rings, whips, hammer, skills or whatever.
Am i really adding a second color for 2 cards? Yes I am. Rampage is just that good. No creature seeing play can survive a creature pumped by this. At best all they can hope for is that their bomb will soak up most the damage and maybe trade with my guys.
No PWers. Dont want them here. Nothing in this deck remotely resembles a ramp deck. I dont want to spend turn 3 or 4 casting a late game card. I shun the mid game, why plan for a late game?
If I am missing a turn 1 dude that rocks let me know. Its a shame exp is green. I dont have enough green sorces to reliably cast him turn 1. Maybe a few mountains for forest could make that better? IDKat this point. Is there a good burn spell i am missing? Maybe morters in the place of skills? Gotta remove the smiters and dragons I suppose. A single smiter doesnt scare me though. I can rush all over it. Ill never ever cast it as a sweeper with 21 lands right?
Can this deck go below 21 lands? I'd love to up the md skinbrand to 2 or something else. Maybe I can go 3 mutavaults. Any math heads out there can give advise on that? I want turn 1 red, turn 2 red then after that it doesnt matter to me. Thanks.
How is this any better than RDW? RDW does 90% of what you want, and it spits out just as fast or faster, and is far more reliable.
I won't ever ignore anyone on these threads. No worries there.
Help me understand how RDW is faster. RDW doesnt trample like rampager does. RDW doesnt destroy rings games 2 or 3. RDW has pretty much the same creature base as i do. The few forests are not an issue yet. I can see the small chance of getting the temple and a forest as my two lands, or 2 forests, or forest mutavault. Those would suck pretty bad. Hasnt happened yet, so other than that really rare instance how is RDW faster?
The 2 forest and temple are a slight concession to reliability. But do you really feel the current RDW builds are really that much more reliable? Far more seems like you are really pushing the issue.
Im actually faster than RDW in my testing. They want to play dudes and burn. I want to play dudes, pump where available, and burn out blockers. RDW gets stone walled by some cards, 0/3s, ghostdad, smiters, dragons etc. I take them tapping out and kill the threat or kill them.
I have nothing against R/G aggro, it's the deck I ran last standard. It's just not the best positioned atm when there are so many other decks that can out-aggro it faster without a more solid, consistent build.
Vi Veri Veniversum Vivus Vici.
Only real problem I have with this response is that you state half his mana base doesn't produce red. Either you misread something or you meant green. Only 4 lands don't produce red.
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Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Not sure how half of his mana base doesn't produce red. He has 17 red producers and 4 that are not(2 basic forests and 2 muta vaults). Thats less then 1/4 of his mana base that does not produce red. Great thing is even if he doesn't get a red in his opening hand but has the 2 basic forests(really rare but could happen) he could still keep with a BTE in hand and another red 2 drop.
As for the other stuff I would probably get rid of the skinbrand all together or keep it in the SB. Would much rather have more Gore-House Chainwalkers or a fourth Rubblebelt Maaka. Also Magma Jet is nothing to overlook as a 4 of. Really help our consistentcy problems. Anyways just my .02 since you helped my out on my deck.
Cheers!
Basically I have only 2 more lands that don't produce red than the average RDW decks. Currently. I would love to figure out how to keep consistancy and be able to run EXP1, but I don't think that is possible in this card pool.
I've had the exact situation stated above happen and still was able to pull out a win. 2 forests into BTE into BTE into a raider. Turn after next I got a stomping grounds and was able to pump and burn my way to victory. Not going to happenall that often but was nice to know it can happen.
What is everyones feelings on Skullcrack over Madcap Skills in the SB? Could pull something else out for a 3rd or 4th if necessary. I'd like the extra burn for the decks packing anger and verdicts. Verdicts also mean sphinxs to. The anger decks like to sweep and then drop bombs that I cant size up to.
Ash Zealot still feels like a card that could maybe make it's way back in here. Thoughts on that? The mana base means it wouldnt be a turn 2 play but I am fine with BTE into either Raiders or Chainwalkers for my turn 2 play.