Really? What list are you running and how do you SB vs Jund, because i dont have that much even on Game 1. I MIGHT have 70/30 pre-side and then 50/50 at BEST post board
You mind posting your list? Jund runs a clock that is usually 1-2 turns slower than this deck and I'd be curious to see what your running.
And Immortal "Crap rare of crap rares" Coil combined with Blister Beetle has done wonders for the Boros match-up. Beetle is almost always a 2-for-1 and Coil is almost always 2 fogs. I have never drawn a card off of it, but the damage prevention is great.
God, Immortal Coil is $.10 at channelfireball.com. FOR A RARE LEGAL IN TYPE 2!!
You mind posting your list? Jund runs a clock that is usually 1-2 turns slower than this deck and I'd be curious to see what your running.
And Immortal "Crap rare of crap rares" Coil combined with Blister Beetle has done wonders for the Boros match-up. Beetle is almost always a 2-for-1 and Coil is almost always 2 fogs. I have never drawn a card off of it, but the damage prevention is great.
God, Immortal Coil is $.10 at channelfireball.com. FOR A RARE LEGAL IN TYPE 2!!
Is my list. I want to add a 4th Grim Disovery somewhere, but i can't seem to justify it anywhere, possibly a land.
Sideboarding in any MU is extremely hard tho, as every card in the maindeck seems almost 100% needed in the deck. I added the flashfreeze for the Jund MU as additional defence against Charm and Ruinblaster (they run waaaay more red sources than we run spreading seas)... but i can't seem to figure out what to take out to put them in. I don't want to lower my black creature count any more than it already is... and siding the other cards out messes drastically with your ability to combo reliably.
That is almost identical to mine. The only difference is:
MD
-2 Corpse Connoisseurs
+1 Grim Discovery
+ Kederekpt Leviathan
SB
-4 Spreading Seas
-3 Flashfreeze
+1 Immortal Coil
+4 Negate
+2 Pithing Needle
I run 21 lands for game 1 w/ a misty rainforest as the 21st land. game 2/3 I SB out a tome scour, a monstrous carabid, the misty rainforest, and then the rest depending on the matchup. But for the first 3 cards going in, its almost always those three out.
I find 4 Needles in the side to be extremely useful.
I just ran this at a local tourney and went 2-2 ... but both losses were 1-2 and both my opponents got extremely lucky. So far, from my experience, this deck has the hardest time w/ the nissa deck.
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Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
I've thrown together a list and done some fishing, solo-testing, and tested against my mates. The deck is cute when it does it's thing...but I quite often find I run into one glaring problem.
I don't have a crypt!
I run the full 4xCrypt 4xDiscovery, and after a run of games lost to lack of Crypt, I even tried the strat of mulling until I hit either one, but that ran me into trouble. I ask, is it just me getting unlucky or is there a way we can change the deck to make obtaining Crypts easier?
I'm also wondering if I should drop the Tome Scours for something else. They've been very 50/50 for me, many times milling past yet another Crypt + Discovery set of five cards. I was thinking replacing them with 2xTraumatize + 2x some sort of defensive creature (blister beetle/fleshbag/dreadscape)
Fyi, I test in paper, not with MO or MWS, so I can't even blame ☺☺☺☺ randomizers.
I've thrown together a list and done some fishing, solo-testing, and tested against my mates. The deck is cute when it does it's thing...but I quite often find I run into one glaring problem.
I don't have a crypt!
I run the full 4xCrypt 4xDiscovery, and after a run of games lost to lack of Crypt, I even tried the strat of mulling until I hit either one, but that ran me into trouble. I ask, is it just me getting unlucky or is there a way we can change the deck to make obtaining Crypts easier?
I'm also wondering if I should drop the Tome Scours for something else. They've been very 50/50 for me, many times milling past yet another Crypt + Discovery set of five cards. I was thinking replacing them with 2xTraumatize + 2x some sort of defensive creature (blister beetle/fleshbag/dreadscape)
Fyi, I test in paper, not with MO or MWS, so I can't even blame ☺☺☺☺ randomizers.
Help please!
The tome scours are as random as your draws. Randomization can not be used to blame not drawing crypt. Statistics can, but not the random mill of Tome Scour or Traumatize.
If you are really having trouble, you might want to try some number of the Ponder that Jacobs used. THat allows you to find a crypt, grim, or shuffle away your top 3 because they suck and cantrip. Personally, i don't recommend the Ponder, and dont have that much trouble finding a crypt, but that is an option. Don't switch from Tome Scour to Traumatize on the back of false logic tho.
has anyone tested bloodghast in this deck? it seems like a good fit; in my testing it is extremely useful in forcing through early damage, can be returned after being milled and is another black creature which powers up crypt.
Really? What list are you running and how do you SB vs Jund, because i dont have that much even on Game 1. I MIGHT have 70/30 pre-side and then 50/50 at BEST post board
My list is somewhere on this thread, and I do not really SB vs Jund, as I see no need for it.
What is YOUR version?
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Teaching without verbosity,
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creating without regard to result,
claiming nothing,
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The 1 Expedition map allows you to have crypt number 9 which make drawing either a crypt or a Grim discovery or Map that much easier in you starting hand. I find that when i have extra mana with crypt i can chain corpse connisuers together to maximize mana
has anyone tested bloodghast in this deck? it seems like a good fit; in my testing it is extremely useful in forcing through early damage, can be returned after being milled and is another black creature which powers up crypt.
Opinions?
i actually like it too. this is my list ive been running. he can be a pretty annoying fellow. btw i dont have alot of fetches thats why there are only 3
I think that the jund match up is a breeze. I did some testing last night and lost 1 game vs jund. Just 1. I brought in 3 flash freeze and 3 duress. Flashfreeze stops everything that you have to worry about. I'm still have to figure out how to board vs rock decks.
a quick question: Why doesnt this deck run bloodghast?
The haste on bloodghast is situational. Versus boros and jund, you may get haste on bloodghast. Versus control and slower decks, it just enters the battlefield looking cute.
If you plan on putting guys into play, they better have haste so you can win on that turn.
The only neat trick I can see with bloodghast is burning a fetch land on your opponent's turn to landfall them into play before the alpha strike/'surprise' blockers. However, this is only tactically sound if you have a cycler in hand as you are denying yourself crab/tome scour casting for a turn.
If I had four, I would put them in the side board; lots of aggro decks around here and a recurring blocker is nice, and I personally run 18 lands with 2~4 Jhessian Zombies (I'm still working on how many are good). My only issue is my fetchlands consist of a marsh flat, scalding tarn, and two misty rainforests. Not exactly optimal for the decklist.
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The only neat trick I can see with bloodghast is burning a fetch land on your opponent's turn to landfall them into play before the alpha strike/'surprise' blockers. However, this is only tactically sound if you have a cycler in hand as you are denying yourself crab/tome scour casting for a turn.
If I had four, I would put them in the side board; lots of aggro decks around here and a recurring blocker is nice, and I personally run 18 lands with 2~4 Jhessian Zombies (I'm still working on how many are good). My only issue is my fetchlands consist of a marsh flat, scalding tarn, and two misty rainforests. Not exactly optimal for the decklist.
Except Bloodghast can't block.
He is not good in this deck at all and I wish people would stop asking every 8-9 posts (not aimed at you Keifru). Seriously guys, do a search. You will find other people asking the same question and the same answer coming back every time.
Cons-
1. he doesn't cycle.
2. he offers no potential defensive value.
3. he doesn't unearth (which all have haste when they unearth)
4. he doesn't help fill your graveyard nearly as well as Cyclers and Crabs
5. he takes up places in the deck that are already very tight without providing any substantial benefits to "what the deck does"
Pros-
1. he's black and counts towards Crypts.
2. he's a good aggro creature that works well with a deck that runs fetches.
3. he loves getting milled.
Bloodghast can't block, otherwise it would be one of the most retarded cards in T2 right now. Jund would be killing themselves with their own Putrid Leeches. It would prevent 2-3 damage against Bushwhacker every turn, with potential of trading, if they don't have a path.
Only things I am really unhappy with this deck are the Kederekt Leviathan, which too often is a dead card, and the 4 Grim Discovery. Leviathan is really rarely needed, and I believe 3 Discoveries might be enough. (Although 4 feels more reliable.).
I believe I'll end up cutting the leviathan for a land or a black creature in the end. (Jhessian Zombies or Esper Sojourners, I figure.)
Sorry if I'm kind of necroing this post, but I just found it, and it has been amazing (I'm using budget mana though, something like:
)
This list feels a bit slower, but a lot more reliable than the Jacobs build. And I actually like the 4 Discovery and the singleton Leviathan; you don't always open with a Crypt, and the Leviathan can be tutored for, and really helps against disastrous fields (especially if you can combine it with an Extractor). Just my opinion, though.
EDIT: MD Leviathans are pretty bad, but you can never have too many Stitchers
-1 Leviathan
+1 Stitcher
Hey guys, I was wondering if you guys could help me out. My list is below, I wanted to fit in Sedraxis Specters but couldn't figure out where. This means the extra mountain and Scalding Tarns too. Also I need to put Immortal Coils in the sb.
I piloted this deck, with a few changes because I couldn't find some cards, to a 3-1 finish at fnm last week, losing only to cascading seas. What do you guys think I should change?
...I'm not too sure about the SB, though. The reason for 4 Stitchers are that you need at least 1 to go off (unless you have 2 Crypts). Therefore, pre-board, 4 Stitchers, imo, are optimal. Post-board, however, they can be some of the first to go. Also, I could probably use a little help with the SB. Thanks!
I am playing this deck on MTGO, have been for a weeks time. It's more resilient than you'd think. Many people go "this deck rolls over to Jund Charm" but I witnessed one guy coming back from twoJund Charms to win a game out of nowhere.
I also saw one guy who had Gatekeeper of Malakir in place of the Sedraxis Specter beat Jund as well.
I use Tome Scour and I find it more reliable than Traumatize. I juggle between one and two Fatestitchers main deck and I don't run the Leviathan. It's been working out pretty well so far, but I'll keep testing.
I am playing this deck on MTGO, have been for a weeks time. It's more resilient than you'd think. Many people go "this deck rolls over to Jund Charm" but I witnessed one guy coming back from twoJund Charms to win a game out of nowhere.
I also saw one guy who had Gatekeeper of Malakir in place of the Sedraxis Specter beat Jund as well.
I use Tome Scour and I find it more reliable than Traumatize. I juggle between one and two Fatestitchers main deck and I don't run the Leviathan. It's been working out pretty well so far, but I'll keep testing.
I have been able to recover from a Jund Charm as well. With a couple of Tome Scours and a Crab you can reload against an opponent that get's a bit too jumpy. An opponent more well versed in the deck will wait until you tap the Crypt for a lot of mana and when you try to play your first unearth guy, they Charm your graveyard. If they are patient with the Charm, you should lose.
And I do think that Tome Scour has completely replaced Traumatize. I want to already be ready to win once I have 5 mana out and Traumatize is just too slow. You need 2 Fatestitchers. They are just too good. You need 1, so the 2nd is your back up. And worst case, you can unearth with a spare U, attack for 1, and it counts towards the Extractor Demons. The second one actually won me game 3 against Vampires last night. I have 2 Leviathans in my board, but I am seriously thinking that they need to be main.
I took the deck out last night and did alright.
Round 1 (2-0) - Mono-Green stuff
His deck had a lot of ramp and a lot of fatties, but the ramp seemed to come too late. Each game he had me down pretty low, but needed just 1 more swing with anything and I'd have died. I was able to hold off most of the attackers by blocking with Rotting Rats (this card is unbelievable!) and then stripping his hand with them.
Round 2 (1-2) - GW-Mindrange
Game 1 I won pretty easily. He mulled to 5 and I had him discard 2 cards off a rat. He didn't get quite enough land out until too late and I came in with 3 Demon Extractors and 3 Sedraxis Scepters for the win. I boarded in 3 Death Marks.
Game 2, I got my deck moving pretty good. It was starting to look like I might have it and then an Elspeth enhance, exalted Cliffrunner Behemoth took me out in 2 turns. Our deck just doesn't have any way of blocking huge flyers unless we can hardcast something, and really when does that ever happen? I actually cast the Specter and it gets Pathed right away, and I don't go get a land because my library was already running dangerously low.
Game 3, we both hold 7 and he plays turn 1 Pithing Needle naming Crypt. Before you jump all over me I wasn't thinking straight (cold medicine is so so awesome). The weird part is that he didn't know either, and neither did the the guys next to us and even the judge didn't say anything when we told him afterwards. Oops. So, I had a great hand with everything I needed except the Crypt.
Round 3 (1-2) - Red Haste
He got land screwed and I won. I kept his hand pretty empty, and that's about it. Game 2 he pretty much double Goblin Guided me to death while I got no land off of them. Just when it looked like I could pull it off, in came the Ball Lightning that either killed me or both of my crabs. Game 3, see game 2.
Round 4 (2-1) - Bw Vampires
Remember the cold medicine? I don't remember enough specifics to even post. I know I got a crab Pathed right away and then a hard cast Sedraxis Specter which took at O-ring. I hate RFG with this deck. And game 3, I had 21 points of damage getting ready to hit him and he has a Nighthawk to block and screw up my math. I unearth a second Fatestitcher and tap the Nighthawk and win.
Our deck just doesn't have any way of blocking huge flyers unless we can hardcast something, and really when does that ever happen?
.. Relatively often?
I know I've won a few games on back of a hardcasted Extractor Demon. If you have a crypt, 6 mana is quite achievable early on. I also hardcast Connoisseurs quite a bit against control decks to set up victory.
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creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I actually am benefiting from 1 main traumatize. It has a tendancy to just show up when I need it and cant scour myself. Also I fit in 1 corpse connoiseur. My matchups with everything except for rock decks are solid. I beat jund consistantly. My only fears is the aggro match ups. RDW is unbeatable as well as boros. Anything running haunting echoes is also scary. What does everyone think of running sacrament?
How are yall playing your Jund matchups? There is a lot around here, and I'm having a lot of trouble fighting them. What kind of hands are you keeping, and what are you throwing back?
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Hey guys, I was wondering if you guys could help me out. My list is below, I wanted to fit in Sedraxis Specters but couldn't figure out where. This means the extra mountain and Scalding Tarns too. Also I need to put Immortal Coils in the sb.
I piloted this deck, with a few changes because I couldn't find some cards, to a 3-1 finish at fnm last week, losing only to cascading seas. What do you guys think I should change?
I would lose the Carabids for The Sedraxis Specter the carabid does nothing for this deck only clogs up the hand. My deck looks about the same as yours but with the change and i constantly go off turn 4-5 more turn 4s than 5's.
EDIT: MD Leviathans are pretty bad, but you can never have too many Stitchers
-1 Leviathan
+1 Stitcher
1 MD leviathan has won me so many games it isn't funny it is good against all decks except for RDW and boros.
For tech against boros I have created a list that we all should test to see what gives the best results.
Is it a better play to only play the Hedron crab when you are sure you can get 3 cards milled out of it aka when you have an unpoped fetch land? or to play it first turn and hope you can get 6+ milled from it?
What do you unearth first with these creatures in your grave?
Rotting rats, sedraxis specter, Extractor demon
What is the correct black creature count for this deck?
My experiance is that 22 is the right number but i think that if it was bumped up to 24-26 that third turn wins would be more common i will test and get back to you guys on this.
How are yall playing your Jund matchups? There is a lot around here, and I'm having a lot of trouble fighting them. What kind of hands are you keeping, and what are you throwing back?
What is your deck list and what is your sideboard? So i can better answer this question.
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GR Ramp Happy Valakut GR
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You mind posting your list? Jund runs a clock that is usually 1-2 turns slower than this deck and I'd be curious to see what your running.
And Immortal "Crap rare of crap rares" Coil combined with Blister Beetle has done wonders for the Boros match-up. Beetle is almost always a 2-for-1 and Coil is almost always 2 fogs. I have never drawn a card off of it, but the damage prevention is great.
God, Immortal Coil is $.10 at channelfireball.com. FOR A RARE LEGAL IN TYPE 2!!
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Haha agreed on the coil.
4 Crypt of Agadeem
3 Drowned Catacomb
3 Swamp
4 Island
4 Scalding Tarn
1 Mountain
2 Marsh Flats
Black Creatures: 26
4 Monstrous Carabid
4 Architects of Will
4 Viscera Dragger
4 Extractor Demon
4 Rotting Rats
4 Sedraxis Specter
2 Corpse Connoisseur
4 Hedron Crab
2 Fatestitcher
4 Tome Scour
3 Grim Discovery
4 Spreading Seas
3 Flashfreeze
1 Keterekt Leviathan
3 Immortal Coil
4 Blister Beetle
Is my list. I want to add a 4th Grim Disovery somewhere, but i can't seem to justify it anywhere, possibly a land.
Sideboarding in any MU is extremely hard tho, as every card in the maindeck seems almost 100% needed in the deck. I added the flashfreeze for the Jund MU as additional defence against Charm and Ruinblaster (they run waaaay more red sources than we run spreading seas)... but i can't seem to figure out what to take out to put them in. I don't want to lower my black creature count any more than it already is... and siding the other cards out messes drastically with your ability to combo reliably.
MD
-2 Corpse Connoisseurs
+1 Grim Discovery
+ Kederekpt Leviathan
SB
-4 Spreading Seas
-3 Flashfreeze
+1 Immortal Coil
+4 Negate
+2 Pithing Needle
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
I find 4 Needles in the side to be extremely useful.
I just ran this at a local tourney and went 2-2 ... but both losses were 1-2 and both my opponents got extremely lucky. So far, from my experience, this deck has the hardest time w/ the nissa deck.
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
I've thrown together a list and done some fishing, solo-testing, and tested against my mates. The deck is cute when it does it's thing...but I quite often find I run into one glaring problem.
I don't have a crypt!
I run the full 4xCrypt 4xDiscovery, and after a run of games lost to lack of Crypt, I even tried the strat of mulling until I hit either one, but that ran me into trouble. I ask, is it just me getting unlucky or is there a way we can change the deck to make obtaining Crypts easier?
I'm also wondering if I should drop the Tome Scours for something else. They've been very 50/50 for me, many times milling past yet another Crypt + Discovery set of five cards. I was thinking replacing them with 2xTraumatize + 2x some sort of defensive creature (blister beetle/fleshbag/dreadscape)
Fyi, I test in paper, not with MO or MWS, so I can't even blame ☺☺☺☺ randomizers.
Help please!
The tome scours are as random as your draws. Randomization can not be used to blame not drawing crypt. Statistics can, but not the random mill of Tome Scour or Traumatize.
If you are really having trouble, you might want to try some number of the Ponder that Jacobs used. THat allows you to find a crypt, grim, or shuffle away your top 3 because they suck and cantrip. Personally, i don't recommend the Ponder, and dont have that much trouble finding a crypt, but that is an option. Don't switch from Tome Scour to Traumatize on the back of false logic tho.
Opinions?
My list is somewhere on this thread, and I do not really SB vs Jund, as I see no need for it.
What is YOUR version?
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
4 Architects of will
4 Sedris Specter
4 Rotting rats
4 Extractor Demon
4 Viscera Dragger
3 Dregscape zombie
2 Corpse Connoisseur
1 Fatesticher
4 Hedron crap
Cantrips
4 Tome scour
4 Grim Harvest
1 Expedition map
Land 21
4 Crypt of Agadeem
4 Scalding Tarn
4 Marsh Flats
4 Swamps
4 Islands
1 mountain
The 1 Expedition map allows you to have crypt number 9 which make drawing either a crypt or a Grim discovery or Map that much easier in you starting hand. I find that when i have extra mana with crypt i can chain corpse connisuers together to maximize mana
GR Ramp Happy Valakut GR
i actually like it too. this is my list ive been running. he can be a pretty annoying fellow. btw i dont have alot of fetches thats why there are only 3
6 swamp
5 island
4x crumbling necropolis
4x crypt of agadeem
1x misty rainforest
1x scalding tarn
1x verdant catacombs
creatures
4x hedron crab
4x extractor demon
4x architects of will
4x viscera dragger
4x monstrous carabid
3x corpse connoisseur
3x rotting rats
3x bloodghast
1x fatestitcher
1x kederekt leviathan
4x tome scour
3x grim discovery
3x immortal coil
4x spreading seas
4x infest
3x gatekeeper of malakir
1x kederekt leviathan
Tooth & Nail........Grishoalbrand....Living Dominance....Tezzerator.........Vannifar Pod
My Decks that have been BANNED
DRS Jund | Kiki-Pod | Bloom Titan | Splinter Twin | KCI
The haste on bloodghast is situational. Versus boros and jund, you may get haste on bloodghast. Versus control and slower decks, it just enters the battlefield looking cute.
If you plan on putting guys into play, they better have haste so you can win on that turn.
If I had four, I would put them in the side board; lots of aggro decks around here and a recurring blocker is nice, and I personally run 18 lands with 2~4 Jhessian Zombies (I'm still working on how many are good). My only issue is my fetchlands consist of a marsh flat, scalding tarn, and two misty rainforests. Not exactly optimal for the decklist.
RIP Krensae Fluidtail: Sleep well with the fish
Except Bloodghast can't block.
He is not good in this deck at all and I wish people would stop asking every 8-9 posts (not aimed at you Keifru). Seriously guys, do a search. You will find other people asking the same question and the same answer coming back every time.
Cons-
1. he doesn't cycle.
2. he offers no potential defensive value.
3. he doesn't unearth (which all have haste when they unearth)
4. he doesn't help fill your graveyard nearly as well as Cyclers and Crabs
5. he takes up places in the deck that are already very tight without providing any substantial benefits to "what the deck does"
Pros-
1. he's black and counts towards Crypts.
2. he's a good aggro creature that works well with a deck that runs fetches.
3. he loves getting milled.
Pros do not outweigh the Cons.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Sorry if I'm kind of necroing this post, but I just found it, and it has been amazing (I'm using budget mana though, something like:
4 Swamp
8 Island
4 Terramorphic Expanse
)
This list feels a bit slower, but a lot more reliable than the Jacobs build. And I actually like the 4 Discovery
and the singleton Leviathan;you don't always open with a Crypt,and the Leviathan can be tutored for, and really helps against disastrous fields (especially if you can combine it with an Extractor).Just my opinion, though.EDIT: MD Leviathans are pretty bad, but you can never have too many Stitchers
-1 Leviathan
+1 Stitcher
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
4 Crypt of Agadeem
4 Drowned Catacomb
4 Island
4 Swamp
1 Misty Rainforest
3 Marsh Flats
2 Scalding Tarn
Creatures
2 Kederekt Leviathan
3 Corpse Connoisseur
4 Rotting Rats
4 Hedron Crab
4 Monstrous Carabid
4 Extractor Demon
4 Viscera Dragger
4 Architects of Will
3 Fatestitcher
4 Grim Discovery
2 Tome Scour
3 Negate
3 Deathmark
3 Spreading Seas
3 Blister Beetle
3 Pithing Needle
I piloted this deck, with a few changes because I couldn't find some cards, to a 3-1 finish at fnm last week, losing only to cascading seas. What do you guys think I should change?
4 Architects of Will
4 Extractor Demon
4 Monstrous Carabid
4 Hedron Crab
4 Rotting Rats
4 Viscera Dragger
4 Corpse Connoisseur
4 Fatestitcher
4 Grim Discovery
4 Tome Scour
Lands (20)
4 Terramorphic Expanse
4 Crypt of Agadeem
8 Island
4 Swamp
4 Spreading Seas
4 Blister Beetle
3 Immortal Coil
2 Kederekt Leviathan
2 Expedition Map
...I'm not too sure about the SB, though. The reason for 4 Stitchers are that you need at least 1 to go off (unless you have 2 Crypts). Therefore, pre-board, 4 Stitchers, imo, are optimal. Post-board, however, they can be some of the first to go. Also, I could probably use a little help with the SB. Thanks!
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
I also saw one guy who had Gatekeeper of Malakir in place of the Sedraxis Specter beat Jund as well.
I use Tome Scour and I find it more reliable than Traumatize. I juggle between one and two Fatestitchers main deck and I don't run the Leviathan. It's been working out pretty well so far, but I'll keep testing.
I have been able to recover from a Jund Charm as well. With a couple of Tome Scours and a Crab you can reload against an opponent that get's a bit too jumpy. An opponent more well versed in the deck will wait until you tap the Crypt for a lot of mana and when you try to play your first unearth guy, they Charm your graveyard. If they are patient with the Charm, you should lose.
And I do think that Tome Scour has completely replaced Traumatize. I want to already be ready to win once I have 5 mana out and Traumatize is just too slow. You need 2 Fatestitchers. They are just too good. You need 1, so the 2nd is your back up. And worst case, you can unearth with a spare U, attack for 1, and it counts towards the Extractor Demons. The second one actually won me game 3 against Vampires last night. I have 2 Leviathans in my board, but I am seriously thinking that they need to be main.
I took the deck out last night and did alright.
Round 1 (2-0) - Mono-Green stuff
His deck had a lot of ramp and a lot of fatties, but the ramp seemed to come too late. Each game he had me down pretty low, but needed just 1 more swing with anything and I'd have died. I was able to hold off most of the attackers by blocking with Rotting Rats (this card is unbelievable!) and then stripping his hand with them.
Round 2 (1-2) - GW-Mindrange
Game 1 I won pretty easily. He mulled to 5 and I had him discard 2 cards off a rat. He didn't get quite enough land out until too late and I came in with 3 Demon Extractors and 3 Sedraxis Scepters for the win. I boarded in 3 Death Marks.
Game 2, I got my deck moving pretty good. It was starting to look like I might have it and then an Elspeth enhance, exalted Cliffrunner Behemoth took me out in 2 turns. Our deck just doesn't have any way of blocking huge flyers unless we can hardcast something, and really when does that ever happen? I actually cast the Specter and it gets Pathed right away, and I don't go get a land because my library was already running dangerously low.
Game 3, we both hold 7 and he plays turn 1 Pithing Needle naming Crypt. Before you jump all over me I wasn't thinking straight (cold medicine is so so awesome). The weird part is that he didn't know either, and neither did the the guys next to us and even the judge didn't say anything when we told him afterwards. Oops. So, I had a great hand with everything I needed except the Crypt.
Round 3 (1-2) - Red Haste
He got land screwed and I won. I kept his hand pretty empty, and that's about it. Game 2 he pretty much double Goblin Guided me to death while I got no land off of them. Just when it looked like I could pull it off, in came the Ball Lightning that either killed me or both of my crabs. Game 3, see game 2.
Round 4 (2-1) - Bw Vampires
Remember the cold medicine? I don't remember enough specifics to even post. I know I got a crab Pathed right away and then a hard cast Sedraxis Specter which took at O-ring. I hate RFG with this deck. And game 3, I had 21 points of damage getting ready to hit him and he has a Nighthawk to block and screw up my math. I unearth a second Fatestitcher and tap the Nighthawk and win.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
.. Relatively often?
I know I've won a few games on back of a hardcasted Extractor Demon. If you have a crypt, 6 mana is quite achievable early on. I also hardcast Connoisseurs quite a bit against control decks to set up victory.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
RIP Krensae Fluidtail: Sleep well with the fish
I would lose the Carabids for The Sedraxis Specter the carabid does nothing for this deck only clogs up the hand. My deck looks about the same as yours but with the change and i constantly go off turn 4-5 more turn 4s than 5's.
1 MD leviathan has won me so many games it isn't funny it is good against all decks except for RDW and boros.
For tech against boros I have created a list that we all should test to see what gives the best results.
Puppet conjurer
Drudge skeletons
Sedraxis Alchemist
Vampire Lacerator
Wall of Bone
Vampire Nighthawk
Grixis Grimblade
Kathari Remnant
Tidehollow strix
Kraken Hatchling
Goblin Outlander
Mindlock orb
Play tests/questions
Is it a better play to only play the Hedron crab when you are sure you can get 3 cards milled out of it aka when you have an unpoped fetch land? or to play it first turn and hope you can get 6+ milled from it?
What do you unearth first with these creatures in your grave?
Rotting rats, sedraxis specter, Extractor demon
What is the correct black creature count for this deck?
My experiance is that 22 is the right number but i think that if it was bumped up to 24-26 that third turn wins would be more common i will test and get back to you guys on this.
Is ponder right for this deck?
I will give the answer to question 2 on my next post.
If anyone else has some interesting play questions or testing results please post them.
What is your deck list and what is your sideboard? So i can better answer this question.
GR Ramp Happy Valakut GR