Where I play, the majority of the playgroup is the so-called, "uberboys" (rather stupid name if you ask me) including I guess myself? The same 12-14 players show up every week for FNM, and maybe 8 or 9 irregular showups. By and large, everyone of the "regulars" treat new players very well, I know I and the person I pool with go out of our way to help out new players, helping them out with their decks and giving out rares and uncommons we don't really need. We have had maybe a handful of players over the years that fit your stereotype, though, but by and large they've been hated out of the local shop by the other players, seeing as how they don't really create the sort of attitude we want to project.
I always like to support the local Magic scene, and when we get new players it's like a breath of fresh air. Believe me, the last thing must "uberboys" want is for the local tournaments to burn out.
I've been running a deck like this for about 2 months now, ever since Adrian Sullivan wrote about using Warp World. When I played MTGO, I played a Casual Budget RAV deck that killed with Galvanic Arc. Here's the list I'm running right now:
It does pretty well, and I like the singleton Hellkite as, well a singleton. It's easily fetchable with Primal, too. I haven't really thought of what to put in it when Eventide rotates in but I definitely think I can find a spot for one or two Rise of the Hobgoblins.
I came here from one of your threads in Custom Cards, and I have to say, your art is really good, especially for the small canvas you say you work on. That being said, I can definitely see a difference in quality between your more.. furry related works and your more real world stuff. Which isn't to say it isn't good! I mean, I wish I could draw half as good as you.
Over on Star City, Sullivan posted an interesting rogue decklist revolving around efficient creatures and the garbage rare Warp World. Here's a link to the article, keep in mind it's Premium. I won't post his exact list here, since it IS a premium article, rather I'll post my own list that I've tweaked a bit.
Anyway, the deck doesn't revolve around Warp World so much as uses it as a sort of I-WIN button. Often times, I win the game without resolving a Warp World at all.
The deck is rather consistent, and very few decks seem able to recover from 2nd turn Magus or Finks into 3rd turn Riders.
Extensive testing of the deck showed that an aggressive Faeries hand can roll it rather easily, so I added Redcaps to the deck for a little reach. Additionally, it seemed to have trouble getting around creatures that have more than 3 toughness, thus the Vipers (Plus, I guess they like, draw cards or something.)
Match-ups
Faeries - The Faeries matchup is kind of iffy, and you really have to play your best against them. The key is to make every spell count, and to force them to burn counterspells on your garbage spells (at least against Faeries) in the matchup, like Finks and Viper, to let in the good. Really, pre-board can be a problem. Generally you would side in Vexing Shusher, Cloudthresher (duh!) and a Sulfurous Blast or two.
B/G Elves - Elves can be sort of a problem, as it's generally much faster than your deck. You have to mulligan aggressively against it, specifically into a 2nd turn Magus, at least pre-board. You board in Redcap, Goyf, and Blast. You should probably take a couple of Warp Worlds out as well.
Lark - Lark is about 50-50, as their Cloudskates are pretty useless against you. An okay hand can win it in your favor, unless they happen to have the god draw. Primal Command really shines as well. Goyfs and Redcaps come in.
Doran - Doran is a great matchup for you, you should win it rather handily, especially with Finks and Magus. A quick Warp World can seal this matchup pretty quickly, since a standard Doran will get maybe 4 or 5 permanents out of it. Goyf comes in.
Merfolk - Quite a problem, to be honest. They are generally faster than you in every way, and a good Merfolk hand can ruin you regardless. Blasts and Goyfs come in.
Well, that's the deck. A rather fun little rogue deck that can catch most metagames by surprise. Critiques?
Juhhhhhhhesus these are awesome. I seriously hope these become more common, it's gonna be hard enough to get that Origins Char and the extended art Mutavault for the cube..
Haha, I love it. You and your nude Pokemons.
Reread the card, starting with JUST the first line.
Also, this card is pretty awesome, grats on your win!
I always like to support the local Magic scene, and when we get new players it's like a breath of fresh air. Believe me, the last thing must "uberboys" want is for the local tournaments to burn out.
1 Kher Keep
1 Pendelhaven
1 Reflecting Pool
2 Karpulsan Forest
2 Grove of the Burnwillows
4 Fire-lit Thicket
9 Forest
3 Mountain
Creatures - 27
4 Llanowar Elves
4 Kitchen Finks
3 Masked Admirers
3 Siege-Gang Commander
3 Magus of the Moon
3 Farhaven Elf
2 Ohran Viper
2 Murderous Redcap
1 Bogardan Hellkite
4 Warp World
3 Mind Stone
2 Loxodon Warhammer
2 Primal Command
4 Tarmogoyf
3 Firespout
3 Vexing Shusher
3 Faerie Macabre
2 Murderous Recap
Minor OCD nitpick: Technically Mindcensor doesn't affect Mind Games, since the person who is playing the Head Games does the searching.
Karn, Silver Golem - Ice T
Braids, Cabal Minion - Al Harris of the Green Bay Packers
Mirri, Cat Warrior - Kathy Bates
Chainer, Dementia Master - Orlando Bloom
Yawgmoth - Doug Bradley (He could totally pull it off)
So I guess, THUMBS UP KEEP UP THE GOOD WORK SON.
I'm pretty sure these are just leftover Crystalline Slivers. As in, they didn't print anymore. At all. They might've though, WHO KNOWS?
1 Kher Keep
1 Pendelhaven
1 Reflecting Pool
2 Karpulsan Forest
2 Grove of the Burnwillows
4 Fire-lit Thicket
9 Forest
3 Mountain
Creatures - 32
4 Llanowar Elves
2 Boreal Druid
4 Kitchen Finks
4 Avalanche Riders
3 Masked Admirers
3 Siege-Gang Commander
3 Magus of the Moon
3 Farhaven Elf
2 Ohran Viper
2 Murderous Redcap
1 Vexing Shusher
4 Warp World
2 Primal Command
2 Murderous Redcap
3 Vexing Shusher
4 Tarmogoyf
3 Cloudthresher
3 Sulfurous Blast
The deck is rather consistent, and very few decks seem able to recover from 2nd turn Magus or Finks into 3rd turn Riders.
Extensive testing of the deck showed that an aggressive Faeries hand can roll it rather easily, so I added Redcaps to the deck for a little reach. Additionally, it seemed to have trouble getting around creatures that have more than 3 toughness, thus the Vipers (Plus, I guess they like, draw cards or something.)
Match-ups
Faeries - The Faeries matchup is kind of iffy, and you really have to play your best against them. The key is to make every spell count, and to force them to burn counterspells on your garbage spells (at least against Faeries) in the matchup, like Finks and Viper, to let in the good. Really, pre-board can be a problem. Generally you would side in Vexing Shusher, Cloudthresher (duh!) and a Sulfurous Blast or two.
B/G Elves - Elves can be sort of a problem, as it's generally much faster than your deck. You have to mulligan aggressively against it, specifically into a 2nd turn Magus, at least pre-board. You board in Redcap, Goyf, and Blast. You should probably take a couple of Warp Worlds out as well.
Lark - Lark is about 50-50, as their Cloudskates are pretty useless against you. An okay hand can win it in your favor, unless they happen to have the god draw. Primal Command really shines as well. Goyfs and Redcaps come in.
Doran - Doran is a great matchup for you, you should win it rather handily, especially with Finks and Magus. A quick Warp World can seal this matchup pretty quickly, since a standard Doran will get maybe 4 or 5 permanents out of it. Goyf comes in.
Merfolk - Quite a problem, to be honest. They are generally faster than you in every way, and a good Merfolk hand can ruin you regardless. Blasts and Goyfs come in.
Well, that's the deck. A rather fun little rogue deck that can catch most metagames by surprise. Critiques?
Thanks for the spoil, I love your show!