My favourite card: Grand Abolisher
When I started first playing magic I was playing the WB M11 intro deck. I was having a blast with it, however I began to remove more and more of the black, until it became mono white. I had named it 'Control the Battlefield', and it was a blast. Though I remember the day that I cracked the Abolisher and was able to put it into my deck. It was glorious. I only had the one. However it would stymie my friends' plans and help me hold the fort down till I could start swinging in with my finishers.
The card really help drive my interest for magic. I will always have fond memories of playing it.
4x Woodland Cemetery
4x Stomping Ground
3x Blood Crypt
6x Forest
3x Swamp
I feel like this is more appropriate. The sideboard should probably look to have more Dreadbore in it, for 4 drop hybrid/multicoloured creatures.
I really don't like the removal of Strangleroot and Predator Ooze. Strangleroot is pressure and gets in there. And Ooze is frustrating for most players to deal with. If they don't have trample, they're stonewalled. I know Knight of Infamy is pro-white, but I've tried him in here before and it gets burned every time by Spear or Pillar. White is being played with Red, and because of that we need a way around damage based removal. Ranger's Guile is probably the best bet for this; as it works on all of our creatures.
Also Slater you need to post that list with Knight of Infamy in it.
4x Arbor Elf
3x Ulvenwald Tracker
4x Strangleroot Geist
4x Lotleth Troll
4x Predator Ooze
3x Dreg Mangler
2x Wolfir Silverheart
SPELLS - 5
3x Ultimate Price
2x Abrupt Decay
4x Rancor
PLANESWALKERS - 3
3x Garruk Relentless
LANDS - 24
4x Overgrown Tombs
4x Woodland Cemetery
4x Golgari Guildgate
9x Forest
3x Swamp
1x Duress
2x Appetite for Brains
2x Abrupt Decay
3x Sheltering Word
1x Ranger's Guile
3x Crushing Vines
3x Tribute to Hunger
Round 1 -- 0 - 2
Nearly a mirror match here. His was more green with a splash of black compared to mine. I had mana issues (flood and drought) both games that I couldn't recover from.
Round 2 -- 1 - 2
G/W ramp, lifegain subtheme. Dude would hit Trostani, then start dropping Armada wurms and the like. Selesnya Charm sucks. I need to correct my SB for that Charm and other control decks. Very large dudes are hard to deal with.
Round 3 -- 2 - 0
Rouge B/R Vampire/Zombie/Curse.dec I don't know what this guy was thinking. It was an interesting deck, though I blew him out the first game and didn't need to sideboard. Second game he got his curses online, and it got kind of scary. The deck was too slow and trying to do too much. But Curses? Could be a fun rogue.dec to play on the side.
Round 4 -- 2 - 0
Dimir Mill. Looked like a lot of fun, though he didn't get any threats online. Ran through him twice. He did get some good mills in and Jace out both games. Though it wasn't enough, he really needed Kraken Hatchling, Jace's Phantasm, Hover Barrier, etc to slow me down.
I feel like I could have won Round 1, but it was just bad shuffling. Round 2, no chance. Without Murder I couldn't deal with his creatures. There isn't really wasn't any time to get P. Ooze big enough to kill stuff. Appetite for Brains would have helped, along with Duress and Slip. U. Tracker is an all-star, repeatable removal. Amazing. Though maybe a one of Pit Fight or a couple in the sideboard would be good to add in. Once or twice it came up where P. Fight would have made a difference.
Garruk is a great threat, and the deathtouch tokens are relevant against Boros Reckoner.
Also my sideboard is a wreck. I couldn't find all of my playset of Guile, I only two Appetites... I think I should have played Plummet instead of Crushing Vines because it is faster. Though I didn't run into too many fliers. Also I like Tribute over Devour Flesh, because it swings the life total in my favour.
Ugh, my mind is fried. I'll be back.
How was plummet in the sideboard? Also were you able to get Silverheart out in the Jund match ups?
I think Revenge of the Hunted is what I'm testing in my next build. I remember from mono-green Fight Club that on turn two or three it really turned on the race.
Also what were you siding the 1 Yeva in for?
I feel that to bring in Deathrite Shaman would mean removing Garruk and Wolfir Silverheart. And I like being able to find an answer. Having 12 power hit the board is excellent. You can swing in with 4+, possibly with trample and then have another 8 kick around for blocks. Awesome stuff.
Though I am big on The Gate Keeper's list and the MB Revenge of the Hunted. Coming in over the top with huge damage and trample, especially on turn two... So much fun. I feel like that list could go a little more removal heavy, with Deathrites, Decays, etc. Use them as control elements, then sideboard in Duress, Guile and Appetite for control match ups.
I feel like Rock and Plague are about to combine in as one. But its almost better to say that Rock is the BBG version of the deck and Plague is GGB of the deck.
10 Forest
4 Overgrown Tomb
2 Swamp
4 Woodland Cemetery
4 Golgari Guildgate
Creatures
4 Arbor Elf
4 Ulvenwald Tracker
4 Strangleroot Geist
4 Lotleth Troll
4 Predator Ooze
4 Dreg Mangler
2 Wolfir Silverheart
4 Rancor
Spells
2 Abrupt Decay
1 Death Wind
2 Tragic Slip
2 Ultimate Price
Planeswalker
3 Garruk Relentless
3 Plummet
3 Ranger's Guile
3 Sever the Bloodline
1 Silklash Spider
1 Abrupt Decay
1 Ultimate Price
3 Tragic Slip
Tested a version similar to this last night and found that tutoring with Garruk was very powerful. Infact won a game for me. I kind of like the SB, however I think that using something more along the lines of Kibler's SB would be better against control.
Also Silklash Spider. If you can tutor for it with Garruk, you can gain some advantage against your opponent's fliers. I love the idea of Plummet to deal with fliers, really brilliant.
I didn't quite like Deathrite in testing last night. Though the shaman did keep me alive for a bit of the game, it felt awkward. Could be a lack of practice with the card.
Anyways I like the creature heavy version, it feels like there is consistently more pressure on one's opponent. Which is a feeling my friend said when I played the similar mono-green Fight Club deck last Standard. Knowing that I'm making my opponent sweat is good. Means they're more likely to make a mistake I can pounce on.
Oh the land... it was weird, the paper version (which I spilled scotch on today =[ ), was nearly flooding me during testing. However online it felt like I was always mana screwed.
3 Dimir Charm
4 Thought Scour
3 Spell Rupture
4 Grisly Salvage
2 Treasured Find
3 Splinterfright
4 Screeching Skaab
4 Deathrite Shaman
3 Invisible Stalker
3 Lotleth Troll
4 Overgrown Tomb
4 Woodland Cemetery
4 Watery Grave
4 Hinterland Harbor
4 Drowned Catacomb
3 Breeding Pool
4 Runechanter's Pike
Yes I just tossed in all the duals for lands. I'm feeling lazy.
2x Sublime Archangel
4x Silverblade Paladin
2x Ajani Pridecaller
I'm not sure these fit the definition of budget. Just because someone wants to play a specific archetype doesn't necessarily mean that its for the reason of being budget. I don't think we should be derailing a thread and dismissing the idea. Lets get some FNM numbers up (I missed mine this week :-/) and see where this goes.
On creating a Wg variant...
I'm not sure how well splashing green is going to work with all the double white costs in the deck. Would using 4 Sunpetals and 1 or 2 Gavony Townships be worth it? Or do we need to get into the shock lands? I feel that this will fall into a full on out GW humans deck.
Testing...
My testing will be limited to Cockatrice since I'm invested in GB (fight club/rock) and Esper tokens. Victory can you post some FNM match results soon? Or anybody else for that matter.
Keep up the good work, I think you've got something here!
4 Rootbound Crag
4 Temple Garden
4 Sunpetal Grove
3 Gavony Townships
The white splash is for Gavony, however you want to always have access to white for when yo drop Gavony. You'll hear this, GtC will make life easier mana wise. Also look at Kessig Wolf Run, you're running lots of Red, so getting in with this is pure win.
As for creatures, go 4 Waif and 4 Young wolf... You want a Turn 1 play, and quite a few decks will not play a spell Turn 1. So starting off aggressive is key.
You have lots of two ofs in your deck for the other creatures. You should streamline it and create a sideboard with some of the creatures for when the situation arises.
Also look at splashing white for cards like Faith's Shield to give your cards pro-colour. It'll help protect them in times of need.
Just a bit to chew on. Good luck!
Don't add in the Paladins, you're focus is tokens so keep it there. Speaking of which, you absolutely need 3 Rootborns (minimum! in MB), incredibly good against Zombies, board wipes, etc. If you can get your opponent to over commit with an attack, dropping a Rootborn and gaining a blocker is big. If their creatures are tapped out and swinging in with Virtue on the board is win. Also helpful here is Druid's Deliverance, fog + populate, awesome.
Rancor is meh.... Good with Monk and the Angel, but if your tokens get D. Sphere'd Monk is then useless. Angel hurts the mana base with triple white, I'd remove it. If you focus on a human token theme you can go with Mayor and just don't let him flip.
Lands, I'd go for a straight 24, max out your odds. You want to cast lots of fun stuff. Guildgates are ok, I guess. Just don't keep a hand with any, ever. Also I would consider a single Grove of the Guardian or possibly two for some late game shenanigans.
Entreat the Angels as a one of can help you swing the game around. Need one big dude? Sure, miracle it for lots of dudes? Even better.
Collective Blessing is solid once you have board presence. Get it out and swiiiiiiiiiing!
Also I have a friend recommending Eyes in the Sky - which I think is.... ugh, horrible. It populates, but is useless unless I have a solid token to populate. It requires some testing.
I'm building this deck (or close to it) for my playgroup on Tuesday. So hopefully I can report back with a list and pairings.
Best of luck!
First up... deck tags.
4x Armored Skaab
2x Schreeching Skaab
4x Boneyard Wurm
4x Dungeon Geists
4x Ghoultree
4x Splinterfright
4x Kessig Cagebreakers
4x Mulch
4x Trackers Instincts
2x Gnaw to the bone
Lands
4x Hinterland Harbor
4x Evolving Wilds
9x Forest
7x Island
Deck tags make life so much easier. So this deck was solid fun when I built it just before rotation.
Current issues is that there is no way to solidify the mana base without E. Wilds, which slows the deck down quite a bit. When GtC comes, the reprinted shock lands will help quite a bit.
You have lots of solid self mill options at this time. Splinterfright, and the Skaabs do quite a bit of work for this deck. Cards such as Jarad's Orders and Grisly Savage help to find needed mana or a creature and put them in hand. The current version of this deck is GB for this reason. Along with all-stars such as Deathrite Shaman.
I've been thinking of dropping in Snapcaster Mage as a way to continue the self-mill and if he's countered he just feeds creatures like Kessig and Splinterfright.
I'd remove Boneyard, or even reduce it down to a two of. He's alright, but isn't effective as Splinterfright. Same goes for Dungeon Geists. Solid dude, but with double blue mana, he puts pressure on the mana base. If you can afford Snapcaster you can add in solid removal or counters, plus a pike. First strike on a creature who is pumped by nearly everything but land in your graveyard is going to leave a mark.
Lastly, evasion. You're swinging in and you want to be unstoppable. This is why I ran Artful Dodge in my list. Evasion is important to a deck like this swinging in for large amounts of damage each time from a single source.
Hope some of this helps. Best of luck!