- Keenwa1
- Registered User
-
Member for 10 years and 15 days
Last active Tue, Mar, 31 2020 20:50:53
- 0 Followers
- 74 Total Posts
- 10 Thanks
-
Mar 19, 2014Keenwa1 posted a message on Casual Castle: Nemesis of MortalsIt almost always gives me a fatty. If there is not a fatty, chances are there it grabs a Rancor or a spell that digs for a fatty. I have not played with more than one because I fear that the ETB tapped could be clunky in multiples. That being said, it feels like the one copy has never really slowed me down.Posted in: Articles
-
Mar 17, 2014Keenwa1 posted a message on Casual Castle: Nemesis of MortalsWow! I just made a Modern deck like this. My enablers are more centered around providing mana along with putting a creature in the graveyard (think Sakura-Tribe Elder and Wild Cantor). I just play the deck casually, but it is pretty fast. I almost always have one or two fatties in play by turn 3.Posted in: Articles
I am mono green for budget reasons fyi.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (34)
4x Splinterfright
4x Boneyard Wurm
4x Nemesis of Mortals
2x Ghoultree
4x Wild Cantor
4x Sakura-Tribe Elder
4x Simian Spirit Guide
4x Satyr Wayfinder
4x Street WraithSpells (8)
4x Commune with the Gods
2x Rancor
1x Life from the Loam
1x Tracker’s Instincts
Lands (18)
16x Forest
1x Island
1x Mosswort Bridge
I also have a budget Legacy deck that does the same thing. I will post it soon in the Budget Legacy forum - To post a comment, please login or register a new account.
The definitely Simian Spirit Guides help you get out in front, that is for sure. They can also help trick your opponent with a surprise Nemesis of Mortals monstrosity activation. Otherwise, they are pretty weak mid/late game. I think some Simians should be included, but don't feel you have to play all 4.
I have a Legacy version of this deck too. It is much faster and probably more consistent too. However, Legacy is a much harsher environment for this type of strategy. That being said, the deck is very fun so I am going to post the list soon. I will make a note here too, in case anyone is interested.
EDIT: I forgot to ask if you are playing Life from the Loam? I haven't had much time to test it, but my first impression gave me mixed feelings. Mulch was much better in the early game and that is really important for this deck. Loam really shines in the late game though.
4 Putrid Imp
1 Triskelion
1 Phyrexian Devourer
2 Avatar of Woe
1 Godsire
1 Arcanis the Omnipotent
4 Reanimate
4 Exhume
4 Cabal Therapy
4 Duress
4 Lotus Petal
2 Chrome Mox
16 Swamp
I think this deck would cost about 30 tix on MTGO. It is pretty powerful for such a low price. Griselbrand would help, but he costs more than all the rest of the deck combined!
Any other suggestions on creatures with sweet activated abilities is appreciated. That is kind of the theme I am going for at the moment. At the vary least, I want to replace one Avatar of Woe with something more exciting...
Thanks again for your help.
I really appreciate the creature suggestions. I think I am going to try Aracnis and Godsire. Hard casting Necrotic Ooze can be as good as a reanimate spell with this deck. I play 22 lands so I can hard cast him if need. I could maybe get away with less though.
Thanks again and keep the creature suggestions flowing. So far I can tap Necrotic Ooze to destroy a creature, draw three cards, or make an 8/8. What other creatures with sweet abilities are out there?
Did you cut Tracker's Instinct for Rancor? If so, what do you think? It actually sounds like a decent idea.
This deck can win on turn one with double Dark Ritual, Buried Alive, and Reanimate/Exhume.
4 Buried Alive
4 Careful Study
4 Putrid Imp
Reanimator 8
4 Reanimate
4 Exhume
1 Triskelion
1 Phyrexian Devourer
4 Necrotic Ooze
4 Avatar of Woe
Protection 4
4 Duress
4 Dark Ritual
Lands 22
4 Underground River
4 River of Tears
13 Swamp
1 Island
I jammed in the 4 Avatar of Woe so I could begin testing. I would like to have other creatures with sweet abilities that Necrotic Ooze can take. Any suggestions (besides Griselbrand)? Plus, how is my ratio of spells (acceleration vs. pitch cards vs. reanimation spells vs. win cons)? I am new to reanamator so any advice would be helpful.
The foil Entomb from the precon deck is pretty cheap on Magic Online but I am having a hard time finding them at the moment. It looks like they were around $4 apiece until recently. That ship may have sailed.
EDIT:
Oh, and I will get Thoughtseize eventually too. I know it is protection that doubles as a pitch spell. Good stuff.
How did you like Jungle Weaver? I have considered adding more cyclers since Street Wraith has been pretty good for me. Also, you may consider Mulch over theTracker's Instinct. Mulch always performed well for me. Thanks for the feedback. I am happy that you like the deck
http://www.azmagicplayers.com/articles/jank-bank-splinterfright-stompy-part-2/
Here is a link to an article I just published on my friends website. It is actually the second of a 2 part series on Splinterfright Stompy. This article shares a lot of game play details, and it expands on what I already talked about here. I hope you enjoy!
http://www.azmagicplayers.com/articles/jank-bank-splinterfright-stompy-part-2/
Modern already has plenty of decks that want to dump creatures into the graveyard (think Living End or Bloodghast). However, our deck is a little different than the other ‘graveyard’ decks of the format. You see, we have no interest in reanimating or recurring any of the creatures from our graveyard. We are just trying to reach a critical mass which in turn allows us to cast some really large creatures at a bargain price.
4x Splinterfright
4x Boneyard Wurm
4x Nemesis of Mortals
2x Ghoultree
4x Wild Cantor
4x Sakura-Tribe Elder
4x Simian Spirit Guide
4x Satyr Wayfinder
4x Street Wraith
4x Commune with the Gods
2x Rancor
1x Life from the Loam
1x Tracker’s Instincts
Lands (18)
16x Forest
1x Island
1x Mosswort Bridge
3x Faerie Macabre
3x Nature’s Claim
3x Gnaw to the bone
2x Phyrexian Revoker
3x Dismember
1x Bonehoard
The concept of this deck is pretty simple (it practically built itself). You basically just want to quickly fill your graveyard with as many creatures as possible. This in turn allows you to put some rather large creatures on to the battlefield. This deck is a bit of a glass cannon, seeing as how we are investing most of our resources into casting an early fatty or two. Luckily, these Boom Booms dwarf the most of the dudes that our opponents play and they should carry us to victory if not answered.
There are two types of creatures in this deck: “fatties” and “enablers.” The fatties, aka Boom Booms are basically our win condition. There are 14 fatties and 5 cards that dig for them. The other 20 creatures are what I call the “enablers” and they are as equally important as the Boom Booms. They are the reason we can play so few lands. They are the reason we cast such large creatures at bargain basement prices.
The Boom-Booms probably don’t need much introduction. There role is pretty simple, which is mostly just to Hulk out and smash stuff.
Splinterfright is our catalyst. He makes the rest of our deck better by milling creatures, and also he becomes quite a large threat himself. The fact that he has trample is also relevant. Note that there needs to be a creature in the graveyard before you play Splinterfright, otherwise he enters the battlefield as a 0/0 and dies.
Boneyard Wurm might just be the best card in our deck. He comes down early and gets big fast. However, like Splinterfright he needs a creature in the graveyard before you can play him.
Nemesis of Mortals is our Tarmogoyf - good old two mana 5/5. It is not too hard to make him monstrous either.
Ghoul Tree typically comes down between turns 3-5, making it one of our slower cards. This guy is awesome with Rancor though.
The first “enabler” I want to talk about is Wild Cantor. While it may look like an odd choice,it fills two important rolls in this deck. Sacrificing it not only provides us with some much needed mana acceleration, it also adds to the creature count in our graveyard. Playing a turn two (or turn one) Splinterfright can be a pretty good start for this deck. Other mana dorks, such as Arbor Elf could get us to 3 mana on turn two, but we can’t cast Splinterfright if there isn’t a creature in the graveyard yet. Wild Cantor gives us the mana we want and the dead body that we need
Sakura-Tribe Elder is a really nice addition to this deck. He not only fetches us a precious land, but he also kindly donates his corpse to Spinterfight and pals during the process. As most of you are aware, he also chump blocks nicely since you can sac him and fetch a land before damage. Also note that he can fetch up the island to flashback Tracker’s Instinct.
The 4 Simian Spirit Guides basically just replace 4 lands in order to up our creature count. We could play some elves instead, but Simian is a bit faster. It kind of bugs me that we can’t hard cast him without engaging in some silly Wild Cantor shenanigans. Is it a problem that we can’t cast him? Not really. We’re mostly just after the mana he produces(even if it is the wrong color).
Satyr Wayfinder is similar to Mulch in that it finds us precious lands while binning creatures for our Boom Booms. Where the Satyr outshines Mulch is in the fact that it is a creature instead of a sorcery. It attacks, it blocks, and it even keeps contributing after finding its way into our graveyard.
Street Wraith’s role in this deck is to hit the bin. Period. There is no hard casting this guy, unless we’re talking Urborg or more Wild Cantor shenanigans. Cycling him costs 2 life but gives is more than just a card in return. Early game, his presence in the ‘yard allows us cast our otherwise 0/0 Splinterfrights and Bonyard Wurms. Later on, cycling him gives those guys a zero mana, uncounterable instant speed +1/+1 bonus. This can be pretty hilarious, especially against burn spells.
I only left space for 8 non-creature, non-land cards and Commune with the Gods is the best of the bunch. Not only is it basically Boom Booms #15-18 (since it helps you dig for one of those guys), it also fills our ‘yard with more bodies. What’s not to love? Oh, and as a sweet bonus it also helps us find Rancor too!
Speaking of Rancor...most of our Boom Booms are rather vanilla without it. Rancor lets us trample through would be chumps and can help win us games we would otherwise lose. As important as that is, I feel we’re fine playing only two copies main deck. Commune with the Gods makes them easier to find..
Tracker’s Instincts is another spell that digs for a fatty while filling our graveyard with more creatures. We can fetch our lone island with Sakura-Tribe Elder Elder when we want to flashback Tracker’s Instinct. Wild Cantor can also provide blue mana for the flashback. Overall, Tracker’s Instinct is one of our weakest cards. Think of it as a “flex spot.”
Life from the Loam is a dredge engine that helps quickly fill the graveyard with creatures. It can also help us retrieve Mosswort Bridge and our island, should we happen to mill those. Life from the Loam is pretty slow when the meta filled with combo and aggressive decks. Consider it as another “flex spot.”
The last card in the main deck worth want to want mention is Mosswort Bridge. I like it. There is usually something scary hiding under it. Since there is only one copy in the deck, the fact that it enters the battle field tapped rarely slows us down. Don’t forget that Mosswort Bridge lets you play the spell at instant speed too.
Sideboard
I admit that I find sideboarding to be one of the more awkward aspects of Magic. With that being said, I will attempt to explain the rational behind the cards I have suggested here today.
Faerie Macabre is there to fight opposing graveyard strategies. Being a creature, she also gives us a boost when she ends up in our graveyard. Tormod’s Crypt might be a better choice for some situations, seeing how it wipes their entire ‘yard. You definitely don’t want to play Relic of Progenitus in this deck though
Nature’s Claim hits lots of troublesome cards, including most forms of graveyard hate. The 4 life that Claim gives our opponent shouldn’t matter too often. They’re usually at like negative 25 when we win.
Gnaw to the Bone is probably better than it looks at first glance. It gains us so much life that players with aggressive decks often concede on the spot.
Phyrexian Revoker is a flexible piece of hate that also incidentally helps us when it winds up in our graveyard.
Dismember is our sideboard all-star. It kills troublesome creatures like Scavenging Ooze, Delver of Secrets, and Deceiver Exarch just to name a few. Keep in mind that we will almost always have to pay the four life to cast this though.
I haven’t actually tested Bonehoard yet. The idea is that it provides a bit if resilience against decks that are packed with spot removal (suiting up a dork to make it into a threat etc). I had been using Vines of Vastwood to fight spot removal until recently. It is possible that Bone Horde is inferior to Vines, considering the difference in casting cost. I still want to test out the Hoard though.
It cost me about 15 tickets to build this deck on Magic Online. I think you can build it for around 3 tickets by cutting Life from the Loam and Dismember (playing Mulch instead of Loam). I imagine that this deck would cost around $20 - $30 to build it in real life.
This deck is really fun. I suggest you try it if you like attacking with big dumb green creatures. This deck is fast too. You can easily have a couple big guys in play by turn 3 or 4, which actually gives the deck a decent clock in the format.
Please let me know what you think of the deck. I would love to hear your comments and suggestions. I would like to splash black, but I am staying mono green for budget purposes. Go ahead and share your ideas for color splashes though. I am also on the look out for more graveyard enablers – ways to get creatures into the ‘yard quickly. I like the creatures like Sakura-Tribe Elder and Wild Cantor because of their sacrifice effects. Can you think of any more cheap green or colorless creatures with cool sacrifice effects? Let me know what else you think. Thanks!
Modern already has plenty of decks that want to dump creatures into the graveyard (think Living End or Bloodghast). However, our deck is a little different than the other ‘graveyard’ decks of the format. You see, we have no interest in reanimating or recurring any of the creatures from our graveyard. We are just trying to reach a critical mass which in turn allows us to cast some really large creatures at a bargain price.
4x Splinterfright
4x Boneyard Wurm
4x Nemesis of Mortals
2x Ghoultree
4x Wild Cantor
4x Sakura-Tribe Elder
4x Simian Spirit Guide
4x Satyr Wayfinder
4x Street Wraith
4x Commune with the Gods
2x Rancor
1x Life from the Loam
1x Tracker’s Instincts
Lands (18)
16x Forest
1x Island
1x Mosswort Bridge
3x Faerie Macabre
3x Nature’s Claim
3x Gnaw to the bone
2x Phyrexian Revoker
3x Dismember
1x Bonehoard
The concept of this deck is pretty simple (it practically built itself). You basically just want to quickly fill your graveyard with as many creatures as possible. This in turn allows you to put some rather large creatures on to the battlefield. This deck is a bit of a glass cannon, seeing as how we are investing most of our resources into casting an early fatty or two. Luckily, these Boom Booms dwarf the most of the dudes that our opponents play and they should carry us to victory if not answered.
There are two types of creatures in this deck: “fatties” and “enablers.” The fatties, aka Boom Booms are basically our win condition. There are 14 fatties and 5 cards that dig for them. The other 20 creatures are what I call the “enablers” and they are as equally important as the Boom Booms. They are the reason we can play so few lands. They are the reason we cast such large creatures at bargain basement prices.
The Boom-Booms probably don’t need much introduction. There role is pretty simple, which is mostly just to Hulk out and smash stuff.
Splinterfright is our catalyst. He makes the rest of our deck better by milling creatures, and also he becomes quite a large threat himself. The fact that he has trample is also relevant. Note that there needs to be a creature in the graveyard before you play Splinterfright, otherwise he enters the battlefield as a 0/0 and dies.
Boneyard Wurm might just be the best card in our deck. He comes down early and gets big fast. However, like Splinterfright he needs a creature in the graveyard before you can play him.
Nemesis of Mortals is our Tarmogoyf - good old two mana 5/5. It is not too hard to make him monstrous either.
Ghoultree typically comes down between turns 3-5, making it one of our slower cards. This guy is awesome with Rancor though.
The first “enabler” I want to talk about is Wild Cantor. While it may look like an odd choice, it fills two important rolls in this deck. Sacrificing it not only provides us with some much needed mana acceleration, it also adds to the creature count in our graveyard. Playing a turn two (or turn one) Splinterfright can be a pretty good start for this deck. Other mana dorks, such as Arbor Elf could get us to 3 mana on turn two, but we can’t cast Splinterfright if there isn’t a creature in the graveyard yet. Wild Cantor gives us the mana we want and the dead body that we need
Sakura-Tribe Elder is a really nice addition to this deck. He not only fetches us a precious land, but he also kindly donates his corpse to Spinterfight and pals during the process. As most of you are aware, he also chump blocks nicely since you can sac him and fetch a land before damage. Also note that he can fetch up the island to flashback Tracker’s Instinct.
The 4 Simian Spirit Guides basically just replace 4 lands in order to up our creature count. We could play some elves instead, but Simian is a bit faster. It kind of bugs me that we can’t hard cast him without engaging in some silly Wild Cantor shenanigans. Is it a problem that we can’t cast him? Not really. We’re mostly just after the mana he produces.
Satyr Wayfinder is similar to Mulch in that it finds us precious lands while binning creatures for our Boom Booms. Where the Satyr outshines Mulch is in the fact that it is a creature instead of a sorcery. It attacks, it blocks, and it even keeps contributing after finding its way into our graveyard.
Street Wraith’s role in this deck is to hit the bin. Period. There is no hard casting this guy, unless we’re talking Urborg or more Wild Cantor shenanigans. Cycling him costs 2 life but gives is more than just a card in return. Early game, his presence in the ‘yard allows us cast our otherwise 0/0 Splinterfrights and Bonyard Wurms. Later on, cycling him gives those guys a zero mana, uncounterable instant speed +1/+1 bonus. This can be pretty hilarious, especially against burn spells.
I only left space for 8 non-creature, non-land cards and Commune with the Gods is the best of the bunch. Not only is it basically Boom Booms #15-18 (since it helps you dig for one of those guys), it also fills our ‘yard with more bodies. What’s not to love? Oh, and as a sweet bonus it also helps us find Rancor too!
Speaking of Rancor...most of our Boom Booms are rather vanilla without it. Rancor lets us trample through would be chumps and can help win us games we would otherwise lose. As important as that is, I feel we’re fine playing only two copies main deck. Commune with the Gods makes them easier to find..
Tracker’s Instincts is another spell that digs for a fatty while filling our graveyard with more creatures. We can fetch our lone island with Sakura-Tribe Elder Elder when we want to flashback Tracker’s Instinct. Wild Cantor can also provide blue mana for the flashback. Overall, Tracker’s Instinct is one of our weakest cards. Think of it as a “flex spot.”
Life from the Loam is a dredge engine that helps quickly fill the graveyard with creatures. It can also help us retrieve Mosswort Bridge and our island, should we happen to mill those. Life from the Loam is pretty slow when the meta filled with combo and aggressive decks. Consider it as another “flex spot.”
The last card in the main deck worth want to want mention is Mosswort Bridge. I like it. There is usually something scary hiding under it. Since there is only one copy in the deck, the fact that it enters the battle field tapped rarely slows us down. Don’t forget that Mosswort Bridge lets you play the spell at instant speed too.
Sideboard
I admit that I find sideboarding to be one of the more awkward aspects of Magic. With that being said, I will attempt to explain the rational behind the cards I have suggested here today.
Faerie Macabre is there to fight opposing graveyard strategies. Being a creature, she also gives us a boost when she ends up in our graveyard. Tormod’s Crypt might be a better choice for some situations, seeing how it wipes their entire ‘yard. You definitely don’t want to play Relic of Progenitus in this deck though
Nature’s Claim hits lots of troublesome cards, including most forms of graveyard hate. The 4 life that Claim gives our opponent shouldn’t matter too often. They’re usually at like negative 25 when we win.
Gnaw to the Bone is probably better than it looks at first glance. It gains us so much life that players with aggressive decks often concede on the spot.
Phyrexian Revoker is a flexible piece of hate that also incidentally helps us when it winds up in our graveyard.
Dismember is our sideboard all-star. It kills troublesome creatures like Scavenging Ooze, Delver of Secrets, and Deceiver Exarch just to name a few. Keep in mind that we will almost always have to pay the four life to cast this though.
I haven’t actually tested Bonehoard yet. The idea is that it provides a bit if resilience against decks that are packed with spot removal (suiting up a dork to make it into a threat etc). I had been using Vines of Vastwood to fight spot removal until recently. It is possible that Bone Horde is inferior to Vines, considering the difference in casting cost. I still want to test out the Hoard though.
It cost me about 15 tickets to build this deck on Magic Online. I think you can build it for around 3 tickets by cutting Life from the Loam and Dismember (playing Mulch instead of Loam). I imagine that this deck would cost around $20 - $30 to build it in real life.
This deck is really fun. I suggest you try it, especcially if you like attacking with big dumb green creatures. This deck is fast too. You can easily have a couple big guys in play by turn 3 or 4, which actually gives the deck a decent clock in the format.
Please let me know what you think of the deck. I would love to hear your comments and suggestions. I know branching out to a second color (black) would make the deck better, but I want to stay mono green for budget purposes. However, feel free to share your ideas that involve color splash. I am also on the look out for more graveyard enablers – ways to get creatures into the ‘yard quickly. I like the creatures like Sakura-Tribe Elder and Wild Cantor because of their sacrifice effects. Can you think of any more cheap green or colorless creatures with cool sacrifice effects? Let me know what else you think. Thanks!