since Marvel decks are gone, i feel that there is going to be a resurgence of B/G decks and vehicles. do you feel R/G variants should change their mainboard and sideboard plans as well? i mean Ishkana is now back, and so are a lot of grasps and pushes in this meta.
second, isn't Channeler Initiate a bit redundant because of Attune with Aether and Servant of the Conduit?
third, Manglehorn seems to be better mainboard than Dissenter's Deliverance since it's still a 2/2 body.
last, how did the gods and Heart of Kiran perform for you? some like them in their list, some don't.
went 2-2 with a netdecked Temur Energy list. seems like i've been having a hard time with Temur Energy.
Channeler isn't redundant since i get a 3/4 beater at the end of the day and i get to ramp two turns to a most while holding up for a blossoming defense, a rhonas pump, a hazoret burn or a removal. How many Manglehorns should I maindeck? Is two enough? might remove Heart of Kiran from the deck but the gods will stay. I'm held up on the beatdowns with Heart on the play and my early creatures can't crew it. It's better in a Jund deck with Scrapheap Scrounger.
it can but you have to wait until the combo pieces are in your hand. but before that happens, i have to stall the board and attack little by little.
EDIT:
I went with this deck in two FNMs (afternoon pod and evening pod), it went 4-0 and 3-1 respectively. it can stand toe to toe with zombies, which i feel is my worst match up with the current deck and also with marvel hoping the first spin is a whiff. i feel it can use some improvements.
My teammate keeps on pestering me to mainboard Manglehorn to respect Marvel and Vehicles, which is the meta right now. I find it choking most of the time. Yes, it buys me a turn or two but I feel that a turn 4 or 5 Ulamog from Aetherworks Marvel is practically a game over. With Vehicles, I can out aggro them as long as I survive turn 4 and put a controlling aspect post board. I'm also deciding to change Manglehorn to Dissenter's Deliverance since I can always cycle it when it's useless. What do you guys think?
are you Pinoy as well? how did you fare in GP Manila? i wasn't able to join.
yep. hahaha. went 5-4, with the loss on round 9, which was a real bummer. my matches were Jeskai Control, Temur Marvel and the rest of the 7 games Mono-B Zombies. all of my 4 losses were all zombies. i feel that deck is the worst match-up for G/R. 2 activated gods and 2 hydras can't do anything against 7 zombie tokens beefed-up by lords and anthems. early game was a total wreck, on the draw or on the play. early creatures get grasped or pushed, and at the late game, the gods get dark salvation-ed or discarded by transgress the mind. by the time a creature successfully survives on the board, there are 4 or more zombies. I went with this deck btw.
I'm satisfied with it's performance overall, especially transforming the deck into R/G Pummeler. My sole Marvel opponent said that the post board was not fair since he did not expect that the deck would transform into a combo-aggro-ish deck. I decided to cut the Hazoret and replace it with a third Magma Spray.
Negate is mainly for Aetherworks Marvel players that have suddenly flooded the LGS. also could work well against Mardu/Jeskai Vehicles's planeswalkers and Fumigate post board.
i lowered the curve to avoid situations where i desperately need to develop my board but need to hold Negate mana up. i removed the mana dorks because from experience they get killed outright anyway and are bad topdecks mid to late game. my first Amonkhet Standard deck didn't have mana dorks and it still went fine at FNM.
now i'm thinking if i should get rid of Rogue Refiner and/or Tireless Tracker for Rhonas and Hazoret, which are in successful G/R Aggro decks.
stick the refiners, move the trackers to the sideboard for those grindy games and add 2 Rhonas in the main board. Don't bother with Hazoret. Yes, doge-god activates Rhonas and is a solid beater but after using a G/R aggro deck that ran both Rhonas and Hazoret in GP Manila, I found that Hazoret doesn't activate easily. I only had one game that had an activated Hazoret, and that was a mull to 4. Most of the time, doge was only there to activate Rhonas, not serve as a threat to the board. Yes, a 5 to the face hurts opponents but what use is a 5/4 that won't do anything unless I ditch card advantage.
guys on a G/R aggro or G/R Monsters deck, what are your thoughts on Servant of the Conduit vs Voltaic Brawler? i'm overhauling my two drops in my deck and i don't want a 2-2 split. the slot can only cater one of them.
if you want to remove the blue splash, try fling. it gives pummeler a second option to deal damage. i'm using r/g pummeler (also a r/g monsters deck) as my side deck in case i get burned out from using jund energy aggro too much. the blue splash is still good against vehicles since mardu ballista turns into a midrange-like deck post board, and negates will put them off the spot. the splash is also great against marvel decks to keep off their walkers and marvel. also good against post board tower decks since they're going to board in sweepers, confiscation coups or more removal spells by reducing tower and some useless spells. just pray tower decks don't side in creatures post board since fringe tower players side in more creatures, notably bristling hydra, sylvan advocate and world breaker against aggro. so if you're splashing blue, 3 negates and 1 essence scatter or 2 negates and 2 essence scatters with 1 island should be enough.
tried playing khenra charioteers, samut, manglehorn and rhonas as proxies in a jund energy aggro deck. all four are crazy bonkers as a two of in the deck, especially samut and rhonas. the god can be easily activated and samut, even if she is a 3/4 for 5, at the end of the day she is still a flashy vigilance, haste, double striker that gives everyone haste and she will deal six straight to the face. to make it worse for our opponents, pump her with invigorated rampage or rush of adrenaline and give her trample. as for manglehorn, it's a great value card since it hates all decks that rely too much on artifacts like vehicles, aetherworks and tower decks.
we have the same build, only i have no rishkar, gearhulk, walkers and heart. i used to have rishkar, but he keeps on choking up in my games. i ultimately exchanged him for other creatures. this is the build i'm currently playing and it has won mean FNM and finished 3rd on a GPT.
Aethersphere Harvester would fit in as a direct sub, but I think if you go without the Heart of Kiran it'd be better to make sure you have the black for Winding Constrictor and go that kind of route.
my build's already tight, if i'm going to have snek, i have to remove scrapheap scrounger. if do that, i also have to remove my unlicensed disintegration.
Disintegration is still good without the extra 3 damage. I've been tuning up my deck and adding black to it. I had the same conundrum over snake vs. scrounger. I went with scrounger ultimately because of the mana requirements for snake. The fact that we might get 3 extra damage off disintegration with the scrounger, and the easier mana requirements is why I chose scrounger in the end. Scrounger is also just a little extra card advantage for us in a deck without much. If they fatal push your snake, you're not getting it back. Fatal push a scrounger on our side of the field? No problem.
Aethersphere Harvester would fit in as a direct sub, but I think if you go without the Heart of Kiran it'd be better to make sure you have the black for Winding Constrictor and go that kind of route.
my build's already tight, if i'm going to have snek, i have to remove scrapheap scrounger. if do that, i also have to remove my unlicensed disintegration.
Disintegration is still good without the extra 3 damage. I've been tuning up my deck and adding black to it. I had the same conundrum over snake vs. scrounger. I went with scrounger ultimately because of the mana requirements for snake. The fact that we might get 3 extra damage off disintegration with the scrounger, and the easier mana requirements is why I chose scrounger in the end. Scrounger is also just a little extra card advantage for us in a deck without much. If they fatal push your snake, you're not getting it back. Fatal push a scrounger on our side of the field? No problem.
i ultimately ended up with scrounger. not just because of beat stick reasons but it makes my opponent think twice on wasting a removal on it. when snek dies, it dies, but with scrounger, they have to exile it to remove it completely. plus, i'm an aggro deck, since my local meta is full of midrange and control, but mostly the latter, my graveyard is full of creatures, which adds fuel to scrounger. another thing is it can crew my vehicles with no problem whatsoever. an unremovable hydra plus a recurring scrounger is glorious to see on the board,since my opponent needs to do alot of things in a turn just to clear the board.
Aethersphere Harvester would fit in as a direct sub, but I think if you go without the Heart of Kiran it'd be better to make sure you have the black for Winding Constrictor and go that kind of route.
my build's already tight, if i'm going to have snek, i have to remove scrapheap scrounger. if do that, i also have to remove my unlicensed disintegration.
So for sideboard i was thinking like some Hope of Ghirapur for against control and you'll think i'm crazy but like 2 consualte crackdown for vehicles match ups then just some more removal and instant speed get rid of crap for copy cat combo and stuff like that. but yeah tell me what ya think ig
i'm brewing a similar deck. what are your thoughts on a 1-2 call for unity in either the MB or SB?
this is the deck i'm now taking into FNM. it's a creature-heavy jund deck that aims to flood the board with creatures and utilize snek, rishkar and nissa to increase my energy input and help beef up creatures
Channeler isn't redundant since i get a 3/4 beater at the end of the day and i get to ramp two turns to a most while holding up for a blossoming defense, a rhonas pump, a hazoret burn or a removal. How many Manglehorns should I maindeck? Is two enough? might remove Heart of Kiran from the deck but the gods will stay. I'm held up on the beatdowns with Heart on the play and my early creatures can't crew it. It's better in a Jund deck with Scrapheap Scrounger.
the link isn't working, can you post the whole deck here?
what's your deck? mainboard and sideboard?
it can but you have to wait until the combo pieces are in your hand. but before that happens, i have to stall the board and attack little by little.
EDIT:
I went with this deck in two FNMs (afternoon pod and evening pod), it went 4-0 and 3-1 respectively. it can stand toe to toe with zombies, which i feel is my worst match up with the current deck and also with marvel hoping the first spin is a whiff. i feel it can use some improvements.
3 Greenbelt Rampager
4 Channeler Initiate
4 Servant of the Conduit
3 Heart of Kiran
2 Rhonas the Indomitable
3 Lathnu Hellion
2 Hazoret the Fervent
4 Bristling Hydra
3 Glorybringer
4 Attune with Aether
4 Harnessed Lightning
3 Blossoming Defense
Lands
4 Aether Hub
4 Cinder Glade
2 Game Trail
2 Sheltered Thicket
6 Forest
3 Mountain
3 Magma Spray
3 Prowling Serpopard
1 Lifecrafter's Bestiary
2 Arlinn Kord
2 Heroic Intervenion
2 Manglehorn
2 Radiant Flames
My teammate keeps on pestering me to mainboard Manglehorn to respect Marvel and Vehicles, which is the meta right now. I find it choking most of the time. Yes, it buys me a turn or two but I feel that a turn 4 or 5 Ulamog from Aetherworks Marvel is practically a game over. With Vehicles, I can out aggro them as long as I survive turn 4 and put a controlling aspect post board. I'm also deciding to change Manglehorn to Dissenter's Deliverance since I can always cycle it when it's useless. What do you guys think?
yep. hahaha. went 5-4, with the loss on round 9, which was a real bummer. my matches were Jeskai Control, Temur Marvel and the rest of the 7 games Mono-B Zombies. all of my 4 losses were all zombies. i feel that deck is the worst match-up for G/R. 2 activated gods and 2 hydras can't do anything against 7 zombie tokens beefed-up by lords and anthems. early game was a total wreck, on the draw or on the play. early creatures get grasped or pushed, and at the late game, the gods get dark salvation-ed or discarded by transgress the mind. by the time a creature successfully survives on the board, there are 4 or more zombies. I went with this deck btw.
3 Greenbelt Rampager
4 Longtusk Cub
3 Servant of the Conduit
4 Voltaic Brawler
2 Rhonas the Indomitable
1 Hazoret the Fervent
4 Bristling Hydra
2 Glorybringer
3 Heart of Kiran
4 Attune with Aether
2 Magma Spray
4 Harnessed Lightning
3 Blossoming Defense
Lands
4 Aether Hub
4 Cinder Glade
2 Game Trail
2 Sheltered Thicket
6 Forest
3 Mountain
3 Prowling Serpopard
1 Sweltering Suns
2 Heroic Intervention
2 Radiant Flames
3 Electrostatic Pummeler
4 Invigorated Rampage
I'm satisfied with it's performance overall, especially transforming the deck into R/G Pummeler. My sole Marvel opponent said that the post board was not fair since he did not expect that the deck would transform into a combo-aggro-ish deck. I decided to cut the Hazoret and replace it with a third Magma Spray.
stick the refiners, move the trackers to the sideboard for those grindy games and add 2 Rhonas in the main board. Don't bother with Hazoret. Yes, doge-god activates Rhonas and is a solid beater but after using a G/R aggro deck that ran both Rhonas and Hazoret in GP Manila, I found that Hazoret doesn't activate easily. I only had one game that had an activated Hazoret, and that was a mull to 4. Most of the time, doge was only there to activate Rhonas, not serve as a threat to the board. Yes, a 5 to the face hurts opponents but what use is a 5/4 that won't do anything unless I ditch card advantage.
if you want to remove the blue splash, try fling. it gives pummeler a second option to deal damage. i'm using r/g pummeler (also a r/g monsters deck) as my side deck in case i get burned out from using jund energy aggro too much. the blue splash is still good against vehicles since mardu ballista turns into a midrange-like deck post board, and negates will put them off the spot. the splash is also great against marvel decks to keep off their walkers and marvel. also good against post board tower decks since they're going to board in sweepers, confiscation coups or more removal spells by reducing tower and some useless spells. just pray tower decks don't side in creatures post board since fringe tower players side in more creatures, notably bristling hydra, sylvan advocate and world breaker against aggro. so if you're splashing blue, 3 negates and 1 essence scatter or 2 negates and 2 essence scatters with 1 island should be enough.
we have the same build, only i have no rishkar, gearhulk, walkers and heart. i used to have rishkar, but he keeps on choking up in my games. i ultimately exchanged him for other creatures. this is the build i'm currently playing and it has won mean FNM and finished 3rd on a GPT.
4x Greenbelt Rampager
4x Longtusk Cub
4x Voltaic Brawler
4x Scrapheap Scrounger
2x Lathnu Hellion
3x Cultivator's Caravan
1x Aethersphere Harvester
4x Bristling Hydra
Spells
4x Atune with Aether
4x Blossoming Defense
2x Unlicensed Disintegration
2x Harnessed Lightning
4x Blooming Marsh
1x Hissing Quagmire
2x Cinder Glade
2x Game Trail
4x Aether Hub
4x Forest
2x Mountain
1x Swamp
1x Lifecrafter's Bestiary
2x Natural State
2x Shock
2x Heroic Intervention
2x Skysovereign, Consul Flagship
3x Fatal Push
3x Transgress the Mind
i ultimately ended up with scrounger. not just because of beat stick reasons but it makes my opponent think twice on wasting a removal on it. when snek dies, it dies, but with scrounger, they have to exile it to remove it completely. plus, i'm an aggro deck, since my local meta is full of midrange and control, but mostly the latter, my graveyard is full of creatures, which adds fuel to scrounger. another thing is it can crew my vehicles with no problem whatsoever. an unremovable hydra plus a recurring scrounger is glorious to see on the board,since my opponent needs to do alot of things in a turn just to clear the board.
my build's already tight, if i'm going to have snek, i have to remove scrapheap scrounger. if do that, i also have to remove my unlicensed disintegration.
i'm brewing a similar deck. what are your thoughts on a 1-2 call for unity in either the MB or SB?
4 Longtusk Cub
4 Glint-Sleeve Siphoner
4 Servant of the Conduit
4 Voltaic Brawler
4 Winding Constrictor
3 Rishkar, Peema Renegade
4 Bristling Hydra
Spells
4 Attune with Aether
3 Blossoming Defense
4 Harnessed Lightning
2 Nissa, Voice of Zendikar
4 Blooming Marsh
2 Game Trail
2 Cinder Glade
4 Aether Hub
5 Forest
2 Mountain
1 Swamp
1 Nissa, Vital Force
1 Natural State
2 Heroic Intervention
2 Aethersphere Harvester
2 Fatal Push
2 Shock
2 Lathnu Hellion
3 Transgress the Mind
BTW what do you guys think of Lifecrafter's Bestiary as a one of in the SB?