I guess after my rather horrible experience playing this style during Mirroden's T2 season, I had to go and make an attempt at redeeming myself for it. Without further ado, here's the list:
The two Shattering Sprees will become an additional Shunt and a Dead/Gone once Ravnica rotates out.
Now, take a look at the deck. See a pattern? That's right, I will almost never pay more than 2 mana for any card in my main (only exception being Magus activations), and NEVER more than 3 for anything. The deck revolves around sending out multiple minor threats, which converge to take out the opponent's life total fairly quickly. The gargadons are not there as much for beatdown as they are used to make opponents nervous, plus a way to dodge removal (Tendrils and Remand being the big culprits here) and shut down Bridge for good. If the opponent leaves themself open with a Gargadon suspended, I can almost always call him in on the spot and chew 9 points out of their life total.
Thus far in testing, the deck has shown to be a good (read: 70%+)matchup pre-board against nearly all forms of control, save only Angelfire (due to speed). It goes about 50-50 against aggro (rack decks get annoying, not for the Goyf but because the deck loves going down to 1-2 cards in hand). Combo (Project X dominantly) has not yet been a problem, due to the large array of removal the deck contains.
Post-board, the Magus of the Moons distinctly make life not worth living for just about anything else currently in the format, especially control decks. Those $120+ mana bases start looking fairly worthless with him on the field, and the Jaya Ballards seal the deal. Shunt is not just useful agains demonfire, it can also be used to steal your opponent's draw spells (Careful Consideration, anyone?). Spree is there specifically for Angelfire, though anythig running more than 4 artifacts main are good targets for it. Aggro decks remain something of a problem, though the Ballards and Dead/Gones help. Same go for Project X.
Please note that my meta is currently VERY control-heavy, favoring U/B with Chronicallers and the various Korlash decks. Last FNM I went to, there was only one other aggro deck among 16 people.
lastly, I am considering the card Simean Spirit Guide for the deck, though I can't quite decide what to take out for it, if anything. Any thoughts? Theories? Suggestions? I'll take what I can get, just try to keep things civil.
I guess after my rather horrible experience playing this style during Mirroden's T2 season, I had to go and make an attempt at redeeming myself for it. Without further ado, here's the list:
The two Shattering Sprees will become an additional Shunt and a Dead/Gone once Ravnica rotates out.
Now, take a look at the deck. See a pattern? That's right, I will almost never pay more than 2 mana for any card in my main (only exception being Magus activations), and NEVER more than 3 for anything. The deck revolves around sending out multiple minor threats, which converge to take out the opponent's life total fairly quickly. The gargadons are not there as much for beatdown as they are used to make opponents nervous, plus a way to "dodge" removal (Tendrils and Remand being the big culprits here) and shut down Bridge for good. If the opponent leaves themself open with a Gargadon suspended, I can almost always call him in on the spot and chew 9 points out of their life total.
Thus far in testing, the deck has shown to be a good (read: 70%+)matchup pre-board against nearly all forms of control, save only Angelfire (due to speed). It goes about 50-50 against aggro (rack decks get annoying, not for the Goyf but because the deck loves going down to 1-2 cards in hand). Combo (Project X dominantly) has not yet been a problem, due to the large array of removal the deck contains.
Post-board, the Magus of the Moons distinctly make life not worth living for just about anything else currently in the format, especially control decks. Those $120+ mana bases start looking fairly worthless with him on the field, and the Jaya Ballards seal the deal. Shunt is not just useful agains demonfire, it can also be used to steal your opponent's draw spells (Careful Consideration, anyone?). Spree is there specifically for Angelfire, though anythig running more than 4 artifacts main are good targets for it. Aggro decks remain something of a problem, though the Ballards and Dead/Gones help. Same go for Project X.
Please note that my meta is currently VERY control-heavy, favoring U/B with Chronicallers and the various Korlash decks. Last tournament I went to, there was only one other aggro deck among 16 people.
lastly, I am considering the card Simean Spirit Guide for the deck, though I can't quite decide what to take out for it, if anything. Any thoughts? Theories? Suggestions? I'll take what I can get, just try to keep things civil.
The 2-slot is a universal thing in any competitive deck, due to mana curve theory. These tend to be rather important cards for most, including such stars as Jitte, Watchwolf, STE, Last Gasp, the Guildmages, Hunted Horror, and the Signets. This card can and WILL see competitive play, because, despite how narrow it is, what it is focused against will come up in every game, period.
Hmmm, I've been testing a bit, mostly to try the SB. I've found that Miasma is an absurdly effective damage engine against just about anything that has creatures, and is doubly so agains Selesnya builds.
I'm now taking a glance at Blind Hunters over my Angels, but it looks unlikely. Odd as it is, I've found a few matchups (Ghazi-Glare and Knell-Dredge are big ones) where it becomes important to maintain a solid late-game. The Angels and Orzhova accomplish this, from what I've seen.
This topic is meant to help split the ongoing discussions in the other Orzhov deck topic, letting them focus on control. I prefer this Aggro build to the control types:
The deck is far from done, but has so far posted 6-2 records against various decks. I'm only posting this one as a starting point for the discussion here.
The deck I posted above was a casual build. It just demonstrates what Izzet like doing. If I wanted to go for tournaments, I would probably have posted a R/U/w deck with Boros support in the form of Brightflame, Lightning Helix, and Goblin Recruits. If you want the build, I'll probably be able to post it later on this coming week.
I have some ideas for this deck, it is screaming to have green in it. Moldervine Cloak, Shambling Shell just to name a couple, this deck is just amazing with green. you get putrefy so you don't have to run disembowl and you get all your guys able to be pumped. maybe wildsize so your cutpurse always gets through. i really do think this deck needs green even if it is just a splash.
It's funny you should mention that. I was in the process of putting together a B/u/g Dimir/Golgari deck, focusing on bossted, evasive threats and accelleration. The problem here is that the deck has a LOT more cards than it could use, and several potentials had to be cut due to mana issues (BoP hurt). What I ended up with was a bit faster and had a bit more punch to it, BUT it was also significantly less reliable than U/B. I might try G/B/u, but that's not Dimir anymore, and will go on another topic when and if I ever finish it.
The deck takes a LONG time to set up properly, which is a problem. However, given the time, the deck will set up multiple recursive engines, and quickly ping opponents from 20 to 0. Note that you should almost never actually conduct your Attack Phase, with the rare exception being if you have multiple Dragonauts in play and cast a spell.
It turns out that Guildpact had nothing at all to say about my main deck, though almost all of my SB changed. Through extensive testing, I've found a couple of interesting points to this deck:
First and foremost, it dies to a well-made Izzet Guild deck. Thus, why Shred Memory stays in (never underestimate the power of a Chronarch loop).
Second, the Marks are superior at overall disruption, due to their repeatability, and can also serve to bait opponents into unfavorabe attacks, just to get some use out of the creature. This saves on your more permanent removal spells, and racks up massive card advantage as you go. It is better than Gigadrowse, as well, which is why Giga is not in the deck.
Third, since Guildpact has so much good removal, I've found that the Phantasms are worse than useless against virtually every deck in the field. They left for good. The Banshees were a more difficult cut, but the Miasma is just better (and more mana-efficient) against the decks I normally use them against (mostly Ghazi-Glare).
Last, the deck is curiously able to take the control role against many opponents, even within the same match. Mindgaming by merely chaning spell priority has won me several games, as opponents reacted to a percieved Aggro threat while failing to prepare for a strong control side.
I'm not about to take out the Glazes. Try them out one game, and you'll see what I mean. Most games, they end up delivering 8-16 damage, and most standard creature removal can't touch them. They do this too reliably for me to doubt them anymore.
Hmmm... I've looked over Guildpact, and here are the cards I'm debating for my model of the deck:
... but mostly Cry and Repeal. In addition, I'm fairly sure Mimeofacture will see my SB, and if swarms become more popular here, then the Miasma will, as well.
I could see a "Destroy all tapped creatures" for :2mana::symw::symw::symu:. Despite the potential unbalanced effect, this is something that both White and Blue are known for, if not directly.
Both absolutely love tapping effects, and Blue is the modifier color. Adding it to a Wrath to make it affect tapped creatures is something I could honestly see Wizards doing, and not something that would completely disrupt the environment (especially since they are specifically NOT making newer Wraths deny regeneration)
Really, there are enough ways to discard a card in this format (heck, in this set *coughCryOfContritioncough* to make this actually viable in constructed play.
This one's my take on it. I do not have MTGO, but it has had around .750 around my local meta. I'd like to go ahead and say beforehand that Selesnia Swarm isn't as big an issue around here, but there are a few running around.
I swear, I wasn't using 20/20/20 as my model, it just ended up that way after I tested for a bit. The SB is currently WAY up in the air here, but as a whole the deck runs quite smoothly. Once it gets running (usually around turn 3-4, with decent defense before that), it usually dishes out from four to seven evading points of damage each round.
4x Greater Gargadon
3x Magus of the Scroll
3x Mogg Fanatic
4x Mogg War Marshal
4x Keldon Marauders
4x Blood Knight
4x Epochrasite
4x Shock
4x Incinerate
4x Rift Bolt
Land (22):
20x Mountain
2x Keldon Megaliths
3x Jaya Ballard, Task Mage
4x Magus of the Moon
3x Shunt
3x Dead/Gone
2x Shattering Spree
The two Shattering Sprees will become an additional Shunt and a Dead/Gone once Ravnica rotates out.
Now, take a look at the deck. See a pattern? That's right, I will almost never pay more than 2 mana for any card in my main (only exception being Magus activations), and NEVER more than 3 for anything. The deck revolves around sending out multiple minor threats, which converge to take out the opponent's life total fairly quickly. The gargadons are not there as much for beatdown as they are used to make opponents nervous, plus a way to dodge removal (Tendrils and Remand being the big culprits here) and shut down Bridge for good. If the opponent leaves themself open with a Gargadon suspended, I can almost always call him in on the spot and chew 9 points out of their life total.
Thus far in testing, the deck has shown to be a good (read: 70%+)matchup pre-board against nearly all forms of control, save only Angelfire (due to speed). It goes about 50-50 against aggro (rack decks get annoying, not for the Goyf but because the deck loves going down to 1-2 cards in hand). Combo (Project X dominantly) has not yet been a problem, due to the large array of removal the deck contains.
Post-board, the Magus of the Moons distinctly make life not worth living for just about anything else currently in the format, especially control decks. Those $120+ mana bases start looking fairly worthless with him on the field, and the Jaya Ballards seal the deal. Shunt is not just useful agains demonfire, it can also be used to steal your opponent's draw spells (Careful Consideration, anyone?). Spree is there specifically for Angelfire, though anythig running more than 4 artifacts main are good targets for it. Aggro decks remain something of a problem, though the Ballards and Dead/Gones help. Same go for Project X.
Please note that my meta is currently VERY control-heavy, favoring U/B with Chronicallers and the various Korlash decks. Last FNM I went to, there was only one other aggro deck among 16 people.
lastly, I am considering the card Simean Spirit Guide for the deck, though I can't quite decide what to take out for it, if anything. Any thoughts? Theories? Suggestions? I'll take what I can get, just try to keep things civil.
4x Greater Gargadon
3x Magus of the Scroll
3x Mogg Fanatic
4x Mogg War Marshal
4x Blood Knight
4x Keldon Marauders
4x Epochrasite
4x Shock
4x Incinerate
4x Rift Bolt
Land (22):
20x Mountain
2x Keldon Megaliths
3x Jaya Ballard, Task Mage
4x Magus of the Moon
3x Dead/Gone
3x Shunt
2x Shattering Spree
The two Shattering Sprees will become an additional Shunt and a Dead/Gone once Ravnica rotates out.
Now, take a look at the deck. See a pattern? That's right, I will almost never pay more than 2 mana for any card in my main (only exception being Magus activations), and NEVER more than 3 for anything. The deck revolves around sending out multiple minor threats, which converge to take out the opponent's life total fairly quickly. The gargadons are not there as much for beatdown as they are used to make opponents nervous, plus a way to "dodge" removal (Tendrils and Remand being the big culprits here) and shut down Bridge for good. If the opponent leaves themself open with a Gargadon suspended, I can almost always call him in on the spot and chew 9 points out of their life total.
Thus far in testing, the deck has shown to be a good (read: 70%+)matchup pre-board against nearly all forms of control, save only Angelfire (due to speed). It goes about 50-50 against aggro (rack decks get annoying, not for the Goyf but because the deck loves going down to 1-2 cards in hand). Combo (Project X dominantly) has not yet been a problem, due to the large array of removal the deck contains.
Post-board, the Magus of the Moons distinctly make life not worth living for just about anything else currently in the format, especially control decks. Those $120+ mana bases start looking fairly worthless with him on the field, and the Jaya Ballards seal the deal. Shunt is not just useful agains demonfire, it can also be used to steal your opponent's draw spells (Careful Consideration, anyone?). Spree is there specifically for Angelfire, though anythig running more than 4 artifacts main are good targets for it. Aggro decks remain something of a problem, though the Ballards and Dead/Gones help. Same go for Project X.
Please note that my meta is currently VERY control-heavy, favoring U/B with Chronicallers and the various Korlash decks. Last tournament I went to, there was only one other aggro deck among 16 people.
lastly, I am considering the card Simean Spirit Guide for the deck, though I can't quite decide what to take out for it, if anything. Any thoughts? Theories? Suggestions? I'll take what I can get, just try to keep things civil.
If you look at the trends, it makes sense. Biggest one for me is that every part-:symw: guild has a Wrath so far, themed to their other color.
Boros: Brightflame, possibly Razia's Purification
Selesnia: Hour of Reckoning
Orzhov: Culling Sun
Thus, the trend suggests that Azorius will have a blue-themed Wrath. Nothing fits blue better than a counterspell, so this makes sense.
One card in hand, three open , one of these just coming out of summoning sickness...
"I attack with Rakdos Pit Dragon"
"No blocks, since you just burned off my last critter. I take 6?"
"Nope, I cast Seething Song. Take 16."
This guy is going to be a massive finisher in limited, hands down.
I'm now taking a glance at Blind Hunters over my Angels, but it looks unlikely. Odd as it is, I've found a few matchups (Ghazi-Glare and Knell-Dredge are big ones) where it becomes important to maintain a solid late-game. The Angels and Orzhova accomplish this, from what I've seen.
4x Plagued Rusalka
3x Dark Confidant
4x Mourning Thrull
4x Shrieking Grotesque
3x Ghost Council of Orzhova
2x Angel of Dispair
Spells (18)
4x Shadow Lance
3x Castigate
4x Last Gasp
4x Mortify
3x Pillory of the Sleepless
7x Swamp
7x Plains
2x Orzhova, the Church of Deals
3x Orshov Basilica
3x Godless Shrine
3x Souls of the Faultless
3x Conjurer's Ban
3x Faith's Fetters
2x Hissing Miasma
4x Leyline of the Void
The deck is far from done, but has so far posted 6-2 records against various decks. I'm only posting this one as a starting point for the discussion here.
It's funny you should mention that. I was in the process of putting together a B/u/g Dimir/Golgari deck, focusing on bossted, evasive threats and accelleration. The problem here is that the deck has a LOT more cards than it could use, and several potentials had to be cut due to mana issues (BoP hurt). What I ended up with was a bit faster and had a bit more punch to it, BUT it was also significantly less reliable than U/B. I might try G/B/u, but that's not Dimir anymore, and will go on another topic when and if I ever finish it.
4x Izzet Boilerworks
10x Island
8x Mountain
Creatures (14):
4x Gelectrode
4x Wee Dragonauts
4x Izzet Chronarch
2x Niv-Mizzet, the Firemind
4x Convolute
4x Invoke the Firemind
4x Char
4x Electrolyze
4x Peel From Reality
4x Repeal
The deck takes a LONG time to set up properly, which is a problem. However, given the time, the deck will set up multiple recursive engines, and quickly ping opponents from 20 to 0. Note that you should almost never actually conduct your Attack Phase, with the rare exception being if you have multiple Dragonauts in play and cast a spell.
8x Island
8x Swamp
4x Watery Grave
Creatures (20)
4x Thoughtpicker Witch
4x Dimir Infiltrator
4x Dimir Guildmage
4x Dimir House Guard
4x Moroii
3x Mark of Eviction
4x Last Gasp
4x Telling Time
3x Dimir Signet
3x Compulsive Research
3x Halcyon Glaze
4x Leyline of the Void
4x Disembowel
3x Mimeofacture
4x Hissing Miasma
It turns out that Guildpact had nothing at all to say about my main deck, though almost all of my SB changed. Through extensive testing, I've found a couple of interesting points to this deck:
First and foremost, it dies to a well-made Izzet Guild deck. Thus, why Shred Memory stays in (never underestimate the power of a Chronarch loop).
Second, the Marks are superior at overall disruption, due to their repeatability, and can also serve to bait opponents into unfavorabe attacks, just to get some use out of the creature. This saves on your more permanent removal spells, and racks up massive card advantage as you go. It is better than Gigadrowse, as well, which is why Giga is not in the deck.
Third, since Guildpact has so much good removal, I've found that the Phantasms are worse than useless against virtually every deck in the field. They left for good. The Banshees were a more difficult cut, but the Miasma is just better (and more mana-efficient) against the decks I normally use them against (mostly Ghazi-Glare).
Last, the deck is curiously able to take the control role against many opponents, even within the same match. Mindgaming by merely chaning spell priority has won me several games, as opponents reacted to a percieved Aggro threat while failing to prepare for a strong control side.
Hmmm... I've looked over Guildpact, and here are the cards I'm debating for my model of the deck:
Cry of Contrition
Daggerclaw Imp
Gigadrowse
Hissing Miasma
Plagued Rusalka
Repeal
... but mostly Cry and Repeal. In addition, I'm fairly sure Mimeofacture will see my SB, and if swarms become more popular here, then the Miasma will, as well.
Both absolutely love tapping effects, and Blue is the modifier color. Adding it to a Wrath to make it affect tapped creatures is something I could honestly see Wizards doing, and not something that would completely disrupt the environment (especially since they are specifically NOT making newer Wraths deny regeneration)
Really, there are enough ways to discard a card in this format (heck, in this set *coughCryOfContritioncough* to make this actually viable in constructed play.
8x Island
8x Swamp
4x Watery Grave
Creatures (20)
4x Thoughtpicker Witch
4x Dimir Infiltrator
4x Dimir Guildmage
4x Dimir House Guard
4x Moroii
3x Mark of Eviction
4x Last Gasp
4x Telling Time
3x Dimir Signet
3x Compulsive Research
3x Halcyon Glaze
4x Disembowel
4x Shred Memory
3x Hunted Phantasm
4x Keening Banshee
I swear, I wasn't using 20/20/20 as my model, it just ended up that way after I tested for a bit. The SB is currently WAY up in the air here, but as a whole the deck runs quite smoothly. Once it gets running (usually around turn 3-4, with decent defense before that), it usually dishes out from four to seven evading points of damage each round.