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  • posted a message on The Best Titan in Standard
    Wow this is by far one of the most interesting threads I've seen in awhile.

    Is it safe to say that 1 effect is more powerful then another? Yes you can.

    If 1 effect is stronger then another then you should look at what makes it so. Tutoring for 2 lands is extremely powerful. EVEN IF there were no good nonbasic lands I would give Prime Time the #2 spot. At worst you are digging out lands and thinning your deck. At best you are getting a really powerful combo out. Because there are good lands the green titan is #1. Would you really think doing 3 damage is as good as fetching out a powerful combo that can win a game? Do you think making 2 2/2s is as good as getting the combo? How about getting a perm from the graveyard? If the CC 3 or less wasn't there then it would be close. But the combo wins because it is. Tap a card or win the game. Which is stronger? Green Titan has the best ability.

    Now which is best in the current meta? Which is the real question of the thread. Blue titan is best. But only if used in a ramp deck. It's more then just tapping a card in this deck. It comes out just as early as prime time and basically removes the best card in play not named dungrove elder. It's counter ability comes in fast enough to ensure a couple of swings if you ramp fast enough. Thereby giving you all the tempo you need. Cast turn 4 on the play and see. They can't doomblade it can't Go for the throat it because it'll tap a land. It'll either eat a few dudes before they can kill it or cause 6-12 pts of life loss, and ties up all their mana to kill it. Mean while you cast other spells that just put them further and further behind.

    People may not like it but Turn 4 frost titan is about the best play in standard. Only thing better is Turn 3 Frost titan. Too bad Turn 2 Frosty is not possible anymore. I've won so many games with that. Missing cobra so bad right now.
    Posted in: Standard Archives
  • posted a message on Gur Run
    Quote from dudebro
    Terramorphic Expanse isnt even standard legal so its not ready for FNM sorry :/


    Drop the illegal cards? I'm very grateful for that bit of advise. Maybe put in unholy grotto? OK that probably would work either. Basic or that reprint from the new set?
    What other advise can you suggest?

    No reason to take this unfriendly tone. Warning issued.
    -Sene
    Posted in: Standard Archives
  • posted a message on SDC "Table of Contents" thread
    Posted a new deck. Gur Run. Deck is what I think the next stage of Wolf Run Ramp could possibly be. Basically Wolf Run with a strong blue splash to take greater advantage of the ramp engine as well as adding in counters and card draw. Don't know how to make links. Sorry for that.
    Posted in: Standard Archives
  • posted a message on Gur Run
    New deck I'm been working on. Trying to get this up to FNM quality as fast as possible. Advise needed.



    Should this deck have play or red sun? I'm leaning more toward Red sun but DP won alot of games at states for me. (I ran traditional Wolf Run Ramp. No Blue splash)

    What are your thoughts on the single Cackling counterpart? I know it's a total jank card, but you have to admit a surprise Robot after they attack could be quite nice. Becomes an instant rampant growth and draws a card. Or like I've done in play testing. They cast Red Hero and I flash in a Titan or Wurm to destroy them. I've used it in response to a Day to win the game next turn. 4 3/3s swinging in rather then just 2. And the flashback is totally doable with this style deck. Eot Frost titan really messes up math I hear. Plus flashing in a primetime makes Wolf Run bigger then expected. That can win games all on it's on.

    Counters and draw cards seem to be the next logical move this deck should take.

    Frost titan is amazing with Wolf Run. In the mirror or non counter Run decks. He trumps whatever guy they were planning on swinging with either Titan Wurm or Nexus usually. Or worst case he can tap down a Wolf Run even. This will allow you to run him in. Probably trade with a lot of trample damage then next turn swing in with something else and pump with your run. Basically it's not who gets the first activation of run anymore. If you ramp into him then it's lights out against a lot of the field. Hitting him when they have 3 mana can cripple them. No day or any removal can hit him. Next turn Copy it or cast another for something close to GG.

    This deck bluffs better then traditional Wolf run. During the game if you get into top deck mode you can still counter or flashback Think Twice. Whereas the former build just sits there looking at the pretty land they just ripped.

    This has a better SB also. You can put in flashfreeze or whatever you like. Maybe even a snapcaster to act as additional counter or small robot. Flashback Rampant growth and get a 2 power body for Wolf Runs.

    I considered ponder to ensure you don't rampant or emissary your bombs away turn 2. I decided against that since turn 1 we want to be playing that bird or tap land to set up for the following turns. Thoughts?

    Well there you have it. Good idea? Format crushing? Lame? What do you think?

    No advise or love for this deck? First try and already have the perfect build? Didn't put developing so y'all don't think it can play with the big dogs? What's up?

    Doublepost merged.
    -Sene
    Posted in: Standard Archives
  • posted a message on [[Official]] Turbo Fog
    There are a lot of variables that we don't know of monk. Suppose his big burn spell was Red sun? That makes since because they guy could have been thinking about opposing Wurm Coils. If that gets milled and your opp is playing Fog is there really a reason to keep going? Devils play is the much better card in this matchup but that can be answered as well. 2 is GG or 1 and flashback.
    At the same time monk is kinda right. Why would they scoop if Day has not been cast yet? I can totally understand the scoop if your Red sun is gone then comes day. But that never was said.



    Think Twice really needs a spot in these decks. it's kinda like a howling mine or bell. In you get cards over turns. That makes it logical to run a 3-4 of. Snapcaster mage needs a few spots also. There really is no reason to not run these. Why not run 5-8 fogs or Days?
    Posted in: Standard Archives
  • posted a message on Ranking of the Colors in Standard
    Well with 5 out of the top 8 being wolf run. Which was then 3 of top 4 and also both finalists. I would have to say green is top dog. With honorable mention to red for slagstorm. Talking about LA state championship.
    Posted in: Standard Archives
  • posted a message on Is GR LD possible?
    problem with ld is basically it can't exist while ramp is powerful. You can't possibly and consistently destroy lands faster then they can put them out. The current spells are very nice. Beast, Bramblecrush, etc. It's just that ramp will destroy you everytime. Also mana leak will hose you. Bird, Beast within on the draw still sucks.
    Posted in: Standard Archives
  • posted a message on [SCD] - Garruk Relentless
    I'm fairly certain that the other garruk is by far the better card. The little 1/1 deathtouch guys are not as relevant as 3/3s and the ability to draw 6 or so cards is amazing.
    The only decks I can see this one being played is wolf run red, or a Ug control deck should one arise.
    Posted in: Standard Archives
  • posted a message on [Primer] Mono-Green
    First cut a bird or elf for your 4th zenith. Then if you get titans you can cut 3 forest for mountain And run. Then the choice is up in the air about what to cut. I personally would do overrun. That's because the effect is similar. And the CC of the deck goes up some. Could take out hellkite to keep the CC the same though. But overrun has to compete with runs still. Which effect do you like better? Run lets you leave back blockers and if you attack with more then one guy it destroys the opp. They can't block it properly. Overrun leaves you wide open if its not fatal. Gives them all the info before the attack and only 1 time use. Run is great that you don't want to over commit to the board and can be used over and over. Also hurts illusion decks. Reads 3 mana destroy target illusion. Lastly is overrun has potentially a greater effect but also a potentially worse effect. How good is overrun after a sweeper? How good is wolf run after a sweeper? Odds are with wolf run again. Remember that both win a game if unanswered.
    Just thought of this one. Overrun always costs the same. Wolf run does not. I guess that helps overrun some. Your opening hand needs to be discussed also. Wolf run will help you more since you can tap it for mana.
    Posted in: Standard Archives
  • posted a message on [[Official]] [Developing] UGx Aggro Control Tempo
    Snapcaster needs a few spots. Yeah it flips your guys. But what is better. A flipped mayor or a game loss? Counter that bomb or knock out that planeswalker. Use as a 2 if IR something.
    Posted in: Standard Archives
  • posted a message on [Developing] RUg: Death of a Thousand Stings (Reworked)
    I don't see brimstone as a problem. Yeah there are times when it slows you down but it closes out a game faster then any other spell. The only cards that come close are day and naw to the bone. Neither are good for us though
    Posted in: Standard Archives
  • posted a message on [Developing] RUg: Death of a Thousand Stings (Reworked)
    Humm, thinking of something else. Slimmed down on some #s to add in more Flashback. Lost incinerate for it basically. Not sure if this build can survive like the former one can though
    Posted in: Standard Archives
  • posted a message on [Developing] RUg: Death of a Thousand Stings (Reworked)
    Also consider 3 incinerate 1 past in flames. Or 2 and 2.
    Posted in: Standard Archives
  • posted a message on [Developing] RUg: Death of a Thousand Stings (Reworked)
    I'm not sure 4 ravings is what the deck list above wants. You have 3 1 of finishers. Ravings is just as likely to pitch it as another card in hand. Good build though.
    Posted in: Standard Archives
  • posted a message on [Developing] RUg: Death of a Thousand Stings (Reworked)
    I've got to say that this deck style is amazing. Reminds me so much of rift/slide decks. The crazy thing is that its only in the first ⅓ and is already a solid contender. I've had very favorable matchups with this build.
    This build explodes from nowhere. I've dealt 15 or so damage turn 4.
    I hate to say it but leaks have moved to the sb. It was a hard decision to make but the deck performs better with them gone. Favorable matchups all over the place. Game one is almost always hard but I like this build for game one because it has so many answers. First off most decks don't run any form of enchantment removal MD. That gives us a huge edge. Just stay alive and you will win with BV activations. Game 2 it gets crazy. You attack them at the heart of their decks. Slags for aggro. Shatterstorm and more ancient grudges for steel decks. Slag comes in here also. Control gets leaks boarded in. Pod isn't much of a problem because we get more grudges and the burn keeps the small guys off the field. They have to actually resolve a big guy. Flash freeze and leaks stop them nicely.
    is my current sb.
    Posted in: Standard Archives
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