Agelic overseer is definitely sweet and worth sideboard slots. Loyal cathar is a bit rough costing ww, and his flipside isn't that good. Doomed traveller isn't good now without honor of the pure in my opinion, though I may be wrong.
When you play huntmasters, you are looking to grind out games against all kinds of decks instead of praying for a godhand and killing the opponent quickly. I play in a lot of long tournaments and I dislike having games where I lose to a control or midrange opponent just because I didn't draw my nut hand. Lunarchs, mayors, and huntmasters make for a better grind-style deck whilst keeping a decent amount of aggressiveness. Lunarch is perfect here as he fits in all parts of your curve. It all boils down to the kind of deck you prefer. Consistency vs. Raw power.
- Sasky
- Registered User
-
Member for 13 years, 4 months, and 8 days
Last active Wed, Sep, 21 2016 20:58:15
- 1 Follower
- 2,174 Total Posts
- 131 Thanks
-
Nov 29, 2012Sasky posted a message on Naya Humans (RTR Standard)@javdubs: Your idea sounds good. Have you checked out Craig Wescoe's Lightning Humans deck? It's up on tcgplayer. His idea sounds like what you want to be doing for that direction. As for bant control, this deck, like all aggro decks, is quite soft to sweepers. However, I have played the matchup and this deck is superior to straight out g/w aggro in dealing with long, grindy games. You just need to land a werewolf and let him win the game for you or until they sweep, then play something else. Midrange is ok, just hope for the best game 1, then punish them with intrepid hero game 2 (and 3).Posted in: Sasky Blog
@BobMcfall: They are both control-ish cards, which isn't really what this deck wants to be doing. I do want to play daybreak ranger, but she seems to get in the way of the main game plan. Pillar is also too difficult to support mana-wise. We have like 1 turn one untapped mana. -
Aug 14, 2012Sasky posted a message on Making the best Werewolf deck (Innistrad Standard)Thanks, I have tested gang and found him to be clunky, especially with huntmaster competing at the 4-drop slot. Bonfire is usually a better spell.Posted in: Sasky Blog
I agree with the borderland comment. He's actually ok because of the relatively high curve and because he gets a boost from mayor, though running 4 might be a bit too much. As of now he's ok, but I'll see how it goes. - To post a comment, please login or register a new account.
What are people's opinions of jamming goyfs in this deck, especially in lists that play green for revelry anyway?
Sorry but I don't understand how Merfolk is an 'easy' matchup? They don't hurt themselves with their lands and they tend to clog up the board. I don't see burn winning the matchup barring any multiple searing blaze draws.
http://www.channelfireball.com/articles/deck-guide-modern-uwr-twin/
Speaking of the OP, I have also updated my list in the wake of the pod bannings.
To be frank, I don't think the deck is incredibly well-positioned now, though it still has pretty fair game across the board.
I think, and this is just my own opinion, that it depends on whether you like bob or not. The deck is pretty good with or without him.
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
Spells (28)
1 Shard Volley
3 Mutagenic Growth
4 Lava Spike
4 Lightning Bolt
4 Boros Charm
4 Searing Blaze
4 Skullcrack
4 Rift Bolt
2 Sacred Foundry
2 Stomping Ground
4 Arid Mesa
4 Mountain
4 Scalding Tarn
4 Wooded Foothills
2 Combust
2 Dragon's Claw
3 Destructive Revelry
4 Lightning Helix
4 Molten Rain
Matchups:
Win R/W Burn 2-1 (Draw without creatures lost me the 2nd game)
Win Big Zoo 2-1 (Lost to Kor Firewalker in 2nd game)
Lose Affinity 0-2 (Lost the 2nd game because I neglected bolting my opponent on the first turn, eventually needing that last point of damage)
Lose Merfolk 0-2 (No chance of winning at all)
Win Abzan 2-0 (Yep, good matchup is good)
I had a lot of fun piloting this deck as there are many moments where you had to think really hard and you will lose to very minor gameplay mistakes.
My only problem with burn as a deck is that there are unwinnable cards (Kor Firewalker) and unwinnable matchups (Affinity, Sisters, Merfolk).
I'd probably just keep the deck in cold storage and bring it out when I feel like having some fun, as I find it a more challenging deck to play than Twin. I don't really like it as a default deck to play because of the matchups where you simply cannot win no matter how well you pilot the deck (unlike twin).
Thanks! I'm glad it worked well for you. It is good that you adjusted the numbers of deceivers and pestermites. It all depends on how many bolts you are expecting to face vs paths. More bolts = more exarchs, more paths = more pestermites.
I have since slightly tweaked the sideboard. Angers are pretty bad while explosives are pretty good. The changes are:
-2 Anger of the Gods
+1 Grim Lavamancer
+1 Engineered Explosives
A 4 mana creature that dies to bolt and requires mana investment to be good.
Vs. Tasigur, a creature that comes out earlier and does not die to bolt.
That's about as stock a list as you can possibly get (a good thing).
I disagree with boarding out spellskites in the mirror, but his reasoning is sound.
Other than that, fantastic deck, explanation, and sideboarding guide.
Updated list! Fit for play in any open meta.
Edit: I own goyfs and I'd rather play tasigur. He overcomes most of goyf's weaknesses - spell snare, abrupt decay, threads, and even grave hate.