I realize that Catapult Squad and Suppression have terrible synergy, I'm just testing Catapult in there for the time being, I'm still not completely sure about it in here. I've found that suppression field can have a bunch of important effects aside from the fetch/waste lands; besides greatly slowing down planeswalkers, it helps with vial, lavamancer, cursed scroll, etc. It's definitely not great in some matchups, and I definitely feel like it often hits the ground too late to do much against fetchlands, as mentioned earlier. Any good alternatives? Is anyone running trini anymore?
Finally, Gustcloak Savior I've also just begun to test, but so far I really like it. Not only does it provide a burn-resistant, delver-proof flier for the deck, but it's ability is awesome. Regardless of what's staring at you across the board, you can swing with all your dudes, and simply remove from combat any that would get dealt lethal. Amazing. I may go up to 3 if he continues to test well. Thoughts from anyone?
Is anyone else experiencing the crazy server errors on MWS the last couple days? I haven't finished an entire game once. Just get these errors anywhere from 2 seconds to five minutes in:
<System> Session Lost
<System> Disconnected
Yeah Grafdigger's is just there for testing... I do like the fact that it's longer lasting than the typical hate, and completely shuts down reanimator because they generally don't have a way to deal with it. Ideally the dredge player would be dead before they stacked up enough in their grave AND dealt with cage, but it's a valid point you make.
What else can stifle do that you like? I know it kills the pain lands primarily, but what are some good all-around uses for it?
I had been running 3 beserk when I was testing it. It's difficult because it's pretty much impossible to get the element of surprise, AND wait for invig/swell to resolve since you have to cast Beserk at the end of the blockers step.This can lead to a lot of problems if they have a creature out, any chance of removal, or counterspell.
I'd be willing to test a fourth vines, I had three simply because of the worry it would sit in my hand even more than it already does at times. You're right about the instant speed and other tricks with Groundswell, but I just feel like there are times where I could use a guaranteed +4/+4, Mook is really just in there to test that.
This thread has been quiet for a while... I think with the banning of MM most people gave up on this deck. I've continued to play it, though, and have been continuing to have a high level of success against most competetive decks. Here's the list I've been running.
Couple necessary comments: I hate Beserk in this deck. After testing it extensively in place of Rancor, I found more times than not it just sat in my hand with nothing to combo it with. Or, when I would attempt the Invigorate/Groundswell in response to Beserk during the end of the declare blockers step, I would get Invig/Swell countered and lose my creature at the end of the turn after dealing 2 counters. I just find it to be a less consistent way of potentially winning faster. And like chaudakh, I prefer consistency over speed to try and be as competetive as possible.
I'd love another Pendelhaven in here, but the manabase can't handle another non-dual imo, and i'm not willing to go down to 3 nexus... 16 creatures seems to be a good number. Also the fact that it's legendary makes it difficult to justify more than 1 imo.
I think grave hate is definitely necessary in sb... as reanimator can go off turn 2. Cage stops reanimator, dredge, Natural Order, and others.
4 Chill is necessary against any mono-red or heavy burn splash matchup- I've won more games on the back of that card than I care to count. Even if it's just to slow down the recurring Punishing Fire combo I find it to be worth it.
Flusterstorm helps against the storm matchup or just against decks w/ heavy removal.
Love to hear any questions/comments/suggestions about this build.
Has any testing been done with Rancor? I've been playing a B/G infect deck for a while, but recently tried to make a U/G similar to these.
I found especially with Ichorclaw Myr, Rancor is invaluable against the chump blockers, especially if you're playing against Bitterblossom.
Thoughts?
3 Karakas
6 Plains
4 Cavern
2 City of Traitors
4 Ancient Tomb
4 Daru Warchief
2 Captain of the Watch
4 Enlistment Officer
4 Preeminent Captain
4 Thalia
4 Ballyrush
3 Veteran Swordsmith
2 Catapult Squad
2 Gustcloak Savior
4 Suppression Field
4 Chalice
4 Chrome Mox
SB
2 O-ring
2 Jitte
3 Serenity
3 Cursed Totem
3 Rest in Peace
2 Phyrexian Revoker
I realize that Catapult Squad and Suppression have terrible synergy, I'm just testing Catapult in there for the time being, I'm still not completely sure about it in here. I've found that suppression field can have a bunch of important effects aside from the fetch/waste lands; besides greatly slowing down planeswalkers, it helps with vial, lavamancer, cursed scroll, etc. It's definitely not great in some matchups, and I definitely feel like it often hits the ground too late to do much against fetchlands, as mentioned earlier. Any good alternatives? Is anyone running trini anymore?
Finally, Gustcloak Savior I've also just begun to test, but so far I really like it. Not only does it provide a burn-resistant, delver-proof flier for the deck, but it's ability is awesome. Regardless of what's staring at you across the board, you can swing with all your dudes, and simply remove from combat any that would get dealt lethal. Amazing. I may go up to 3 if he continues to test well. Thoughts from anyone?
<System> Session Lost
<System> Disconnected
What else can stifle do that you like? I know it kills the pain lands primarily, but what are some good all-around uses for it?
I'd be willing to test a fourth vines, I had three simply because of the worry it would sit in my hand even more than it already does at times. You're right about the instant speed and other tricks with Groundswell, but I just feel like there are times where I could use a guaranteed +4/+4, Mook is really just in there to test that.
What do you think of the sb?
1x Pendelhaven
4x Inkmoth Nexus
4x Tropical Island
1x Forest
1x Island
4x Misty Rainforest
2x Verdant Catacombs
1x Polluted Delta
Creatures
4x Blighted Agent
4x Glistener Elf
4x Ichorclaw Myr
4x Force of Will
4x Daze
2x Spell Pierce
Card Advantage
4x Brainstorm
1x Ponder
Pump
4x Invigorate
3x Groundswell
1x Might of Old Krosa
3x Vines of Vastwood
4x Rancor
4x Chill
3x Grafdigger's Cage
3x Nature's Claim
3x Pithing Needle
2x Flusterstorm
Couple necessary comments: I hate Beserk in this deck. After testing it extensively in place of Rancor, I found more times than not it just sat in my hand with nothing to combo it with. Or, when I would attempt the Invigorate/Groundswell in response to Beserk during the end of the declare blockers step, I would get Invig/Swell countered and lose my creature at the end of the turn after dealing 2 counters. I just find it to be a less consistent way of potentially winning faster. And like chaudakh, I prefer consistency over speed to try and be as competetive as possible.
I'd love another Pendelhaven in here, but the manabase can't handle another non-dual imo, and i'm not willing to go down to 3 nexus... 16 creatures seems to be a good number. Also the fact that it's legendary makes it difficult to justify more than 1 imo.
I think grave hate is definitely necessary in sb... as reanimator can go off turn 2. Cage stops reanimator, dredge, Natural Order, and others.
4 Chill is necessary against any mono-red or heavy burn splash matchup- I've won more games on the back of that card than I care to count. Even if it's just to slow down the recurring Punishing Fire combo I find it to be worth it.
Flusterstorm helps against the storm matchup or just against decks w/ heavy removal.
Love to hear any questions/comments/suggestions about this build.
I found especially with Ichorclaw Myr, Rancor is invaluable against the chump blockers, especially if you're playing against Bitterblossom.
Thoughts?