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PostPosted: Thu Jul 24, 2014 4:29 am 
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I didn't notice that it untaps, that makes a world of difference. Nice.

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PostPosted: Thu Jul 24, 2014 8:43 am 
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Hello, I would like your guys opinion on this deck list:

4 x Golgari Guildgate
10 x Swamp
10 x Forest
3 x Treasured Find
4 x Satyr Wayfinder
4 x Necromancer's Assistant
4 x Dead Reckoning
1 x Vengevine
1 x Shadowborn Demon
3 x Spider Spawning
3 x Rescue from the Underworld
2 x Nemesis of Mortals
1 x Soul of Zendikar
3 x Pelakka Wurm
2 x Rune-Scarred Demon
1 x Griselbrand
3 x Covenant of Blood


I am apparently missing a card there and for the life of me I don't remember what it is, may be a pair of Bloodghast? Anyways, I went 6-1 last night using that build but I am looking to improve it. The Covenant of Blood are bad cards and I run them just a filler cards for now, although they came in handy. I ran into a lot of Azorius control last night but managed to muscle my way through on all but 1 match. Bident of Thassa was out on a few of those matchups and I need to add some removal for them so i am debating whether to add a pair of Mold Shambler or Reclamation Sage. Since Naturalize are not creatures I do not want to add them. for now I am leaning more toward Mold Shambler. Also, I need better card draw so I am debating whether I should go with a pair of Triumph of Ferocity, Graveborn Muse or Garruk's Packleader.


Either way, the benefit of the deck is that you are constantly applying pressure with creatures. Having cards go into the graveyard only helps you tutor them back into the field. In hind sight you might say the deck needs ramp and I have not come across that issue, in fact the real issue is card draw.


Last edited by HARBiNG3R on Thu Jul 24, 2014 9:40 am, edited 1 time in total.

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PostPosted: Thu Jul 24, 2014 9:26 am 
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Splashing blue for Hedron Crab and Dinrova Horror gives the deck the added consistency I think it lacks in both the removal department and getting stuff on your graveyard. If everything fails, you can turn a board stall into a mill win. Dinrova is pretty awesome to rescue too


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PostPosted: Thu Jul 24, 2014 9:31 am 
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I've been tinkering with the idea of a blue splash for Crab and Chill of Foreboding, but Horror looks good too.

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PostPosted: Thu Jul 24, 2014 9:34 am 
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I don't really think the deck needs more ways to put things in the 'yard past Wayfinder and the Zombie. And since Blasting Station, my problems with lack of removal vanished. Or maybe I just don't like the tempo loss of using so many gates. I dunno. How's your mana base, Shidoshi?

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PostPosted: Thu Jul 24, 2014 10:02 am 
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What's your list, fel?

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PostPosted: Thu Jul 24, 2014 10:10 am 
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I took your shell, removed the Pharika's Chosen, Elder of Laurels and Gravedigger for 3 Stations, a Paragon and Soul. Stations are overperforming, but I'm not quite sure if 3 is too many. Drawing one is great and makes the deck very hard to beat, but I'm drawing 2 very often. I only got to play Paragon once and it was insta-removed (good sign?), but he would've been a no-factor in most games. At least it's a way to push damage with Nemesis, so I'm testing a little more. Soul is just good in every non-aggro Green deck.

EDIT: I also added the third Pelakka Wurm.

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PostPosted: Thu Jul 24, 2014 10:31 am 
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Deathtouch(Name needs work, please give a suggestion)

(This deck started out as I was making a mono black and ended up here)

10 Swamp
6 Forest
4 Golgari Guildgate
(deck has so many low mana threats, it doesn't really need 22 to 24 lands)

4 x Pharika's Chosen(1 mana deathtouch...prey upon with it and kill a 20/20, doesn't matter)
4 x Undying Evil(very useful and a kill trigger when paired with Agent of the Fates)
4 x Child of Night(With Undying and Titanic Growth, can do monumental heal/hurt)
2 x Agent of the Fates (Why I haven't seen anyone else run this, I'll never know)
4 x Giant Scorpion(are you starting to get the theme here?)
4 x Phyrexian Rager(not much, but oh well, it's a draw)
3 x Paragon of the Open Grave
1 x Shadowborn Demon
2 x Indulgent Tormentor

4 x Prey Upon(use this with agent on lower creature and kill 2 with one)
4 x Elvish Visionary(draw and fodder)
4 x Titanic Growth (Agent trigger, Child enhancer, more damage)

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PostPosted: Thu Jul 24, 2014 10:36 am 
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Hedron Crab is very good for this archetype. Not only does it give you more spiders, it also makes you get to the Spider Spawning faster in the first place. When you rely on 3 cards to win the game, you better make sure to draw/mill them.


Last edited by Gegliosch on Thu Jul 24, 2014 10:37 am, edited 2 times in total.

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PostPosted: Thu Jul 24, 2014 10:36 am 
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I tested a different version last night that cut the Nemesis of Mortals entirely (went 2-0 before I had to go to bed). I've had Nemesis out on T3 twice now and he wasn't dominant or anything; then in the lategame he's pretty bad because there's just no way to force through damage with him (and I don't think Paragon is the answer).

I added the pair of Graveborn Muse because this is primarily a combo deck and we need to dig to assemble the pieces; the 3/3 body isn't terrible, either. I also added Griselbrand and the third Pelakka Wurm to strengthen the Reanimator subtheme.

I needed to make one last cut and ultimately went back to 23 land; I know it doesn't make sense to add two bombs then cut a land, but with all the Wayfinders, Visionaries, Ragers, and the addition of Muses I should be able to hit most of my drops. I also got my creature count to 31 in the process.

As far as Blasting Station I think it's probably a good bullet since we have two Rune-Scarred Demons, but there's no way to retrieve it if it lands in the 'yard without adding Treasured Find (which is also useless once binned). I think I'm going to leave them out for now.

I'll play with my updated build tonight to see how the bigger top end and extra draw performs.

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PostPosted: Thu Jul 24, 2014 10:51 am 
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Shadowcran wrote:
4 x Prey Upon(use this with agent on lower creature and kill 2 with one)


Since the Agent's ability resolves first, you'll only get a 2-for-1 if your opponent is very dumb. They can just sac their creature you targeted.

Hakeem928 wrote:
I tested a different version last night that cut the Nemesis of Mortals entirely (went 2-0 before I had to go to bed). I've had Nemesis out on T3 twice now and he wasn't dominant or anything; then in the lategame he's pretty bad because there's just no way to force through damage with him (and I don't think Paragon is the answer).

I added the pair of Graveborn Muse because this is primarily a combo deck and we need to dig to assemble the pieces; the 3/3 body isn't terrible, either. I also added Griselbrand and the third Pelakka Wurm to strengthen the Reanimator subtheme.

I needed to make one last cut and ultimately went back to 23 land; I know it doesn't make sense to add two bombs then cut a land, but with all the Wayfinders, Visionaries, Ragers, and the addition of Muses I should be able to hit most of my drops. I also got my creature count to 31 in the process.

As far as Blasting Station I think it's probably a good bullet since we have two Rune-Scarred Demons, but there's no way to retrieve it if it lands in the 'yard without adding Treasured Find (which is also useless once binned). I think I'm going to leave them out for now.

I'll play with my updated build tonight to see how the bigger top end and extra draw performs.


I can't see myself cutting Nemesis at this point. He just works too well with what the deck is trying to do. If a 5/5 on t3 is not dominating the board the moment it hits, there's very little else you could do.

I'm also not feeling the need to draw more cards that you feel. Since most of your important cards work from the 'yard (Spawning and fatties), milling is almost like drawing.

Regarding Station, it's not a card I need to win, so I'm not really sad to see it milled. It's a card that makes the deck's strategy much more powerful, though.

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PostPosted: Thu Jul 24, 2014 10:56 am 
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My base has 12 Gates, I don't like being locked out of my colors. I don't have all premium cards so I can't test Blasting Station. Hedron Crab is really the best way to mill yourself, getting just one is enough to get all the cards you want on the GY.


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PostPosted: Thu Jul 24, 2014 12:24 pm 
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Well, you guys have inspired me to try working on a Black/Green deck tonight. I don't think I'm experienced enough to try adding Blue as well, but that crab really does look amazing at digging through your cards and getting them in the graveyard.


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PostPosted: Thu Jul 24, 2014 12:45 pm 
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Shidoshi wrote:
My base has 12 Gates, I don't like being locked out of my colors. I don't have all premium cards so I can't test Blasting Station. Hedron Crab is really the best way to mill yourself, getting just one is enough to get all the cards you want on the GY.


I agree, with you want to brute force cards in your 'yard, Crab is your best bet. I'm not feeling the need for it, though, and right now I don't think it justifies the worse mana base/loss of tempo.

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PostPosted: Thu Jul 24, 2014 7:51 pm 
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Honestly, I have my doubts that doubling the amount of lands that come in tapped is going to make my deck more consistent. Sure, the spiders will look more sexy but what about the rest of the cards that have to wait one more turn to be cast? I want to cut the 4 golgari guildgates as it is...


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PostPosted: Thu Jul 24, 2014 9:02 pm 
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Only reason I'd use more guildgates than 4 is if I wanted to do something with Saruli Gatekeepers or the Ogre Defender.

If splashing another color, it's no longer Golgari, is it?

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PostPosted: Thu Jul 24, 2014 10:26 pm 
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Shadowcran wrote:
2 x Agent of the Fates (Why I haven't seen anyone else run this, I'll never know)

4 x Prey Upon(use this with agent on lower creature and kill 2 with one)


I'm sorry for dumb request but can anyone please explain me the usefullnes of Agent of the Fates? I mean, you lose a creature too, so is it really gaining you a card advantage? Or should I use his ability only if I have Undying Evil to save your creature?

Same with Prey Upon trick - you kill 1 creature with Agent, make your opponent sacriice another and after that sacrifice your own, right? There's still no card advantage, if I understad this combo correctly. You lose 3 cards (Agent if he dies, Prey Upon and another creature) and your opponent only loses 2. What am I missing?

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PostPosted: Thu Jul 24, 2014 10:48 pm 
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Lexxx20 wrote:
Shadowcran wrote:
2 x Agent of the Fates (Why I haven't seen anyone else run this, I'll never know)

4 x Prey Upon(use this with agent on lower creature and kill 2 with one)


I'm sorry for dumb request but can anyone please explain me the usefullnes of Agent of the Fates? I mean, you lose a creature too, so is it really gaining you a card advantage? Or should I use his ability only if I have Undying Evil to save your creature?

Same with Prey Upon trick - you kill 1 creature with Agent, make your opponent sacriice another and after that sacrifice your own, right? There's still no card advantage, if I understad this combo correctly. You lose 3 cards (Agent if he dies, Prey Upon and another creature) and your opponent only loses 2. What am I missing?


You don't lose a creature when his ability activates. Only opponent. Let's say you use Prey Upon and Undying on the Agent, you use the undying on Agent, causing sac by opponent, then the prey upon, causing another sac, and perhaps the creature you're preying upon for another. This means 2 dead for 2 mana(since undying and prey are 1 mana each) and maybe a third. Combine him with deathtouch given by Paragon of the Open Grave to more than likely get the third and Agent is still on the field with it's undying and with a +1/+1 for the effect of undying.

Use one mana spells on Agent, enchants, sorceries, instants. When buffed, I've even used a shock or an Undying evil on him(turn off simplified targeting if you haven't already) that leaves him alive, but forces another sac.

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PostPosted: Thu Jul 24, 2014 11:27 pm 
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Ohhh, I've totally misread his ability! I've always thought it says "each player"! Dammit, I need him in my deck right f*cking now!

Thank you for opening my eyes, mate :)

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PostPosted: Fri Jul 25, 2014 12:07 am 
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You're welcome. I'm great for knowing hidden uses other miss. ...I may be starting a thread along those lines like I did last year.

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If You get an aggro player to stop attacking, you've got the match won.


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