Thanks alot, I's nice to know BATMAN approves . And yeah, Gaea is the swap; omnath has that johhny thing going with chandra, but if you wanna spike the deck , Gaea is exactly the ticket.
There's room for customization as well depending on what you face. I built the deck trying to range from fighting aggro whilst still being able to pressure planeswalker decks; but if you see alot of ramp, fleshbags become good subs for devour in flames. etc etc.
Played another 2 games, won both but one of them was quite close. I really miss some kind of enchantment/artifact removal and Pulse of Murasa seemed a bit dead in my hand most of my games. I'll try the Reclamation Sage instead of Pulse of Murasa later today (since Bellower can search for it as well).
However, I now want to take a look at some of the tech choices. As much as I like crushing white weenies, I still have trauma from BFZ season and want to make it my mission to stop people from playing Ulamog ever again, as well. A Reclamation Sage against From Beyond and a couple Fleshbags might be warranted... although I want to keep Devour in Flames. Maybe just the Rec Sage for now.
Yeah, there's some good curves in this deck. Let me know how the testing goes, I'm trying other brews already
I did run it vs Coexist, champion of bear aggro himself and went 2/1 but the loss was due to an incredibly stupid keep on my part. I think he was even on the play each game, but I might have that wrong.
Current consensus seems to be -1 Omnath +1 Gaea's Revenge -1 Pulse of murasa + 1 Reclamation Sage. Sounds legit. I do have to mention that in one of my games vs Coexist, champion of bear aggro, Pulse of Murasa was what bailed me out when i got horribly flooded though.
Yeah, there's some good curves in this deck. Let me know how the testing goes, I'm trying other brews already
I did run it vs Coexist, champion of bear aggro himself and went 2/1 but the loss was due to an incredibly stupid keep on my part. I think he was even on the play each game, but I might have that wrong.
Current consensus seems to be -1 Omnath +1 Gaea's Revenge -1 Pulse of murasa + 1 Reclamation Sage. Sounds legit. I do have to mention that in one of my games vs Coexist, champion of bear aggro, Pulse of Murasa was what bailed me out when i got horribly flooded though.
This list seemed pretty strong for sure!
I was on the play 2/3 games, but 1 game i conceded 2 turns after the mull to five because I didn't draw a second land. If my drawbot was working properly and it was a good day for Coexist, champion of bear aggro I think the record would have been reversed
I have played a few games with it and it seems to work well with some nice combos from the new cards. I like Ulvenwald as it makes your chumps give you a clue that when sac'd gives a 1/1 token which is awesome as a blisterpod on its own with 2 free mana can make an 8/8 husk + draw 1. Devil's playground is great so far as a finisher.
Will edit this after playing a bit more to see whats what.
Edit1: LIVE THE DREAM... Chandra's Ignition on Ormendahl!!
Nice! I had the idea to combine red steal spells with evoleap to sac and ulvenwald to double down on profits from that combo. Was browsing Jund lists to get ideas of what new other new cards work well in this general shell, and here I find you've already beat me to the idea. Looking forward to taking this for a spin!
I wanted to go in harder on steal spells though. What are your thoughts on that? Too much of a good thing?
I have played a few games with it and it seems to work well with some nice combos from the new cards. I like Ulvenwald as it makes your chumps give you a clue that when sac'd gives a 1/1 token which is awesome as a blisterpod on its own with 2 free mana can make an 8/8 husk + draw 1. Devil's playground is great so far as a finisher.
Will edit this after playing a bit more to see whats what.
Edit1: LIVE THE DREAM... Chandra's Ignition on Ormendahl!!
Nice! I had the idea to combine red steal spells with evoleap to sac and ulvenwald to double down on profits from that combo. Was browsing Jund lists to get ideas of what new other new cards work well in this general shell, and here I find you've already beat me to the idea. Looking forward to taking this for a spin!
I wanted to go in harder on steal spells though. What are your thoughts on that? Too much of a good thing?
Built it with a few changes, and have had a lot of fun testing it so far.
I'm lacking Sifter of Skulls, so I ran Arlinn Kord and Ob Nixilis Reignited in their place. Ob was just Ob doing his Ob thing, but Arlinn is a great fit in this deck. Every ability was relevant for me: Turn a Blisterpod into an attacking threat? Sure! Want a token for blocking/Abbey/Husk? Sure! Want to swell your little guys and/or make sure a pumped Husk hits face? Sure! Need to toss a Lightning Bolt out in a pinch? Sure! And the Ultimate? GG.
Another change I made was adding Ulvenwald Hydra. I did this to make sure I could fetch a Westvale Abbey or Rogue's Passage to close out a game. The one game I played where I drew it, it died to removal right away, but fetched me a 2nd I desperately needed to pop off Chandra's Ignition the following turn. So anyways.
I also culled Matter Reshaper. I like it's ability here, but I wasn't wild about it's demands on the mana base - and I only have 1 copy unlocked. I know you can sac a drone to cast in a pinch, but prefer to keep those around for other purposes. Removing it allowed me some flexibility with trading out colorless lands.
Yes. Crats is short for aristocrats. This general archetype got it's name from a successful deck that ran sac outlets with "aristocrat" in their name, and was popularized from there. Pretty safe to assume any deck you see on these boards that runs Husk is a crats deck.
Trying to build the Jund deck, since I found my Golgari deck to be good, but it was lacking To the Slaughter to really compete with the planeswalker decks. I like this one much better on paper. Devour in Flames should be playable in this deck.
So this has no answers to enchantments, so maybe a 1 of Reclamation Sage would be in order. Otherwise, this feels like a very strong and well rounded mid-range deck; with a well defined plan of controlling the board early, then beating face heavily come mid-game and quite a bit of CA built in to go long.
Joined: May 09, 2016 Posts: 69
Identity: Male
Preferred Pronoun Set: Him
This is the first deck i created on my own, any pointers would be appreciated. I really like the hydra so i want to keep those, any others are fine to be swapped. The deck has won 3 so far but i feel i pull too much mana. The point is too keep the field clear till im able to drop my bigger creatures.
Seem to do fairly well but I feel im pulling too much mana, but i felt it was needed to make sure i could keep the field clear then dropy creatures. I like chandra as its a good psuedo field clear on the drop. Nissas renewal for when i have my hydra out.
Right now your deck is at a very awkward place between midrange, ramp and control.
You are very heavy on removal and your endgame is good but not amazing. I am sure with 4 sweepers, chandra to sweep, and 6 cheap removal spells (plus 4 more at 3 CMC) you will obliterate RDW or white weenie aggro.
But ask yourself how useful all that removal will be vs the superfriends decks that dominate online play. Turn 2 Sylvan Advocate that grows to 4/5. Turn 4 Woodland wanderer will be 6/6, trample, vigilance.
This is the most powerful I have ever seen green creatures relative to the rest of the meta. I think instead of running anti-aggro spells you should take advantage of your G manabase and just include your own green beatdown, like everyone else does. Lambholt pacifist is excellent against aggressive decks and slow decks, and still very good against more midrange decks.
You have so much removal it looks almost like you are trying to do a control deck. 8 targeted removal, 4 board wipes, 2 edicts (sacrifice effects). The problem is you CANNOT interact with enemy planeswalkers. Planeswalker.deck is common in this meta and very powerful.
Your curve is very topheavy for a deck with no ramp. I would take out at least 3 of your 6 CMC threats OR add some ramp and go all out.
So after taking out some excess removal and some of your 6CMC bombs, you can add more threats! This would make your deck look like...
Goblin Rabblemaster's "Curved Out Jund" deck a few posts above you. Maybe this could use a few adjustments but it looks really, really excellent with high threat density and relevant answers. Maybe try a few games with the deck you just posted, then try a few games with Rabblemaster's deck. IMO understanding how more experienced players build decks is a key to learning how to build your own.
Right now your deck is at a very awkward place between midrange, ramp and control.
You are very heavy on removal and your endgame is good but not amazing. I am sure with 4 sweepers, chandra to sweep, and 6 cheap removal spells (plus 4 more at 3 CMC) you will obliterate RDW or white weenie aggro.
But ask yourself how useful all that removal will be vs the superfriends decks that dominate online play. Turn 2 Sylvan Advocate that grows to 4/5. Turn 4 Woodland wanderer will be 6/6, trample, vigilance.
This is the most powerful I have ever seen green creatures relative to the rest of the meta. I think instead of running anti-aggro spells you should take advantage of your G manabase and just include your own green beatdown, like everyone else does. Lambholt pacifist is excellent against aggressive decks and slow decks, and still very good against more midrange decks.
You have so much removal it looks almost like you are trying to do a control deck. 8 targeted removal, 4 board wipes, 2 edicts (sacrifice effects). The problem is you CANNOT interact with enemy planeswalkers. Planeswalker.deck is common in this meta and very powerful.
Your curve is very topheavy for a deck with no ramp. I would take out at least 3 of your 6 CMC threats OR add some ramp and go all out.
So after taking out some excess removal and some of your 6CMC bombs, you can add more threats! This would make your deck look like...
Goblin Rabblemaster's "Curved Out Jund" deck a few posts above you. Maybe this could use a few adjustments but it looks really, really excellent with high threat density and relevant answers. Maybe try a few games with the deck you just posted, then try a few games with Rabblemaster's deck. IMO understanding how more experienced players build decks is a key to learning how to build your own.
Thanks ill give it a second go around with these ideas. The decks done well, wins about 70 percent of the time. I actually am running a gruul ramp atm and it took me up to rank 10 so far. Its a deck i got from here im gonna use other peoples decks until i have a better idea of all the cards.
Still a work in progress, but looks promising. The goal is to accelerate with manadorks to drop 4-5 CMC bombs a turn early and to then ride that pressure home with the help of evasion and a touch of reach/removal. Due to Green having amazing library manipulation the deck is also very capable of winning card advantage wars.
Mana acceleration: Deathcap (MVP), Recruiter (flip side), Druid, Mina & Denn, Gitrog
The Red splash includes 4 cards with , which makes me feel a bit uneasy about the mana. And in case you weere wondering about those two singletons of Mire and Vestige, those are considerations for Hydra fetching.
Check it out and tell me what you think. Any and all comments are appreciated.
I have played a few games with it and it seems to work well with some nice combos from the new cards. I like Ulvenwald as it makes your chumps give you a clue that when sac'd gives a 1/1 token which is awesome as a blisterpod on its own with 2 free mana can make an 8/8 husk + draw 1. Devil's playground is great so far as a finisher.
Will edit this after playing a bit more to see whats what.
Edit1: LIVE THE DREAM... Chandra's Ignition on Ormendahl!!
Have you had any more testinf with this deck? I don't think anyone played a Crats deck in any of the most recent tournies.
So, cause of this game's interesting rules and limitations, I had to use 3 different "The Rock": Olivia, Kalitas, and Gitrog. The deck basically follows the traditional "Rock" strategy of inevitability, so, taking into consideration the lack of Ultimate Price and Ruinous Path, I go all out in terms of removing every early game threat I see. All the while, I drop threats that I know will become a hassle for my opponent to deal with in later turns. The coolest, funnest thing about the deck is the way the soft combos meld together so seamlessly, like the Vampires of Olivia making good tributes for Kalitas (usually I'll sack something that's already slated for removal, or sack a past-it's-prime Gitrog), the lands discarded for Olivia giving me draws with Gitrog, Chandra dumping a bunch of extraneous removal, and even excess lands, to draw a **** with Gitrog, or even fuel more Olivia discards, Olivia with Lambholt, allowing it to swing for 4 on the ground and 3 in the air...
Best match-up: Anything with creatures, best against midrange, but can destroy aggro unless they are token-based (i.e. Gideon, Nissa), which isn't really hard, unless you don't draw any direct damage or sweepers. Worst match-up: Esper control, because few creatures, and Ux Mill, because no creatures
Just like in Modern, this deck seems overly fair and is a great deck for both beginners and experienced players, imho, because of the deck's linear gameplay and synergistic interactions.
Joined: Nov 09, 2013 Posts: 1648 Location: Wroclaw, Poland
Here's the deck I used to push to rank 40 quickly. It went 15-2 with both losses to the same Izzet thopters player. One game I didn't get any sweepers, the 2nd one was a huge missplay by me, where he was left at 1 life (I didn't attack into a tapped board before wiping).
The deck runs 6 sweepers, has good early creatures, lifegain to offset the life loss and value creatures all around. The main reason why I went Jund were big evasive creatures that black provides and chandra's ignition which allows you to both sweep the board, hit a PW and attack a PW in the same turn. Your sweepers usually don't kill your creatures, so you can push damage through.
Jund Inigted Fliers
Description The deck runs 6 sweepers, has good early creatures, lifegain to offset the life loss and value creatures all around. The main reason why I went Jund was enemy PWs and the big evasive creatures that bl
Notable exclusions: Arlinn is slow Omnath - I started with Omnath, but usually didn't need him in the games, so I switched him to Kalitas. Rolling Thunder - takes too long to set up a good kill, Ignition takes care of it
I'm sure some cards might be switched depending on the preferred playstyle, but fliers proved to be very good in this meta.
Last edited by Auunj on Sun Jul 17, 2016 7:30 am, edited 1 time in total.
Made some updates with 5 new cards from EMN! Old deck info is here:
Spoiler
So, cause of this game's interesting rules and limitations, I had to use 3 different "The Rock": Olivia, Kalitas, and Gitrog. The deck basically follows the traditional "Rock" strategy of inevitability, so, taking into consideration the lack of Ultimate Price and Ruinous Path, I go all out in terms of removing every early game threat I see. All the while, I drop threats that I know will become a hassle for my opponent to deal with in later turns. The coolest, funnest thing about the deck is the way the soft combos meld together so seamlessly, like the Vampires of Olivia making good tributes for Kalitas (usually I'll sack something that's already slated for removal, or sack a past-it's-prime Gitrog), the lands discarded for Olivia giving me draws with Gitrog, Chandra dumping a bunch of extraneous removal, and even excess lands, to draw a **** with Gitrog, or even fuel more Olivia discards, Olivia with Lambholt, allowing it to swing for 4 on the ground and 3 in the air...
Best match-up: Anything with creatures, best against midrange, but can destroy aggro unless they are token-based (i.e. Gideon, Nissa), which isn't really hard, unless you don't draw any direct damage or sweepers. Worst match-up: Esper control, because few creatures, and Ux Mill, because no creatures
Just like in Modern, this deck seems overly fair and is a great deck for both beginners and experienced players, imho, because of the deck's linear gameplay and synergistic interactions.
As for the new changes, we maxed out Lambholt because we want to have a solid early game vs the weenie decks that are still holding on, and against midrange, we are likely to flip it if we drop it on turn 2, because they run more tap lands. Garrison is crazy powerful if not answered immediately, and if you played the old build, you know how easy it is to deal with blockers, so this card gets even better (NOTE: I don't meld it because that makes it easier to remove him 2 for 1 and decreases your available mana for other plays. Also, a tri-color deck is hard on the mana base, so colorless lands are problematic). Bellower became a logical conclusion now that I have more than 6 targets for it, and it's big on it's own. Bedlam Reveler has some interesting interactions with Gitrog and Olivia that make him more than worth it. You don't want to run multiples (believe me, I tried), so he's a singleton.
For the non-creature spells, Fall of the Titans seemed less needed since I wasn't drawing or casting as many cards during my turn as I used to, making surge much less of a reality. And the reason I stopped drawing so many cards is the new walker, Liliana, is able to get back greenwarden, so I don't need pulse. Likewise, with pulse gone, I re-evaluated my use of bones and found that I didn't need that if I was going to be adding cards like collective defiance and murder, which spiked my removal saturation. If I do make a change to the decklist, that's likely one position I might reverse, but for the past 8 or so games, I've been fine.
The deck's weakness to walker based decks has been kinda dealt with with the increase in sources of damage, but the weakness to enchantment based decks it as strong as ever. Luckily those decks tend to be way too slow to deal with the onslaught The Rock has waiting for them. Mill has also become much less of a headache, with the color spread making it that much harder to hit a double mill. As always, creature based decks shrivel before the plethora of removal spells, even without languish, this deck does really well (a meta call that seems to be working out quite well for me).
If you've got the cards, sleeve em up (or "shiny them", lol); I guarantee you'll have a blast!
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