I have a paper to work on for tomorrow night, so I figure now's the perfect time to procrastinate.
Here's an old version of my deck that I'd won a few duals at tourneys with:
10 Mountain
4 Ancient Tomb
4 City of Traitors
4 Zoetic Cavern
4 Chrome Mox
4 Simian Spirit Guide
4 Chalice of the Void
4 Blood Moon
4 Magus of the Moon
4 Imperial Recruiter
4 Rabblemaster / Prophetic Flamespeaker
3 Sword of Fire and Ice
2 Umezawa's Jitte
1 Walking Ballista
1 Manic Vandal
1 Phyrexian Revoker
2 More Flex Slots, prolly Hanweir Garrison
SB:
4 Thorn of Amethyst
4 Faerie Macabre
3 Sword of Light and Shadow
4 Imp Recruiter silver bullets: Stingscourger; Viashino Heretic; etc etc
I've enjoyed some decent success with this build, but facing Jitte/SoFI and Gurmag Angler are the biggest weaknesses of the deck - the two equip kill just about everything in the deck, and Gurmag is bigger than anything I can throw in front of it. So I needed a way to deal with equip - Imperial Recruiter -> Manic Vandal in the maindeck.
And like 2 months after I realized Goblin Cratermaker was printed I realized it was a card. Eats the biggest threats, Jitte and SoFI, kills Moxen and Mother of Runes, etc.
10 Mountain
4 Ancient Tomb
4 City of Traitors
4 Zoetic Cavern
4 Chrome Mox
4 Simian Spirit Guide
4 Chalice of the Void
4 Goblin Cratermaker
4 Blood Moon
4 Magus of the Moon
4 Gathan Raiders
4 Avaricious Dragon
4 Hazoret the Fervent
2 Umezawa's Jitte
SB: 4 Thorn
4 Faerie
2 SoFI
2 Sword Light and Shadow
3 idk
I cut down on the equip hoping the Dragon might draw me into some (though I should probably add a 3rd equip to the MD - makes Zoetic Cavern a threat), and SoFI doesn't combo well with Hazoret, unlike Dragon and Raiders. While I'm not positive the fatties are where I want to take this build. I playtested Cratermaker vs Miracles, and it's AWESOME to eat Monastery Mentors, too. The Grizzly Bears does a lot of work.
I figure I'd share the two builds in case anyone wanted to try them out. I'm not sure how well they're positioned in the meta currently, but they're def fighters, and not the kind of deck to sit behind a Bridge and durdle and lose to JTMS.
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
I have a question regarding hands that are playable:
In the dark, drawing first, will you keep a hand that can only produce a blood moon or chalice turn 2?
And may be a chandra or a goblin for example?
That seems too slow to me...
Will the decision change when you are on 6 cards for the same turn 2 blood moon?
For 6 cards, I will keep a hand that can only produce a chalice on turn 2.
With the amount of mana acceleration we have and two draw steps (scry+draw), I think we are favored to get the chalice into play on turn 1?
For 5 cards, I believe we have to keep a turn 2 Blood Moon or turn 2 Goblin hand nevertheless.....
Another scenario, but this time is playing first:
In the dark, playing first, will you keep a hand that can only produce a blood moon or chalice turn 2?
And may be a chandra or a Goblin for example?
That seems too slow to me...
Will the decision change when you are on 6 cards for the same turn 2 blood moon?
For 6 cards, I probably will mull to 5 to make a turn one play lock pieces
For 5 cards, I believe we have to keep a turn 2 Blood Moon or turn 2 Goblin hand nevertheless.....
There was a time when I think this was right, but with the power level of the deck, I think you can keep a turn 2 hand basically all the time now. Obviously i dont keep a hand that has a turn 2 hand and nothing else, but unless the matchup dictates that you must be incredibly fast (like a combo matchup), I have found much more success in instead being able to go do things like turn 2 Moon, Turn 3 Magus, Turn 4 Chandra. Against many decks, a basic hand like that will force them to have 3 answers in a row, and they usually can't commit to the board if they need to stop you. Adding in the 8 goblin package, and suddenly you have lots of hands that demand answers and that is the best way to play this deck. If you are constantly asking questions, you are winning. Once you stop, it becomes a very hard game.
Hey people, Been a long time admirer of the deck and finally got the pieces to finish it in paper. I'm wondering if anyone can point me towards a sideboard guide for the latest versions of the deck with 4 Rabble/4 LWB. It doesn't need to be for my exact list just a general guide so i have a good starting point to create my own. Thanks !
I second Blink's request. I just picked the deck up and I'm planning on taking to the SCG Worcester Classic. So any information that more experienced players could provide would be greatly appreciated. For reference I'm currently running this 75:
4x Goblin Rabblemaster
4x Legion Warboss
4x Magus of the Moon
1x Pia and Kiran Nalaar
4x Simian Spirit Guide
4x Chandra, Torch of Defiance
3x Karn, Scion of Urza
4x Ancient Tomb
4x City of Traitors
4x Great Furnace
7x Mountain
4x Chalice of the Void
4x Chrome Mox
2x Trinisphere
3x Fiery Confluence
4x Blood Moon
Sideboard (15)
2x Chaos Warp
4x Ensnaring Bridge
3x Pyrostatic Pillar
2x Sorcerous Spyglass
4x Sulfur Elemental
Well, Seeing as that is my exact list, I guess I will do it.
Grixis Delver
IN
2x Chaos Warp
4x Ensnaring Bridge
OUT
3x Karn, Scion of Urza
2x Magus of the Moon
1x Chrome Mox
Sneak and Show
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
4 Blood Moon
4 Magus of the Moon
Miracles
IN
2x Chaos Warp
3x Pyrostatic Pillar
4x Sulfur Elemental
OUT
3 Fiery Confluence
2 Chrome Mox
4 Magus of the Moon
Storm (Both ANT and TES)
IN
3x Pyrostatic Pillar
OUT
3x Chandra, Torch of Defiance
Grixis Control
IN
2x Chaos Warp
3x Pyrostatic Pillar
OUT
1x Magus of the Moon
2x Chrome Mox
2x Trinisphere
Eldrazi Stompy
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
2x Trinisphere
2x Chalice of the Void (Put it on 2)
4x Goblin Warboss
GB Dark Depths
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
2 Trinisphere
3 Fiery Confluence
3 Goblin Rabblemaster
Elves
IN
3x Pyrostatic Pillar
OUT
3 Karn, Scion of Urza
Lands
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
2x Trinisphere
3x Fiery Confluence
2x Magus of the Moon
1x Chalice of the Void
Reanimator
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
4 Magus of the Moon
4 Blood Moon (Draw)
3 Fiery Confluence (Play)
1 Chandra, Torch of Defiance (Play)
Eldrazi Post
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
2x Trinisphere
4x Chalice of the Void
2x Karn, Scion of Urza
UB Shadow
IN
2x Chaos Warp
4x Ensnaring Bridge
OUT
3x Karn, Scion of Urza
3x Fiery Confluence
UW Stoneblade
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
OUT
4x Goblin Rabblemaster
4x Goblin Warboss
Death and Taxes
IN
2x Chaos Warp
4x Ensnaring Bridge
2x Sorcerous Spyglass
4x Sulfur Elemental
OUT
4x Goblin Rabblemaster
4x Goblin Warboss
2x Trinisphere
2x Magus of the Moon
Awesome thanks so much Zac. Needless to say I was impressed with yours and Tom Kessler's finishes at the LaL Open last month and decided to finally pick up the deck after wanting to play it for some time.
ZTurgeon, first off, THANK YOU for posting this! I've been running a similar list for the past month at my LGS and always going 3-1.
Secondly, I'm curious as to why you run 4x Sulfur Elemental. I see you only bring them in VS Miracles and D&T. I'm assuming you bring them in VS Miracles just to have more bodies on the field, not because you think you'll get all 4 on the field to kill their angels.
That makes me wonder - is the D&T matchup really so bad that we need 4 sideboard slots just VS that deck? I've been running Kozilek's Returns since I usually get paired up with a goblins player and I need the constant wipes.
I really want to give your list a try, but I'm nervous about running 0 Ensnaring Bridge main. I win enough game 1s just because of main deck ensnaring bridge.
The DNT matchup is quite bad as any equipment is hard for this deck.
4 Sulfur Elemental may be an overkill though.
Against Miracles, I lost way more to Jace than anything else. Hence I will not worry too much against Mentor.
So I would say Sulfur Elemental is more for DNT only.
Agree that Kozilek's Return is a more versatile card against the field.
Also, being able to kill Revoker, Stoneforge against DNT is sth to look at.
Sulfur elemental is very important against Miracles as well as D&T. And yes, 4 Sulfur Elementals and 3 Karns has been basically the only way I have found to tip the D&T matchup to our favor.
But as for Miracles, Having a flash uncounterable 3/2 that messes up Mentor is very important. It's good at fighting against Jace, Mentor, Counterspells and restricts their timing on terminus. Additionally that matchup is won of the basis of Threats vs Answers. After board, you just are so threat dense, and have a good spread of threats (Creatures, Planeswalkers, and Enchantments) that they simply can't keep up with everything. Their deck is made so that they fall behind, then use terminus as a way to instantly level the field, they play from a position of power. With a card like the Elemental, it's not uncommon to make them Terminus 1 or 2 cards thanks to the killing power of the Goblins, then end step a sulfer elemental and untap and jam a planeswalker. It just puts the opponent in very bad places.
As for K-Return, it's really only good against D&T right now. If you have a goblins player running around, it's good there, but realistically, that matchup is unwinnable.
Also, for what it's worth, Sulfur Elemental often comes in in bad matchups where you have bad lock pieces but nothing to bring in. Not many points in it's favor their, but against something like burn, having access to additional threats is much better than having access to conditional answers.
I've found that Rolling Earthquake makes the goblins match highly favorable. When it comes to Bridge, I've found it more a crutch than anything. We can usually put enough power in the red zone that the Bridge does more to benefit our opponents than to help us.
It's too slow. You need every card in this deck to do something because so much of the locked shell are do nothings. Spending time to try and burning wish the right thing is normally just worse than trying to apply more pressure and letting your opponent figure out what to do.
Deck is definitely gaining in popularity.
It has grown from non-existence (I am the only one playing the deck) to like 10-15% of my local metagame
With its nature as a blood moon deck, the metagame has adjusted to have more basic land decks like burn and uw miracles
ZTurgeon i'm wondering what your opinion is on the recent success of Hanweir Garrison. Is token factory 9,10 needed ?
There are currently 1 users browsing this thread. (0 members and 1 guests)