Pox -- Miracles -- Lands -- Candelabra Enchantress -- Dragon Stompy -- Eldrazi Stompy -- Sultai Control
People cutting Mox doesn't make sense to me. Sure, after board in some matchups you want to board some out, but game 1 in the dark, you want your best chance at having a turn 1 proactive play. Cutting Mox for land or to save "bombs" just feels like being ok with losing as long as you didn't feel as bad along the way.
The biggest hurdle to playing this deck is pitching 3 spirit guides to cast a blood moon and being ok losing when it get's forced. You have to be ok with taking risk and losing. If you try to even out the deck by playing a fairer gameplan, instead just play a fairer deck that accomplishes that gameplan better.
Sorry if this question has been answered before, but I couldn't find a super clear answer. I'm interested in this deck but can't drop the money on a set of Cities. I know they're important, but is the deck at least competitively playable with Crystal Vein as a budget replacement?
Depends on what you mean by competitive. If you can't afford Cities right now, then sure, buy a set of Veins and grind out as much as you can. Find a community that's willing to lend cards for larger (or even smaller) events. That's about all that can be said.
hey guys, i am actually playing the moggcatcher variant. anyhow i have question in general. till now i always played three copies of 'faerie macabre' in my SB. i ordered four leyline of the void to update my SB. i think its much better because decks caring about their graveyard often play discard... so my question is, in which matchup are you boarding in the leylines in? i mean of course against reanimator and storm. but especially what is with lands? RUG delver? is it worth boarding them in against Grixies? (shutting down a deathrite, gurmag angler)
thanks for replies
Latest 5-0 list. Things changed a bit.
I tried Lannery Storm. While it was hilarious to attack with Pirates (sound effects and all), but it was just too low impact for me. Pumping Karn tokens, while amusing, proved to be a nonbo with the rest of the deck since the rest of the deck was really mana hungry.
So, because I wasn't happy with the 3 drop creatures, I just dropped them entirely in favor of going harder on the lock elements, specifically the full 4 Trinispheres. It has already proved to help a ton against the bulk of the field, by forcing them to play at the same tempo I am, 1 spell a turn.
I came around to Hazoret after accepting that Hazoret and Bridge are good in different matchups, but in the matchups where Bridge is better, Hazoret helps me deal with the nonbos that Bridge has with Karn and Blood Sun.
I am accepting Kozilek's Return as better at the moment basically do to R instead of RR off Fallout. The extra colored source came back to bite me too hard.
Everytime I have Spyglassed, seen they have kept a 1 fetchland hand, they immediately draw another land that gets them out of it. Frustrating, to say the least. Oh well.
I am also thankful that I didn't have to concede games this time around to the current pre-game effects bug.
There are so may graveyard decks that just lose to our lock pieces that I never have been too worried about packing some hate in the SB. If I would though, I think I like Tormod's Crypt the most. Dodges discard, never uncastable, and has some synergy with Pia and Kiran if you run them.
At a minimum, I think having a somewhat updated list in the OP that has a nice mix of the newer additions to the deck would be ideal.
Perhaps something like this...
4 Ancient Tomb
4 City of Traitors
11 Mountain
4 Chrome Mox
4 Chalice of the Void
4 Ensnaring Bridge
3 Trinisphere
4 Blood Moon
4 Blood Sun
4 Goblin Rabblemaster
4 Simian Spirit Guide
1 Captain Lannery Storm
1 Hazoret the Fervent
1 Pia and Kiran Nalaar
4 Chandra, Torch of Defiance
3 Fiery Confluence
2 Karn, Scion of Urza
SB:
4 Leyline of the Void
2 Scab-Clan Berserker
2 Sulfur Elemental
2 Kozilek’s Return
2 Volcanic Fallout
2 Sorcerous Spyglass
1 Trinisphere
1 Quicksmith Rebel
I think including just some new card choices would be enough. It's tough to get a decent list together for people to agree on (case in point - I'm a huge un-fan of Lannery Storm).
I might mention that there's a creature-Stompy build, and more of a control-Stax build. Most people seem to be on the control build.
New card options:
Prison
Blood Sun
Sorcerous Spyglass
Ensnaring Bridge (not new, but more prevalent)
Win cons
Chandra, ToD
Chandra Pyromaster
New Karn
WoGs
Fiery Confluence
Burning Wish
Rolling Earthquake
Kozilek's Return
Win cons - creatures
Hazoret the Fervent
Pia and Kiran Nalaar
Walking Ballista
Goblin Rabblemaster
Hanweir Garrison
EDIT: Might be worth mentioning Imperial Recruiter now that they're <$200
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?
Congrats Gary! Way to get there.
GARY CAMPBELL'S MONO-RED PRISON
1st Place GP Birmingham
Planeswalker (4)
2 Chandra, Torch of Defiance
2 Karn, Scion of Urza
Creature (15)
4 Goblin Rabblemaster
4 Magus of the Moon
4 Simian Spirit Guide
1 Hazoret the Fervent
2 Pia and Kiran Nalaar
Sorcery (4)
4 Fiery Confluence
Artifact (14)
4 Chalice of the Void
4 Chrome Mox
4 Ensnaring Bridge
2 Trinisphere
Enchantment (4)
4 Blood Moon
Land (19)
4 Ancient Tomb
4 City of Traitors
11 Mountain
Sideboard (15)
4 Faerie Macabre
2 Sorcerous Spyglass
3 Scab-Clan Berserker
2 Abrade
3 Kozilek's Return
1 Surgical Extraction
Last edited by Ace/Homebrew; 05-12-2018 at 08:08 PM.
Because making RR and making 1RR are incredibly similar in this deck. So the slight difficulty in casting is wirth having the effect be one sided, un-linked from casting cost, and on a bigger beater to allow less time to for comebacks. With Scab, its much harder for someone to make enough goblins to go around your blockers and not die, where with Eidolon, you basically gift them 2 more spells to make it work.
Karn is the real deal guys. Just popping by to say so
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