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Thread: The Cure (Kavu Predator / False Cure)

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    The Cure (Kavu Predator / False Cure)

    The Cure

    (Images taken from Starcity Games. Please buy your singles there!)

    Latest Update: March, 04. 2010

    What's The Cure?

    The Cure is an aggro/combo deck that makes uses of several entwined combos to bring gigantic monsters to the table really fast and win long before the opponent has time to stabilize. The most important of these cards being Kavu Predator, False Cure and Berserk. Any of these cards alone are strong enough to spell doom for the opponent, but any two of those will likely give you the game on the spot. The very low mana requirements of this deck plus the extreme redundancy of its combo parts allows for a blazingly fast and consistent clock (in the turn 2-4 range) that outraces most aggro, while its aggro core and unconventional structure makes it impervious to most forms of traditional combo hate.

    The deck also features built-in protection against lifegain, enchantments, land destruction and some removal spells like edicts or snuff out. False Cure is specially cruel against Tendrils, turning the win condition against its caster. The creatures also have protection from Burn because of all the free pump spells and abilities the deck packs, which make them near unkillable by red decks. Because the deck has so many ways to go off, it also has partial built-in protection against silver bullets like cabal therapy, extirpate, chalice of the void, and meddling mage.

    The Cure (Legacy G/b)
    Author: Carlos Hoyos (DrJones)
    Version: 1.4

    Lands (13)
    4 Bayou
    1 Forest
    4 Windswept Heath
    4 Verdant Catacombs

    Creatures (24)
    4 Elvish Spirit Guide

    4 Wild Mongrel
    3 Dark Confidant
    4 Kavu Predator
    4 Skyshroud Cutter
    3 Quirion Ranger
    2 Tarmogoyf

    Spells (23)
    4 Lotus Petal

    4 False Cure
    3 Berserk
    4 Invigorate
    4 Reverent Silence
    4 Chalice of the Void

    Sideboard (15)
    4 Compost
    3 Tempting Wurm
    3 Thoughtseize
    3 Krosan Grip
    2 Choke

    Previous Version:

    Lands (13)
    4 [ON] Wooded Foothills
    4 [U] Bayou
    1 [TSP] Forest (1)
    4 [ON] Windswept Heath

    Creatures (24)
    4 [AL] Elvish Spirit Guide

    4 [PLC] Kavu Predator
    4 [OD] Wild Mongrel
    3 [RAV] Dark Confidant
    2 [ARB] Putrid Leech

    4 [NE] Skyshroud Cutter
    3 [VI] Quirion Ranger

    Spells (24)
    4 [TE] Lotus Petal

    4 [ON] False Cure
    4 [U] Berserk
    4 [MM] Invigorate
    3 [NE] Reverent Silence
    3 [LRW] Thoughtseize
    2 [TSP] Might of Old Krosa

    Sideboard
    SB: 3 [MR] Chalice of the Void
    SB: 4 [UD] Compost
    SB: 3 [10E] Pithing Needle
    SB: 2 [SHM] Gleeful Sabotage
    SB: 3 [TE] Choke

    FAQ

    1. I) Why would I want to play this deck?
      If you like big creatures, this deck has the biggest ones. Stupidly big at that, really. The damage dealt is enough to kill two or even three players, so even if they block your creatures by, let's say, Progenitus or two Dreadnaughts, you still have enough punch to kill the opponent. On turn THREE. Another reason is if you enjoy playing combo but you don't like losing against daze/force of will/chalice/leyline; the deck is not as fast as pure combo decks, but is not as easy to hate either, plus the opponent will likely have the wrong sideboard to begin with! The deck packs its OWN combo hate, too.
      You also might want to play this deck if you liked Berserk Stompy, because both decks are pretty simmilar.
    2. II) How fast/reliable is this deck?
      Very fast, out of 500 goldfishes, and assuming that you play your deck optimally (which might require practice) here are the statistics:

      Going first:
      Average Winning Turn: 3.6.
      % 2nd turn kills: 7.5%
      % 3rd turn kills: 32.5%
      % 4th turn kills: 55%
      % 5th or worse: 5%
      Mulligans required: 0 (70%) 1 (20%) or 2 (10%)

      Going second:
      Average Winning Turn: 3.045
      % 2nd turn kills: 18.5%
      % 3rd turn kills: 60%
      % 4th turn kills: 20%
      % 5th or worse: 1.5%
      Mulligans required: 0 (80%) 1 (15%) or 2 (5%)

      Going second makes the deck noticeably more stable and faster. It also enables some 2nd turn kills that can't be done when going first. Note, however, that sometimes it gives the opponent one turn more to live because he starts. It also means you have one extra threat and he has one card less for defense. I have the feeling that this deck is stronger when going second, which is weird for an aggro deck. Testing about this remains unconclusive.
    3. III) Does this deck lose to Force of Will/Duress/Swords to Plowshares?

      The short answer is no, but a combination of those cards can slow the deck just enough for the opponent to have time to cast spells that really can give this deck a problem. Merfolks, for example, run Force, but many testers consider this deck a bye because it has to face too many creatures that get too big too soon, and swords alone is insufficient to stop the swarm. Heavy discard decks can be a problem pre-board, but after siding in the Chalices and Compost they become easy.

      Note that unlike other combo decks, every single copy of the trio can do a considerable amount of damage if unanswered, so you can't simply ignore one card and try to stop the others. Also, the life gaining effects are uncounterable and can affect several cards at once. For example, having two kavus on play: in this situation, even if the opponent casts swords on one after playing invigorate, that doesn't make it a true 2-for-1 because the other Kavu also gets bigger.
    4. IV) Questions related with specific card choices:
      Why Dark Confidant? Dark Confidant might look like an awkward deck choice at first, with so many 3cc and 4cc spells. However, there are three very important reasons to play him. The first one is because drawing cards is good. No, seriously, look back at the statistics and see the enormous difference that a single extra card makes in this deck. The second reason is because this deck is so fast that if he sticks around the game will end really soon, so at most you will take about 8 damage in very unlucky situations, which is equal to nothing because trying to race this deck is suicidal. The third reason is that Dark Confidant is a beater, and the more you can have the better. Many testers play up to 4, while slower builds should explore other options or add Sensei's Divining Top to their lists.

      Why Mongrel? Mongrel seems another awkward choice because there aren't any other cards in the deck that can abuse it. There are many reasons to play him, though. The main one is that he can grow very big very soon, making him perfect for Berserk. Some 2nd turn kills can only be made thanks to Mongrel. Another reason is that he gives another use to cards that otherwise would sit dead in your hand like extra lands, unplayable cards due to chalice or trinisphere, cards you don't need in that matchup, etc. As a plus, he avoids some semi-popular hate usually aimed at Tarmogoyf, such as Hibernation, Perish, Mind Harness or Snuff Out. He can also take a Tarmogoyf in combat if really needed, but where he really shines is against counterbalance/trinisphere decks that make most of your hand useless. It has some sinergy with Tarmogoyf and Quirion Ranger.

      Why no/so few Tarmogoyfs? In earlier versions I didn't play any copies of Tarmogoyf. My reasoning was that he is not very good in the early game as he takes a bit of time before growing up, which in turn makes him a bad target for Berserk if you want to kill fast. Besides that, Tarmogoyf cannot race an early opposing Tarmogoyf, something Wild Mongrel and Putrid Leech have no problem doing. While all of the above is true, the most up to date decklist includes two copies of Tarmogoyf to fix a vulnerability in the mid-late game, as I discovered that Mongrel, Putrid and Kavu were pretty bad topdecks if you have no cards in hand and are low at life.

      Your manabase seems fragile and risky! Feel free to change it to your tastes, but keep the number in the 12-14 range as long as you play Quirion Ranger.
    5. V) What's the most damage you did in one turn?
      Even though this deck commonly deals +30 combat damage, the most damage I managed to do was 70 trampling damage on my second turn against a goblin player that told me to gently <censored> before disconnecting.

      If you mean "most damage in turn one", that would be 16 damage (leaving in play 2 skyshroud cutter to finish the job the next turn).
    6. VI) How do I know if I'm playing this deck correctly?
      Suboptimal plays make you slower, which affects your perception about several cards in the deck. You'll notice you are playing the deck right when Dark Confidant becomes amazing and Tarmogoyf becomes horrible.
    7. VII) Can you post a 'budget' version?
      Ok. For a semi-budget version, you just need to buy 2 berserks (the ones From the Vault: Exiled are relatively cheap) and play up to 2 Rite of consumption. Play duress or cabal therapy instead of Thoughtseize. You can also replace 3 fetchlands with 2 land grant and a swamp. Chalice of the Void can be replaced by 2-3 Vines of Vastwood, and you can add Might of old krosa to make the deck speedier.
      A true budget deck with no Berserk might want to use 4 land grants and 3 ankh of mishra; it also might need to splash white for swords and qasali pridemage, and require at least 2 revised bayou. Murmuring Bosk is an option but can't replace them. Note that a slower builds will have to devote slots to answer cards that the faster build can mostly ignore, such as Sower of temptation.

    ----------------------------------------------

    Strategy review

    The Cure follows the Blitzkrieg strategy with focus in Speed. The goal lies in building a lot of pressure very early so that the opponent has to spend his or her turns in defense mode instead of developing his game. Usually, this means that your first threat will get destroyed or countered (otherwise, the game will end really soon), but the deck packs so many that you are almost guaranteed to get one in play sooner than later. Because most of the threats cost 2, the deck can play Chalice of the Void set at one to greatly undermine the opponent's ability to respond, while barely affecting you. A first turn CotV is devastating against decks that rely on Ponder/Brainstorm/Sensei's Divining Top to find the lands they need. The inclusion of 8 mana accelerators lets you to "virtually skip" your first turn and begin the game directly in your second.
    While speed is a major component of this deck's strategy, you don't have to hurry if you feel the opponent has a trick in his sleeve. The safe play would be starting with Confidant, aiming for a 3-4 turn kill, as is the most likely card to resolve. Another option is to drop mongrel or leech so that they "clear" the path for your Kavu Predator. However, Kavu Predator followed with a gain life card is by far the strongest early play and might be worth the risk. If you can wait a turn before playing the life gaining cards you might be rewarded with a topdecked kavu or false cure, so don't be impatient.
    If you have a Quirion, try to keep the number of lands in play low, so that you can feed mongrels if needed and your opponent has to guess if you are mana-screwed or not. Don't force this rule if you have a kill in hand that requires 3 mana. Try to attack with Quirion and Dark Confidant as much as you can, the opponent probably will not risk to lose blockers to pump spells and trades favour you.
    Learn to read your opponent's mind: look for clues in their behavior that reveal if they hold a force or swords and act accordingly. With little practice, it's very easy to cast berserk without getting 3-for-1. Don't worry about making sacrifices: your low land count means that you'll keep drawing stuff while they draw lands, and you pack more threats than they pack answers. Just keep the pressure!

    Tips and Tricks to play the deck, and some 2nd turn kills.

    Card by card explanation:
    • Fetchlands: The deck needs first turn to cast Kavu, and second turn for False Cure, and lands have to be forest, so you need ways to find Bayou. Also, they thin your deck of lands to keep drawing the good stuff. Don't activate them if you don't need them because it protects you from Wasteland.
    • Lotus Petal/Spirit Guide: Needed for first turn mongrel/kavu, to cast Berserks and Mights of Old Krosa, avoid daze, pay for trinisphere, and attack if needed.
    • Chalice of the Void: Set at 0 slows down combo and lock decks, and set at 1 shuts down most removal and a lot of utility cards your opponents might be playing (specially control and combo decks). While the last one configuration also shuts down Berserk, you usually won't need it if you get one of these in play (in the other cases, just play Berserk first).
    • False Cure: Turns your cards into burn. Combo wins. Double Cure does thrice the damage. Allows to win through circles of protection and glacial chasm among other things. Foil against Tendrils and life-gaining effects. Also can be played as pseudo-discard against blue decks, as they will be forced to counter it or risk losing on the spot.
    • Kavu Predator/Mongrel: The Cure's main beaters. Play at least 11 big beaters.
    • Quirion Ranger: Generates mana by replaying the lands you return to your hand. Protects from LD (wasteland,armageddon) and tap effects(stasis,fire/ice), untaps your beaters to stop tarmogoyfs, target for early pump spells, and feeds lands to mongrel.
    • Dark Confidant: Beater and draw engine. The opponent will likely not block it because it makes you lose a lot of life in the long run, so turn him sideways a lot!
    • Reverent Silence: Works against counterbalance, moats, humillity, treads of disloyalty, propaganda solitary confinement, survival, and some more. The deck only needs 3 to work, just in case you need to make space for some card in your sideboard.
    • Skyshroud Cutter: Eats diabolic edicts and innocent blood, avoids counterbalance. In some rare cases you will want to play him first turn for double berserk kills. In two-head giant has thrice the effect.
    • Tempting Wurm: Cheap monster that works at its best against decks that empty their hand soon (affinity) or play few permanents (Canadian Threshold, Ad Nauseam Tendrils, Burn). Good in topdeck mode when hands are empty, and the second one you cast is drawback-free.


    Other cards to consider:
    • Land Grant: Worse than fetchlands against counters, trinisphere and discard, but better against stifle, root maze and moon effects. Pumps Goyf, and better than fetchlands if you play Ankh of Mishra.
    • Rite of Consumption: Cheap black berserk replacement that WotC seem to have designed specifically for this deck, as seen in the subtle drawback they included. Testing says that you don't want to play more than two.
    • Ankh of Mishra: I heard fetchlands aren't so hot when they cost 5 life. Second replacement for berserk in ultra-cheap builds because a single one played soon can do a whole lot of damage. Worth playing against landstill, zoo, loam decks, and in some cases against ANT, because 5-7 damage so early in the game can cause Ad Nauseam to fizzle.
    • Wasteland: As long as you don't take out quirions nor lands. Some testers use this instead of discard or pump. I took them out only because sometimes they are useless and I can't afford that.
    • Nostalgic Dreams: Good as a two-of in decks that can't run Dark Confidant.
    • Swords to Plowshares: The main reason to splash white in this deck, but creatures shouldn't be a concern for you if you are playing this right.
    • Maelstrom Pulse: Instead of Thoughtseize/Duress/Gleeful Sabotage.
    • Hidden Gibbons: Pumps goyf, good 1st turn drop, reverent silence doesn't destroy it. Can replace discard or leeches.
    • Null Rod: Shut downs equipment, moxes, LED, charbelcher, scepters, vials, sensei's divining tops, and other dangerous cards.
    • Putrid Leech: Strong in the early game, can be used if you get short of beaters or don't want to play Mongrel.
    • Vines of Vastwood/Might of Old Krosa: Playing at least 2 copies of any of these will accelerate up to 0.7 turns.


    Cards better to avoid: Concordant Crossroads, Root Maze, Vexing Shusher, Carpet of Flowers, Regrowth, Forgotten Lore, Birds of Paradise, Chrome Mox, Rain of Gore.

    Matchups and Sideboard planning:

    Be cautious when making changes to the current decklist, because if it works at all is due to Black Magic, and seemingly innocuous changes can devastate its perfomance (something I discovered the hard way). I'm assuming both opponent's deck and mine are standard builds, because otherwise results may vary.

    Also, siding cards in is an NP Problem because there's no actual room to make changes. Here's a quick list of cards that you shouldn't take ever from the main deck:

    • Lands: Even though just one land doesn't slow the deck too much, it doubles the mulliganing required.
    • Quirion Ranger: Not even one, doubles mulligans and the deck will be slowed by half a turn.
    • ESG/Lotus: I took just one out, then got 20 straight games without them in the opening hand, slowing the deck by a full turn. Has to be something with the MWS shuffler, so beware!
    • more than two beaters: If you take too many, you can end without targets for berserk (actually you need one more, but there's no room)
    • any life-gaining card: Slows the deck a lot because you don't reach critical mass.


    Empirical results show that 61 cards work as good or even better than 60. My explanation is that reducing the chances of drawing any set (life gain, combo piece, land, beater, pump) by 1/61 is much better than lessening the chances of drawing one specific part by 1/8 or 1/12. 62 cards was not as succesful in playtesting, though. Some suggestions for a 61th card decklist include: 4th Berserk, 4th Dark Confidant, 2 Sensei's Divining Top (taking out one chalice or reverent silence), 2 Vines/Might of Old Krosa (taking out 1 chalice of the void).

    Specific matchups and sideboard explanations

    Enjoy!

    Succesful Decklists:
    1. Stompy False Cure by Thomas (3rd Place 18 Oct 2009)
    Last edited by DrJones; 07-04-2010 at 05:25 PM. Reason: Updating the first post with a new version, rewriting some passages

  2. #2
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    What happens if your opponent plays Force of Will?

  3. #3
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    If a Kavu Predator does pass through, there's no Force of Will that can save you. Countering Kavu Predator/Wild Mongrel is good only if the opponent doesn't have another in his/her hand. Countering a Berserk on a Mongrel can save your life because it eats the hand. Force of Will to False Cure slows the deck one turn.

    Countering the life-gaining spells is useless, and it's only attempted by those that don't know the deck and let False Cure to resolve.

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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    StP on berserked Kavu Predator, GG (cause you use False Cure).
    This deck seems fragile to say the least.
    The spells that gives the opponent life might be uncounterable but the spells that wins you the game (false cure and kavu predator) can just be countered and then you can do nothing about it as you have no alternative win plan, no protection and no tutors.

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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    StP? Do you mean Swords to Plowshares? Please don't use shortcuts when writing.

    Swords to Plowshares is a good way to defend yourself from some of the kills. In fact, the deck can also pack Swords to Plowshares itself. I don't do it, because the meta doesn't require it, but it's good against the mirror. However, Swords to Plowshares doesn't offer entire protection.

    For example:
    False Cure + False Cure + Reverent Silence = 18 life loss for you. GG.

    Red splashes for fling avoids Swords to Plowshares, Sylvan Safekeeper also says GG to swords. The decklist posted don't have them because, honestly, I haven't find swords scary enough to include them yet.

    Saying that this deck is fragile is blind talking. The very reason this deck runs no tutors it's because it's very consistent. Discard hurts it a lot, but the compost post-board gives you the advantage.

    The spells that win me the game can be countered, but I run 16, so good luck countering all of them. And it doesn't run tutors because it has so many alternatives to win the game that it doesn't need them. At worst, you have a Mr. Stompy with Mongrels and Mights of Old Krosa (can be changed by Rancor if you want a slower pace, but higher resiliency)

    The deck is beatable, but please don't pre-judge it without having tested it. :-)

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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    You seem to have misunderstood what I meant. I was talking about your opponent casting Swords to Plowshares on your Kavu when you're attacking. Because not only does it set you back, my major concern is that if you've cast a False Cure, since it also affects you, the lifeloss from Swords will leave you very short on life.

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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    No, I have perfectly understood you. Of course, Swords to Plowshares can damage you a lot if you have played False Cure and have a Predator. Ouch.

    The deck started with Sylvan Safekeeper and Fling for that reason.

    But after testing real matches, I discovered that the scenario didn't came up often, and at worst you are throwing an "Ordago" (a term from a Spanish card game that means that you decide the result of the entire game to a single play, and hope the opponent doesn't have a better hand). So I took them out.

    The problem with Force of Will and Swords to Plowshares, is that against this deck you cannot afford to mulliganing onto them as much as you could do against another kind of combo. Good news is that this deck can't afford to mulliganing too much or losses stream. When it had 9 lands, I had to play some times with no lands, hoping to draw one on the next 2 turns (it's still very dangerous even with that kind of starting hands, don't worry)

    Edit: I'm going to test Xantid Swarm in the deck to see how they perform against control. Maybe they'll work better than Night's Whispers.
    Last edited by DrJones; 06-22-2007 at 01:44 PM. Reason: Listening to feedback

  8. #8

    Re: [Deck] The Cure (Kavu Predator / False Cure)

    I think your deck relies to much on getting the combo to work. I mean you do not have to win the turn you drop the life gain. You could cast kavu with any of the life gain and you have a large creature that has trample turn one or two. Than why not run a slightly larger creature base to finish them off. Anywyas if your worried about counters leyline of lifeforce is a very good choice.

    Wish I would have seen this post last night. Well thats all I have to say.

  9. #9
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Quote Originally Posted by Cane818 View Post
    I think your deck relies to much on getting the combo to work. I mean you do not have to win the turn you drop the life gain. You could cast kavu with any of the life gain and you have a large creature that has trample turn one or two. Than why not run a slightly larger creature base to finish them off. Anywyas if your worried about counters leyline of lifeforce is a very good choice.

    Wish I would have seen this post last night. Well thats all I have to say.
    You're right, my friend. This deck doesn't need to kill so fast and in a single turn, it's only that it can. It's fast against decks that need fast answers, but you can kill slowly against decks with permission.

    Leyline of Lifeforce isn't a good choice in this deck for many reasons.
    1. The deck has a hard time reaching 4 mana.
    2. The deck cannot afford to mulligan very often.
    3. Reverent silence destroys the leyline.
    4. It moves away the focus of the counterspells to other critical spells like land grant.

    With the first decklist you'll have a bit of trouble against Threshold. However, with Xantid Swarm instead of Night's whisper it becomes a lot easier, without losing deck resiliency (Night's whisper was there to recover against counterspells, anyways).

    Thank you for your comments.

  10. #10
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Why exactly are you running Land Grant? It gives your opponent information and makes your land drops counterable all for what? Minor deck thinning? It is not like Belcher where you actually gain something for running less lands. Unless I'm missing some hidden synergy, I really think the Land Grants should just be fetches/basics (of which you have none right now).

  11. #11
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    You are right. Right now, land grant only serves as minor deck thinning.
    The present decklist runs four because I'm constantly testing different things that have sinergy with Land Grant, of which there are currently none on that decklist for lack of space:

    1.- A single martyr of spores to catch with summoner's pact on the rare cases where a pump spell will win you the game.
    2.- A single forest to get past blood moon (Your free spells only work if you have a forest in play). Fetchlands don't work here, but I'm testing if hardcasting Reverent Silence can work.
    3.- Bounty of the Hunt. Currently replaced by night's whispers or Xantid swarm.

    If your deck doesn't play any of these, you can reduce the number of land grants.

    Edit: I'm the only one that has constant crashes with MWS? People will start wondering why I'm quitting when in a losing position.

  12. #12

    Re: [Deck] The Cure (Kavu Predator / False Cure)

    leyline of the void is a good side board card not main deck.
    I tried running a few of the wild mongrols they are a good chioce.
    I get around the counters in my deck by playing duress and black mail.
    And u get to cast leyline for free so who cares about mana cost.
    and when u play reverent silence you should already have a
    creature ready to kill.

  13. #13
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    I played against a deck like this once it was fairly beast. If there were any cards I would suggest to the List it would be maybe something to stabilize and end game/control...Cursed Scroll?
    UR Dreadstill creator and BRx WGD Combo Pioneer
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    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  14. #14

    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Truthfully I have been running this deck for a while non stop. I just don't think it can get to be a teir 1 deck. I mean yes it can pill some amazing wins that happen fairly often, but i always end up getting horrible hands full of the the life cards and no kill card. I think the "combo" just takes up to many card slots.

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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    @Cane818:
    Leyline of the Void is a good sideboard card. I thought you meant Leyline of Lifeforce, which isn't very good in this deck.
    About it cannot being a tier 1 deck, which decklist are you playing? I could try to help you against some matches.

    @Roodmistah:
    I've testing Xantid Swarm and it works quite a bit against control. The real problem for this decklist are Scepterchant decks because all the artifact hate is in the sideboard. Cursed Scroll won't be of help in that scenario, but cards like Stormbind might work. All you need to do for a red splash is to change 2 fetchlands for 1 Taiga and 1 Badlands.
    All I've tried at the moment are price of progress and Ankh of Mishra. Tell me if you get better luck with your changes.

  16. #16
    YES WE CAN
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Quirion Ranger and Summoner's Pact both seem rather sub-par. I suppose Ranger might be needed since you are cripplingly vulnerable to Wasteland (though running 1x Forest would probably help with that a good deal) and Pact is terribly situational.
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  17. #17

    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Well this is my deck list and it runs very well.

    Lands
    4 Bayou
    4 Polluted Delta
    4 Bloodstained Mire

    Creatures
    4 Kavu Predator
    4 Skyshroud Cutter
    2 Tarmogoyf
    4 Dark Confidant
    2 Wild Mongrel

    Spells
    4 Reverent Silence
    4 Invigorate
    4 False Cure
    4 Land Grant
    4 Blackmail
    4 Duress
    4 Berserk
    4 Lotus Petal

    Sideboard
    3 Pernicious Deed
    3 Crumble
    3 Putrefy
    2 Root Maze
    2 Leyline of the Void
    2 Leyline of Lifeforce

    If you have any question ask.

  18. #18
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Don't you get mana screwed with no Elvish Spirit Guide and no Quirion Ranger? I run 10 lands and 4 land grants (I'm testing 12 lands and 2 land grants now) because Quirion Ranger allowed me to reduce the number.

    I remember my deck became a lot better after I included them.

    Another thing I see is that Berserk is not so hot without another pump spell other than the invigorates. I've tried many times to cut the Might of Old Krosa, but they always return to my deck.

    I don't like the Blackmails. I suggest you to try another card in its place. If your deck is not as suicide as mine, artifacts and equipment start being dangerous enough to warrant having something against them maindecked.

  19. #19
    Worldslayer
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    Re: [Deck] The Cure (Kavu Predator / False Cure)

    Quote Originally Posted by Cane818 View Post
    Well this is my deck list and it runs very well.

    Lands
    4 Bayou
    4 Polluted Delta
    4 Bloodstained Mire

    Creatures
    4 Kavu Predator
    4 Skyshroud Cutter
    2 Tarmogoyf
    4 Dark Confidant
    2 Wild Mongrel

    Spells
    4 Reverent Silence
    4 Invigorate
    4 False Cure
    4 Land Grant
    4 Blackmail
    4 Duress
    4 Berserk
    4 Lotus Petal

    Sideboard
    3 Pernicious Deed
    3 Crumble
    3 Putrefy
    2 Root Maze
    2 Leyline of the Void
    2 Leyline of Lifeforce

    If you have any question ask.

    Umezawa's Jitte perhaps? You could cut the Root Mazes and something else I feel as though this would strengthen most of your matchups.
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  20. #20

    Re: [Deck] The Cure (Kavu Predator / False Cure)

    i might try the jitte in sideboard over root maze, but the jitte is a little slow i need to use 1 turn to drop it one turn to play a creature and one turn to equip so i don't think it would be the best option. I hardly ever get mana screwed. I don't like blackmail myself I think I will try cabal therapy I can sac the cutters or dark confident, funeral charm might also help this deck it gives me a pump spell and a discard ability, ohh and swampwalk. Elvish spirt guide sounds interesting but i don't think ill play quirion ranger, I have not had much trouble with wasteland.

    Also against blue counter decks leyline of lifeforce wins me games I don't know how you cant play it its a free drop in hand. Than you don't have to worry about casting kavu and its practically a win.

    edit: i could run the spirit guides over root maze to speed up my deck against combo and such.

    So i changed it to


    Lands
    4 Bayou
    4 Polluted Delta
    4 Bloodstained Mire

    Creatures
    4 Kavu Predator
    4 Skyshroud Cutter
    2 Tarmogoyf
    4 Dark Confidant
    2 Wild Mongrel

    Spells
    4 Reverent Silence
    4 Invigorate
    4 False Cure
    4 Land Grant
    4 Duress
    4 Berserk
    4 Lotus Petal
    4 Funeral Charm

    Sideboard
    3 Pernicious Deed
    3 Crumble
    3 Putrefy
    2 Leyline of the Void
    2 Leyline of Lifeforce
    2 Elvish Spirit Guide

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