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Thread: [Deck] Zombardment

  1. #101
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    Re: [Deck] Zombardment

    If I get badlands, scrublands and bayous, I may investigate further but without the mana and having storm and rug as my primary decks this is on the backburner for me.
    That's why it's best to do your playtesting on a medium like MWS before actually committing to buying the cards. Random opponent's may play bad/play bad decks, but there's a thread in the Community forum for other Sourcers looking for playtest partners.

    I think developing for this deck is hard due to balance of discard outlets and sacrifice outlets and which way you want to go, especially now with the troll. weighing and splitting these engines will be especially important, also the number of zombies you have to support gravecrawler.
    Agreed. There are so many different directions that this sort of deck can go in, and it gets extremely complicated trying to make deck building decisions. I can literally list off about 50 cards I'd like to play, or that are at least have synergy in some way.

    I'm sure that after a very long and extended period of time playtesting different things, the are only a few optimal ways to build the deck. By optimal, I mean the best balance of power/efficiency/effectiveness/etc.

    I've tinkered with this idea for a while now, starting from the time Survival got banned. I'm still not close to having found an 'optimal' list, but I know it will get there at some point, especially when there are alot of other people working on the deck too.
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  2. #102
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    Re: [Deck] Zombardment

    I'm curious how those people using squee feel about basking rootwalla I have yet to make the switch and am stubborn on the concept of immediate effect versus long term so any feed back from those who have used both would be interesting?

  3. #103

    Re: [Deck] Zombardment

    Hello,

    I've tried various configurations of the Jund Zombies deck and found out during my limited playtesting that the less I change cards from the original build with white the better it works. Sam Black really did an awesome job designing and finetuning "The Walking Dead".

    I've had best success with the following build:

    3 Swamp
    3 Badlands
    3 Bayou
    1 Undiscovered Paradise
    11 Black fetches

    4 Gravecrawler
    4 Carrion Feeder
    2 Basking Rootwalla
    4 Lotleth Troll
    4 Bloodghast
    3 Blood Artist
    3 Vengevine

    4 Faithless Looting
    4 Thoughtseize
    4 Cabal Therapy
    3 Goblin Bombardment

    Summary of the changes:

    -4 Tidehollow Sculler
    -4 Lingering Souls
    -1 Tragic Slip
    (-3 Scrubland)

    +4 Lotleth Troll
    +3 Vengevine
    +2 Basking Rootwalla
    (+3 Bayou)

    The way I see it:
    White build is more controlling whereas green gives a bit more explosiveness to the deck in the form of Vengevine and better creatures overall (Lotleth Troll). I don't know if the tradeoff is worth it, but the green build certainly feels more fun. I've tried going deep with Vengevines (3-4 Putrid Imp, 4 Basking Rootwalla) and various other cards (Fauna Shaman, Grisly Salvage to name a few), but as said already in the beginning of this post, the interactions in the original build are just so awesome that I don't really want to mess with them. With green in the deck, this deck is still capable of grinding out opponents with recurring creatures + Goblin Bombardment and/or Blood Artist while having the option of a fast nutdraw with Lotleth Troll + Basking Rootwalla while binning few Vengevines or Bloodghasts.

    Try it out and tell me how it works for you.

  4. #104
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    Re: [Deck] Zombardment

    kortero, I basically came to the same results & will probably do a tournament report after saturday with the jund build. But I would definitely play the full 4 Vengevines & cut a Blood Artist or Rootwalla. Also, I would keep in 1-2 Tragic Slips to have minimal removal but I'm not sure yet what to cut

  5. #105
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    Re: [Deck] Zombardment

    @Alexeezay
    How the result going ? Is is good to add vengevine and basking rootwala ?

  6. #106

    Re: [Deck] Zombardment

    Has anyone considered Grisly Salvage as a compliment to Faithless Looting?

    Grisly Salvage, being an instant, can allow for some major EOT graveyard loading.

  7. #107
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    Re: [Deck] Zombardment

    4th place at a StarCityGames.com Legacy Open tournament in New Orleans, Louisiana, United States on 2012-10-28

    Maindeck:

    Artifact Creatures
    4 Tidehollow Sculler

    Creatures
    4 Bloodghast
    4 Carrion Feeder
    4 Deathrite Shaman
    4 Gravecrawler

    Enchantments
    3 Goblin Bombardment

    Instants
    1 Abrupt Decay

    Sorceries
    4 Cabal Therapy
    4 Faithless Looting
    4 Lingering Souls
    4 Thoughtseize

    Basic Lands
    2 Swamp

    Lands
    3 Badlands
    2 Bayou
    2 Bloodstained Mire
    3 Marsh Flats
    2 Polluted Delta
    2 Scrubland
    1 Undiscovered Paradise
    3 Verdant Catacombs

    Sideboard:
    1 Meekstone
    1 Pithing Needle
    2 Tormod's Crypt
    2 Dark Confidant
    2 Oblivion Ring
    1 Abrupt Decay
    1 Darkblast
    2 Disenchant
    1 Zealous Persecution
    2 Perish

    Lost to Countertop Miracle Deck as expected because the nature of this deck

  8. #108
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    Re: [Deck] Zombardment

    Greetings to The Source community !

    I've been lurking around this great forum (actually it's absolutely best) for about a year.
    I'm awfully sorry for my poor English (it's not my native language) in advance ... and for quite a lengthy post.

    First of all, I want to share my list of this great deck - Zombardment:

    Maindeck (61 cards):
    Creatures (22)
    3 Deathrite Shaman
    4 Gravecrawler
    4 Squee, Goblin Nabob
    4 Carrion Feeder
    4 Bloodghast
    3 Lotleth Troll
    Enchantments (5)
    3 Goblin Bombardment
    2 Zombie Infestation
    Instants (2)
    2 Abrupt Decay
    Sorceries (12)
    4 Faithless Looting
    4 Thoughtseize
    4 Cabal Therapy
    Lands(20)
    1 Swamp
    4 Bayou
    3 Badlands
    4 Verdant Catacombs
    4 Bloodstained Mire
    4 Marsh Flats

    Some words about unusual card-choices: [CARDS]
    1) Deathrite Shaman allows for some early acceleration, mid-to-late game reach and can chump-block t1 Goblin Lackey, trade with Bob etc. Also, it's a real magnet for StP and other removal.
    2) Squee helps us to constantly feed the Trolls, can be discarded for Faithless Looting, Zombie Infestation and can serve as both Bombardment fodder and chump-blocker during late-game.
    3) Infestation is great at utilizing Squees (and other useless cards), helps to recur Gravecrawlers and provide constant fodder for Bombardment, as well as chump-blockers.

    So, let's move on to the harder part. Do i need removal in this deck ? As you can see, currently i use only 2 Abrupt Decay. I tried Tragic Slip and Darkblast (which actually proved to be really good in this deck).

    Thoughts and suggestions are really appreciated. As well as constructive criticism of my build.

    Now, you're gonna be really scared by some SB-choices:
    Sideboard (15 cards):

    3 Mindbreak Trap
    2 Naturalize
    3 Big Game Hunter
    2 Ancient Grudge
    3 Engineered Plague
    2 Nihil Spellbomb

    Big Game Hunter is a real star here - we can fetch him to Looting, Troll, Infestation and he can get rid of Emrakul, Griselbrand, big KotR, Tarmo, Batterskull and many others.
    Engineered Plague is for Goblin MU, which is quite common in my meta.
    The rest is for problematic combo and control match-ups.

    Thanks for reading this wall of text and i really hope for some discussion and feedback. Feel free to ask questions !
    Best regards, A. Shen.
    Last edited by Ashen; 11-11-2012 at 06:21 PM. Reason: Tags :/

  9. #109
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    Re: [Deck] Zombardment

    First and foremost, I have not played or tested this deck but I intend to invest in some version of it (Sorry A. Shen no feedback for you here only questions). I think I'd like to play a Lotleth version of the deck with a core that looks something like this:

    4 Deathrite Shaman
    4 Bloodghast
    4 Gravecrawler
    4 Lotleth Troll

    2 Liliana of the Veil

    4 Cabal Therapy

    The big question is - What is a better splash color, red or white?

    Pros of Red: Goblin Bombardment, faithless looting, and Squee, Goblin Nabob - allows for more reach and excellent card advantage.
    Cons of Red: More all in on the graveyard than I might like to be.

    Pros of White: Lingering Souls, Tidehollow Sculler, Teysa Orzhov Scion, Sorin Lord of Innistrad, Vindicate - with the full 4 Deathrite Shaman the opportunity to cast more 3 and 4 drops seems likely. Sorin would be awesome for the emblem making the Gravecrawlers and Bloodghasts present a much faster clock.
    Cons of White: Lack of card advantage (may be able to solve with Bob/Grisly Salvage though), higher curve makes hitting land drops and accel more important. Another problem is the lack of sac outlets. Lotleth effectively replaces Carrion Feeder in the list, also no bombardment severely reduces the utility of the 'Crawlers and 'Ghasts.

    What do you all think? In your experience what colors have performed best?

  10. #110
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    Re: [Deck] Zombardment

    What you have is the core to a living dead girl build focused on control go red you want the filter from faithless looting and the sideboard options, I'm going to take a stab in the dark and say you don't want bombardment in your build tho, you're going to want more answers and less engines to make full use of four shamans. squee is a must as is carrion feeder. Even if you go white still play squee...

  11. #111
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    Re: [Deck] Zombardment

    I've been on that same train of thought today too regarding BG base for Zombies. I am trying with a red splash for Faithless Looting and Vengevine to go big/fast, and Goblin Bombardment to provide reach. Deck kinda builds itself at this point.
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  12. #112
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    Re: [Deck] Zombardment

    I just saw a post in another forum regarding the troll which was very enlightening.

    Once you pitch a bloodghast or a gravecrawler to troll those creatures are never coming back to your hand. You can effectively expect to pitch maybe 2 creatures to the troll, 3 if you're lucky. This also makes it harder to discard creatures when using faithless resulting in potential play mistakes. Most importantly, the more convincing point made against the troll in favor of Carrion feeder, troll does not react favorably in the face of removal i.e. terminus, swords, PtE. With Carrion feeder you're able to sac your crawlers and ghasts in response to a terminus saving most of your army, troll doesn't give you that option.

    The point falls flat IMO regarding PtE and Swords because nobody is going to point those at a Gravecrawler when there is an active Lotleth Troll. The point regarding the UW miracles MU on the other hand is very valid. The MU seems to suffer a great deal from the switch.

    Regarding Squee - I don't know that it's really worth it in a Junk build. It literally only feeds Lotleth Troll at which point flexibility wins out over synergy IMO. Why play 1-2 Squee when the slot could be Tidehollow Sculler, Abrupt Decay, or any other number of cards that are good without a Troll in play?

    EDIT: Also assuming the same core I mentioned above, what is better for the manabase 1 Unholy Grotto or 1 Volrath's Stronghold?

  13. #113
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    Re: [Deck] Zombardment

    Once again sorry for my bad English and hello everyone!

    To Jabari
    1.
    The big question is - What is a better splash color, red or white?
    I'd definitely vote for Red color. The main reasons (which you already pointed out) are:
    - It gives us great reach mid-to-late game via Goblin Bombardment (for example, i won 2 games in a row against UBw Tezzeret with Ensnaring Bridge on-line);
    - It gives us ability to kill those pesky little creatures with certain forms of evasion (Delver of Secrets, Mother of Runes, Dark Confidant etc.);
    - Allows for CA and filtering via Faithless Looting (I consider it advantage because we can discard Squees, thus loosing no cards at all);
    - Red splash also allows for some SB options like Ancient Grudge, Pyrokinesis, Shattering Spree etc.

    If you still decide to go white, i highly advice using Dark Confidant, because this deck REALLY needs gas. Grisly Salvage is a total crap IMO (in this deck of course). Tried it for about 10-20 games and it was always a bad card to draw.

    2. Some thoughts about your card-choices:
    - In my opinion, Lotleth Troll by no means can replace Carrion Feeder. Feeder let you grow a really big body via recurring Gravecrawlers (much faster than you'll do Troll + Squee shenanigans), saves your zombies from opponent's removal (especially useful against Swords to Plowshares, which can really hurt us removing Bloodghast and/or Gravecrawlers - and believe me - they WILL target Gravecrawlers with StP).
    - Haven't tested Lili actually, but it feels like it belongs to control-decks, rather than Zombardment. Usually we don't have problems with opposing creatures simply because we can either outrace them or shoot 'em down with Bombardment. Almost every core build of Zombardment have at least 8-12 outs of discarding (counting Faithless Looting flashback) - so, her 1st ability is also quite useless IMO.
    - In my build posted above, i use Zombie Infestation to help utilize Squees without Troll on the battlefield. Also, making a zombie token after Terminus and recur gravecrawlers is also a blast against Miracles. If you decide to play Squee - play 4 of them, otherwise (if you only have 1-2 free slots to spare) i'd go for Sculler/removal/discard.
    - If you decide to play Bob - use Volrath's, otherwise - go for Grotto.

    Hope that helped !

    To Koby

    I tried playing Vengevines, and while it's undoubtedly much more explosive, it's also much less consistent. Plus, it's also really difficult to find slots to put Veng into.

  14. #114
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    Re: [Deck] Zombardment

    This might be the wrong thread for it entirely, but I was thinking something along these lines:

    4 Deathrite Shaman
    4 Carrion Feeder
    4 Grave Crawler
    4 Bloodghast
    4 Vengevine
    3 Lotleth Troll

    4 Faithless Looting
    3 Goblin Bombardment
    4 Thoughtseize
    4 Cabal Therapy

    21-2 lands

    SB would consist of Abrupt Decays, Yard hate, more removal for actual creature decks, and possibly Liliana. I do think Zombie Infestation is funny, but the 2:1 is a bit too much for this deck that can't recoup cards in hand.
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  15. #115
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    Re: [Deck] Zombardment

    Hi. I won a local Legacy tournament with this build.

    PHP Code:
    3 Blood Artist
    4 Bloodghast
    4 Carrion Feeder
    4 Gravecrawler
    3 Tidehollow Sculler
    2 Bitterblossom
    3 Cabal Therapy
    4 Faithless Looting
    3 Goblin Bombardment
    4 Lingering Souls
    3 Thoughtseize
    2 Inquisition of Kozilek
    1 Tragic Slip
    3 Badlands
    3 Bloodstained Mire
    4 Marsh Flats
    4 Verdant Catacombs
    3 Scrubland
    3 Swamp

    Sideboard
    :
    1 Dark Confidant
    1 Darkblast
    2 Disenchant
    1 Go 
    for the Throat
    1 Path to Exile
    1 Ensnaring Bridge
    1 Phyrexian Metamorph
    1 Perish
    1 Pithing Needle
    2 Surgical Extraction
    2 Extirpate
    1 Vindicate 
    Eva Green w/Dark Depths 1 -1. Draw
    I played 1 -1 against BG Eva Green w/Dark Depths in the first round. It was a grindy game, and i made a couple of play mistakes that costed me that first game.
    Lingering Souls was really good in this match-up, and Blood Artist as well. He kept destroying my bombardments with Abrupt Decay. Game 2 i had 2 Blood Artist out, with a bombardment, but no dudes to sac. I was down to 3-4 life.. then top decked a Gravecrawler and shot him for 15.

    UW Miracles 1 -2 .
    Next round i played against UW Miracles. A hard match-up indeed. I took the first game with 2 fast grave crawlers.
    Next two games he keep plowing my zombies, and re-casting plow with Snapcaster. He seals the deal with Batterskull, Clique, and angels.
    In this match up it is important not to overextend into their terminus. Use your discard well, and try to resolve a Bombardment. That way you dont loose your guys to StP, and you sac tokens while blocking batterskull.. keeping them of life gain.

    Omnitell 2 -0
    Good match up. Your discard is house. And your clock is fast enough. They keep looking for answers, but your Tidehollow Scullers and Cabal Therapys will keep them off combo pieces. Watch out for Leyline of Sanctity post board.

    UR Delver 2 -1
    Really close race. Flipped delvers will do plenty damage along with burn spells. Their counterspells are not that great against you. Darkblast was fantastic in this match. It took out Grim Lavamancers and Delvers (flipped or not) a resolved blood artist will also win you the game.

    with only 7 points i barely managed to sneak into top 4. thanks to many other matches going to draw. (some people played high tide and landstill)

    Semi finals UW Miracles 2 - 1
    I met the same UW miracles deck. And he took the first game with some fast angels.
    The next two games are mine. I play aggressive to force him on defensive play. Last match he resolves batterskull, i disenchant, and he returns it to hand in response. I have a cabal therapy in the yard, forcing him to discard it. He makes 4 angels, but my bitterblossom and lingering souls token keep them off while shooting with bombardment.
    Their conterbalance is not doing much in this match-up. Nor does Jace. Their removal is good against you because it's permanent, so try to find a sac outlet.
    Batterskull is also a real pain, along with Engineered Explosives.

    Finals Show and tell w/Sneak Attack 2 - 0
    He mulls to 4 and get screwed first game.
    Next i drop a turn one Pithing Needle naming Sneak Attack. I play discard and he reveals Sneak attack and Emrakul in hand.
    Same as with Omnitell. Discard is great in this match-up, and i side in Extirpate and extraction to remove the combo pieces.

    I see many people trying to tweak the Sam Black list, but i belive the list is pretty much optimal with very little room for change. I would maybe swith places between the MD Tragic Slip and Darkblast. Because the dredge ability on Darkblast was awsome in the deck. But i guess it's a meta call. The deck is really fun to play, and i will recommend it to others :)

  16. #116

    Re: [Deck] Zombardment

    I found this forum back in September, really enjoyed the all the research people have put into Sam Black's Zombardment deck. I was so intrigued that i eventually built one myself, except as a casual player, i did not invest in the original dual-lands (ie badlands scrublands). However, by replacing them with shocklands, i find that my life drops too fast, and i do more harm to myself than otherwise. So, my question is:

    1. Can this deck be played with shocklands?
    2. Due to the fact that i play shocklands, which is more ideal, 8 or 11 fetchlands?

    Here's a decklist:

    2 Innocent blood
    3 Blood Artist
    4 Bloodghast
    4 Carrion Feeder
    4 Gravecrawler
    4 Tidehollow Sculler
    4 Cabal Therapy
    4 Faithless Looting
    3 Goblin Bombardment
    3 Lingering Souls
    4 Inquisition of Kozilek
    1 Tragic Slip
    3 Blood Crypt
    4 Bloodstained Mire
    4 Marsh Flats
    3 Verdant Catacombs
    3 Godless Shrine
    3 Swamp

    Sideboard:

    1 Darkblast
    2 Disenchant
    1 Go for the Throat
    1 Path to Exile
    1 meekstone
    1 Perish
    2 Pithing Needle
    1 Surgical Extraction
    3 Extirpate
    2 oblivion ring


    Footnote: I feel like adding a 4th goblin bombardment is a viable option, since I don't draw it as often as i'd like to. Also, is 2x zombie infestation to replace 2x bitterblossom worth considering?

  17. #117
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    Re: [Deck] Zombardment

    @DYman

    Yes, the deck can be played with shocklands, BUT you must expect to take 4 - 8 extra damage each turn as result.
    You want to tap out for Lingering Souls and Faithless Looting flashbacks, in addition to re-casting crawlers a lot.
    If you have much combo and control in your meta, you can get away with the shocklands, if you have a fair amount of
    aggro (..Maverick, RUG, Merfolk ++) you will be punished, and likely loose some matches due to the lands.

    11 fetches for sure. Too good with bloodghast, and thinning out the deck.

    I would never switch out Bitterblossom for Zombie Infestation. But thats just me. I find it waaaay to good in the control match-up.
    It's seriously good against UW Miracles.

    Conserning the 4th, Bombardment, i find it unnecessary with a full set. Find them with looting, and if you are afraid it will be countered
    in the control match-up.. wait for a discard spell to clear way.

  18. #118

    Re: [Deck] Zombardment

    Quote Originally Posted by mishrazz View Post
    @DYman

    Yes, the deck can be played with shocklands, BUT you must expect to take 4 - 8 extra damage each turn as result.
    You want to tap out for Lingering Souls and Faithless Looting flashbacks, in addition to re-casting crawlers a lot.
    If you have much combo and control in your meta, you can get away with the shocklands, if you have a fair amount of
    aggro (..Maverick, RUG, Merfolk ++) you will be punished, and likely loose some matches due to the lands.

    11 fetches for sure. Too good with bloodghast, and thinning out the deck.

    I would never switch out Bitterblossom for Zombie Infestation. But thats just me. I find it waaaay to good in the control match-up.
    It's seriously good against UW Miracles.

    Conserning the 4th, Bombardment, i find it unnecessary with a full set. Find them with looting, and if you are afraid it will be countered
    in the control match-up.. wait for a discard spell to clear way.
    My meta has more aggro builds than control, which is probably why im having such a hard time seeing this deck shine. All kinds of tribal, Aftifact, Bant, zoo, MBC, red-deck-wins are common in my meta. The only success i've had is with tribal soldier. Like u said, i have to be prepared to take some extra damage, but its more like 8-10 extra. With so little time on my clock, u can see why i couldn't use bitterblossom. And why i am considering dropping the fetchland count

    Any suggestions to tweak this deck to handle more aggro/tribal situations? Much appreciated.

  19. #119
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    Re: [Deck] Zombardment

    Quote Originally Posted by DYman View Post
    My meta has more aggro builds than control, which is probably why im having such a hard time seeing this deck shine. All kinds of tribal, Aftifact, Bant, zoo, MBC, red-deck-wins are common in my meta. The only success i've had is with tribal soldier. Like u said, i have to be prepared to take some extra damage, but its more like 8-10 extra. With so little time on my clock, u can see why i couldn't use bitterblossom. And why i am considering dropping the fetchland count

    Any suggestions to tweak this deck to handle more aggro/tribal situations? Much appreciated.
    Sounds like Zombardment is having a hard time in that meta. You could probably grind out all these decks if you can stay alive long enough.
    Some lifegain/removal could possibly help you on the way. Cut one Bitterblossom for the 4th. Blood artist maybe, and you could add Lightning Helix
    or Tendrils of Corruption

    In the SB you could try Ensnaring Brigde for Meekstone, and Firespout for Go for the Throat ?

  20. #120
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    Re: [Deck] Zombardment

    Hi there. Despite lurking here on the source just about every day for the last 2 years, my last post was in early 2011 from an SCG Open in LA.

    Now, with the approaching SCG Vegas open, and my time starting to free itself up, I've been kicking back into Legacy-gear.

    A little background: I've been playing since Alpha, always stuck to Control or Combo decks since. I played "The Deck" forever. During Urza's block, High Tide instantly-shifted into being my favorite combo deck of all time. I've played RUG Tempo/Thresh since Time-Spiral block... And here I am now in Zombardment.

    I'm not sure why. I feel like this is a great Combo/Aggro deck. Most of the time, it feels like you just go straight aggro, crashing into your opponent's face (especially with the build I'm currently using). Sometimes you combo out with Blood Artist/Bombardment/Gravecrawler blowing things up. Sometimes I guess you just kill all their threats and hit for 2 every game.

    Here's what I'm on right now:
    Code:
    Lands: 20
    4 Marsh Flats
    4 Verdant Catacombs
    1 Undiscovered Paradise
    3 City of Brass
    3 Bayou
    2 Badlands
    1 Scrubland
    2 Swamp
    
    Creatures: 27
    4 Deathrite Shaman
    4 Gravecrawler
    4 Carrion Feeder
    3 Blood Artist
    4 Lotleth Troll
    4 Bloodghast
    4 Vengevine
    
    Spells: 13
    3 Goblin Bombardment
    2 Thoughtseize
    4 Cabal Therapy
    4 Faithless Looting
    
    Sideboard:
    3 Abrupt Decay
    3 Thalia, Guardian of Thraben
    3 Surgical Extraction
    2 Pithing Needle
    1 Darkblast
    3 Nature's Claim
    For the moment, I'm going with a Green-based list. The explosive interaction of Vengevine is just too good to pass up right now. While I'm usually a fan of building up an unbeatable board, sometimes you just want to Turn 1 Looting, Turn 2 Beat for 8.

    The sideboard is a bit of a mess. After playtesting a LOT, I felt like the biggest holes come from Combo decks (which I previously wouldn't have thought, with 6{10} Hand Disruption maindeck) and splash-hate from other, more scary decks in the format (Dredge: I'm looking at you.) I've had a lot of problems vs Black Hand disruption and Stoneforge mystic, so I'm hoping the sideboard pulls through there. I also haven't played a single game vs Miracles yet. I think I was wrong, and might re-tool the board a bit.

    I wanted to playtest in a more serious environment, so I found a weekend tournament, drove a few hours, took this list.

    Round 1: ANT 2-0
    - Game 1, I got an early Thoughtseize + Therapy to strip his hand down. I applied a bunch of pressure with early 1 Vengevine + 2 Bloodghasts. He went for it at 3 life and fizzled out, because he couldn't Adnaus.
    - I brought in Thalia and Extraction, hoping to delay his plan long enough. I took out Bombardments (They're pretty weak unless you're within spitting distance) and 3 trolls (Too slow to get moving).
    - Game 2, I bought in Thalia and Extraction. Turn 1 Deathrite, He Pondered (Shuffling). Turn 2 Looting (Dump 2 Vengevines), Gravecrawler, Carrion Feeder, swing for 8 putting him at 11, He cracked a fetch (him at 10!) Pondered (Keep) and played land. Turn 3 Flashback Looting (Dump 2 Bloodghasts), Swing with all.

    Round 2: BUG 1-2
    - Game 1, I did Turn 1 Deathrite. He thoughtseized away my Looting. My turn 2 I seized him, Therapy, Gravecrawler, Therapy and left him with a ponder, stifle, land in hand. From there I went into the beatdowns with a flashback looting on 3 into a Bloodghast and eventually a vengevine and carrion feeder to seal the game.
    - I don't remember what I boarded against him. I the only thing brought in was the Decays, although now that I think about it, Thalia and Darkblast should have come in as well. That was dumb. Note to self.
    - Game 2, He Turn 1 seized, Turn 2 Hymn, Turn 3 Brainstorm Confidant-ed me right out of the game. It wasn't even close. Any creature I managed to land got decimated early.
    - Game 3, For some reason I stupidly ran into a Daze, and his Goyf + Confidant went the distance when all I drew were Blood Artists to chump block.

    Round 3: Maverick 2-0
    - Game 1, I nut drew into Turn 1 Looting (Dump Vengevine, Gravecrawler), Turn 2 Crawler Crawler, Turn 3 Bombardment.
    - I brought in Decays, Needles, Darkblast and 1 Extraction. I took out Seizes, 1 Therapy, and the Trolls. I felt I had a better shot at playing a more controlling game, and Hand disruption never really seems to do enough against maverick.
    - Game 2, I opened pretty slow with a Deathrite shaman (off a City). He wasted the city (which I was rather amused by). Turn 2 I played a looting off Deathrite, trying to dig into some kind of action (I kept a 4 lander). Pitched a Ghast and a Fetch. Played a Badlands into Gravecrawler, said go. He played Fetch -> Dual -> Zenith for 0 for Arbor. I swung with Crawler and Ghast, played Bombardment (thanking him for his donation of mana), shot the Arbor using Bloodghast. Played a fetch. Shot him with Ghast. Fetched. Played Carrion Feeder. He played a Stoneforge fetching Jitte. On my turn, I swung, he didn't block. I used Crawler twice to shoot Stoneforge, therapied away the Jitte, then the Knight he had in hand. Smooth sailing after that as he topdecked nothing of relevance.

    Round 4: RUG Delver 2-0
    - For some reason, I didn't take notes for this match. I remember walking away from this match at about the 12 minute mark thinking "Yep. Positive matchup. No doubt about it." but that's it.

    Round 5: ANT 2-1
    - Game 1, Turn 1 he went Fetch, Ponder, I went Deathrite. He did Turn 2 Ponder, Probe (heavy sigh). Turn 2 Troll, Pitch Ghast, Ghast, Vine. Play land, Gravecrawler. Swing 4. He played a Land on turn 3, passed turn announcing proudly "I win next turn!" My Turn 3: (Look at bombardment I just drew). Swing 10, Bombardment for 3.
    - Same sideboard as before.
    - Game 2, Turn 1 Fetch, Ritual, Ritual, Petal, Crack petal for Rite, Rite, Adnaus. Yay fun game!
    - Game 3, Turn 1 Deathrite. His turn was Fetch/Ponder. Turn 2 Looting (Ghast, Vine). Looting (Vine, Vine), Land, Surgical Ponder (hitting a ponder from his hand). His turn 2 was Probe Probe (both paid by Mana). My turn 3 was Crawler, Crawler, Attack with 3 Vines, Bombard with Vine/Vine/Vine/Ghast/Crawler/Crawler/Deathrite. Explosions are good.

    Top8:
    RUG Delver 2-1
    - Game 1 was a long game. My early Crawlers and Feeder got him down to 8. He stabilized with a pair of Goyfs. A Flipped delver started beatings. I drew blood artist, he chuckled. I followed with the bombardment in hand. He pierced, tapping me out. I sacced the 2 crawlers I had to kill delver. He forced a chump with 1 of my 2 Lotleth trolls (Which were doing Heavy duty this game, regenerating and eating stifles from his hand). Blood artist pulled me back into the game, and I likely could not have won without them.
    - Sideboard: 2 Thalia, 3 Decay, Darkblast in. 1 Troll, 2 Bombardment, 1 Looting, 2 Thoughtseize out.
    - Game 2, He landed Delver, Flip Delver, Delver Brainstorm. Dazed and Forced my turn 1 and 2 plays. By the time I got to interact, I was at 5. I decayed a Delver, but he swung and Fire'd me.
    - Game 3, I played Deathrite, He insta-bolted on his Turn 1. I played Thalia. He mumbled something about lucksacks. He paid 2 for a Ponder, kept cards on top. My turn 3 I played Crawler and Bloodghast. His turn was "Flip over my bolt, and bolt Thalia in the eye.", passed turn. I played another Thalia. He scooped. Okie dokie.

    Top4:
    High Tide 2-0
    - Game 1, I Turn 1 Thoughtseized, and was unhappy to take the Tide (but happy that he only had 2 land). He pondered, shuffled. I Turn 2 Therapied Brainstorm and hit 1 in hand, plus the 1 he had apparently just drawn. Played Gravecrawler, Flashed Therapy back to get the Merchant Scroll. He played Land, Preordain (Send both to bottom), go. Turn 3 I played crawler, crawler (from grave), Deathrite. He pondered, shuffled, passed. Turn 4 I swung for 4, exiled the Tide, played Lotleth Troll. His turn 4 was Draw-Go. Turn 5 play Vengevine, swung for 10. He drew his card and scooped.
    - Sideboard: 3 Thalia, 3 Surgical. Out: 4 Troll, 2 Bombardment
    - Game 2, He pondered, shuffled, and moaned. I Looted dropping a vine and a land. He played a land, preordained sending both to bottom, and passed. I played a Double-Carrion Feeder, swing for 4. He drew, brainstormed, pondered, shuffled, passed (missed land drop). I played Gravecrawler + Blood Artist, swung for 6. He drew his card, played Tide, played Snap on my Vengevine. I responded by Surgicaling his Tide, He forced. I sacrificed the vine to my Crawler. He attempted to untap his lands, and I had to inform him that we weren't doing business that way. He sighed and scooped them up.

    Finals:
    ANT - 0-0-1
    Same guy as Round 1. We split, since first was a Trop, and Second was a Bayou. He said he really needed the Bayou and offered to give me the trop. Not gonna turn that down!

    Overall: 6-1-1 (13-4-1) record.

    The metagame was 5 RUG, 2 Maverick, 4 ANT, 1 Tide, 2 BUG, 1 Dredge, 2 Goblins, 1 Elves, 1 Miracles, and 3 decks I couldn't get a look at (22 people total).

    I obviously got quite a bit of explosive draws, which is why I felt like playing the green version was the best. This coming weekend there's a pair of tournaments and a GPT I'd like to go with. I'll probably play the BRw version in at least one of the smaller tournaments, but I think i'm playing the Jund version in the GPT.

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