Dark_Shakuras
06-02-2009, 04:23 AM
http://sales.starcitygames.com/cardscans/MAGALARA_REBORN/LorescaleCoatl.jpghttp://sales.starcitygames.com/cardscans/MAGODY/standstill.jpg
Background:
The deck began as a way to break Coatl. Basically Sockmonkey and I were looking for a way to bust it in half. I figured out Coatl and Standstill are sick shit, and monkey said Dreadstill is great, but Nought could go.
Thus AggroStill was born. The deck started as a quick swap of nought's and stifle for coatl and goyf. We quickly found removal was needed, and Swords flew into the deck. Shortly after we pulled wasteland because without Stifle is was just under whelming.
Current List:
3 [ON] Polluted Delta
3 [ON] Flooded Strand
2 Tundra
1 [AQ] Mishra's Factory (1)
3 [GUR] Island
1 [AQ] Mishra's Factory (4)
1 [AQ] Mishra's Factory (3)
1 [AQ] Mishra's Factory (2)
4 Tropical Island
4 [FUT] Tarmogoyf
4 [ARB] Lorescale Coatl
4 [CS] Counterbalance
4 [OD] Standstill
4 [CST] Brainstorm
4 [AL] Force of Will
3 [DD2] Daze
4 [CHK] Sensei's Divining Top
3 [LRW] Ponder
3 [DIS] Spell Snare
4 [CST] Swords to Plowshares
SB: 2 [IA] Hydroblast
SB: 3 [B] Blue Elemental Blast
SB: 3 [TSP] Krosan Grip
SB: 3 [FD] Engineered Explosives
SB: 2 [ALA] Relic of Progenitus
SB: 2 [TSB] Tormod's Crypt
[b]Card Choices:
Goyf and Coatl: I consider Coatl to be better than goyf in this deck. He is the same size 1-2 turns later, but pitch's to force, can grow larger, can't be Spell Snared, and is not going to fall prey to Balance and Chalice nearly as often. Both however are amazingly under-costed, and thus are run.
Balance and Top: The mana curve of the deck supports them nicely. Because we rely on dropping a threat and riding the victory, and because we have so few threats, we need a way to make sure it lives. CB is reusable, and is on of the best ways on ensuring this.
Standstill: In theory it would be great to drop a Coatl and then a still, and watch them fold. It has been done, but is often not. More importantly it is a huge CA machine, and in fact i sometime drop Still w/o a way to win under it (besides decking) just to watch them break it anyways fearing letting it sit. It is truly a strong card in this format, and with Factory, is all but broken.
Spell Snare, Daze, Force: Basic disruption package in Legacy. Force is a auto-include, and Daze and Spell Snare are both time tested staples.
Swords: We run swords over other like Snuff Out for many reasons. Considering we only run 4 removal spells, we need to be able to hit anything. Snuff Out does not do that. Also Swords can in a pitch be used on a goyf, or huge Coatl to gain some life should you be swarmed, or otherwise unable to win before it gets that bad. Grant it if this happens your probably in bad shape, but the option is there.
Sideboard: Grip is pretty standard. Relic/Crypt split is to stop Needle and Chalice. Yes Relic hits your goyfs, but it is worth it against decks like Ichorid, where if they drop a chalice or needle on Crypt your 6/7 goyf may not be enough. Blasts are for burn and other red crap. These are kinda just filler slots as of now, until we can get some more testing done to figure out exactly what is needed. If you have any idea's shoot. EE can be recurred, and is used for goblin, and zombie swarms. It can also be used to take out troublesome things like crucible or threads.
[b]Match-Ups:
As a pre-note, most of the match's are tested on MWS against fellow Sourcers. That said, we do not think the deck has been tested enough to give definite results, and thus are just giving initial reactions to the few test games we have done.
Thresh: A pretty even match-up. Both decks play similar. I would like to think we have the advantage running better cards in a vacuum, but Thresh has been tested and picked card for card into the perfect balance.
Team America: Not as great as would be liked. The LD and kill spells are pretty tough. Add 5/5 flyers to the mix, and it just turns rough.
Storm Combo: Pretty good. We run a lot of counterspells, and our clock can be quick. However Storm Combo is Storm Combo, but the match-up is still in our favor.
Eva Green: Not bad at all. At first this match-up looked dismal. But after some testing, Coatl's and goyfs could beat down fast enough to win the game. Going first helps a HUGH amount, and Spell Snare is MVP!
More to come, give it time.
Credits: Thanks Sockmonkey for helping build this gem. Also all the sourcers who both got crushed, and lucksacked yourselves into wins. :tongue:
Background:
The deck began as a way to break Coatl. Basically Sockmonkey and I were looking for a way to bust it in half. I figured out Coatl and Standstill are sick shit, and monkey said Dreadstill is great, but Nought could go.
Thus AggroStill was born. The deck started as a quick swap of nought's and stifle for coatl and goyf. We quickly found removal was needed, and Swords flew into the deck. Shortly after we pulled wasteland because without Stifle is was just under whelming.
Current List:
3 [ON] Polluted Delta
3 [ON] Flooded Strand
2 Tundra
1 [AQ] Mishra's Factory (1)
3 [GUR] Island
1 [AQ] Mishra's Factory (4)
1 [AQ] Mishra's Factory (3)
1 [AQ] Mishra's Factory (2)
4 Tropical Island
4 [FUT] Tarmogoyf
4 [ARB] Lorescale Coatl
4 [CS] Counterbalance
4 [OD] Standstill
4 [CST] Brainstorm
4 [AL] Force of Will
3 [DD2] Daze
4 [CHK] Sensei's Divining Top
3 [LRW] Ponder
3 [DIS] Spell Snare
4 [CST] Swords to Plowshares
SB: 2 [IA] Hydroblast
SB: 3 [B] Blue Elemental Blast
SB: 3 [TSP] Krosan Grip
SB: 3 [FD] Engineered Explosives
SB: 2 [ALA] Relic of Progenitus
SB: 2 [TSB] Tormod's Crypt
[b]Card Choices:
Goyf and Coatl: I consider Coatl to be better than goyf in this deck. He is the same size 1-2 turns later, but pitch's to force, can grow larger, can't be Spell Snared, and is not going to fall prey to Balance and Chalice nearly as often. Both however are amazingly under-costed, and thus are run.
Balance and Top: The mana curve of the deck supports them nicely. Because we rely on dropping a threat and riding the victory, and because we have so few threats, we need a way to make sure it lives. CB is reusable, and is on of the best ways on ensuring this.
Standstill: In theory it would be great to drop a Coatl and then a still, and watch them fold. It has been done, but is often not. More importantly it is a huge CA machine, and in fact i sometime drop Still w/o a way to win under it (besides decking) just to watch them break it anyways fearing letting it sit. It is truly a strong card in this format, and with Factory, is all but broken.
Spell Snare, Daze, Force: Basic disruption package in Legacy. Force is a auto-include, and Daze and Spell Snare are both time tested staples.
Swords: We run swords over other like Snuff Out for many reasons. Considering we only run 4 removal spells, we need to be able to hit anything. Snuff Out does not do that. Also Swords can in a pitch be used on a goyf, or huge Coatl to gain some life should you be swarmed, or otherwise unable to win before it gets that bad. Grant it if this happens your probably in bad shape, but the option is there.
Sideboard: Grip is pretty standard. Relic/Crypt split is to stop Needle and Chalice. Yes Relic hits your goyfs, but it is worth it against decks like Ichorid, where if they drop a chalice or needle on Crypt your 6/7 goyf may not be enough. Blasts are for burn and other red crap. These are kinda just filler slots as of now, until we can get some more testing done to figure out exactly what is needed. If you have any idea's shoot. EE can be recurred, and is used for goblin, and zombie swarms. It can also be used to take out troublesome things like crucible or threads.
[b]Match-Ups:
As a pre-note, most of the match's are tested on MWS against fellow Sourcers. That said, we do not think the deck has been tested enough to give definite results, and thus are just giving initial reactions to the few test games we have done.
Thresh: A pretty even match-up. Both decks play similar. I would like to think we have the advantage running better cards in a vacuum, but Thresh has been tested and picked card for card into the perfect balance.
Team America: Not as great as would be liked. The LD and kill spells are pretty tough. Add 5/5 flyers to the mix, and it just turns rough.
Storm Combo: Pretty good. We run a lot of counterspells, and our clock can be quick. However Storm Combo is Storm Combo, but the match-up is still in our favor.
Eva Green: Not bad at all. At first this match-up looked dismal. But after some testing, Coatl's and goyfs could beat down fast enough to win the game. Going first helps a HUGH amount, and Spell Snare is MVP!
More to come, give it time.
Credits: Thanks Sockmonkey for helping build this gem. Also all the sourcers who both got crushed, and lucksacked yourselves into wins. :tongue: