Re: [Deck] The Rock - Updated version
Complaints about a thread should be addressed to a mod via PM.
-PR
It's a pity, that you only focus on the aggro version and on your posted version of the deck. The more controllish version would be more interesting imo, at least deserves mentioning.
What about Loxodon Hierarch, Harmonize, Kitchen Finks, Troll Ascetic, Cabal Therapy/Veteran Explorer interaction, Wall of Blossoms, ... the list goes on. You didn't even mention those cards and synergies.
Cabal Therapy isn't obviously played in an aggro deck.
Generally I think The Rock should focus more on card advantage, synergy and mid-range control, instead of start beating with undercosted 2-mana fatties on turn 2. Unfortunetaly, it tends to be more Zooish then Rockish... (at least your list).
Nice matchup analysis, though I don't get it, why you mention Aluren.
Re: [Deck] The Rock - Updated version
Probably in his metagame Aluren is a mu often played. It is in my metagame too, it always have 2 or more player over the entire tournament, someone playing Recruiter, someone not...
Re: [Deck] The Rock - Updated version
Grunt doesn't play nice with Goyf or Tombstalker. Stalker doesn't play nice with Goyf and Grunt. I'd possibly consider other beats. Loam helps to alleviate this, but I think that Grunt is still very meh.
Deeds with Confidant, Tarmogoyf, Grunt lacks synergy.
Dark Confidant with Stalker also don't play nice even if you play Top which seems lame to do anyways.
I think focusing a direction with this version of The Rock will help you out a lot. Either use Confidant, Goyf, Ascetic/Finks and maybe Teeg orgo for a big fatty list with stuff like BoP (to ramp mana), Stalker, Heirarch/Baloth, and maybe Garruk.
I think that Witness and Garruk deserve consideration. Basically, I think that you'll be happier having a more synergistic deck whether you go for a heavy control with big beats or a more aggro build.
Re: [Deck] The Rock - Updated version
What ever happened to Veteran Explorers? People are playing less and less basics which makes it good.
Re: [Deck] The Rock - Updated version
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Originally Posted by
THEchubbymuffin
What ever happened to Veteran Explorers? People are playing less and less basics which makes it good.
I thought that MORE basics were being played due to the popularity of Magus of the Moon and Blood Moon. Maybe I'm wrong. VE has more synergy than BoP with blocking and with Deeds. Only problem is that it can really suck against some decks more than it helps you. Against some decks, it doesn't do anything, against others, it is a one sided free 2 lands. In the OP's post, he only runs 4 basics, so that'd suck, but if you were to include it, I'd imagine you'd change your lands.
Re: [Deck] The Rock - Updated version
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It's a pity, that you only focus on the aggro version and on your posted version of the deck. The more controllish version would be more interesting imo, at least deserves mentioning.
What about Loxodon Hierarch, Harmonize, Kitchen Finks, Troll Ascetic, Cabal Therapy/Veteran Explorer interaction, Wall of Blossoms, ... the list goes on. You didn't even mention those cards and synergies.
Cabal Therapy isn't obviously played in an aggro deck.
I am only human and might have missed cards or not written parts that might have been important. That’s why at the start of the post I say:
“Of course, I am not an all knowing Guru. In case you have an idea to add to this post or just find something blatantly wrong, feel free to PM me about it.”
I’ll make sure to add those cards under point 4.2 and see what I can do for control rock, maybe add a separate part for it.
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Generally I think The Rock should focus more on card advantage, synergy and mid-range control, instead of start beating with undercosted 2-mana fatties on turn 2. Unfortunetaly, it tends to be more Zooish then Rockish... (at least your list).
That’s more of a discussion of agro vs control build. We found that the important turn in Legacy is one turn earlier than it used to be. Therefore we made sure the presence of The Rock was already being felt in those early turns instead of just using them to ramp up mana with utility creatures. You’ll have a better match up against control decks with a control Rock at the expense of your agro match up.
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Nice matchup analysis, though I don't get it, why you mention Aluren.
As Idraleo has said, it’s played in my metagame. I also added decks not being played here just for reference. Again, if you feel a certain part is missing or obsolete, just PM me about it.
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Originally Posted by Chokin
Even though the list seems to have a lot of bad synergies it runs like a well oiled machine. All of the bad synergies you mentioned are true but not so relevant. I’ll be splitting your response up in If you have a Grunt and a Tarmogoyf in play at the same time you can still keep the Tarmogoyf big. It only needs 1 card of a type in any graveyard while you decide which cards go away with Grunt or when to let him die.
Grunt doesn't play nice with Goyf or Tombstalker. Stalker doesn't play nice with Goyf and Grunt. I'd possibly consider other beats. Loam helps to alleviate this, but I think that Grunt is still very meh.
Deeds with Confidant, Tarmogoyf, Grunt lacks synergy.
Dark Confidant with Stalker also don't play nice even if you play Top which seems lame to do anyways.
Even though the list seems to have a lot of bad synergies it runs like a well oiled machine. All of the bad synergies you mentioned are true but not so relevant. I’ll be splitting your response up in If you have a Grunt and a Tarmogoyf in play at the same time you can still keep the Tarmogoyf big. It only needs 1 card of a type in any graveyard while you decide which cards go away with Grunt or when to let him die. The same goes for Tombstalker, if you have one in your hand while wanting to play it you shouldn’t let the Grunt live.
I agree on Dark Confidant being bad if you reveal a Tombstalker, I get that remark a lot. I even play 3 Shriekmaw over Smother while it would do me 3 extra damage. Yet out of all the tournament matches I played I have only died from Confidant doing me damage once. That specific match was against Goyf Sligh and I revealed a Tarmogoyf.
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even if you play Top which seems lame to do anyways.
There’s a reason we called it TopRock, that card is just insane. Rock barely has any form of card draw, Top is just what it needed. The deck manipulation it gives makes sure that every card that you do draw is a good one. Rock is also a hybrid deck, adjusting itself to the board and the deck that your opponent plays. This means that there will be wrong cards at wrong times on the top of your deck. With Top you can pick the right or best one and reshuffle if you want others.
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I think focusing a direction with this version of The Rock will help you out a lot. Either use Confidant, Goyf, Ascetic/Finks and maybe Teeg or go for a big fatty list with stuff like BoP (to ramp mana), Stalker, Heirarch/Baloth, and maybe Garruk.
I think that Witness and Garruk deserve consideration. Basically, I think that you'll be happier having a more synergistic deck whether you go for a heavy control with big beats or a more aggro build.
I’m rather happy with the list that I am playing right now, getting consistent results. Witness certainly deserves a spot, we even tested it. You would cut the Grunts for it I guess, seeing as that would have bad synergy as well. Another person in my team does play with Witness but has been getting worse results. Witness in the agro build can be useless, especially with lots of graveyard hate going around in my metagame.
Garruk hasn’t been tested yet. The card has proven it’s worth in Type2 but still has to do so in Legacy. When in a bad board position this card just dies to creatures, making you lose card advantage. That means that this card is only worth playing when your board can handle it, making it a ‘win more’ card.
Re: [Deck] The Rock - Updated version
Good opening post!
Has Raven's Crime been tested? It's an absolute powerhouse, especially with Loam.
I also think Gigapede and Worm Harvest are the best finishers for this archetype.
Re: [Deck] The Rock - Updated version
Quote:
Originally Posted by
Bongo
Good opening post!
Has Raven's Crime been tested? It's an absolute powerhouse, especially with Loam.
I also think Gigapede and Worm Harvest are the best finishers for this archetype.
Thanks.
Raven's Crime has been tested. In the late game it's indeed a great card, especially against control, combo or burn. The problem we had with Raven's Crime was that the opponent got to choose what card he discards. Against controller it doesn't matter since you have the time to keep on casting it but combo just discards some random one, still killing you. The preference went to a discard spell that allowed you to choose the card. Raven's Crime is more for a control build of Rock, at it's best a sideboard card over Duress.
Gigapede has also been tested, Worm Harvest hasn't. The problem with Gigapede was that it kept on costing me mana and has a to fragile body, often being chump blocked to death. Having to cast it every turn while manipulating your deck became very mana intensive. If any of those two cards will be added it will be in the spot of Tombstalker or Shriekmaw since you don't want to exagerate with high casting cost cards.
I can't seem to be able to edit my main post. I changed it, never went through, if I click edit now it shows me no text. When previewing changes made it also just jumps to an empty textbox. Does the change need an approval of any kind or did I do something wrong?
Re: [Deck] The Rock - Updated version
What about Grave-Shell Scarab? He's pretty awesome at evading deed, and most other removal while being able to come back quite easily. :D
Re: [Deck] The Rock - Updated version
Probably Raven' s Crime could be supported as well into decklists who splashes U for Intuition, to get faster Loam + cycling land+ Raven's Crime. In those case it coul be a nice shot, but it obv slows the gameplan, making it more suitable for controllish version that for those who run something near to Funkbrew as citanul did.
Re: [Deck] The Rock - Updated version
Quote:
Originally Posted by citanul
Yet out of all the tournament matches I played I have only died from Confidant doing me damage once. That specific match was against Goyf Sligh and I revealed a Tarmogoyf.
This is a misleading statement whether or not you intend it to be. Bob doesn't have to kill you to negatively effect your chances of winning. If he drops you to 6 off a shriekmaw and your opponent has a siege-gang in play, you probably just lost the game. In the past I've tried to run decks like yours and always wanted a solid life-gain creature. Unfortunately, they are all subpar, and I worry that the Rock just can't support confidant.
Re: [Deck] The Rock - Updated version
Quote:
Originally Posted by
Solpugid
This is a misleading statement whether or not you intend it to be. Bob doesn't have to kill you to negatively effect your chances of winning. If he drops you to 6 off a shriekmaw and your opponent has a siege-gang in play, you probably just lost the game. In the past I've tried to run decks like yours and always wanted a solid life-gain creature. Unfortunately, they are all subpar, and I worry that the Rock just can't support confidant.
That' s true if you don' t pack any life gain card such as citanul did. If some Baloth/Hierarch/Finks/Jitte is maindecked, also remembering that most of the times SDT is on the board, Confidant is the best way to did card advantage and simoultaneously don' t get plenty of creatures.
Re: [Deck] The Rock - Updated version
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What about Grave-Shell Scarab? He's pretty awesome at evading deed, and most other removal while being able to come back quite easily. :D
Useable in Control Rock. It does indeed come back easily and evades removal. With Tarmogoyf running rampant now I think that the 4/4 body might be to small to compete with Gigapede.
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This is a misleading statement whether or not you intend it to be. Bob doesn't have to kill you to negatively effect your chances of winning. If he drops you to 6 off a shriekmaw and your opponent has a siege-gang in play, you probably just lost the game. In the past I've tried to run decks like yours and always wanted a solid life-gain creature. Unfortunately, they are all subpar, and I worry that the Rock just can't support confidant.
I did keep those things in mind. 5 cards in my deck will hit me for 5 or more damage with Confidant. It's 5% chance to hit a Shriekmaw (3/60) and 3.33% chance to hit a Tombstalker (2/60). Combined that is 8.33% chance to have a bad reveal. On the other hand you run 5% of your deck to stop this from happening (3 SDT's). The first trigger of Confidant can happen after having drawn a minimum of 8 cards when on the play. To calculate that by having a Confidant with those 8 and not having a SDT I'll have to do some research, it has been to long since I did such stuff.
I don't agree in saying that Rock can't support Confidant. There are plenty of decent cards giving you life, they don't have to be a creature, Jitte being the best example.
Re: [Deck] The Rock - Updated version
Apparently I will not be able to edit my original topic so I'll add extra content in this post, hoping I can keep on editing this post.
Build: Agro vs. Control
There are a lot of different lists for the Rock, all having something in common. The used categories to divide these lists are Agro and Control. The lists differ so much that even the game plan and sometimes the way to achieve victory is different. I’ll be talking about the categories, what their upsides/downsides are and the eventual way of winning.
The thing we all strive for is to make a hybrid between a Control and an Agro build, making it a deck with a great early, mid and late game.
Control
Control uses bigger mana spells. To be able to cast such big spells a lot of mana acceleration is needed. Most commonly used cards for this are Birds of Paradise, Sakura-Tribe Elder and to a lesser extend Veteran Explorer, Yavimaya Elder. Having a higher curve also means they’ll be taking longer to gain control over the board, to get to that point they have to play ways to slow down the opponent. This is usually done with multi-use creatures and extra hand disruption.
The general game plan for a control build is to gain card advantage over the opponent while playing several cards that are of better quality than the opponent. Sort of a mix of quantity and quality. A great example for this is Pernicious Deed. Not only can it generate lots of card advantage, it’s also able to deal with the best cards of your opponent. After achieving such card advantage with a good board position they drop a big creature to finish the game.
Thanks to playing more main deck hand disruption like Cabal Therapy the combo match up is better. Trying to generate more card advantage does several things. The most important is getting enough answers to disrupt or even stop your opponents game plan. The other one is that the deck is more forgiving towards play errors, supplying you with another a new answer anyway.
Cards you’ll find in most control but not plenty of agro lists:
Loxodon Hierarch, Cabal Therapy, Wall of Blossoms, Living Wish, Genesis.
Agro
Agro has grown from the control build with time, taking several key cards, removing the rest to add undercosted creatures. The result are decks that can apply fast pressure, combining it with spot removal to clear a path but also a deck that has a decent mid/late game. The cards that are usually removed are big mana spells, hand disruption and mana accelerators. But these big spells are usually the way that Rock generates card advantage resulting in agro builds having less ways to do so.
To combat the loss of this ability agro builds try to make every card they draw a good card, often losing some flexibility in the process. The trick in these builds is making every card have a use in a broad variety of matches and during every part of the game. Vindicate is a perfect example of this although it’s not unique to agro builds. Vindicate can kill any targetable permanent in play (except indestructible) making it a card that can adapt to different game plans.
The biggest advantage of an agro build is giving your opponent little time to (re)build his board. Other agro decks like Zoo also does this but agro Rock has a better mid/late game.
Agro mainly focuses on controlling the board, making match ups revolving around non-permanents worse than before.
Cards you’ll find in most agro but not plenty of control lists:
Jotun Grunt, Call of the Herd, Hymn to Tourach
Addition to Section 4.2
Creatures:
Kitchen Finks: The persist is what makes this card worth playing. Gaining you 4 life while generating a form of card advantage. You can chump block with it twice, sacrifice it to Cabal Therapy and let it live through some removal. Often found in a more control build.
Loxodon Hierarch: When Rock started using white as a third color this card replaced Ravenous Baloth. For almost the same mana cost you get the same effect but faster. Regenerating all your creatures can be considered a bonus. When compared to Tarmogoyf, the P/T of this card is bad for it’s casting cost. Played in control build.
Troll Ascetic: Can’t be targeted by your opponent while having the ability to regenerate. A hard creature to get rid of is the least you can say. A weak body compared to other options available. Can either be played in control or agro build but barely sees play these days. Keeping 1G open all the time doesn’t feel good to most players.
Wall of Blossoms: Basicly a cantrip that stops an attacker. This card has been in lists since the existence of Rock. If you want to have a better match against agro you should consider this. Tarmogoyfs tend to trump Wall of Blossoms but that doesn’t mean there won’t be other cards to block.
Veteran Explorer: Now that most metagames have shifted to playing several basics this card has gotten the axe. It was used to gain fast mana to cast bigger creatures than the opponent. Was also a great creature to sacrifice to a Cabal Therapy.
Gigapede: Just like Troll Ascetic, this is a hard card to get rid of. Having a power of 6 it kills as good as every creature to see play. The 1 toughness makes it very weak, often just resulting in trades. That’s where the second part comes in handy, this one returns to your hand if you only discard a card. Due to this being a strain on your mana it mostly sees play in control builds.
Discard:
Raven’s Crime: When combined with Life from the Loam this card can be a powerhouse. Also an outlet for excess land.
Utiliity:
Unearth: Brings back cards that you hoped not to be death. The possibility to cycle this card when it would be useless makes it worth playing.
Living Wish: At the cost of some tempo you can either have a creature/land toolbox at your disposal or grab a kill. This card is mostly played in a control build since agro doesn’t want to spend the extra 2 mana.
Call of the Herd: Before the arrival in the Tarmogoyf and Counterbalance era most lists played this card. It forced the opponents to deal with 2 creatures often giving you card advantage.
Harmonize: A card draw spell in green is pretty Uncommon. Mostly played in control build but several agro lists do run it to keep their threats coming.
Recurring Nightmare: It brings back any creature back from the death if you are willing to sacrifice another. Returning it to your hand makes it reusable as many times as you want/can. In combination with cards that have a CiP effect this Nightmare can generate lots of card advantage.
Worm Harvest: A great finisher against plenty of decks. Combined with Life from the Loam you can keep on Harvesting Wurms. Also a great outlet for excess land.
Haunting Echoes: Some control lists use this card to make sure they win the game. Often only played as a single copy.
Re: [Deck] The Rock - Updated version
Just decided to change BG to BWG rock, because of Hierarch. Never noticed how better it was then Baloth, since I run Recurring Nightmare and Cabal Therapy.
I think Recurring Nightmare should be run, as a 1 or 2 of. It is great bringing back: witness (grabs any car you want), Hierarch, Finks (wich is great to sacrifice to it also). It gives you so much card advantage, it's ridiculous.
Re: [Deck] The Rock - Updated version
Quote:
Originally Posted by Citanul
I don't agree in saying that Rock can't support Confidant. There are plenty of decent cards giving you life, they don't have to be a creature, Jitte being the best example.
Ok, maybe my statement was a tad strong. What I really meant was that I don't think confidant is the best choice in traditional Rock. The problem with creatures as sources of life gain is that they rarely give you more life than they take from you, and usually cost too much mana (hierarch and baloth) to be effective. Kitchen finks, as a few ppl have mentioned, are the best option, but in my testing haven't performed all that well.
Jitte is better at recouping life than any creature, but adding that many low-cost permanents to the deck will make deed very two-sided, which is not what you want when you sink 7 mana into it. Some degree of dissynergy is fine (goyf+deed, and even goyf+tombstalker), but there has to be a line where you can't justify deed anymore.
Re: [Deck] The Rock - Updated version
I dont think that there is any need for life-gaining creatures in this deck.
The others are just way better. Tombstalker is a bomb(it evades CB and has evasion.)
As for confidant..most of the time ur Confidant will get destroyed before u can even reveal a card. And if it doesn't u will most likely win due to cardadvantage. Also SDT is very nice,it limits ur dmge taken by confi,and filters your deck combined with fetchlands to find answers/threats.
About the sideboard.. what cards are best?And tormod's crypt/leyline?
Re: [Deck] The Rock - Updated version
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Ok, maybe my statement was a tad strong. What I really meant was that I don't think confidant is the best choice in traditional Rock. The problem with creatures as sources of life gain is that they rarely give you more life than they take from you, and usually cost too much mana (hierarch and baloth) to be effective. Kitchen finks, as a few ppl have mentioned, are the best option, but in my testing haven't performed all that well.
Jitte is better at recouping life than any creature, but adding that many low-cost permanents to the deck will make deed very two-sided, which is not what you want when you sink 7 mana into it. Some degree of dissynergy is fine (goyf+deed, and even goyf+tombstalker), but there has to be a line where you can't justify deed anymore.
You could play Phyrexian Arena over Confidant if you desire. It does cost one more and requires more black but since you speak of 'Traditional' Rock I assume you'll be playing Birds of Paradise anyway. In a control build it might not be opportune to play Confidant since the average CC of a card is higher while the cards that gain you life are limited.
I don't get it why people talk about dissynergy. If you have a creature equipped with a Jitte and are still forced to blow up a Deed then your opponent has lost a great deal of good cards as well. Same goes for every example brought up in the past.
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About the sideboard.. what cards are best?And tormod's crypt/leyline?
Sideboard is mostly adjusted to your metagame. Krosan Grip should have a place in there at least. Crypt vs. Leyline is to your own preference, I opted for Crypt since the CC is lower (Confidant) and I can keep my opening 7 even if it is without any sideboarded hate while beign able to cast it if I do draw that hate. Also, Crypt is better against Agro-Loam. Else they just Burning Wish to Reverent Silence, destroying your Leyline(s). Crypt can just stay in your hand and come down when you want it to.
I do see the benefits for Leyline, Pithing Needle has no effect on it, it comes down even before you get a turn. Can't save Loam by cycling a card like they can with Crypt.
Re: [Deck] The Rock - Updated version
I realize I've said this in about every Rock thread, but I really feel strongly about this:
Veteran Explorer is the nuts in Rock. Turn one explorer, turn two swing for 1, therapy you, flashback, hymn you is the god-damns. It's everything Birds wanted to be and more. It doesn't cost you a card like moxen, and with so few basics being run today, can net you card advantage outside of therapy, and by either cabal'in your opponent or chump blocking, helps with what the rock wants to do: get you into the mid-game, where your effects like Deed and your card advantage like witness, genesis, or loam can come into play without costing you life while you set it up.
Explorer Pros:
Accelerates you 2 turns.
Gets you out of blood-moon/back to basics situations via therapy or blocking.
Fixes your mana permanantly, giving you wasteland-proof access to all your colors.
Works insanely well with Therapy, and moderatly so with deed, often allowing you to lay a threat post-deed.
Mana is available immediately for Hymn/Deed/Goyf/Loam if you have therapy in the yard, which is much more likely with loam.
Explorer Cons:
Has to block or pay for therapy flashback to be good, so often just a 1/1 vs combo if you dont have therapy.
Nets your opponent basics, which sucks against some decks such as GOBLINS, 2c/CB Thresh, UW(x) Landstil, Loam control, and MWC, ect. Sometimes irrelevant against decks like 4c thresh, 4/5c survival, 4c Landstill, (as they often fetch basics if they see aggro-control) and combo decks other than solidarity.
Explorer's probably more fitting in decks that can really abuse the extra mana and have a better midgame plan such as wish, loam, recursion, ect. Metagame dependent as well (we have a lot of combo, 4c thresh, and Dragon Stompy in Ohio)