I dont play loam, I got wastet and stifled other fetches or protected my lands but 2 opponent wastes are sometimes too much.
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is anyone worried about this Jund depths deck? I was gonna ditch a couple pieces of grave hate in my SB but I think people might try to replicate the success so I might see it this weekend at SCG Orlando.
After my last tournament where I made a 3:1 to 3:3 I'll try a new setup. Out 3 Probes and one forked bolt in 2 snare and 2 chain.
After I never needed it I'll cut the Elemental in my SB and cut both extraction. In the second Cage and a needle.
D&T is such a horrible MU, I Will never cut Sulfur Elemental while that is still a deck...
I decided to move one Rough main and as this opened an sb slot, I will also cut the Elemental and play just two sb Roughs. This way I'll have three sweepers in between my main and sb, which should be enough for the relevant matchups, be it Elves, Dredge, Goblins and even for DnT. I'm still considering one Sulfele in sb, as the split second is pretty powerful against DnT, but this might be overkill. Chinese Art. Mutations are on their way, and I will play one; the other sb slot will be devoted to either Grudge or D. Revelry: while Grudge has flashback, Revelry can kill RiP and I can't tell what's more powerful. I guess that as long as Mutation detroys artifacts with a bonus, I may concentrate on RiP/Choke at least a bit. In fact I'd love to play all three of them as a one of just because of BSkull. I don't have a place for LftL and I'm not really happy from the fact. I may tinker with slots a bit, as Loam helps tremendously in Pox matchup and is quite powerful against tempo decks. I don't want to go below three Submerges, as every time I cut it to two, I run into Goyf after Goyf... Same is true for Needle, as playing one is not enough to reliably stop Top/Liliana/Vial.
For the reference...
main deck:
54x RUG
2x Spell Pierce
1x Spell Snare
2x Tarfire
1x Rough//Tumble
sb:
2x Rough//Tumble
3x Submerge
1x Ancient Grudge
1x Artifact Mutation
1x Destructive Revelry
2x Pyroblast
2x Flusterstorm
2x Grafdigger's Cage
1x Pithing Needle
Idk...
BDL,
3 pieces of artifact hate seems a bit heavy, no? especially when you could run 2x Ancient Grudge (equivalent to 4x removal but only 2 spells).
I don't necessarily think so. SFM decks are getting more popular, so having more answers to a resolved Jitte and Batterskull seem very appealing. Revelry also seems great to deal with rest in peace. So, if you're expecting a lot of white I think this call makes sense.
Also, on another note, has anybody tried Magma Jet in this deck? It's perhaps a bit slow, but I can't help but feel that the Scry 2 is incredibly valuable. Mostly, I like 6 burn spells, but I'm not incredibly excited about spells 5-6. Fire//Ice only feels so-so, forked bolt can be good, but mostly is just mediocre if not in the right meta.
I normally only play 1 Ancient Grudge, but as you said there is a spike in SFM decks. I will probably play an additional Ancient Grudge/Krosan Grip. Is Destructive Revelry really better than Krosan Grip? Uncounterable and unable to bounce batterskull, activate sneak attack, or activate jitte seems better, though honestly I don't think Krosan Grip is an acceptable way to battle sneak and show (you can win the fight on the stack).
Yep, the only reason why I'm considering three arti-kills is SFM.
Also, Revelry isn't better than KGrip, in faxct it's worse, but with all the Wastelands around, we can't play good spells, bad must be good enough.
destructive revelry to your.......baleful strix..
and by the way...2 damage to your liliana : )
That's pretty sweet if you can handle batterskull and jace or liliana at once.
Does it happen often enought to bring destructive revelry instead of grudge?
- Team RUG-STAR Berlin -
Greetings! It has been a bit since I have posted in this thread, but I have a little update for you guys! So last night at my LGS I managed to take my RUG list to first place. Ended 3-0-1, drawing in the last round with my friend to make sure I locked up first and that he would land in the money too. Anyway I had seen some discussion of Reality Ripple here a few pages back. I really liked the idea of permanently dealing with a Batterskull and being able to clear lanes for stalled ground creatures... so with that in mind I did some digging and came across Sapphire Charm. It still functions the same way for dealing with Batterskull for :1: less. It can also get cycled for a more relevant card or in a weird situation, give a creature flying, I am not sure when you would want to give a dude flying over phasing out a potential attacker and clearing the lane for the attack on your turn (other than jumping a Goyf over a TNN)... Flying Goyfs anyone?
I played against Tin Fins (2-0), BUG Delver (2-1), Dredge (2-0), and Enchantress (ID). I only saw the Charm twice, the second time was in a no land 7 card opener which I sent back. The first time was in game one versus Tin Fins and it ended up winning me the game. So the game state is I have flipped Delver, 5-power Goyf, with three land and Charm and Lightning Bolt in hand at 17-18 life. My opponent has three land, and Griselbrand in his graveyard. I stopped his first reanimation attempt and he is at 12 life. Fun sequence, here we go! My opponent casts, Goryo's Vengeance, I cannot counter so it resolves. He tanks and decides to pay 7 life to draw 7. I respond by casting Sapphire Charm phasing out Griselbrand, he had to read the card (We have a reader!) after which I had explain how phasing works to him. He has no cards in hand. Charm resolves... potentially giving him a permanent Griselbrand on his following turn. He draws his seven, doesn't hit a white source to cast his Children of Korlis that was just drawn. He is at 5 life, virtual 2, due to the bolt in my hand, and scoops to the 8 on the table.
So due to some good play and good luck, Charm won me that game one. So I am going to keep it in for another few events and see how it works out for me. I would like to hear what you guys think about it. As always thanks for reading!
While Reality Ripple may save your dudes from Decay, Charm is on mana cheaper and can interact only with opponent's creatures. I'm not sure which card is bettr, they both seem very narrow, but the Charm at least cycles...
Is there any other similar card that would win you that Griselbrand game?
EDIT: Also, you asked when the flying is helpful... Well, any time your Goyf needs to block Delver/Clique/Entreat token.
If the bolt had been a FoW we would have likely won that game, as we could have just used that to counter the Vengeance. Spell Pierce, Spell Snare, and double Daze would have all worked there. I could have even let him resolve the spell with double Lightning Bolt, if I thought he was going to draw first before attacking. So there are a lot of cards and combinations of cards that would have allowed me to win from that particular game state. It was just a weird way to get it done I guess.
Ripple does help against Decay which is an upside for it... I was thinking about this flex slot more for Batterskull removal versus protecting my dudes from Decay and lands from Wasteland. Although I think taking a defensive stance that requires two mana for one spell may be a bit too taxing in many positions.
Goyf ninja blocking is pretty legit. I guess that was in the back of my mind somewhere but I had not seriously considered it. I was thinking more about jumping him to get over opposing Goyfs and TNNs. I guess there could be situations where it could make the difference in a match.
Well, I was thinking more of some "trick" card that could be used in this situation, something similar to Charm/Ripple, but I guess there's no such card and only FoW/Pierce/etc. could have won the game. (Or the pre-attack double-Bolt, of course.)
I think that the main advantage of flying is to get over blockers, be it TNN, GOyf, KotR or w/e , as Delver is quite fragile and shouldn't be that hard to get rid off; morevoer block+Bolt kills the Goyf and that's not what we want. But it's a possibility, of course, and esp. in those situations where there's nothing else to do (either block or lose) it's nice trick. Also, with Tarfire in gy, Goyf may jump up for the Tombstalker... :-))
I played a Can Thresh to quite unsatisfying 1-2-1 result yesterday. I used the 2 Pierce, 1 Snare, 3 Tarfires setting, with Tarfire been never a factor. I should have played ROugh main, and I even thought about it, but I was lazy to search it.
R1, Blue PainterStone
I lost g1, won g2, unfinished g3
R2, Budget Elves
He overran me both g1 and g2. This so-called "budget" version is much more powerful - hard to hate the non-GSZ, non-NO deck.
R3, ANT
I had more counterspells than he had spells.
R3, UW Miracles
He stabilized g1 on low hit points, I won with Delvers g2, we unfinished g3 though I'd won it with just a turn or two more.
:rolleyes:
Hit Points...
Did he make his Savings Throw? :tongue:
Yep. He ran two fetches into Stifle and wutnot, then two turns before two threshed Mongooses would have defeated him, he resolved Rest in Peace. I even had Sulfur Elemental, but I wasn't able to both Pierce the RiP and play the Sulfele, so I decided to Pierce (as double Mongoose is six dmg) but he Pierced the Pierce and I was left with two 1/1s otb and a 3/2 dude in hand. :rolleyes: