You could play a version with a Living Wish toolbox and Vexing Shusher and Boseiju, Who Shelters all in the SB.
Printable View
Dear Santa,
I want The Rock to start running Death Cloud. I no longer want my iPhone or my new bowling ball as long as I can see someone gripping spell snare get their board wiped by Death Cloud like the days of watching ext MTGO and rofling in silence to the wincing of players.
Make it so please,
Mike
@ Thelion: I totally agree. I think death cloud is an absolute must in a deck running any with a when-this-card-hits-the-graveyard-effects. It's a beast in the control match-up as well.
In a format where explosive starts are huge, Living Wish for silver bullets is too slow.
Against combo by the time you get a piece of hate you'll probably be dead or so far behind you'll only barely slow them down.
Against goblins and a turn 1 dreadnought you'll already be dead as well.
This is from a lot of testing with wish.
If you want to run it you have got to be able to slow the game down dramatically.
Im not sure about death cloud, I've always loved the card- but its a different deck than the rock.
Is there a thread started for that? Forgive me now for necro'ing it later this week.
I'll try finks out as a 2 of I guess, not sure if I want to see him often enough, and Im not sure what else to cut for him atm.
You know what else isn't bad with Death Cloud? Kitchen Finks. :wink:
Is Kitchen Finks replacing Hierarch? I hope not.
It should if you don't play White.Quote:
Is Kitchen Finks replacing Hierarch? I hope not.
I could see spike feeder getting the nod over finks in some metas, since you can gain all four life immediately (this may be important), and it makes your goyfs win goyf fights. Just something to consider.
Originally it was Green Black. Even now Green Black midgame/lategame decks are still called the Rock.Quote:
Isn't the rock naturally GBW?
Most versions do run the white splash these days but someone a few posts back posted his BG list saying he missed Hierarch, hence the Kitchen Finks suggestion.
The Rock also used to run Phyrexian Plaguelord and Deranged Hermit! A few months ago I encountered Sol Malka (creator of the Rock) at an extended tournament and he is playing GBr now for Burning Wish and Contested Cliffs with Ravenous Baloths and Spiritmonger. However, Sol (I heard this from someone) doesn't think The Rock is very viable in legacy. Not sure if this is true but this is what I heard. Also, at the Atlanta Grand Prix Legacy Side Event (where I made it to a top 4 split with Rock:) I saw Sol and walked up to him and asked his thoughts on the deck for legacy. He really thinks the red splash as Contested Cliffs is nuts. I am not sure how effective this would be in a format with recurring Wastelands but I think Burning Wish is just to slow for an already slow midrange control deck!
I personally don't see why you would not run white since you get Doran, Vindicate, and StP but if solid G/B works, then play it. I just don't see why it would be better in any way. You have a 3 mana 5/5 that stalls Goblins and nullifies Piledriver. And the best instant and sorcery speed spot removal spells ever printed.
@throst54: Why would you ever run Diety of Scars over Spiritmonger? Spiritmonger is spectacular in every way, they have the same casting cost, they both regenerate, Spiritmonger gets bigger and changes colors (more relevant than you think). Diety kills puny creatures that don't matter anyway or makes Goyf smaller .... if you are having problems dealing with Goyf in a Rock deck I suggest a new build. I just don't understand why you would not run Spiritmonger over Diety.
Regarding Death Cloud, that is a whole other deck. It has not place in Rock as the deck has to be designed to handle it. And the only thing they will have in common is they are both G/B. I am not saying Death Cloud is bad in legacy, quite the opposite, I think the deck has a lot of potential. But it won't be in a Rock shell it will be a totally different deck. Most likely it will play Deed but thats just because Deed is that damn good!
Red doesn't fit in Legacy Rock. If Goyf wasn't around you could replace StP with Bolts for early removal plus Burning Wish for a bullet side. But a Bolt never takes down a Goyf so not really possible. Same goes for Contested Cliffs, sounds bad. Possibly one activation but for what? We manage to deal with creatures already in a more efficient way.Quote:
The Rock also used to run Phyrexian Plaguelord and Deranged Hermit! A few months ago I encountered Sol Malka (creator of the Rock) at an extended tournament and he is playing GBr now for Burning Wish and Contested Cliffs with Ravenous Baloths and Spiritmonger. However, Sol (I heard this from someone) doesn't think The Rock is very viable in legacy. Not sure if this is true but this is what I heard. Also, at the Atlanta Grand Prix Legacy Side Event (where I made it to a top 4 split with Rock:) I saw Sol and walked up to him and asked his thoughts on the deck for legacy. He really thinks the red splash as Contested Cliffs is nuts. I am not sure how effective this would be in a format with recurring Wastelands but I think Burning Wish is just to slow for an already slow midrange control deck!
I personally don't see why you would not run white since you get Doran, Vindicate, and StP but if solid G/B works, then play it. I just don't see why it would be better in any way. You have a 3 mana 5/5 that stalls Goblins and nullifies Piledriver. And the best instant and sorcery speed spot removal spells ever printed.
I never stated that white shouldn't be run in Rock. I think it was the natural evolution as the metagame got faster. I just replied on one person's post where he talked about a G/B Build. I do disagree with the Doran Statement. It is only good if you run early game mana fixers such as BoP or Sakura-tribe Elder else it's virtually impossible to make decend one drops, two drops followed by a turn3 Doran with such a mana cost.
The only real things you get out of red in legacy rock are Jund Charm and Terminate.
When is changing colors relevant for Spiritmonger? I realize it can be, but how often?
The only widely played spells that mention color read 'nonblack'.
If you're going for an aggro oriented rock, splash white.
If you're more control oriented, splashing white is just preference.
A more consistant manabase can go a long way. And you make it a lot harder for any decks to keep you off one color.
I like deity of scars because he has trample. Spiritmonger has the same problem that tarmogoyf does, that is he can be chumped all day long. Primary beater is goyf- Diety and Stalker both have evasion so when I drop them I know i should be able to end the game quickly.
Whats the point in Spiritmonger getting bigger if he never gets through? Diety of Scars doesnt need to get bigger, he needs to attack and plow through blockers a couple of times.
Im still testing Diety, I may go back to 'monger but at this point it isnt looking like I will.
You should try him out and draw your own conclusions.
Chump blocking all day long? With what? Maybe they have something like STE or any other 1/1er, but there won't be any chump blockers for a long time, except they're playing Bitterblossom.
And if they only chump block, they are loosing anyway.
Furthermore, we play Deed and enough removal.
I never had problems with Spiritmonger beeing unefficient due to the lack of trample. I still like him more, due to the easy casting cost and it's other abilities. (though color changing weren't really relevant).
@Contested Cliffs: I tested it once as a 3-off, and once as a single Living Wish target. However, if you manage to get it going, you can completely control the board (creatures).
But in the end, I found, that a 3 color mana base, was to bad, and the colorless mana from Cliffs hurted too, so that I went back to BG only.
One example is any deck running man lands and cruicible/loam.
Goblins, slivers, elves and to a lesser degree ichorid can stall the board with chump blockers.
If you're already playing BG w/o splash theres no reason not to test Deity.
If they are chump blocking they may be losing, but it also means its keeping you from winning.
It also means they they are stabilizing and finding are making time to find answers.
Time isnt something you want to give to your opponent- especially if its goblins.
Both Monger and Diety would be sided out against fast aggro though so neither of them are any good against Goblins/Slivers. And the Lands! and Eternal Garden matchups are almost unwinnable. It would take a savage SB to defeat Lands!
Running 2 instead of 3 colors against goblins makes thier waste/ports a lot less effective
If youre running veteran explorer you can generally accelerate into diety/monger quickly enough.
(However, you have to be careful w/ explorer and only pop him at the right time- IE after you've done a bit of discard and can judge from thier hand who will benefit more from the 2 lands)
I generally side in 2x Haunting Echoes against loam variants.
Or i side in 4x extirpate and 4x tormods- just depends on which SB im running.
I agree the matchup is a major pain in the ass- but it isnt unwinnable.
I tested against Eternal Garden and found that Tarmogoyf + hand disruption + Vindicate was usually good. There were the matchups where Crucible + Wasteland set up or The Tabernacle at Pendrell Vale + Maze of Ith came down, but I did not feel it was unwinnable.
i've been playing w/g/b rock for about a year now have have a pretty good deck but have a tough time deciding whether to run putrefy or vindicate i like them both but they both have there draw backs putrefy is an instant and they cant regenerate but it only hits creatures and artifacts but vindicate kills any permanent but its at a sorcery speed and they could regenerate. just want to hear peoples opinions also what do you think about running Doran and if you would how many?
I'd go for Vindicate. More versatile and the possibilty to kill Enchantments (Counterbalance!) besides Deed. Doran depends on your list, if you run forms of mana fix/accel then you can run them with a maximum of 3.
I actually have a good match up against it. I do run Loam, Wasteland and Grunt main so I manage to disrupt them heavily.Quote:
I tested against Eternal Garden and found that Tarmogoyf + hand disruption + Vindicate was usually good. There were the matchups where Crucible + Wasteland set up or The Tabernacle at Pendrell Vale + Maze of Ith came down, but I did not feel it was unwinnable.
This thread should have a decklist for those that aren't familliar with the deck.
The original topic had the following:
Still waiting for it to be fixed.Quote:
5) Decklist
Since there are many variations between lists it will be hard to give one list. I’ll be posting a list with cards being used 99% of the time while leaving some slots open. Afterwards there will be a list of possible cards to run (see 4.2) in those slots followed by the decklist being used by me at this current moment.
5.1) Standard list:
Land: (22-23)
5-8 Fetchland
6-8 Duals
3-4 Wasteland
3-6 Basics
1-2 Volrath’s Stronghold
Creatures: (10-11)
4 Tarmogoyf
4 Dark Confidant
2-3 Tombstalker
Instant/Sorcery: (11-12)
4 Swords to Plowshares
3-4 Vindicate
4 Thoughtseize
Artifact/Enchantment: (5-8)
3-4 Pernicious Deed
2-4 Sensei’s Divining Top
5.2) Remaining cards:
Creatures:
Jotun Grunt: A great card to run. It’s a 4/4 for 1W allowing you to slow down your opponents beatdown or applying fast pressure yourself. It’s cumulative upkeep is often used as graveyard hate or to restock your deck with cards already used. Usually being played with a maximum of 3.
Doran, the Siege Tower: Basicly a 5/5 for 3 mana. The problem with this creature lies within the triple coloured mana. List running Birds of Paradise can support this with more ease. Tombstalker tends to get the preference over this Elemental.
Eternal Witness: This creature is more fitting in a control Rock, returning the good cards back to your hand after already having used them. Great synergy with Volrath’s Stronghold.
Genesis: This card has been a staple for a long time, partially being one of the best cards in the deck. The card has to be in the graveyard to work as you desire. If you have ways of doing this it might be wise to play one.
Birds of Paradise: Is used to speed out your bigger cards to gain control over the board faster. Often being sacrificed to Cabal Therapy before blowing everything up with Pernicious Deed. With the printing of big creatures for a low casting cost this card has been cut from many lists.
Sakura-Tribe Elder: Barely sees play anymore. Before the printing of Tarmogoyf with the dominance of Goblins this card was used to stop an attacker while grabbing you extra land.
Shriekmaw: Replaces Smother in some lists. It has synergy with Volrath’s Stronghold while being a 3/2 body later in the game with some evasion. Also allows to play around Counterbalance. This can hurt with Dark Confidant and isn’t able to kill Artifact or Black 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.
Removal:
Smother: Kills almost any creature present in Legacy for 1B at instant speed. Lists that don’t play Shriekmaw tend to play Smother.
Diabolic Edict: Usually played in older lists. Preference goes to removal where you can choose what will die.
Engineered Explosives: An extra board sweeper alongside Pernicious Deed. Used to play around Counterbalance. Also able to kill a bunch of tokens on turn2 where Deed would only do it on turn3.
Discard:
Duress: Is a card of preference. Some play this to have more selection discard alongside Thoughtseize or just replace Thoughtseize completely.
Hymn to Tourach: Extra discard. A commonly used form of card advantage. The double black in it’s casting costs while begging to be cast early in the game forces your deck to run more black.
Cabal Therapy: Since the arrival of Thoughtseize this does not see much play. The cutting of Birds of Paradise also played a role.
Raven’s Crime: When combined with Life from the Loam this card can be a powerhouse. Also an outlet for excess land.
Utility:
Life from the Loam: Since Rock is a Board Control deck it tends to require lots of mana, Loam makes sure you can get back fetchland, Wasteland or destroyed land. Great in combination with Sensei’s Divining Top to dig for the right cards.
Extirpate: There’s a lot of discussion about this card. Some like it so much they run it maindeck while others won’t even think about running it in the sideboard. Personally I find it either ‘Win More’ or ‘Doesn’t do enough’.
Umezawa’s Jitte: Some people like to play this card to provide themselves with lifegain. This card does improve the match up against decks with direct damage but sacrifices others.
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.
Land:
Treetop Village: Was used in the old GB lists to start beating after sweeping the board. Coming into play tapped in a much faster Legacy environment proved to be to disadvantageous.
Mishra’s Factory: The current replacement for Treetop Village. 3/3 blocker on turn2 stops lots of deck from fast beats. Great against control decks, often catching the opponents by surprise.
Sideboard:
Your sideboard is dependant on your metagame. I will only provide a list of possibilities. If the card has already been mentioned in the previous part of the listing then I will not give it further explanation.
Krosan Grip: Every green deck plays this card sideboard. Counterbalance seems to be a problem card for The Rock due to the curve being at 1 to 3 mana.
Duress: See Discard.
Extirpate: See Utility.
Thorn of Amethyst: Great against combo such as TES, FT, AdN and more. The first one hitting the table often slows down the opponent long enough to find a second or to do enough damage.
Leyline of the Void: Against graveyard based strategies such as Ichorid and Loam variants. The discussion is between Leyline, Tormod’s Crypt and a newcomer in this battle, Relic of Progenitus.
Tormod’s Crypt: See Leyline of the Void
Relic of Progenitus: See Leyline of the Void
Circle of Protection - Red: Any deck that runs direct damage, be it Burn, Goyf Sligh or Red Treshhold is a bad matchup for Rock. This card is sometimes played to make those matches better.
Putting my G/B/w rock deck up for discussion her it goes:
Land
1 Plains
2 Swamps
2 Forest
2 wasteland
3 treetop village
2 savannah
3 bayou
1 volrath's stronghold
3 windswept heath
1 wooded foothills
Creatures
4 Ravenous Bloth
4 Loxodon Hierarch
4 Sakura-Tribe Elder
4 Eternal Witness
2 Tarmogoyf
1 Spirit Monger
Instants
4 Swords to Plowshares
4 Putrefy
Sorcerys
3 Cabal Therepy
2 Duress
2 Thoughtseize
Artifact
2 Sensei's Divining Top
Enchantment
4 Pernicious Deed
Sideboard
3 Tormods Crypt
3 Circle Protection Red
1 Gaea' Blessing
1 Gaddock Teeg
1 Damnation
3 Krosan Grip
3 Smother
Any questions or comments please feel free to ask me on any of my choices/decisions
- Do you get to 4 and 5 mana consistent on turn 3 to 5 with only 20 land?Quote:
Any questions or comments please feel free to ask me on any of my choices/decisions
- With all the lifegain, why no Thoughtseize over Duress?
- Why only 2 Goyf, 1 Monger?
- How do you feel about the manlands? Have they been good for you?
- Do you prefer Putrefy over Mortify and why?
Just curious why people include what, hence the many questions :).
I like CoH. I'm not advocating it over Tarmogoyf, but I'm still looking for a good reason to play CoH's. Your reasoning got me thinking: isn't CoH actually good agains CB because of it's converted casting cost?
Since you mentioned Unearth I'd want to share this: if you're running unearth, you might want to consider Fleshbag marauder or Bone shredder over Shriekmaw. And while on the topic of fleshbag marauders, if you're having a lot of mana it's a lot of fun with Grim harvest, especially if you're also running Life from the loam. But this probably isn't the deck for it.
Yes it is. It's inferiour to the raw power of Goyf though. I said: This era of Goyf and Counterbalance because those seem to be the two defining cards in Legacy along with LED for the combo part.Quote:
Your reasoning got me thinking: isn't CoH actually good agains CB because of it's converted casting cost.
-Only having 20 land was something i took a chance on and yes believe it or not i do get to 4 or 5 mana very consistently with STE and the fetchlands and SDT for some reason i feel like the deck stacks itself the land comes up very easily
-I thought about running 4 thoughtseize which im probably going to switch to i just wanted to see what it was like running duress while i was play testing
-I only run 2 Goyf b/c thats all i have so when i get more its might change and only 1 monger b/c i have all these beaters 4 four already and i feel that monger is the finisher in the deck b/c if there not dead by the time i drop monger then there gonna be dead when i play it and plus the look on my opponents face when i drop monger is priceless lol.
-The manlands are GREAT i cant tell you how many times i've blown up deed then won just with the manlands, i mean they do get hit by STP or Lightning bolts but its just one less threat i have to worry about when i drop my fatties
-I've actually never play tested with mortify it just seems like the metagame has more artifacts in it then enhantments the only enchantments i see at my legacy is counterbalance and occasionly enchantress but i also have 4 main deck deeds which im fine with. i could see mortify being really good against enchantress while you side out putrefys for mortify and also side board out something else for krosan grip.
thanks for the questions im open for more questions and also any constructive criticism?
Was wondering what you guys think of Moon-rock...I've been playing it recently with strong testing results destroying Threshold, Dreadstill, TA, and a bunch of other decks.
// Lands
1 [SH] Volrath's Stronghold
3 [7E] Swamp (3)
4 [R] Bayou
4 [ON] Bloodstained Mire
4 [R] Badlands
4 [ON] Wooded Foothills
3 [TSP] Forest (1)
// Creatures
2 [FUT] Magus of the Moon
4 [RAV] Dark Confidant
4 [FUT] Tarmogoyf
// Spells
3 [AP] Pernicious Deed
3 [FNM] Cabal Therapy
4 [PS] Terminate
4 [LRW] Thoughtseize
3 [ARE] Duress
4 [JU] Living Wish
3 [CHK] Sensei's Divining Top
3 [TE] Diabolic Edict
// Sideboard
SB: 1 [SH] Volrath's Stronghold
SB: 1 [FUT] Magus of the Moon
SB: 4 [ALA] Relic of Progenitus
SB: 4 [TSP] Krosan Grip
SB: 1 [FUT] Tombstalker
SB: 1 [FD] Eternal Witness
SB: 1 [DIS] Indrik Stomphowler
SB: 1 [DK] Maze of Ith
SB: 1 [PS] Flametongue Kavu
I'm thinking of cutting the K-grips for something better in the board, they are meh. Terminate is a beating.
Seems insanely sweet to say the least. I've been sitting here staring at it and nothing really jumps out as being wrong.
Hmm...off to test!
Edit: Is FTK better than Shriekmaw, especially with Volrath's Stronghold?
I like the list a lot, Rodney. The only thing that jumps out at me is the lack of Shriekmaw in the board (as the above poster noted). The only thing FTK really kills that 'maw doesn't is Bob, and at 4 mana (plus 2 for Living Wish), that seems horribly inefficient. Big Game Hunter in the board also seems worthy of consideration, as it deals with Tombstalker and Dreadnought nicely. However, the casting cost might be a bit prohibitive, especially without a discard outlet, and I'm not sure where you'd find room for it.
Probally going to cut a Grip for a Shriekmaw...you're absolutely right...he's a complete beating and definetally should be squeezed in someplace. BGH seems kinda meh I think I like FtK more just because he's a beatstick too. FtK is really good though he tends to be a great out against oposing Magus of the Moons when your manabase isn't prepared for it.
Have you tried Burning Wish instead?
-4 Livig Wish
+4 Burning Wish
-7 Wishboard
+1 Haunting Echoes
+1 Reverent Silence
+1 Chainer's Edict
+1 Hull Breach
+1 Seeds of Innocence/Shattering Spree
+1 Regrowth
+1 Firespout
Just an idea.
Also, Tombstalker is such a house along side Deed. I don't know how you would fit him in with Bob, but try!
Eh, the deck is already threat-light. Living wish lets you grab utility that is attached to a body, as well as those utility lands. Besides, with only 2 Moons MD, Living Wish essentially counts as copies 3-6 (and possibly more if a Moon is already in the grave and you grab Stronghold).
Maybe with Living Wish?
Though it probably wouldn't be a problem anyway. I run Bob and Stalker in plenty of decks, and this one has SDT to boot.
Yeah Jak I thought about running Burning Wish but I really like being able to run 6 copies of Moon Maindeck and 5 copies of Stronghold. Tombstalker maindeck doesn't seem very great to me, I think it's fine as a Wish target I mean I'd rather not take the risk of losing with Bob...I know it happens maybe once out of 15 games...but that isn't something I want to risk.
BTW I lol'd at this thought about Extirpate may be better then Relic in this deck. I hardly board in Relic and Extirpate seems rather good with how this deck plans to win...deny the oponent of their threats/hand. Only because I know how much everybody on this site loves Extirpate ;-).
I thought about that, as well. Mainly because Extirpate doesn't screw with your own recursion/Goyfs.
Anyway, for the couple of games I've played already, the deck might be slightly land heavy. With such a low curve and SDTs, it doesn't seem that more than 21, maybe 22, would be needed.
What do you think about that?
Yeah I'm still twinking the list but I think that the 3x Duress may be overkill
Seems good enough for discard with
4x Seize
4x Therapy
I also added in a few Harmonizes to help with the draw engine. So I'll still need my 23 lands.
Rood, I think that Harmonize might not be the best idea since it is a bad flip with Bob and with Top and Bob the Card Advantage may not be as needed as in other Rock decks. I would probably go -3 Duress +2 Eternal Witness +1 Cabal Therapy. As for your sideboard I agree, -1 Krosan Grip +1 Shriekmaw.
I don't like the idea at all. I choose to not play Dragon Stompy because I dislike acting under the assumption that Moon effects are always good. It is an interesting take on the deck but all you really did is cut threats and add more removal :( It also looks infinitely worse against pure aggro like Zoo (which does run basic lands if the player has a brain), Affinity and Goblins. You also take burn as a auto-loss and with B/W/G Rock with Hierarchs it is a near 50/50 matchup since Doran and Goyf backed up by hand destruction put them on a fast clock.
I think my problem is that I don't see what matchups this build improves, I can only see what it makes a lot worse. Those matchups you listed as heavily favoring you are already very winnable matchups in particular with Choke (which almost everyone should be playing since every meta has blue). TA is an easy as hell matchup since running 23 lands + STE nullifies their disruption plan and they only play 8 threats and I have 4x StP, 3x Vindicate, 3x Deed, 2x Putrefy ..... AND they also have no answer to Spiritmonger and Doran which is quite amusing! Landstill can be annoying but since they have no clock at all it doesn't take long to rebuild with Top and our threats are just better than theirs and playing 8 basics doesn't hurt! The versions running Goyfs are the ones I prefer to play against since that means they have more dead cards against me. Then after SB when Extirpates and Choke come in it gets really fun! The Thresh matchup is also somewhat of a joke, in a tournament setting, out of the 4 times I have brought Rock to my local tourmanet I have played against: 2x TA, 3x Dreadstill, 2x 4C Thresh, 2x UGr Thresh, 1x U/G/w Thresh and 2x U/W/b/g Landstill; I have yet to lose to any of those decks. Choke owns any of these matchups but is not needed against TA since you just put in Extirpate and Extirpate a threat and they almost can't win. Dreadstill is also quite simple, the versions running Goyf are a little harder but the matchup is fairly easy since Krosan Grip > Dreadnought and the deck is just all answers and savage threats that Dreadstill can't keep up with.
If you're running red I'd play Jund Charm, at the very least out of the board if not maindecked.
It gives you an answer against loam variants and ichorid game one, and makes your goblin/elves matchup a whole lot better.
The +2/+2 breaks up goyf standoffs, though admittedly it isnt quite as useful.
I just dont know if I'd want to bother running the Moon effects, as they dont play well with deed.
Burning wish for LftL, Haunting Echoes, Worm Harvest for sure.
Victimize and possibly Devestating Dreams or Deathcloud. Turn 2 Burning Wish into turn 3 Flamebreak could save you against a lot of quick aggro decks.
I know Nihil is working on it and people have posted some decklists but as much as I usually hate the "dude look at my 2 card variant what do you think thread" this could sure use some typical deck lists. Perhaps 1 for an aggro list and a control list.
I understand there are nuances and all but still...not being a rock player I have trouble following it and some of the newest lists look like they get slaughtered by combo.