So far (as far as I can remember) These are the decks that are in my meta (don't even ask me to remember how i've done against them tho):- Vial Gobs
- The Rock
- Discard
- Friggorid
- MeatHooks
- Landstill (multiple variants)
- Affinity
- 2-land Belcher
- Truffle Shuffle
- 9-land Stompy
- UGw Thresh
- Zilla Stompy
- UW Tog
- WG Slide
- Burn
- Sligh
- Enchantress
- Life
- UG Madness
- and various precon-ish type decks
As you can see, my meta is varied WAY too much to dedicate many slots to a particular type of deck.
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I'm not convinced on the idea of running 4 J-Grunts in this deck either. I can see how if your meta is massively graveyard dependant, that J-Grunt is a 4 of, or could be.
Grunt is a house and 4/4 for 2 no matter the GY dependance is good and in most cases I have been able to support it myself.
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The problem with AEther Vial is that it's not such a hott card to get late into the game. The thing is that it only speeds up avenger by one turn, and I can see how it would be useful for matchups like solidarity, where they may be forced to go off in response to an activation. Even then you need one in your opening hand, and you only run three, so it's a bit of a gamble.
My reasoning for AEther Vial comes in three parts: 1) Helps when mana is a bit tight 2) I can actually play stuff when I get a lot of card advantage 3) Combat Tricks These have won me games that I wouldn't otherwise. When I have, say, 2 white mana opena nd I don't drop an Avenger the opponent tends to think that I don't have one and sends in an alpha strike in which one of theirs dies and I get to freely swing in with the Avenger (possibly others) along with a free Jitte hit.
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I just find that the more buisness spells you jam into this deck, the better. Mother of Runes is ridiculously good in a lot of matchups. The fact that she can protect from spot removal, or block a massive creature with no real drawback is incredible. And has been vital in this deck many times from what I've experienced.
The problem that I mostly have is not surviving an attack by a big creature (Grunt can do that) but more in the overwhelming number of creatures that most decks play.
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4 Dark Confidants seems like another thing this deck should always be running. Card advantage is a massive tool in MTG, and if it can be taken advantage of, your opponent will always be on their heels. Especially when they see blue mana sources hit the table. They know they have to be careful, or their going to walk into a game breaking counterspell, and that'll be the end of the game.
reasoning:
1 Confidant = Great
2 Confidants = Bad
This is mostly because the life loss due to the Confidants can get pretty high with not many cantrips.
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Also, I see that you've left out Stifle from your deck list. Me, personally, would never leave out stifle. I'd rather see it as a 4-of than not in the deck at all. If your meta plays goblins, survival, and pernicious deed related deck, fetchlands, powder keg, EE, etc... Stifle is your best friend. It also has great synergy with J-Grunt, as it can keep him in play, when your opponent is banking on him dying.
Ever since seeing it's capabilities in MeatHooks I have been contemplating putting them in here but I am a little hesitent because I am afraid the things that I would have to drop for them would unbalance the deck. Less creatures would be bad as the deck has few threats anyway. Dropping Daze would be a shame (dropping FoW is out of the question) because it has been so useful as a free soft counter which in many cases (even up to late-game) can be game breaking. Dropping cantrips is also our of the qestion because of the 3 Confidants which aren't supportable without 8 full cantrips.
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It would be nice to know what sort of things are in your meta though, so your card choices were a little more apparent, though they are all rather solid, considering at the end of the day, there still aren't bad cards in the deck. You also probably don't need to run 3x UG Sea's for the simple fact you aren't desparate for black mana. You only fun 3 black spells in your whole deck, and 7 post baord. I would perhaps cut a UG Sea for another Tundra, just because you aren't running Duress.
At one point in time I was using Hymn to Tourach to see if its card advantage through discard and Duress would improve some match-ups but all in all wasn't spectacular because I would often be torn between dropping an Avenger or Hymn-ing (this choice mainly happens when I'm deciding what to fetch and when Wastelands are present it is difficult to fetch a Swamp over an Island early game). I haven't been having too much trouble at this point in terms of land and therefore didn't have much of a reason to change it but it makes sense now that I think about it.