Originally Posted by
pingveno
Going to test this build in a heavy, HEAVY red aggro meta because I am a glutton for punishment. I don't have any standstills at the moment and Mutavaults are on their way.
20 Land:
4 Flooded Strand
2 Plains
4 Tundra
10 Island
18 Spells:
4 Swords to Plowshares
4 Ancestral Vision
4 Force of Will
4 Daze
2 Harm's Way
22 Merfolk:
4 Lord of Atlantis
4 Merfolk Reejerey
4 Merfolk Sovereign
4 Sivergill Adept
4 Cursecatcher
2 Sygg, River Guide
15 Sideboard:
3 Rule of Law/Mark of Asylum
2 Jitte
3 Disenchant
2 Sower of Temptation
3 Relic of Progenitus
2 Hydroblast
- A quick word on the janky cards (ie Harm's Way and Sygg, the River Guide): I've wanted to test harm's way since it was first printed and a meta filled with lightning bolts seems to be the perfect meta to do just that. Though I am sure it would be better served as something else I am very curious about how cool it can be. And Sygg the river guide seems like he would thrive in a removal heavy meta. Sure he can slow you down quite a bit, but if you drop him with 2 mana open he will rule a creature standoff.
- Ancestral vision is my standstill replacement because I won't be able to get some until after the tournament. Because no standstill I decided to replace vial with some more business spells, mainly sygg and harm's way. Probably not going to be as good, but I want to see if the deck does any better in a different direction.
- I am a big proponent of the splash version and have been since day 1. The advantages far far outweigh the disadvantages in my opinion. That being said, are their any suggestions for this build, keeping in mind what I already said about the Standstills, Vials, and Mutavaults? I am obviously going for a quicker, less mana denial version given my meta, hence no stifles as well. Thanks for any input.