Oh I know he's beastly, but I think Batterskull or Wurmcoil can still be pretty gg depending on matchup, especially if you are playing Moons and Chalices. I just think it is a bit too slow and easy to disrupt.
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Yes agree. Wurmcoil and batterskulls are gg against aggro like delver. Forgemaster more so against control and mid range. Really depends on the match up. But generally big robots are more gg than what red weenie have to offer at the moment.
If you want to go Forgemaster less, I would recommend cutting 4 Forgemaster, 1 titan, 3 Greaves for 2 batterskull, 1 Wurmcoil, 3 trinisphere and 2 revokers.
Either builds should be fine.
The most important point is that MUD rhymes with Blood, so it can be called MUD Moon.
Oh shit, just as I was writing that, I realized you go all Hogwarts and call it Mudblood.
I tested Werewolf Stompy last night vs D&T and MBC; it was pretty rough, lol.
I noticed the deck is lacking in the late-game department but that was to be expected.
An active Lilly is hell, even with 4 Revoker main. I'd assume it's the same with most Planeswalkers?
Even if I lost 90% of my matches (in my defense it was the first time I played the deck and probably vs not the best match-ups) I found the deck so refreshing. And I found the deck so flavorful since I love Werewolves.
How are SBs built for this type of deck?
Koth of the Hammer is quite good against Jace and Lili!
http://www.tcdecks.net/tipo.php?arch...&format=Legacy
I am not linking to TCDecks to be dismissive, but there are a variety of sideboarding strategies depending on your maindeck configuration. Unused lock pieces (usually 3sphere) and Revokers aren't in the main 60 sometimes, but are usually included in the 75.
Common themes are answers to graveyard strategies and Show and Tell strategies.
Hurry up and make a 667th one, or i wouldn't sleep calm tonight if i were you.
No, but I don't think that it's going anywhere anytime soon. :tongue:
It seems like your sideboard is very similar to mine, with a few changes for personal preference. Bridge vs Confusion is something I've thought about a lot. It seems like it's a toss up between having a more permanent solution or having an answer to OmniTell. Plus, it's always funny to make them trade Emrakul for a goblin token.:laugh:
I'm currently not 100% sold on Sharpshooter myself, but maybe there's some merit to having one in the board. I just don't know what I would bring it in against.
It's also my personal belief that Anarchy is better than Sulfur Elemental. It just seems like there are more decks it's relevant against.
The Liege seems like a good card. Maybe I'll replace something in my board for one, but how common is EPlague these days anyways?
I've had few problems with dredge in my days with DS, but that was when I used to have 3 FTK main. Then they could just shoot themselves to remove bridges. Maybe I should add something in the side? Faerie Macabre seems good vs Reanimator because they're uncounterable, although Tormod's Crypt could work well too. But then the problem becomes what to take out.
Maybe nick the Sharpshooter and an Anarchy or Ratchet Bomb for a pair of Stingscourgers? These guys seem to do double duty vs both Sneak Show and graveyard based decks like Reanimator and Dredge.
Then why do I keep beating them?
Also, I've been playing against a bunch of Miracles lately. The matchup seems even to favorable, but maybe I'm just getting lucky. Games vs them do seem to require a lot of skill though.
Dredge, Elves, D+T, Goblins (Hah!)
Not sure that it would help, but I haven't tested it or the Goblin build.
Sharpshooter does the same thing against Dredge as FtK, just a turn slower. It also kills Ichorids and Narcomoebas. IF it is worth including (IF!), it'd be 1 in the sideboard.
I played vs who ran Burn while I had Werewolf Stompy, it was fun. :)
He was able to kill me while I had him locked out with Chalice at 1 during one of our games. Double Fireblast and he had Eidolon out and all I drew werw 3CMC cards.. -_- was still awesome to see though :D
It comes in for Elves, D&T, Dredge, Storm, Belcher, Goblins, and decks that use Young Pyromancer. It's a good 1 of to have in the moggcatcher builds, and really shines against death and taxes, where it can force them board to stay still while you have a moggcatcher out. Many of my wins against D&T come down to these board stalls where they have a batterskull and are just using that and then sitting back with Mom's defending it. Then you EoT fetch up the Sharpshooter and on your upkeep try to pick off something, and when they use their mom to protect it, you search up Kiki, copy the sharpshooter and mow down their team. It's slow, but those matchups normally take forever unless you lock them out and quickly rabble them down.
If you are playing the Moggcatcher version, Murderous Redcap does the same work (better actually) that FTK did. Bridge triggers check to see if it is in the yard as the trigger resolves, so an active Moggcatcher means they can't combo off. You just instant speed up the Redcap, shoot himself, and then all the bridge triggers fizzle.
As for ensnaring bridge, it has been way better for me than any of the other "anti big dude" cards. Since it is so easily castable, you can both suprise sneak it in under a show and tell, or cast it early enough to matter against reanimator. That and it comes in for other matches like Elves, some TNN decks, and RUG delver. You would not believe how often RUG delver (which is admittedly a really good matchup already) can't beat a bridge. You spend the early game trying to push through lock peices, and if your successful, you win because they can't beat any of them. If you aren't sucessful, you have no hand and a bridge often means that they have 4 bolts to kill you.
That's a good point. I'll probably have to pick some bridges up at some point then.
So the sideboard I'm thinking about now looks like this:
3x Anarchy
3x Ensnaring Bridge
2x Koth of the Hammer
2x Pyrokinesis
2x Stingscourger
1x Tuktuk Scrapper
1x Goblin Sharpshooter
1x Emrakul, the Aeons Torn
I'm planning on running this near the end of the month for the Legacy portion of the Minneapolis SCG Open. I'm happy where I have my list right now (the maindeck is two pages back). It feels very strong and flexible and my comfort level with it is pretty high.
I would suggest dropping the Rakka Mar and a Seige Gang for a Settler, Krenko and a piledriver. The piledriver has been instrumental for me in breaking through both Merfolk, as well TNN. Krenko is just a searchable Rakka Mar in this deck. Both win the game when unchecked, but Krenko can be tutored and can sometimes come down and start out making 4-6 tokens that just lock up the game on the spot. And settler is probably my 2nd most searched for goblin (after kiki). You sometimes get the free trinisphere win with him but mostly he keeps people off of colors and is a huge part in beating miracles. If you keep them off of white via him and blood moon, then they can't get guys off the board and quickly run out of usable resources. It often reestablishes the lock, and lets you steal serve from people who got to go first and fetch up a basic.
I don't think that any of those cards are good in the deck. Settler is the closest to being playable, and every time I would go and search, I just want to get Siege-Gang over Settler.
Siege-Gang does just as good, if not a better job at beating TNN or Merfolk. He floods the board, shoots things, and makes blocking for the opponent useless. Piledriver also is terrible on his own, and both Siege-Gang and Rakka Mar are not. That is probably the first thing you have to look at when picking creatures for this deck.
Again, Krenko is terrible on his own, and why would you ever want this guy over another Siege-Gang in this deck?
Siege-Gang can also win the game when left unchecked, can do it on his own, and leaves some goblin tokens around if they deal with him right away.
The first should always be Siege-Gang Commander. The only time I ever search up Kiki-Jiki is if I run out of Siege-Gangs or I need an extra Tuktuk Scrapper.
I'm not as big of a stickler about the toolbox idea as Blastoderm is, but I feel that the reason we play Moggcatcher is because it can fetch up Siege-Gangs. You start diluting the plan too much and you're just slowing yourself down.
I've also found Goblin Piledriver to be rather sup-par. He takes the cake when you have board presence.. but you already have board presence, so win that way. I get that the protection from blue part is why some run him, but that's literally for fighting Merfolk. If they have 1-2 TNN, we were probably losing anyway. We didn't hinder their mana or lock them at all, and they got two of their best threats down. If merfolk is popular in your meta, bench him, otherwise draft a new player.
I personally have found Goblin Settler to be very, very good. Maybe it's play style difference? I tend to take a more controlling route, while it sounds like you go further into aggro.
I am still running a Krenko, Mob Boss and have found him to be slow. There are some relatively rare situations where Krenko, Mob Boss does more than Siege-Gang Commander, but all in all, I think I will be cutting him soon.
<Here is My list.>
1 Stingscourger mainboard because my LGS has 2 Sneak & Show players out of on average 9 players.
Edit: "Krenko, Mob Boss does more than Siege-Gang Commander" was originally, incorrectly: "Krenko, Mob Boss does more than Krenko, Mob Boss"
I don't play Mogg Stompy but I wanted to ask something about Moggcatcher. Is she fast enough?
Just in general.
EDIT: My friend has Mogg Stompy (I have Werewolf Stompy) and he let me try it out vs a couple decks a while I thought it was extremely powerful I found it a bit slow.