Results 1 to 20 of 97

Thread: [Deck] B/g/w Deadguy Rock

Threaded View

  1. #1
    Etherium is limited. Innovation is not.
    Hanni's Avatar
    Join Date

    Aug 2006
    Location

    Columbus, OH
    Posts

    2,838

    [Deck] B/g/w Deadguy Rock

    Prologue

    A few people suggested making a new thread for this deck. The deck is a bit different than traditional Deadguy and seems a bit off track to discuss in the B/w Deadguy thread... so I created a new one. If the mods feel this needs to be merged back into the Deadguy thread, that's fine. I think it warrants its own thread, though.

    Decklist

    B/w/g Deadguy Rock
    Aggro/Board Control
    A Hanni Homebrew

    Lands (22)
    4 Bloodstained Mire
    4 Polluted Delta
    3 Scrubland
    3 Bayou
    4 Swamp
    4 Wasteland

    Creatures (11)
    3 Nantuko Shade
    4 Dark Confidant
    4 Tarmogoyf

    Spells (27)
    4 Dark Ritual
    4 Duress
    4 Hymn to Tourach
    4 Sinkhole
    4 Swords to Plowshares
    4 Vindicate
    3 Pernicious Deed

    Sideboard (15)
    3 Unmask
    3 Extirpate
    4 Engineered Plague
    4 Dystopia
    1 Pernicious Deed

    Deck Information

    I believe the deck adequately supports a 3c splash. All of the lands (besides Wasteland) still produce black, it's rather easy to get BB (even with basic swamps), and the deck still has Dark Ritual as additional black mana sources. 22 Lands + 4 Rituals has been more than enough in my playtesting, even against mana denial decks. The deck is still predominantly black, with 7 MD white spells and 7 MD green spells.

    Most of the core of traditional Deadguy is still left in tact (and made better, IMO):

    12 LD spells
    8 Discard spells
    11 Creature Removal spells
    7 Large Creatures

    The deck drops Hyppie. I've never been a fan of Hyppie in this deck. Tarmogoyf gives the deck 7 big finishing creatures. Tarmogoyf can get really large early. This improves the aggro matchups by giving me an undercosted fatty. It also improves my board control and combo matchups by giving me a faster clock (the clock is extremely fast). Tarmgoyf is a frickin house. The deck easily funds Tarmogoyf with 12 sac lands (and LD), 16 sorceries, 11 creatures (plus creature removal), 8 instants, and 3 enchantments MD... not to mention the fact that I can discard spell types from my opponent's hand too. It is not uncommon to drop a Tarmogoyf on turn 2 as a 4/5... and it is not uncommon to get Tarmogoyf up to 5/6 and even 6/7. 1G for a 6/7 is just so rediculously broken that I can't even explain it.

    The deck runs a low threat base and Pernicious Deed. Since the deck only ever really needs to commit one guy to the board (aside from Confidant in addition to), Deed doesn't hurt this deck much. Drop Deed then Drop Tarmogoyf is an extremely strong play. This deck doesn't utilize any other artifacts/enchantments either. With Ritual, the deck can pop Deed for 1 on turn 2. Deed, along with Shade, give the deck functional uses out of topdecked Rituals mid-late game (as well as making functional use out of mana floods). Deed is simply nuts in this deck. The deck is a resource denial deck and Deed is a mass resource denial spell. With Vindicate, the deck easily answers artifacts/enchantments. The deck already answers lands. With StP, the deck answers creatures extremely well too. Combined with the stack control of discard, the deck can pretty much answer everything. Deed seems to improve nearly every matchup and I feel like it is exactly what Deadguy needed.

    Tarmogoyf + Deed has been amazing in testing, and I've playtested this deck alot. I've played countless matches against Tier 1/2 decks on MWS so far. I don't think I've lost a 2/3 game set yet (I may have lost 1 or 2, not sure).

    The addition of 4 StP as opposed to 2 or 0 improves my Goblins matchup further, as well as other aggro matchups. I always felt like the biggest weakness for Deadguy was aggro matchups (mainly fast paced decks like Goblins, Affinity, and even Elves). The additions of Tarmogoyf, StP, and Deed really seem to shore my aggro matchups up drastically.

    I love the way the MD and SB is configured. The maindeck is basically aggro/board control... except the board control includes LD too. The maindeck still has stack control with 8 MD discard spells. In postboard games, the deck can adopt stack control (6 cards) or more board control (9 cards). This allows the deck to hybridize to beat what it needs to extremely effeciently. The deck has answers to nearly everything, and Extirpate even gives me graveyard hate too.

    Honestly, I think this deck is good enough to be a DTB if it ever catches, from my testing with it. It beats combo pretty handily, especially postboard (fast combo and control combo). It beats aggro/control pretty handily too, especially postboard (Fish, Thresh, Slivers, even B/r Sui somewhat). It also does really well against board control, especially postboard (4c Landstill, etc). My Goblins matchup is really good too, especially postboard... in fact, all of my aggro matchups are improved by the green splash, and I've been beating aggro strategies pretty handily in testing. I'm not saying this deck doesn't lose, or that this deck is the best deck, but this deck just feels so overpowered. Bash me all you want for my opinions.

    SB Strategies, Outlined for the 4 Decktypes

    SB plan vs Threshold:

    -4 Sinkhole
    -3 Swords to Plowshares
    +4 Dystopia
    +3 Extirpate

    LD is good against Threshold, but board control is better. 1 StP, 4 Vindicate, 4 Dystopia, and 3 Deed (along with Tarmo and Shade as somewhat anti aggro), the deck pretty much keeps their board clean. Extirpate adds insult to injury by decreasing their threat count.

    I love how this deck feels like aggro/board control. I classify Landstill as aggro/board control, but I like how this deck is just so much more aggressive.

    SB plan vs Goblins:

    -4 Duress
    +4 Engineered Plague

    The deck still plays the LD game with Wasteland, Vindicate, Sinkhole, and Deed (vs Vial), but the deck transforms into board control too. 4 StP, 4 Vindicate, 4 Engineered Plague, 3 Deed keep the table clear. Tarmogoyf and Nantuko Shade are beasts when the Goblins opponent only has one or a few small Goblins in play. The vulnerability against Goblins comes from the 3c manabase vs Wasteland/Port... the deck does run 22 lands and 4 mana sources though, and along with it's own set of LD (that might keep the opponent from attacking your manabase as aggressively), I think the deck should be just fine. I can see this deck getting locked out of colors if played improperly... fetch a few basic Swamps first, and crack fetchlands for color sources when you are about to play said spell, and you shouldn't have too many problems.

    SB plan vs Fast Combo

    -4 Sinkhole
    -4 Vindicate
    -2 Swords to Plowshares
    +3 Unmask
    +3 Extirpate
    +4 Engineered Plague

    LD isn't really that good against decks like Belcher, which don't rely on land mana sources. Vindicate is also too slow to be relevant. Unmask comes in as additional turn 1 discard, while Extirpate can be used to hose win conditions. Engineered Plague is there to protect against EtW, with Ritual to power it out if need be.

    SB plan vs Slow Combo

    -4 Swords to Plowshares
    -2 Pernicious Deed
    +3 Unmask
    +3 Extirpate

    LD is usually effective against decks like Salvagers, Aluren, and Solidarity. They all typically need 4 lands to go off, where the LD plan buys tons of time. The deck still adds Unmask as additional discard and Extirpate to hose win conditions.

    SB plan vs (4c) Landstill

    -3 Pernicious Deed
    +3 Extirpate

    What I love about Extirpate is it's versatility. Landstill's biggest weakness (and most control decks) is LD... Extirpate plays right into the LD game by removing Fetches/Duals, or pulling out win conditions since the run so few (which, against 4c Landstill, happen to be lands too). Deed is good at answering Crucible, and Standstill to an extent, but Vindicate should have that covered for the most part. Deed does effect their manlands, so it's still good in that respect, but I think StP and Vindicate (with Extirpate) should have that covered. Locking them out of G/W keeps them off Monastery anyway. Shade + Tarmogoyf outsize all of their threats and the deck can easily ride 1 threat to victory. They are forced to make 1 for 1 trades because of this. Confidant gives me a draw engine and my proactive disruption attacks their reactive disruption.

    Epilogue

    I'll udpate with more info as I do more playtesting and as I get more time to add more stuff.

    I frickin love this deck.

    Enjoy.
    Last edited by Hanni; 07-05-2007 at 06:24 PM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)