1. For the tournament I was trying to figure out where to squeeze in the numbers for another one. However, as the board's pretty full I'd find it hard to go for more than 2 Pithing Needle. It hits a ton of things yes, but you only really need it in a few matches. Four of them would be overkill, but I think if you cut a Boil for one you could still retain a good match for most of those blue match-ups. I just really enjoyed Boil against U/W landstill so I'd prefer to keep it in. It's possible that I was lucky in not running in to as many Engineered Explosives during the day. Chalice of the Void also seems to slow down/shutdown some of the better Needle targets anyway. Because there the slots are so tight you want to realize where the deck overlaps in its capabilities.
2. Chartooth Tiger seems to be too slow, as the extra land is to be more consistent, not to slow the deck down. To play him efficiently, you'd have to play him turn one off of an Ancient Tomb or the like. As you'd rather do other things that turn you're really setting yourself back to use him. I understand that it'd another body for late game, but the threats already available seem to do the job well. I also rarely would hit six mana, which is why I never really enjoyed having Akroma or SoFi in my hand, as to equip or morph it takes up another turn of my resources when really all I want to do is get hellbent (which simply playing a mountain off the top will do).
Just a BIG question that came up to my mind:
"Have anybody here ever tested ensnaring bridge in this deck as SB agains random decks that DS usualy looses ?
Or to stop any aggro from damaging you..
Isn't it a good card for this deck with all this hellbent stuff?
Ty
What about sigil of distinction? Isnt it just better than grafted wargear?
I've been testing the following 3 cards in Dragon Stompy with reasonable success:
Grafted Skullcap; Great with Hellbent and much needed draw. As long as no one is playing Hurkyl's Recall.
Gauntlet of Might; Works with moon effects and pumps critters. Helps power out monsters and big fireballs.
Banefire; Great finisher and gives the deck a removal option. Gotta love "Can't be countered or prevented".
Thoughts?
Jander78's Kid Brother
How many copies of each card did you use during testing?
Grafted Skullcap: I don't think it is good in this deck. It does not really help you to get Hellbent, because you draw the card at the beginning of your own drawstep. So so start the turn with 2 cards, which you can't play both most of the time (Slogger+Dragon f.e.). Skullcap grants you hellbent during your opponents turn, but not when you need it the most, in your own combat phase.
Gauntlet of Might: That seems even worse, because +1/+1 on your already fat guys seems like a drop of water on a hot stone. The worst effect of it is the double-R producing mountains. You give your opponent an insane amount of mana too (Blood Moon). LandStill will kill you for sure with an über-Degree and that match-up was always bad for me with DS.
Banefire: Seems to be the best choice of the 3, but you yourself do not have so much mana to make it really good under a moon. Maybe in the SB, or play 2 copies instead of Akroma/other random stuff.
Just Ideas.
Grafted Skullcap; With the mana excell you can cast 2+ cards a turn more than you think. Play a land, cast a critter. Drop a morph, unmorph. With Gauntlets you can get to 10 + mana. The +1/+1 abilitiy becomes valid when your beating with 2/2's. Often times your fat gets delt with and your left swinging with SSG and Magus. The giving your opponents mana part is a problem....
I am running, 4x Skullcap, 3x Gauntlets, and 3x Banefire. I've only tested on workstation(and yes I know what that means) but I like what I'm seeing so far. Give it a try.
Jander78's Kid Brother
Now i´m testing lightning axe. I know chalices at 1 destroy this card, but i think this card belongs to this deck. Is a tarmo-removal that help us to gain hellbent. Is instant, is red, and deals 5 damage (usually enough to kill goyfs).
The only problem is that if you have a chalice at 1 (happens very often) you´ll be unable to play it. Because of that i´m playing now a coupke of shusers to pass through counterbalance and chalices.
what do you think about?
Relic of Progenitus kills Tarmogoyfs too. And hits Nimble Mongoose. And doesn't 2 for you 1 you. But still, it's 1 CMC makes it unplayable in this deck.
People keep talking about creature removal in DS, and ignore Mink's SB.
We all know that there isn't a good red removal in Magic, our "best" option for this is Aftershock.
But if you look at Mink's SB, we will find 2-3 threaten.
Don't you think that this card could be used as a "removal"?
Think:
* your oponnent cast stifle+nought, so a succeceful threaten is gg.
* threaten on a goyf, on a tombstalker or anything like that. Even for only one turn, it is devastating for this deck that makes pain.
Could we see this card as a virtual removal? I think that this card can be handy.
Am I wrong?
Ty
I've so far been happy with Spitebellows. Threaten is also an option, people have toyed with it in past. It still has it's problems, mainly the thing that they get their goyf back and it keeps on being a problem.
Since we're discussing sideboard cards i'll share my tech. Recently got 4th in a rather small tourney that was fully saturated with thresh dreadstill landstill and the newest contender... Progenitus... there were 2 lists with natural order -> progenitus plans. One was in a thresh skeleton and the other was in a survival of the fittest skeleton. I played the Survival Progenitus guy twice and both matches i was able to play Anarchy to destroy his progenitus. Still lost to goyfs though.
Also ripped on a landstill player who had moats, humility and wrath. I lost game 1 to a moat. Brought in my 2 copies of anarchy from the board managed to blow up his circle of protection: red and then drop a chalice at 4.
Anarchy is also very useful against elspeth and oblivion rings so if you see a lot of this kind of stuff try it out.
Any thoughts on other ways to deal with progenitus decks? The decks (especially the survival build i saw) seem to run more basics than i'm comfortable with plus they play birds of paradise which is very annoying and skirts our moon strategy.
Anarchy's a metagame call. I've tinkered around with it before. I never seem to play enough white to worry about it. That said, it does kill Progenitus.
My strategy to Progenitus is the same as my strategy to Tarmogoyf. Outrace it. Use Chalice, Trinisphere, or even Pyroclasm to get a head start.
If Progenitus hits play and he's swinging, you get basically one retaliation move before you're dead. So you have to be as explosive as possible and make this one opportunity count. If a Progenitus comes down late and has to defend, Slogger has reach, and Pit Dragon can fly. Grafted Wargear actually helps here, also.
That said, Anarchy's a pretty decent solution. Arena of the Ancients is funnier, but Anarchy works if the metagame's right.
TEAM AWESOME
Well, at least we smell better
True, Threaten was left behind finally. Read Mink's report. And Joe..everybody can make a mistake man..that's no reason for not writing here with a proper justification for each piece of advice, even if that proves quite wrong in the end. And everyone who reads something shouldn't take it as the absolute truth, even if written by the best. 0 doubts + 0 mistakes = 0 progress:)
By the way, Mink, SoFI takes 3 to cast and 2 to equip (not 3 again).
Any latest testing and feedback concerning Goblin Assault?
Excuse-me, but where can i find mink's report?
There are currently 1 users browsing this thread. (0 members and 1 guests)