Congratz the_ob3lisk !
Just Top 8ed in a 61 player tournament with this version :
1 [ZEN] Misty Rainforest
1 [R] Plateau
1 [R] Savannah
1 [R] Taiga
1 [R] Tundra
2 [R] Volcanic Island
3 [R] Tropical Island
4 [ON] Flooded Strand
4 [ON] Wooded Foothills
1 [LRW] Sower of Temptation
3 [M12] Grim Lavamancer
3 [MOR] Vendilion Clique
4 [9E] Kird Ape
4 [FUT] Tarmogoyf
4 [ALA] Wild Nacatl
3 [DIS] Spell Snare
4 [MM] Brainstorm
4 [NE] Daze
4 [AL] Force of Will
4 [M11] Lightning Bolt
4 [NPH] Mental Misstep
SB: 1 [ALA] Relic of Progenitus
SB: 2 [TSP] Tormod's Crypt
SB: 3 [ZEN] Spell Pierce
SB: 3 [COM] Scavenging Ooze
SB: 3 [5E] Pyroblast
SB: 3 [LG] Chain Lightning
2-0 UW Stoneforge
2-0 Sneak Show
2-0 GW Aggro (closer to Zeta Bomb than Maverick, Zenith + NO)
2-1 Zenith Bant NO
ID
ID
Top 8
2-0 UW Stoneforge (the same guy)
1-2 Death & Taxes (mull 5 no misstep vs Vial T1 :/)
Sower wins my 3rd game against Bant (took his KotR), but I do think it's not worth the slot (cost 4 !). I consider the following shell for my MD :
1 [ZEN] Misty Rainforest
1 [R] Plateau
1 [R] Savannah
1 [R] Taiga
1 [R] Tundra
2 [R] Volcanic Island
3 [R] Tropical Island
4 [ON] Flooded Strand
4 [ON] Wooded Foothills
2 [MOR] Vendilion Clique
3 [M12] Grim Lavamancer
4 [9E] Kird Ape
4 [FUT] Tarmogoyf
4 [ALA] Wild Nacatl
3 [DIS] Spell Snare
4 [MM] Brainstorm
4 [NE] Daze
3 [AL] Force of Will
4 [M11] Lightning Bolt
4 [NPH] Mental Misstep
57 cards, with 3 slots remaining.
I can't imagine cutting even 1 Spell Snare as THIS card is so unfair in the current metagame (I certainly couldn't have won vs UW Stoneforge and GW Aggro if I had Chain Lightning instead, you can't let your opp fetch his equip). I won 1 game vs D&T with double snare + Daze on 3 SFM...
3 Force of Will, with the 4th in SB, because Rea & Hive Mind are tight MU. Otherwise, I agree that I don't want to see more than 1 FoW per non-combo game.
I have the choice of 3 Chain Lightning, or 3 Fire/ice for the remaining slots. I tend to slightly prefer Fire/ice, because tapping the fatty and time walking is good especially in this deck, it still kills SFM and can do 2 for 1 in many tight MU, but it costs 2, and the difference of 1 dmg between Chain and Fire could be a problem if I need to finish my opp with burn dmgs. What do you guys think ?
Now with the SB, I certainly need Artifact/Enchant Hate. Why do you prefer Ancient Grudge over Krosan Grip ?
Would you run Scavenging Ooze (which can be good against KotR) or stick with traditionnal Grave Hate (Tormod) ?
Thanks for any answers :)
Just saw the thread. Already wrote a couple articles on the deck, and don't have much more to add. If you have any specific questions then send them my way, but I'm leaving for GenCon and will be busy all week.
Oh, Hive Mind players have started running Chalice @ 1 post board, so adding some negates or upping the number of qasali is necessary to continue to have a relatively even match with them. Adding cliques helps, too. Aven Mindcensor could be a maindeck card. Tower was absurd, and I would add a couple to the board/main of any deck with a weakness to batterskull/equipment without any hesitation (particularly Merfolk.)
What do you think about Stoneforge Mystic? Take this list for example.
4 Noble Hierarch
4 Wild Nacatl
2 Green Sun's Zenith
2 Qasali Pridemage
2 Tarmogoyf
3 Stoneforge Mystic
3 Knight of the Reliquary
1 Batterskull
1 Umezawa's Jitte
4 Daze
3 Mental Misstep
4 Swords to Plowshares
4 Brainstorm
2 Elspeth, Knight-Errant
2 Wasteland
1 Dryad Arbor
4 Windswept Heath
3 Flooded Strand
3 Misty Rainforest
2 Tropical Island
2 Tundra
2 Savannah
1 Plateau
1 Taiga
3 Submerge
2 Ancient Grudge
2 Enlightened Tutor
1 Karakas
1 Tower of the Magistrate
1 Energy Flux
1 Gaddock Teeg
1 Ethersworn Cannonist
1 Wheel of Sun and Moon
1 Bojuka Bog
1 Sundial of the Infinite
This basic skeleton has been playing really well. It skimps on Removal spells in playing only 4, but also alleviates the need for them. Batterskull is great position for such low investment, and I think this deck is primed to take advantage of it. Elspeth can be Jace, and I almost like her better with Batterskull in the deck, although Jace bounce/brainstorm can be great too. Daze as a soft counter helps in all matchups, and works really well with SFM-Batterskull. What do you think? Noble Hierarch was brilliant, btw. I think combining the Wild Nacatl AND Noble Hierarch openings with Daze and Wasteland makes this deck next level. These cards eat Lightning Bolt and Swords to Plowshares like no other, leaving the path clear for Stoneforge Mystic or Knight.
Last edited by troopatroop; 08-05-2011 at 12:15 AM.
That is Red Bant (with no Bolts) not Blue Zoo!!
Or calling it Wild Bant is awesome too :P I like it (the Taiga/Plateau are easily compensated from fetching by Hierarch providing Bant colors) BUT when you look at the list, it's asking: Is Wild Nacatl worth it in the list? Or is it better to run more GSZ/NO. I think you know the answer if you looked from that persepctive.
Decks that I care about:
Steel Stompy
UWx Landstill
Dreadstalker
DDFT (10% practice)
Mangara on MWS? You must be masochistic. -kiblast
Natural Order isn't as good as people think it is. It's really a 4 mana win condition, that takes 2 turns after to kill. It's got alot of assurance, and it makes winning a game very easy. This is appealing to players and deckbuilders alike, because you don't have to think about it. No-Rug is a good deck, but I feel Wild Nacatl makes for a better deck. He can also win the game on his own, and for less investment. Elspeth, for example, is also a 4 mana win condition. When coupled with good creatures, it also wins the game in about two turns. She's not much different than Natural Order, in providing big evasive attack swings. She's also not a dead card with no creatures in play. She also does something the turn you play it.
Obviously, these two cards make for two very different strategies. The Wild Nacatl deck is all about attacking and board presence. You're inherantly more damage oriented than NO-RuG, but Wild Nacatl is the greatest card ever in that shell, and you have to see the allure in that. The real epiphany, was that Noble Hierarch IS viable in a damage oriented deck, because it accellerates Elspeth and KoTR, grants exalted, and combos with Wasteland and Daze. Hierarch and GSZ give this deck 1drops 5-10, which is incredibly important for consistancy. The ability to deal fat damage with Nacatl, while also playing free soft counters, while also playing SFM/KOTR/Elspeth is seriously underrated, and an even better strategy that Natural Order, imo.
... and it's a Blue Zoo deck based in white. K. Also, posting with content is the new buzz, you should try it sometime.
Hey do you guys think that running one Ranger of Eos in the main or sideboard to fetch wild nacatyls and maybe a grim lavamancer is stupid? I tried it on modo and it worked unexpectedly...against landstill.
Well it's a relic of Kurtis Droge's original Blue Zoo list that played it to success. Against Landstill it's obviously amazing, because that matchup is all about attrition. This is not something to be suprised about. The thing about Ranger, is that it isn't good when you're ahead. It can be good against slower decks that are trying to grind you out, but I feel that that part of the metagame is shrinking. When you compare him to Elspeth, Jace, SFM-SKULL, or Natural Order, you can get alot more for 4 mana. Landstill and CB-Top are where he "shines", and Thrun might just be better there.
This deck will henceforth be named, "Wizards, Tigers, and Kors, Oh My!"
4 Wild Nacatl
3 Noble Hierarch
3 Grim Lavamancer
1 Qasali Pridemage
1 Tarmogoyf
3 Stoneforge Mystic
1 Batterskull
2 Knight of the Reliquary
1 Umezawa's Jitte
3 Green Sun's Zenith
4 Swords to Plowshares
4 Brainstorm
3 Daze
3 Mental Misstep
1 Elspeth, Knight-Errant
2 Jace, the Mind Sculptor
2 Wasteland
1 Dryad Arbor
2 Tropical Island
2 Tundra
1 Savannah
1 Taiga
2 Plateau
4 Windswept Heath
3 Flooded Strand
3 Wooded Foothills
This is my new list. Grim Lavamancer is everything and more, so I added 3x. Stoneforge Mystic is far too good not to play in Legacy right now.
Last edited by troopatroop; 08-16-2011 at 05:25 PM.
It seems like the general consensus has trended towards Big Blue Zoo. Has everyone given up on the fast approach? Also, for what it's worth, I think SFM is completely wrong for this deck.
Anyway, when I re-examined my build last time, I came to some good conclusions. I should have never gotten away from my roots. Most of my prior deckbuilding and playtesting experience has been with Cat Sligh, not Zoo. My first builds with this deck got away from that. Grim Lavamncer and Tarmogoyf are slow at dealing damage, and Goblin Guide is the hands down MVP for any Sligh list.
When I get home from work, I'll post up my age old Naya Sligh list for background reference, and my current Blue Sligh list which is an absolute monster. If the concept of Blue Sligh no longer belongs in this thread, let me know and I'll start up a new thread.
It seems like the general consensus has trended towards Big Blue Zoo. Has everyone given up on the fast approach? Also, for what it's worth, I think SFM is completely wrong for this deck.
Anyway, when I re-examined my build last time, I came to some good conclusions. I should have never gotten away from my roots. Most of my prior deckbuilding and playtesting experience has been with Cat Sligh, not Zoo. My first builds with this deck got away from that. Grim Lavamncer and Tarmogoyf are slow at dealing damage, and Goblin Guide is the hands down MVP for any Sligh list.
The way I see it, going the middle road works, but it's less effective than going full-on balls to the wall Sligh, or going midrange with Big Zoo.
When I get home from work, I'll post up my age old Naya Sligh list for background reference, and my current Blue Sligh list which is an absolute monster. If the concept of Blue Sligh no longer belongs in this thread, let me know and I'll start up a new thread.
EDIT: As promised...
R/g/w Naya Sligh
// Lands (20)
4 [ON] Wooded Foothills
4 [ZEN] Arid Mesa
3 [ON] Bloodstained Mire
3 [ZEN] Scalding Tarn
2 [R] Taiga
2 [R] Plateau
2 [UNH] Mountain
// Creatures (16)
4 [ZEN] Goblin Guide
4 [AN] Kird Ape
4 [ALA] Wild Nacatl
4 [ZEN] Steppe Lynx
// Spells (24)
4 [R] Lightning Bolt
4 [LG] Chain Lightning
4 [ROE] Forked Bolt
4 [TSP] Rift Bolt
4 [FD] Magma Jet
4 [VI] Fireblast
// Sideboard (15)
SB: 4 [GP] Shattering Spree
SB: 4 [EX] Price of Progress
SB: 4 [SC] Sulfuric Vortex
SB: 3 [SOK] Pithing Needle
The above deck is incredibly consistent at what it does. However, aside from burning small blockers, the deck does not interact with the opponent whatsoever. That means that an opponent's StP on my turn 1 Steppe Lynx is essentially a Time Walk for them. The deck does actually perform well vs combo though; it's got a turn 3 goldfish, so it's roughly 50/50 with ANT and has a favorable SNT matchup.
Anyway, here's the blue version...
R/U/w/g Blue Sligh
// Lands (19)
4 [ZEN] Scalding Tarn
4 [ZEN] Arid Mesa
4 [ON] Wooded Foothills
1 [ON] Windswept Heath
1 [R] Volcanic Island
1 [R] Plateau
1 [R] Taiga
1 [R] Tundra
1 [R] Tropical Island
1 [R] Savannah
// Creatures (14)
4 [ZEN] Goblin Guide
2 [AN] Kird Ape
4 [ZEN] Steppe Lynx
4 [ALA] Wild Nacatl
// Spells (27)
4 [IA] Brainstorm
4 [NPH] Mental Misstep
4 [NE] Daze
4 [AP] Fire/Ice
4 [R] Lightning Bolt
4 [LG] Chain Lightning
3 [TSP] Rift Bolt
// Sideboard (15)
SB: 4 [GP] Shattering Spree
SB: 4 [SC] Sulfuric Vortex
SB: 4 [AL] Force of Will
SB: 3 [NE] Submerge
The deck loses alot of redundancy with its lower burn density, and loses some manabase stability, but it makes up for it in several ways. The free countermagic allows the deck to more consistently deal damage with its creatures early, which is the timeframe where the deck actually cares about its creatures. Daze is also nice at keeping a turn 2 Goyf or turn 3 KotR off the board, allowing my creatures to deal more damage. Fire/Ice is another improvement in that area, allowing a board of say a Nacatl and a Guide to swing for 5 against a Goyf (w/ Ice).
Basically, blue helps me interact with my opponent. Since the deck runs a large amount of aggressive 1cc creatures, the deck consistently overwhelms the opponent with beats early, just like my old Naya Sligh list did. The free countermagic facilitates this even further, allowing me to essentially goldfish my opponent's, regardless if they can interact with me. Fire/Ice again facilitates this even further, by allowing me push even more damage through.
By the time my opponent's can finally stabilize, either through blockers or removal, they are within definitive burn range. My burn density is not nearly as large as in the Naya Sligh build, but with Brainstorm, I'm still very capable of digging through my deck to grab the last few burn spells I need to finish. Brainstorm itself is an awesome addition, increasing midgame consistency by fixing horrible topdecks (land floods, useless creatures, etc). Oh, and a midgame Goblin Guide is usually the same thing as a topdecked Shock.
I also really like the synergy between Daze and Steppe Lynx.
Anyway, that's all I have for now.
Last edited by Hanni; 08-17-2011 at 04:59 PM.
I like those lists, but I like Stoneforge Mystic!
4 Wild Nacatl
3 Noble Hierarch
3 Grim Lavamancer
4 Stoneforge Mystic
2 Vendilion Clique
1 Batterskull
1 Umezawa's Jitte
4 Swords to Plowshares
4 Brainstorm
3 Jace, the Mind Sculptor
3 Force of Will
3 Mental Misstep
3 Daze
4 Wasteland
2 Tropical Island
2 Savannah
2 Tundra
1 Plateau
1 Volcanic Island
4 Flooded Strand
4 Windswept Heath
2 Misty Rainforest
hey guys, i played following list at our local tournament finishing 4:2 and in 15th place...53 people came to fight for 8 Duals and all 41 or better took one home...
(15)
4x Wild Nacatl
4x Noble Hierarch
3x Knight of the Reliquary
2x Qasali Pridemage
1x Tarmogoyf
1x Terravore
(25)
4x Lightning Bolt
4x Punishing Fire
4x Swords to Plowshares
4x Brainstorm
3x Green Sun's Zenith
3x Mental Misstep
3x Jace, the Mind Sculptor
(21)
3x Windswept heath
2x Arid Mesa
3x Misty Rainforst
1x Plateau
1x Taiga
1x Tundra
1x Savannah
1x Volcanic Island
2x Tropical Island
4x Grove of the Burnwillows
1x Dryad Arbor
1x Karakas
Sideboard:
2x Tormod's Crypt
1x Bojuka Bog
2x Red Elemental Blast
2x Ancient Grudge
1x Phyrexian Metamorph
2x Aven Mindcensor
1x Thrun, the Last Troll
1x Gaddock Teeg
3x Submerge
My matchups where:
Round 1 Merfolk: 1:2 (Kira wins him the game while having counter backup twice for my two removals)
0:1 - 1:2
Round 2 Merfolk: 2:0 (My deck does what it is supposed to do, Fire/Grove eats the fish alive.)
1:1 - 3:2
Round 3 Goblins: 2:0 (Fire/Grove > Goblins too)
2:1 - 5:2
Round 4 RUG Order: 1:2 (He resolved NO 3x and takes the victory even when i was able to race him in game1.)
2:2 - 6:4
Round 5 Rogue: 2:0 (He plays Aurioc Salvagers and Helm/Leyline combo. He just dies...)
3:2 - 8:4
Round 6 Dragonstompy: 2:1 (He is able to steal a game with Chalice on 1, 2 and 3 on the board)
4:2 - 10:5
Overall i was happy with the performance but the loss vs Merfolk round one was unnecessary...To loose vs RUG Order was "ok" as my Sideboard needed one more Metamorph to have enough to battle NO at all which is rather slow but controlish Zoo list. The Terravore was supposed to be a Scavenging Ooze but the mailman was too late...
Last edited by PaRa; 08-26-2011 at 09:29 AM. Reason: bad memory...
I'm amazed you managed to squeeze Fires/Grove into a deck already running 4 colors. Did it feel a bit greedy to you?
I've been running Fires/Grove with Mental Missteps (and SB Metamorphs) to pretty good success since NPH came out, but I gave up on it after the meta shifted at SCG Seattle (finished 6-2).
I'm wondering what blue gives you. Brainstorm is really awesome, and I definitely wish I had access to that. Not sure Jace is what this deck needs though; maybe it is in Blue Zoo without Punishing Fires, but with the Fires combo, you already have a great long game. Moreover, in this type of a deck (which runs a lot of creatures and removal), Elspeth seems better at putting you ahead from an even position and pulling you even when you're slightly behind, so I'd like to hear about your experiences with JTMS.
I'd really like to just be playing Zoo, but I think Brainstorm and Mental Misstep are too good in the format to skip up on. I'd also like to be playing Wastelands right now in a fast deck, but then there are those mana issues.![]()
@lordofthepit: you are right. The deck feel quite clunky but has a good mix of aggro and control elements.
If my opponent is able to destroy more than two lands then im basically dead when i havent landed a Noble before.
Jace was good for a few extra brainstorms and won me a game in Round 5 as i was able to keep him of the 4th mana which might have turned the game into his favour.
@Troop:
Stoneforge Mystics are fine in metagames full of creature decks, like zoo, merfolk, maverick and goblins, etc., however, that's not what the majority of people are playing right now at large scale legacy events on the 5k circuit. I don't see it being necessary or prudent to play in this deck right now. Stoneforge can also turn on an otherwise dead qasali pridemage in the mirror or against big, traditional or fast sligh zoo while eating up precious turns of tempo. Therefore, it is generally not worth it as stoneforge is a lot slower and the deck also loses consistency without zenith.
That being said, Clique and Aven carry equipment so well and make up for the tempo and power loss of knight and zenith. I agree with your decision that if you are going to play stoneforge and equipment (i.e. jitte and SOBM) that clique and aven (at least in the board) replace Knight and Zenith. Playing 4x stoneforge is too much for this deck and 2-3 seems like the correct number to be playing if you opt to go the stoneforge route with this deck.
I vigorously disagree with playing force of will in this deck and for not running some number of Tarmogoyfs. Also, playing 4x wasteland in a 4 colour deck with a very fragile manabase is ultra risky and doesn't seem like a prudent thing to do.
To be the man, you gotta beat the man!
I think Mental Misstep's banning changes this deck alot. With Misstep gone, much more people will be playing quick combo, and our deck will have less to fight it, and less easy cards for Force count! It's a tragedy. Thankfully, Snapcaster Mage is Value-city, and Wild Nacatl is even stronger than it was. This list is about as Anti-Combo as it can be, but I won't mind being on that niche for the new format. The deck tempos well.
4 Wild Nacatl
4 Tarmogoyf
4 Snapcaster Mage
4 Daze
4 Force of Will
4 Brainstorm
2 Ponder
4 Stifle
4 Swords to Plowshares
4 Lightning Bolt
4 Wasteland
2 Tropical Island
2 Tundra
1 Savannah
1 Volcanic Island
1 Plateau
1 Taiga
4 Windswept Heath
3 Misty Rainforest
3 Flooded Strand
This is the list I'm looking at for the new format. I WANT Force of Will. I WANT Daze, Badly!
Note 0 Noble Hierarch. Note 0 GSZ. Note 0 Jace, the Mind Sculptor. This most definitely is NOT Big Zoo. The thing about Big Zoo, is you're in vesting in cards to make other cards better. When the cards you play after are answered, or if you're demanded of an answer, you've always got less because of the Noble Hierarch or Dryad Arbor. It's hard to explain why that matters, but accelerants make or break you. This list has none of that, which is a significant change in playstyle. I think that Snapcaster Mage, really enhances said strategy however, of just playing straight Attrition. Not playing 1cc Accelerants, but instead playing Stifle! and Wasteland. Lightning Bolt and STP don't hurt either!
The real ace in the hole, is the ability to play turn 1 Tropical Island-> Nacatl. Often they'll say Fetch -> Go, and they're in serious trouble if so.
The list is VERY Canadian Threshold, and MM being gone is good for Stifle. It's very different, but I'd like feedback.
I like the very Canadian Thresh feel of it.
Do you think that StP is needed? I mean yeah, it sucks to have a big guy, but would something like Chain Lightning or Lavamancer be better to give you a little more reach?
I'm not 100% certain Snapcaster works that well in a deck like this. I think when you're pushing tempo, you're going to want something a little tougher / more reach to put pressure on an opponent than card advantage?
Well the plan is to ride Wild Nacatl for 6 turns or Goyf for 4. The deck plays 8 threats, like Can-Thresh did.
Snapcaster Mage really only doubles as a spell. I've really enjoyed playing 4 Bolt and 4 STP, especially with the SnapMage, because you'll always have removal to double up. The 2/1 body can help you win the game, can block for a 2v1, or can pitch to Force of Will. 8 Removals is great, because the deck can't really answer Tarmogoyf/Knight well without STP, but with Snapcaster Mage you can handle multiples! It's a 3cc card, so decks with fewer lands can't really support it, but I'm playing 22 with Wastelands! Playing a 3cc 2for 1 is also really strong, because it stretches the action coming from this deck, whereas normally you wouldn't have anything bigger to cast with lands 3-5. This deck can use that much mana mid-game, leading to very consistant action at all points of the game. I'm really liking that deck, Nacatl is my boy! :D
Also, the CA from Snapcaster + 6 Cantrips is the only reason we can truly support Force. I think it's really strong now.
troopatropp:
I like your list a lot, truly abusing Snapcaster Mage. As Canadian Thresh only plays 18 lands, I don't think you really need 22. I would consider -2 Land, -1 Mage, +3 Spell Snare/Spell Pierce.
Also, how do you feel about the new U 3/2 Flying transformer. The only advantage over Nacatl is Flying, and I wonder how relevant is it in the deck.
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