Valakut-Titan (Post-Scars)

by Rohkey on 31 August 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)


Sorceries (4)

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Deck Description

Standard Valakut Ramp, Scars tested and affirmed.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,496 times.

Mana Curve

Mana Symbol Occurrence

000440

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Valakut-Titan (Post-Scars)

Thanks for the coments on my deck. I'm actually in the process of tweaking it still. I like lavaball trap to save my ass aggainst aggro and it is an auto win in the Mirror if I draw it. It is somewhat reandom in the main deck. I'm sure it will get a demotion to the sideboard. 12 Forest is usually enough if the deck is shufflede well. Although I have to admit I have mulliganed quite a bit.

I like your deck but I don't see how Inferno Titan is better than SGC. SGC will save you often against many aggro decks and it is good to take out treats like planeswalkers and manadorks. Good luck with your version. I bet its very consistant,

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Posted 17 September 2010 at 15:05

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Thanks mate, my deck does seem real consistent...usually when I lose it is due to my own bad play or just versing an opponent who got a perfect hand.

I have struggled with Inferno Titan vs SGC for a long time, and I like Titan better for a few reasons. I'll admit I didn't have SGC in very long so I haven't playtested him all that much, but when I did use him he seemed relatively useless, as he would be removed the turn I played him (or I had to block with him) before I could get a chance to sac the goblins. Inferno doesn't require any additional mana after playing him, his ability triggers right on the spot, and he doesn't have a set limit on how many times he can use his ability. I can't tell you how many times he has saved me against Jund (Thrinax especially) and white weenie. He's also packed into a large package that can hit for a ton if you're having problems drawing threats. He can be pumped and takes out his blockers beforehand...swinging for 9 against an open board is really hard to pass up IMO.

I guess SGC is better at stalling, but Pyroclasm/Lightning Bolt/All is Dust seems to handle aggro just fine, with Inferno coming up to clean up. Also against aggro a lot of times I find Obstinate Baloth to be lifesaving, a turn 3 blocker that gives you a turns worth of life as well...hard to argue against that.

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Posted 18 September 2010 at 00:55

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