Mutavaults count as insects just so you know;)
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You really need to add more lands/mana dorks, you have way too many high drops to play only 20 lands... you would need 24-25 to be optimal. (before you say "but I have 2 pipers" 4 mana is even rough to get to on 20 lands, then your piper has to not die. with 20 lands you will normally get your 4th land by turn 5-7)aether vial is also bad without and abundance of 1-2-3 drops. you have 3 drops, then your curve just goes wonky
Is there any reason the duress aren't just thoughtseizes?If only we got an aethervial reprint lol
I wouldn't call it non-synergyetic, but if you wanted more card draw you could easliy add prophetic prism(i just hate how it slows the aggro chain) I don't know what else I could include in its place? maybe 2-3 of Military Intelligence? or up the count of Generator Servant to 3-4x?If we do end up removing madcap skills, we should replace raptor with Judge's Familiar?You just can't always rely on having ensoul artifact, slapping a madcap skills on an orni or a raptor is still a beating each turn.being able to drop a turn 3 engine or soul is also a nice bonus to the deck;)I have been trying to get a solid brew for this kind of deck, I had another URW build using that aura turor creature and auramancer but it seemed wayyy too slow.Thanks for the feedback.
Well yeah if you have in on moto don't worry about learning woogerworks lol
You might want to get up to 22 or 23 lands...
You may wanna get 3x more advents, 4x selesnia charm(makes token and doubles as remove), Eyes in the skies, Trostani( i think shes pretty cheap atm 2-3 copies, 4x Call of the Conclave, raise the alarm, up virtue to 4 add 4 honor the pure, rootborn defences.Lingering souls If you splash black. You could add gavony township as a land.I'll add this part because you have a few non-budget cards.If you want to slow buy some more "high end cards" work on uping Brimaz to 3x, Voice to 4x, if splashing black Sorin, Lord of Innistrad(2x).card's you can easily remove:Oakheart DryadsNyxborn ShieldmateEidolon of BlossomsBoon SatyrMortal ObstinacyTrostani's SummonerRenowned WeaverFleecemane LionEmmara TandrisTablet of the GuildsWake the ReflectionsPhytoburstAlive // WellWarriors' LessonReap What Is SownNature's PanoplyIn the end running more copies of the better cards means you will see them more often, most of the cards I mentioned above are very cheap to buy.
Seems fine, I wouldn't go messing around with it too much until you get more info on your meta and which match-ups are hard for you.its a pretty balanced sideboard, if your meta is burn heavy you may want 4 IoK in place of Seize as it helps with burn, also cage is a secret tech agaisnt burn as it makes it so they can't unearth creatures.You can get some testing in on cockitrice if you take the time to learn all the little functions on it.Dl free @ http://www.woogerworks.com/
Forgot white also allows us to play lingering souls and path in place of bitter blossom and our removal package.
Waste not is amazing with Burning Inquiry, Might fit your deck when it's released. I have checked out the different splashes for 8-rack I feel B/r or B/u are the best(at least until the other fetches get reprinted, in which case white will be better)B/r gives access to Bolt, and a few spells like pyroclasm and anger to make the affinity/zoo decks a better match up.B/u makes spellskit hurt less(and lets us main board 2) allowing us to have better match ups vs burn, infect, boggles.blue also gives us Academy Ruins allowing us to bring back out racks and bridges.Green gives abrupt decay and some artifact/enchantment hate but over nothing much that helps us in our worst match ups.lets us actually cast our leylines lol, also enchantment hate ect.
Most decks don't run leyline(normally only like 33% of the field does) with mutavault and bitter blossom you can normally still beat them down, sure the game get's a bit more grindy but it doesn't mean we just lose.If they get a leyline out it's almost just better to drop a bridge and use your discard spells to empty your own hand.Lilly can still empty their hand and your fae can attack through your bridge making it not an instant loss.Yet again it is super bad, just not the end of the world.
I would think to run spellheart, guttersnipe and pyromancer you would need more than 11 spells in your deck, just a suggestion.You probably should try to up the number of spells to around 18?
Yeah, they use inkmoth nexus and blinkmoth nexus. It really depends on their hand which route they go. sometimes it'll be infect, other times cranial plating beats, if they don't have a plating they can just use ravager to sac everything and pump up 1 creature (normally ornithopter, vault skirge or either nexus) and last but not least the slow hands consist of signal pest or steel overseer without the other pieces mentioned above.The best way to beat affinity is with sweepers (drown in sorrow, anger of the gods, damnation, creeping corrosion, shattering spree etc.)
8-RACK:http://www.mtgvault.com/viagrasaurusrex/decks/8rack/MONO-B CONTROL:http://www.mtgvault.com/viagrasaurusrex/decks/mono-black-control/Obviously the decks can vary a bit depending on your own meta, the top is the deck I play in modern. 8-rack destroys combo and slower decks, while mono-b control has a better match up vs the more creature based decks.
If you plan on playing blood moon, I would try to up the swamp count by 1-2(i know you have lotus but still)I know inquiry is the main focus, and sure it is fine and all I just meant you can easily side out blightning and whatever else for anger of the gods as it will improve your match up. If affinity doesnt have a hand chances are they are smashing for 10 infect or two turns of normal beats so you should sorta care:P.I run the mono-black discard deck or 8-rack, so we do have a somewhat similar gameplan, mines just more grindy lol.
I think he meant that 6 lands enter the battlefield on turn 4:1-verdant2-whatever verdant grabbed3-6 the 4 lands you got from scapeshift = 18 points of life loss
I just assume affinity is a bad match up because they normally dont have a hand by turn 2-3
Have you been testing this out at events? or just on cockitrice? I wouldn't be able to say until I knew what bad matchups you have.I assume you have a bad match up vs affinity and some of the faster aggro decks(infect, boggles) you would need at least 3-4 anger of the gods** in the sb for affinity (you just side out bolts or maybe street wriath)Maybe staying R/B would be better, you can just side into IoKs or thoughtseizes, then maybe want graf diggers or some other cards.If you know which decks you've been having trouble with it'll be easier to figure out.
Blue would also make it so you dont get trolled by leylines as hard in games 2-3, I support the blue Idea. It will slow you down, but it'll be a lot safer vs conbo decks.
That's because in legacy you have a lot more "free" spells to protect your package.You will still wreck pod in game 1 if you have any kind of good draw, pod game one normally only has 2-4 removal spells/thoughtsiezes which means if you land a creature and beat turn 2-3 you can just win.gets a lot hard game 2-3
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