Carpet Midrange

by Gaspartacus on 24 April 2013

Main Deck (60 cards)

Sideboard (15 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Cause a carpet is like a RUG. I'm funny. Updated Master Biomancer deck. Turn three biomancer, then slam down a wolfir and laugh maniacally. 8/8 huntmaster and tokens, 11/9 thragtusk, or a 21/21 zegana are all really scary. Its really a zoo deck at the core with a few combos to make it outrageous at times. The curve is a bit high, I'll admit, but I like to skip turn 3 with an elf or farseek anyway. Please comment and suggest, this will be my competitive deck until M14 and probably past, so help is much appreciated.

Any tips for dealing with aggro? I've considered flinthoof boar, gyre sage, and renegade krasis but idk...

How to Play

Probably should have said stuff from above in this box...oh well, you read it. At least I hope you did...you did...didn't you?.....guys?

Deck Tags

  • Standard
  • Tournament
  • RUG

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,426 times.

Mana Curve

Mana Symbol Occurrence

01201041

Card Legality

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

Deck discussion for Carpet Midrange

i like it but to help out with mana you could swap rampager for grye sage. but that would thank the trample out.

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Posted 10 May 2013 at 10:49

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Thanks, ill consider that. Any tips for dealing with aggro?

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Posted 12 May 2013 at 05:23

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Honestly to keep the theme of this deck going without changing it too much you need more ramp IMO. I like it as it is, I REALLY do... But if you want to beat aggro you need to be faster. Here's my tip opinion on it - Sideboard all 3 Rampagers, take out of sideboard 1 Rift, the Thraggy and Gruul charm. In place of Rampager in mainboard, Zhur-Taa Druid. If you can do 4, drop one land, seeing as you have more ramp to make up for it. Since you're running blue, consider curiosity (In place of Zegana) to attach to Zhur-Taa Druid. A lovely little trick I learned in my old Maze's end deck. Just a couple of ideas. Like I said, looks good already, but if you want to deal with aggro, beat em to it.

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Posted 22 May 2013 at 23:30

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I think I like that. Ive been testing gyre sage but it wasn't getting me anything until I had already hit the sweet spot (biomancer being the sweetness). ZTD can get mana right away and thats perfect. Thanks :) if only birds of paradise was still standard...haha

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Posted 23 May 2013 at 01:40

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Plus he does damage whenever he taps for mana, so it gives your opponent a clock (a slow clock, but still) Birds of Paradise might be coming back with M14, Garruk's horde has... We might get lucky....

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Posted 23 May 2013 at 01:41

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I'm testing the druid and he is freaking AWESOME so far. Great with Zarek too. Thanks again!

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Posted 23 May 2013 at 21:37

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I don't lie :)

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Posted 24 May 2013 at 00:15

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Unless that was just a lie... O.O

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Posted 24 May 2013 at 00:52

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Mind blown at logicalness

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Posted 24 May 2013 at 00:54

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While I was collecting the scattered bits of my brain, I came across a question. Should I drop a wolfir for a third mimic? He's been excellent so far

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Posted 24 May 2013 at 02:38

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If he works, yeah. Better chance to have him when you need him then.

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Posted 24 May 2013 at 02:47

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Okay. Casted a 31/31 arbor elf on turn 6 because of mimic and biomancer once. My opponent scooped immediately lol

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Posted 24 May 2013 at 02:55

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HAHAHAHAHA EPIC. I might try this at my local :P Except without the Huntmasters because I don't have a bigillion dollars :P

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Posted 24 May 2013 at 03:00

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Speaking of huntmasters, I wouldve cast one at 62/62 (and the token at 62/62) next turn if he hadn't scooped xD this deck is just too fun. Not super competitive, but probably the most fun to play deck I have.

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Posted 24 May 2013 at 03:38

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It's more important to have fun. This is a hobby after all... The guy who was using the Bant Enchantments deck said that our game was the most fun one he had all night, it's no fun playing the Bant enchant deck. Just OP win cons

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Posted 24 May 2013 at 03:56

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Its true, that deck is like playing solitaire. This deck has flaws and can be interacted with. And sometimes it just doesn't work :p but when it works and you swing for 100+, it feels really good.

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Posted 24 May 2013 at 11:59

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Okay Benny, my friend recently got back into magic and he's trying a budget deck at gameday tomorrow. Would you mind helping out once again?

http://www.mtgvault.com/ekgamer936/decks/rg-unblockable/

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Posted 24 May 2013 at 22:24

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I just did, sorry about late reply, only just got on.

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Posted 25 May 2013 at 09:37

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Ended up going 2-1. 2-0 against esper control, 2-0 against wolf run bant, and then 0-2 against boros (reckoners and blashpemous act) in the finals :/ overall came in second so it wasn't too bad

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Posted 26 May 2013 at 00:38

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Ohh soo close!!! second is still good too. Do you guys have another games day as well tomorrow?

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Posted 26 May 2013 at 05:21

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Yeah trying a different place tomorrow. This one has more people though so I'm less confident

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Posted 26 May 2013 at 06:34

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Just adjust your deck to suit what holes it had. What failed you or what didn't you have happen?

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Posted 26 May 2013 at 07:44

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Blasphemous act just killed everything both games after I dumped my hand. It was probably bad playing on my part. I almost won both games, but I played too many creatures and he wiped me both times

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Posted 26 May 2013 at 15:10

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Yeah sometimes you have to hold back. I'd say add some negates to your sideboard. Take out the Thragtusk, and the 2 Ghar-Clan rampagers, and replace them with either Negates, Cancels, Dissipates, Synopates. Something that will stop something like that in it's tracks.

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Posted 26 May 2013 at 23:13

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Good call. Ended up not going though, ill try again next weekend at the weekly standard event

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Posted 26 May 2013 at 23:49

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Aww man :( But you coulda won :(

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Posted 26 May 2013 at 23:57

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Did you hear about the new rules changes when M14 comes in?

Legendary rule - Apparently each opponent has their own legendary rule. That means each person can run their own Garruk, or Ral for instance.

The definition for playing a land has changed, this one was a bit iffy.

Sideboarding rules have changed - Instead of it being "your deck has to be minimum 60 and your sideboard 15 only" it's now "Your deck has to be minimum 60 and your sideboard can be UP TO 15 cards". Which means you can add cards to your deck without having to replace them pretty much.

New mana - There will also be a Purple mana added to the game.

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Posted 27 May 2013 at 00:01

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Oh well, next time :)

And yeah I heard about all of those except the purple... I kinda doubt they'd do that though.the 5 mana thing on the back of the cards would be wrong then, and with so many spoilers out already I doubt they'd have room in the set for a whole new color...

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Posted 27 May 2013 at 01:08

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The purple one was a joke :P

I got told it yesterday just wanted to throw it in there :)

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Posted 27 May 2013 at 01:14

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Lol I was confused for a second, my friend was asking me why there was never another color added just a few hours ago. He suggested purple xD but yeah, the rules are fine with me I guess. I'm unclear about the land rule though...will farseek use my land drop or is "put onto the battlefield" different from "play?"

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Posted 27 May 2013 at 01:19

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No no, Farseek is look for a land and put it on the field. The new land ruling involves where it says you can play an EXTRA land. Like Urban Evolution or Explore. Here I found a blog with the changes.

http://mtg-realm.blogspot.com.au/2013/05/m14-rules-change.html

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Posted 27 May 2013 at 01:32

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And this is taken Directly from the wizards site.

Playing Additional Lands

Did you know that right now (assuming you're reading this article before July 13, when these rules changes take effect), whenever you play a land, if more than one rule or effect allows you to play that land, you must specify which rule or effect you're using? Yeah, most people didn't. In practice, this means that if you control something like Oracle of Mul Daya and play a land, the correct play is to specify that this is your additional land for the turn. Furthermore, you could then bounce the Oracle and recast it. Then you could play an additional, additional land. You could then go on to play your land for the turn. What a mess.

With the Magic 2014 Core Set , we're introducing a new system for playing lands that focuses on the number of land plays you have. Any time you want to play a land for any reason, if you've used all your land plays for the turn, then you can't play the land. By default, you have one land play on each of your turns. Spells or abilities can add to this number. So can permanents that allow you to play additional lands, but if these permanents leave the battlefield, those additional land plays disappear.

As before, you can take a special action once on each of your turns during either main phase to play a land. A spell or ability may also instruct you to play a land as part of its resolution (for example, the activated ability of Djinn of Wishes). No matter how you're playing the land, it uses up a land play. If you're out of unused land plays for a turn, you can't play a land. And just like before, you can never play a land if it isn't your turn.

Here are some examples:

You start your main phase with one land play. You play a land. You then activate Djinn of Wishes, revealing a land. You have no unused land plays, so the revealed land can't be played.
You start your main phase with one land play. You activate Djinn of Wishes, revealing a land. You play that land. You then want to play another land (by taking your once-a-turn special action). However, you have no unused land plays, so you can't play another land this turn.
You start your precombat main phase while controlling Oracle of Mul Daya. You have two land plays. You play a land. Then Oracle of Mul Daya dies during combat, so you're back to one land play and it's been used. During your postcombat main phase, you can't play another land.
You start your precombat main phase while controlling Oracle of Mul Daya. You have two land plays. You play a land. Then the Oracle is returned to your hand, so you again have one land play, and it's been used. You recast Oracle of Mul Daya, and you have two land plays again, one of which you've used. You can now play a second land.
Most of the time, it's a simple question of asking how many lands you've played in a turn and figuring out how many you're allowed to play. It doesn't come up that often, but I believe when it does come up, the rules now behave in a more sensible manner.

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/248e

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Posted 27 May 2013 at 01:38

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Thanks, I read the article before but for some reason still wasn't sure. Thats good to know. Then I guess the new rule doesn't really change much for me :p

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Posted 27 May 2013 at 02:12

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Nah not really. Maybe there is something in Theros or M14 that will require the rule change...

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Posted 27 May 2013 at 02:15

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Maybe...yay, more ramp :D

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Posted 27 May 2013 at 03:14

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Decided to sideboard spell rupture instead of other counter spells. My creatures are usually big enough anyway, and I'm really only going to use it in order to protect them.

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Posted 28 May 2013 at 01:51

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That is actually very true. Lol counter unless you pay 50 mana haha

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Posted 28 May 2013 at 02:51

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nice deck. looks fun

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Posted 28 May 2013 at 02:49

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