haunted bounty

by IamBLEU on 11 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (8)


Enchantments (1)

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Deck Description

Speed through deck going for land and eventually playing primeval bounty. The primeval bounty mutavault, gideon and haunted plate mail. Generally against aggro have gone as low as 3 life and then begin to stabilize. Keeping field clear and eventually swinging with monsters

How to Play

Turn one: Breeding pool or Temple garden and such a high amount of sunpetal and harbors make that difficult sometimes but thats fine, abundant growth.
Turn two: far seek or abundant growth leaving quicken open.
Turn three: dead turn generally more playing a field wipe or keeping land open for syncopate
Turn 4: jace or haunted plate mail making a threat present
Turn 5: primeval bounty or use jace to start fishing.
Board state needs to be in your complete control and need to frustrate them to play mistakes even though at that point you have game well in hand. The moment primeval bounty hits you can start adding counters to your haunted plate mail or mutavault and gideon too.

Deck Tags

  • Standard
  • Planeswalker
  • ugw
  • Control
  • Tournament

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,200 times.

Mana Curve

Mana Symbol Occurrence

16200011

Card Legality

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

Deck discussion for haunted bounty

You've probably thought of this but i think the Keyrunes would work well in this deck as well. It plays around the "creatureless" theme you have going but it's another creature that you can put Primeval Bounty counters on and it also provides ramp for you. I'm thinking the Azorius Keyrune is the best for you as you have a lot of white and blue mana symbols in your spells and also the Keyrune can turn into a creature with evasion. Just thought i'd give some feedback that hopefully sparks an idea

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Posted 14 August 2013 at 05:44

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Yea, I figure after m13 and all break from standard I can head that route, aand with abundant growth leaving I'm gonna probably flip in chromatic lantern

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Posted 14 August 2013 at 05:47

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OK that makes sense. I don't know if this is just me but is 23 lands enough for a deck with a lot of cards in the 4-6 CMC range? It seems a little low. And also you want to be dropping lands later in the game with Primeval Bounty in play to stabilize, but I mean you tested it so you know better than I. Comment how you do in your play testing tomorrow. I'm curious as to see how it held up

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Posted 14 August 2013 at 05:55

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And azorius is nice might make it 2 and 4 simic keyrunes, makes so I can avoid destroy

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Posted 14 August 2013 at 05:55

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21 of these cards are going out land I should be able to balance just fine terminus is going to hurt the most though.

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Posted 14 August 2013 at 05:57

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yea that is actually pretty smart. simic's hexproof would be very powerful and it kinda becomes a pseudo-Witchstalker with an activation from Primeval Bounty. Also you won't waste your counters. Azorius is good cuz of flying

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Posted 14 August 2013 at 05:59

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23 land hasn't hurt so far. I have 7 turn one draws and 4 turn two land search. I never ran into issues with land and generally jace has been used to draw up lands and other stuff needed at the moment. I generally make sure atleast two land are in opening hand sometimes more depending on what is kept but for the most part there's tons of draw and thats where it runs extremely smooth.

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Posted 14 August 2013 at 06:03

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Thanks for your opinions I actually never considered the keyrunes which will be extremely helpful post rotation

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Posted 14 August 2013 at 06:04

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Any thoughts would be appreciated. I busted my ass to come up with this generally playing against aggro but I did trial run against a land destroy deck. Real test I take tomorrow to see how it competes against sone of the top tier decks

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Posted 14 August 2013 at 05:45

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On Wednesday where generally you see people playing the top tier decks at the shop I go to. Went 3-1 coming in 5th place

First round I played was a 7 land deck that searches for lands and combos Angel of Glory's rise with Burning Tree and undercity informant generally leading to laboratory maniac. Lost in 2 and since I generally am mana fixing for the first 1-3 turns I was slow enough for it to combo off. I sideboarded silence and dissipate. I could of won the second game but I syncopated innistrad card that allows shuffling in up to 3 cardd when I should of syncopate unburial rites which would of won the game

Round 2 was a elf combo off craterhoof behemoth Which he kept beating me down but came to I would play primeval bounty gain life and expose his board and swing, second game sideboarded in the third d sphere and ratchet bomb. I didn't see ratchet bomb but d spheres an elvish archdruid and craterhoof. The consistent field wipe left him unable to deal with mutavault swknginv for 18.

Round 3 was a BUG dead bridge chant and misthollow griffin deck was only able to play one game which took the full 50 minutes, it was a brutal control battle between us. I got an early primeval bounty and unfortunately he got an early lilliana of the veil ultimate on me and made me choose between 7 land and 2 land and the primeval bounty. I took the bounty which I kept 3 land in hand knowing that it was going to happen with consistent field wipes and some counters occasionally I won with a 18/18 mutavault and 20/20 haunted plate mail.

Round 4 was against RW humans I got the play which benefits me and the was in trouble turn 3 when I was stuck with 3 land and needed the 4th but 2 abundant growth and a quicken got me a sunpetal which I went 7 and the field wiped getting control off. Game 2 I got blasted even with him mulling to 3 was just to quick and couldn't get the land fast enough. Game 3 It went to an early supreme verdict and placing ratchet bomb after his oblivion ring of my haunted plate mail, but was able to clear the pithing needle that went after jace and I came out with blowing him out of the water and having primeval bounty

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Posted 15 August 2013 at 04:43

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IIwould of placed higher if my lose wouldn't have went on a slump and gone 2-2

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Posted 15 August 2013 at 20:23

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This is awesome. It's great to see that a deck like this can keep up with some of these decks. It does look like aggro is going to be a problem. If Boros Humans can mulligan down to 3 and still beat you it is a problem. But I think it is well suited against the metagame right now. The meta involves a bunch of slow midrange and controlish decks making this a perfect choice to grind out the games.

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Posted 15 August 2013 at 20:48

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Yea the humans had a better start but as long as I had a good opening hand I would be able to clear the field and control the game, and blustersquall was an amazing sideboard card came in handy for for buying one turn until the verdict and blustersqualled to win.

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Posted 15 August 2013 at 20:52

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I can safely say aggro can't compete with my idea hand. And simic keyrune might make an early appearance for a way around doom blade and such. Was also recommended trading post could be good thoughts?

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Posted 15 August 2013 at 20:55

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Personally Trading Post is one of my favorite cards ever. But I don't think it is that good in this deck. Sure you could return a destroyed Haunted Plate Mail to your hand but you don't have any creatures to sacrifice to do that. I just don't think it would be that powerful in this deck

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Posted 15 August 2013 at 21:11

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Yea I'd have to be creating the goats but I could also have goats to use primeval bounty

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Posted 15 August 2013 at 21:47

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Making goats would be sort of counter productive wouldn't it? Besides being able to sac it a 0/1 does nothing and it also turns off any extra Haunted Plate Mails that you had out before. I don't know that would be up to you

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Posted 17 August 2013 at 05:06

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Good point didn't really think about that

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Posted 18 August 2013 at 10:04

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Update: Fnm went 4-2 placed top 8

Lost top 8 too jund

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Posted 24 August 2013 at 08:04

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