jnathan

6 Decks, 6 Comments, 1 Reputation

The Nearheath Pilgrim is there for a combo I'm moving into the sideboard.

Nearheath + Boros Reckoner + Indestructible (Boros Charm/Frontline Medic) + damage to the reckoner = infinite lifegain when the reckoner's ability is turned back on itself.

Changing the deck in the following way:
Mainboard
-2 Boros Reckoner
-2 Nearheath Pilgrim
-1 Frontline Medic
-1 Silverblade Paladin
+1 Lightning Mauler
+2 Spark Trooper
+2 Skullcrack
+1 Mountain (Bringing the mana total up to 23 lands)

Sideboard
-2 Glaring Spotlight
-2 Oblivion Ring
-1 Aurelia's Fury
-1 Ash Zealot
+2 Skullcrack
+2 Boros Reckoner
+2 Nearheath Pilgrim

As for Aurelia... I like Aurelia, I think it could be great, but I'm not sure (with no ramp, and no board clears), how consistently I'd hit the amount of mana needed to cast.

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Posted 03 February 2013 at 17:58 as a comment on RW Boros Standard

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Still trying to balance this deck.

Currently running 14 fog effects (Clinging Mist, Fog, Druid's Deliverance, and Safe Passage), 4 Board Wipes (Supreme Verdict and Terminus), 6 Milling Engines (Increasing Confusion, Psychic Spiral, and Jace), 5 Graveyard Recycles (Elixir of Immortality and Psychic Spiral), 5 Turbo/Card Draw (Otherworld Atlas, Jace, Memory Adept), and 4 misc cards (Detention Spheres for dealing with problematic cards like Rest in Peace, and Farseek for ramp faster).

I'm debating whether I need to remove the Farseeks for more card drawing engines (Maybe Sphinx Revelation, but I don't currently own any, and not sure whether I want to purchase them so close to Gatecrash), or for 2 more board wipes (Supreme Verdict? Terminus? Cyclonic Rift/Overloaded?)

In terms of the sideboard, Witchbane Orb is there for the burn matchup, the Negates/Dispels for control decks, the Cyclonic Rifts and Staff of Nin for when I need more card draw/board wipe

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Posted 20 January 2013 at 18:40 as a comment on Turbo Fog

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Playtesting this deck, I found it moved really slow, and that I gave up way too much early game ground, with no real way of recovering that ground. To try to combat that, I made the following changes:

-1 Geralf's Messenger
-2 Increasing Ambition
-1 Forbidden Alchemy
-2 Dissipate
-1 Tragic Slip
-2 Diregraf Captain
-1 Grimgrin, Corpse-Born

+2 Blood Artist
+2 Diregraf Ghoul
+2 Liliana of the Dark Realms
+4 Mutilate

It was hard to figure out what to take out, but the Diregraf Ghouls give me an early game blocker, the Blood Artists can help me stabilize until mid-game, with their lifegain. Liliana helps me get those last few swamps, or if needbe, her 2nd ability can be used as removal. Mutilate helps as a board clear most of the time on turn 4, and if I have blood artists out, it can be a decent life swing to help stabilize.

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Posted 13 January 2013 at 19:12 as a comment on UB Zombies

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Made the following changes, due to being unable to find some of the cards:

Main Deck: (temporary change?)
-2 Blood Artist
+2 Dissipate

Sideboard:

(permanent change):
-2 Think Twice
+2 Diabolic Revalation

(temporary change):
-2 Cyclonic Rift
+2 Devastation Tide

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Posted 11 January 2013 at 14:18 as a comment on UB Zombies

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After messing around with some test hands, I did
-2 Tragic Slip
+2 Increasing Ambition
As I found myself often lacking the cards I needed to complete the combo this deck is built around.

I liked the idea of some of the sideboard cards you recommended.

Changed SB to:
4 Vampire Nighthawk
2x Blustersquall (Can function as a near sleep at instant speed)
2x Sleep
2x Cyclonic Rift (Murder is nice, but I like the temporary stall functionality of Cylonic, plus late game I can overload if needed)
3x Duress (as you said, an amazing card)
2x Think Twice (kind of a filler card at the moment, can't think of what else to add)

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Posted 10 January 2013 at 20:04 in reply to #315556 on UB Zombies

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Removed two islands, added 2 more swamps.

Also looking at what to add for a sideboard. (currently in flux)

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Posted 10 January 2013 at 18:36 in reply to #315556 on UB Zombies

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