Scute Mob!! How did I forget that gem! Might consider adding that in place of something else...
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Well I was using the Bramblewoods more for the Trample mechanic than the Warrior mechanic. Bramblewood Paragon will essentially give all of my creatures Trample. Still not worth including?
Fate Transfer also plays the role of removal protection. You're gonna Doom Blade my dude? I'll just take those counters and move them over here then. :)
Gemstone Mine really shines in this deck. I don't think that I'll ever run out of charge counters on it. Then, when I have enough land out, I can transfer its counters over to my beater with Power Conduit.
Nightmare. I started playing in Revised, and I loved Black cards. Nightmare was my favorite one. I loved the art, and back in the day was extremely powerful at least in my casual circle.
Strip Mine is banned, fyi.
And also, Kazandu Blademaster.
I really love the art for Vigor.
How about Krosan Warchief?
How does this deck fare against artifact hate decks specifically, such as a Liquimetal destruction deck that is packed with artifact destroy spells?
Don't know if it's a good idea or not, but I added in 2x Viashino Heretic for two reasons: 1. Fast weenie blocker. 2. Cheap artifact destruction/direct damage. In order to do so, I took out 1x Shivan Wumpus (which was coming up a little bit too often) and 1x Sculpting Steel. I really love Sculpting Steel in this deck, but thought some Viashino's might be useful to have as well. I may just end up taking them back out...
The copy DOES count as a legend, so it acts as another destroy spell.
Take my word for it, his expression was priceless! Followed by anger.
That's essentially how I build my decks: What would I do if I were on the receiving end of this card? I know I wouldn't sac a land if I only had 2 on the board just to block a creature from hitting the board for 1 turn. I would let it resolve, then hope to god that I draw another land next turn to get my 3-drops out. 6/6 Trample on turn (sometimes Turn 3 with an Ancient Tomb!) is very tough to stop.
Yeah, I think you hit it pretty much right on. I would probably remove all 3 Sculpting Steels and maybe 3 of the 6/6 tramplers to put in 4 Bolts and 2 Pyroclasms. I might even take out 1 of the Splinters to get an extra Pyroclasm in there. Sideboarding is very tough. I think that was probably the hardest part of building this deck: making a sideboard that was competant enough to cover the deck's weaknesses.
Another note: I have NEVER had an opponent sac a land to block Shivan Wumpus/Argothian Wurm from coming into play because by the time they are dropped, I'm typically already destroyed one of their lands. I've had some people tell me that Shivan Wumpus/Argothian Wurm are weak cards, but so far in my playtests they have been the trump card(s). I also Sculpting Steel'd a JtMS last time I played my buddy. He was sppechless!
Yes, decks that can get 3 creatures out by turn 2 is a big problem for this deck. That is why Pyroclasm and Lightning Bolt are in the Sideboard. I do get turn 3 land destruction, oh, maybe 80% of the time. Perhaps 15% of the time I get turn 2 land destruction. When I get a turn 2 land destruction, I've never lost. Thanks for the comment, man, and for following the progression of this deck. I'm pretty proud of it.
No comments?
Demonic Tutor is banned.
I wish I had 4 copies of Sinkhole/Strip Mine/Bayou...but alas, I need to buy groceries and pay rent. I love land destruction decks. This one is cool, but expensive. Nice mana curve, though!
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