First match got a little close due to his aggro and not quite pulling the cards I needed. In the end I managed to win and sideboarding in stuff like Drown in Sorrow
saw me take an easier second victory.
First game saw me lose due to a stupid decision. Basically, I forgot just how fast Pack Rat can multiply and that he had a mutavault out. Left myself open early and he hit harder than I thought he was going to. Couldn't get back into a winnable position.
Second game dragged a lot longer. He was able to stall me for a sustained period due to the lack of 'punch' the deck had. He also pulled threeLifebane Zombie
s although cards like Doomwake Giant
helped save me. Finally managed to win before the time expired.
Sideboarded in Witchstalker
though it wasn't used in this instance.
Izzet Burn:
Score: 1-0
Again a lack of 'punch' in the deck saw this game take longer than I wanted. He was able to stall and we didn't get time to do our second game.
His combo of using Guttersnipe
and Pyromancer's Gauntlet
saw me take quite a bit of damage from his spells. Fortunately the lifegain in the deck helped me survive (Underworld Coinsmith
and friends) before I finally managed to do the damage required.
Rakdos Aggro:
Score: 0-1
First game saw me lose to aggro in the very basic way that you can lose to aggro. Rakdos Cackler
, Tormented Hero
and Gnarled Scarhide
did the damage. He managed to kill anything else I had out. I also didn't quite get the mana to pull Doomwake Giant
.
Annoyingly I was about to win the second game before our time was cut short. Again it was the lack of 'punch' in the deck that saw me fall flat. Drown in Sorrow
came to my aid in the second game to gave me time to build a platform.
What I learnt:
You guessed it - the deck lacks the necessary 'punch'. It's almost there, but not quite.
Pharika, God of Affliction
has her place and is useful. Has a decent chance to become a creature and the deathtouch enchantment creatures can be really useful for multiple reasons.
Doomwake Giant
is, in fact, an excellent card. People say it isn't but if your deck is full of enchantments your opponents can often find their creatures either being dead or rendered useless on defence. It also kills Elspeth, Sun's Champion
's tokens and helps against cards like Pack Rat
. It's also quite easy to play.
For my next FNM, I'll play with the following changes:
Added:
+2 Fleecemane Lion
- Gives that additional punch, has good evasion and a bit of devotion to both gods and can survive Extinguish All Hope
. Can also be used to help against aggro.
+2 Boon Satyr
- For that additional punch, is an enchantment and has flash. With Doomwake Giant
out, when defending, could see a massive swing in fortunes.
-3 Alpha Authority
- These were never bad but they've basically been replaced for the additional punch. I'm hoping the additional creatures, both having aspects about them that give them evasion, will mean the loss of hexproofing a creature won't be felt too much.
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karloski says... #1
Played 4 matches with this deck in my recent FNM, played against:
Mono-white weenie.
Mono-black devotion.
Izzet burn
Rakdos aggro.
The matches went as follows:
Mono-white weenie:
Score: 2-0
First match got a little close due to his aggro and not quite pulling the cards I needed. In the end I managed to win and sideboarding in stuff like Drown in Sorrow saw me take an easier second victory.
Though this was a very budget white weenie. No Brimaz, King of Oreskos and the like.
Mono-black devotion:
Score: 1-1
First game saw me lose due to a stupid decision. Basically, I forgot just how fast Pack Rat can multiply and that he had a mutavault out. Left myself open early and he hit harder than I thought he was going to. Couldn't get back into a winnable position.
Second game dragged a lot longer. He was able to stall me for a sustained period due to the lack of 'punch' the deck had. He also pulled three Lifebane Zombie s although cards like Doomwake Giant helped save me. Finally managed to win before the time expired.
Sideboarded in Witchstalker though it wasn't used in this instance.
Izzet Burn:
Score: 1-0
Again a lack of 'punch' in the deck saw this game take longer than I wanted. He was able to stall and we didn't get time to do our second game.
His combo of using Guttersnipe and Pyromancer's Gauntlet saw me take quite a bit of damage from his spells. Fortunately the lifegain in the deck helped me survive (Underworld Coinsmith and friends) before I finally managed to do the damage required.
Rakdos Aggro:
Score: 0-1
First game saw me lose to aggro in the very basic way that you can lose to aggro. Rakdos Cackler , Tormented Hero and Gnarled Scarhide did the damage. He managed to kill anything else I had out. I also didn't quite get the mana to pull Doomwake Giant .
Annoyingly I was about to win the second game before our time was cut short. Again it was the lack of 'punch' in the deck that saw me fall flat. Drown in Sorrow came to my aid in the second game to gave me time to build a platform.
What I learnt:
You guessed it - the deck lacks the necessary 'punch'. It's almost there, but not quite.
Nylea, God of the Hunt was useless. Took it out every game.
Pharika, God of Affliction has her place and is useful. Has a decent chance to become a creature and the deathtouch enchantment creatures can be really useful for multiple reasons.
Doomwake Giant is, in fact, an excellent card. People say it isn't but if your deck is full of enchantments your opponents can often find their creatures either being dead or rendered useless on defence. It also kills Elspeth, Sun's Champion 's tokens and helps against cards like Pack Rat . It's also quite easy to play.
For my next FNM, I'll play with the following changes:
Added:
+2 Fleecemane Lion - Gives that additional punch, has good evasion and a bit of devotion to both gods and can survive Extinguish All Hope . Can also be used to help against aggro.
+2 Boon Satyr - For that additional punch, is an enchantment and has flash. With Doomwake Giant out, when defending, could see a massive swing in fortunes.
Removed:
-1 Oath of the Ancient Wood - I love'em but 2 is enough.
-3 Alpha Authority - These were never bad but they've basically been replaced for the additional punch. I'm hoping the additional creatures, both having aspects about them that give them evasion, will mean the loss of hexproofing a creature won't be felt too much.
Thanks for reading for those that did!
June 7, 2014 11:32 a.m.