Showdown #12: Reset

Showdown

Spootyone

17 December 2013

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Hello all and welcome back to another episode of Showdown where I pit my current standard deck against other standard builds that have been sent in to me. We've got a good matchup this week, but first I'd like to talk a bit about the recent changes made to my own deck. For those of you who missed it, I wrote a fairly descriptive article on the newest changes I made to my deck. It can be found here

A lot has changed since my last playtest -- and things have even changed since the above article. I've been doing a lot more playtesting off-screen (off-article?). For those of you who may have seen me on cockatrice, thank you for the games! They helped a ton. And I'll hopefully get to see more of you there for further testing. So far, I've been very pleased with the outcomes. While I've by no means tested against every type of deck available at the moment, I've have had very good matchups against MBD and MRD, as well as blowouts against Gruul aggro and various other random brews. Esper has been a tough match but it was tough before. And I still do manage about a 50% win rate from my minimal experience testing against them with this deck.

Polukranos, World Eater was removed shortly after the update article went out. Without ramp, his ability was much less available or useful, and I found Ajani, Caller of the Pride nice as a finisher. Strangely enough, Voice of Resurgence has proven to be not very necessary and -- in many cases -- a bad draw or a not as good draw as I'd want. I move them to the side and went down to 2 copies. I think the reasoning is that it blocks poorly against a lot of the major threats in standard. Most things have first-strike or are flying or are just...bigger than voice. The only things that aren't are 1-drops usually (who often have 2 power at this point), and things like Fleecemane Lion and Call of the Conclave do a better job of blocking them anyway.

I also removed Celestial Flare and Plummet. I don't know if this was a good decision or not seeing as it causes me to lose all removal against things like Blood Baron of Vizkopa and Stormbreath Dragon, but the reason I did this was to see if I need them. Because if I don't, then that's fantastic! MBD was giving me a really hard time, so I tried out Witchstalker and boy do I love him. He's amazing in that matchup, especially if you learn to play him at the right time. Similarly, Boon Satyr has been added in as he does amazingly against Esper and any other deck taking advantage of Supreme Verdict. I've been absolutely loving flash as a mechanic lately. Rest in Peace may seem a little silly right now, but I needed it against that crazy Golgari grave deck that's been floating around. That's always a bitter matchup...

Mistcutter Hydra was replaced with Skylasher since the former has no reach -- a big issue. Plus I removed those mana dorks -- He hardly get's big anymore. And lastly, I added in things like Unflinching Courage and Ratchet Bomb to help with the most aggro-ey of aggro, as well as MBD. A number of these ideas were gathered after reading an article by Craig Wescoe, seen here.

I've been very pleased with my deck as of late, and my W/L ratio has gone up quite a bit due to the changes I've made. I'm certainly not sure if this is the final iteration of this deck til BOTG, though, because there is still much to test out. Is Ajani necessary with so many fliers in the meta? Can I survive with only 4 removal spells for fatties? Just how necessary is voice? Should I splash blue for Storm Crow? We will hopefully see answers to these and more in the coming weeks.


Now, I've rambled on for long enough about my own deck. You people came here to see who I'm facing! Without further ado, I present an awesome build by kyuuri117:

deck-large:tax-bear-aggro

Many of you don't know this, but the first deck I began using and building "competitively" (I use quotations since the deck was pretty bad) was actually an esper aggro deck. I've since abandoned that journey, but luckily this guy hasn't! Tax bear aggro is a deck that can go from a life-rich aggro deck using some of the most interesting esper creatures available, to a much more mid-range deck utilizing some of the most effective removal spells available. It has seen a large amount of praise on this site and I've had multiple people ask me to playtest it so I simply had to give it a go.

What am I afraid of in this deck? 3 things. First, Blood Baron of Vizkopa. This guy has been wrecking my selesnya decks since he first came out. Luckily, I packed my -- wait...where did I put my Celestial Flare...?

Second: Archangel of Thune. Ouch. All of the heresy. Unfortunately for me, this deck has a much more easy time running and utilizing the archangel. Access to removal means that its fairly easy to survive til you can drop her, and my deck has no way to interact with her at all til she has grown her and the team...twice.

Funny...I seem to have misplace my Plummet as well...hmm...

Lastly, we have sideboarding. Have you seen that sideboard? 12 of the cards might as well read "Bring in against Spooty's deck". Desecration Demon and eight removal spells will probably be seeing play in games 2 and/or 3 and that worries me a ton. As I mentioned, this deck doesn't do fantastically against Esper control. I hope I can manage to pull out a victory over this beautiful brew! Let's see how it goes

Disclaimer: Both decks are piloted by me, Spootyone. I am not a magic pro. This testing series is just as much for me as it is for the viewers, so please remember I'm learning, too. I'm bound to make mistakes or "bad" judgment calls, so bare with me.


It seems many enjoyed the music I added last time, so I'm going to try it more often. Here's a song I enjoy. Happy listening!

Here ya go

I couldn't get it to embed correctly. Perhaps someone could generously help me out with that so I know for future articles, plox?


Game 1

Kyuuri wins the flip and keep an opening hand of Godless Shrinefoil, Thoughtseize, Soldier of the Pantheon, Thrull Parasite, Azorius Charm, Vizkopa Guildmage and Lyev Skyknight. This is about the only time I would ever keep a one-land hand. There are three one-drops here so I think I can take this risk as opposed to risking a 2 land and 4 5-drop hand.

Spooty keeps an opening hand of 2x forest, 2x plains, Temple Gardenfoil, Fleecemane Lion and Witchstalker. 5-land hands are rare for this deck. Being on the draw and the fact that we're likely not going to draw a land make this a very keepable one.


K1: Godless Shrinefoil untapped (s 20/18 k). Thoughtseize is cast, discarding Spooty's Witchstalker. (s 20/16 k) Pass.

S1: Draws Boon Satyr. Alright we're already on the back foot here with that T1 Thoughtseize stripping one of our very few threats. Hopefully it doesn't result it a game loss though. Temple Gardenfoil tapped. Pass.


K2: Draws Tithe Drinker. I wish that had been a land, but we still have what I consider to be ample time to draw it. Casts Soldier of the Pantheon. Pass.

S2: Draws Selesnya Charm. Glad we're continuing to draw spells here. This one can be used to trade with the soldier, or if that's not necessary it can be used to eliminate a large threat. Since he knows we have Fleecemane Lion, let's run that out. Plays plains. Casts Fleecemane Lion. Kyuuri gains 1 (s 20/17 k).


K3: Draws Godless Shrinefoil. Alright land #2! Too bad it isn't blue but all well. Plays Godless Shrinefoil tapped. Casts Thrull Parasite. Pass.

S3: Draws plains. Plays forest. We'll probably flash in a Boon Satyr at the end of their turn, but for now we have no good attacks. Pass.


K4: Draws Archangel of Thune. Not playable. I guess we can play out the tax bear now. Casts Vizkopa Guildmage. A lot of our creatures do very little in the ways of combat, which is unfortunate. I mean we still can't even kill the lion without being 2-for-1'd. So I feel like I'm not really increasing my board presence at the moment which is very scary against an opponent with so many big creatures. Pass. EoT Spooty flashes in Boon Satyr.

S4: Draws forest. Hmm. Plays forest. Our opponent is clearly stuck on lands right now. Lion cannot attack profitably. But if I attack with the boon satyr I can use Selesnya Charm to get damage in and possibly a kill in the process. I wanted to wait to exile something, but nothing exilable is coming out any time soon. Swings with Boon Satyr. As Kyuuri, I know the opponent could have any number of things that make blocking a bad idea, but I don't want to take 4 damage either, so I'll just chump with the Thrull Parasite. Now as Spooty, there's no reason to use the Selesnya Charm. Pass.


K5: Draws Duskmantle Seer. Ahh cmon. Funny how the hand without lands draws almost exclusively spells and the hand with the ton of lands draws almost exclusively lands. Oh magic...You so crazy. Guess we run out the Tithe Drinker. Casts Tithe Drinker. Now we really are behind. Turn 5 with only 2 lands and of only 2 of our three colors is a bad position to be in. Pass.

S5: Draws Selesnya Charm. Plays forest. We can monstrous. Or we can get some good damage in with the satyr. Swings with Boon Satyr. Kyuuri blocks with Tithe Drinker. Spooty casts Selesnya Charm on the satyr to pump him. Kyuuri gains 1 form the soldier, 2 form the lifelink, and then loses 5 from the trample damage. (s 20/15 k). Pass.


K6: Draws swamp. Hmm...well it's land which is good but we needed it to be blue for it to mean anything big here. Plays swamp. Pass.

S6: Draws Rootborn Defenses. Another means of blowing out the opponent. Swings with the satyr. As Kyuuri, I still don't want to lose that much life...but we can't chump with the guildmage just yet -- he may be of greater use to us later on. No blocks. (s 20/11 k) Pass.


K7: Draws Temple of Deceit. Gah so close! Plays the temple and scrys swamp off the top. It stays. Pass. EoT Spooty uses the Fleecemane Lion monstrous ability.

S7: Draws Call of the Conclave. Plays forest. Casts Call of the Conclave and makes a centaur. Swings with the lion and the Satyr (Just being as aggressive as possible). The Soldier of the Pantheon blocks the lion. (s 20/7 k). Pass.


K8: Draws Swamp. Plays swamp. Casts Archangel of Thune. I hope we can stabilize. Pass.

S8: Draws Advent of the Wurm. That's really nice here. Swings with the lion, satyr and centaur token. As Kyuuri, I really just need to make sure I don't die, but I think this is going to be really bad. The soldier blocks the lion. The guildmage blocks the satyr and the centaur token is blocked by the archangel. Spooty casts Selesnya Charm on the centaur token to pump him and then casts Rootborn Defenses to populate that token and make everything indestructible. Kyuuri gains 1 from the soldier and 3 from the archangel. And then he takes 1 damage from trample. The guildmage and archangel die and the soldier gets a counter from the angel. Pass. (s 20/6 k)


K9: Draws Hallowed Fountainfoil. Plays the fountain untapped. (s 20/4 k) Casts Lyev Skyknight and detains the Boon Satyr. Pass.

S9: Draws Advent of the Wurm. Swings with the lion and two centaur tokens. The solider blocks the lion, the skyknight trades with one of the centaurs and the last one gets killed by Kyurri's Azorius Charm putting it on the top of the library. Pass.


K10: Draws Godless Shrinefoil. Casts Duskmantle Seer. Pass. EoT Spooty makes a 5/5 wurm token with Advent of the Wurm and now Kyuuri is dead on board. He concedes.

Spooty wins game 1!!

Edit: On S8, the lifegain from the Soldier of the Pantheon should have caused the Archangel of Thune to trigger and give everyone a counter before damage. All this would have changed is one less life gained, and I would have still been victorious, but I did want to point out I saw the mistake there


Sideboard tech with Spooty: Well, that game felt fairly easy since the opponent was stuck on lands a majority of the game. However, it was easy to see the aggro and lifegain elements. I'm going to replace my 3 Last Breath with 3 Ratchet Bomb so that I'm able to much more quickly take out the small guys without giving the opponent a bunch of life as they want to happen. Knowing I'm up against esper, I know there must be removal somewhere -- even if it's being boarded in. After all, it's fairly necessary against my deck. However, knowing they have small creatures means they likely have spot removal and not wraths. I'm going to replace 1 copy of Rootborn Defenses with a second copy of Gods Willing. Lastly, I'll replace my 2 copies of Ajani, Caller of the Pride with 2 copies of Voice of Resurgence.

Sideboard tech with Kyuuri: Duskmantle Seer is a fairly bad card in this matchup. It kills us and helps the opponent fill up their hand. Thus, the playset will be replaced with a playset of Desecration Demon. We also need more removal, and Thrull Parasite with Tithe Drinker hardly can do more than chump block or 2-for-1 us. They will be replaced with 4x detention sphere and 4x [[hero's downfall to give a good mix of spells. Here's to a better hand!


Game 2

Kyuuri chooses to be on the play and keeps an opening hand of plains, Hallowed Fountainfoil, Watery Gravefoil, Vizkopa Guildmage, Detention Sphere, Hero's Downfall and Desecration Demon. Very much a beautiful hand.

Spooty keeps an opening hand of 2x forest, plains, Selesnya Guildgate, Call of the Conclave, Witchstalker and Advent of the Wurm. Lands and spells!


K1: Watery Gravefoil tapped. Pass.

S1: Draws Call of the Conclave. Plays Selesnya Guildgate tapped. Pass.


K2: Draws Hero's Downfall. Good but hopefully we get the double-black soon. Plays plains. Casts Vizkopa Guildmage. Pass.

S2: Draws Plains. Plays forest. Plays Call of the Conclave and makes a centaur token. Pass.


K3: Draws Temple of Deceit. There we go! Plays the temple tapped and scrys Hero's Downfall off the top. It stays. I'm completely okay with 3 copies of that in our hand. Pass.

S3: Draws Temple Gardenfoil. Plays plains. Swings with the centaur. No blocks. (s 20/17 k). Casts Witchstalker. Pass.


K4: Draws Hero's Downfall. So it looks like the only way we can get rid of the Witchstalker is to force the opponent to sacrifice him using our Desecration Demon. Plays Hallowed Fountainfoil untapped and casts Desecration Demon (s 20/17 k) Pass.

S4: Draws Temple Gardenfoil. Ew. That's the last thing I needed right now. In fact, what I absolutely need to win this game at this point is Selesnya Charm, I feel. Plays Temple Gardenfoil tapped. Casts Call of the Conclave to make another centaur token. Pass.


K5: Draws Godless Shrinefoil. Plays it tapped. Well, a 2-for-1 is possible here (This was a mistake a just made as Spooty). Casts Detention Sphere on the centaur tokens, destroying them. Moves to attacks. No sacrifices. Desecration Demon gets in for 6. (s 14/15 k). Pass.

S5: Draws Forest. Yeah, it looks like we're going to flood out this game, unfortunately. Plays forest. swings with the Witchstalker and there are no blocks (s 14/12 k). Pass.


K6: Draws swamp. Plays swamp. Moves to combat. No sacs. The demon gets in for 6 (s 8/12 k). Pass. EoT Spooty makes a 5/5 wurm token using Advent of the Wurm.

S6: Draws Voice of Resurgence. Oh well hey that may buy us a couple more turns. Casts the voice. In response, Kyuuri plays Hero's Downfall on the wurm token, killing it. Witchstalker get's a counter. Spooty attacks with the witchstalker. It is chumped with the guildmage but before damage, Kyuuri activates its ability to give it lifelink, healing him for 2. I would have been activating this earlier on the demon, but I wanted to have mana open for 2 copies of Hero's Downfall just in case I really needed them. Plays Plains. Pass. (s 8/14 k)


K7: Draws Detention Sphere. More perfect draws, I'd say. Casts Detention Sphere on Voice of Resurgence and exiles it. Moves to attacks. No sacs. The demon gets in for 6 (s 2/14 k) Pass.

S7: Draws Boon Satyr. Plays forest. Swings with the Witchstalker. Before damage, Spooty flash bestows the Boon Satyr onto the Witchstalker and it gets in for 8 (s 2/6 k). Pass.


K8: Draws Godless Shrinefoil. Plays the shrine tapped. Moves to attacks and Spooty sacrifices the Witchstalker to tap the demon and give it a counter. Pass.

S8: Draws Temple Gardenfoil. Sigh. Swings with the Boon Satyr. In response, Kyuuri kills it with Hero's Downfall. I have nothing left to protect me from the demon so I concede.

Kyuuri wins game 2!!


Sideboard tech with Spooty: That was frustrating but what is important to take from that match was the fact that even with all the mana we drew into we STILL managed to almost win that game -- even through a torrent of demons and kill spells. We CAN win this game three, but we need more protection against spot removal along with a bit of luck in our favor. I swap the last copy of Rootborn Defenses out for Gods Willing.

Sideboard tech with Kyuuri: We appeared to be very fortunate in that game with how many kill spells we ended up having, but that's the entire point of running so many -- it shuts down the opposing deck. What I'm looking for in this last game is a hand of lands, kill spells, and a good bomb.


Game 3

Spooty is on the play and keeps an opening hand of 2x forest, plains, Temple Gardenfoil, Fleecemane Lion, Boon Satyr, and Advent of the Wurm. This is a familiar looking hand. Hopefully we draw more spells than last time.

Kyuuri has an opening hand of 2x swamp, Watery Gravefoil, Thoughtseize, Vizkopa Guildmage, Detention Sphere and Blood Baron of Vizkopa. Oh mannnnn. This isn't fair. This is the most imperfect-perfect hand I could have been given. It has every single thing I asked for except for the fact that I can't actually play any of my non--thoughtseize spells without drawing into white mana. As much as I hate to do so, I will mulligan this. The risk of losing to mana screw is too great for this last game. Hopefully you all can agree with me on this. The kept hand contains 2x Temple of Deceit, Hallowed Fountainfoil, Soldier of the Pantheon, and 2x Vizkopa Guildmage. I'm much less happy about my spells in this hand, but at least I can play them.


S1: Temple Gardenfoil tapped. Pass.

K1: Draws Thoughtseize. Woot! Unfortunately, we can't play it this turn. Plays the temple and scrys Watery Gravefoil off the top. It's not a bomb, but it's fuel to play those bombs we hope to draw into. It stays. Pass.


S2: Draws Temple Gardenfoil. Plays plains. Casts Fleecemane Lion. Pass.

K2: Draws Watery Gravefoil. Plays Thoughtseize and forces Spooty to discard Advent of the Wurm. Then he plays Hallowed Fountainfoil untapped and uses it to cast Soldier of the Pantheon. Pass.
(s 20/16 k)


S3: Draws Boon Satyr. Good! Plays forest. Swings with the lion. Kyuuri blocks with the soldier. Pass.

K3: Draws Hallowed Fountainfoil. Plays Temple of Deceit and scrys Archangel of Thune off the top. It stays. Casts Vizkopa Guildmage and passes since we know the opponent is going to flash in a Boon Satyr that we will want to probably block. EoT Spooty flashes in Boon Satyr.


S4: Draws Centaur Healer. Not very useful in this matchup but it's a creature nonetheless. Swings with the satyr and the lion. The lion is blocked by the soldier and the guildmage trades with the Boon Satyr. Pass.

K4: Draws Archangel of Thune. Plays Hallowed Fountainfoil tapped. Casts Vizkopa Guildmage Pass. EoT Spooty flashes in another Boon Satyr.


S5: Draws Selesnya Guildgate. Plays forest. Swings with the lion and the satyr. Once again the lion is blocked by the soldier and the satyr is blocked by the guildmage. Before damage, Spooty makes the lion monstrous. Pass.

K5: Draws Detention Sphere. Plays the Watery Gravefoil untapped and then casts the Archangel of Thune. Pass. (s 20/14 k)


S6: Draws Ratchet Bomb. Plays Selesnya Guildgate tapped. Swings with the lion and it's blocked by the soldier. Then plays the Ratchet Bomb. Pass. We could play the Centaur Healer, but with an Archangel of Thune on the field I'd rather not activate it when I don't have to.

K6: Draws Spear of Heliod. Casts Detention Sphere on the ratchet bomb and it is exiled. Swings with the angel for 3, gains three and everyone gets a counter. (s 17/17 k) Pass.


S7: Draws plains. Plays plains. Casts Centaur Healer and gains 3, opponent gains 1, all his creatures get a counter. Pass.

K7: Draws swamp. Plays swamp. Plays the Spear of Heliod. Swings with the archangel, gains 6, everyone gets a counter. Pass. (s 11/24 k)


S8: Draws Centaur Healer. Gah. Plays the healer, gains 3, opponent gains 1 and all his creatures get a counter. Pass. (s 14/25 k)

K8: Draws plains. Plays plains. Swings with the angel for 8, gains 8, blah blah blah. You all know the drill by now right? (s 6/33 k)


S9: Draws plains. Scoops

Kyuuri wins the match!!


Afterthoughts

AAHHHHHHHHHH NOOoooooOOooOoOOOO!!!! Killed by Archangel of Thune?? No! D: Not allowed. Not. Ever. Never again.

Now that that's out of the way, I would like to say I enjoyed this match. It wasn't a victory but I at least won 1 of the games. It's blatantly obvious to me that taking out my kill spells was ill-advised. I've been feeling like removing Ajani, Caller of the Pride for a little bit now, so for now he has been replaced with 2 copies of Celestial Flare. From my experience, the low-drops in this deck honestly seemed unnecessary. This was especially true of Thrull Parasite who really didn't do much of anything except get to be killed by anything. If there were any recommendations I could give about this deck, it would be to replace them with perhaps 2 Detention Sphere and 2 Hero's Downfall MB. But, of course, it's not my place to be making corrections to a deck I lost to haha.

Game 1 was won based on the fact that I kept a 1-land hand and failed to find the mana I needed quick enough. Would I keep that hand in the future? Actually, yes. I stand by my decision to keep that hand. And the reason remains that we had 3 one-drops that really need to be played early to be super-effective. But I do wish I had drawn better...

Game 2 was also a rough one for mana -- for me, at least -- as I continued to draw land after land when all I really needed was just one kill spell (another reason to add back in the Celestial Flare.). I'm not saying I lost due to mana screw, though. kyuuri simply had a god draw that game, running through many, many kill spells while having Desecration Demon out already to keep the pressure on me. That's essentially the best way to kill my deck.

Game 3 was a close one that ultimately hinged on Archangel of Thune. Even though I had continual board presence of fairly large creatures, there was nothing I could do to stop the onslaught of the angel. Again, not seeing my Selesnya Charm in that game was what sealed the deal. I really do wonder if I'd been able to take on this deck better with those copies of Celestial Flare, but I'm certainly not going to use it as an excuse. After all, that's what testing is for right?

Many, many thanks for those of you who suggested this deck. And kyuuri? You keep makin' the epic homebrews, dude. You've got yourself a fan right here. #taxbears4life #Idonteverusehashtags

Anyone who wants to be in the next showdown, don't forget to enter your deck below! I think I'm going to try to go for more meta-esque decks for the next couple weeks to better showcase the deck in that light, so please keep that in mind when entering decks.


The Question of the Week

All green decks have been scrambling for ways to deal with MUD decks since they first became popular at Pro Tour Theros. Luckily, green is home to some of the most extensive Blue-hate there is! So today I have a debate on two select cards: Mistcutter Hydra and Skylasher. Which is more effective? The former can get in right after a wrath, soak up all the collected mana you've been harboring, and get in for those last bits of damage or burst through all the opponent's blue creatures to put some serious pressure on. However, it lacks reach or flying. The latter, however, takes card of this in stride. Skylasher has flash, a mechanic that allows green to play a more intellectual game against control decks. It has reach, which allows it to block anything that MUD can swing at it (that hasn't been made unblockable by Thassa) and can remain alive after doing so due to its blue protection. But it really puts on little to no pressure on the deck that likes to win on turns 5-6. Which do you prefer?


Magic Trivia

Let's take a look at a card I know and love -- Duskmantle Seer. I actually used to have this card in my standard deck back when it was 4-color aggro (INN/RTR standard was a hell of a place, I tell you...). A 4/4 flyer for 4 mana is pretty decent on all accounts and is certainly above the curve. New players may wonder why he has such a bad downside -- giving your opponent access to cards and making you and them lose life. But in reality, this ability is a very good upside. Card draw is insanely powerful. Losing life is just the cost. And it's fairly easy to build a deck around him to make it so you lose as little life as possible. And this is why I believe he is a mythic.

BUT!! He is not the first of his kind. In fact, Duskmantle Seer is utilizing an ability made famous by a card that is a staple for many modern decks. Who's that poke--er...magic card??


And as always, thanks for reading!


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This article is a follow-up to Showdown #11: Risk of Rain The next article in this series is Showdown #13: Lucky or Unlucky?

DrLitebur says... #1

Well, both are nice, but I like the Mistcutter Hydra myself better. It is a Fireball on a stick, uncounterable, and it can be attack the turn it drops. I think the card is a great anti-blue card, and few blue cards can deal with it. Give the sucker Trample, and they are real hurting.

December 17, 2013 10:38 p.m.

Esperret says... #2

I remember being the first one to comment on tax bear aggro :D I knew a famous deck before it became famous :D back then it was orzhov colors, not esper. :) bet ya can't guess which card is the tax bear :) kyuuri doesn't even have it in the deck list anymore :)

December 17, 2013 11:37 p.m.

Khaotica says... #3


deck chart Destructive Heroes

SCORE: 5 | 8 COMMENTS | 788 VIEWS
Standard Khaotica Playtest

I know you just did a very similar matchup, but I have not seen many Heroic based decks be used and I thought it would be interesting for your deck to face.


deck chart Karametra's Ocean

SCORE: 2 | 9 COMMENTS | 352 VIEWS
Standard Khaotica Playtest

My version of MGD, it has become hilariously massive and is very entertaining in games. Would like to see how it does against you.

December 17, 2013 11:52 p.m.

-Fulcrum says... #4

Well, if you want some meta-esque decks, how about MBD? I can't remember if you've done one already, but I promise mine has a small flare in it that makes it a bit different from other decks. And it has a cool name. Also, I'm really enjoying this song even though it's live. This is really good stuff here.


deck chart The Black Halo

SCORE: 3 | 3 COMMENTS | 434 VIEWS

December 18, 2013 12:28 a.m.

ChiefBell says... #5

Spootyone - I believe the magic card you are referring to is Dark Confidant , or Bob. When you compare Duskmantle Seer to the old version it's hard to believe how far he's fallen (or how over-powered the original was). A 2-drop that nets you actual card advantage versus a 4-drop that doesn't actually net you card advantage because the opponent gains too!

December 18, 2013 6:09 a.m.

Matsi883 says... #6

The card is Dark Confidant . Am I 2 for 2??

There is embed for a YouTube video under the "Share" tab, which is what I've been using to embed videos. If you want just the song, I can't help you, but Cyrrus might be able to.

Right now, I like Mistcutter Hydra MB. It's purposes aren't just limited to MUD, it's also a mana sink that can win games. However, Skylasher is better SB so you can block all day long.

December 18, 2013 6:47 a.m.

Dalektable says... #7

I'm looking to buy this deck i created


deck chart The Oncoming Storm

SCORE: 11 | 18 COMMENTS | 1351 VIEWS
Standard Dalektable Playtest

. I've been wanting to play control, but it's just so damn expensive! So i created this sitting on the more budget esque side of things and i'd love if you could test it out. I honestly don't know how it'll fair against your deck but i'd love to see.

December 18, 2013 8:24 a.m.

this is my current standard deck. it has performed exceptionally well in most matchups.


deck chart here...have some democracy!

SCORE: 3 | 14 COMMENTS | 357 VIEWS
Standard GKirt Playtest

December 18, 2013 11:43 a.m.

firerunner36 says... #9

Meta-esque eh? Does heroic aggro count? Cause if so, then Super Heros! is the deck you're looking for. If not, then how about taking a look at my Jund control deck: D.E.A.T.H.-Destroy Every Answer They Have, I think it'd fare pretty well against yours. Also thank you and well done on another beautifully done article (also the heretical part of you losing to the angel was pretty funny xD) keep them coming!

P.S.-id rather see Mistcutter Hydra over Skylasher (main or SB) due to the fact that it only stops a non blue flyer-insert Desecration Demon , Archangel of Thune , or Aurelia, the Warleader -once. And any nonflying blue threats, AEtherling , already go around it so it doesn't matter much. Where as the hydra is uncounterable, has haste, and you generally are fine with seeing at any point in the game. Just my 2 cents.

December 18, 2013 12:11 p.m.

Apoptosis says... #10

Congratulations kyuuri117, your deck really shined in game 3 and showed what it can do! Love the tax bear!

Spootyone keep them coming, I love the write-ups.

Now to the question of Mistcutter Hydra versus Skylasher . In any greenish ramp deck, I would rather see Mistcutter Hydra out of the sideboard. But for a G/W aggro/midrange deck, like what you're running Spootyone I would much rather have Skylasher (if I could only pick one). G/W doesn't have the manabase to make a big enough hydra. But mono-green with ramp can drop a big Mr. Stompy against blue that will smash face.

I've just started to think about it, but if you're G/W the trick to beating MUD is the application of constant pressure to force the MUD player to trade. They can't be beating you through the air if you're pounding them on the ground. Most of their creatures don't match up well against yours. I'm still tinkering with a G/W build that uses Combat Medic as a way to optimize the indestructible battalion so that you can keep smashing face, having Skylasher come in out of the sideboard gives me a way to hold off blue fliers while I get the battalion in place. A little lifelink also goes a long way in that race. I should post that build.

December 18, 2013 1:11 p.m.

psychoza says... #11

I like Mistcutter Hydra as it is a bigger threat and you always have Arbor Colossus in green to deal with fliers.

Speaking of this...


deck chart Domri's Bloodrush Buddies

SCORE: 92 | 9 COMMENTS | 15762 VIEWS
Standard psychoza Playtest

December 18, 2013 1:42 p.m.

Unforgivn_II says... #12

Nah you guys have the trivia all wrong. Its Dark Tutelage .

Heh

December 18, 2013 2:24 p.m.

kyuuri117 says... #13

Hey Spootyone, sorry I didn't comment on this earlier, been a bit busy. Thanks for testing out my deck man, that's awesome! Really enjoyed reading through this.

For game one, yea that's a tough call on whether to keep the hand or not. I think you definitely made the right choice to keep it, and it sucks that my deck didn't cough up a second land until it was way too late.

For game two, honestly the only thing I think I would have done differently is to sideboard in the 3 Sin Collector for the 3 Lyev Skyknight . Your centaur and wurm tokens are fair game for the Sin Collector, and Selesnya is hugely dependent on it's instant's. Other than that, it looks like my deck drew into a huge amount of removal, which allowed it to be super aggressive instead of going slow and steady.

Game three seemed somewhat straight forward, but yea, not drawing any removal really hurt with the archangel in play.

Umm, you probably are right, I probably should main board two Dsphere's and two Hero's Downfall's over the Thrull Parasite, but my meta has a lot of control decks in it. The thrull parasite is fantastic against control. I'm running 19 cards that are one or two drops, and when you get multiple thrull's or tithe drinker's on the board against control, the extort damage really starts to build up quickly. And if they waste removal on the one and two drops, they aren't using it on the better creatures. So yea, against selesnya, bant, rakdos, jund, etc... they should definitely be side boarded. But my meta runs so much Esper, American control, that i think they should stay main deck.

Plus, they can surprise kill planeswalkers if people aren't paying attention.

Other than that, yea, huge thanks for testing it, and again, only thing I really would have done differently would be to put in the ENTIRE sideboard instead of just 12 of the cards hahaha.

December 18, 2013 5:31 p.m.

kyuuri117 says... #14

ChiefBell I dunno man, making a control deck flip an Aetherling on turn five-seven before they stabilize is an awesome advantage. Completely throws em off. Sure it's not high odds, but when your playing decks that make you run out everything in your hand to get stuff onto the board, and then can refill their own hands at ease, having something like Duskmantle Seer on the board is invaluable, even if your opponent is getting cards too.

Esperret haha yep, good ol' Syndic of Tithes . Wish he had something else on em as well, but that's not to be.

December 18, 2013 5:35 p.m.

ChiefBell says... #15

I was referring to card advantage in the sense of drawing more cards than your opponent. It does not put more cards in your hand than it gives to the opponent. Therefore it does not give you card advantage by the literal definition.

December 18, 2013 5:43 p.m.

kyuuri117 says... #16

Oh, yea, definitely. As far as card advantage goes, bob is clearly better. I just think that it's ridiculous that a lot of people refuse to play the card because it doesn't only give you the advantage, regardless of the fact that it's a huge tempo changer and that's an advantage in and of itself.

December 18, 2013 5:59 p.m.

Thrandir says... #17


deck chart The American Experiment

SCORE: 6 | 6 COMMENTS | 2217 VIEWS
Standard Thrandir Playtest

this is kind of a fun combo-ish deck that is really focused on stabilizing and returning fire quite well. I would love to see you play test it to see what you would do with it

December 18, 2013 6:55 p.m.

GoldGhost012 says... #18

So... Azorius control?


deck chart From Within the Sphere of Safety

SCORE: 3 | 11 COMMENTS | 335 VIEWS

Mistcutter Hydra is really good in quick, efficient ramp decks, but not too a whole lot else. Skylasher flashes in and can kill a Master of Waves . For a build like yours, I'd say to go with the Skylasher .

December 19, 2013 8:16 p.m.

Spootyone says... #19

DrLitebur: This is true. And this is why I think it is such a powerhouse in ramp decks right now. For blue, it really can be a Fireball on a stick.

Esperret: Haha I wonder if the first person to comment on my deck even knows about it anymore. It's gone through so many changes... I actually can't guess. I unfortunately wasn't aware of tax bear aggro til recently so I assumed the guildmage was that haha. Guess that's a bit dumb of me since it technically isnt even a bear...

Khaotica: Thanks for the submissions! I'll check em out.

thePESSIMIST: Thanks for the submission! I do like the rakdos return in there. And right?? They're one of my fave groups. If I keep doing the music thing long enough they may show up more often haha.

ChiefBell: No kidding man. As much as I love Duskmantle Seer the contrasts are incredible visible. However, I think neither are balanced well-enough. If the seer were a 3/3 flyer for 3 that would be SUPER awesome and absolutely playable.

Matsi883: The answer will be revealed next week ;P Hmm...I actually tried that but it just gave me a blank open space in my preview. Maybe it was due to that preview showing it incorrectly? I'll have to do a test or two on that. I have to agree for your choices there. Skylasher feels much more like a defensive card as opposed to an aggressive card like the hydra. And that's why I really like it in my deck. It allows me to be more mid-ranging with a deck that is really quite aggro.

Dalektable: You, sir, have a sweet name. And your deck has a sweet description. I wish I had that sort of creativity in making my deck's description haha. Thanks for the submission!

GKirt: Thanks for the submission! Looks good and looks unique. Both important things for me!

firerunner36: Both look like awesome decks, thank you! And I know! D: That is so not allowed ever again... Also, thanks for adding to the discussion. Really, since both are pro blue and uncounterable, and since one has haste and the other pseudo-haste in the form of flash, the comparison can only really begin at their mana costs and power-toughness -- as well as the reach. Due to this, it seems highly dependent on the deck, itself.

Apoptosis: Glad to hear, thank you! Hopefully my deck will shine soon lol. It feels like forever since I was on a winning streak with these. Couldn't agree with you more. And I actually thought of adding Frontline Medic into my build for a bit but figured the aggroness of him didn't synergize like I desired. as for lifelink, Unflinching Courage errday boiiii.

psychoza: It's possible my deck may someday see the likes of Arbor Colossus , but for that I think I'd need ramp. And I think that ship has sailed for the time being. Your deck looks good man. I'm a bit afraid for that one if/when I get to face it haha.

Unforgivn_II: You deserve points for this, sir. haha

kyuuri117: So glad you enjoyed! It's always a pleasure. Sooo....what you're basically saying is "sideboard" really should just read "break glass in case of G/W". :P I'm sure you're right about the parasite. I actually do really enjoy it as a card -- just never found it's niche. Glad to hear you have!

Thrandir: Thanks for the submission! Epic Experiment is such a fun card. I've been wondering when it'll finally get exploited as it should be.

GoldGhost012: Azor control is always a good choice haha. And I love the description too. What's a guy gotta do to get some writing skill around here! lol. And, yeah, gottalove you some flashy-flash.

December 19, 2013 11:31 p.m.

For one drop creatures against control what makes Dutiful Thrull not an option? I've been thinking about whether he has merit in enchantment aggro (like Spotted Phalanx) since there's not a lot of anti-regen removal besides exile effects. I know the extort trigger is nice on Thrull Parasite , but it didn't seem to get used a whole lot...

December 20, 2013 12:43 a.m.

Srhike says... #21

Not my deck, but I think it would make intresting game, Heroic Hoplites Tournament Deck. Ive had much fun with this deck and its creator is genius :)

December 20, 2013 6:09 a.m.

Spootyone says... #22

Srhike: Haha my biggest fear with that deck is me piloting it horribly and people getting pissed off at me.

December 21, 2013 9:20 p.m.

@spootytone Skylasher comes in earlier, fits the flash aspect of G/W, and equates to free damage when on the aggressive side. IMO, Ajani is a better card in your deck than maybe one of your Boon's, because boon was really meh in your deck without Ajani. Also, the lack of t1 pressure seems to be a nuicanse. You top out at 4 and it seems as though you could toy with numbers to drop a few Boros Elite or Soldier of the Pantheon in your 60.

December 23, 2013 6:55 p.m.

Oops meant @spootyone

December 23, 2013 7:11 p.m.

Spootyone says... #25

OutspokenFerret: Thanks for your thoughts! I have to agree that Skylasher is the choice for me in this deck. I've been doing a lot of playtesting lately and my goodness is flash amazing. I'm now mainboarding the3x Skylasher and even considering making it a 4-of from time to time. I do have to disagree about ajani being better than Boon Satyr here, though. Ajani fits really well in a very aggressive shell -- one where you need him after you curve out to get in that final bit of damage needed to win. On top of that, he's utterly useless without any creatures on the field (this is something that does, indeed, happen sometimes for me). In addition, the vast number of fliers in the current meta means the flying portion of his -3 ability hardly ever equates to unblockability, which is really the biggest point of it to me.

Boon Satyr on the other hand gives me yes another spell that I can play on the opponent's end step. I've found myself numerous times holding up three mana for Rootborn Defenses or Selesnya Charm or Gods Willing or whatever, and the times I dont need to play those cads, I can just flash in another threat. He also can be flash bestowed, which on an unblocked creature means an extra 4 damage, something that can be pretty equivalent to what ajani would give me -- except at instant speed. The instant speed and versatility of Boon Satyr are what makes him a winner in my books, not to mention an honest MVP of my deck as it currently stands.

Lastly, I've actually not been hurting for 1-drops after taking them out. My 2-drops can handle almost anything I'd need a 1-drop for, and they are much less brutal when top-decking. Aggressive decks are not usually a problem for me once I have Last Breath , Ratchet Bomb , tons of over-the-curve creatures, and possibly even Unflinching Courage . So I honestly dont feel any need in bringing them in to make this deck more aggro and less midrange.

Again, thanks for the comments!

December 24, 2013 12:35 a.m.

blackmarker90 says... #26

Since i haven't seen you play one yet, i am requesting a Superfriends deck.


deck chart BUG Superfriends

SCORE: 0 | 0 COMMENTS | 313 VIEWS

December 24, 2013 7:08 a.m.

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