Don't Feed After Midnight
Standard
SCORE: 45 | 40 COMMENTS | 9538 VIEWS | IN 38 FOLDERS
Fling! —May 12, 2017
Best possible upgrade to this build?
I can't describe how awesome Fling is here. It takes the explosive output potential of this deck and turns the dial up another notch to 11. I haven't fully explored other Amonkhet options yet, though Brute Strength is a contender. It adds another massive upswing to the scenario where your opponent let's you replay the Ornithopter infinity times because they can block or tap or whatever your Ravenous Intruder and then you're just like, "ok". Fling.
Much rejoice when I came to this epiphany. Very much rejoice.
I also have realized a lot of value in Glorious End. Sometimes you just need one more turn and that just gives it to you. The best timing is probably right after your opponent declares attackers and taps down their creatures, but it's nice that you could also stop any main phase shenanigans in their tracks.
Being Mono-Red and needing to edge in every point of damage possible I thought I'd try out Sunscorched Desert in the land base. I wasn't really using the Sanitarium and 3 Battlements was too many. I think this will be a useful change to ping in that little extra damage.
I also think Keys the the City are the better fit in place of the Aetherflux Reservoir. Making the Intruder unblockable is huge and it doesn't hurt that it costs less to drop. Discarding a cheap artifact from your hand to activate is no big deal because of the synergy with Scrap Trawler to scoop it right back up. Now I just need to get my hands on a pair of them :)
brianokafor23 says... #2
i have been play-testing with this deck and i really like but here are some suggestion1.ornithopter is MUST_HAVE play-set with deck. it makes cool interaction with Pia's revolution,foundry inspector,scrap trawler, and workshop assisant2.i would run 2 copies of workshop assistant in deck. it kinda feels weird when u have no artiacts in the graveyard. i know the deck only needs at least 2. if u have no money for the gearhulk, another budget option to defintely look after is freejam regent. 6 mana 4/4 flier that has improvise with all cheap low cost artifacts in the deck u can drop this bad boy as early on turn 3 if u include ornithopter.
my criticism of this deck:1.while the deck looks fun to play with your friends or at local fnm, this deck lacks power/speed which this deck struggles against. the format has saheeli combo, gb aggro, ub control. so my question how does this deck match-up against this deck.2.the sideboard,ugghhhhhhh...this deck's sideboard just looks to random. when constructing a sideboard, you have to answer question like this. how good is this card in this match-up? why is this card in the sideboard in the first place? how can this card slow my opponent deck? last of all, like i said i really bevel in this deck to be good deck to competitive magic and i giving u advice so your deck can get better. i hope their isn't any harsh feelings :)p.s just came to say i already bought deck and thx pal for sharing :)
January 23, 2017 5:29 p.m.
Hobbez9186 says... #3
Thank you for your support and playing around with the deck :)
First of all, you hit the nail on the head that this deck is really made for home games and FNM. I'm the guy that shows up to FNM with decks that aren't anywhere near the "competitive radar". This deck aims to specifically work against Vehicles and Aetherworks Marvel decks, but should be able to hold it's own against mid-range decks that require more than 7 turns to set up with the huge caveat that you simply do as much damage as possible as fast as possible and don't also take more than 7 turns to win because their end game will be way better than yours. Control is always a difficult matchup and you very well could get countered and tempo'd beyond repair. I'm not even sure what amount of sideboard could contend to make that matchup any easier. I've never played against the "Saheeli Combo" but if it happens I'll let you know, and the same goes for Golgari aggro. Lately, I've been playing against a lot more Combo decks that utilize several artifacts to get the job done and this flies in the face of that meta. Vehicles also scare the shit out of me so having ample ways to blow those up was appealing.
The sideboard for me is always random. One part of that is that when designing a deck in a new set I don't know exactly what to answer. I'll utilize cards I like that fit with the main deck but give some answers to possible things, but then after playing against decks that are difficult or impossible to beat I'll go back and look for the best solutions that might help out. The other part to that is sort of a strategic advantage. Sounds weird, but the things I've sideboarded in against some people with other decks have been so surprising in some cases that my opponent had no idea it was coming and boarded the wrong cards in/out because of it. It may not be the smartest strategy, and I don't always have things that work that are too far outside the box to be that effective but I do usually aim to do things differently and unexpected. I don't recommend building another persons sideboard anyway because it's way too dependent on not only the local meta, but also personal play style. An aggressive player isn't going to play control cards with the same finesse that a control player would (and vice versa) and misplays are much more likely.
Right now (and I've changed some cards prior to responding since I got to draft last night and see some things) I love what both Wrangle and Invigorated Rampage bring to the table speed wise. Pulling away a defender while edging in extra damage with Wrangle does exactly what I wanted it to do. In the early stages against decks that aren't cheaply spreading out tokens and small creatures I can steal a decent sized creature and possibly swing out for lethal damage depending on what else I was able to do in the first 3 or 4 turns. Rampage is four extra damage and much needed Trample for edging in the early win as well. Salivating Gremlins will already have Trample, so this is mostly for Ravenous Intruder. In the speed category, it's absolutely essential to have one of each of these [gremlins] by turn 3 or 4 to be able to speed out a victory fast enough. This is entirely possible and worth using a mulligan or two to try and guarantee that it happens.
I've since added Destructive Tampering to the sideboard for it's utility to destroy an artifact again, but more importantly clear the way of blockers in most matchups. Spirits will still be a bitch. My only recourse for dealing with a bunch of Spirits is to try and kill them all with Incendiary Sabotage assuming that it doesn't just get countered, quelled, or mitigated completely with Selfless Spirit.
Lack of build up for a longer game led me to try assembling Hanweir, the Writhing Township. Easy enough to put together and a fair amount of damage. This may not be the best of solutions to anything, but it felt like a worthwhile exercise.
In the main board I've reconsidered the full set of Puzzleknots in the 2 slot for a pair of Servo Schematics. I'd been considering it before, but in the name of speed you can't overlook the extra 12 attack damage you get from the Brothers Gremlin. Casting it for two is two ETB triggers for Salivating Gremlins which is 4 attack damage, then sacrificing both of them to Ravenous Intruder gives you another 4 attack damage and another servo for another ETB and 2 more damage and another sacrifice gives the last 2 damage for 12 total. With a Revolution down that Schematic will likely not go back to your hand so the 3 damage there makes the total 15. I'll still need to see what the overall effect is over the Puzzleknot, but there is a good chance I'll be removing the Puzzleknot to go for a full set of Schematics. The main reason for the Puzzleknot in the first place was to ensure that if I was just given it back and able to replay it they would still be taking some damage, but the burst potential of Schematic does seem strictly better. I'll decide on that one soon. The little edge I like on the Puzzleknot is that I can sacrifice it on demand without another card or ability which I think is important. That makes me hang on a little harder.
Ornithopter has been on the bench for most of this decks consideration and I think it does have a place. I just can't quite get to a full set, but I'll figure that out too. I may only need to run 3 Revolutions is what I'm thinking, but that is still to be determined. That extra ping damage is too important to closing the deal quickly and I think a full set is the way to make sure I get it since I don't have hardly any card advantage other than from sacrificing the Implement of Combustion.
Workshop Assistant I wanted to run a full set of but at 3 mana I agree that 2 of them is probably good enough. I really wish it was a reprint of Myr Retriever at 2 mana, but that extra cost makes a big difference. Too bad. Getting artifacts to the yard shouldn't be the issue, I'd say it's more about the cost.
The Gearhulk being an artifact is great since it would interact with everything else the way I want it to while also either giving me much needed draw or just fueling the graveyard with targets to bring back. The Regent is neat, but the Gearhulks have really come down in price and even with them the entire deck is still only around $25. I can splurge.
I think that discusses everything you brought up. I've included and considered what you've said and I appreciate the feedback. If you have suggestions for other cards I'd be open to try anything. Keep in mind I'm very much a flavor and theme person so I may be a little stubborn :)
Thanks again.
January 24, 2017 11:13 a.m.
Hobbez9186 says... #4
I wasn't able to pick up any Keys to the City at my local shop so I've been playing without them and I'm not sold that I even need it. I'll put them on the maybe board again and up the Servo Schematics which I think does more work and Ornithopter really is critical to going nuclear as long as I have even one. Most of the time I'm pulling out way more than enough damage with sacrifice cycles between Implement of Combustion, Ornithopter, and Servo Schematic. It makes me reconsider Aetherflux Reservoir as a big source of lifegain and possible finisher.
When siding in the gearhulk I sadly always found myself drawing it before I had the mana to use it and wished it was something else. I think I'll try Reservoirs on the side instead for a nice surprise.
I still haven't tried against control directly, but aggro vs aggro has shown to be a breeze. Vampires was interesting because of how fast they crap out damage as well, but have just enough burn to kick you when you're down and plenty of lifegain to outlast. They are easy enough to Wrangle and totally beatable with a pair of Salivating Gremlins if you hold and drop your cards right.
Love the physical testing so far, this is everything I hoped it would be.
January 26, 2017 8:59 a.m.
nonstripedzebra says... #5
Have you tried this at an fnm? I made a BR version of this idea that I played last night to miserable results. 0-4 in matches, 0-2 every match. My deck is: 4 Pia's Revolution, 4 Ravenous Intruder, 4 Reckless Fireweaver, 4 Foundry Inspector, 2 Defiant Salvager, 4 Terrarion, 4 Implement of Combustion, 4 Implement of Improvement, 4 Implement of Ferocity (basically 16 1 drop artifacts that draw a card when you sac to intruder / salvager), 4 Unlicensed Disintegration, 1 Fatal Push, 1 Battle at the Bridge, 1 Key to the City, 19 lands. Basically the idea was eventually your opp won't be able to pay the 3 life for the revolution, so you can draw your whole deck with the atogs sacrificing the eggs, eventually hitting key to the city, make it unblockable and win. But I found it was so inconsistent being a many card combo and I was always drawing into the wrong half of my deck, or never found a revolution or whatever. Granted I played 2 matches against GB aggro, 1 BW humans, and 1 esper aggro, and I even got the BW deck and the esper deck down to about 2 life in 1 game each, but I always felt like it was near impossible. Often having to sac my eggs to save the atog from a grasp or something. Release the Gremlins is definitely good, because I lost to Aethersphere Harvester a lot.
January 28, 2017 11:33 a.m.
nonstripedzebra says... #6
Either way, it's a fun deck to fart around with, I just don't know that it even has an average % chance to win games unless your opponent is also on some jank.
January 28, 2017 11:34 a.m.
Hobbez9186 says... #7
I haven't gone to FNM yet. I'm getting together with some friends tonight to see how it goes. We have a guy that prints proxies of popular decks to play test against so I'll get a better idea.
I've played an incredibly similar deck for many years so I'm comfortable with the power potential against a bunch of different deck styles. It becomes a game of timing and patience, otherwise just an absolute race to the finish. That's what I like about it, it's as much a challenge for you as it can be for your opponent.
First and foremost the deck is supposed to be fun, winning is a fortunate side effect of fun. Of course it will perform at a higher rate in casual settings, but I feel it has a place competitively. When I go to FNM with a deck like this I don't expect to win every game, and I'm not disappointed. Games are exciting and unexpected and get me and my opponent talking. It's nice to bring something different, and I'm happy to be that guy.
January 28, 2017 4:52 p.m.
nonstripedzebra says... #8
'I agree that winning is a side effect. I am also the guy at my lgs that brings the jank. I played an infinite life dubious challenge deck for a Couple weeks that caught everyonr by surprise. The eggs deck is fun, but I felt like I just didn't get to really do anything with it because I was just getting smashed to dead before I got anything going, even the games I drew multiple removal spells. I was thinking of doing hedron alignment this week. Haven't brewed one with it since dig through time rotated (may it rest in peace).
January 28, 2017 6:59 p.m.
nonstripedzebra says... #9
Once I hit someone with a 13/14 gremlin they became a little scared of it.
January 28, 2017 7:03 p.m.
Hobbez9186 says... #10
So tonight I played about 15 rounds against a new white deck that can get to Ulamog, Brisela, or Ormendahl very consistently in the mid game and I won about 65% of the games. The ones lost all had my opponent down to 5 or less health and "one turn short" of the win.
My opponent had the white Puzzleknot, Servo Expedition, Servo Schematic, Sram's Expertise, Conduit of Ruin, Trophy Mage, Bruna and Gisela, Abbey, Ulamog, Kozilek, and that artifact that gives all of your nonartifacts Improvise for crazy ramp with all those Servos. It's a very interesting deck for sure, one that is near impossible for this deck to overcome once it assembles.
Trample was the predominant shortcoming for the Ravenous Intruder. Food was never the issue. Wrangle did what I needed it to when I needed it to, but the best sideboard option was Invigorated Rampage for sure. Destructive Tampering was an invaluable top deck card to prevent all the Servos from chump blocking as well. All three proved to be great side options. The one time I hit Incendiary Sabotage was absolutely clutch and I was able to slow my opponent down enough to secure another win. I just ate most of my own board and then blew up the rest to ensure the Intruder survived and then attacked for near lethal damage and won on the next turn.
What I wish I had was direct face damage like Shock or Incendiary Flow. Several games came to a halt with just a few points between life and death and I couldn't get around some obstacles. I think Flow would be nice for things like Gisela, but the one cost on Shock is appealing too. I also think another Trample option like Brute Strength might have given me the edge, though burn seems more flexible.
I had a blast playing this tonight against a very powerful opponent, I feel like I won more games than looking at the decks on paper would suggest. I'll be playing this against more decks on Monday, I hope that it works out as strong as it did tonight.
brianokafor23 says... #1
i have been play-testing with this deck and i really like but here are some suggestion1.ornithopter is MUST_HAVE play-set with deck. it makes cool interaction with Pia's revolution,foundry inspector,scrap trawler, and workshop assisant2.i would run 2 copies of workshop assistant in deck. it kinda feels weird when u have no artiacts in the graveyard. i know the deck only needs at 2.3. if u have no money for the gearhulk, another budget option to defintely look after is freejam regent. 6 mana 4/4 flier that has improvise with all cheap low cost artifacts in the deck u can drop this bad boy as early on turn 3 if u include ornithopter.
my criticism of this deck:1.while the deck looks fun to play with your friends or at local fnm, this deck lacks power/speed which this deck struggles against. the format has saheeli combo, gb aggro, ub control. so my question how does this deck match-up against this deck.2.the sideboard,ugghhhhhhh...this deck's sideboard just looks to random. when constructing a sideboard, you have to answer question like this. how good is this card in this match-up? why is this card in the sideboard in the first place? how can this card slow my opponent deck? last of all, like i said i really bevel in this deck to be good deck to competitive magic and i giving u advice so your deck can get better. i hope their isn't any harsh feelings :)p.s just came to say i already bought deck and thx pal for sharing :)
January 23, 2017 5:28 p.m.