Jarrheadd0 says... #3
Well, you're at 64 cards, so you could easily cut 4 lands to stay at 60. Now, beyond that simple fix, we have some other issues to address. This would seem to be a cheap beat down deck, so you'll need a lot more than 16 creatures. Let's start by cutting your land down to 22, and cutting out the Rings, the Trumpet Blast s, the Kindled Fury s, the Mogg Flunkies , and the Naturalize s. This leaves you with 22 spare slots. Four of those slots should definitely belong to Strangleroot Geist . Four more slots can go to more burn, like the new Mizzium Mortars . This leaves us with 14 slots still. Four could go to Vexing Devil s. Now we're at 10. Four more slots go to Rancor . Now we're left with 6 slots, which I'll leave to your choice. This setup should give you a good place to start, and you'll also be needing some dual lands, like Rootbound Crag .You could also use some card draw, since all of your cards are so cheap. Wild Guess could be a good fit.
Hope at least some of my suggestions were helpful to you! :)
September 22, 2012 1:54 p.m.
Naturalize is necessary because, without it, I lack any form of enchantment removal that I may possibly need. Trumpet Blast will stay, but it will be replaced by Dynacharge when RTR comes out. Kindled Fury is mainly for early game taking out blockers that could get rid of my creatures, but I could take out out for Rancor if I get extras (they will be put into another deck I have when I get a playset of them.) However, if I can, I will definitely replace Mogg Flunkies for Vexing Devil . Also, as a sidenote, Wild Guess is in the sideboard.
September 22, 2012 2:16 p.m.
Jarrheadd0 says... #5
I saw Wild Guess in the sideboard. Mainboard it instead of Naturalize . There is NO reason to mainboard 4x Naturalize . Naturalize is and always has been a sideboard card. Think about it. Will it be more likely that you'll need card draw or that you need to destroy an artifact/enchantment? The answer is definitely the first.
September 22, 2012 2:28 p.m.
To be honest, I've had more trouble with enchantments and artifacts then I've had with getting the right card.
September 22, 2012 2:34 p.m.
maybe try out Bramblecrush or Acidic Slime then! :D fuck planeswalkers
September 22, 2012 2:39 p.m.
Geoxis, the deck is meant to be cheap cost. I'm trying to keep cards at CVC 3 or less.
September 25, 2012 6:49 p.m.
It'll jump up to about $41.59 when I get the Vexing Devil s. It would be nice to have a deck this fast remain at such a low cost, though. You'd be surprised at how well this deck works if I make the right moves and keep the heat on.
September 25, 2012 8:34 p.m.
Jarrheadd0 says... #11
If you're looking for something to cut for 4x Vexing Devil s (if you do plan on adding that many), just cut 4 lands. With your curve topping out at 3 CMC, you should have no problem. Also consider Wolfir Avenger . He's excellent. A good flash blocker who can regenerate for pretty cheap.
September 27, 2012 6:11 p.m.
I'll be cutting the Mogg Flunkies for the Vexing Devil s.
Also, I have a few problems with Wolfir Avenger .
- He's a three cost 3/3. Right now, the highest CMC 3/3 I have is Mogg Flunkies (which will be gone soon) and Flinthoof Boar (assuming I have a mountain.)
- His regeneration doesn't help me. I've won games before with only three lands out. At most, I only want to have to have to rely on getting five mana max. With his regen, he takes up 2/5 of the mana I could use in my turn. I could be using that for a creature or Naturalize .
- Flash is only mildly helpful. I would really only be using it if I NEED a creature out, and I do it during my opponent's end step so I have the mana next turn or when my opponent attacks for some chump blocking.
October 2, 2012 4:37 p.m.
Jarrheadd0 says... #13
I don't understand your problems. Without very many 3/3s or bigger, how do you expect to win? Even with him, it seems doubtful you'll reach 20 damage before your opponent. His regeneration is extremely helpful. Kill spell? Whatever, I keep my wolf. It makes him an excellent chump blocker too. Also, flash is really good. If not for use as an emergency blocker, play him on your opponent's end step and he can attack right away.
Another issue is you have TOO MANY LANDS. You're running the lands of a control deck, which hope to drop a land every turn until at least turn 6. You have no cards over 3CMC. You could get away with 19 lands, easily.
One more thing: 4x Rancor . Absolutely vital.
October 3, 2012 1:01 a.m.
Rootbound Crag is good, and usually 24 lands is a good number. Maybe Kessig Wolf Run could help?
October 26, 2012 11:01 p.m.
TheFrozenFox says... #17
In a creature based deck you are going to want a good curve. I think that this deck is going to run out of gas around turn 4 and I don't see a way for it to get lethal damage by then. If you don't mind I would like to make a few suggestions.
Whereas running 4-of cards provides consistency, I think there are too man of them in the sense that you have no versatility. Also I realize this is a budget deck so I am not going to suggest cards such as Thragtusk .
So taking a look your goal is to smash their face in before they can respond. I see you run Young Wolf for undying which is good. You also have some red removal to perhaps keep your opponents board open for attacks. Alright. 25 land with your highest cost being 2? In this case I would go 21 land, add 4 Rancor .
Gain we are trying to do 20 damage+ in turns 3-5 so I am going to suggest some cards to help. (budget wise too)
Strangleroot Geist attacks when he is played and takes some time to remove.
Wolfbitten Captive Flip is a 1 drop that gets stronger if you pump into him.
Kessig Cagebreakers is a cheap rare that punishese people for killing your stuff.
Furor of the Bitten allows early aggri
Rancor because it comes back to hand
Rakdos Shred-Freak allows more early damage although I think Strangleroot Geist is a better option.
Rakdos Cackler is a 2/2 for 1
Wolfir Avenger is a solid 3-drop and stays alive.
Hellrider is a good 4-drop to push damage.
On to removal: I personally love Searing Spear but I also think you should have cards like Brimstone Volley to punish people for killing your stuff and Pillar of Flame for cheap removal.
I would also take out cards such as Naturalize from the main board as it is more of a responsive card than one that has value on it's own. Especially if they don't run enchantments/auras. Defiantly a sideboard card and opens up room for more damage spells
November 1, 2012 5:21 p.m.
Jarrheadd0 says... #18
I agree with everything the above post says. In addition, I would suggest adding some cheap pump spells such as Giant Growth and Titanic Growth to simply push more and more damage through. And yeah, 4xRancor is a MUST. So is less land. You have the amount of land a control deck would use. 20 or 21 would be best.
November 1, 2012 6:21 p.m.
Jarrheadd0 says... #19
And again, You do not need Naturalize mainboarded!
November 1, 2012 6:22 p.m.
Jarrheadd0 says... #20
Replacing Goblin Arsonist with Rakdos Cackler will also greatly increase your chances to push more damage through.
November 3, 2012 4:45 p.m.
how about Stromkirk Noble since if he hits he becomes a larger threat.
February 6, 2013 8:18 p.m.
TheFrozenFox says... #24
Curse of Stalked Prey is a good card, however it would work against Strangleroot Geist , but it takes your early game into the mid-game.
February 7, 2013 1:06 a.m.
Flinthoof Boar and Experiment One get rid of all your crappy instants and sorceries and get 4 Pillar of Flame and 4 Searing Spear
clausses says... #1
You don't need 29 lands.
August 27, 2012 8:49 p.m.