OK this seems to work.
Leave my deck basically as it is, as having a lot of removal against matches what they are doing.
Bring two Demanding Dragon in from the Sideboard, instead of two Shock. This gives two more Dragons to trigger all the little bits and pieces, and forces difficult decisions about whether to sacrifice Creatures or take damage.
In testing I have made my Opponent sac their Doom Whisperer, because they would have lost if they didn't.
Bring in three Goblin Chainwhirler instead of three Sarkhan's Whelp. The First Strike on the Chainwhirler is a significant advantage.
This seems to work better than putting in spells that require Creatures on the field. I was often running out of Creatures.
Will keep testing.
November 2, 2018 8:14 a.m.
Even though it's a 5/5 Demanding Dragon seems to face off really well against Doom Whisperer.
If all the other Creatures are dead, then usually 5 damage goes through to the keeper.
The fact that really only has one Flying Creature means that eventually this deck can overrun it.
November 2, 2018 8:51 a.m.
The problem with golgari midrange is that if ypu hit even one aspect of the deck successfully, the deck falls apart. If you can deal woth their plainswalkers asap, they cant kill your creatures, if you deal with their ETB effects, their creatures are useless and they have no means of cycling through their library, if you delete their graveyard half their win-cons dont work at all. Very few of their creatures are just plain strong, they all need a little something from somewhere to do their thing. Their planeswalkers do cover the deck strategy really well though.
November 2, 2018 12:21 p.m.
xhuggels this new Sideboard deals with Midrange better.
The biggest problem with that deck is the sheer number of 2 for 1 answers.
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Planeswalkers and Creatures that also destroy.
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Doom Whisperer can be constantly returned with other Creatures and Enchantments, and those Enchantments can also force you to sac Creatures and discard.
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The Explore mechanic on Creatures lets the deck smooth out its draw, or overcome mana screw.
The deck is so good that I'm planning to build it for StuBi
The way I face off against it is with recurring removal (Spit Flame), forced damage (Demanding Dragon), draw (Dragon's Hoard, Arch of Orazca), and my own smoothing out of draw (Sarkhan, Fireblood, Dismissive Pyromancer).
November 3, 2018 4:03 a.m. Edited.
I feel like white has the easiest time with golgari midrange. Working on a abzan knights build with Tocatli Honor Guard and Remorseful Cleric, and of course my default playset of Conclave Tribunal. Those 3 cards answer everything golgari midrange is. Them planeswalkers though...
November 3, 2018 4:45 a.m.
xhuggels aren't you at all concerned that your Creatures will just get dispatched?
That's the other thing with the build. It's very Creature and distruction heavy.
November 3, 2018 6:20 a.m.
The big problem is those planeswalkers. If you can just deal with them pre-emptively, then as long as you have Tocatli Honor Guard on the field they cant smooth out their draws, gain life, go wide, bring stuff back from the graveyard and chupacabra wont kill anything. The problem is there are quite a lot of planeswalkers. Duress and Ixalan's Binding are great pre-emptive ways to deal with them. I like orzhov builds a lot because they have answers to almost everything.
November 3, 2018 11:42 a.m.
Also, The Immortal Sun. Yawgmoth's Vile Offering may also be a consideration since half my creatures in the deck are legendary. That card basically undoes whatever their plaineswalker did, and removes it at the same time.
November 3, 2018 11:53 a.m.
xhuggels I should have been more specific.
If they get rid of Tocatli Honor Guard with Assassin's Trophy, Vraska's Contempt, either of the Planeswalkers, or Find / Finality it takes away one of your main pieces to keep them in check.
You could use Sheltering Light or Make a Stand to help stop that, I guess.
November 3, 2018 11:39 p.m.
I was actually considering Assure / Assemble, as it has another purpose also. That doesnt stop Vraska's Contempt, as these spells arent exactly Dive Down, but it does stop everything else.
November 4, 2018 2:10 a.m.
I don't like that as much as Sheltering Light, which lets you protect your Creature one turn earlier PLUS Scry your way out of trouble, or Make a Stand which you can use either for protection and/or to finish the game.
You can also use Make a Stand to multi block a large Creature, kill it, and have yours survive. You could even take down Ghalta, Primal Hunger that way.
November 4, 2018 3:53 a.m.
thijmnesoy says... #14
lmao I first read "Sarkhan's been nurturing the Dragons in his den. They are ready for a fight." as "Sarkhan has been nutting the Dragons in his den..." sorry. maybe you could add Sarkhan's Unsealing and another Dragon's Hoard and Darigaaz Reincarnated, this could be a little janky but idk. It seems you are able to cast Darigaaz Reincarnated pretty easy because of Sarkhan and the Hoard
November 4, 2018 10:51 a.m.
thijmnesoy playing a three colour Dragon is not feasible without changing the mana base entirely.
Which then means that Mountains aren't as accessible to discard for Dismissive Pyromancer and Sarkhan, Fireblood.
The only other way to do things would be to have four Dragon's Hoard and four Sarkhan, Fireblood. All of those changes make for a less effective deck, just for the sake of casting a Creature which can easily be dealt with by Vraska's Contempt, which every deck runs.
You did not check "Cards Already Considered". Sarkhan's Unsealing has already been extensively tested, and does not work in this build.
November 4, 2018 2:48 p.m.
feedingjungler says... #16
I'm kinda new to the game but what is your opinion on runaway steamkin. i have it subbed in for a dismissive pyromancer because i prioritized other rares like dragon hoard and lathliss. since its mono red you can stack it up pretty quickly and at 3 1/1s u can ramp out a lathliss or some other power play like a kicked verix.
November 11, 2018 10:07 p.m.
feedingjungler says... #17
or maybe sub in for a raptor hatchling because they seem useless in some matchups like izzet drakes and angels
November 11, 2018 10:08 p.m.
feedingjungler says... #18
sorry for the spam if i could edit my original post i would. i keep getting smashed by blue/black/white control with the incredibly annoying teferi. he usually counters all my early and mid game drops and when i finally get a lathliss to stick he just teferis her back into my deck. any tips?
November 11, 2018 10:21 p.m.
Link cards you are referring to like this Runaway Steam-Kin
I do not have an encyclopedic knowleledge of all cards used in Magic.
A 1/1 on Turn 3, that easily turns into a 3/3, is very handy against Weenie decks, of which we are about to see a LOT.
Dismissive Pyromancer is more helpful than Runaway Steam-Kin against Drakes because you can use it to deal 4 damage to one.
It is an essential part of the deck as it can be used to smooth out early to mid draw, then be used to deal 4 damage to a Creature later in the game.
Or it can be used for pseudo card draw later ok the game, when you don't need to play any more Mountains.
A 2/2 blocker is also good against Weenies.
I don't know why Raptor Hatchling isn't working for you against Drakes. Are you damaging it with Shock or Lightning Strike, as I directed in "How to Play"?
You can't beat Control decks until you have Sideboarded. Have you Sideboarded correctly?
Use my notes under "Izzet / Jeskai Control".
You should get some chip damage in during the early to mid game. It's impossible for Control decks to deal with ALL Creatures.
Use your damage spells to get rid of their Creatures.
Then finish the game off with an uncountersble Banefire or a kicked Fight with Fire.
Expect the Control deck to deal with your Lathliss, Dragon Queen. You don't need her to win against it.
If you are very new to Magic your inexperience in playing this deck might be effecting your win rate.
This is not an easy deck to pilot as timing has a lot to do with how well it plays.
November 12, 2018 10 p.m.
feedingjungler says... #20
Thanks for the reply. I'm pretty new to MTG but i have a lot of experience with hearthstone, and while 2 games are pretty different, a lot of the same concepts such as tempo and value still apply. the dismissive pyromancer is working well. on paper he seemed bad because you need to tribute him for the nuke but utility along with the 2/2 body is nice. I have read the how to play Imo sinking 2 cards (lightning bolt + raptor hatchling) and 4 mana for a 3/3 isnt very good.
As for the control matchup, i can literally never get a kicked fight with fire through, as by the time im 9 mana they have like 3 answers for it from all the cycle they have. Killing off Teferi is a huge struggle and he just keeps generating cards. Banefire can be useful but theyre hardly ever within like 5 to 9ish hp
November 16, 2018 7:16 a.m.
feedingjungler LINK CARDS. I do not like having to repeat myself.
"4 mana for a 3/3 isnt very good"
Yeah you're doing it wrong.
I only kill my Raptor Hatchling if my Opponent is playing around it. As I say in "How to Play".
AT NO STAGE would I ever play it and kill it right away, so the four land scenario you outlined never happens.
The way a deck like this wins against Control is by chip damage + running it out of cards.
Keep Teferi, Hero of Dominaria in check with Shock, Lightning Strike, and Creature attacks.
A Control matchup is one of the hardest for inexperienced players to handle.
You really need to have played a Control deck for a season at FNM to learn how to win against one.
Timing is most important.
As I said, timing is also crucial when playing this particular deck.
I've been teaching my partner StuBi how to pilot it, and we've been at it for a couple of weeks now.
It may be helpful for you to add two Demanding Dragon to the deck post Sideboard, to help you run a Control Opponent out of spells that counter Creatures.
Where are you playing this deck?
Since I can't actually watch you play a game I can't point out where you may be going wrong.
My advice would be to play a different deck. I think this one is too tricky for you to pilot.
November 16, 2018 9:08 a.m. Edited.
Thats a good point when playing against control. Control decks are usually 2-3 colors. Add to that that they have to ensure a land drop every turn, they need lots of lands,generally running 26-27. They also need a real way to win, requiring them to have 4-8 cards for that. Apart from that a control deck falls apart withouth card advantage, meaning they need 6-8 cards for that too. This means they usually have 16-18(sometimes as many as 20, but then they have to slack a little on one of the other departments). Playing against control is a race. You have to get underneath them. The fact that when it comes down to it, you have more things that needs answers than they have answers makes this possible with careful play. You have to mess with their card advantage. Theyvusually run instant speed CA, so every turn they are countering/killing something is a turn they are not fixing their hand. If they cant draw more than one card a turn they are going to struggle to find answers simply because half their deck are lands and as such drawing lands when you need answers are a common problem. This is why control decks dont really win tournaments too often anymore. People have learned how to play against it. In magic, more often than not its not what the card is its how/when you use it.
November 16, 2018 11:48 a.m.
feedingjungler says... #23
To be honest its less about 4 mana and more about being 2 cards. And ive never done that either, i usually trigger it at the end of the enemies turn when theyve spent their mana.
I can occasionally beat Teferi, Hero of Dominaria decks but it usually requres pretty much all the early game. I do try to bait out the counters with lower quality cards but if I just pass they usually Chemister's Insight. I've been subbing in the Spit Flames for Goblin Chainwhirlers and that's been working decently. I'll try adding Demanding Dragons as well.
I'm currently playing on MTG Arena, averaging at a little bit above 50% w/r. My main deck and side deck aren't completed yet, i'm missing the extra Demanding Dragons and 1 Banefire in the side deck so maybe when I get those it'll bump my w/r a bit. I do like this deck a lot tho so i'm commited to learning it. I'm all about going against the current meta and what everyone is spamming in ladder
November 17, 2018 5:50 a.m.
feedingjungler says... #24
do u think u could add sideboard notes for a couple more decks such as izzet drakes and mono green? appreciate all the help
November 23, 2018 4:19 a.m.
feedingjungler says... #25
ok im doing better vs jeskai but golgari is a REAL struggle. im curious how youd play this one. i probably have like a 10% w/r. they always just seem to outvalue and out tempo me. pretty much the only ones ive won are the games where i go first, have removal for their Wildgrowth Walker , Sarkhan, Fireblood turn 3, then Demanding Dragon / Lathliss, Dragon Queen turn 4 and 5.
Argy says... #1
After lots of playtests I fully acknowledge that is tough for this deck to beat.
I'm working on making a better Sideboard against it.
November 1, 2018 2:02 a.m.