Viga-BOOM! (Primer + SB Guide)

Modern nbarry223

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nbarry223 says... #1

Favor of the Mighty is performing a lot better than I expected. You can actually use it to hose your opponents spells on their own creatures by slow playing your own (funny as hell against Splinter Twin and infect).

This last slot is giving me so much problems lmao...

June 22, 2014 12:21 a.m.

miracleHat says... #2

I have been testing out Scapeshift actually. I will be completely honest that there are times where it fails. At the same time, you can get rid of the lands that you don't want for the correct lands. It won't be a big blowout like with valakut, but could it be worth testing?

June 22, 2014 12:28 a.m.

nbarry223 says... #3

I've considered it before, but it is too high of a CMC to matter in my opinion anyway. It is only effective if you have an amulet out, and at that point, I'd rather have a Summoner's Pact or Primeval Titan - or at least some type of body that makes an impact. It can ramp you possibly, but you'd have to get a bunch of bounces more than likely and that is like a super-glass cannon, since you'd barely have any lands left in play.

I just didn't see an up side to it. It's not like you'll only have useless lands to sac, given the density of utility lands and bounce lands in here, it almost always will be a bad play.

June 22, 2014 12:59 a.m.

nbarry223 says... #4

Spellskite been working really good for me. I'm perfectly content with my mainboard now finally!

Now all that's left is addressing the 3 sideboard slots that I'd consider more of a "meta call" which are:

Empyrial Archangel

Slaughter Games

Maelstrom Pulse


I'd like to put together a fairly extensive list of what cards I think could be viable options in their places. Any and all help would be appreciated.

June 23, 2014 6:05 p.m.

Scorprix says... #5

Expensive? Tarmogoyf , Dark Confidant , Noble Hierarch , etc... Ha. Ha. Ha.

To bad they ain't multicolored...

June 23, 2014 7:48 p.m.

nbarry223 says... #6

exTensive not exPensive lol. I've actually considered Noble Hierarch but it did nothing for me really. Tarmogoyf was equally lackluster. Cards don't have to be multicolored, honestly one of my favorites isn't multicolored, or even green, it's blue - Trade Routes

Unfortunately the current modern meta isn't the best place for it right now, once it shifts to more of a controlling atmosphere and slows games down...It'll be amazing, just like Bituminous Blast will be.

I'd basically like to put together a list that will cover pretty much anything useful and allow the "fillers" to change with meta changes. Even now, I've seen less and less need for Empyrial Archangel and Slaughter Games which is why I'm currently considering replacing them.

June 23, 2014 9:13 p.m.

Crazybop09 says... #7

hey barry, so i see you added Spellskite to mainboard, and i agree it helps protect your titan from a path or other nonsense, do you feel it is better than that other enchantment u had earlier?

June 25, 2014 11:47 p.m.

nbarry223 says... #8

Yes, definitely. I've tested TONS of things for that last slot (probably 70+ things) even a mix and match of them etc. Spellskite is by far the best since it has built in hate against a lot of decks and serves as a blocker. Honestly, I love everything in the deck right now, only card I'd think about replacing right now is probably Crime/Punishment for something a bit more useful and mana intensive since I already have a few options dealing with low CMC things in the board.

My higher CMC things I used to have were just a bit too narrow, and unfortunately, there's not all that much useful to cascade into with Bituminous Blast which is one I've been considering for the spot. I need to consider that each wish spell costs 2 more (so it needs good value), and they need to be mainboard worthy if at all possible (Fracturing Gust and Wheel of Sun and Moon are the only ones I don't side in because I'd rather pay the extra two for them to run an extra copy). Another one that doesn't get moved in usually is Maelstrom Pulse unless I am removing both wishes, even then it is one of my last choices.

I've looked through pretty much everything and everything, and unfortunately nothing really jumped out at me as a "Must." One of the more exciting choices I saw was Realm Razer but that's more of a card to hose strategies like mine and falls into the "narrow" area again...

June 26, 2014 12:55 a.m.

Crazybop09 says... #9

i've been playing this on untap.in past couple game and only lost to my brother's control deck, had bad luck with top decking but i still think im getting the hang out of it, but i was wondering how good do you think Manamorphose has been for you?

June 26, 2014 2:02 a.m.

nbarry223 says... #10

It's been good for me. The key is knowing when to use it and when to hold it. It has a lot of "out of the box" uses. For example, you flip something with a Courser of Kruphix that can help you, you can use this, it can also help you find land drops in that way. Also, as mentioned in the description, it basically answers Blood Moon which is probably its biggest advantage. I wouldn't run more than 3 of it though, and I cut the third copy in favor of another Spellskite myself.

If it isn't something you actually need you can always just cycle it. The only time it's bad is if you have a 1 land hand, in which case you shouldn't be keeping it anyway.

You lost to a control deck? I've I've only lost once to a control deck (best of 3) since I built this deck, and that can be written off to bad draws. Do you pass on potential game changing plays (Summer Bloom and Azusa, Lost but Seeking mostly) to play around counters and bait out counters with less important spells first? That's the key to beating control. One important thing not many people realize is that once an Azusa resolves, they can't respond and remove it before you play your extra lands (unless they have triggers - even then you get one extra still). Empyrial Archangel was very useful in the past against control, I'll have to see how I do without it, or if I need to re-add it to ensure my wins against control (haven't tested all that much since I cut it).

June 26, 2014 2:40 a.m.

nbarry223 says... #11

Oh, another little trick against control is to leave Cavern of Souls in your hand until you are casting your bomb. That way they are leaving mana open instead of tapping out, it gains a lot of advantage. Also, Summoner's Pact should be used to fetch Thrun, the Last Troll so you can apply pressure as early as possible. Even your mana dorks you played not caring if they get countered are applying pressure. If they counter them, it leaves your more important spells open; if not, you get a beater and pass the turn, not walking into counterspells.

If you don't play into their spells with the ones you actually care about, it creates a pseudo advantage for you, since you are now the one picking and choosing what gets through basically. The only exception to this is targeted discard, which is why Leyline of Sanctity is so important.

June 26, 2014 4:16 a.m.

Crazybop09 says... #12

the only question i have is mulligan, like ive had problems knowing which hands to keep etc and i know that comes with experience playing the deck alot, but if you could like what are some hands that are keepable or should you mulligan etc?

June 26, 2014 12:26 p.m.

nbarry223 says... #13

Um, generally speaking, you want to see a turn 2 play and a turn 3 play in hand (even if you only have tapped lands for the turn 2 play, you can still draw into things). You usually want to have an amulet or a multiple land drop card in hand (Summoner's Pact can count as an Azusa, Lost but Seeking in certain scenarios).

Some keepable hands:

Golgari Rot Farm + Simic Growth Chamber + Vesuva + Summer Bloom + Summoner's Pact / Primeval Titan / Courser of Kruphix preferably (still decent without something at the "top" of the curve).

Courser of Kruphix allows you a better chance of drawing into something.

Slayers' Stronghold + Mosswort Bridge + Lotus Cobra + Azusa, Lost but Seeking / Courser of Kruphix / Summoner's Pact

There even if you don't have something great, you will have the ability to produce a good amount of mana in a timely manner, and the cards allowing you to do so serve as decent distractions in the meantime.

Not keepable:

Amulet of Vigor + Amulet of Vigor + Summer Bloom + Azusa, Lost but Seeking + Slayers' Stronghold + Gemstone Mine + Forest

Even though that looks like a really good hand at first glance, it's not. You need to draw into both a bounce land and a top end creature to make use of the ridiculous potential the hand has. Unfortunately, you have to throw something like that away.

June 26, 2014 1:28 p.m.

Crazybop09 says... #14

Okay thanks alot, i wanna buy the cards for this deck because its different and i love Glittering Wish have you taken this to any tournaments etc? and results if u have?

June 26, 2014 1:40 p.m.

nbarry223 says... #15

No, unfortunately I haven't been able to. I also haven't really tested much since I cut Empyrial Archangel and Slaughter Games for Fiery Justice and Crime/Punishment so I don't know if that was a good swap or not, or if it was a little too much concentration on more aggro decks.

June 26, 2014 3:01 p.m.

Crazybop09 says... #16

Just thought id let ya know Barry, i won a game on turn 2 earlier i am really getting the hang of the deck, i actually think Slaughter Games is needed back in sideboard, instead of Fiery Justice

June 28, 2014 1:07 a.m.

nbarry223 says... #17

Yeah I'll probably end up putting one or the other back in (possibly both) but I wanted to test out both those cards for a while now, so I'd like to see which is more effective for myself (I should be able to play test a little the next couple days).

There's a few choices with lots of overlap like that, so I'm just trying to find what fits best.

What's the reasoning behind both your choice of what to cut and what to add back in? Outside perspectives are always helpful.

June 28, 2014 9:38 p.m.

Crazybop09 says... #18

I just think Slaughter Games has alot more useage then Fiery Justice game 2 it can shut down a game like storm/twin or another deck that has a powerhouse card etc, i just dont see Fiery Justice doing that good especially with the 5 life backside, but maybe it is better not sure

June 28, 2014 9:47 p.m.

nbarry223 says... #19

Fiery Justice is good against decks that run a lot of value creatures, things like affinity (lots of 1 toughness guys), Dark Confidant Young Pyromancer Snapcaster Mage Vendilion Clique Delver of Secrets  Flip Grim Lavamancer Flickerwisp Lotus Cobra Noble Hierarch Thalia, Guardian of Thraben Aven Mindcensor etc. You can even target the player directly and redirect to Liliana of the Veil or any other planeswalker and still kill off a creature or two. Creatures with 2 toughness aren't bad targets either, but you usually want to see ones with 1 toughness for max value.

It is basically good against most aggro decks, and will get sided in against them. A one sided wipe (or close to it) is well worth the 5 life in my opinion, since you'd take more than that in one swing usually. It is also good against tokens, although not quite as good as Crime/Punishment

June 29, 2014 1:12 a.m.

nbarry223 says... #20

I just need to test to see if I like Crime/Punishment or Fiery Justice better. I don't think I need both honestly, but I did feel I needed at least one. Fiery Justice offers more versatility, since it can hit walkers and different CMCs but it has the drawback of lifegain for the opponent. Crime/Punishment on the other hand hits certain CMCs which can take out some of my things too, so I'll have to just see which is more effective through testing (also keeping Gaze of Granite and Lavalanche in mind, as they were the other options for the slot, I just think they are a little too color intensive for an "aggro killer" slot).

I couldn't decide which to cut, Slaughter Games or Empyrial Archangel - so I just cut both. That way, at least I can see which I miss more. Two birds, one stone, so to speak. Unfortunately, 15 cards just doesn't seem to be enough for all the slots I want, so it is hard fitting everything in. I don't really see any choices I can cut to make room either... The only possibility I can think of is lowering the count on Chalice of the Void since I now have 2 Spellskite to address infect, and whatever option I choose to keep will help against most of the other decks Chalice of the Void was used against, with the exception of storm.

It looks like I have a lot of playtesting ahead of me...

June 29, 2014 2:29 a.m.

Crazybop09 says... #21

Ive been playtesting this build for bout 2 days straight, overall very fun, competitive and impressed obviously, the only thing i get frustrated about is obviously the mulligans, now this will come with more experience obviously but i feel like compared to other tier 1 decks we mulligan alot more. Is this just me and bad luck?

June 29, 2014 2:34 a.m.

nbarry223 says... #23

I don't know. I actually don't mulligan all that often honestly. There's also a difference in how aggressively I mulligan depending on the win/loss count in the match.

I'm usually pretty passive game 1 when it comes to mulligans and will keep a few subpar hands if they have at least something going for them. Then game two depending on if I won or lost the previous game (and what type of deck I am facing) I will usually mulligan into some good hate or a solid hand. If I won the first game, I won't mulligan quite as aggressively, but it will still be fairly aggressive in most cases. If there's a game 3, I usually just go with my gut on how good I think their hand is, and decide how aggressively to mulligan from that (if I have to of course).

Basically, game 1, I don't mulligan nearly as aggressively as in games 2/3, mostly because there isn't as many cards to mulligan into, but also because seeing the type of deck they are playing often wins game 2 for you, making the count 1-1. Game two is the most important game for this deck, you usually aim to (and usually do) win the second game.

One other thing worth mentioning is that a quick win game 1 often turns this strategy on its head, and sometimes works against me. If you win too fast in the first game, you have no idea what type of deck they are playing (I still guess by the lands they play sometimes, lmao) so it makes siding a lot less effective. I found my highest percentage of game 2 loses came from quick wins game 1.

June 29, 2014 3:04 a.m.

nbarry223 says... #24

If you'd like any specifics on anything, feel free to ask, I can't give much more than general theory on non-specific cases though.

June 29, 2014 3:10 a.m.

nbarry223 says... #25

So in the initial testing so far, it looks like Fiery Justice was the better choice overall. Crime/Punishment was slightly more effective game 1 (very slim margin there), but once I had the option of siding them in, games 2/3 Fiery Justice was definitely a lot better. That is mainly because of the hideaway function and being unable to choose a value for x other than 0.

Also, I decided that I needed Empyrial Archangel back for sure, as it significantly hurt me to not have a plan B when I fell behind in a control-like match. Going with the advise of Crazybop09 I also re-added Slaughter Games since it definitely made sense to diversify my threats, the Chalice of the Void slot I cut in its place has had its function basically covered by recent changes. The only match made slightly weaker by the changes is storm, since I have one less Chalice of the Void to kill their cantrips now. Still, I have:

2x Abrupt Decay

1x Chalice of the Void

1x Destructive Revelry

1x Wheel of Sun and Moon

1x Scavenging Ooze

and to a lesser extent

3x Leyline of Sanctity

1x Slaughter Games

to address Grapeshot so I'm not overly concerned about the loss.

June 29, 2014 4:05 p.m.

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