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Author Topic: my rg beats for type one  (Read 2998 times)
rgbeatskeeper
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« on: January 26, 2004, 05:01:19 pm »

SB:  3 Naturalize
SB:  3 Artifact Mutation
SB:  2 Pyroblast
SB:  4 Red Elemental Blast
SB:  3 Tormod's Crypt
        5 Mountain
        4 Forest
        1 Strip Mine
        4 Wasteland
        4 Wooded Foothills
        4 Taiga
        3 Null Rod
        4 Fire/Ice
        3 Grim Lavamancer
        3 Blurred Mongoose
        3 Call of the Herd
        4 Chain Lightning
        4 Lightning Bolt
        3 Incinerate
        3 Gorilla Shaman
        4 Kird Ape
        4 River Boa


 Well first off, if you wanted to add power to it, just take out land. However, this is a budget deck and it doesn't really need power.

 Before board, I haven't had trouble vs. stax or welder mud and after board , its not fun for the workshop player.

 TnT, game one is hard:1st and 2nd turn Juggernut, ouch, 3 toughness helps out but still ouch. After board it becomes a fair match up, if not, its in your favor.

 With the current build I haven't had many problems with keeper, either you get the bash or you don't.

 The match up against dragon, after board, with 3 Tormod's Crypt and 6 Blast, is in your favor, not to mention the Naturalize, Animate Dead stack trick. But game one will be bad for you. Wastelands, in this match up, will be your MVPs.

 Against hulk, well, I would not like to talk about that....


Card chocies:
 River boa- regens island walk 2/1 for 1G: nuff said. He is good
 kird ape- 2/3:  on turn one? nuff said
 grim lavamacer- you'll need this little guy against workshop decks so you can shoot down welders and metal workers, and not have to waste good burn doing so.
 lightnig bolt, incerate, chainlightning- amazing burn, what can I say?
 fire/ ice- two for ones are good, good utilility card against elves, goblins and other aggro decks
 null rod over cursed scroll- against tog, you're dead before you can activate scroll once. Null rod can slow them down. Against tnt, it shuts down Masticore and Triskelion, which helps a lot.
 Call and mongoose- I don't like call as much as I used to. I find myself siding it out against tog. I feel its too slow, but I can't find a good replacment for it. Mongoose, i feel the same way about, its just not good enough. I would like people to replay with good replacments for them.
 The sideboard looks good to me. I like it very much. Yes, I understand that if there were more mask decks in my area, I would play rack and ruin over mutation, but I see more workshop decks then masks.

 Well, that was the run down. I hope you enjoyed my nonsense.
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Rane
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« Reply #1 on: January 26, 2004, 07:56:16 pm »

Up Shaman and 'Rate to 4 copies each.  Maybe cut one Fire/Ice.  Dump the Call and the Mongoose, go with Rancor and Jackal Pup.  You really want to have 8x 2-power one-drops.  With this build you will have an efficient turn-1 2-power, followed by a turn-2 Monkey or mancer with burn or rancor.  Also I would cut the boarded Pyroblast for Blood Moon or Pyrostatic Pillar.
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MadManiac21
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« Reply #2 on: January 26, 2004, 08:51:53 pm »

I would take a strong look at quirion dryad. I recently put him in my rgbeats/rghates.dec for blurred mongoose and he has been WRECKING house ever since. This card makes trading a burn spell for one of your opponents critters even better, because then the dryad gets even bigger. He becomes a 3/3 or 4/4 real fast with so many burn spells and R casting cost critters. I would also look at running pyrostatic pillar, as this card puts a great deal of pressure on your opponent if ou have a boa and/or a growing dryad on the board.

I would add another shaman and a grim. Fire/Ice just isn't cutting it in my opinion; its a sub-optimal card in this deck as you can only utilize the fire side of it. I'm personally not a fan of adding in jackal pups, but to each his own.
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rgbeatskeeper
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« Reply #3 on: January 27, 2004, 01:34:22 am »

I will try out the quirion dryad idea doesn't seem to bad, as for more one casting cost critters, i'm not a big fan of chalise for one the deck dies unless a mox monkey is out.
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rgbeatskeeper
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« Reply #4 on: January 27, 2004, 01:48:39 am »

I'm looking for a way to help be beat hulk so if you got any ideas lets hear them, like what cards i should side out and stuff.
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rgbeatskeeper
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« Reply #5 on: January 27, 2004, 02:58:46 am »

SB:  3 Naturalize
SB:  3 Artifact Mutation
SB:  2 Pyroblast
SB:  4 Red Elemental Blast
SB:  3 Tormod's Crypt
        5 Mountain
        4 Forest
        1 Strip Mine
        4 Wasteland
        4 Wooded Foothills
        4 Taiga
        3 Null Rod
        3 Fire/Ice
        3 Grim Lavamancer
        3 Quirion Dryad
        3 Tangle Wire
        4 Chain Lightning
        4 Lightning Bolt
        3 Incinerate
        4 Gorilla Shaman
        4 Kird Ape
        4 River Boa

  After careful consideration, I have cut Call of the Herd, Burred Mongoose, and One Fire/Ice, for the following: 3 Quirion Dryad, 3 Tangle Wire and 1 more Gorilla Shaman.
  The Quirion Dryad gets pumped when I cast R spells. Having fourteen burn spells and eleven R creature spells, I found it was a good replacement for Call of the Herd.  
  One day after playing Red Deck Wins (RDW), the current extended (1.X), I found that Tangle Wire was very effective against Psychatog. I am willing to give Tangle Wire a shot in my current zoo build.
  As for the fourth Gorilla Shaman, AKA Mox Monkey, I found it being necessary because against control match ups, I would like to drop a turn one Mox monkey and having four as opposed to three raises the odds of drawing it opening hand.
  Thanks for the replies and the suggestions. I really appreciate them. Keep them coming.

PS: The reason I won't run Rancor and Jackal Pup is because having 22 or so 1 casting cost spells I am already vulnerable to Chalise of the Void. Adding anymore Chalise for 1 targets could severely hurt me, unless I have my turn 1 mox monkey.
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Jamino
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« Reply #6 on: January 27, 2004, 04:47:28 pm »

Alright, first of all
DO NOT CUT Call of the heard. You mentioned befor having trouble with hulk. How in the world does cuting a 3/3 creature that they essentially have to counter twice be bad vs it?
Vs most of of the other aggro this guy is a beat stick and will single handidly win you games.
I have not played this deck for a while, but if your metagame is powered, then I would definately go more with the Land destruction route.
Gorilla shaman, followed by a few wastes will quikly end a game vs alot of decks.
When you play this deck I have found for the most optimal results you either take two routes.
One being like was mention  playing with Jackal Pups and Skyshroud Elites. This is really good vs alot of the metagame, but if you have that much trouble with hulk then I would probably use the second one.
The second one being using a full double set of mongeese and no rancor.
The mongeese are great and hulk will only have deed to get rid of it. However not playing rancor definately makes up for there advantage to the point where both stratgeys aer equally good, and more of a person or metagame choice.
However trust me on this, do not cut Call. Play with it a few games more and you will really see how good it is. This deck does need a mid game. Its not as fast as some aggro decks, so atleast let it have bigger creatures later in the game.
Hope this helps,
     Jamino
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Phele
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« Reply #7 on: January 27, 2004, 05:08:24 pm »

There's no specific way in building r/g beats so you really don't have to put allways together the mongeese or jackal pup and rancor. I depends what your meta is. This is almost the list, which came in sixth in last Dülmen:

1 Black Lotus

3 Cursed Scroll

1 Mox Emerald

1 Mox Ruby

3 Blurred Mongoose

4 Naturalize

3 River Boa

4 Gorilla Shaman

3 Grim Lavamancer

4 Incinerate

4 Kird Ape

4 Lightning Bolt

4 Mogg Fanatic

2 Troll Ascetic


Lands:

3 Forest

3 Mountain

1 Strip Mine

4 Taiga

4 Wasteland

4 Wooded Foothills
 
 
Sideboard:

2 Artifact Mutation

3 Pyrokinesis

4 Pyrostatic Pillar

4 Red Elemental Blast

2 Tormod's Crypt


I like this deck, because it's relly flexible and a beast against all controlish decks like keeper seen very often in Dülmen. Just Madness is kinda bad matchup. I am really looking forward putting in the walking Naturalizes coming out with darstell. Will make the deck even quicker. In my Eyes this is an totally underrated deck.

Some thing questionable is the inclusion of the ascetics over call of the herd or an additional cursed scroll and blurred mongoose. I like the ascetic, because there is not much keeper (just balance) and u/r landstill can do about him (nothing Very Happy) after he hit the board. Same for Hulk. Another possibility is the inclusion of man-lands (treetop villages seem to be the best) like razor does in his build, but i prefer the quicker creature/cursed scroll route.
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rgbeatskeeper
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« Reply #8 on: January 27, 2004, 06:08:44 pm »

I have played this deck for 3 months. Call is just not good. As for cursed scroll, it is way too slow for this year's meta game.
     After talking to my dear friend Joe, he asked what was the logic behind the 3 ofs in my deck.
     I had no real answer for him. He then replied, "Out of all your 3 ofs, which one is more improtant?" I said, "Well, Tangle Wire and the Quirion Dryad ". So he said to cut the Fire/Ice and Incinerate count to two and add one more Tangle Wire and Quirion Dryad. He looked at my board and said "having things countered and countering things isn't really all that important; there should be more disruption in board. Against hulk, blood moon is better than red blast." So I took all this into consideration, slept on it and decided that he was right.  
     So with no further adu.

    //NAME: zoo 2.0
SB:  4 Naturalize
SB:  3 Artifact Mutation
SB:  4 Blood Moon
SB:  4 Tormod's Crypt
        5 Mountain
        4 Forest
        1 Strip Mine
        4 Wasteland
        4 Wooded Foothills
        4 Taiga
        3 Null Rod
        3 Grim Lavamancer
        4 Quirion Dryad
        4 Tangle Wire
        4 Chain Lightning
        4 Lightning Bolt
        2 Fire/Ice
        2 Incinerate
        4 Gorilla Shaman
        4 Kird Ape
        4 River Boa
 
     The new problem is, I like the main deck so much that when going into games two and three, I don't know what to side out.  It would also depend on what deck I'm playing against. For example, I wouldn't side in artifact mutation against dragon or psychatog. If anyone can help me side board, I'd very much appreciate it.
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