Shabbaman
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« Reply #30 on: August 16, 2004, 05:16:19 am » |
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On another note, there is a heated debate going on about Crucible of Worlds being too powerful because it can go in any deck and create a soft lock with strip effects. I was working on my own version of this deck recently, and I wondered: Could Crucible of Worlds work well in this deck like they say? Blood moon is good against the soft lock you describe. So that alone might make blood moon worth running. If your mana base can handle it, that is. So it fits into r/g really good. The crucible lock is good, but it needs other cards (strips, fastbond, zuran orb) to function, where blood moon does not. And blood moon is an enchantment, where crucible might get hit by "splash damage".
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"Our words are backed with NUCLEAR WEAPONS!"
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dromar
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« Reply #31 on: August 23, 2004, 09:47:28 pm » |
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The deck lacks the draw power to get crucible out with any consistency, and anything you take out for crucible will weaken the deck. My version of the deck runs skullclamp (without Null Rod). I'll just put up my current list. MB: 4 Forest 4 Mountain 4 Wooded Foothills 2 Karplusan Forest 2 Thran Quarry 5 Strip 1 Ruby (proxy) 1 Emerald (proxy) 1 Lotus (proxy) 4 Skullclamp 1 Crucible of Worlds 4 Grim Lavamancer 4 Mox Monkeys 4 Mogg Fanatic 4 River Boa 3 Troll Ascetic 2 Chatter of the Squirrel 4 Rancor 4 Lightning Bolt 2 Artifact Mutation SB: 3 REB 3 Seedtime 2 Artifact Mutation 1 Crucible of Worlds 2 Ground Seal 4 Tormod's Crypt I hope to get some constructive criticism, but keep in mind some card restrictions I have. 1) I don't have Null Rod. 2) I don't have Blood Moon. 3) I don't have Taiga. 4) It's a three-proxy tournament. Also, I expect to see a majority of 4cc, Workshop, Dragon, and Fish. A few card explanations: Crucible: It's nice to have, but I think it's not good enough. It's like a diverging path for my deck that ends up being a wasted card sometimes. I may switch this for a third Artifact Mutation MB because I expect to see a strong showing of welder/workshop decks, and of course, opposing Crucibles Chatter of the Squirrel: At first, I didn't think this card was any good, but it works really well with Skullclamp, basically turning into a better version of Deep Analysis. Skullclamp: Works REALLY well with Artifact Mutation, Chatter of the Squirrel, or with basically any creature in the deck. The only creature I won't clamp for two cards is River Boa (except in dire situations) because he's so powerful, and I don't really need to doubleclamp a troll when I have a horde of 1/1 tokens and cards. Troll Ascetic: I want four, but GG makes me stick to three. I might put my fourth in the SB. What do you think?
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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serracollector
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« Reply #32 on: August 27, 2004, 01:23:54 pm » |
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Wow, I wasn't expecting this much feedback. Yes I was also amazed at the redundancy of Mana Crypt, but it just goes to shoes its the million dollar mox (well maybe mox sapphire is but still) As for the 2 colorless mana thing here are some reason: Null Rod Gorilla Shaman>>>I eat 2 moxes, Cursed Scrolls, Mana Vaults, Sol Ring, Chalices, Skullclamps, etc etc Blood Moon Double River Boa turn 2 Double Fire/Ice As for Crucible, its good yes, very very good, but to add it I would have to change too many things, like I would want to add fastbond and crop rotation etc, but adding semi-good restricted cards to back up a semi-powerful card is not need when 3 Blood moons do the job of 3 CotW/Fastbond/Strip Effect/Zuran Orb/Crop Rotation. And everyone is running artifact hate. Getting a CotW mutated into 3 tokens is not good for me either. IMHO Troll>>>>Call of the Herd. Call is great, its card advantage yes, but, the untargetablitly just owns. Call of the herd= bolt, StP, or Grim + Chump blocker. Also look at this, if I were to cast Herd, then attempt to cast Rancor on it, my opp could in response kill it, making the Rancor fizzle, so all my card advantage just went down the drain. Thats never, or very very rarely, ever going to happen when I cast a Rancor on a Troll, most of the time the only response is "OH SH*T!" I think this deck is very good for the current meta and can only get better as more sets are trying to = the power of off colors. I am not saying R/G beatz will ever >>>> BLUE, but its getting better. Pls, continue the comments, much much welcomed. Thanx all.
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dromar
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« Reply #33 on: August 27, 2004, 08:45:48 pm » |
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As for Crucible, its good yes, very very good, but to add it I would have to change too many things, like I would want to add fastbond and crop rotation etc, but adding semi-good restricted cards to back up a semi-powerful card is not need when 3 Blood moons do the job of 3 CotW/Fastbond/Strip Effect/Zuran Orb/Crop Rotation. And everyone is running artifact hate. Getting a CotW mutated into 3 tokens is not good for me either. Yeah. I recently cut the crucible from my deck. After some more playtesting, I realized that when I drew crucible, it made me want to change my game plan from "kill opponent" to "kill opponent's land." The thing is, killing my opponent's land just isn't the same as killing my opponent. Plus, I think everyone's gonna be packin' CoW hate in their decks, so I figured I could leave it out. So, the changes from the deck I posted above in the thread are: MB: -1 CoW -1 Thran Quarry +2 Karplusan Forest SB: -1 CoW +1 Rack and Ruin I noticed that I was mulling too much because I only had one land in my hand. I need two or three for a good game, so I added a land. I also traded a Thran Quarry for a Karplusan Forest because it seemed to be in danger of letting the opponent have a 2-for-1 too often. Also, this deck has some problems with Trinisphere, which is in artifact based decks, so with my extra sideboard slot open from removing CoW, I threw in a Rack and Ruin. I really would like to fit a 4th Troll in my mainboard (or at least my sideboard) but I'm having trouble with the GG thing, and I'm not sure if I'll be able to borrow Taigas for this weekend's tourney. P.S. I'll post here with how I did at the tourney. Probably on Monday or something.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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dromar
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« Reply #34 on: August 30, 2004, 01:57:04 am » |
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P.S. I'll post here with how I did at the tourney. Probably on Monday or something. So, I'm back from the tourney. I didn't win, and had to leave before it was over to get home before midnight. I did make top 8 though, which was above my expectations. I'll give my decklist and then a quick overview of my matches. MB: 4 Grim Lavamancer 4 Gorilla Shaman 4 Mogg Fanatic 4 River Boa 3 Troll Ascetic 4 Skullclamp 4 Lightning Bolt 2 Artifact Mutation 2 Chatter of the Squirrel 4 Rancor 1 Black Lotus proxy 1 Mox Ruby proxy 1 Mox Emerald proxy 1 Strip Mine 4 Wasteland 4 Karplusan Forest (I was unable to borrow Taigas) 1 Thran Quarry (didn't cause as many problems as I thought it might) 4 Wooded Foothills 4 Forest 4 Mountain SB: 4 Tormod's Crypt 2 Ground Seal 3 Seedtime 3 Red Elemental Blast 2 Artifact Mutation 1 Rack and Ruin Some afterthoughts on the deck: During the tournament, I realized that Chatter of the Squirrel REALLY IS as bad as it looks. I had always thought is was good with skullclamp, but then I realized, so is every other x/1 creature. I ended up siding it out every match. I really should have gotten a hold of a couple Blood Moons to replace the Chatters. It really would have helped out. And last but not least, Mogg Fanatic worked out really well for me. I was a little unsure of his inclusion in the deck at first, but he definitely killed his share of opposing Grim Lavamancers, Spiketail Hatchlings, and Goblin Welders. Alternatively, he got clamped or else dealt the final point of damage to the opponent. Round 1: Red Burn My first round was against a monored burn deck with nothing but Grim Lavamancers and direct damage. He also had a Fork and a Wheel of Fortune. Game one was over pretty quickly: he had some serious damage spells in his hand. In the last turn, I was at 8 life, he had two mountains and two cards in hand. Fork and Fireblast. Games two and three were owned by the green machines in my deck: River Boa with Rancor and regen mana, and untargetable Troll Ascetic that was clamped to 4/1. Game three was pretty close. I was at three and all he had to do was topdeck something that dealt three damage. He didn't. 1-0, 2-1 Round 2: Workshop Round two was against Jeremy (didn't get the last name) who apparently got 2nd at a Lotus tourney a month or so ago. The biggest fear of my deck is Trinisphere. It caused some problems. I don't remember this match too well, except that I was a little surprised to see that Jeremy had somehow fit some nice cards into his workshop deck that I didn't expect to see: Vampiric Tutor, Demonic Tutor, Balance, and possibly one other such card. I know he commented that he had read this thread on TMD and had seen my decklist here, but other than that all I can remember is that I lost the game he played Trinsiphere and followed up with Triskelion (huge hurt for my creatures, and makes skullclamp worthless). Another game, he mulled to five and I used Mox Monkeys and strip effects to full effect to seal the game. Game three, time was called. I think he would have won it if not for time though. 1-0-1, 3-2, Round three: Hulk Smash I won this match 2-1. The game I lost was to Yawgmoth's WiN with time walk, ancestral, gush, and more, all with a Quirion Dryad soaking up counters. The other games would have been close I think, except that my opponent didn't seem to draw the threats. I didn't see a Psychatog at all in the three games, and only Quirion Dryad twice (once with Yawg's WiN, and once as a mistaken play that was quickly traded with a Mogg Fanatic). Bad luck for my opponent made it easy for me. 2-0-1, 5-3, Round four: Controllish 7/10 Game one: Sundering Titan hardcast on turn two. No Artifact Mutation. Game two: I was one turn away from winning, when he drew Demonic Tutor, grabbed Yawgmoth's WiN, and proceeded to do the WiN. 2-1-1, 5-5, Round five: Trinistax with Juggernauts I didn't think this one would go too well. I lost one game to a Trinistax lock and a Juggernaut. I won the game he didn't play Trinisphere. Game three was close. I was at 6, he had two Metalworkers, a Smokestack, a Trinisphere, and some unimportant other stuff. He attacks for two with Metalworkers, I play Artifact Mutation on his Smokestack, block, and have two saps left after combat. He didn't draw anything game breaking while I did the "attack, clamp, play more" tactic. Trolls, Boas, and Rancors swept up. A note about smokestack: Rancor helps to stem the tide of a smokestack lock. It kept me from losing to the Trinistax lock in game three, and I proceeded to win. 3-1-1, 7-6, Round six: Fish This was a tough matchup, but I was confident that I could win if I didn't make any mistakes in the mulligan. Game one was interesting. I don't remember what was in my hand, but it must have been a little wierd, because turn one I played Skullclamp (not a creature??), my opponent played land go. Then I land go (I wanted to get regen mana for River Boa before playing it). He plays Factory, Standstill. At this time, the board is like this: He has Volcanic Island, Mishra's Factory, Standstill (on stack). I have Forest, Mountain, Skullclamp. Seems ok for him. But then I play Artifact Mutation on my own Skullclamp in response. He lets it resolve. My turn, I waste his factory, and attack for one. Six turns later, the standstill is still there, and he's down to 13 or so. We both have a good amount of land. He's got seven cards, so I decide to break the Standstill with Troll, Boa, Lavamancer. I think he may have forced one of them. I owned the board with Lavamancer though, and soon it was over. Game two, he had control of the board with Lavamancer, but I wrecked it with Mogg Fanatic. Unfortunately, though, I didn't find much land, and Daze and Spiketail Hatchling added to Force of Will to stop my threats until he got two more Lavamancers out. I was forced to break a couple Standstills though. This game was pretty close. He cast Standstill when I had a River Boa in play, and I got ahead a little, but Cloud of Faeries and Mishra's Factory made it up. I had to break the Standstill there because I was gonna lose the damage race, and he drew into two Grim Lavamancers. Game three was quick. I had too many threats for him. The green machines took it home with regeneration, untargetability, and Rancor, backed up with Mogg Fanatic and Grim Lavamancer for board control. Just like it should be. 4-1-1, 9-7, 13 points, 7th (I think) place into top 8 Top 8: Round one: A controllish Welder deck Game one: He got some good cards, countered my good spells, played Pentavus, and ran me over. Game two: I had him down low on life with a 7/1 trampling Squirrel token (thanks to Rancor x 3). He got out a Platinum Angel right before I put his life total in the negatives. That's when the game turned around. I'm taking four a turn, and have only a few turns to draw an answer. Skullclamp to the rescue. Clamp the Rancorous Squirrel, draw two, flashback the Chatter, clamp, draw two, go. He attacks and passes. End of his turn, Artifact Mutation gets Forced. Then I drop a Lavamancer. He attacks and passes. I cast lightning bolt on the angel, and he doesn't have a counter. Lavamancer finishes the job. Game three: see game one. I got a booster pack for 5/8th. If anyone needs a Chromescale Drake, I'm your hookup. It was fun. I was just happy to make top 8.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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Kaiser von Hugal
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« Reply #35 on: September 06, 2004, 08:37:30 pm » |
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I'm thinking about using Mogg Fanatics in the Fire/Ice slot. This would allow me to drop one Mox Monkey for a 4th Rancor. I haven't had too many times where I could actually net a 2 for 1 with fires. Mogg would still do the job in the match ups fires excells in - welders, fish. What do you think?
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Gabethebabe
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« Reply #36 on: September 07, 2004, 02:07:31 am » |
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@ Serracollector: I´m kinda amazed on your SB strategy vs Dragon: +4 Crypt and +2 Null Rod. Running 4 Null Rod and 4 Tormod´s Crypt doesn´t look like a very good idea. I would leave the moxen to you Gorillas and trust on Crypts + Blood Moon.
Have you considered SB Pyrostatic Pillar? It owns combo even more than Null Rod does, because every combo player shits in his pants when he hears the word Workshop and plays MD artifact removal. Pyrostatic Pillar probably only a lone Chain of Vapour can bump.
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dromar
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« Reply #37 on: September 07, 2004, 10:08:17 am » |
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I'm thinking about using Mogg Fanatics in the Fire/Ice slot. This would allow me to drop one Mox Monkey for a 4th Rancor. I haven't had too many times where I could actually net a 2 for 1 with fires. Mogg would still do the job in the match ups fires excells in - welders, fish. What do you think? Mogg Fanatics are really good. They do fill the position of Fire/Ice somewhat, while attacking and being a Rancor target in the meantime. I was surprised at how well they worked for me in the tournament I played. People were really afraid of Mogg Fanatic. I'll definitely use them in future builds as long as Goblin Welder and Grim Lavamancer are being played.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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serracollector
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« Reply #38 on: September 07, 2004, 11:07:55 am » |
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hmmm.....mogg fanatic vs fire/ice.....metgame call if you ask me. Against fish you think it's better? IIMHO no. They go fairies/drake or fairies/grim/flying men or whatever, fires>>>>>fanatic. Also Fires>>>Factories/Concalves. Also if you read my tourney report you saw how one game I plain out won due to the fact that i fired 2 Welders. Also 2 Fire>>>Plat Angel vs 4 Fanatic>>>Plat Angel. Is it worth adding 4 creatures for 1 more rancor, or having one of the best creature removal/utility cards in magic? As for the comment on Null Rod, yes you are correct Null Rod/Crypt = bad synergy, so I will have to redo some of my sideboarding tech, but as for Pyrostatic Pillar vs. Rod, when playing Combo Slaver/Draw 7/ BELCHER would you rather drop a Pillar and hope they die, or drop a Null Rod and lock them, at least game one? Null Rod gets my vote here. So far I have yet to make any changes to my current decklist, as most of the suggestion I have gotten, I think I have answered well to, and found that my choices are sound. Please continue with the suggestions though, and if any of my arguments are flawed, let me know how and why. Thank you all. Also Today my baby girl, Robyn Laural Jade Knight, is now 1 month old 
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Kaiser von Hugal
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« Reply #39 on: September 07, 2004, 12:16:44 pm » |
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I understand your stance on Fire/Ice - you convinced me. I still like the Mogg Fanatic, but instead of replacing Fire/Ice, replace Kird Ape (gasp), I hate taking him out because he's so nastalgic. At the same cost, the fanatic let's you tap out early and apply more threats against welder decks. With that change, all of the creatures in the deck are capable of generating direct card advantage, not to mention null rod, blood moon and fire/ice. As for the side board, I'm running:
4 Artifact Mutation 2 Ground Seal - good against combo, welder 2 Root Maze - good against combo, control 1 Blood Moon - 4cc, combo 4 Red Elemental Blast 2 Pyrostatic Pillar - good against Tog, control, combo
ps. I recently piloted a version of this deck to a 3rd place finish at the Myriad Games tournie last weekend.
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Tobi
Tournament Organizers
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Posts: 898
Combo-Sau
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« Reply #40 on: September 08, 2004, 07:36:36 am » |
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@Kaiser Fanatics for Kirds sounds good. Fanatics are very useful, and I always felt I need them, but never found room. Sure, Kirds are great beats, but rancored Fanatics are almost as good.
As for your sideboard, in RG Beatz I would almost always have 3 or 4-ofs in the side, since you have no carddraw besides Wheel.
4 Artifact Mutation 4 REB 4 Pyrostatic Pillar or Null Rod 3 Tormod's Crypt
@all How is everyone's experience of the Food Chain Goblins Matchup? I used to play 3 Cursed Scrolls and only won against FCG when I drew Scroll. I feel, without Naturalize and Scroll, this matchup is really bad.
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Kaiser von Hugal
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« Reply #41 on: September 08, 2004, 10:25:46 am » |
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I'm not playing crypt. I MD three null rods - I keep these in against Dragon. I do understand that null rod in not as much of a house as crypt is but it does reinforce the mana denial angle of the deck. From the board, I have between 5-9 cards to board in against Dragon, ground seal, root maze, blood moon, ReB. The "2 of's in the deck allow me to board in 4 cards rather than 3 against certain decks in order to increase my chances of seeing some hate. For example, against TOG - I can board BM, Pillar, Ground Seal. Against Slavery, I can board Ground Seal, Artifact Mutation and ReB. Against TPS, I can board Root Maze, Pillar, ReB. Against 4cc, BM, ReB, Pillar and Root Maze can come in. The combinations the "two of's" actually provide me with 4 cards rather than 3 in certain matchups - which is what the SB needs to focus on IMHO.
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dromar
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« Reply #42 on: September 08, 2004, 04:33:43 pm » |
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On the subject of the sideboard, I noticed that in the games I played with the deck, I never sided less than 6 cards, and usually 7 or more. I think having a variety of cards in the side allows you to have more options against variations on popular decks, which I saw a lot of. I expected to see some welder titan decks at the tourney, but I saw more drain titan instead. Fortunately, I had made the educated guess that I might see a lot of blue at the Vintage tourney  so I packed some hate, which came in handy against the brainstorm/FoW/Mana Drain heavy decks. So I guess what I'm saying is that most decks mix and match their weaknesses, so it's good to have a few copies of cards that work as broad answers.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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Chaos Blade
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« Reply #43 on: September 08, 2004, 09:02:10 pm » |
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Has anyone considered Crucible Of Worlds for RG Beatz? It just seemed like an good idea, as I'm not an expert on this deck. That a random idea for you guys.
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dromar
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« Reply #44 on: September 09, 2004, 09:44:25 am » |
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Has anyone considered Crucible Of Worlds for RG Beatz? It just seemed like an good idea, as I'm not an expert on this deck. That a random idea for you guys. Yeah, I tried it, but I found that it was too much of a diversion from killing the opponent. Crucible/Waste is a lock that ruins the opponent's mid to late game, but there shouldn't be a late game with RG Beatz. It's one less card to kill the opponent with. I'm sure it could work, but I didn't like it. I just threw in an extra artifact mutation or something (cuz' everyone else was playing crucible).
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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Kaiser von Hugal
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« Reply #45 on: September 09, 2004, 12:14:37 pm » |
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Actually, I think that the R/G Beatz deck that is being discussed in this thread plays for the mid game. There are many lock pieces in the deck best played early forcing the mid-game. Personally, I like Blood Moon. I have seen the deck shut down some of its own mana with it though. This can hurt when you're trying to get Troll Ascetic into play. There are times when you want to play moon first before getting the troll into play - dragon comes to mind. In this regard, Crucible would help the deck be more synergistic. On the other hand, its kind of like the discussion between null rod or chalice of the void. Like null rod hitting moxen in play or yet to be played, Blood Moon its lands in the same way whereas CotV doesn't do anything to moxen already in play and CoW will take some turns to catch up. I think having permanents in play with constant, immediate effects is what this deck needs. My nod goes to Blood Moon, as a side effect it neuters the opponent's CoW. Even better.
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serracollector
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« Reply #46 on: September 09, 2004, 01:17:53 pm » |
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Wow, 4 whole pages. I am glad I have sprung so much interest in this topic. Also for those of you who care there is a t Vinatege Tournament in Columbus Ohio, Sept 25th (In the tourney forum by Smemmen). I will be taking this deck, possibly with a few upgrades. Blood moon in this deck >>>>>Crucible for the exact reason stated by Kaiser, it stops what needs to be stopped NOW, so I can continue with th beatz. Honestly I ould drop blood Moon before trol probably 90% of the time. Remmeber there are plenty of other creatures than troll. Troll is mainly for fish, if fish were not so big I would probably play (gasp) ghazban Ogre in its place or the like. Anyways I hope to see other TMDer's in COlumbus. Thanx to all and lets keep this going. R/G beatz 4 Life!
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Chaos Blade
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« Reply #47 on: September 09, 2004, 08:31:46 pm » |
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Another thing I have been seeing is the use of Skullclamp and Null Rod. Which artifact do you guys percieve to be better? And if you would use Null Rod would you use Sylvan Library as a engine?
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serracollector
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« Reply #48 on: September 09, 2004, 08:43:29 pm » |
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No sylvan. You would rather just drop a threat. True you could pay the life and draw faster, but with as little lands, the fetchlands, and the rest of the deck being threats your going to draw the threats anyways.
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dromar
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« Reply #49 on: September 09, 2004, 10:19:16 pm » |
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If you're running Null Rod, there really isn't a draw engine for the deck that's good enough to replace more threats. If you're not using Null Rod, you can use clamp, though.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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Kaiser von Hugal
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« Reply #50 on: September 09, 2004, 11:41:51 pm » |
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Stick with null rod. You're playing R/G Beatz...there is no draw that will be on the same level against other decks. For this deck, I believe the best strategy is to go for threats and bombs. Null Rod and Blood Moon are the shyza. With the exception on the 6-7 basic land and the lightning bolts, everything else in the deck (not counting the board) can generate card advantage or create minnie time walk effects. You must creatively find ways to exploit that. This deck takes this route rather than try to compete directly with big blue in what they do best. The only place I could see for sylvan is in the board, but the slots there are pretty tight. If you knew what you were in for, that's where I would put them.
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Tobi
Tournament Organizers
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Combo-Sau
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« Reply #51 on: September 10, 2004, 02:42:10 am » |
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I agree with you, Sylvan Library, as well as Skullclamp, is not worth it. Your best bet with this deck is to play as many bombs and threats as possible. Card draw is nice, but costs time, which means more options for the opponent. Some more thoughts on the card choices: Kird Ape vs Mogg Fanatic I really like the Kird, but still I am unsure if he is outdated. A good beatstick, but nothing else. Especially with Bloodmoon, which can keep you from getting Forests (shuts down Fetches and Taigas) he may be just too weak. Mogg Fanatic seems to be stronger here. Troll Ascetic and Blood Moon Probably something to reconsider the amount of copies played. I think 3 Ascetics are enough, since sometimes it is just too difficult to bring him out. Blood Moon (which we all agree is a must in this deck) makes it even more difficult, as stated above. Blurred Mongoose I used this a while ago to beat the Scepter-Keeper decks that have been played at the beginning of this year. It is still a solid creature, though not able to be rancored. Can be the one threat you need when the game is stalled with Blood Moon, since easier to cast than Ascetic. Rancor I never really liked it. Sure its a great card, and a bomb with Ascetic, but not a threat by itself and a bad topdeck without creature. Against Fish often Misdirected onto Fairies. On the other hand useful when playing against Stax. Price of Progress A bomb to end games quickly, and fully functional under Blood Moon (Lands still count as nonbasic). Not sure if this is needed though. Cursed Scroll Bomb to beat Food Chain Goblins and Fish. I play these instead of Null Rod maindeck. Problem here: Blood Moon. You will likely have some green cards sitting in your hand. Null Rod maindeck Better left to the sideboard IMO. Depends on metagame though. Isochron Scepter Weird card, and horrible topdeck, but funny with Fire/Ice, and useful with fast artifact mana. Scpeter with Artifact Mutation or Price of Progress makes opponents cry  I had one copy in my last build, but am still unsure about it. Naturalize maindeck The traditional RG Beatz deck by Steven Peterson (WaSP) had 4 copies maindeck, and I always liked them. Sometimes a dead draw, but very often the game-winning flexibility. In today's metagame probably not needed though. So far for now, please let me know what you think.
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2b || !2b
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Gabethebabe
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Posts: 693
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« Reply #52 on: September 10, 2004, 03:19:49 am » |
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Please do not run Skullclamp in R/G beats.
It sucks.
Why does it suck? Because you don´t want to kill your own creatures, because your creatures are your win condition. And if you play Clamp to pump creatures with toughness > 1, rancor is a lot better. Also Null Rod is too good not to play.
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Exalted Teacher
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« Reply #53 on: September 10, 2004, 06:54:31 am » |
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@Tobi: Is it possible to misdirect an enchantment (like rancor, as you said)?? Always thought this would only work with instants and sorcerys, as enchantments don`t have any targets while they are played but at the point they come into play> means they already did resolve. Or am I wrong about that?? [/quote]
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Willforce
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« Reply #54 on: September 10, 2004, 01:44:46 pm » |
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good job!
your deck is very nice...i played this for a while last year and i think is a very good deck , the only problems are combo deck like draw 7 or tps
now in italy we plays something like this:
4 Taiga 4 Wooded Foothills 1 Bloodstained Mire 1 Windswept Heath 2 Mountain 2 Forest 4 Wasteland 1 Strip Mine 4 Grim Lavamancer 4 Kird Ape 2 Skyshroud Elite 4 Gorilla Shaman 4 River Boa 4 Wild Mongrel 3 Berserk 3 Skullclamp 2 Rancor 4 Lightning Bolt 2 Incinerate 2 Chain Lightning 3 Naturalize
SIDEBOARD 3 Tormod's Crypt 3 Red Elemental last 3 Pyrostatic Pillar 3 Artifact Mutation 1 Naturalize 2 Rack and ruin
the heavy artifact hate is a metagame choice. maybe u can test this deck choosing a different Side
another card i love (only in anti-artifact metagame ) is Hidden guerillas.
the skullclamp are not so hot imho, i prefer 4 rancor and 0 skullclamp
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TEAM Tetravite rulez!
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dromar
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« Reply #55 on: September 10, 2004, 02:01:58 pm » |
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Tobi: My initial belief about whether local enchantments target whatever they're enchanting was that they didn't target while they were on the stack, but they couldn't enchant things that they couldn't target. So I looked in the 2004 Comprehensive Rules, and it's kinda confusing, but here's what it says: 415.3. Local-enchantment spells are always targeted, even though they don’t use the phrase “target [something].� They target the permanent or player they will enchant. A local-enchantment permanent doesn’t target anything; only the spell is targeted. An activated or triggered ability of the local-enchantment permanent can be targeted. Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, “Equip.� An activated or triggered ability of an Equipment permanent can be targeted.
For bibliographical purposes, that was the 2004 Comprehensive Rulebook, which can be found here: http://www.wizards.com/default.asp?x=dci/oracleSo, what it says is: yeah, it targets while on the stack, and thus follows normal targeting rules, but once it's enchanted the permanent, it doesn't target it any longer.
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"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine." -- Brainstorm, M:tG
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Gandalf_The_White_1
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« Reply #57 on: September 10, 2004, 06:32:45 pm » |
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You need to read the oracle text on necromancy. It has a triggered ability that makes it an enchant creature when it come into play: note the spell type is enchantment. Because it hit play first and then the triggered ability targets something it cannot be misdirected. Normal enchant "X" (land, creature, artifcact, etc, excepting "world" of course) cards are targeted while on the stack and thus misdirectable. Now on to the deck: null rod is meta dependant but whether you run it or not skullclamp is still terrible in the deck. Blood moon= When ~this~ comes into play, choose target opponent. Chonsen opponent's mana base is fucked. COW= POSSIBLY reccur fetch thinning deck, or possibly recur waste/strip for a gradual pwnage effect but it happens over time, but does not instantly destroy all of their coloured mana, and limit's your own mana develpoment. Decks with red that can support blood moon should not run crucible. I can't even believe I am comparing them in a discussion BM is just soooo muuuuch better.
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We have rather cyclic discussion, and I fully believe that someone so inclined could create a rather accurate computer program which could do a fine job impersonating any of us.
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SonataOfTheCathedral
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Putting the "ew" in Jew since '87!
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« Reply #58 on: September 11, 2004, 07:31:50 pm » |
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It was always my personal opinion that a finally tuned R/G Beats can be competitive in the current metagame.......
A suggestion I'd like to make is how about replacing the Naturalize with Artifact Mutation mainboard? Is there really any enchantments you fear? The only enchantment that would eat you alive is The Abyss....and well I don't see that running around often anymore.
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NYDP
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AggressiveDude
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« Reply #59 on: September 12, 2004, 02:25:27 pm » |
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It was always my personal opinion that a finally tuned R/G Beats can be competitive in the current metagame.......
A suggestion I'd like to make is how about replacing the Naturalize with Artifact Mutation mainboard? Is there really any enchantments you fear? The only enchantment that would eat you alive is The Abyss....and well I don't see that running around often anymore. Dragon is a though machtup and Naturalize is good against Dragon.
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Banned in over 11 forums,No-Post in 6. Are you sure you wanna flame me?
IN EVERYONES IGNORE LIST SINCE 1981
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