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5K Options They Don't Want You To Know About
Feature Article from Conley Woods
Conley Woods
10/30/2009

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[Article discussion now available to all readers!]


While the limited PTQ season trucks on, one format who has equally important implications seems to have been written off as solved; Standard. As I wrote about last week, everyone seems to be conceding that Jund is this all powerful deck that has no bad matchups. While I gave no specific decklists last week, we did discuss more abstract ways of attacking the Jund menace, but this week I would like to get some more ideas flowing in decklist form to begin working on. Some, more likely most, of these lists have not had the extensive testing that I would recommend for something like a GP or PT, but they are a good starting point for those looking for something off the beaten path. With enough work and innovation, one of these lists could very well lead to a win at the TCGplayer.com Philly 5K or States in the near future.

Control decks seem to be lacking right now for a few reasons. The first being that everyone is trying to make 5 color control work again, but the mana fixing is not there to be able to compete with these hyper-aggressive decks. Cruel Ultimatum is still good, but if you cannot get to turn 7, it really doesn't matter. I feel like mana consistency is more important right now than abstract power level on cards. Take for example, the following Esper list, that theoretically could run Cruel, but suffers when it does:

    Esper Conley Woods    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
3 Jace Beleren
2 Sphinx of Lost Truths
4 Wall of Denial

4 Agony Warp
3 Day of Judgment
4 Esper Charm
2 Identity Crisis
3 Negate
4 Path to Exile
2 Soul Manipulation

4 Arcane Sanctum
3 Drowned Catacomb
3 Glacial Fortress
4 Island
4 Marsh Flats
4 Plains
3 Swamp
 

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The sideboard for this list is unfinished but would obviously include some number of Celestial Purge, the 4th Negate, and the 4th Day of Judgment.

This deck utilizes Identity Crisis as its Cruel Ultimatum replacement which allows the deck to have much better mana in the early game. 11 Basic lands is obviously a lot, but they help to turn on the M10 Duals and are really the best we have right now. There is the possibility that the Zendikar gain life duals can be tried in here, but I fear that may be too many ETBT lands.

With 8 Spot removal spells, some Wall of Denials, and the Wraths, you have quite a bit of removal to get you to turn 5 where your card advantage should just take over. Agony Warp is especially good here as it acts like a Lightning Helix and nearly every deck out there looks to drop multiple guys into play ASAP. Soul Manipulation allows you to run more threats without actually running them. Granted there is Path in the format, but they can only run 4 of those and most of the decks in the format can't even support Path right not. Soul Manipulation also makes running Wall of Denial with Day of Judgment a little less of a nonbo.

With 9 cards that draw cards, you should be able to muscle your way past other control decks or decks looking to create some form of card advantage against you. Negate is awesome against Blightning which is one of this decks biggest pains but is hardly backbreaking.

The beauty of a deck like this is that it is simple and straight forward, but still enough out of left field that people will not know how to play against it properly. There are no cards that make you feel like your playing a rogue deck (outside of Soul Manipulation I guess) but you are still able to play rogue.

Some of the cards people can mess with in here include Sorin Markov as an Identity Crisis replacement. He is pretty good against control while usually being better against aggro and fits the same spot in the curve. Sphinx of Jwar Isle is another option, although with the Soul Manipulations I assume Baneslayer Angel is just better.

Moving on to another control deck, we arrive at something that looks to be a little more focused on Planeswalkers. As I said last week, the draw spells in the format are pretty mediocre, which makes card advantage found in Planeswalkers that much better.

    Walkers Conley Woods    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
3 Ajani Vengeant
3 Elspeth, Knight-Errant
4 Jace Beleren
3 Sphinx of Jwar Isle
4 Wall of Denial

2 Burst Lightning
3 Day of Judgment
4 Lightning Bolt
4 Path to Exile
2 Pyroclasm
2 Swerve

4 Arid Mesa
1 Crumbling Necropolis
4 Glacial Fortress
5 Island
2 Jungle Shrine
2 Mountain
4 Plains
4 Scalding Tarn
 

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I am still working on the mana for this one, so please partake in the exercise yourself as there is little chance this is the right configuration. Eight fetches are your best source of fixing when looking at non-allied 3 color decks which is a bit awkward but at least has some nice synergy with the Sphinx.

This list is similar to the last one in that it looks to take over as the game goes long, but the difference is that this list looks to use Planeswalkers to do so. You end up having to run four Jace simply because he is your sole source of actual card draw outside of one-per-turning it. Occasionally this will make for some poor top-decks but I feel like the times where it wins the game more than makes up for that fact.

Seven creatures all with shroud make opponent's Path to Exiles, Terminates, and Doom Blades pretty bad. Sure they can always go to an Elspeth token, but you are generally going to be pretty happy if that happens. One card that definitely stings here is Gatekeeper of Malakir, but luckily there is only one deck in the format running him and he is easy enough to play around if you know what your doing. Losing a Wall of Denial is not fun, but is much better than having to toss away a Sphinx.

The Swerves can be a bit strange at times, as with all of your creatures having shroud, they will rarely redirect a removal spell outside of Maelstrom Pulse. That said, they are excellent against Blightning, Time Warp, Pulse, Mind Sludge, and burn spells. Still, if you want to change them to Negates or something else for that matter, that is a completely reasonable move to make.

Pyroclasms tag teaming with the six burn spells work pretty well together, taking down big guys in conjunction with one another and coming down fast enough to stop decks like Boros Bushwhacker from getting out of hand. Day of Judgment once again does not play very well with Wall of Denial which is why we are running the two Clasms, but generally if you are in a position where you need to Wrath with a wall out, you are still getting good value. Most of the time you will still only be doing one or the other

With a few control decks out of the way, let us now revisit the Bant idea that I hinted at last week. This is bound to be more of a midrange deck and will probably not fair too well against control decks, but it should be able to take care of the aggro infestation running around right now.

    Bant Conley Woods    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
3 Great Sable Stag
4 Noble Hierarch
3 Rafiq of the Many
3 Ranger of Eos
4 Rhox War Monk
2 Scute Mob
4 White Knight

3 Bant Charm
2 Behemoth Sledge
4 Path to Exile

6 Forest
4 Glacial Fortress
1 Island
4 Misty Rainforest
5 Plains
4 Seaside Citadel
 

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This list has a ton of different directions to take it, with this version being more of a slug-it-out style of Bant. The goal here is to present your opponent with too many must-answer threats making them run out of those answers pretty quickly. Along the way, you have some answer-all removal spells that can hold back aggro decks, along with the 8 life gain creatures you are packing.

There are ten total sources for a turn one Noble Hierarch which is not the greatest but about the best we can do with the current mana in Standard. Alongside the Hierarch mana is a bit of a rough spot in the White mana department, meaning turn 2 White Knight will not happen as often as we like, but the beauty of the Knight is that he is solid later on in the game as well. Being able to hold off entire Jund swarms as well as going toe to toe with most of Boros Bushwhacker, taking down Bloodbraid Elfs, and absolutely annihilating Vampires, you are pretty happy to have him anytime.

Rafiq of the Many helps to fill the 4 drop slot while giving you some card advantage and post-Wrath recovery. Scute Mob is still very underplayed which is understandable given how fast the format is. Still, in a deck like this, which doesn't mind going long and doesn't rely on the Mob in the short game, he seems to make a perfect fit. Early on he will usually be a Lighting rod ( quite literally thanks to Bolt) which is fine as that just means some other sick guy gets through, where as in the late game, he picks up a Behemoth Sledge like no other.

Speaking of the Sledge, between the two of them, four Rhox War Monk, and four Baneslayer Angel, you have a pretty good recovery system should you take some early damage and have now stabilized. It is never fun to take control of a game but always be on the edge of your seat because a top decked burn spell will kill you. Noble Hierarchs help to expedite the life gain as they both provide it earlier and in greater amounts.

Two of the cards I would like to try in this list include Finest Hour and Stoic Angel. The Angel seems pretty excellent against Boros assuming they don't have a path ready. Four toughness has become a huge bonus in the current standard for obvious reasons. Finest Hour on the other hand acts like a Rafiq replacement although doing slow a bit slower. I wanted to keep the creature count high, which is why it didn't make the deck, and to be fair, it is probably more suited to a different style Bant deck, but is an option to consider none the less.

For all three of the above decks, there are a ton of card choices that can be tried out that I haven't talked about. As an example, Wall of Reverence may be pretty good in the Wall of Denial slot for the Esper list. As I mentioned, all of the lists are just rough drafts and should be used more as starting points to Tinker around with rather than to carbon copy them and run off to your local cash tournament. Each one should have pretty good game against Jund however, showing that it is not impossible to beat that deck by any means.

I will be playing with these, among other lists, in the near future as preparation for Worlds and will of course update you guys on their performances as well as any quirky cards I find for them along the way. If there are any other ideas floating around out there, feel free to drop them off in the comment section below and I will definitely give them a look over. There is still a little over a month of time to prepare for the Philly 5K, with a few other cash tournaments and the state championships along the way so keep an open mind.

It is never a good thing to latch onto a deck so early and disregard all other options. Try everything out and eventually the right deck will always emerge. Alright, that's it for this week. I have a bit of a break until Worlds which is nice, as I won't be able to make it out to Minneapolis. Luckily, I managed to secure level 6 last weekend at Grand Prix Tampa which was a nice feeling to say the least. Until next time, keep building and keep playing!

--Conley Woods--

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 Bant Beats and Esper Control
 agracru
Top-Decker
     ( 942 Posts)     10/30/2009 12:08:17 PM 
Ive definitely thought for a while that Esper would make a really great starting shell for a classic control deck it just has so many great tools at its disposal. Sure, it lacks Cruel, but it has, in my opinion, better early game then Grixis, combined with the best control finisher in the format in Baneslayer and infinitely superior card draw. I could definitely be happy playing that deck one question though, what do you think of Punish Ignorance? Too slow?

Bant is a deck that I think could easily become a solid frontrunner in the format if the right build is found it has a lot of great tools against the top dogs of the meta right now, and seems like it could really beat up on Jund if tuned properly. I think if I have one problem with Bant its that it feels very difficult to properly tune it to handle Jund and control in addition to the fast beatdown decks of the format, but the sideboard at least gives us plenty of options for games 2 and 3.

 
 psychomagus
Card Flipper
     ( 95 Posts)     10/30/2009 12:19:10 PM 
First off, kudos on your grand prix finish in Tampa. Secondly, I wanted to say that this is one awesome article. It shows great thought, is well written, provides very good decklists that can be worked with by someone in any meta, and finally but certainly not last, it is not at all condescending. You tend to speak to the casual player, not at them. There is no superiority complex here. Nice job again, Conley :).

 
 Rhinollama
Top-Decker
     ( 107 Posts)     10/30/2009 12:57:54 PM 
First off Congratz on your 2nd in Tampa. I was wondering how you felt about a Turbo Fog type of control for the current Meta? Also, I was wondering how you felt about Esper Walkers?

 
 jack_insomniac
Card Flipper
     ( 48 Posts)     10/30/2009 1:51:03 PM 
Great info, great builds, and all around great article. Keep them coming conley.

 rdw?
 scurvy - [Guest]
10/30/2009 3:55:20 PM 
Many people seem to be mentioning Ball Lightning as a way of attacking both Jund and blue-heavy control (like you did in your last article), but not many articles are actually taking shots at building them up. Whats the deal?

 
 bol
Top-Decker
     ( 641 Posts)     10/30/2009 4:52:53 PM 
Consider blue xx Land disruption as well. It tanks over all 3 color decks that dont have a large spot for blue (Bant does okay) but wrecks havok with Jund and the likes.

 Good one Conley
 Tyrion
New Member
     ( 1 Posts)     10/30/2009 6:36:51 PM 
Nice Article Conley its nice to see something relevant on here. I agree with you about your walkers deck, a friend and I are working on a similar deck. I was wondering though if all those planes walkers would be effective against path to exiles, and removal spells. Were trying to angle to more shroud abilites and possibly mixing in some direct damage or denial removal shroud ?
or shroud discard?

 Love it!!
 rslionheart
Card Flipper
     ( 92 Posts)     10/30/2009 8:42:19 PM 
Dude great ideas, and way to be original its great to see something besides jund,vamps, and lanfall agro, Great job

 Mill works
 coastiemike
New Member
     ( 6 Posts)     10/31/2009 12:25:42 AM 
At FNM tonight, our 2-5 place decks were all Jund of some variation. However, the deck that won was a Mill Deck that destroyed Jund. I dont think it could compete against Weenie decks or other fast aggro, but it works against Jund. The winner went 4-0 against Jund. He used Jace, Hedron Crabs, Angelsongs, Archive Traps, Mind Funeral and Haunting Echoes to great efficiency.

 Mono Green
 coastiemike
New Member
     ( 6 Posts)     10/31/2009 12:30:12 AM 
Also, a friend and I have been bouncing ideas about a green deck and would love to hear your thoughts on it. I know there isnt creature removal but this is just a test to see if Green can get some love.


14 Forests
4 Turntimber Grove

3 Scute Mob
3 Llanowar Elves
3 Elvish Visonary
4 Nissas Chosen
3 Elvish Archdruid
2 Garruk Wildspeaker
3 Nissa Revane
3 Tajuru Archer
3 Turntimber Rangers
3 Joraga Bard

4 Vines of Vastwood
3 Harrow
3 Tanglesnap
2 Eldrazi Monument

Sideboard:
3 Great Stable Stag
3 Windstorm
3 River Boa
3 Filligree Fracture
3 Coat of Arms

 Good Start
 Agrrotactics
Top-Decker
     ( 604 Posts)     10/31/2009 12:44:42 AM 
Now this is the type of bant deck Ive been expecting to give me a hard time. Note on your bant a lot of your early creatures are pro black so I wouldnt be killing them with terminates Pulse Id have them lighnting bolt them so you arent really forcing out my good removal except for Rhow War monk when is comes to baneslayer. But they are still pro black which is a pain for my leechs. Try Jenara, Asura of War to have some thing to do with that extra mana and force out my better removal. The concept is right or for what they need to start doing.

esper deck is good, I wouldnt really bother with Agony Warp, it cant kill stag and it wouldnt want to kill sprouting. putrid leech sure thats toss up based on players, my rule is simply dont pump when there is B W or R mana open for removal of. The removal spells zaping of attack power to me is just another way to drag things out. Id bring Sphinx of Steel Wind that thing has to be blighnting Thought hemorrage away if Im to deal with it. We simply cant kill it. I like what you did though with the esper.

I play jund obivously. Ive faced that URW planeswalker deck a few time now. I havent lost to yet, but there have been close games. The decks solid it has fair match up with jund maybe better. But I really think you guys should still be runing baneslayers. Beacause its hard to racing against that kind of lifegain. To make my long game plan that !ve come for them short, burn down there walkers game 1 and refuse them card advantage, attack first then blightning dont get greedy. Game 2 take out Sprouting Thrinax for vampire nighthawk bring in Durres over Lightin bolt Thought hemorrhage over jund charm and more Stags if they run walls or seem more counter magic heavy. This has been working for me nicely. I also have Malakir BloodWitch sideboard.

 jund
 lotusborm - [Guest]
10/31/2009 1:23:36 AM 
im a player that is playing that all powerful jund and your rite it do have a bad match up it a mono white luminarch assention deck i have lost a few times to a not so conventional one my friend dave plays you all should look into that

 Bant Deck
 Garlow - [Guest]
10/31/2009 11:37:11 AM 
Did you consider Oran-Riefs at all? I know the land seems kind of wacky right now, but one of the primary problems I had with Jund last weekend was that their Oran-Rief made Thrinax bigger than a War Monk and Bloodbraids able to trade.

White knights were not that hot for me either... you want them versus jund and vampires, but nighthawk, bloodwitch, nocturnus pumped up, and double dragon all just go by him, as well as stag just peacing by. Have you given any thought to Mind spring? I think it was put best when someone said that you basically 1 for 1 their guys, then you refill by drawing 4 cards and make your late hierarchs a little better.

No blightning protection? When Ohlschwager and I were testing (which we admittedly did less than we should have) it seemed like Junds best chance (granted, this is before the MD Stag and Vastwood tech) was to blightning you.

 Turbo Fog
 vudu child
New Member
     ( 3 Posts)     10/31/2009 1:00:56 PM 
I like thinking outside the box. I am working on a turbo-fog variant. Heres the list, what do you think?

4 Luminarch Ascension
2 Pyromancer Ascension
4 Safe Passage
4 Naya Charm
4 Fog
4 Ajani Vengent
2 Day of Judgment
3 Intimidation Bolt
4 Lightning Bolt
1 Elspheth
4 Bust Lightning

Still working on the mana base. Any help would be appreciated, thanks.

 
 tha guy - [Guest]
10/31/2009 7:25:07 PM 
Conley, you are awesome because you dont sound condescending and you arent a douchebag like a lot of other competitive players are. Good decks, great article.

 Jund
 David - [Guest]
10/31/2009 9:36:39 PM 
Ive ran toe-to-toe against Jund with a simple R G Beatz deck. Mainboarding four stags as well as four river boas makes the game a deadlock until they drop a broodmate. A Bogardan Hellkite will actually take care of a broodmate combo too. And since it runs similar cards like bloodbraids its tough to pulse anything without a backfire. Also mirroring a Garruk helps too.

 
 KaGGo
Card Flipper
     ( 88 Posts)     11/1/2009 2:07:53 AM 
At Zendikar Gameday today, a bunch of my friends or acquaintances asked me what I was playing and I just said _My own creation_.

Occasionally someone would walk by and look at my graveyard or hand, if I was revealing it, and tap me on the shoulder, shake their head and snicker. I would just say _Wait till it whoops your *ss_.

Eventually, crowds gathered towards the end of every match since my matches take longer and Id hear whisperes and giggles. I made it to top 8 playoffs undefeated and then Lost to the guy I beat first round who didnt lose again all day. I didnt search for a land when he pathed my dude because he was fetching a plains with a reliquary at my EOT for the path mana and fuddling with his hand and I said _Im not gonna Riff Guh until you drop the path! smiling though_ and then I forgot to search because of the _delay_ and I lose to mana screw ** Oh the karma.

All Im going to say is that the 1st game I lost to him in the match I was at 29 life, then 2 life, then 27 then 37 then he attacked for 40.

I have a rogue deck! and I do blog on this website and 2 out of 3 have been featured and I am interested in writing articles so I will save the decklist and detail that I jotted down all day for my next blog.

Also, the last time I played with this deck I went 3-1 and my 1 loss was to jund only because in Game 3 I forgot (because I was tired and work nights . . . ) that a Garruk Wildspeaker with 4 loyalty counters and 3 Saproling tokens and a topdecked lighting bolt and a lightning bolt in hand, in fact, does do at least 16 damage to you. Needless to say I didnt sweep the tokens in hopes of him over extending.. sigh

I am getting a car load of people for PTQ Philly and The Philly 5k the next day so, hopefully, I will see Conley there ! ? Would like to meet you and say hello.

And if you dont mind, I have a featured blog about Zendikar Drafting and would like to throw up a link. It is aimed at the average-ish player or people who havent had time to test cards and arent sure what some key or overlooked cards might be.

I can edit this out if it isnt cool that I promote myself (I want to write articles here too!)

forum.tcgplayer.com blog.php?b=1551

Awesome article. Absolutely love the deck lists and I didnt see anything similar to any of them today ** Well yesterday now because I am at work at 3 am !

 Luminarch Ascension
 Erk
New Member
     ( 3 Posts)     11/1/2009 10:41:47 AM 
I have a similar planeswalker control deck in the making (although mine is 4 color,) and Id have to suggest adding in Luminarch Ascension to your planeswalker deck. Making them pick whether to kill off an Ajani with their attack or keep you from activating Luminarch is not a fun choice for your opponent.

 Baneslayer angel
 moodymamoth
New Member
     ( 1 Posts)     11/1/2009 8:23:39 PM 
to me this is the MOST OVERRATED CARD i mean almost 50 dollars for a card that has absolutly no benefit baneslayer never hits the tableand i know that yaw are gonna say 5 for a 5 5 fly fs and LL ok well i can path,term,doomblade,spinx of the jwar isle is so much of a better card than baneslayer

 Turbo-Mill
 SaintSengir - [Guest]
11/1/2009 11:00:34 PM 
Ok.... I have been playing this deck and tweeking it for about 2 weeks before Zen dropped (because Mill was cheap and im returning after 10 year away from the game). So I have been playing nothing but mill for about 5 weeks or so. this is what it looks like after Zen.
Im calling this turbo-mill not for the use of _FOG_ but because it ends most games between 5th and 8th turn.
Blue
4x Herdon Crab
4x Archvist Trap
2x Traumatize
4x Twincast
4x Ponder
Black
2x Haunting Echoes
Green
4x Harrow
4x Fog
4x Rampant Growth
Multi-
4x Mind Funeral

Its doing better then even I thought it would do, but there is ALOT of room to improve this deck against Jund and any others... Id love to get some help on this if not here my email is saint_sengir@yahoo.com make the subject MTGO so i dont delete

 
 penguinche
New Member
     ( 5 Posts)     11/2/2009 12:27:40 AM 
Good article, and congratulations on leveling up!
Jund is definitely not a complete monolith like faeries was. I played with an Emeria control list recently and had great success against Jund.
3 Ajani Vengeant
4 Baneslayer Angel
2 Devout Lightcaster
2 Iona, Shield of Emeria
4 Knight of the White Orchid
3 Kor Cartographer
3 Wall of Reverence
Creatures _21_
2 Conquerors Pledge
4 Day of Judgment
1 Expedition Map
1 Landbind Ritual
4 Path to Exile
2 Planar Cleansing
Spells _14_
4 Arid Mesa
3 Emeria, the Sky Ruin
2 Mountain
16 Plains

Boros was a bad matchup, but besides that the deck absolutely destroyed Jund, Bant, Vampires, and some random control list...
Grixis also seems ripe for a control build. 3 Cruel Ultimatum main... -)

 
 Mikefon
New Member
     ( 1 Posts)     11/2/2009 3:19:59 AM 
Nobody thought about a Naya aggro? I did and its doing pretty well, playing scute mob, nacatl, hierarch, thoctar, reliquary, bloodbraid, 8 bolts, path, bane and a single elspeth. A lot of fetches for knight and the three basics complete the mana base

 Bant variant
 Mortox - [Guest]
11/2/2009 8:01:19 AM 
I like the direction youre taking with the Bant deck and believe that typical Bant decks are too easy to isolate and shut down if you know when to save your removal and what to save it for. Ive been working on something similar as follows:

Creatures (16)
4 Rhox War Monk
3 River Boa
3 Scute Mob
3 Step Lynx
3 Knight of the Reliquary

Spells (19)
2 Behemoth Sledge
3 Bant Charm
3 Vines of Vastwood
4 Hindering Light
4 Harrow
3 Path to Exile_

Lands (25)
5 Forest
4 Plains
4 Islands
4 Misty Rainforest
4 Sunpetal Grove
4 Seaside Citidel

I may consider cleaning it up a bit, dropping a couple things to increase the 3-ofs to 4-ofs the River Boas questionable at the moment but hes proven useful in many situations. Id like to try to fit in a couple Elspeths as well to add some evasion to my creatures.

Basic idea here is to abuse Steppe Lynx with Harrow Fetch lands Knight of the Reliquary, it all ties together fairly well. Reason for all the main deck counters and vines is to protect my creatures who are all, for the most part, quite weak when they enter play (Scute KoTR Lynx), but become increasingly powerful as the game goes on. Included the Monk because hes just awesome in nearly any Bant colored deck with no exception here. Its done extremely well so far in testing against Jund and Vamps. For the sideboard I would include Negates to swap in for Hindering Light against decks running non-target sweepers like DoJ or whatever else (G2 vs Jund to counter Jund Charms). Anyway, all opinions welcome.

 hedron crab mill
 wes - [Guest]
11/2/2009 3:57:33 PM 
@SaintSengir

I got abused the other day by a mill deck similar to yours. The main difference was he ran white for Knight of the Reliquary rather than black.

Two knights plus a crab were taking 15 cards a pop from me. Land drop, knight 1 terramorpic fetch, basic, knight 2 terramorpic fetch, basic.

The plus side of that is the knights get huge for board presence.

 Zoo!
 Ravens48
Top-Decker
     ( 195 Posts)     11/2/2009 5:36:59 PM 
How does my Zoo deck list look. It is more midrange but has really good matchups against all control and lots of other aggro-midrange decks, even Jund. Here is the list:

Lands (24)
4 Arid Mesa
4 Mountains
4 Plains
2 Forests
3 Rootbound Crag
3 Sunpetal Grove
4 Jungle Shrine

Spells (14)
4 Naya Charm
4 Path to Exile
4 Lightning Bolt
2 Ajani Vengeant
Creatures (22)
4 Wild Nacatl
2 Scute Mob
2 Goblin Bushwhacker
4 Wooly Thoctar
4 Bloodbraid Elf
4 Ranger of Eos
2 Baneslayer Angel

I think that this deck is about 50 50 with Jund Game 1. Game 2 it depends on your board but mine is roughly like this:

4 Celestial Purge
4 Unstable Footing (Turbofog planeswalkers ascension could be big)
2 Sunspring Expedition(RDW)
3 Quasali Pridemage
2 Enlisted Wurm

Usually against Jund you bring in Enlisted Wurm and celestial purge and take out 2 Charm, the mobs and a couple rangers. Sideing for control and the rest of the field is pretty self explanatory.

 
 coastiemike
New Member
     ( 6 Posts)     11/12/2009 8:59:12 PM 
I guess the Eldrazi Monument deck I proposed up above was taken and tweaked and worked well in Nashville.







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