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Messages - Fish

#1
Deck Lists / Re: 5c Sliver Control
13-01-2012, 03:23:26 PM
Hello there !
Some time back I thought about building Sliver deck but I never found out how the deck could work. The problem is that 5cc goodstuff or 5cc zoo will almost always be better than 5cc sliver deck. Why ? Because every card of that deck makes something on its own and is better than almost any creature in your deck. Slivers are dangerous in numbers but they dont have enough protection mechanisms to get things going. They have Crystalline Sliver that you need badly to protect your slivers from spot removal but there is no way you always have him when you need him (that is why I own 12 of them). Then Wrath effects completly ruin your day and it is very difficult for you to get back to the game. I see you have some kind of reanimation element in your deck but I don't see it working when you really need it.
Also the problem about sliver deck is that slivers don't have exact strategy and they are just too random. They can't be used as aggro deck cause they dont work for that plan. You mentioned that you want sliver control deck. Well, for me there is no way these two words work together. Slivers can't control your oponent in any way. Sliver deck is kind of swarm deck but it works only in legacy formats where you have 4 of each sliver you need, all of them are cc 2 so you can use your vial every time and you have counterspell backup. In highlander it is damn hard to build a deck like this especially for the reason why highlander is unique – there can be only one.

For better understanding I give you an example for what I mean. Compare following cards on their own:
Winged Sliver – Cloud of Fearies, Augury Owl, Floodbringer, Spellstutter Sprite
Muscle Sliver – Wild Mongrel, Kavu Predator, Nest Invader, Scavening Ooze
When you have both of them in play you have 2x 2/2 creature with flying.
When someone is playing red, for 3 mana, he plays Fire Imp and kills your Muscle Sliver and has 2 power on the ground against your  power in the air. Respectivelly he can kill your flyer and still have 2/1 ground unit able to block your muscle man.
I could give you similar example for each color probably.

I give you another example:
Your first 4 turns look like this:
Round 1: Plated Sliver (2/3, trample, lifelink)
Round 2: Muscle Sliver (2/3, trample, lifelink)
Round 3: Horned Sliver (3/4, trample, lifelink)
Round 4: Essence Sliver (4/5, trample, lifelink)
When your opponent does nothing till his round 5 (say he went first so he is not completly crippled) you did 2+4+7 (gained 7 life in the process) = 13 damage
Now lets say your oponent plays Shriekmaw. Suddenly you dont have your 4/5 beater. You have 7 damage worth of creatures and your oponent can still block your Muscle Sliver to humiliate your army even more and he is still not dying because your 7 damage are exactly necessary to kill him.
In red color your oponent can play Flametongue Kavu. He cant kill your lifelink hero and instead he kills your Muscle Sliver. Next Round you can do 6 damage which is not even enough to kill your oponent and he can block your Essence Sliver and you will have 1/2 trample and 2/3 trample retards.
I especially dont mention non-creature spells because in that case you would be screwed without a way of going back.

Everything I want to say is that slivers are only good in numbers and they suck big time on their own. When your oponent plays at least competetive highlander deck, you usually have very little chance of winning with creature spells.

I am not saying you shouldn't play sliver deck. I am just saying why I consider it very hard to build consistently and effectively.

I wish someone will give you good advice how to build sliver deck cause I am curious myself  if this deck really might work.

I also have to mention that Birthing Pod is really great card. But how great it is, that much it sucks in Sliver deck. Guess why. If you can't I tell you it is because it kills your man and gives you NO advantage since you terribly need that man who is , sadly, in your graveyard now.
And by the way, you are missing one of the best slivers in the deck – Chameleon Colossus.
#2
Deck Lists / Re: RUG Pod
05-01-2012, 12:23:01 PM
I still see this deck has a lot of potential and I am wondering if you made any changes to your list for the last month.
I personally dont like counterspells too much and I would play creatures instead but some of them are fine. I also love EtB creatures and they are especially good for Pod deck.
I give you a list of creatures that are not in your list and can fit into this deck more or less - depends if it is control version or aggro version of your Pod deck:

Viridian Emissary - I think he is just great for this deck and he is good with Pod
Wall of Blossoms - only if you play control version of this deck
Goblin War Marshal – probably better in control version, stops the initial pressure and gives you some time to evolve
Regrowth – only in control version, usually I dont like this kind of cards cause they are random but when you focus more on finding Pod and keeping Pod in the game, this can help and you have other very good targets for it anyway
Fire Imp - not such a good beater but helps a lot and you might find him with Pod from time to time
Troll Ascetic - I play Pod myself and I quite often go like - sac 2 cc creature find this one (opponent cant kill it so easily), then sac this and find Thrun ... you know, what I mean?
Yavimaya Dryad - just an idea, works for my RG version and can be even better in 3 color deck but she has not such a good damage potential; here is important to say that dryad is there only for having 2 power, all the creatures like Wood Elves are just bad
Fabricate – If I played Pod with blue I would play this card since i usually play more creatures but i agree that sometimes you dont want tutor and you want something else
Obsidian Baloth - this guy is terribly great especially when you play Pod for optional cc and he is quite a body
Solemn Simulacrum - if you play Tezzeret he is even better and you play 3 colors, I dont play blue and dont have third color and he is very helpfull
Chandra, the Firebrand – worth of trying, works very well for me
Deranged Hermit – probably not that special for you but I like him when I get swarmed by little weenie suckers, he is still an adept in my deck to put out, he is also the target for my Zenith for 5 – he is usually better than Acidic Slime
Primal Command – just an idea, either you like this card or not
Siege-Gang Commander – already mentioned, I think he is better than Arc Slogger, especially in the deck that has tutor engine
Tezzeret – I would really play him
Mulldrifter – better in control version probably
Wurmcoil Engine – just an idea
#3
Deck Lists / Re: R/G Beatdown
16-12-2011, 01:05:32 PM
Hello guys. It is quite some time since I wrote here and I hope you wont consider it gravedigging, but I have noticed there has been new topic about RG here.

Here is the link to my old topic: http://www.magicplayer.org/forum/index.php?topic=203.0 It is almost three years but since then I have improved my deck quite a lot and I would like to share it in this topic.

First of all I would like to mark here the sentence from "Georg B" that changed the whole point of view for me on RG beatdown deck.

QuoteWell, if you like to play ceap creatures, play Zoo or WW. Honestly!
The power of RG is its 4-Drops.
Of course you should play a good number of ceap creatures, but there are so many good midrange drops (e.g. Blastoderm, Ravenous Baloth, Keldon Champion, Flametongue Kavu...).

I see Orech here has quite a lot 1cc drops here I really dont like. If you want to go this way, zoo is realy MUCH better option.

I post my decklist in this new topic, I hope you dont mind. I also put some comments on cards and also I put there some comments about recent changeds. I might have skipped some new cards or any other interesting cards in the last few years and I would be happy if you could point them out for me.

My latest decklist looks like this, comments are included:

1cc:
Kird Ape
Birds of Paradise
Fyndhorn Elves
Wild Nacatl
Grim Lavamancer
Chan Lightning
Llanowar Elves
Firebolt
Noble Hierarch
Lightning Bolt

2cc:
Arc Trail
Incinerate
Wild Mongrel / I changed him for Scavenging Ooze, Mongrel isnt good anymore
Nest Invader / I changed him for Solemn Simulacrum
Tarmogoyf
Sakura-Tribe Elder
Fauna Shaman
Radha, Heir to Kheld
Viridian Emissary
Tin Street Hooligan
Sylvan Ranger / this might be a little strange but it gives me exactly what I need in this deck, but I dont blame you if you consider him weak; for me, extra land in my hand usually helps; I am also considering to put Wall of Blossoms here but it cant attack even for one in late game, has some other advantages though
Magma Jet
Lotus Cobra
River Boa
Sudden Shock

3cc:
Kitchen Finks
Beast Within / I just love this card, its primary targets might be cards like Baneslayer Angel or Batterskull but it has many many other options (for example you can use it on your own Kitchen Finks or Viridian Emissary)
Call of the Herd
Great Sable Stag
Krosan Grip / After all games I played I have to say this card wins games and split second is really not just a bonus there
Eternal Witness
Sword of Fire and Ice / I am playing two swords these days but I am considering to put them both out, even those cards are great and it might look strange, usually I want to have creature instead of them and I definitely dont want to have 2 in my hand
Burning-Tree Shaman / the last thing that holds this guy in my deck is his 4 thoughness, it is a good card but at the present deck build it usually hurts me more than my enemy; yesterday I got Fire Imp and I will be happy to change it for shaman; I also need Vithian Renegades  in my deck as a 3cc GREEN artifact removal (viridian shaman is not enough) but I am not sure what to put out yet
Staggershock
Fulminator Mage
Goblin Ruinblaster
Boggart Ram-Gang
Yavimaya Dryad / the only 3 cc mana ramp I am willing to play in my deck at the moment, it has 2 power and brings me the land to play unlike Yavimaya Druid
Char
Sword of Feast and Famine / already mentioned
Troll Ascetic

4cc:
Avalanche Riders
Garruk Relentless / I am testing this guy but havent seen him in my hand too often, he is really hiding from me
Blastoderm
Chameleon Colossus / this guy is a bit protection from black overkill in my deck, I mean he is great but I am considering to replace him with Inferno Titan
Flametongue Kavu
Keldon Champion /
Bloodbraid Elf
Wickerbough Elder
Obstinate Baloth
Birthing Pod / I dont have Birthing Pod deck like blue version mentioned here somewhere and I dont really need to have it every game but when I draw it, it usually wins me the game
Phantom Centaur
Hero of Oxid Ridge
Ravenous Baboons
Giant Solifuge
Garruk Wildspeaker
Thrun, the Last Troll
Chandra, the Firebrand / testing this lady and she seems really great, especially her -2 ability

5cc:
Primal Command / this card gives me all the options I need and was given to the deck primary for lifegain and more lifegain when I find Baloth or Finks but I found out it is even better than that
Siege-Gang Commander
Acidic slime
Deranged Hermit / this might look strange but this card gives me the advantage in late game against those fast and swarmy zoo and white weenie decks, it very often find it with Birthing Pod or Greens Sun Zenith too

6cc:
Primeval Titan / at the moment the only 6cc card I want to play in my deck, but I hope his red friend will join him soon

Xcc:
Green Sun's Zenith

Lands:
6 Forest
5 Mountain
Fire-Lit Thicket
Dread Statuary
Wooded Foothills
Pendelhaven
Arid Mesa
Wasteland
Blinkmoth Nexus
Tectonic Edge
Dust Bowl
Verdant Catacombs
Misty Rainforest
Raging Ravine
Taiga
Treetop Village
Copperline Gorge
Rootbound Crag
Scalding Tarn
Bloodstained Mire
Gargoyle Castle
Windswept Heath
Rishadan Port / now hold your balls, there used to be Tattermunge Maniac instead of this card in my deck but since I want to play more 6cc cards and since I found Tattermunge Maniac really stupid card, I was happy with this change; Port also gives me more help against those manlands and against my nightmare Maze of Ith
Karplusan Forest
Mishra's Factory
Stomping Ground
Mutavault

So you can see my deck isnt that fast aggro deck anymore. It has very strong 3cc and 4cc drops and is also cappable of very strong late games.
I rely on quite a bunch of LD package I included here and quite a number of non-basic utility lands. I am even considering to put Crop Rotation in my deck but I really dont want to have empty cards in my deck.
Here I say that my goal is that all cards in my deck (except lands) do something right at the moment I draw them. It means that I dont have bad topdecks.
At this moment the only cards that dont fit this strategy are these:
Krosan Grip – very bad topdeck indeed but this card is really must in my deck
Birthing Pod – when I dont have creatures on board I am not happy to see this card as a topdeck but that doesnt happen so much and it helps me MUCH more than it doesnt
Swords – as Birthing Pod, these cards are very bad topdeck when I dont have creatures but the good thing is, I have manlands quit often, the bad thing is, I might not have enough mana to use manlands and to equipt a sword; I also mentioned I usually want some kind of creature more; all in all, we will see in testing

For Orech: I begun with very similar decklist as you have. After a lot of testing I found out, that list was bad and you want to have stronger mid-game than strong beginning. Really take zoo if you have this intention.

Now some commnets on the cards you play and I dont (not all of them though):

Jackall Pup – you are not zoo
Mogg Fanatic – does nothing these days
Jungle Lion – he is just bad and you are not zoo
Goblin Guide – a lot of people love this guy but I really dont like him in my strategy and with my luck it always helps my opponent more than me
Rancor – I dont like bad topdecks and you are not a zoo
Skyshroud Elite – it always hurts you when you dont want to, usually people have non-basic, but when they see this guy first round on the table, they just dont play non-basic one or two rounds and it is usually enough for this guy to be weak as hell
Cursed Scroll – after many games I found this card useless for me, say want you want, think what you want, play it if you need but I dont like this card in my deck

Keldon Marauders – this creature dies itself after some time, I really dont want my creatures to do this to me
Price of Progress – I play too many non-basic lands and this card would usually be a draw for me, sometimes a loss and almost never a win
Volcanic Hammer – I dont  like this card especially because it is a sorcery
Searing Blaze – I didnt even consider playing this card ever

Hells Thunder – I dont want my creatures to die eot
Magus of the Moon – I used to play with along with Blood Moon but I just dont like playing both of them, those cards are just great and you can play them of course, I dont do that also because I have too many non-basic lands
Sword of War and Peace – this sword is just not good enough
Flame Javelin – really ?
Molten Rain – when I want to have LD in my deck, it has to be a creature, this card is also very bad topdeck
Rift Bolt – you have better options
Sulfuric Vortex – I doesnt fit my strategy, but this card win games when played correctly
Koth – I never tested him and I have no clue if he can be any good in RG deck

You have no 5cc and 6cc drops. Well that is a plan too but not for RG in my opinion. I played some number of games and I found out I REALLY want a late game plan (Siege-Gang, Primal Command, Titans). I hated when I had 8 mana and drew Tattermunge Maniac (or something like that). I also hated when I played Bloodbraid Elf and I saw Birds of Paradise or Llanowar Elf but there is nothing I can do about it, is it? At least I dont play so many 1cc and 2cc drops.


If anyone has some questions, suggestions or is willing to discuss anything about RG decks I will be happy to see them.
#4
Deck Lists / Re: GB Rock
23-06-2010, 06:11:34 PM
I had a lot of written down here but it was deleted because of time out so I am going to write it brief now.

My experience is: BG version of aggro will never be as aggresive as RG version and will never be as "unpleasnt" as GW version. I tried to build BG istead of RG but it wasn't enough. My brother played GBW rock and had terrible mana screws/bad luck so he built two color deck - white was better option than green.

If you can't get rid of a card just put it out and don't think about it. I wouldn't play Bone Shredder - it is bad here, and I wouldn't play Bane of the Living cause it is even worse (kills your own creatures). Instead of Kokusho that sucks without Survival I would play Spiritmonger or even Iwamori - it is a little bit risky though. Solemn shouldn't be in two color deck with green (my brother doesn't play it in his WB version cause it is not good enough).
#5
Deck Lists / Re: UW Skies
23-06-2010, 05:32:41 PM
Hi there.
I like your deck but I think it lacks a strategy a bit. You play control cards like Wrath of God, Propaganda, Ghostly Prison and on the other hand you play cards like Mother of Runes, Azorious Guildmage or Looter il Kor. That doesn't stick together.

I have my personal suggestions what you could include and what you could exclude but not in the same ratio as you can choose what is best for you and what are your preferences.

I wouldn't play cards like:
Wrath of God, Day of Judgment - at least not both of them, if you want some kind of hand break
Propaganda, Ghostly Prison - I would rather play creatures than this ones,
Stifle, Spell Snare - a LOT of people would disagree with me here, I know those cards are great but they are too situational for me; if this is not right for Stifle, it is definitely right for Spell Snare from my point of view, I know you might want it for Tarmogoyf and tons of other cards but you just dont need it
Engineered Explosives, Vedalken Shackles - either you want to be control or you want to add some more creatures, I would add more creatures
Control Magic - again, either you wait for your opponent to play threats and then you steal it or you want to play threat yourself
Daze - I just dont like this card, it slows me down and I would rather play Remand or Memory Lapse, I know this might be stupid, but this card doesn't work for me
Perilous Research - this is really not good card drawing card

I would try to consider the following ones:
Lone Missionary - hell for aggro and burn decks, an excellent two-drop
Wall of Omens - this is a little bit tricky, you might rather play it in control deck but since your creatures aren't as good as "zoo creatures", this wall gives you the time you need to set up
Sea Gate Oracle - buys you some time and gives you an extra card
Kitchen Finks - I think this one doesn't need any comments
Calcite Snapper - I like this card, you can do whatever tricks you want with it, it can block, it can attack and your opponent has hard time killing it
Exalted Angel - great finisher
Azorious Herald - gives you some time and although he is the best with one of your swords, it can do enough damage himself
Whitemane Lion - creature that I have never seen playing in HL but still I would try it - if it doesn't work  in this kind of deck then it probably doesn't work anyhere else
And now there are some tricks instead of the ones I mentioned above that are for excluding:
Journey to Nowhere - cheap removal
Into the Roil - early it gives you one turn, later it might give you one turn and a card
Remand - Time Walk again
Memory Lapse - also the possibility but may by too much of counters right about now, still I like it
Fire/Ice - might help you as well, but you might want to skip it, I just wanted to let you know, it exists
Compulsive Research - this one might work in your deck
Orim's Chant - might give you a great advantage, when your opponent says: "all in" (if you are not playing poker of course)
Jace, the Mind Sculptor - expensive as hell but also as good as devils inside it
Isochron Scepter - you play so many one and two mana instants that it really might work in your deck

The last possibility is to take even more aggro approach and excluding more counters and tricks, you might add small critters and their friend: Flying Man, Lantern Kami, Suntail Hawk, Savannah Lions, Elite Vanguard, Isamaru and Ranger of Eos with good number of equipments. That way it would be another deck I guess.

I hope it helped a little bit.
#6
Deck Lists / Re: 5c Landfall
19-03-2010, 02:05:15 AM
Here are my ideas although some of them are quite casual:

I know those cards are in almost every deck that share color with them but I would definitely try Intuition and Gifts Ungiven.

Since you can get many lands into play, I would consider some kind of finisher like Rude Awakening - although it is not so good in opening hand I guess it fits here.

Farseek should be better than Rampant Growth.

Krosan Verge - a little bit slow, but you have 2 landfall triggers

You are playing landfall without Scapeshift? What am I missing?

If you could include some kind of "top of the library" control engine like Jace, the Mind Sculptor, Sensei's Divining Top or Sylvan Library, maybe Clear the Land could be fun and with Scouting Trek even more. Also Treasure Hunt could work this way. I have one funny "trick" in my mind but it is too casual: Scouting Trek + Treasure Hunt + Manabond (I hope it works that way). If you are not afraid, you can do this in one card but also for your opponent - New Frontiers.

Veteran Explorer is the other one with two landfall triggers but maybe too risky and too random.

Cloudstone Curio might work here too.

Academy Ruins - you have bunch of artifacts and works well with Expedition Map.
#7
Hello everyone

We had a highlander tournament this weekend so I write a small report and share experience with my RG beats. Well, I was quite disappointed with my creation. It appeared to be, how to say that, random.

Here is the decklist:

32 lands:
6x Forest
10x Mountain
Arid Mesa
Bloodstained Mire
Verdant Catacombs
Misty Rainforest
Windswept Heath
Wooded Foothills
Horizon Canopy
Stomping Ground
Barbarian Ring
Fire-Lit Thicket
Treetop Village
Pendelhaven
Wasteland
Dust Bowl
Karplusan Forest
Taiga

46 creatures:
Twinblade Slasher
Grim Lavamancer
Basking Rootwalla
Tattermunge Maniac
Llanowar Elves
Noble Hierarch
Wild Nacatl
Fyndhorn Elves
Birds of Paradise
Kird Ape
Jungle Lion
Skyshroud Elite

Viridian Zealot
Hellspark Elemental
Lotus Cobra
Tarmogoyf
Wild Mongrel
River Boa
Dryad Sophisticate
Thornscape Familiar
Tin Street Hooligan
Radha, Heir to Keld
Rip-Clan Crasher
Gruul Guildmage
Scab-Clan Mauler

Burning-Tree Shaman
Hell’s Thunder
Vithian Renegades
Kitchen Finks
Troll Ascetic
Boggart Ram-Gang
Magus of the Moon
Great Sable Stag
Fulminator Mage
Goblin Ruinblaster
Countryside Crusher
Eternal Witness

Boartusk Liege
Ravenous Baboons
Avalanche Riders
Phantom Centaur
Giant Solifuge
Keldon Champion
Flametongue Kavu
Bloodbraid Elf

Arc Slogger

2 planeswalkers:
Garruk Wildspeaker
Sarkhan Vol

20 non-creature spells:
Firebolt
Tarfire
Chain Lightning
Lightning Bolt
Vines of Vastwood
Burst Lightning

Sudden Shock
Price of Progress
Magma Jet
Chain of Plasma
Winter Orb
Incinerate

Rhystic Lightning
Krosan Grip
Blood Moon
Char
Tangle Wire
Sulfuric Vortex
Rift Bolt
Molten Rain


My memory is not so good in order to remember every turn (some people can really do it) but I can generally describe each round (we had 6 I believe).

1. round - WR Boros (top 8 player)

All I can say is that I had terrible mana screw each game even after the mulligan. In the first game my start was solid but I couldn't draw red mana and I had hand full of red cards (half of them double red). I finally drew Fire-Lit Thicket but it was too late. The second game my opponent had Rishadan Port online (the card I am still missing) and I couldn't do anything about it with only once source of red mana and Chain Lightning in my hand to kill the creature that bothered me. This round I had Magus of the Moon in my hand that did nothing.

0:1

2. round - Mono blue control
This round was not a problem. First game I played too many threats for my opponent and even with the "trapped" Bloodbraid Elf I won quite easily. I used Molten Rain on Urza's Factory but it wasn't essential. The second game it was Great Sable Stag and Treetop Village for the win. I think I used LD against Factory again this game.

1:1

3. round - UGBW control

This was the only game I could use LD that I included and that seemed fine during the testing (unluckily it wasn't that usefull during this tournament). The first game I was too fast and I used Ravenous Baboons (that were countered), Avalanche Riders  to cut off mana source of my opponent. I had Wasteland but I had to use it as a fourth mana. The second game I don't remember quite well but I lost (edit: I lost due to Rhox War Monk). The third game my opponent had mana screw - He kept the hand with two lands and one of them was gunned down by Wasteland.

2:1

4. round - UG HELL (Top 8 player)

I really don't know what happened this game but my deck was terrible and I can't imagine the way I could win. First game I was ass-kicked in the best style. I had solid draw and it wasn't enough. I had terrible time with his 2/2 and 3/5 flyers. I couldn't draw burn AGAIN. The second game my opponent had terrible mana screw. He could't draw green source of mana for four turns and he didn't have counters as well. I started to attack but I didn't have enough threats or what? In the fifth turn my opponent played forest and Wall of Roots and I was in deep shit. The real hell begun and Sower with Treachery without and kind of burn support for me kicked me to the ground. The UG Liege was just a bonus. I felt like hammered shit this round. The only relief for me was that my opponent was my friend and his deck is damn good and "well-teched". I guess this could be my worst matchup since Great Sable Stag just sit on the board without doing anything and this  version of UG played most creatures colored with blue. Troll Ascetic couldn't help me either. I still wonder what could happened if I draw burn spells.

2:2

5. round - WW

In the first game Sarkhan Vol won me the game. 5 dragons were sufficient. The second game Cataclysm and pro red creature with threshold (and flying) killed me. The third game was interesting. We raced with my opponent. In the end there were Glorious Anthem and Spectral Procession tokens in play. My Sarkhan Vol was Oblivion Ringed (that lost me the game).  I had 11 life so two attacks could be enough. I had Barbarian Ring in play and six cards in my graveyard (one of them was Hellspark Elemental) and Troll Ascetic in possition. I also had Wasteland, Forest, Stomping Ground and Taiga in play. My opponent had 10 life. The tokens hit me the first time and I had 5 life. On my turn I attacked with Ascetic and Hellspark (removed after attack)- 4 life for my opponent. If I could manage to draw burn (AGAIN) I would win I guess. I had to use Wasteland my own Taiga to enable threshold and then use Barbarian Ring on one of the tokens. I had one draw left but it was a land (I needed any kind of burn).

2:3

6. round - Rb Goblins

The first game I FINALLY had enough burn to kill my opponent's goblins and win the game. Bitterblossom helped me doing it and Basking Rootwalla and her "wither friend" did the job at the beginning. It was still quite close (I would probably lose the next round). The second game my opponent had mana screw so I won easily. We play the third game for fun and I had no burn so I lost.

3:3

Summary:
I put out the pumps and included LD. This appeared to be 50/50 cause pumps wouldn't help me against controls and pumps could help me against aggro decks. Since I played 4 aggro decks and 2 control decks it wasn't such a good step but who could know that? My Magus of the Moon and Blood Moon were useless the whole tournament. I played only one 4 colour deck and in that game the Magus and the Moon were somewhere over the rainbow. The best step I did before the tournament was that I included Sudden Shock instead of Keldon Marauders that were bad during the testing cause I needed a creature that stays on the board but I needed the burn even more. The next change could be Withian Renegades out and Loaming Shaman in but still I didn't meet reanimators or LftL decks. The greates problem of the deck was big creatures and lack of burn spells (and even if I could have enough sometimes the creatures were really too big).

Every opinion is welcome and you can comment the deck in Deck Clinic section too.

edit: I made some gameplay edits and some text correction
#8
Deck Lists / Re: Red Green Beatdown
30-11-2009, 10:56:35 AM
I described the tournament in Report section and here is the newest decklist for sharing opinions:

RG BEATS by Fish:

32 lands:
6x Forest
10x Mountain
Arid Mesa
Bloodstained Mire
Verdant Catacombs
Misty Rainforest
Windswept Heath
Wooded Foothills
Horizon Canopy
Stomping Ground
Barbarian Ring
Fire-Lit Thicket
Treetop Village
Pendelhaven
Wasteland
Dust Bowl
Karplusan Forest
Taiga

46 creatures:
Twinblade Slasher
Grim Lavamancer
Basking Rootwalla
Tattermunge Maniac
Llanowar Elves
Noble Hierarch
Wild Nacatl
Fyndhorn Elves
Birds of Paradise
Kird Ape
Jungle Lion
Skyshroud Elite

Viridian Zealot
Hellspark Elemental
Lotus Cobra
Tarmogoyf
Wild Mongrel
River Boa
Dryad Sophisticate
Thornscape Familiar
Tin Street Hooligan
Radha, Heir to Keld
Rip-Clan Crasher
Gruul Guildmage
Scab-Clan Mauler

Burning-Tree Shaman
Hell’s Thunder
Vithian Renegades
Kitchen Finks
Troll Ascetic
Boggart Ram-Gang
Magus of the Moon
Great Sable Stag
Fulminator Mage
Goblin Ruinblaster
Countryside Crusher
Eternal Witness

Boartusk Liege
Ravenous Baboons
Avalanche Riders
Phantom Centaur
Giant Solifuge
Keldon Champion
Flametongue Kavu
Bloodbraid Elf

Arc Slogger

2 planeswalkers:
Garruk Wildspeaker
Sarkhan Vol

20 non-creature spells:
Firebolt
Tarfire
Chain Lightning
Lightning Bolt
Vines of Vastwood
Burst Lightning

Sudden Shock
Price of Progress
Magma Jet
Chain of Plasma
Winter Orb
Incinerate

Rhystic Lightning
Krosan Grip
Blood Moon
Char
Tangle Wire
Sulfuric Vortex
Rift Bolt
Molten Rain
#9
Deck Lists / Re: Red Green Beatdown
19-11-2009, 08:58:05 AM
From that point of view I agree. If you have enough artifacts around then it is probably a good idea to use Smash. When I think about artifact hate, I also take in mind the fact that I can draw the certain card when no artifact is around. In that case I would rather draw Tin Street Hooligan or Vithian Renegades. But those are mine personal preferences and maybe you see it other way. :)
#10
Deck Lists / Re: Red Green Beatdown
18-11-2009, 04:35:57 PM
I am still testing my latest version and because of upcoming highlander tournament in my country I am not posting it yet. But I can say, there are no major changes.
My plans are adding some LD and some acceleration (mox diamond, chrome mox) instead of pumps and I also want to add some new cards like fetch lands and cobra.

Ghitu Encampment - It was in the first version of my deck and it was TERRIBLE. I had to cut it out. Sometimes Treetop Village is not good enough (comes into play tapped) and I would rather use Mutavault or Mishra's Factory but I am afraid of mana screw, still I am planning to change it and I will see the results.

Lotus Petal is also bad in my opinion. It is not worth it.

I read what more experienced players wrote and they were right that damage to player only is not good enough. I would definitely cut Lava Spike. Smash to Smitherens is really casual. I would use some kind of creature to destroy artifacts or enchantments. The only card without a direct damage for destroying those things and is worth considering is Krosan Grip and I am still not playing it (I see that you are.).
#11
Deck Lists / Re: BW Control
13-08-2009, 12:39:01 AM
Here are some ideas (some of them are just for fun and not competitive):

BLACK:
Ink-Eyes, Servant of Oni (maybe you can use ninjutsu engine and also add Ravenous Rats)
Skeletal Scrying
Nekrataal
Mesmeric Fiend (a friend of Tidehollow Sculler)
Puppeteer Clique
Shriekmaw
Profane Command
Decree of Pain

WHITE:
Decree of Justice
Austere Command
Rout
Kitchen Finks
Martial Coup

ARTIFACT:
Oblivion Stone
Isochron Scepter (Maybe with Orim's Chant or Silence, but I have noticed you don't have so much white)

MULTICOLOR:
Angel of Despair
Hide/Seek
Pilory of the Sleepless
Identity Crisis
Unmake - in your color combination this one is just great imo

If you have a solid board position and you want to use some land destruction, you can add:
Desolation Angel
Catastrophe
Armageddon

I am not saying you have to use them, those were just the cards that were in my mind.
#12
General Discussion / Re: G/U/W...
13-06-2009, 03:19:02 PM
Hi majikfreak
I have to mention I am not an expert but I have som opinions I would like to share.
First I have to say I play RG midrange so I can compare a strategy a little bit although those decks are quite different. What I am missing in your deck is some kind of disrupt and tempo cards.

Now I give you comments what to exclude and what to include and why:

OUT:
Kodama's Reach - it is at sorcery speed and you don't need to search lands so much
Harrow - although you can play it at instant speed I wouldn't play it, some kind of creature would be better
Slippery Bogle - it is just 1/1 and you want to hit your opponent hard from the beginning
Harmonize - I would change this card for something you can play at instant speed
Kavu Predator - since you don't play so much boosts, it is just 2/2 with random ability (as someone here told me - sorry can't remember the name)
Sylvan Library - it is too slow, you want to play creatures
Wall of Denial - I think you want to hit your opponent, not to defend your life total so much :)
Winged Coatl - effect of surprise but any other creature removal works the same way, even better and 1/1 is not good enough
Mirri's Guile - this card is too slow, you want to play creatures for one mana
Nature's Lore - you don't need it, it slows you down and it is a bad topdeck :)
Pride of Clouds - isn't it too slow ?
Unmake - I wrote that you have good mana base, but 3 white is quite enough although this card is great, if you can play it everytime, it is better inside
Black Vise - it is random in your deck
Wing Shards - I think it is too slow but maybe I am wrong

IN:
Remand - tempo
Mana Leak - something for disrupt
Memory Lapse - tempo
Sower of Tempation - it is good midrange card and it gives you an advantage
Man o War - tempo
Yavimaya Elder - I don't know if it is good in your deck (it needs to be tested) but it is better than Kodama's Reach I think
Venser, Shaper Savant - tempo
Kitchen Finks - this one is great
Krosan Grip - what can I say? it is necessary
Eternal Witness - it is very useful
Savannah Lions - the beater :)
Qasali Pridemage - I really like this one, it has everything it needs
Oblivion Ring - no comment
Elspeth - I am not sure but I guess this one would be quite good addition to your deck
Call of the Herd - I like this card and it gives you an advantage although maybe there are better ones I didn't notice
Tattermunge Maniac - 2/1 for 1 mana, not as good as Lions or Isamaru, but it still does good job
Mystic Snake - disrupt and you have a creature after that
Pestermite - it has effect of surprise and it is also good for tempo
Gerrard's Command - boost
Sigil Blessing - boost
Mulldrifter - it is a draw or a creature with a draw - advantage anytime

That was just general ideas. Good luck with your deck. :)

PS: Now I have noticed this kind of answer should be in deck clinic and not here, so my apologies.
#13
Deck Lists / Re: BUGrow
08-05-2009, 06:08:19 PM
Hello. First of all I have to say I am not quite an expert in deckbuilding at least with these colors but I may have some ideas for your deck. It is up to you if you can use some of them (depending on you metagame and such). I will write comments to every card of course.
It is difficult to say what you have to exclude instead of the following cards so I write only the list of the cards you could consider playing:

creatures:
Mulldrifter - I like this guy, it is quite expensive (5 mana) to be "only" 2/2 flyer but still you can draw some extra cards and in the late game you have something you can hit your opponent with.
Trygon Predator - I would try to play this one beacuse of his ability to destroy artifacts and enchantments
Ohran Viper - well, this one is just an idea, cause for 3 mana you hit only for one, but one extra card may be helpful and usually opponent doesn't want to block it
Hypnotic Specter - I like this one too, random discard ability is great and it is flyer again
Oona's Prowler - this one is supposed to be the beater and if your opponent discards a card it is usually good for you (if he doesn't play some kind of crazy survival or reanimation)
Serendib Efreet - for 3 mana, it is 3/4 flyer
Kitchen Finks - some extra lifegain and it is difficult to kill but I am not sure if it works with your strategy
Troll Ascetic - untargetable, regeneration and works well with equipments

non-creatures:
Sword of Fire and Ice - your deck seems to me like your guys want to carry something heavy and this one is really great with most of your creatures and also with most of the creatures I mentioned
Mask of Memory - again this is quite a usefull equipment
Moment's Peace - I love this card in decks such as yours but maybe it is not good enough for you but it can give you some time
Putrefy - kills creatures and artifacts, I would try this one
Isochron Scepter - you have plenty of 2 mana spells you can use this card with (Remand, Counterspell, Memory Lapse, Impulse, Trickbind) so it will usually be helpful to you and also it is quite good with Moment's Peace if you can protect it
Engineered Explosives - you play three colors, so it could be useful and it works well with Trinket Mage

Maybe I wouln't play:
Psychatog - did you test this one ? with survival you dont want to remove so many cards to use him at full strength
Frantic Search - I played this one in UW deck and I really didn't like it, cause it didn't give me extra cards
Weatherseed Faeries - do you play this one only for protection from red? is it beacuse of your metagame or just like that? :)

I hope I helped a little bit.
#14
Deck Lists / Re: Red Green Beatdown
07-05-2009, 03:25:59 PM
Well thank you very much. I give you some comments to certain cards:

Kavu Predator - I used to play it when there were more pumps in my deck but I cut them off lately. The next thing why do I play it is because of life gain. I am afraid of it very much and Loxodon Hierarch for example or Kitchen Finks can ruin my game quite well. Although it is connected with my metagame. For me it has not such a random ability and sometimes trample helps me too.

Mire Boa - I am testing this one because many people play swamps, it is also a good candidate for excluding when I have something better.

Blistering Firecat - I can't help myself but I love this creature. The two other things I play it for is the effect of surprise (I REALLY need haste) and because I can't compare it to Skizzik yet. It is not in my "arsenal". :) Maybe I change it later but till now I am satisfied with it.

Seal of Fire - Before you answered it was changed for Eternal Witness. Seal really wasn't good enough.

Black Vise - Maybe it is quite a random card (probably I will change it for Vial) but it won me a couple of games. On the other hand the truth is that it was in my opening hand.

Cursed Scroll - This is because of many controls in my meta.

Thunderbolt - I agree it is not flexible but sometimes I need to kill some flyers and I need it to do for less mana but also it is still opened slot.

Flames of the Blood Hand - I like doing 4 damage for 3 mana and again I am afraid of life gain (metagame). I still agree it is not so much flexible. If you know about something that deals with life gain I will be glad to know that.

Bloodbraid Elf - I am still missing it

Survival of the Fittest - This will be strange but: I love this card but not in this deck. Sorry, kill me for that. :) Maybe I test but not yet.

Tarmogoyf - It is in my decklist, you must have skiped it.

Krosan Grip - Well, I know it is a good card but I want to do some damage and this card doesn't allow me to do that. :) It is helpful indeed but I rather play some kind of creature that can deal with enchantments like zealot. When I begin to have troubles with enchantments more maybe I include it.

Nantuko Vigilante - I will add this one for sure sooner or later to test it.

Vithian Renegades - Maybe you don't have trouble with artifacts but I do. That's why I play Tin Street Hooligan and that's why I will automaticaly play this one. Still I don't want to play Krosan Grip for that. Again maybe I am making a mistake but those are my personal preferences.

Spellbreaker Behemoth - I have to test this one in my meta. We have quite a big number of control decks. If I have a Vexing Shusher I would play both of them.

Price of Progress - This card is awesome but I am still missing it.

Magus of the Moon - I have to include it again because of my meta.

Skizzik - Will be added as soon as I get him.

Thank you again you helped me a lot. If you have some more comments please let me know.


edit (9.5.2009): I am thinking about playing Blitz Hellion. Any opinions on this one ?
#15
Deck Lists / Re: Red Green Beatdown
04-05-2009, 10:28:57 PM
Hello. Unluckily I missed a highlander tournament in my country during this weekend, so I couln't test my deck. On the other hand I have some new cards and I improved my deck. It is on the "Jochen Korbel basis" but there are some differences. I did this changes cause it was really true that if I want to play small critters and to be fast it is better to play zoo deck (what I don't want to do). I will be glad if you give me some comments.
Here is the deck:

Lands:
11x Mountain
9x Forest
Windswept Heath
Wooded Foothills
Bloodstained Mire
Stomping Ground
Taiga
Karplusan Forest
Fire-Lit Thicket
Horizon Canopy
Barbarian Ring
Treetop Village
Pendelhaven
Wasteland

Creatures:
1cc:
Skyshround Elite
Wild Nacatl
Jungle Lion
Llanowar Elves
Twinblade Slasher
Basking Rootwalla
Fyndhorn Elves
Birds of Paradise
Kird Ape
Mogg Fanatic
Frenzied Goblin
Grim Lavamancer
Tatermunge Maniac

2cc:
Viridian Zealot
Tarmogoyf
Thornscape Familiar
Mire Boa
Wild Mongrel
Kavu Predator
River Boa
Dryad Sophisticate
Tin Street Hooligan
Keldon Marauders
Hellspark Elemental
Gruul Guildmage
Rip-Clan Crasher
Scab-Clan Mauler
Radha, Heir to Keld

3cc:
Troll Ascetic
Hell's Thunder
Countryside Crusher
Kitchen Finks
Boggart Ram-Gang
Burning-Tree Shaman

4cc:
Phantom Centaur
Blastoderm
Keldon Champion
Blistering Firecat
Flametongue Kavu
Giant Solifuge
Boartusk Liege

5cc:
Arc-Slogger

Non-creature:
1cc:
Rancor
Giant Growth
Chain Lightning
Firebolt
Shock
Seal of Fire
Brute Force
Tarfire
Black Vise
Cursed Scroll

2cc:
Thunderbolt
Incinerate
Magma Jet
Volcanic Hammer
Sudden Shock
Colossal Might
Winter Orb

3cc:
Rift Bolt
Char
Flames of the Blood Hand
Rhystic Lightning
Sulfuric Vortex
Sword of Fire and Ice

4cc:
Garruk Wildspeaker
Sarkhan Vol

I am still planning to add more cards:
Spellbreaker Behemoth
Tangle Wire
Vexing Shusher
Price of Progress
Magus of the Moon
Skizzik
and probably Reckless Charge and Dust Bowl (cause it is unbanned now I guess)