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This is my deck that I play at my LGS for FNM. I built the core of the deck before Sultai energy came to the surface, and don't have the money for Scarab Gods and Hostage Takers. I was really not confident in the deck's ability to perform, but it has served me fairly well. I am fairly new to competitive Magic, so I make a lot of misplays, and probably spend more time sideboarding, and swapping more cards than I need to. Despite this, the deck has taken me to what I feel like is a good record for me for now, at 3-2-2. With some tweaks, and better gameplay, I feel that I might be able to take some FNM wins.
This is an updated list that reflects 3 changes I want to make. Those changes are:
-1 Torment of Hailfire in MB; +1 Gonti, Lord of Luxury in MB
-1 Lost Legacy in SB; +1 Dispossess in SB
-1 Duress in BS; +1 Deathgorge Scavenger in SB
I might not be able to pick up the Scavenger before the next FNM, so I will keep this updated.
As for how the deck plays, it is a very synergistic Midrange deck that aims to kill the opponent over a few turns with big creature threats. There are some small nuances in decision making as far as sequencing goes. If you have Winding Constrictor and Glint-Sleeve Siphoner on turn 2 and BG mana up, you want to play the Winding Constrictor first. This actually accomplishes 2 things. Both of these creatures are absolutely mandatory for your opponent to remove. If your opponent can't remove one or both, you will begin to snowball fairly hard unless you have an otherwise bad hand and bad draws. Playing Winding Constrictor before Glint-Sleeve Siphoner allows you to clear the way if they have removal. If they don't have removal, then you get 2 energy instead of 1 on the ETB of Siphoner, and an immediate trigger next turn.
If you have Winding Constrictor and Longtusk Cub, and Constrictor mana available, you play the Longtusk Cub first. It starts out as a smaller threat, and when you connect with it, you get 3 energy, and 2 potential +1/+1 counters, more if you have more energy.
Against control decks, I find that I do better in games where I just try to jam a threat each turn until one hits than I would if I tried to actively bait out countermagic to get specific threats. Each creature in the deck does a good job of providing enough of a threat that you can win off of any of them hitting the table.
Throw your Walking Ballista counters at Ripjaw Raptor as much as you can. Don't kill the Ballista unless it is going to die already. 4 generic mana to draw a card -less technically if you have a Constrictor- at instant speed can give you card advantage enough to shove out control decks if it sticks. This interaction is the core of what this deck is built around. Try to always have extra counters to throw at your Raptors. Always pick Ballista to get counters with Rishkar and Gearhulk if you have the opportunity.
When you play Gearhulk, if you have a Constrictor, target as much of your team as you can to maximize the benefit. Having 1 huge trampler that dies to 2 mana is not as good as getting 8 +1/+1 counters on a team that is ready to go to the red zone.
Don't be afraid to swing in with your Ripjaws. Unless they have a board of guys big enough to kill it and not die, or you don't have any other blockers. Ripjaw bouncing off of another 4/5 (or a 5/6, 6/7, etc.. with counters) may seem like an unfavorable spot if you don't read the text on it. Tapping Ripjaw to draw a card is very powerful.
I will post my game results in comments when I get a chance.
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» | Revision 2 | November 7, 2017 | steynedhearts | |||
Revision 1 | November 6, 2017 | steynedhearts |