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YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Wow. Sorry about not doing a refresh on the thread when Kaladesh came out. Life got in the way of that. In hindsight, it’s not like we really needed to brew after the bans.

I mean, it’s hard to understate how crappy Standard was last season. Especially since the release of Aether Revolt. I mean, it’s been bad enough that I moved to Modern for the most part while keeping an eye on Standard to see if there’s any changes.

I will say that I did enjoy the U/R Zombies/Emerge deck. It was even more fun than MURDERGOATS while actually having a game against Saheeli combo. EDIT: THAT poo poo DOESN'T MATTER ANYMORE BECAUSE THE EMERGENCY BAN OF FELIDAR GUARDIAN HAPPENED LIKE THREE MINUTES BEFORE I POSTED THIS OP LOL.

Some important things to note before you post your deck:
  • DO include what you're building your deck for, be it casual, FNM, or a Grand Prix. Also, mention if this is for a specific format (Standard, Extended, Modern, Legacy, Vintage, Commander, Pauper, Theme Deck, etc.).
  • DO mention if your deck has a budget associated with it.
  • :siren:DO READ THIS ARTICLE BY CONLEY WOODS!:siren: Your deck and some of your choices are going to be questioned, and you're likely to feel insulted. We're not out to hurt your feelings and make you go all :smith: on us. Even some of the best deck builders get their work blown up by other people. You might even be ignored, don't take it personally.
  • If you're searching online for cards, I can't recommend using Wizard's website, Gatherer. It tends to be slow and difficult to use. Magiccards.info is a better bet.
  • For Sixty-Card constructed decks, please try to use deckstats or tappedout's deck building tools, and use the full embed code if you can. The links help make your deck pop off the page when scrolling.
  • For Commander/EDH decks, you can post them, but do remember there is a dedicated thread for this, and that you’re a horrible person. Use only a link to deckstats/tappedout if you do decide to post it here. If your deck is on MODO, go ahead and give us a screen shot of it.


Enough with the notes, on to some of the deck building basics.

Before you build:
  • Decide what your deck's win condition or conditions will be. Try to have a plan B when you can.
  • Decide how your deck will achieve that goal.
  • For competitive play, never exceed the 60-card minimum (99+general in commander).
  • Don't be afraid to net deck. It's not a bad thing. If there's a pre existing deck out there that does what you want to do, feel free to copy it. It's likely going to be optimized already. Star City Games keeps a list of all of the top decks from its events, as does Wizards in their event section.
  • If you don't want to build a pre-existing deck but want to use its archetype, still view the deck lists. That will provide an excellent starting point to build your mana base. This is the start of what's called, "Going Rouge".
  • Speaking of the Internet, consider using one of the deck building tools out there, such as https://www.deckstats.net and https://www.tappedout.net. Also, use something like magiccards.info to search out cards you may want to use. See the second post of the main discussion thread for more online resources.


Now that I've mentioned them...

Deck Archetypes
  • Aggressive; Hit them hard and fast. If you haven't won by turn four or five, you've probably already lost. Historically, these are Red, Green, and Black; but can exist in all colors. Examples include Red Deck Wins. Pure aggro decks tend to have low amounts of land, sometimes as few as 16 and rarely have utility lands.
  • Stompy: Rides the border of Aggro and Midrange. Usually appears to be an aggro shell with buffs. Examples would be SOM/INN R/G Aggro (because of swords buffs and having a bit of a late game) and Tempered Steel. Land count in Stompy decks tend to hover in the 21-23 range, sometimes include a couple of utility lands, and will often include some Ramp elements (usually mana producing creatures).
  • Midrange: A variable type of deck that can play the aggro role against control, or the control rol against aggro. Abzan decks from the standard we just rotated out of are the perfect example of midrange. Land count for midrange decks tends to hang in the 22-25 area with a decent amount of utility lands.
  • Control: Built to take the game long and outlast an opponent, usually through mass removal, card advantage and counter spells. This type of deck usually runs few actual threats. Historically, these decks are Blue based with White or Black. U/W control from RTR/THS and The Deck are examples of control. Control decks will run 25+ lands, and will include numerous utility lands.
  • Tempo-Control: This deck type blurs the line between Aggro and control by using tempo cards like Vapor Snag and other unsummon variants along with small, evasive beaters and other value cards to control the game. Recent examples being Caw-Blade from ZEN/SOM and Delver from SOM/INN
  • Ramp: Decks built to hit a certain point on their mana curve as fast a possible (ramping up through land search or mana producing creatures) then crushing their opposition before they can react to their massive threats. This archetype can suffer with out of order draws, (not drawing land search sorceries or mana producing creatures early, etc.) but tends the be extremely explosive. Valakut decks in late ALA/Zen and early ZEN/SOM and the various Wolf Run variants from SOM/INN are examples. Very rarely do Ramp decks run less than 25 lands, with upwards of 28 not being unheard of.
  • Combo: This was the boogeyman of Standard up until about 20 minutes from having to do this edit. Saheeli Combo had the ability to dump infinite hasty cats on turn four and just beat you. Otherwise you’re looking at older formats with storm combos or the OG of all combos: Channel/Fireball.

Next up, Building!

While you build:
  • Remember that consistent decks with a clear plan to victory (and a backup plan) win the most.
  • Mono-colored or two-colored decks tend to be the most consistent and least vulnerable to disruption. You can fan out to a third if the format's mana base allows it. It remains to be seen what will happen with manabases with Ahmonket’s release, but 3-4 colors should be doable
  • You generally want somewhere around 22 to 26 lands in your deck, depending on format or archetype. Your Mana Base should generally skew similar to the amount of colored mana in your spells. More on this after this list.
  • Give this article by Alexander Shearer a read and check out the spreadsheet.
  • Be mindful of your Mana Curve. As an example, if you're playing an aggressive deck with the goal of simply going :zerg: at your opponent, your mana curve should terminate at a converted mana cost of NO HIGHER than four and the majority of your spells hovering around the CMC 2 range. There's no hard and fast rule for what a mana curve should look like. This is the 2010 Worlds top standard deck, note that the mana curve has a huge amount of things to do at CMC 1 and 2

I can't stress enough how much you have to consider your mana base.
Your forseeable manabase BFZ/OGW/SOI/EMN/KLD/AER/Ahmonket Standard minus some of the utility lands because a lot of them don’t see play outside of limited:

Basic Lands: Plains, Island, Swamp, Mountian, Forest.

Wastes: Basic lands without a type that debuted in OGW. Only produce colorless mana. You can have as many of these in a constructed deck as you’d like. If you’re drafting BFZ block (oh god why are you doing that), you have to draft them. THESE ROTATE OUT OF STANDARD WITH BFZ BLOCK.

Shadows Land Lands: Allied cycle of lands that ETBT unless you reveal a land with the type of one of the basics that produces that color. They play well with Battle Lands and will probably be about on par with Scars Fastlands for standard, which is to say they're better early game.

Battle Lands: Fetchable dual lands that ETB tapped if you don’t control at least two basics. They’re relatively budget, but haven’t seen a ton of play lately because they’re kinda slow.

Enemy Manlands: Lands that ETB Tapped but can have mana pumped into them to be turned into a creature until end of turn. They’re ok fixing and generally fairly good cards. U/R and B/W are probably the best of the bunch.

Enemy Fastlands: Well, this cycle may just be the only thing NOT WRONG with the entire Kaladesh block. And that’s only because it’s completing the full cycle from Scars of Mirrordin. These ETB untapped if they’re your first through third lands of the game. They show up in modern as well, so get them while you can.

ETBT Paired duals: Allied pairs in OGW, Enemy pairs in SOI. These are your baseline dual lands for the time being. They’re not pretty, but they’ll get the job done

Evolving Wilds: The go to land for fetching basics in standard. So much better than Warped Landscape from SOI

Allied Bicycle lands: gently caress you, I’m calling them what I want. These are fetchable (typed) ETB tapped duals that have Cycling: 2. Awesome for dealing with flood and good for being viable fetch targets. Not fast by any means, but being able to cycle away a useless land is a godsend

Westvale Abbey: There’s a lot going on with this card. It does produce colorless and for a lot of mana, it can get you a steady stream of 1/1 tokens. The last ability to transform it to Ormendahl, Profane Prince proved to be a pretty good payoff when SOI first came out. Then Emrakul showed up, got banned, and Cat Combo hosed everything up. Keep this in mind if you’re generating lots of tokens.

Sanctum of Ugin: Colorless fetching for when you cast a big colorless creature. More of a Modern pity card at this point, but useful as hell if you’re using the EMN Eldrazi. Chaining multiple Elder Deep Fiend will usually win you a game.

Crumbling Vestige: ETBT, but give you a color when it hits, then goes to producing colorless. Ended up being excellent in limited and is seeing play in couple modern decks. Not really up to the challenge in standard though.

Drownyard Temple: Taps for colorless and you can pay 3 to bring it back from the graveyard to the field tapped. Worth keeping in mind if you expect to be discarding a lot, but not an incredible card to be running.

Blighted Lands: A cycle of colorless producers that can be sacrificed for a minor effect for 4 or 5 cmc. Usefulness depends on what kind of deck you’re building. Blue and Black have proven to be the best of the bunch.





After it's built:
  • Test it out a little bit! You can even use the hand generators on deckstats.net to get a feel for what kind of opening hands you're going to run into. Goldfishing (solitare play) helps as well, but if you have friends or Magic Online, go to it.
  • If the deck seems like it might have some merit, post it here! Use the deckstats.net or tappedout.net builders. (I recommend deckstats, as it will give you the proper BB code with links to individual cards on magiccards.info as well as all the mana curve data and even pricing.)
  • Take the advice you get here, and make your first tweak. Only change one thing about a deck at a time so you understand the changes you've made function in relation to your deck's previous incarnation.
  • Test it out again! Then continue to make your changes.
  • Play your deck against every kind of deck you can. If you're going to a tournament, build a gauntlet of expected decks and play as many games as possible against those decks.
  • Don't forget your sideboard!
  • And don't forget to play post-sideboarded games!

One other thing to note when you're building your deck is that there's a good chance you're going to have a "pet card" you want to try to shoehorn into every deck you build. I gravitated towards Combustible Gearhulk for a while before AER came out. It was fun, but not great.

Alternatively, the OP of this MTG Salvation thread does an excelent job of going over all of this.

Some questions you may ask:

Can I post the full list of my Commander/EDH deck?
Use a link to deckstats/tappedout for your Commander/EDH Decks
DON’T POST FULL LISTS OF COMMANDER/EDH DECKS
Or just post it in the Commander thread and know that you’re a horrible person.

How many of each card do I want in my deck?
Here's a good way of looking at it (this excludes basic lands):
Four of a specific card: I want this card in my opening hand and/or want to see as many copies of it as possible.
Three of a specific card: Having this in my opening hand isn't bad, but I generally only want to see one or two copies of it during the course of a game (Legendary Creatures, Planeswalkers).
Two of a specific card: I'd like to see this card on occasion, but never really want it in my opening hand.
One of a specific card: I NEVER want to see more than one of this card or something I'll be searching for with a tutor effect or drawing through massive amounts of draw. (Singletons are often a deck win condition in vintage or legacy, and frequently a win condition in a combo deck.)

Why does my deck keep getting slaughtered by this other type of deck?
Your deck may have an inherent weakness to that deck. As an example, a creature ramp deck can be stalled out horribly by a mono-red burn deck. A deck with no flyers can be completely out of luck if your opponent drops a large flyer like a Baneslayer Angel. That mono-red burn deck has a huge weakness to life gain and shroud/hexproof creatures. You have three options to deal with this. First, you can make main deck changes. Second, you can dedicate slots in your sideboard to shore up this match. Third, you can just accept that your deck is bad against that type of deck.

What's a sideboard?
That's 15 extra cards you can use to modify your deck between games in a tournament. You can use this to solidify your deck against a bad matchup, or transform your deck into something else. It's a good idea to consider your deck as a 75 card deck with 15 cards held in reserve.

How do I tune my deck for my local metagame, what about my sideboard?
Well, that’s a bit of a doozy and specialized. You'd need to tell us what your expected metagame is, then we can help you.

I want to build a mill de--
Wizards does a good job of printing stuff that mills. I have news for you: Mill decks are still bad, especially in Standard. The U/B list in modern isn’t horrible, but it’s not great.

I’m not saying mill isn’t fun and can’t catch an event with its pants down like it historically has, but they’re a slow burn or combo deck at best. They lack consistency and are open to just being run down by even midrange decks. TurboMill from LOR/ALA is probably the closest, most recent example of a consistent Standard mill deck. It took the rise of 5-color-control for it to be a player though. And none of that mattered once Seismic Swans came around.

In both Standard and Modern, self-mill is usually a better idea.

Why did you rip my awesome deck to shreds? It was the best thing in the world! You have no idea what you're talking about!
While there's a decent chance that someone commenting on your deck may not have the best deck building sense (including me), the same holds true for you. Also, I warned you this would happen, and even gave you this link earlier. Put your ego aside, we're trying to help.

Hay guyz! I just got given a bunch of new cards from someone and I want to post my deck list. Should I do it?"
JerryLee put it pretty succinctly in the first iteration of this thread, but I'll sum it up here: Probably not. If your card pool is really tiny what you can put together isn't going to be of much interest to us, and you're likely to be ignored. If you want to list out a fully fleshed out deck (include cards you want to acquire for it) BASED ON what you currently have, or get some suggestions on what to look for, that's fine. If you want to save some money, you can buy from other goons!

My deck didn't get commented on. :smith:
This is likely to happen for any number of reasons. More often than not this tends to happen for Legacy and Vintage decks posted, but don’t worry if you want to talk older formats, Go here and post the list. Another reason your deck may have been ignored is because you didn't specify what format it's for and/or your budget. You could have also posted in the middle of a flurry of decks being posted and it was just missed. Don't take it personally, this just a single thread in a sub-forum of a sub-forum that's doesn't exactly have a huge amount of traffic.

That said, If you want to get competitive, don't hesitate to go to Star City Games top deck lists from their open series and use that as a place to start on the type of deck you want to use.


I'd like to remind everyone to INCLUDE WHAT FORMAT YOU'RE BUILDING YOUR DECK FOR! The format a deck is built for is key to getting help.

If you'd like to get a hold of me in regards to something with the thread, talk Wizard Poker Deck building, or berate me for being a jackass, feel free to PM. I might actually get back to you on that.

Cat Snakes for everyone!

YeehawMcKickass fucked around with this message at 02:06 on Apr 27, 2017

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YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
There was a bit of talk about this deck in the new main thread before the emergency cat ban happened:

https://www.mtggoldfish.com/deck/626179#paper

We can discuss deck choices here. I'm running a variant of this that lacks the enemy fetches, but runs four swiftspear instead of two. Why these people keep running two I have no idea.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS

little munchkin posted:

what is up with forked bolt?

I'm actually not sure, I'm not even running it.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
IIRC (haven't looked at the deck for a couple weeks), I'm running the full four Paths. Im also doing the sideboard Abrupt Decay/with one stomping ground. Caught a merfolk player by total surprise.

Anyone got some standard brews? U/R zombie/emerge is NOT in a good position thanks to magma spray.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
I took a largely unmodified (I added some cycling lands main and a couple of Hazoret board) U/R emerge deck to FNM last week and went 3-1. Then that SCG happened and I want to punch magic players. Which is honestly a fairly good policy sometimes, kinda like punching Nazis.

There's a TON of stuff that happened at the SCG I don't agree with:
Removing Fiery Temper from the deck was possibly the dumbest thing everyone did. Yes, it's a bit mana intensive sometimes, yes hard casting it sucks sometimes. But sometimes you just gotta kill a Gideon that came down to crew a Heart (bonus points if you're hitting the axe/temper one two punch), make them waste mana on a scrounger recursion, blow up a ballista, or just go for their face because they're at 2 or some poo poo.
Bloodrage Brawler is bad because it pretty much just turns on removal (I'm looking at you here, Fatal Push). I don't care that it's a discard effect with a pretty good body attached (we've come a long way from Balduvian Horde). I enjoy leaving a player with totally dead cards. Yes, Revolt enabled Push can get some of your stuff, but it's all crap that comes back so it's not a problem.
Speaking of cycling, the complete lack of bicycle lands in the deck just astounds me. I'm not saying you need to run eight of them, but four to five is great for a turn one play (which incidentally allows you to cast your Amalgams) and being able to cycle later on is fine. It's a bit greedy, but toss the motherfuckers if you see too many of them.
Drake Haven in the side? Quit being cute. This isn't the deck for this. Even with Fevered Visions in the 75 haven is a do nothing play on turn three
Disallow in the side is bleh. You tend to not care about triggers too much and the deck is mana hungry enough that 1UU is ouch. Just run Negate to get Gideon/Heart/pump spells/Marvel.

Things I did agree with:
Fevered Visions is a card I love, but the meta is a bit too aggro for this right now, the full grip in the sideboard for midrange/control matchups is perfect. I may consider a 2/2 split later on.
Reduce to Rubble as a three of is a spicy, mini EDF of a meatball and as soon as I have enough of them I plan on tapping people down SO HARD.
The singleton Wretched Gryff to get an extra K-Return enabler is pretty smart and something I considered doing at several points. It's worth a shot.

So I put this together for if I make FNM tomorrow night:

Deck: U/R emerge

//Creatures
4 Advanced Stitchwing
4 Elder Deep-Fiend
4 Prized Amalgam
4 Stitchwing Skaab
1 Wretched Gryff

//Spells
4 Cathartic Reunion
1 Reduce // Rubble
2 Nahiri's Wrath
3 Fiery Temper
4 Kozilek's Return
3 Lightning Axe
3 Tormenting Voice

//Lands
4 Island
4 Mountain
3 Canyon Slough
2 Fetid Pools
2 Sanctum of Ugin
4 Spirebluff Canal
4 Wandering Fumarole

//Sideboard
2 Dispel
1 Fiery Temper
3 Magma Spray
2 Negate
1 Release the Gremlins
2 Hazoret the Fervent
4 Fevered Visions

Display deck statistics

If I can get the Reduce // Rubble in time, I'll the other two in main, and move the Nahiri's Wrath to the board in place of a Dispel and Release the Gremlins.

Bloodrage Brawler being run in the SCG decks actually brought up a point for me. They're looking for that bit of discard. I'm running black bicycle lands right now that allow for some light splashing. This makes Collective Brutality a somewhat viable board/splash option, and maaaaaaaaaybe a singleton Cut to Ribbons. Not something I want to try just yet though, I want to give my changes for this week some time to coalesce.

Then again, I could just put together a Marvel variant or some poo poo. Maybe that Bant list so I can run Gideon.

YeehawMcKickass fucked around with this message at 14:37 on May 5, 2017

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Sorry, been out so I know this is late.

The Reduce//Rubble package got pushed to three and it was probably the first thing I sideboard out because of the matchups I ran up against that FNM. U/R control, U/R Control, Mono B zombies, Jeskai control. I honestly should have had Visions in the main because of how much drat control I ran into.

Bicycle lands are good, but you only want like 4-5.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS

Dr. Red Ranger posted:

Would it be kosher to ask about Amonkhet-only formats? My local group is coming to the end our of Amonkhet sealed league and I'm actually doing pretty well with my black/green big dude deck against most everyone except control decks. There's a couple of Blue/Red "nothing but counters and burns" decks that swept people running similar decks to mine so I was looking for...play style and construction tips against them? I'd like to not get bulldozed on my way out of the tournament if I can help it.

Anyway, my biggest problems have been trying to get around never ending counters or burn spells keeping my board clean, or getting knocked out by angler drakes I only have so many stinging shots for.

Block isn't really played too much anymore, but it sounds like you're playing a deck that's just super weak to the U/R control deck the format can build. Without seeing specific builds, you need threats that are super hard to remove or can easily be redeployed enough to over stress their resources.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Honestly, I think UR tempo will be good enough.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Vance's Blasting Cannons makes me happy, I'm slamming that poo poo in every red deck.
Maybe a U/R tower deck?

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
A DRAKE VARIANT WITH CANNONS!
Deck: Drakenap + Cannons!

//Lands
6 Island
6 Mountain
4 Ramunap Ruins
4 Spirebluff Canal
4 Sunscorched Desert

//Spells
2 Cathartic Reunion
3 Chart a Course
4 Lightning Strike
4 Opt
3 Reduce // Rubble
3 Vance's Blasting Cannons

//Creatures
4 Bloodrage Brawler
4 Champion of Wits
4 Enigma Drake
2 Hazoret the Fervent
3 Nimble-Blade Khenra

Display deck statistics

YeehawMcKickass fucked around with this message at 03:46 on Sep 16, 2017

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
I'm not rolling out a new thread. We barely got into two pages with this one.

I will post a dumb deck later on to celebrate.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Here's a celebratory level zero stupid deck that sucks but plays off of a couple fun interactions. Improving it would be cool, but I doubt anyone's going to even look at this.

Deck: Untitled Deck

//Lands
4 Botanical Sanctum
17 Forest
4 Island

//Spells
2 Nissa, Steward of Elements
2 Nissa, Vital Force
4 Opt
4 Pounce
3 Savage Stomp
3 Spring // Mind

//Creatures
4 Drover of the Mighty
4 Merfolk Branchwalker
4 Ranging Raptors
1 Waker of the Wilds
4 Walking Ballista

Display deck statistics

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
So, I fully admit that I am not the best player or deck builder. I'm probably better at modifying existing decks. I've been looking at what's been happening with the super aggressive with Raumnap gone. Then I realized that nearly all the creatures the deck wants to play have first strike or haste.

Which means you can gently caress up combat math on people by splashing white and running some number of Path of Mettle. And you can flip it to do 2 damage repeatedly.

Here's an early thought on it.

Deck: Haste of Mettle

//Lands
4 Inspiring Vantage
11 Mountain
2 Plains
2 Scavenger Grounds
4 Sunscorched Desert

//Spells
3 Abrade
2 Chandra, Torch of Defiance
4 Lightning Strike
2 Magma Spray
3 Path of Mettle
2 Shock

//Creatures
2 Ahn-Crop Crasher
4 Bomat Courier
3 Dire Fleet Daredevil
4 Earthshaker Khenra
3 Fanatical Firebrand
3 Hazoret the Fervent
2 Kari Zev, Skyship Raider

//Sideboard
2 Chandra's Defeat
2 Magma Spray
3 Blazing Volley
3 Cut // Ribbons
1 Abrade
2 Chandra, Torch of Defiance
2 Glorybringer

Display deck statistics

Incomplete sideboard, I know. But the horrible games for ramunap always happened to be the ones where someone either gained a ton of life from an enchantment, or dropped Authority of the Consuls. The white splash allows for enchantment removal.


Like I said, I'm kind of an idiot, but it's not an expensive switchover from mono red.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
I like the thinking, but it feels like a lot of do nothing considering the rest of the deck.

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS

AlternateNu posted:

You would be correct.

Another note: I would not maindeck Daredevil. The deck should either be throwing creatures out or dumping mana into a flipped Mettle. You (hopefully) won't have mana to spare to get random, not always possible, value from your opponent's grave. Also, Sunscorched Desert is kind of a wasted slot in a deck without Ruins. You're going to get mana screwed if you play needless colorless lands.

Yeah, Daredevil feels more like a sideboard card than anything else. I've got most of this together in paper and daredevil has been pretty blah. Sunscorched is better in a mono-red situation. -4 suncorched, +2 mountain +2 plains. -3 Daredevil, + 1 Firebrand +1 Crasher +1 shock (because I don't have any more crashers).

Also can't tell if three or four is correct on the Mettle.

YeehawMcKickass fucked around with this message at 02:32 on Jan 22, 2018

YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Someone already figured it out:

http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=118274

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YeehawMcKickass
Jan 2, 2003

WE WELCOME THE OPPRESSORS
Turns out that Dire Fleet Daredevil is just a better overall card for that R/W path of mettle deck than practically all the other options. The Raptor the published lists call for goldfishes great, but plays horribly in reality. DFD may have less power and toughness, but the first strike means it brawls a bit better early, it's easier on the mana, and the ability is way more relevant in the middle/late game.

There really aren't that many other good options in the 2 slot. Sky Terror is ok, but doesn't activate PoM. There a 2/1 haste dino, but French vanilla there.

My meta is forming up to be a bunch of control and Gate decks, I'm going to have to skews my sideboard a bit to dealing with graveyards and enchantments.

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