January 18, 2017 1:56 p.m.
Maybe it would be better to bring out some two drops and replace them with three drops because Fatal Push, even without revolt triggered, is a major problem for this deck and anyone running black is going to have a decent number in their deck.
January 18, 2017 4:55 p.m.
I thought about a few three drops, and the only ones worthy of an inclusion are these, from best to worst:
- Aethersphere Harvester: the best vehicle for creature based decks, Crew 1, flies and gives energy. Will probably happen, depending on further testing.
- Yahenni, Undying Partisan: Haste, +1/+1 counters and hard to kill (except for White). However, no real evasion and much better in a token build. Still, might happen.
- Drana, Liberator of Malakir: Evasion and +1/+1 counters for the whole team. However, a huge target for removal.
- Tireless Tracker: I actually need them in another deck. Counters and card advantage, but too slow for my taste.
- Catacomb Sifter: was good with Smuggler's Copter, now it's not aggressive enough and won't be crewing much in this deck at least.
- Mournwillow: forget delirium, not happening here.
That said, I love having high impact 2-drops instead of 3-drops. Yes, Fatal Push is good against them, but you have so many it doesn't really matter. It also means that I am often able to put 2 creatures on board on turn 4, or even 3 with Servant of the Conduit.
January 18, 2017 10:36 p.m.
cool deck! i love counters (of any type) so the new energy style cards are really cool. your land count is a little low but the deck has enough ramp with Attune with Aether and Servant of the Conduit to offset that. Again really cool deck!
January 19, 2017 10:03 p.m.
Thanks. Yeah, the land count is low (and Rishkar, Peema Renegade is also a mana dork), but I found I flooded too often with more lands, and the only mana sink I run is Walking Ballista. Incidentally, I hope you bought yours! I kept telling people it's good and it's going to see a lot of play, and it has been going up steadily this week.
January 19, 2017 10:12 p.m.
Hey, I love this concept. I decided to make my own deck with the same central idea. I'd appreciate if you would let me know what you think. Snakes Make Everything Better
January 20, 2017 5:03 a.m.
Longtusk Cub Plus Winding Constrictor and Greenbelt Rampager is the combo. Snake and cub out first. 1 G mana elephant bounces, you gain 2 energy. 2 energy on the cub makes 2 counters. Every G mana is 2 counters.
January 21, 2017 6:31 p.m.
Makes a lot of sense, I never thought of that combo. Thanks.
January 21, 2017 6:41 p.m.
I'm thinking of just cutting Servant of the Conduit. She does ramp, give energy and fix the mana, but it seems she doesn't do enough to advance the game plan. Any thought?
January 22, 2017 7:08 p.m.
Scrounging Bandar could work well even into late game. It would come in with extra counters and each that you move around would double all due to the Constrictor. It would help adjust your ramp without Servant earlier in the game and also boost your Ballista at any point for free.
It's limited to upkeep so it does create a timing issue.
January 23, 2017 7:01 a.m.
Also, I redid my counters deck and it's preforming a lot better. Here's a link if you want to check it out and let me know what you think Snakes Make Everything Even Better
January 23, 2017 8:57 a.m.
After watching the SCG Tour, I believe this deck need to be faster, and needs creatures with Haste, or rather that do an impression of Haste, namely Scrapheap Scrounger and Nissa, Vital Force in the sideboard, instead of Ob Nixilis Reignited.
January 29, 2017 6 p.m.
Goodbye Rishkar, welcome back Nissa, Voice of Zendikar: she is generally better against aggro (creates a blocker), Midrange (boosts your team) and Control (draw spells).
January 31, 2017 2:18 p.m.
I'm thinking on switching to an Energy theme, based mainly on this deck:
March 10, 2017 9:41 a.m.
Clear Shot or Nature's Way might be an interesting way for you to get some additional removal, particularly if you target one of your deathtouch creatures. The good thing about Clear Shot is that it's instant speed and it doesn't matter if your target creature is tapped. Thus, it can be used in combat to take out two creatures (particularly if you target one of your deathtouch creatures).
I have a deck built around this idea-- maybe it can give you some ideas? Probably not, but might be worth a look anyway?
Cool deck! +1 from me!
March 10, 2017 11:19 a.m.
Here's the deck-- forgot the link in my previous post! B/G Fun with deathtouch
March 10, 2017 11:30 a.m.
I'm not a fan of using Fight (even one-sided Fight like Clear Shot) in constructed, since it leaves you open to 2 for 1.
March 10, 2017 11:42 p.m.
I'm not quite sure what you mean about leaving myself open for a 2 for 1? I used this deck at FNM and it was definitely very, very effective. Indeed, if anything, I was getting 2 for 1 because I could kill a creature with deathtouch using Clear Shot or Nature's Way then still attack with that creature if I wanted. Highly effective.
Maybe I misunderstand to what you are referring?
March 11, 2017 2:36 a.m.
It is a 2 for one if your opponent kills your creature in response: you lose two cards (the creature and Clear Shot) for his removal spell. If you do manage to use Clear Shot, you still have used 3 mana to do what you generally only need 1 (Fatal Push).
If it works for you, fantastic. But it's only a matter of time before you lose a game because your opponent kills your creature in response.
March 11, 2017 12:45 p.m.
Spinifex, I didn't actually have this problem, but I now understand what you mean. What you describe was only tried once and I answered with Blossoming Defense. Fatal Push really only works on creatures up to CMC = 2, and I know people argue up to 4, but that's only if the person casting manages to get the revolt trigger. In my experience, the revolt triggers are far more difficult to consistently hit in decks like this, so I only try for that as a last resort or if I get it out of dumb luck. I would rather clear a creature before I attack, not wait to lose one of my own. There are only so many cards that can reliably used for revolt (e.g., Evolving Wilds) before the deck starts to get slowed down (Evolving Wilds does slow down a deck).
Clear Shot and (it's slower, sorcery speed cousin) Nature's Way can take out very large creatures with very large CMC (think gearhulks, whales, bigger Eldrazi, etc...). This combo is extremely effective, at least in the meta of my local game store (3-1 at FNM with my version of this deck).
March 11, 2017 10:23 p.m.
I'm going down to 2 Fatal Push maindeck, since my local meta has gone to CCC.
March 17, 2017 10:12 a.m.
I agree with your choice for nissa and I also put I Chandra and heart to stay lower to the ground.
March 22, 2017 1:54 p.m.
Weldfast engineer wouldnt be bad. Maybe 2-3 foreboding ruins. Attune fix mana with card.. I run an exceptionally similar deck with a bit more red maybe youll like it? Jund energy aggro
March 24, 2017 2:52 p.m.
Hey, I really like this deck. I run more of an energy list. I'm trying to think of things to change for Amonkhet, take a look at my deck list and tell me what you think. http://tappedout.net/mtg-decks/jund-energy-amonkhet-edition/
April 27, 2017 11:37 a.m.
You're done with the deck after one FNM bad showing? Also you won a game in each of your matches. Doesn't that seem a bit premature?
May 8, 2017 9:03 a.m.
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|Date added||4 months|
|Last updated||2 weeks|
This deck is Standard legal.
|Folders||Aether Revolt Playtests, Standard Ideas, GPPIT prep, Decks im interested in, golgari counters, Interesting Decks, random, Counter, Inspired|
|Top rank||#33 on 2017-01-29|