HotRodScott Deckling

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Said on Pack Rat Madness...

#1

Went down a land and a rat colony to make room for key to the city. (The actual CMC is 1.6 or so if you factor madness cost, not hard casting cost, so 22 is still a lot of land, but land drops and black mana are important since you really need 4 mana to clone a rat and leave up swarmyard or 1-mana for madness, and you have to be able to play the tutor on turn 4 if you're missing a piece.) May lean it down further as I still find myself with extra lands more so than being starved. (they make good discard fodder, so it's not the end of the world, but we'll see.)

Beat a mill deck and pretty spicy mono red valakut deck running it like this. Might go down on the madness cards a touch as I seem to always have a lot. While on principal, it's my favorite madness card but right now Alms of the Vein is the only one that I don't get excited about having in my hand since that 3 point life swing isn't usually as important as digging up a rat or killing a creature and then letting the army do way more than 3 pts. We'll see. Actively playing this one again now, so more to come! :)

August 4, 2018 2:52 p.m.

Said on Pack Rat Madness...

#2

Actually, starting at 2 power, rat colony is just better, no reason not to switch them all vs. swarm of rats! I hadn't noticed that before.

I thought ink-eyes was from their graveyard, not yours (so, no rats to play unless they're playing rats too. So sideboard maybe? I've yet to hit a rat mirror.)

As far as card draw and curve, I can see that with the 4-5 drops you have added in there. I'm still running all of the low CMC stuff, so my plan for turns 3, 4, 5 is cloning/paying madness costs with that mana or dropping a 1-2 drop unless I want to tutor or drop marrow gnawer, I can see where it would be flat if you don't have those 1-drop options in there or don't have a pack rat out though.

July 31, 2018 4:08 p.m.

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