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Said on M19 B/U Zombie ......

#1

Hey, you might want to update the deck description? Liliana's Contract and Demons are not in the deck list. Good idea cutting that strategy out as it's not needed with Zombies. I see 4x Contempt main deck very nice, but another 4x Contempt in the sideboard which can't happen :) Same with Cast Down, remove the two from the sideboard?

I like the idea of Scarab with Zombies, but don't sacrifice the great core that Zombies can have to play other blue cards. Diregraf and Wanderer, the one drops should be 4 ofs because you want to consistently be able to have one or more of them in your opening hand so you can play one turn one. Consider cutting Wits for 1x more Diregraf and 1x more Wanderer?

Josu is more of a sideboard card for white control matchups where Settle the Wreckage can get you lots of lands you can use to cast Josu with kicker. In control matchups however you also want 4x Duress for the sideboard for the very reason that it can take Settle from your opponent's hand before he/she can cast it. This is better than not having a way to take Settle and having your Zombie army exiled for lands to use to play a kicked Josu. Consider cutting 2x Josu for 1x more Accursed and 1x more Marshal? 1x Josu can go in the sideboard as a back-up plan against Settle. A well timed, before you attack, play of Duress can win you many games in control matchups.

Liliana's Mastery is great card for Zombies. You've added Scarab who is another five drop which conflicts with five drop Mastery, but I think this is fine. Consider 4x Mastery and 2x Scarab? Consider cutting 1x Cast Down and 1x Liliana, Untouched By Death for 2x more Mastery?

Combining all my suggestions consider this creature base:

  • 4x Diregraf
  • 4x Wanderer
  • 4x Marshal
  • 4x Baron
  • 4x Accursed
  • 2x Scarab

Other spells base:

  • 3x Push
  • 2x Cast Down
  • 4x Contempt

  • 4x Mastery

  • 1x Liliana, Death's Majesty
  • 1x Liliana, Untouched By Death


For the sideboard you want a nice plan for control matchups because without one lots of removal and board wipes will wreck you.

This is a standard sideboard plan for black for control matchups. Duress is your best card because it can take one of removal, board wipe, counterspell, draw spell or Planewalker, all the cards that control has. Doomfall is additional discard, but instead of discard it's exile and it can take and exile any one nonland card from your opponent's hand this includes a creature. Doomfall has another mode which makes it versatile; instead of looking at your opponent's hand and exiling something you can choose to have your opponent exile a creature he/she controls. This mode can be helpful to exile a lone finisher creature who control may have.

Blood Fast is a draw engine which control has a hard time dealing with enchantments. If unanswered Blood Fast can can take over a game for you with card advantage. You have to worry much less about life in control matchups which makes Blood Fast very good.

Good luck with your deck.


July 23, 2018 6:46 a.m.

Hey, Viashino Pyromancer, Guttersnipe and Chainwhirler are all very good with The Flame of Keld's third chapter ability for a burn strategy.


July 23, 2018 5:56 a.m.

Said on U/B/R Dragons...

#3

Hey, you're welcome. I like the changes you've made :)

Unfortunately, consider more than four sources of blue mana to play 3x Bolas? Bolas is an important part of the deck because he's a Dragon and a four drop. I suggest 10-12 sources of blue to consistently be able to cast Bolas turn four without having either Sarkhan or Hoard mana. Sarkhan and Hoard help a lot to cast Bolas, but you can't just rely on them.

Consider this 25 land manabase (17 red, 14 black, 10 blue):

  • 4x Slough
  • 4x Summit
  • 4x Falls
  • 4x Catacomb
  • 5x Mountain
  • 2x Swamp
  • 2x Island

In the example I've cut Field of Ruin. With the addition of blue you now have a three color manabase which Ruin can't really fit into. You want to use it's spots in the manabase for blue.

Another option to consider is 2x Unclaimed Territory in place of 2x Island. Territory is nice when set to Dragon it can make one of any of three colors that Bolas requires. Since the only blue card is Bolas Territory can cast him while also being used to cast any of the other mono double red Dragons.


July 23, 2018 12:04 a.m.

Said on White with Angels...

#4

Hey, consider black as the second color instead of blue?

Black for Knight of Malice which is really good with white Angels and of course Grace and History. Black gives access to great sideboard cards for control matchups: Duress, Doomfall and Arguel's Blood Fast  Flip. Blood Fast seems amazing with the lifelink Angel strategy of Lyra or Resplendent. It can shore up a big weakness of white which is draw. Black just seems like it can do more than blue for the overall deck strategy which is Knights/Angels midrange. Teferi is an amazing card, so is Negate, but you already have your five drop Lyra and I think black gives more sideboard control options than just Negate.

Malice, Grace, Resplendent, Shalai and Lyra is a very strong creature base. I'm not a fan of Marshal because I think restricts the manabase too much for what he gives and I think white needs a secondary color for control matchups.

Good luck with your deck.


July 22, 2018 5:04 a.m.

Hey, Goreclaw is interesting with Dragons, but you want more than 5 total creatures who can take advantage of his ramp. This low amount of creatures doesn't make playing Goreclaw worth it. Consider more Demanding Dragon and Verix Bladewing, 4x Demanding and 3x Verix?

Draconic Disciple is fine, but there's a better budget green three drop ramp spell in post rotation Standard, Gift of Paradise. Gift is not a creature it's an enchantment this makes it less vulnerable to removal. Main deck creature removal is abundant in all decks, but enchantment removal is not. Gaining 3 life with Paradise is helpful in aggro matchups you don't feel bad having to tap out turn three to play Paradise because you're gaining some life. A Dragon strategy is going to be about stalling the game long enough, to stay alive long enough to play your high CMC Dragons. The life from Gift can help.


Consider 4x Timber Gorge to improve the manabase? is the most important colors you want for Sarkhan and Dragons. Consistently it's going to be hard to make double red with 10 basic Forests. Green shouldn't be the primary color of the manabase, it's the secondary color. Red is the primary color therefore you want more red in the manabase then green, more Mountains than Forests.

Consider this budget post rotation manabase:

  • 4x Crag
  • 4x Gorge
  • 10x Mountain
  • 6x Forest


Consider Spit Flame? Post rotation this spell is worth playing because a huge amount of playable removal spells are rotating. Whelp and Egg can make Spit a very good creature removal spell for this deck. Speaking of removal spells you want more main deck because without them aggro will wreck you.

Lightning Strike is good also consider Shock? 4x Strike, 4x Shock and 3x Spit is a good removal spell base to consider. 4x Strike and 4x Shock, early game removal spells to fight aggro and stay alive. They also can act as burn to your opponent's face which can be helpful to finish your opponent when you're doing a lot of damage with Dragons.


Cards that can be cut for better options (in no order):

  • Nature's Spiral
  • Rogue's Gloves
  • Growing Rites of Itlimoc
  • Draconic Disciple

Also consider cutting some number of Whelp and Egg? I don't think you need 4x of each of these main deck. More Egg can go in the sideboard for aggro/midrange matchups.

Good luck with your deck.


July 21, 2018 5:21 a.m.

Hey, interesting ideas, but is Novice Knight worth the trouble to get lifelink? I suggest just playing more Lyra and more Angels as she alone has lifelink and gives all your Angels lifelink. Really no reason to jump through hoops to get lifelink with Novice.

Angels are very much a midrange deck. The three, four and five drops are filled with Angels the other spots in the deck I recommend filling with removal and draw. Cast Out is great, but also consider Seal Away? Two drop instant removal is very much wanted in any Standard deck. Lyra is a very important card that you want to play every game, but only two copies and only 20 lands is going to make that hard to do. You want to make your land drops until turn five, 20 lands is too low do this. I recommend 25-26 lands.

Consider adding blue? Blue for Azorius can really help Angels because blue gives you draw/selection and Negate. I like Anticipate as a way to help to find Resplendent and Lyra as well as land or removal. Anticipate seems like a helpful two drop to set-up Angels. Negate of course is one of the best spells in Standard and it can help here to protect Shalai which in return protects all your Angels. If you don't have Shalai in play then Negate is a back-up way to protect Lyra and Resplendent.

Here's an example adding blue:


July 21, 2018 3:54 a.m.

Said on UBR Control...

#7

Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?

22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager  Flip. Consider Aether Hub?


I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.

More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager  Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.


Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.

I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.


For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast  Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.

Good luck with your deck.


July 21, 2018 2:14 a.m.

Said on Green Dino...

#8

Hey, Sarkhan's Unsealing has a lot of potential with Dinos. Five of the better Dinos triggers Unsealing: Ripjaw, Carnage Tyrant, Gigantosaurus, Regisaur Alpha and Ghalta. Ghalta, Tyrant and Giganto are very good because they trigger Unsealing second ability which can potentially board wipe only your opponent's side of the battlefield as well as do 4 damage to your opponent and all Planeswalkers he/she controls.

Unsealing triggers on cast this gets around counterspells and removal. Even if the Dino you cast is countered if it's power is 4 or more then it still does 4 damage to any target. Any target is a reason to play Unsealing it means you can target a creature, your opponent or any Planeswalker your opponent controls. Because it can target both creatures and Planeswalkers makes it a great main deck card since it's good in both aggro/midrange and control matchups.

For the manabase consider 4x Timber Gorge? I suggest Gorge over Sheltered Thicket because it looks like other than Abrade you're building Dinos for post rotation. You need more than only 4 sources of red mana in the manabase. I suggest 4x Crag, 4x Gorge and 4x Mountains to be able to consistently play Huntmaster turn two.

Consider 4x Llanowar Elves? Dino's like ramp and there's no better ramp card in Standard then Llanowar. 15-16 Forests is good reason to play Llanowar because consistently you'll have a Forest to play him turn one. I like Drover as a two drop mana dork more than Huntmaster because mana created by Drover can be used to cast nonDino spells. I also like Thrashing Brontodon instead of Raging Raptors. Raptors are lackluster without having an enrage enabler so you can take advantage of the land ramp. The four toughness of Brontodon is good for a three drop as well as it's abilty to sac itself to remove an artifact/enchantment which is handy to have for lots of matchups.

Consider this Dino creature base:

  • 4x Llanowar
  • 4x Drover of the Mighty
  • 3x Brontodon
  • 4x Ripjaw
  • 3x Alpha
  • 2x Giganto
  • 2x Tyrant
  • 2x Ghalta

Consider this other spells base:

  • 4x Unsealing

  • 4x Commune
  • 4x Abrade

There's some Dinos that go well with a sideboard plan. Runic Armasaur and Deathgorge Scavenger. Both have narrow effects which makes them better as sideboard cards than main deck cards. Other sideboard cards to consider are Banefire, Magma Spray, Savage Stomp and Vivien Reid.

Good luck with your deck.


July 20, 2018 11:01 p.m.

Said on Esper Zombies...

#9

Hey, playing three color Zombies can be fun at a tournament like FNM, but if you're thinking of taking Zombies to Nationals which is a much higher competitive tournament my advice is play mono black. Orzhov if you want a second color for Wayward, but not three colors. I suggest this because with Zombies and the all out aggro strategy with lords consistency and speed is the most important thing. Three color or even two color aggro decks are less consistent then mono colored ones. Zombies want a consistent turn one Zombie play either Diregraf, Wanderer or Push. Consistently this is difficult to do with three colors so many ETB possible tapped lands. The Check lands are great lands, but not turn one.

Orzhov you can have 4x Concealed Courtyard, 4x Territory and 4x Chapel, 12 white sources for two drop Wayward. 8 sources which can ETB untapped turn one is important. 12 sources for a two drop is low, but doable. Is it worth it? I don't know. Binding Mummy seems like a very good white Zombie sideboard option for Zombies. He can help to clear away blockers in midrange matchups. He has very nice interaction with Marshal, Mastery and Liliana's -3. Metallic Mimic can give you good advantage in the mirror match consider it for the sideboard? Mimic is a good card for Zombies for any nonChainwhirler matchup, but because of Chainwhirler is too risky main deck.

The Scarab God is a great, but he doesn't fit with the aggro strategy with Zombies. Mastery is what you want at five mana with Zombies. It's another anthem effect the theme of Zombies as well as two more Zombies. Mastery and Contempt are the two best top end plays both either advance your game plan, win you the game with an alpha Zombie strike or stabilize you.


July 20, 2018 12:41 p.m.

Said on U/B/R Dragons...

#10

Hey, if you want to be competitive with Dragons then really consider splashing blue with Falls and Catacomb for Nicol Bolas, the Ravager  Flip? Bolas and Glorybringer are the competitive Dragons until rotation. Post rotation Bolas will in my opinion get even better because both Izzet and Dimir are guilds in Guilds of Ravnica. Grixis is poised to get a lot of support in the set especially dual lands. Consider cutting 2x Verix and 1x Demanding for 3-4x Bolas? Hoard and Sarkhan can help to cast Bolas, but you can't just rely on them.

You want a consistent main deck two drop removal spell. I would move 4x Abrade to the main deck. Consider 2x Unlicensed Disintegration? I like Disintegration over Spit because it can kill Lyra and Ghalta. 4x Abrade, 3x Spray, 2x Disintegration and 4x Contempt is a nice main deck removal base.

For the sideboard consider 3x Chandra's Defeat? It's very good in any Grixis matchup and Rakdos matchup because it can kill just about everything for one mana: Chainwhirler/Bolas/Glorybringer/Phoenix/Chandra/Sarkhan. Defeat is especially nice to kill Bolas which if you're playing competitively expect to see a lot. The sideboard looks good for control matchups. There's 9-13 main deck dead creature removal spells that get boarded out, which is a lot. Consider 4x Duress? I think it's your best sideboard card because of white enchantment removal: Seal, Cast and Binding. These removal spells wreck you because you can't interact with them after they ETB.

Good luck with your deck.


July 20, 2018 11:04 a.m.

Hey, I really like the idea of Jund Dragons, the name just sounds cool.

There's too much strain on the manabase with black. The current manabase can't support for Contempt or Gonti. There's only 8 sources of black mana this is barely enough to splash a single card. I think you need to decide which is more important or . Dragons and Sarkhan are .

One way to help the mana situation is consider Gift of Paradise? It lets you tap the enchanted land to make two mana of any one color. This is helpful with the double black and double red cards. Paradise is additional ramp as well as life gain which is relevant in aggro matchups.

Green is the color you want the least. Currently you only really need it for Druid of the Cowl who is a two drop. I think the manabase would be much better relying on green from only dual lands not Forests. Right now you have an even amount of red and green sources of mana and as a result black suffers.

Consider this 26 land manabase (19 red sources, 14 green, 13 black):

  • 4x Slough
  • 4x Thicket
  • 2x Groves
  • 4x Crag
  • 3x Cemetery
  • 3x Summit
  • 4x Mountain
  • 1x Swamp
  • 1x Forest

Only 13 sources of black is also low to play Contempt, but this manabase and the addition of Paradise can help to consistently play these double colored cost cards.

In the deck description you mention that only the dual lands are not for post rotation. However, there's several other cards here that are not for post rotation, not only the Cycle dual lands. Glorybringer, Abrade, Push, Gonti main deck and seven total sideboard cards will all rotate. This is quite a bit of cards to leave out if you're talking about post rotation. All cards from Kaladesh and Amonkhet blocks rotate at Fall rotation.


July 18, 2018 3:16 a.m.

Hey, I presume you're building your deck for post rotation? I see no Kaladesh or Amonkhet cards. Consider Verix Bladewing? The only mono red four drop Dragon in current post rotation Standard and he's pretty good. 4/4 flying for four or two flying 4/4s for seven. The real reason to play Verix is because of kicker. He can be better as the game goes longer making him a great top deck.

Consider cutting Shivan Dragon and Volcanic Dragon for 3-4x Verix? Even though he's legendary he's a better Dragon than both these six drops. Eight six drops is too many you risk drawing too many of these in the early and mid game where you can't cast them even with Sarkhan's ramp. And if you don't get Sarkhan into play then you really can't cast all these six drops.

Consider this creature base:

  • 2x Motivator
  • 4x Dragonrider
  • 4x Whelp
  • 3x Verix
  • 4x Demanding
  • 2x Queen

Consider Spit Flame? If you're playing a lot of Dragons especially Dragon Egg which is in the sideboard. Spit becomes a very good instant creature removal spell because you can have many opportunities to get it back into your hand from the graveyard. You want Egg and Spit in the same matchups together they can give you some advantage in removal. Spit is a card that you don't care about discarding to use Sarkhan FB +1 loot ability.

Consider Dragon's Hoard? Post rotation I think this card has potential for ramp and draw with Dragons. Seems good in control and midrange matchups. Like Egg it could go in the sideboard. I presume you're boarding in Egg for aggro and midrange matchups? Consider boarding in Hoard for control and midrange matchups?

Good luck with your deck.


July 18, 2018 2:06 a.m.

Hey, nice to see some different ideas with Elves :)

Blanchwood Armor is a very risky aura to play because it costs three mana. Meaning that to protect the creature you're enchanting from getting 2 for 1ed then you need five mana and an Intervention. Not sure if Armor is worth a five mana investment to enchant an Elf, even Champion. It's not an Elf, but consider Vine Mare? You can get him into play turn three with Llanowar or Cowl's help and then enchant him turn four. He has hexproof so your opponent can't response to kill Mare when you enchant it. This is the kind of creature with hexproof you want when playing auras.

Blossoming Defense is a great card for green. Consider 4x Defense main deck? For one mana it can protect and pump any creature you try to enchant with Armor. Four mana, three for Armor and one of Defense is a big difference in game play compared to five mana for Intervention.

Llanowar Scout is fine, I understand why you're playing it to get more Forests into play, but Thorn Lieutenant is one of the best Elves for Standard and it's a two drop just like Scout. Only 9x Forest is low for your strategy with Armor; I suggest cutting all the nonForest lands other than Oasis for actual Forests, giving you 16x Forests. 20x total lands is a low amount for Scout to actually be useful and be able to put a land from your hand into play.

Increasing the amount of Forests can do three things: make Armor better, consistently have more lands in your hand for Scout and give you more lands that ETB untapped (Forests) for Scout. If Scout is putting a Forest into play then she's actually land ramping because Forests ETB untapped. You can use the mana from the Forest you played with Scout's ability the turn it's played.


July 17, 2018 7:30 a.m.

Ignore my Ajani Unyielding suggestion, sorry. Not sure why I suggested it since this deck is mono white and I recommend to stay mono white in the my comment, haha...


July 17, 2018 7:03 a.m.

Hey, looks great, one of the best Standard Cat decks I have seen on TappedOut, nice work. Like the additions of Mentor and Destiny.

I think mono white is the way to go. Selesnya doesn't give you enough to warrant a much worse manabase. Blossoming Defense is the only reason I would play green, but it requires Forests in the manabase. Pride Sovereign is the another reason to play green, but I think both Mentor and Destiny are better three drops here. Destiny an early game anthem to fight Chainwhirler and Mentor for draw.

Consider Prepare? It's an instant combat trick that gives the creature lifelink, nice with Pridemate. Having a trick is helpful when facing Goblin Chainwhirler since he brick walls with first strike the entire attacking Cats strategy until you have removal, Warleader or a big enough Pridemate to break through. You can cast Prepare without having to also cast Fight. Fight can just stay in the graveyard until you want to use it. Splash 4x Sunpetal Grove for Fight if you want to, but it's honestly not even needed.

Another option that's only white is Moment of Triumph. Instant, only one mana and you gain 2 life. More likely to gain life with Triumph because the creature doesn't have to do damage in combat like with Prepare, but Prepare can gain a ton more life than Triumph if the creature gets to do damage. One mana makes Triumph more consistent to save a creature from Chainwhirler's ETB ability before you can get Destiny into play. It's much easier to leave up one mana for a trick than two.

Leonin Vanguard is very lackluster even with Pridemate I suggest cutting one or more for at least a fourth Warleader and a third Mentor. I would suggest to add another Ajani, but because of budget that's probably not an option.

Pridmate, Warleader and Mentor is a three creature army, draw engine, life engine. Each Cat that ETB when Warleader attacks you can pay one mana to draw a card as well as gain life in combat which pumps Pridemate. These three creatures and Destiny is the direction I think you should go. They curve into each other and having a Warleader and Mentor in play makes it okay to attack with a Warleader even if it's going to die. Warleader is still making two Cats which you can pay mana to draw two cards because of Mentor.

For the sideboard consider Ajani Unyielding? This Ajani is very underrated. His +2 ability is very good with Cats because it allows to reveal any number of them as well as Destiny, Mentor, Cast Out, Seal Away, other Ajani in the top three cards and put them into your hand. He's also repeatable exile creature removal, that's very helpful.

Good luck at FNM.


July 17, 2018 2:24 a.m.

Hey, one problem Knights have and will continue to have, even more so post rotation is amount of black sources in the manabase for black removal. Some Orzhov Knights lists have been cutting Marshal in favor of more black and Ajani. Marshal really restricts the amount of black you can play in the manabase which is not good when you want to be able to consistently play Push/Duress in the early game and even more so for Vraska's Contempt which everyone knows is an amazing card for black, but can't splash for it. History is your best three drop. Marshal is also a good three drop, but he's less needed because History is the three drop you want to play.

Ajani kind of mimics what Marshal does. His +1 puts a counter on two creatures giving those two creatures a pump just like Marshal does. Marshal is best when you're ahead with some other creatures to pump. Ajani is also good when you're ahead because he too can pump two creatures. What separates Ajani from Marshal in my opinion is Ajani is good when you're behind because of his -2 ability reanimating a creature. Being able to play a four drop and have a Planeswalker and a creature such as Malice in play is more beneficial than a Marshal. Ajani is very good in control matchups where as Marshal is fine. Only fine because he's a creature making him vulnerable to creature removal and board wipes which Ajani is not.


Post rotation I see Knights moving away from black and playing mostly white because Concealed Courtyard rotates and Orzhov is not a guild in Guilds of Ravnica. This leaves Forsaken Sanctuary as the other Orzhov dual land which is just bad. More white is a direction that favors playing Marshal.

Black has amazing removal, but white also has good removal. Seal Away and Gideon's Reproach are fine early game removal spells and Cast Out is great mid and late game removal. I suggest playtesting a more white focused build restricting only creatures Malice and Freebooter with black since Courtyard, Chapel and Territory can cast them.

If you don't like the idea of playing more white and less black then consider Stazeee's suggestion of Paladin? Overall until rotation I think this is best direction to go because of Paladin's interaction with Ajani. However this means cutting Marshal so you can play 4x Ifnir Deadlands which are needed along with 4x Dunes to play Paladin.

A direction with Paladin and no Marshal lets you include more black. More black means consistently can play Push/Duress/Malice/Freebooter in the early game as well as sideboard or main Contempt. More black is better for control matchups since you want Duress/Freebooter and Arguel's Blood Fast  Flip vs control.


July 16, 2018 11:02 a.m.

Said on Standard U Mill...

#17

Hey, Patient Rebuilding has been suggested already, but I'm going to suggest it again. It's the kind of payoff you want when you're milling your opponent's library because of it's interaction with your best milling card Psychic Corrosion. These two together are an engine and a two card engine is pretty good for a combo deck.

You want more draw with Corrosion as well as ways to find Corrosion and Rebuilding. Consider Glimmer of Genius and Anticipate? Glimmer acts as both find and draw. It's also a nice follow up play after a turn three Corrosion. Anticipate can be a turn two play to help you find Corrosion. Negate will be your best sideboard card option might even want one or two main deck to protect Corrosion.

The mill strategy requires some set-up I think early game plays that can interact and slow down your opponent can be beneficial. Consider Essence Scatter and Blink of an Eye? Memory is powerful with Corrosion and Commit is a fine four drop spell that helps to buy more time to mill. It also puts something important from your opponent on top of their library which you can mill away.

Many creatures from your opponent can be really hard to overcome since you realistically need quite a bit of time/turns to mill your opponent out. Consider Azorius adding white for Settle the Wreckage and Fumigate? These cards buy you time by stopping a lot of creatures to set-up the mill strategy.


July 16, 2018 9 a.m.

Said on Mono Black Zombies...

#18

Hey, big reason to play Zombies in Standard is the up to 12x lords you can play: Death Baron, Lord of the Accursed and Liliana's Mastery. I see both Accursed and Mastery in the sideboard consider them main deck especially Mastery it gives you a lot of Zombie goodness for five mana. Graveyard Marshal is the another reason to play Zombies his ability is really good at being resilient and keeping a battlefield of Zombies. A 3 power two drop Zombie is nice with all the lords.

You don't need 12x ways to get back creatures from your graveyard, this is overkill. Liliana and Marshal are the only cards you need for this effect. Both can do something else as well as do their effect more than once. Gravedigger is a fantastic limit card for M19 draft, but being four mana is not worth it in Standard especially since Liliana is also four mana and a much better card.

If you truly want to be competitive for a tournament then you want Fatal Push and Vraska's Contempt as both are the best removal black can offer. Substituting Cast Down and Never is a big downgrade.

Consider this list:

  • 4x Diregraf
  • 4x Dread Wanderer
  • 4x Marshal
  • 4x Baron
  • 4x Accursed
  • 1x Belcher
  • 1x Josu

  • 3x Liliana

  • 4x Mastery
  • 4x Push or Down
  • 3x Contempt or Never

  • 20 Swamp
  • 4x Ifnir Deadlands

This example list looks completely different than your current deck because it's using a different strategy. With Zombies you want to be aggressive because this plays very well with all the three drop lords. The strategy is to swarm with Zombies and drop a lord. Take advantage of 8x 2 power one drop Zombies with the lords.

Mastery is a good curve topper for Zombies because it's an anthem that pumps Zombies the turn it's played. This is good if you already have an established battlefield of Zombies as a way to go over the top with your army. Mastery is also a good follow up five drop play after a board wipe. It lets you rebuild your Zombie army giving you two new 3/3 Zombies right away.

In the example I've cut back on both Belcher and Josu. These cards are fine, but don't stack up to the other three and four drops options. Belcher is just not as good as any of the three drop Zombie lords. Josu at four mana conflicts with both Liliana and Contempt which are both much better than it.


Three very good sideboard cards for black are Duress, Arguel's Blood Fast  Flip and Doomfall. They're all excellent in control matchups which are the matchups you should plan the sideboard for. The example main deck is good vs both aggro and midrange, but weak to control. Other strong sideboard cards for Zombies are The Eldest Reborn, Ruin Raider, Demon of Catastrophes and Reckoning.

Consider this sideboard:

  • 4x Duress
  • 2x Blood Fast
  • 2x Raider
  • 2x Doomfall
  • 1x Reborn
  • 2x Demon
  • 2x Reckoning

This sideboard example is planned for control matchups with Duress and Doomfall to take board wipes or Planeswalkers, Blood Fast and Raider can be draw engines and Reborn can be Planeswalker removal as well as give you some advantage. Demon and Reckoning is for aggro and midrange matchups. Aggro as well as midrange can have a hard time stopping a 6/6 flier four drop. You can have a lot of fodder for Demon especially Wanderer which makes it a good option with Zombies.

Good luck at Standard Showcase :)


July 16, 2018 7:37 a.m.

Hey, when playing Llanowar Elves you want more than nine sources of green from lands that can ETB untapped turn one. You also don't want the same number of basic Mountains as Forests. Consistently you want to have a Forest more than a Mountain in your opening hand. Consider 9x Forests and 5x Mountains?

Consider moving Vine Mare to the sideboard replacing it with Jadelight Ranger? The tandem of explore Branchwalker and Jadelight is great with green, they help to find red sources of mana. They give green selection and card advantage in the early game.

I'm part of the 4x main deck Blossoming Defense crowd. I think the card is a huge reason to play green. It's very good vs red especially protecting against Chainwhirler's ETB or combat or Earthshaker/Crasher/Glorybringer's abilities. It's even better now because of Thorn Lieutenant. You're playing Hungering Hydra Defense is great to protect it; easier to get counters from damage on it when it's pumped and protected. Defense can also be a blowout for one mana against four mana Vraska's Contempt. Consider 4x Defense and 4x Abrade? Moving Spray to the sideboard?

Speaking of sideboard I don't see one. A big part of getting better at deck building is utilizing the sideboard. If you're playing in a specific meta at FNM then the sideboard will be much different than if you're planning it for an overall Standard meta. In my opinion the most important cards to plan for with the sideboard for an overall Standard meta are: Nicol Bolas, the Ravager  Flip, Scrapheap Scrounger, Teferi, Hero of Dominaria, The Scarab God, Seal Away and Lyra Dawnbringer. 4x Abrade main deck helps a lot against a lot of threats in Standard like Chainwhirler, Siphoner, Grace/Malice, God-Pharaoh's Gift, Heart of Kiran, etc. 4x Defense main deck helps against all the two for one removal that's in Standard Glorybringer, Chandra and Teferi.

Good sideboard card options to consider (in no order):

Good luck with your deck.


July 16, 2018 5:50 a.m.

Hey, nice budget deck.

Consider Scrapheap Scrounger? It's good with Skilled Animator--they curve into each other. Scrounger is also an artifact who can be reanimated at any time as long as you have two mana and another creature in the graveyard such as a dead Animator. This is very helpful with cards like Animator or Lich who don't do anything without you having an artifact in play.

Consider Fountain of Renewal? This one drop artifact is deceptively powerful and is good with Animator. Making Fountain a 5/5 creature doesn't cause it to lose it's other abilities. It's still gaining you life at your upkeep as well as can be saced to draw a card later in the game or if it's targeted to be killed by your opponent.

Consider cutting Mishra's Self-Replicator and 1x Murder for 4x Scrounger? Consider cutting Bloodtallow Candle for 4x Fountain?


July 14, 2018 9:08 a.m.

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