Kolaghan Control

Standard* Disrok

SCORE: 5 | 18 COMMENTS | 1309 VIEWS | IN 2 FOLDERS


The Ramp Matchup —April 25, 2016

Last friday, I got myself against a GR Ramp, and seeing this archetype doing good at the pro tour, I see the necessity to increase the number of answers to this type of deck.

So for know I am increasing the big removals:

Out:

In:

Roast is out because it does not have any kind of use. With Siege Rhino out, I don't need to speed up my removals, in exchange of the condition, so I am adding a 4th (main + side) Ruinous Path, to make sure that I don't loose any creature.

Foul-Tongue Invocation can and should be swapped with To the Slaugther, as soon as I get my hands on it. Self-Inflicted Wound is to much conditional for it to be at the deck

sabedspawn says... #1

Is there a reason why you are not using shadow lands?

April 18, 2016 2:56 a.m.

Disrok says... #2

Sabedspawn, I can say that I have two main reasons for no SOI dual lands.

First one is because I don't have any :P

But the second one is because this deck is control, so most of the time I don't use turn 1 drop (I usually drop the battle lands tapped at turn 1), or I use it just for Duress, so I need only and always a swamp. At the late game, when I need the 5th or 6th land, for Kolaghan or Dark-Dwellers, I don't want the land to enter the battlefield tapped, so SOI lands aren't so good for the deck, I think

April 18, 2016 5:31 p.m.

Disrok

Put in the SOI lands because, in those instances where your opening hand is mountains, Smoldering Marsh and the SOI R/Black land, the Smoldering Marsh counts in the "reveal a swamp or mountain from your hand to make this land come into play untapped" text under the new SOI lands. Therefore, this gives you the turn one black mana for Duress You are looking for as the BFZ dual lands, like Smoldering Marsh are hybrid lands, like the Shock lands of Return to Ravnica block, therefore they enable SOI lands to come in untapped. Which is why I would run 3 of each dual from BFZ and SOI.

April 18, 2016 7:37 p.m.

Disrok says... #4

Garrus_Vakarian, I understand that they work well with Smoldering Marsh, the problem is the late game land drop, when I am about to drop the 5th or the 6th land, and I don't have any at my hand to show.

Anyway, I got one of the SOI lands and another Chandra, Flamecaller, and I am adding those at the moment. So, your advices are helping, and thanks for the support.

April 18, 2016 11:54 p.m.

Disrok I would say run 22 lands, 6 non-basic lands/dual lands, 16 basic lands. That way the dual lands are a presence in your deck, but not a nuisance when you don't need them

April 18, 2016 11:58 p.m.

NestorCoelho says... #6

I understand the point you're talking about the SOI lands in late game.

As a control deck, you might get control of an aggro when you are almost losing the game, and if this means you are on range of a Fiery Temper for exemple, the 6th land may be decisive to finish a game before your opponents topdecks it. So the possibility of a late land draw that enters tapped and raise the chances of losing the game don't please me.

Another thing we must consider is that there are no non-creature spells on curve 1~2 that can be dangerous against your deck, so there's no need to use duress on turn 1. And as a control deck, there's no problem of passing the first turns without casting any spells and keep them in hand for using in the right time.

A duress turn 2~3 also allow you to know what your opponent draws, and a duress turn 1 just let you see the predictable initial hand that your opponent kept, for exemple, a duress turn 1 against aggro you will see 2~3 lands, 3 low cost creatures, 2~3 removal spells that he won't use until you drop one of your dragons on turn 5~6.

For another exemple, against a control duress turn 1 won't let you to get rid of any Chandras or Ob Nixilis.

April 19, 2016 8:03 a.m.

In keeping with the above comment, my main deck I will be running will be mono red.

http://tappedout.net/mtg-decks/04-04-16-mono-red-std/ is the link if you would like to look. I'm not saying a bunch of people will be running this same aggro combo, but I would and if you didn't turn one Duress me, then there would be a chance of you taking 7 damage to the dome on turn two

Insolent Neonate and a mountain on turn one

Insolent Neonate play a land, so 2 mountains, attack with menace Titan's Strength then use the Neonate's ability after you've taken the four attack damage and discard Fiery Temper for the madness cost. And I controlled my draw with the scry 1 from Titan's strength and the discard/draw from sacing Neonate.

There is no reason not to run the SOI lands, considering your basic land count severely outnumbers their count (3-22 lands are SOI lands) you shouldn't need to worry about them coming in tapped unless it's like so late game that you have a solid mana base already and in that case you can hold it in your hand :P

April 19, 2016 6:25 p.m.

NestorCoelho says... #8

Garrus_Vakarian, I'm playing Mono-Red too, if you want to take a look: Competitive Red Deck.

April 20, 2016 6:43 a.m.

NestorCoelho I like your version as well, that's the good thing about MTG, so many variants to go with.

I personally would swap one of the Rush of Adrenaline for Titan's Strength as controlling your draw is vastly more important than getting damage in.

Also mainboard Scab-Clan Berserker that badass little lady is an amazing turn three when your opponent tries to catch up from the turn 2 damage combo you have with Fiery Temper + Insolent Neonate + Titan's Strength thus, most likely, they will leave themselves open for a 2/2 that punishes them for trying non-creature shenanigans, plus it keeps with your curve perfectly

I would run X based burn spells like --- Avacyn's Judgement--- Burn from Within or Fall of the Titans for when you are sitting on a butt ton of open mana mid-late game and need a finisher.

April 20, 2016 5:55 p.m.