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The Goodest of Doggos!

The Goodest of Doggos

Tribal Doggos that should be fine for mid to lower tier tables.

Definitely trying to focus on trample, flash and a little bit of fighting. As indicated, this is meant as a 'low/mid' tier deck to bring out when the table dictates (people get hung up on $$ equaling power but things like the lands will help with consistency especially with all the color pip requirements. The other 'pricey' cards are things I have available so I'm going to use it.).

I have 'labeled/categorized' the cards in the deck therefore use the drop down menu and select 'custom' to see the configuration of the build. There are no infinite combos (none that I'm aware of anyway) but if you're interested in that sort of thing, I'd start with Aggravated Assault combos and go from there. There's also no Craterhoof Behemoth but definitely should be in the more competitive versions (along with tutors). You're closest resemblance to that sort of win would be a large Finale of Devastation and/or Triumph of the Hordes.

Realistically though, this deck is going to flood the board, attempt to use the Flash options to minimize interaction/removal (which hopefully allows for draw/attack/go on your turn to help flip cards in a pinch), utilize the creatures (mostly) for your interaction/removal and then lean on the +1/+1 counters/buffs (along with trample) to get the job done. It's straight tribal synergy to knock folks out (and my suggestion is pick a player; ideally the biggest threat, focus on them until they are gone and move on to the next person)

I'm building it now and we'll see how it goes in the next few weeks (and obviously tweak from there).

Constructive criticisms and feedback are always welcome!

Enjoy!

Edit: It wasn't intended but I indicated there wasn't any infinite combos but apparently that's not completely true. There is a corner case with Aggravated Assault and Primal Adversary (and could include Scorned Villager   and/or Kessig Naturalist  ). With enough mana you could make enough man lands to go net positive for infinite mana and if you have enough available creatures to do so, infinite attacks. Again it wasn't intended but I would be remiss if I didn't point it out.

Suggestions

Updates Add

Not too sure if anyone actually is seeing this but for the sake of being thorough, I'll post the update I said I would.

As hoped, Crimson Vow brought us a handful of new doggos which greatly improved the creature quality in the deck (a lot of the older werewolves were fun and nostalgic but ultimately don't hold up to the new options. Day/Night is also a lot easier to work around and influence so that's an added plus).

Since I wasn't keeping proper track of all the swaps I've made up to this point (and there's been a few), I'll just highlight some of the new 'stars' added to the list.

  • Avabruck Caretaker  Flip is an absolute house. As implied above, it's easier to influence the day/night cycle and keeping this on it's night side is just game ending. Hexproof everything and buff the whole team? Yes please!

  • Hollowhenge Overlord was just made for this deck. Flashing it in on end step before your turn and then creating a small army on your turn is fantastic. Yet again if this isn't answered, it's game ending (and combined with Village Watch  Flip night side....you get the picture.)

  • Howlpack Piper  Flip is just a solid inclusion. Cheating in creatures there by influencing the day/night cycle is just great. Flipping it a few times also helps on the hand refill which doesn't hurt either (people are getting wise about keeping Tovolar, Dire Overlord  Flip off the field so you don't draw 4+ cards a turn) so these sorts of effects are just awesome.

  • Ill-Tempered Loner  Flip This one has impressed me especially when it's night. It makes blocks horrible and we love to attack! It also becomes conditional removal/ game winning. A Blasphemous Act or Chain Reaction with a decent sized board is a fun new win condition.

Overall Thoughts: I'm not expecting too many new toys to pop up in future sets and greatly influence this deck (I hope I'm wrong but I'd imagine if they do show up, it'll just be a one or two card swap and those will likely be far and few between) so this is likely close to it's final form. There's definitely a few tweaks that could be made to increase the power level (or decrease) but I'm quite happy where this deck sits. It creates a threatening board state, draws extremely well to keep building/rebuilding and requires your opponents attention/answers so it's at least doing something right. It's probably a little heavy on the support cards (for example several enchantments are all filling the same function and probably should be reduced/focused) and this much support can result in games where you're drawing lots of cards but not actually drawing more gas. The deck is definitely punished by too many board wipes (rebuilding a couple times is fine but eventually you just fall too far behind or don't have enough threats late game) and ideally a couple more Heroic Intervention type cards (really any type that saves your board) would be useful. You could also consider stuff like Steely Resolve too (or the format standards Lightning Greaves/ Swiftfoot Boots) but individual card removal usually isn't the biggest concern as it is protecting the whole board. As a warning, this deck does result in a little salt too (if you choose to play a beat-down plan). As I originally posted in my write up, this deck works best if you focus on the biggest threat early and remove them from the game before turning to the next opponent (sure there are a few table winning scenarios but typically this is a beat-down list). Unfortunately, this tends to make your first target a little frustrated especially if their early moves/threats are no longer a factor (Why are you still attacking me! Player B is the problem now! Threat assessment! Sorry, but I've already sunk 25 damage into you. I'll get to player B in a sec.) While yes, I do enjoy the fun aspect, adjust my deck's 'power level' to be as relative to the table as I can, recognize games are fluid/threat assessment changes (and sometimes you do have to switch focus) and will/do make deals/bargains etc (or will even tank games for the sake of harmony), ultimately we're playing a game and understanding how your deck gets to victory/how it should be played is important in your chance of success. It just stinks; since we all know, getting knocked out first isn't fun. Even worse when it's early/mid game (and even worse still when the game stalls/drags out after you're removed). It's sometimes hard to play a deck like this and do that to people. Having said that, if you spread the love, this deck just tends to falter and kind of defeats the purpose of this style of deck (imo). So if you're not okay with knocking out someone quick to improve your odds, this probably isn't the deck for you.

All in all, the deck is still a lot of fun to play. Cool creatures with cool synergies, LOTS of card draw/hand sculpting and enough decision points/trees to keep the deck interesting. If a low/mid tier creature tribal beat-down deck is something you would enjoy/are looking for, I definitely would recommend taking these doggos for a walk. They are the goodest of boys/girls! OWooooo!

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96% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

52 - 0 Rares

16 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Beast 3/3 G, Day, Emblem Arlinn Kord, Night, Wolf 2/2 G
Folders tovolar
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