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Bogles

Modern GeminiSpartanX

SCORE: 4 | 10 COMMENTS | 2467 VIEWS | IN 2 FOLDERS


recent Bogle placing —March 9, 2016

GP Detroit was a modern GP, and a bogles deck made it to 19th place in the eldrazi-infested meta. What's even more curious, is that the deck ran 0 copies of Path to Exile in the MD, and only 1 in the SB! I guess Path isn't needed when you can simply race most creature decks. Infect would be tough though. Here's the list.

Bovine073 says... #1

Hello, fellow bogles player. I'll just be asking a few questions about your deck (and suggestions will come in the form of these questions).

Why 13 creatures? Most players run 12, and many more run 11. (I run 12). Also, what do you think about a 1x Battle Mastery? It has preformed very well for me in place of an umbra/courage. I personally don't run any courages, as they really don't provide all that much buff to my creatures, and most of the time the lifelink or trample don't matter because there are so many double instances of those in the deck. And lastly, why the Keen Sense? Spiritdancer should provide tons of card draw, far more than sense ever would.

Some individual card suggestions are: Battle Mastery, Helm of the Gods, Worship (game 1, not games 2 or 3) and also, remember that Spirit Link is a triggered ability, meaning it triggers seperately from lifelink and itself, meaning 2 or even 3 times as much life gained per swing as normal.

Thanks and have fun with the deck.

March 7, 2016 8:49 a.m.

GeminiSpartanX says... #2

Thanks for taking a look at my deck Bovine073! I'll try to address all the questions you've asked:

Why 13 creatures?- Because this deck must start with a creature in your opening hand in order to avoid excessive mulligans. I took a quick look at many of the lists that placed high in competitive events, and to my surprise I found that many of them ran 13-14 creatures. My opening hands are now a little better running the extra creature over a redundant enchantment.

Battle Mastery?- I think it's a good card. I haven't tested it, but I'm weary to do so since it doesn't provide any additional PT boost. I does work well with trample, but as you well know Bogles can't support many 3+ drops. Which leads to...

Preference for Unflinching Courage?- I really like having the additional lifelink that comes with courage. It allows me to win agro races against opposing aggressive decks. The PT boost is nice, and in this eldrazi meta my creatures need to get bigger, faster than them.

Keen Sense?- Honestly, it's because I only own 1 Kor Spiritdancer. I would rather do a 3/2 split of Dancers to Ledgewalkers, but until I get the additional Spiritdancers I have a Keen Sense to help draw cards. It will eventually turn into a Spirit Link (which answers the next question), since effectively double-lifelink/pseudo removal is great.

Spirit Link?- See above

Worship?- I don't like playing 4-drops in this deck. That said, I may find room for it in the SB since I have a random copy.

Helm of the Gods?- It seems very win-more to me. I'd almost want to run Sage's Reverie over helm because it will draw cards to help rebuild if you're worried about wraths or edicts taking out your main hexproof guy. I have 1-2 copies of helm that I can try out, but it's not very good in the early game so I wouldn't know what to cut for them in my optimal build.

Hopefully I answered all your questions. I've only recently put this list together, so I'm by no means an expert on the archtype. Most of my experience has been playing against it tbh. This list just reflects what I currently have built irl, although it's not completed yet (still need 2 Spiritdancers and 3 Horizon Canopys someday).

March 7, 2016 9:34 a.m. Edited.

Bovine073 says... #3

Hey, thanks for the reply.

I do see the points for courage, but all in all I just can't see it being that worth it, I would personally rather play a Battle Mastery because that TRULY boosts your creatures, it literally doubles their power (well, basically).

As for Worship, I just see this as a make it 20% more likely you win G1 card. Does that sound fair? It helps when you are flooded, as it basically creates a wall of invincibility for you. (And very few decks run enchant removal G1, idk why).

For Spiritdancer, if I were to purchase any I would only ever want to run one, not two or 3 for consistency's sake. The card draw engine is nice, and makes their SBing for G2 a tricky decision for them which cold possibly screw them over.

Helm of the Gods, I totally see your point about win-more now. I mean, if you have 5 enchantments out already, you've basically won. (Unless they're all umbras and a Keen Sense, lol).

About your 13 creatures, remember that Dryad is technically (well, literally) a creature too.

Thanks and hope I could help some more (you've helped me!)

March 8, 2016 2 p.m.