Sideboard


Maybeboard


Some changes in the mainboard and sideboard are currently being tested. Therefore, descriptions below may not be entirely accurate!*

A BUG Midrange deck that is built around a set of Master Biomancer and still follows the general idea of a midrange deck: A bit of ramp and defenses early with removals and cheap creatures then stabilize and dominate mid- and late-game. This deck is very good at recovering from what looks like a lost cause to retaliate with a huge backswing. This deck relies on playing fat creatures and clearing the way for their stampede.

Creatures:

Vampire Nighthawk - One of the best anti-aggro cards in standard. Can block most early aggro threats and trade with most late threats. Provides sustain and usually is never a dead draw.

Thragtusk - The mistake of M13. Incredible staying power, a nightmare against aggro, and a beatstick against control. 5 life on ETB is huge. With Master Biomancer on the field, he leaves a huge token behind.

Master Biomancer - This is what made this deck. I love the card and have been wanting to build a deck around it. Makes everything else that comes in after it bigger. Combos well with the rest of the deck. A bit of a removal magnet, but that means less for everyone else. Ascend some of the already awesome cards to godlike status. 7/5 Thragtusk that leaves a 5/5 token behind? A Garruk, Primal Hunter that pumps out 5/5 tokens every turn? 4/5 Vampire Nighthawk that can get in a fight with Restoration Angel or Aurelia, the Warleader and lives to tell the tale?

Prime Speaker Zegana - Our school principal. Since we got big things and things that make things big, she will almost always draw you a good amount of cards, and gets huge in the process. Be careful, though. Too big and you can deck yourself!

AEtherling - Our bruiser/finisher. You can't touch him. Can't fight him. Can't block him. All you need is mana. Can hit for at least 8 every turn, unblockable. Even more with Master Biomancer on the board.

The Spells

Abrupt Decay - Kills damn near everything in aggro. Takes care of other pesky permanents if need be.

Putrefy - Takes care of what Abrupt Decay can't. Can't regenerate out of it. Also hits artifacts.

Tragic Slip - I expect many things to die no matter who this deck plays so this should be online most of the time. Indestructibility doesn't help. Regeneration doesn't help. Pumping also usually doesn't help.

Far / Away - Great card that can be a 2-for-1. Can take out two enemy creatures or save one of your own while killing your opponent's creature. Flexible usage and cost throughout the game.

Undying Evil - Our version of Restoration Angel, per se. Saves a creature from the brink and brings it back stronger with any ETB it may have. Though Master Biomancer works against it, there are only 4 of them and they don't always stay on the field to botch this spell forever. Using this on a Thragtusk usually is a blowout.

Farseek - Fixes color and ramps all in one card. The one reason I can run the Kessig Wolf Run package.

Deadbridge Chant - Recycle away with this late-game bomb. Worst case scenario, it draws you an extra card each turn. Best case scenario, it brings back all the big goodies that got sent there.

Garruk, Primal Hunter - Beast Boy himself. Protects himself with sizable tokens and draws you cards and should he ever get that big, also gets you wurms.

Tamiyo, the Moon Sage - Quite a female dog to deal with. Protects herself with tap ability, draws you cards when they turn sideways, and ends the game with her emblem.

Kessig Wolf Run - Splashing a tidbit of red just for this. Gives you the extra reach you need to finish or the extra sustain (from Vampire Nighthawk) to survive another turn.

Sideboard

Evil Twin - Until the new Legend rule comes in, this takes care of Geist of Saint Traft, Sidarda, Host of Herons, and other hard to remove legendary creatures. Also works well in a midrange matchup, copying their fat creatures (and abuse any ETB abilities they may have) and taking them out the turn after.

Golgari Charm - Anti-Supreme Verdict and other destruction/damage-based sweepers. Also gets sided in against weenies and tokens since most of our creatures can take the -1/-1 without even breaking a sweat while their creatures die miserable deaths. Also takes care of enchantments like Assemble the Legion and other annoying stuff.

Ground Seal - Cheap graveyard tech solution. Replaces itself.

Appetite for Brains - Works great against reanimators, flash, and midrange decks. Gets rid of their bombs for good.

Deadbridge Chant - Comes in against control so I have a better chance of drawing it.

Simic Charm - Protects your investments from spot removals. Turns into an uncounterable kill spell against token decks, and a Giant Growth to boot.

Witchbane Orb - Comes in against Esper control, which usually runs a lot of mill that requires targeting you and sacrifice spells that do the same. Also counters Obzedat, Ghost Council, Blood Artist, Geralf's Messenger, Bonfire of the Damned, Reap Intellect, Slaughter Games, etc. Very very useful and every deck should run at least one in the sideboard.

Sever the Bloodline - This is here to help in the effort against resurgence of Voice of Resurgence and Aristocrats. Also works against token decks and reanimators.

Comments and Suggestions welcomed!

Suggestions

Updates Add

Tonight was a free FNM night with a $750 prize split among top 4 so a butt load of people showed up which meant we had 7 rounds that cut into top 8. I went 0-2 and drop since the cut was X-1-1 and I didn't feel like playing for another several hours.

R1: Bant Tokens (L 0-2)

Game 1 was blown out when I blocked Geist of Saint Traft with Thragtusk then he played Rootborn Defense to populate an angel token which gave him a huge beatstick that I can't deal with since I didn't draw any early creatures. Game 2 went awry when he gave Voice of Resurgence token Faith's Shield on green which meant my Thragtusk couldn't really do anything and I was taking a guaranteed 8 damage which was exactly lethal.

R2: Gruul Aggro (L 0-2)

He came off the gate a little too fast in game 1 and game 2. Desecration Demon was almost useless in that matchup in game 1 when he just kept spitting out sac fodder every turn and let Stromkirk Noble swing through and eventually gets out of trade range with beast tokens.

I have come to a conclusion that though this deck is supposed to run well, my local meta is simply way too fast for a midrange beatdown deck that doesn't run a lot of surprises or efficient stall spells like Lingering Souls and sweepers so....I will be benching this deck until the meta slows down or I find more cards to improve the list.

#1 in tournament @ The Game Academy (Orlando) — June 14, 2013

Comments View Archive

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 16 See all

(10 years ago)

-1 Doom Blade main
+1 Simic Charm main
Top Ranked
  • Achieved #6 position overall 10 years ago
Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

10 - 1 Mythic Rares

31 - 8 Rares

6 - 6 Uncommons

11 - 0 Commons

Cards 60
Avg. CMC 3.29
Tokens Beast 3/3 G, Wurm 6/6 G
Folders Standard , Cool decks, Like, decks i like, Fun, interested, Nice decks from others, Really cool decks
Votes
Ignored suggestions
Shared with
Views