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Decks (Magic The Gathering) => Standard => Topic started by: Kaleo42 on July 29, 2013, 04:00:46 AM

Title: Espercrats (Roach 2.0)
Post by: Kaleo42 on July 29, 2013, 04:00:46 AM

Espercrats (Roach 2.0)

75 cards, 15 sideboard


4 {Godless Shrine}
3 {Drowned Catacomb}
4 {Hallowed Fountain}
3 {Isolated Chapel}
1 {Glacial Fortress}
2 {Moorland Haunt}
4 {Watery Grave}

21 lands


4 {Blood Artist}
3 {Village Bell-Ringer}
4 {Doomed Traveler}
2 {Deputy of Acquittals}
4 {Cartel Aristocrat}
3 {Skirsdag High Priest}
2 {Sin Collector}
3 {Xathrid Necromancer}
3 {Snapcaster Mage}

28 creatures


2 {Supreme Verdict}
3 {Tragic Slip}
3 {Rapid Hybridization}
3 {Think Twice}

11 other spells


Sideboard

2 {Celestial Flare}
1 {Supreme Verdict}
3 {Thalia, Guardian of Thraben}
3 {Imposing Sovereign}
1 {Cavern of Souls}
2 {Sin Collector}
3 {War Priest of Thune}

15 sideboard cards


Title: Re: Espercrats (Roach 2.0)
Post by: Kaleo42 on July 29, 2013, 04:04:38 AM
Revisiting our esper aristocrats idea (otherwise known as Roach) and am very impressed by {village bell-ringer} as an enabler for {skirsdag high priest} as well as very relevant blocker that this archetype generally lacks. {Deputy of aquitals} just adds to the silliness with untap triggers and instant speed dudes. Sideboard takes a more aggressive approach that I anticipate will sneak in lots of early damage regardless of their sideboard picks.
Title: Re: Espercrats (Roach 2.0)
Post by: Coffee Vampire on July 29, 2013, 12:47:00 PM
I think that {Lifebane Zombie} may be a better mainboard option than {Sin Collector}, because there are just so many more green and/or white creatures in standard that are relevant than there are instants or sorceries.

Also, against control I could see siding in {Geist of Saint Traft} for your {Village Bell-Ringer}s. Geist is extremely aggressive, and provides an additional creature that you can sacrifice before your end step every turn, which enables high priest also.
Title: Re: Espercrats (Roach 2.0)
Post by: Kaleo42 on July 29, 2013, 04:07:37 PM
Lifebane is not a human. Every nonhuman I use weakens the synergy. Besides there are often more green creatures or white creature, but none that I am super concerned with. {Sphinx's revelation}, wrath effects (without {blood artist), {unburial rights}, {battle hymn}, and a few others are much more problematic when they hit play. As for traft I dont have any available right now, but what would you replace for them in the side. Despite being not human it is an amazing clock.
Title: Re: Espercrats (Roach 2.0)
Post by: JordanCirk on July 29, 2013, 05:46:50 PM
For Geist, shouldn't you just have cavern mainboarded since you already have alot of humans, also I'd take out 1 Thalia for another Geist.

-1 cavern (mainboard it instead)
-1 Thalia
+2 Geist

Love the deck idea, going to play test it and see how it does.
Title: Re: Espercrats (Roach 2.0)
Post by: Kaleo42 on July 29, 2013, 06:07:30 PM
I dont really need the cavern in very many matchups. The moorland is vey helpful and I want to see one nearly every game. The cavern is to increase my land count or go more agressive on the human aggro.