4 {Inkmoth Nexus} 13 {Forest} 4 {Cathedral of War} 1 {Pendelhaven}
22 lands
4 {Ichorclaw Myr} 4 {Glistener Elf} 4 {Necropede}
12 creatures
4 {Apostle's Blessing} 3 {Might of Old Krosa} 2 {Giant Growth} 3 {Groundswell} 4 {Rancor} 2 {Dismember} 4 {Mutagenic Growth} 4 {Vines of Vastwood}
26 other spells
Sideboard
2 {Wild Defiance} 2 {Tormod's Crypt} 1 {Pithing Needle} 2 {Dismember} 2 {Grafdigger's Cage} 4 {Nature's Claim} 1 {Hunt the Hunter} 1 {Guttural Response}
15 sideboard cards
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Love this deck. Anybody have opinions on how to make it stronger? Already can win on turn 2, but open to suggestions.
{assault strobe}. The only downside is it is a sorcery. There is always {double cleave} if you want instant speed, but it costs one more mana to cast.
Well I have no problem pushing through the extra damage. Taking out rancor is a bad idea. Rancor is always +2 trample. Doublestrike does nothing if I get chump blocked. Reason why rancor is there.
Plus {spellskite} can't target {rancor} Which is what usually beats me. Hate {spellskite} with a passion lol
Grove of the Burnwillows over Stomping. This deck is good because it doesn't lose life, but life also doesn't matter for the other player either.
I would suggest 10 Red Sources anyways.
Maybe Lightning Bolt as well to get rid of creatures. Having a 6 split might be an easier choice too.
Quote from: Blazingblevins on July 01, 2014, 12:16:09 AM
Plus {spellskite} can't target {rancor} Which is what usually beats me. Hate {spellskite} with a passion lol
While {Rancor} is on the stack, it's just like any spell. {Spellskite} can target it and be forced to enchant it.
Deck looks good. Have you looked at {Phytoburst}?
{kessig wolf run}?
Deff can't cut creatures. Most games I only see 1 or 2 creatures as it is. Bad idea, deff wish I could, but I know this deck inside and out, cutting creatures would make the deck way too inconsistent.
You could cut 2 cathedrals and 1 nexus and add kessigs
Just my opinion though (:
Or pendelhaven as well to run 2 stomping ground and 2 kessigs.
Quote from: Taysby on July 01, 2014, 02:31:09 PM
Quote from: Blazingblevins on July 01, 2014, 12:22:09 PM
Deff can't cut creatures. Most games I only see 1 or 2 creatures as it is. Bad idea, deff wish I could, but I know this deck inside and out, cutting creatures would make the deck way too inconsistent.
Tell me if i'm wrong, but your land and 2 playlets is 12 creatures. you have 2/10 of your deck creatures. Therefore you should have 1 dude in your starting hand, and you have ways to protect it, with apostles blessing.
Only 1 creature and he is not always going to have both at that moment. And players could play around Apostle's if they are not in the red zone. Having more creatures is a good back up and you should never play any less than 12 creatures, not including land unless you sideboard. Infect is almost a 20/20/20 deck if you look at it and this is more fragile than BUG infect, but better in terms of staying alive. Correct me if I'm wrong, but don't lower the creature count.
Quote from: Taysby on July 01, 2014, 08:15:32 PM
fixed?...
No because someone can still play around a single protection spell and one creature. Sure they waste 2 cards for 1 creature, they gain a better advantage where the infect play has to work to get other creatures. Having the extra playset increases the possibilities to draw into one faster.
Think of this like Bogles, but without hexproof. The creatures can be dealt with, so the all in plan isn't as strong because of their vulnerability to spot removal. They have to have more creatures to draw into while still having enough pump and protection spells. Which is 8, but their chances of having both is increasingly low in a starting hand, so they can't also just play out a creature.
This is the reason why they run 12(16) creatures, so they have a plan to fall back on and don't have to go all in. It is easier to let a creature die or use it as a kill spell, but also as a way to have another creature to draw into quickly enough.
That is why they keep the creature count having 12 creatures excluding Inkmoth. Inkmoth makes this plan only better. And having a sideboard Sylvan Scrying only strengthens this more. But that is mostly used as an out against control which has 6+ of each of their removal spells basically.
Quote from: Taysby on July 02, 2014, 02:18:46 PM
You didn't look at it. I put the creatures back. So is it fixed? I'm trying my best to make this work.
At your original post? No, I didn't look at it. I looked at the replied post you had.