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Decks (Magic The Gathering) => Standard => Topic started by: CajunJynx on May 08, 2012, 08:09:14 PM

Title: Tibalt's Moshpit
Post by: CajunJynx on May 08, 2012, 08:09:14 PM

Tibalt's Moshpit

75 cards, 15 sideboard


2 {Slayers' Stronghold}
4 {Clifftop Retreat}
10 {Plains}
7 {Mountain}

23 lands


4 {Champion of the Parish}
3 {Stromkirk Noble}
4 {Vexing Devil}
3 {Lightning Mauler}
3 {Grand Abolisher}
3 {Silverblade Paladin}
1 {Hero of Bladehold}
2 {Hellrider}
1 {Sun Titan}

24 creatures


3 {Thatcher Revolt}
3 {Cloudshift}
1 {Tibalt, the Fiend-Blooded}
3 {Oblivion Ring}
3 {Thunderous Wrath}

13 other spells


Sideboard

2 {Grafdigger's Cage}
3 {Torpor Orb}
2 {Ratchet Bomb}
2 {Combust}
3 {Cursebreak}
3 {Torch Fiend}

15 sideboard cards


Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 08, 2012, 10:09:35 PM
Thoughts?
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 01:57:34 AM
Anyone?
Title: Re: Tibalt's Moshpit
Post by: ChrisRodriguez on May 09, 2012, 02:06:58 AM
I'm not really an aggro player, but if I had to change anything it would be {champion of the Parrish}; because there are not enough humans to make him good in the early game. If anything I would put in more {hero of Bladehold} put in a 4th {stromkirk noble} and another {Hellrider}.
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 02:10:50 AM
Quote from: ChrisRodriguez on May 09, 2012, 02:06:58 AM
I'm not really an aggro player, but if I had to change anything it would be {champion of the Parrish}; because there are not enough humans to make him good in the early game. If anything I would put in more {hero of Bladehold} put in a 4th {stromkirk noble} and another {Hellrider}.
only have the three nobles and one hero is the thing. {thatcher revolt} is in there more to put counters on champion and give the rider a bit more fuel.
Title: Re: Tibalt's Moshpit
Post by: ChrisRodriguez on May 09, 2012, 02:14:23 AM
Quote from: CajunJynx on May 09, 2012, 02:10:50 AM
Quote from: ChrisRodriguez on May 09, 2012, 02:06:58 AM
I'm not really an aggro player, but if I had to change anything it would be {champion of the Parrish}; because there are not enough humans to make him good in the early game. If anything I would put in more {hero of Bladehold} put in a 4th {stromkirk noble} and another {Hellrider}.
only have the three nobles and one hero is the thing. {thatcher revolt} is in there more to put counters on champion and give the rider a bit more fuel.
I like {thatcher's revolt} with {Hellrider}, but not with {champion of the Parrish}. I think it's a little to slow for the champion. With the amount of kill like {gut shot} turn 3 is to slow for champion.
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 02:15:35 AM
Good point, can probably trade him for a noble one for one.
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 02:19:24 AM
I tend to use the champion as removal bait anyway. Let my opponent use his removal on the champion when big dogs like the vdevil and {silverblade paladin} are about to hit the field.
Title: Re: Tibalt's Moshpit
Post by: ChrisRodriguez on May 09, 2012, 02:26:22 AM
Quote from: CajunJynx on May 09, 2012, 02:19:24 AM
I tend to use the champion as removal bait anyway. Let my opponent use his removal on the champion when big dogs like the vdevil and {silverblade paladin} are about to hit the field.
I like I said before I'm not really an aggro player. Plus I'm not a big fan of {vexing devil} for the fact that my opponent controls what happens to it.
Title: Re: Tibalt's Moshpit
Post by: Wally on May 09, 2012, 03:37:05 AM
Maybe swap your parish champ for {unruly mob} as you are still sacking the humans from thatchers, and any other creatures that die just make him stronger. :)
Title: Re: Tibalt's Moshpit
Post by: ChrisRodriguez on May 09, 2012, 03:56:35 AM
Quote from: Wally on May 09, 2012, 03:37:05 AM
Maybe swap your parish champ for {unruly mob} as you are still sacking the humans from thatchers, and any other creatures that die just make him stronger. :)
{unruly mob} is to slow and not even a good card to begin with. You want to play cards that have immediate impact or will have one, or win games. Mob doesn't do any of these things.
Title: Re: Tibalt's Moshpit
Post by: Wally on May 09, 2012, 04:19:53 AM
Dunno, I've won heaps with it. Maybe I'm playing him wrong?
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 02:02:43 PM
Quote from: ChrisRodriguez on May 09, 2012, 02:26:22 AM
Quote from: CajunJynx on May 09, 2012, 02:19:24 AM
I tend to use the champion as removal bait anyway. Let my opponent use his removal on the champion when big dogs like the vdevil and {silverblade paladin} are about to hit the field.
I like I said before I'm not really an aggro player. Plus I'm not a big fan of {vexing devil} for the fact that my opponent controls what happens to it.

I love the vdevil. For one mana do you want to take four or lose a 4/3 monster on the table.
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 02:20:48 PM
The way I see it, it places potential for at worst sixteen damage for only four mana. Talk about efficiency, it's just like I see {ambush viper} as a green {doom blade}
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 03:55:36 PM
Doh, now I remember why I called it mosh pit! I brought it back, will repost under different name because editing on my phone will take forever.
Title: Re: Tibalt's Moshpit
Post by: CajunJynx on May 09, 2012, 04:27:26 PM
Updated.
Title: Re: Tibalt's Moshpit
Post by: Sagemaster on May 09, 2012, 05:41:59 PM
Quote from: ChrisRodriguez on May 09, 2012, 02:26:22 AM
Quote from: CajunJynx on May 09, 2012, 02:19:24 AM
I tend to use the champion as removal bait anyway. Let my opponent use his removal on the champion when big dogs like the vdevil and {silverblade paladin} are about to hit the field.
I like I said before I'm not really an aggro player. Plus I'm not a big fan of {vexing devil} for the fact that my opponent controls what happens to it.

{Torpor orb} prevents that