BuG Walkers Khans Rotation

Started by BaBa BLaCkSHeeT, September 14, 2014, 03:56:45 AM

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BaBa BLaCkSHeeT


BuG Walkers Khans Rotation

75 cards, 15 sideboard


2 {Opulent Palace}
1 {Urborg, Tomb of Yawgmoth}
2 {Llanowar Wastes}
3 {Yavimaya Coast}
2 {Temple of Deceit}
2 {Temple of Mystery}
5 {Swamp}
2 {Forest}
4 {Temple of Malady}

23 lands


2 {Reaper of the Wilds}
4 {Courser of Kruphix}
4 {Sylvan Caryatid}

10 creatures


2 {Read the Bones}
2 {Murderous Cut}
2 {Despise}
4 {Bile Blight}
2 {Nissa, Worldwaker}
3 {Kiora, the Crashing Wave}
1 {Silence the Believers}
4 {Ashiok, Nightmare Weaver}
4 {Thoughtseize}
3 {Hero's Downfall}

27 other spells


Sideboard

1 {Garruk, Apex Predator}
3 {Nylea's Disciple}
1 {Back to Nature}
1 {Bow of Nylea}
3 {Drown in Sorrow}
2 {Unravel the Æther}
2 {Dark Betrayal}
2 {Pharika's Cure}

15 sideboard cards



Notes:
This is a deck I've been working on and play testing in for post rotation. Any suggestions changed appreciated please offer constructive advice +\- when slot changes are offered please! Thanks in advance!

BaBa BLaCkSHeeT

Considerations:
Mainboard:
{prognostic Sphinx}; attempting a nissa approach as opposed to sphinx without a significant amount of card draw I actually fear the discard mechanic hurting, also it is tappable. This version is less controlly in the blue aspect.

Sideboard:

{Dead Drop}; for BuG// Esper Control decks that rely on sphinx. Feel it may be lack luster at sorcery speed, counterable, esper may have elspeth tokens out and bug may have mana ramp/coursers very situational.

{Ruthless Ripper}; to possibly threaten RuG monsters 6/6 trample hexproof not seeing many outs against hexproof atm.


Closing Time

Looks solid. I'd maybe run more scrylands to smooth the draws, but otherwise looks good.

respawned

I'd suggest {dig through time} over read the bones and maybe raise your polluted delta to 4 to help fuel your yard

BaBa BLaCkSHeeT

I have been having issues with read the bones+thoughtseize costing me life against aggro decks when not grabbing an earlier courser.

I've been over satisfied with {murderous cut} the delve is easy to pull off however I have two cuts and I don't think the delve for three cards would be easy to pull off unless I up the fetch land count. The delve enabled 2 drop scry 5 may also be worth looking into.

The scry lands I would like to keep to a minimum 6-8 as I have been hurt wishing a land came into play untapped and feel it is possible to run too many of.

After play testing I've added in 2 {reaper of the wilds} and -1 {silence the believers} -1{bile blight} as games without a planeswalker online seem to draw forever and I run out of gas sometimes.

BaBa BLaCkSHeeT

Fetched in this deck would be nice possibly using the dig through time but deciding to keep to read the bones as I don't often have double blue all the time. Financial reason will halt it for now which will probably make me cringe when I draw a wedge gate instead! Oh well hard to determine what the meta will be like but I suspect a lot of mono red/black aggro players first couple weeks trying to take advantage of people shooting for tri colour decks so for now I'm sticking to 4 bile blights.