I'm 36, and got back into the game a little after M12 release.  I'm way more serious and competitive about it now compared to when I was 22 and pretty much stopped all together after I went into the Marine Corps.  I play almost every Friday night with my buddy, testing Standard decks before a regular local event I play at on Saturdays. 

It would be nice to get good enough to win more often to have the hobby help pay for itself more, I'd also like to raise my awareness and predictive capacity surrounding the meta-game to better speculate on future card values.  It would be awesome to be able to make a living playing and trading with magic cards. 

I won't be quitting my day job anytime soon smile

52

(5 replies, posted in Decks and Deckbuilding)

Sorry man, I didn't even notice that the thread was that old, I've only just recently started participating on the forum here, still getting my feet wet.

I don't have a Lotleth Troll, I'll look and see if I have something similar maybe. I'm not particularly loyal to the Beast theme, I just sorta modified a deck that had that. Would any sort of 2 mana creature be helpful?

What about Pack Rats?  They can fill in that slot for Lotleth Troll to let you dump the Hydra into the graveyard for the Whip.

Here's my version of Mono-Green Devotion, though it splashes Black for Golgari Charm to "counter" supreme verdict.

http://deckbox.org/sets/534520  Version 2

and

http://deckbox.org/sets/535209 Version 3

Scavenging Ooze seems to be the card I am usually the least happy about drawing and may need to be shipped to the SB or removed all together.  Version 2 needed more response to flyers so version 3 Main-boards 3 Arbor Colossus.  I don't really like Voyaging Satyr that much because unlike Caryatid he doesn't evolve Exp One after a Burning-Tree helps us cast it, same thing with Scavenging Ooze. 

Version 3 also gives us a couple Abrupt Decays to answer things like Domri Rade, Nightveil Specter, Underworld Connections, Detention Sphere, Ashiok, and Boros Reckoner to name a few. 

Depending on your opponent, you either want to rush, or when you pass turn for their turn 4 and they already have 3 land out, stay untapped to at least bluff the golgari charm against their verdict. 

Possible alternatives I've been looking at for the sideboard for control match up is Savage Summoning.  Pass turn 4 untapped with 3 forests, Nykthos, Elvish Mystic, Sylvan Caryatid, and a Burning-Tree Emissary, in response to Supreme Verdict, activate Nykthos for your full devotion using Mystic and Caryatid to pay the costs, get GGGG, then at the end of their main phase, before your mana dissipates cast Savage Summoning with GG then add GGG from forests to cast Kalonian Hydra with a +1/+1 counter, untap, upkeep, draw, swinging for 10!

Main problem with this deck and others like it is that with all the removal out there, running out of steam is a real issue unless you get Garruk out.  The only other real viable option is Domri Rade

I think the addition of Black for Golgari Charm and some decent threat removal is important.  The question is how much?  Supreme Verdict is the worst thing that can happen to Stompy devotion decks on turn 4.  Another option with Black is obviously Thoughtseize... and it might actually be the best because you not only get to remove their Verdict you get to see what other threats are in their hand and maybe pace yourself a little or know that you should probably rush now if you can.

55

(5 replies, posted in Decks and Deckbuilding)

DarrenM,

Based on what I see in your decklist I'm guessing you intend to play Land-Go permission through the early turns in the game, taking some damage from minor threats while Syncopating or Azorius charming threats that must be dealt with quickly.

If they still have creature advantage (which most will since you probably don't plan on playing any creatures until after your first Supreme Verdict) then you will Verdict and likely have to pass turn giving them a chance to play another big threat during their turn before deploying your threats like Advent of the Wurm a full turn later during their turn. 

Your token threats and populate are somewhat counter-intuitive to the 4 copies of verdict you are running.  Meanwhile you're very vulnerable to Stormbreath Dragon and Blood Baron of Vizkopa which many will be playing the turn after you just tapped out for Verdict.  Obviously you can handle the Blood Baron with a Green Wurm but you've got nothing for the Dragon except maybe another Verdict. 

Maybe I'm missing something, can you walk me through how you envision this deck playing out?

So I modified the deck as follows:

http://deckbox.org/sets/562839

As I mentioned in the last post we now have a 4 of Kalonian Tusker to help make the most out of our Advocates.  I also replaced the Giant Spiders with Towering Indrik as he costs the same, has the same P/T, also has reach, and also gains from the advocate of beasts.

I kept the Deadly Recluses because they are a cheap card to trade with a Nightveil Specter or even Desecration Demon or at the very least draw a hate card away from our Beasts who can get bigger. 

Added the Whip of Erebos and Lotleth Trolls, and changed the mana up a bit to be more reliable at casting them.  Added Golgari Charm as a utility spell that can whack an enchantment, clear an opponents 2/1 and 1/1 creatures, or save all of yours against a Supreme Verdict. 

Nylea will help you seal the deal by giving your beefed up Tuskers Trample and give you a mana sink for pump for mid-late game when your Nykthos can tap for ridiculous amounts of mana because of your green devotion. 


The sideboard cards aren't really a sideboard, they are just more good cards that can be swapped in to replace some other ones in case you have them.
Overgrown Tomb would be an obvious good addition if you have any.  Same idea with Abrupt Decay, Hero's Downfall, and Underworld Connections.

I like the beast theme, if you really want to run with it more, may consider adding red for some of the Gruul beasts and some bloodrush capability.

Since your intent is for casual play I won't go too much into what cards you should be playing in Golgari colors but instead focus on the Beast theme you've got going on and add some fun interactions.

I really like the interaction you already have with the Advocate of the Beast and Corpsejack Menace plus Kalonian Hydra.  But I think you need to up the beast count a bit to make it more fun. 

Absolutely need the 4 pack of Kalonian Tusker since this is a beast deck, recommend cutting the Accursed Spirit, the Woodborn Behemoth, and either a Giant Spider or a Rootwalla

Lotleth Troll would also be a happy addition, and also works well with Corpsejack Menace and Kalonian Hydra. 

If you have Whip of Erebos the interaction between Lotleth Troll, Kalonian Hydra, and Whip of Erebos is a really fun one to hit, especially if you can manage to have Corpsejack on the board as well. 

Since you don't have any value one-drops that you can cast on turn one, Golgari Guildgate is actually a good 4 of in this deck, replace a forest and the 3 Transguild Promenade with 4 of the guildgates. 

Example nut draw could play out like:
Turn 1: Golgari Guildgate
Turn 2: Forest, Lotleth Troll
Turn 3: Forest, Kalonian Tusker, Lotleth Troll: Discard Kalonian Hydra for +1/+1, Troll attacks with giant growth for 5 or for 3 and regenerate.
Turn 4: Swamp, Whip of Erebos, Troll and Tusker swing for 6 damage and 6 life gain.
Turn 5: Discard any creatures in your hand to pump Lotleth Troll, use Whip on Kalonian Hydra, swing with everyone Hydra for 8 trample, Troll get's all +1/+1 counters doubled swinging for at least 4 with trample, and Tusker for 3 possibly for the win.

A really fun win-condition if you ask me.  Not likely to happen just like that or that fast but later in the game with the Advocate pumping your beasts the Hydra's doubling of counters gets even better. 

I'll post a modified version of what I would do with this deck.

Great link elpablo, definitely useful to get a good idea of what you're likely to see and what you should be seeking to answer each week.

59

(6 replies, posted in Decks and Deckbuilding)

Are you trying to go bursty/surprise damage?  Like Advent of the Wurm at the end of their turn?  If so you might want to splash red for a number of cards like:

Ghor-Clan Rampager
Armed // Dangerous
Flesh // Blood

If your opponent tapped out and you do an Advent of the Wurm at their end step and you can use Ghor-Clan bloodrush and either of the other two cards it's probably a win.

Thanks for the feedback hobonomo.  Is this something you're seeing in your local matches or something from top 8 decks in the leagues like SCGO or SCGI?

As promised, my suggested Gauntlet:

B/W Midrange - http://deckbox.org/sets/561200
Esper Control - http://deckbox.org/sets/561048
Mono-Black Devotion - http://deckbox.org/sets/561055
Mono-Blue Devotion - http://deckbox.org/sets/561056
R/G Devotion - http://deckbox.org/sets/561056

Am I missing any major players that should be in the top 5 archetypes instead of one of these? 

Are we at a point right now where only having 5 in your gauntlet might not be good enough?  Do we need Boros Aggro or B/G Midrange in here?  What about the new Naya Control deck?

Please post additional decks people should be testing against or post your own gauntlet.

As most of you who play Standard Constructed in any type of competitive setting already know, the meta-game of standard is constantly shifting to some degree.  Knowing which decks are hot and which are not at a given moment helps us make decisions when we are brewing up something new, tweaking an established archetype, or even just selecting which particular net-deck we want to pilot at the next tournament. 

I realize for many of you none of this post will be new or particularly useful information, if that's the case please bear with me so that perhaps this thread can benefit from your experience, knowledge, and opinions as it goes on so as to help each other and newcomers to standard competitive play understand and better prepare for tournament play.

What is a Gauntlet? 

In this context a gauntlet is a trial or obstacle course, not a metal glove such as the Gauntlet of Power.  This gauntlet should consist of decks, specifically the "hot" decks that are dominating the current standard meta-game.  For instance, at the time of this first post, decks like Mono-Black Devotion, Mono-Blue Devotion, U/W and Esper Control Decks, and probably R/G Aggro or Devotion decks to name a few. 

Why build a Gauntlet? 

To test against.  Especially if you are brewing up your own deck ideas.  Obviously the importance of a gauntlet will depend on your local meta-game.  It becomes less important I suppose if most of the people you play against seem to consistently bring their own self-brews.  In my experience at least half the people are playing a net deck or some variation of one.  You want to test your deck, whether it's your own creation or an adaptation of someone else's proven deck against as many of the common archetypes as you can because those decks or at least somewhat similar decks are probably what your going to face most of the time in a tournament.

How does it help me?

Numerous ways.  First and foremost it tests your deck's build and lets you know right off the bat the feasibility of your deck.  What's the point of a deck that pretty much always crushes White Weenie and Red Deck Wins but get's annihilated both pre and post sideboard against Mono-Black, Mono-Blue, and control decks?  What are you more likely to face a greater number of at your next tournament?  Playing several games (both pre and post sideboard) against the dominant archetypes gives us an idea about the matches we can win, our deck's relative strength against each one, which cards and which plays are working and which ones aren't against each archetype, and helps us make better decisions on when to mulligan and what to sideboard in and out. 

It also can help us tune our decks.  Which cards seem dead in our hand sometimes?  Against who?  Say you setup a five deck gauntlet and out of those 5 decks a card seems dead or makes you groan when you top deck it against 3 of those 5 match-ups?  In the other 2 it seems so awesome?  Maybe there is a better card for your main deck?  Maybe that card sits in the sideboard until game 2 against the decks it actually does something for you. 

This may seem basic, but something as basic as this often doesn't become apparent or obvious until after some testing. 

OK, how do I determine what to include in my gauntlet?

Aha!  Now we're getting to the meat of what I'd like this thread to be about.  There are some pretty obvious resources like the most recent winning decklists at http://www.starcitygames.com.  Then there is your local tournaments, what are the people who took the top spots playing?  A lot of them probably won't have any problem talking about their deck with you, especially after the tournament. 

Remember the whole idea is to be better prepared for what you are most likely to face and to have an idea on how to shape your play and strategy against the most commonly played archetypes.  Your gauntlet needs to change as new "good" archetypes show up and as some archetypes fade away.  This is what I'd like to see for this thread is people sharing their ideas of good decks to add to a gauntlet and how some decks may have morphed.  Of course test results of any deck against a gauntlet would be welcome too. 

Oh yeah, use proxies as needed, my testing buddy and I typically just take basic land cards and write the necessary information on them as a quick and dirty proxy.  Also, you may want to expand the sideboard of gauntlet decks to more than the normal 15 cards. 

So, I've built my gauntlet how do I use it?

Play your deck against all of the decks in the gauntlet.  I'd recommend at least 5 games each, two pre-board and 3 post-board.  Obviously the ideal scenario is to do this with a buddy who also plays Magic at a comparable skill-level (or better), but playing both decks against each other by your lonesome is preferable to no testing at all.  Just be mindful not to "cheat" due to your knowledge of both decks' hand, and especially not in favor of the deck you are testing.  Cheating in favor of the gauntlet deck can actually help as a sort of simulation of a player with superior skill or knowledge predicting your potential plays. 

Also, it might be helpful to take notes.  Things like on what turn did significant changes in a game happened or if a particular card(s) seemed impotent in your hand for all of or most of the game.  Depending on your attention to detail and how deep you want to go even recording your starting draw to see what kind of draws seem to work better against certain archetypes can end up being useful in making mulligan decisions on game day.  Noting things like, "I lost every game I didn't have black mana available by turn 3 against mono-blue"  can help with mulligan decisions, the order we play our lands, and perhaps prompt us to take another look at our mana base to make sure we are playing enough black sources. 

Then we can tune and test again to make sure the change achieves the desired results, hopefully without negatively impacting our match-up against the other gauntlet decks. 

I hope this was informative and helpful to some of you out there and for those that this was already common knowledge if you have any helpful tips, tricks, or advice feel free to add or even correct or improve on what I've laid out.  My next post will include five decks I think should be in everyone's gauntlet for the current meta-game.